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#feedback

Edited by Azure: 2/15/2018 11:45:14 PM
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Hey Bungie, I know you're working on stuff, but hear me out. (Part 2)

Part 1 is [url=https://www.bungie.net/en/Forums/Post/243098095?page=0&sort=0&showBanned=0&path=1]here[/url]. [b]3) Item storage and management needs a serious overhaul.[/b] There are a LOT of items to collect in Destiny 2, and we have limited space to store everything. On top of that, the vault has little to no customization, and instead of being categorized like the Destiny 1 vault, everything's crammed into the same 200 slots. It's been explicitly stated that this is a collection game, and making our items easier to manage should be of a higher priority because of this. On top of that, Cosmetic items take up a ton of vault space should one decide to collect those as well, taking valuable slots away from weapons and armor. Here are a list of changes I believe could help: * More Vault Space * Separate Vault Space for Weapons, Armor, and Miscellaneous Items. * More Sorting Options * Collections for cosmetic items (Not just Exotic cosmetic items, ALL cosmetics). * Shader Storage Rework (e.g. You open up Shaders in your inventory and are taken straight to the Shader Collection, which shows how many of each Shader you have, and allows you to purchase more for glimmer if you run out). * Similar Storage Rework for Transmat Effects, as well as the ability to preview them. * Players should be able to dismantle items straight from the postmaster, and also while in the Vault Menu. This way, items should be much easier to manage and players will be able to collect more items with the storage they have available. [b]4) Perk Rolls and Mods on weapons and armor need to be more significant.[/b] [b]Brief Recap on Random Rolls and Fixed Rolls to ensure everybody is on the same page[/b] The Destiny 1's perk system revolved around every weapon and armor piece dropping with a completely randomized set of perks which could be chosen from on the weapon. Here are the pros and cons of that system. Pros: * It gave duplicates a purpose, as getting different perks on the same gun meant potentially getting BETTER perks on the gun. * It gave people more things to chase. * It allowed people to use the guns they felt most comfortable with as long as they got good rolls. Cons: * No bad luck protection - If a player was chasing after a specific gun with a specific set of perks, there was no guarantee they would ever receive the weapon they were after, no matter how much they played. Destiny 2's perk system was the opposite, as in every instance of a gun you get will have the same roll of perks. Here are the pros and cons of that system. Pros: * It gives weapons an identity ("this is the one that makes heads explode, this is the one that's full auto, and this is the one with obscene range"). Cons: * Not much to chase, as there are no variantions between weapons. * Duplicates mean pretty much nothing to the player, as they're only worth 3 legendary shards. * Most weapons are "meh", a few are absolutely terrible, and as a result the same few are used over and over again. [b]How Perks SHOULD Work on Weapons[/b] To put it simply, the only bad thing about Random Rolls was the lack of bad luck protection. The only thing good about Fixed Rolls is the identity that it gives weapons. Here's how I'd recommend perks work going forward: * In addition to the Intrinsic Perk granted by its archetype, every weapon will have one additional Intrinsic Perk which will be fixed to the weapon. Uriel's Gift will have High-Caliber Rounds, Better Devils will have Explosive Rounds, etc. This perk will not differ between variants of the same gun. * All other perks will be randomized upon obtaining the weapon. * This will not apply to Exotic Weapons. This is to keep Exotics powerful, while making it easier to balance them. * This will not apply to weapons found in Raids or Trials. They will be weapons of the highest caliber, and as such will be crafted specifically so that each one is great. To protect against bad luck: * "Love of the Grind" buff - Completing an activity increases a player's chances of obtaining rewards unique to that activity the next time they complete the activity. The buff stacks up to 5 times and is removed when they step into a different activity. * Players will have a slightly higher chance of getting a weapon that they have in their inventory, thus increasing the chance of duplicates. * [url=https://www.bungie.net/en/Forums/Post/243106388]"Four Sided Die" Consumable[/url] [b]Mods on Weapons[/b] I believe that mods that increase specific weapon stats (like range, stability, and such) should be equippable on weapons in their own additional slots. Different Weapon Types would have their own types of mod. [b]Perks on Armor[/b] For Armor, in addition to having perks that increase attributes, there also needs to be a perk column for decreasing the cooldown of grenades, melees, or class abilities. The rest can be done with mods. [b]Mods on Armor[/b] Current standard armor mods are lackluster at best. Each one only affects something tiny, and the magnitude of the effect is always way too small. As for what I would do to improve it, I'd probably pick two of the following: 1) I'd combine the mods of a similar type into one (e.g. one mod would increase grenade recharge rate for any subclass as opposed to just for one specific element, another would increase reload speed for all weapons as opposed to just specific types). 2) Buff their effects (i.e. One mod has the effect of three stacked mods now, but they can't be stacked.) 3) Allow more slots to allow for more than one mod on a single piece of armor. For the ones that increase a stat by a single point (e.g. mobility mod), the only changes I'd make would be to increase the magnitude to two points instead of one. I also love the idea of adding mods similar to the Raid mods we got. Those were innovative and cool, and I hope they get expanded upon when Bungie does Mods 2.0. [b]Masterworks[/b] I'll keep this brief since I've already written way too much for this post, current Masterwork bonuses aren't cool enough: * Magazine Size needs drastically buffing, especially on Auto Rifles and the like. * Masterwork Weapons should track both Vanguard and Crucible kills. * Masterwork Weapons should get an additional mod slot. * Masterworked armor should also increase the attribute bonus from its intrinsic perk by an additional point (e.g. heavy hunter armor would normally add 1 resilience. Masterworked heavy hunter armor would add 2). * Masterworked armor's resistance buff during super should increase from 3% per piece to 5%. * Masterworked armor should increase the super gain from every Masterwork-generated orb by 50% for every piece equipped (e.g. If Masterwork-generated orb grants 1 super energy normally, then it grants 3.5 super energy to a player with full Masterwork armor). * An orb of light will be considered "Masterwork-generated" if it was either created through a multikill using a Masterwork weapon, or if it was created by someone using their super while wearing masterwork armor. [b]End of Part Two[/b] That's all I have for now, will make another post tomorrow.

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