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Destiny 2

Discuss all things Destiny 2.
Edited by Oblivion_veil: 6/12/2022 7:59:03 PM
0

New PvE Idea.

Good?

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Bad?

1

Meh?

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[b]PvE secondary modding system: [/b] Extra modding system that acts as a unique, more advanced way to create synergies between gunplay and ability/movement systems already existing in-game. [u]In a way it's supposed to feel like an “exotic” for your abilities.[/u] [u][b]Cannot be used in PvP. It is completely disabled there.[/b][/u] Almost like a “combos” system for more situational interactions which will raise the skill ceiling without being overly game-breaking. They could be a system that is either permanent or resets after a season. Should be focused on very experienced veteran players to feel as though their build is still growing. I was thinking if this is tied to raids, dungeons, and other endgame PvE activities it would give additional incentive to those activities. [b]Implementation:[/b] For this system you have a new menu isolated from the rest of the menu. Possibly in the sparrow, emblem, finishers, etc. menu. You start with 1 slot and get an extra slot through an end game activity or difficult quest of some sort. New “mods” require a resource like synthweave to acquire and activate. “Mods” function off a bounty quest system which requires 10 spoils of conquest to acquire from a vendor. [i]This is meant to be a long-term goal like catalysts and seals of triumphs.[/i] [b]Examples: [/b] ----------------------------------------------------------------------------------------------------------------------------------------- A melee mod that is used to do a finisher on a yellow bar enemy that would make your next regular melee ability lunge farther and do more damage. ([b]strength needs to be at least tier 3[/b]) ----------------------------------------------------------------------------------------------------------------------------------------- Precision kills make your next mag do “subclass debuff” damage. Slide to transform that into a trail of colored fire matching your subclass. Combatants that touch the fire gain a debuff of your subclass. (ie. scorch/ignition if solar) ----------------------------------------------------------------------------------------------------------------------------------------- Performing a finisher on a yellow bar enemy gives you extra precision damage. Precision kills grant ability energy to all 3 abilities equally. ([i]maybe some kind of drawback to your finisher to balance this[/i]) ----------------------------------------------------------------------------------------------------------------------------------------- Sacrifice shields for a 15s buff where you get massive damage against normal and yellow bar enemies and a large speed buff. ([b]requires tier 5 mobility and resilience, as well as stopping regen for a bit[/b]) ----------------------------------------------------------------------------------------------------------------------------------------- Absorb health of an enemy as over shield upon breaking the combatants shield. Gain an affinity resistance to that shield element while taking slightly more damage from other elements. Lasts 20s. ([b]your melee ability now has a longer cooldown[/b]) ([b]requires tier 6 resilience[/b]) ----------------------------------------------------------------------------------------------------------------------------------------- Grenades now bounce 3 times before detonation. Upon each bounce, grenades make pools that damage enemies and give you a speed buff when thrown. Grenade cooldown is now extended. ([b]requires tier 5 in discipline[/b]) ([i]the pools also make your weapon very stable and reload faster[/i])

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