Since the release of [url=https://www.bungie.net/en/Explore/Detail/Update/46536]Destiny 2 Update 184.108.40.206[/url], we’ve been monitoring player feedback concerning the Masterworks. We’d like to give you a list of items that’s on our list to address. We don’t have a specific date for when these changes would take place, but we’d like to give insight as to what teams at Bungie are aiming to accomplish: [b]Player acquisition:[/b][quote]• We’re implementing a new mechanism that we can use to limit long dry spells in Masterwork drops due to bad RNG. • We will also be looking at adding some guaranteed sources of Masterworks, but we are working on a broader plan to improve prestige activity rewards and it might wait until then. • We’re watching overall drop rates and usage over the holiday and will adjust drop rates and material costs as needed.[/quote] [b]Masterwork Inventory Management[/b] [quote]• We’re planning a fix for Masterwork Cores not going to your postmaster if you’re full on Consumables. • To help prevent accidental loss of Masterwork Cores, we're extending the dismantle timer to give players a larger window to stop the process.[/quote] [b]Stat Bonuses[/b] [quote]• Right now, the stat bonuses are small tweaks intended for players who want to optimize very deeply. We’re watching feedback and are excited to adjust or add more stat bonuses in the future. Once we have more information, we’ll share our plans with you.[/quote] Additionally, the in-game UI currently doesn’t have a good way to show all of the possible stat rolls. Here is the current list of Stat Bonuses that can roll per weapon type: [quote][b]Auto Rifle[/b] +5 Range +10 Magazine +10 Reload +10 Handling [b]Fusion Rifle[/b] +5 Stability +10 Reload +10 Handling [b] Grenade Launcher[/b] +5 Stability +10 Reload +10 Handling +5 Blast Radius [b]Hand Cannon[/b] +5 Stability +10 Magazine +10 Reload +10 Handling [b]Pulse Rifle[/b] +5 Range +10 Magazine +10 Reload +10 Handling [b]Rocket Launcher[/b] +10 Reload +10 Handling +5 Projectile Speed +5 Blast Radius [b] Scout Rifle[/b] +5 Range +10 Magazine +10 Reload +10 Handling [b]Shotgun[/b] +5 Stability +10 Reload +10 Handling [b]Sidearm[/b] +5 Stability +10 Magazine +10 Reload +10 Handling [b]Sniper Rifle[/b] +5 Range +10 Reload +10 Handling [b]SMG[/b] +5 Range +10 Magazine +10 Reload +10 Handling [b]Sword[/b] +10 Magazine +5 Impact[/quote] [b]Masterwork Armor[/b] [quote]• We have begun plans to add Masterworks to Armor as well. • The Armor bonuses will be more modest than the Orb generation on Weapons (in part because you have five equipped at once), but at minimum we want to provide a much requested mechanism to change the Armor stat type.[/quote] [b]Weapon and Armor Mods[/b] [quote]• We don’t have a firm ETA yet, but feedback on Armor and Weapon Mods has been heard! • At minimum, we are looking to ease inventory pressure (ex: collapsing per-slot or per-class Mods) • We’re also seeking to make Mods a more meaningful part of your loadout decisions.[/quote] If you have feedback for Masterworks or Mods, feel free to sound off! Post a thread in the [url=https://www.bungie.net/en/Forums/Topics?pNumber=0&tg=Destiny2]#Destiny2[/url] or [url=https://www.bungie.net/en/Forums/Topics?pNumber=0&tg=Feedback]#Feedback[/url] forums to share your thoughts. We’ll have more in the coming year to talk about. Stay tuned. Cheers, -dmg04
ive been thinking of a really cool way to improve the weapon system without doing a major overhaul and i came to this very exciting idea. other than masterworks, legendary (and potentially exotics) should have tiers: bronze, silver, gold and platinum. each tier will award the weapon or armor a set mod capacity bronze being 1 ,silver being 2 ,gold being 3 ,and platinum being 4. Mods will have different capacities depending on the rarity, for example blue mods takes up 1 capacity, legendary 2 and exotic mods will take up 4. so players can mix and match mods for the optimal benefit of the situation. example platinum weapons can equip the following mod combinations: 4 blues or 1 exotic or 2 legendaries or 1 legendary and 2 blues etc. about the mods, each rarity will offer additional improvement ( i will talk about this later in the comment ) weapon mods can make underpowered weapons or perks more useful. for example snipers and linear fusion rifles can have a mod that will increase precision damage. blue mods grants +5% precision damage, legendary mod grants +10% precision damage and exotic + 15% precision damage. however it is not possible to equip the same mod multiple times. lets say you cannot equip 4 blue precision damage mods or a legendary version of that mod with 2 blue versions. i said that mods can help underpowered perks for example a bayonet mod on weapons that will increase melee lunge range while that weapon is used. Graverobber perk will complement this mod well making graverobber a more wanted mod by the playerbase for example a sidearm melee combo in pvp . another mod that i just thought of is reloading weapons releases a shockwave which staggers enemies. blue mod grants a 1 meter radius shockwave , legendary is 2 meter radius and exotic 3 meter radius. this idea helps people hunting something either an exotic mod or a platinum weapon. the idea about my 15th better devils being better than my current one is possible now with legendary tier. the current weapon system ( fixed rolls and the kinetic energy, and ,power) can stay to help compensate people with bad RNG you can ascend the tier of a legendary through the gunsmith using legendary shards but it is costly ( lets say 500 shards) and turning in 3 of the same mod can turn a blue mod into a legendary and 3 legendaries into an exotic. i love destiny 2 and i would like to see it expand and i will continue to play it until the next destiny game. Thank you for reading and thanks bungie for an awesome game.