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Destiny 2

Discuss all things Destiny 2.
3/4/2021 11:33:22 PM
3

Possible perk reworks and suggestions

To start off this is just something I thought of. Not taking into account every possible bad effect it would have in the game or with loot pursuit but I try my best because I love this game and want to see improvements and better and smoother mechanics and systems. As a disclaimer these are my ideas and if its already been submitted then sorry I dont come here very often and dont pay attention to the forums but still wanted to share my ideas and hope something like them come to the game! Lets start with what I call "evolution" of champion mods. Before, the champion mods went directly as mods on weapons, forcing players who go into harder content to remove there Spec, handling, damage, etc. mods to use champion mods. This was okay enough but restricted the use of the aforementioned mods and restricted the mod to one gun and you had to go in and change them around. Now today we put the champion mods on our armor and they are used universally across any weapon that the mod lists it can be used on, great! But thinking in this, it still sucks that you have to swap them around depending on what content with champions your going into, and even more when your team doesnt have the right ones and you have to swap mid battle *AHEM battlegrounds AHEM*. SO, getting to my proposal. Im looking to freshen up the perks we have without adding new and increase loot pursuit! 1. High Caliber Rounds- Now has Unstoppable 2. Armor-Piercing Rounds- Now has Anti-Barrier 3. Ricochet Rounds- Now has Overload Simple I know, but Ive noticed in all of Destiny 1 and 2 I havent felt a need for any of these perks other than High Cal. for pvp. These perks to me and Im sure the average player (that cant use Ricochet rounds to dome a Guardian with a snipe around a corner) are whats called "do nothing perks" they are there and dont feel like they impact a players experience in game. By "infusing :p" the champion mods into these perks, a player is given more loot pursuit from wanting their fav gun to have a specific champion disrupter and to collect that weapon 3 times to have all the disrupters on the same weapon they love using if they so choose. Onto the point of these perks, as they are how they'd have champion disruption, a player would be in static about not only getting their god roll with idk insert whatever you want but now regardless of their roll, it can be used as a champion disrupter and be used by new guardians when they get a Cuboid or whatever blue drops and hopefully less having to change mods and more new players understanding and interacting with champions or just a player that just is shooting things because fun can maybe help take down a barrier or stun a champion by accident. Either way works am I right? Finally I would still keep the mods how they are now I guess, just so players arent having to re-urn weapons because of a couple perks but instead are impowered to chase more guns or their favorite guns again with these perks! Side note, I know new players to my knowledge do not fight champions until alittle late game, or depending what content they click on and find them and dont know if there is a tutorial in game to tell a player about how to interact with champions. I think thats all for now, I have wayyyy more ideas, reworks, just..so much that I may post. Thanks for reading and if you agree with these changes, lets hope Bungie sees this and maybe make it a reality! Posting this in Gameplay forum, not sure if it belongs in feedback cause I feel thats more for bugs and such.

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  • The problems doesn't lie with the mods, not entirely at least, but with Champions as a whole. They are fundamentally flawed concept that has had literally no changes made upon them other than being slowly implemented within every enemy faction, and that isn't much of a positive. Even if the mods became more diverse like they should've been from the start, it will not suddenly fix the enemies themselves which are where the problems truly lie.

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    • Or Bungie could just remove champions entirely. They're so annoying

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      • Don't think this is a good idea. I think guns should just get their own champion mod slots exotics included and make which ones we have seasonal. Exotics with intrinsic anti champions can stack a matching mod on to increase the relevant effects, errianas doing more damage to barriers for example.

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