Everything had a cap back then if you wanted to be the best level-wise, you had to raid, to nightfall, to the prison of elders, to do the things that dropped the gear and the weapons needed to be the best
We don't have that luxury anymore, Destiny 2 has the artifact and that means that with that item, comes unbreaking potential. People can have over 300 the maximum light from gear and dominate the entire world because of one simple slot underneath all your weapons and ghost shell
In d1, weapons and armor had a simple balance to them, you could adjust armors to have increased resilience over their mobility or recovery over resilence. it was simply barred segments that could move up and down at your leisure to fit the playstyle you wanted. Plus, armors from different locations had different setups so if you wanted a resilence warlock set, certain locations or activities had their armor drop that style of set
In d2, we have the armor grind where we have to find the correct point value, point distribution, and (soon to be fixed) affinity to get the best gear. This leads to a possibility storm of having the highest level gear with the 40s and below in their stat pool with poor distribution, or high stat pools with wrong distribution (all in on-base(R/R/M)/super(I/S/D) stats or all in on the wrong stats so a titan has to deal with having more mobility than resilience.
In d1, I don't recall how weapons worked in later years, I believe they might have had some degree in their stat changes to make themselves unique but to be honest, all I remember is that you had to level a weapon to make it have its abilities
In d2, everything weapon wise is random, if you get a rare drop weapon, it could be everything you love except its a hand cannon with slideshot(or something that you never do) You have to grind for specific masterworks, specific stat changers (Smallbore for shotguns, drop mag for slow reloaders, etc) and specific abilities that have use in trials.
My suggestions
1. disable the artifact or have its influence be capped so skilled players dont have to fight down no life gods of the pvp/pve world.
2. Make trials weapons and gear be more focussed on pvp based attributes. that doesnt mean they wont work well in pve, but the guns and armor should have some static to them to make them worthwile to bathe in the lighthouses light, instead of fealing like a hangover that you didnt want in the end.
3.Understand what made trials back in d1 good, what limitations we had and how players overcame them with skill and gun play alone
4.POSSIBLY (i have no intent to push this issue but its an idea nonetheless) Disable exotics in trials, so players rely on the guns found and armor found, and not exotics with their god tier level of annoyance
thats all i got, let me know if i should add more or clarify if weapons were random in d1
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