You raise a good point about too much divergence among the archetypes but it's way too late to just undo the Frame system. A lot people's entire mechanical identity is based on a particular Frame of a particular archetype - this is here to stay.
Do consider however that other shooters do this as well but without named conventions.
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This system is something used in borderlands back in 2009 and improved further at borderlands 2 in 2012 so it's questionable how come bungie is stuck with 2009 model and barely any identity like borderlands 2
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I can't deny you have a very very good point to what you said, absolutely valid. I was reading about Bungie confirming 10 more years of Destiny. A mobile variant is coming, but if they don't do a D3, then Destiny 2 will continue through that as well, and so that means either 10 more years of what we have, or considering some major overhauls to the game, which MMO's do seem to always need from time to time to stay relevant. With PvP being such a huge focus it will need huge changes in that time, given the dismal place its currently in. Though I'm stuck playing on PC, so maybe its just infinitely worse with the people, compared to console, but it seems like the balance and meta issues are pretty common between all.
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There's too many elements at play with Destiny and it's probably impossible to make every single approach viable or balanced. They could address what you're saying by retiring Frames that take an archetype to close to another archetype's role, but keep Frames that lean archetypes deeper into that weapon's role. There probably shouldn't be a 'short range sniper rifle', since that's becoming of a Scout rifle. When does a rapid fire frame AR become an SMG? So on.
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Yes, correct, so they need those minimum effective distances too, but alot of that just happens naturally with fire rates, recoil, and sight types. I miss different sights on D2 weapons. Bungie could do different types of rounds; that's where they could adapt things more in expanding in class specifics. SMGs use different types of rounds from standard rifles for example, but have many of the same as sidearms, which can put them on near equal grounds in the right hands. There are all kinds of crazy rounds for each platform in the real world. Some expand in targets, or shrapnel out which causes more damage, all that they need to do is find types of rounds that we already have for different types of weapons and adapt them to those classes. Though they do have to be viable, and adjusted for the physical operations of the game with maps and such. If they really wanted they could even create different types of rounds derived from what we already know, to really add variety and make it feel futuristic space magic, the framework is already there. SMGs already have an ammo type random roll, all that needs to happen is adding more in there. Snipers can use all kinds of fun stuff, same with grenade launchers, and we already have some of that. Really every weapon's parts should be muzzle attachment, barrel type, ammunition type, sights, and stock that dictate its operation for the mission and how it affects gunplay, but of course that does fall directly into a complete Destiny weapons overhaul, so its most practical application is when options are incredibly thin or none, and maybe we just haven't gotten there yet.
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Destiny is likely not going any farther into a gunsmith type customization, which could end up worse than Frames in terms of balance.
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I could see it. There's so much that does have to go into it. At best, if capable it would be incredibly risky, I won't deny that.