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Destiny 2

Discuss all things Destiny 2.
10/12/2022 1:16:16 AM
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Changes for Crafting and Champions

Seeing how bad the crafting system to the point I see it as bastardized version of Warframe crafting and champions making you use only around seven weapon types out of seventeen, time to change it [b]Crafting changes[/b] - Reduce pattern requirement to only one - Make exclusive blueprints available from the respective vendors and add vendors on seasonal activities as safety net in case of not getting any drop - Make reshaping free "That would cut the grind!" Yes I know it will be super short so I move the initial grinding part into investment grinding - Ascendant alloy is used as level reset (prestige reset) similar to forma at level 30, allowing you to choose one of three upgrade paths * Increased mod capacity * Reduced mod cost, either by a flat amount or percentage * An extra perk slot in one column of your choice What does this mean? You can grind it out if you want to have the perfect weapon people can inspect. Let's say a guardian has an AR with -50% mod cost (5 resets), 3 perk slots on all 3 columns (6 resets) and 30 capacity (around 20 resets?), means it's one massive dedication you can see that isn't something you can casually do (31 resets!). The grind is still there, maybe much more but it has visible results worth the investment [b]Champions[/b] Rather simple, make mods an optional power boost instead of mandatory use with changes to champions as listed - Barrier champions deploy barriers on hitting the threshold, deploying barriers that break when taking enough damage regardless of mods Mod adds minor bonus to barrier - Overload champions have lifesteal that drains your health to heal and have health threshold where reaching said threshold lowers the max HP, no longer able to regenerate that health bar Mod adds minor bonus to health and reduce the lifesteal effect - Unstoppable is fine as it is, with mod giving slow effect on hit

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