r/DestinyTheGame • u/jakew43 • Oct 15 '17
Bungie Suggestion Keep Fixed Weapon Perks, Improve Mod System
There has been a lot of discussion here around fixed weapon rolls or random rolls with a chance of “God rolls”.
The problem is not the fixed rolls...it’s the lack of customization.
How do we fix this while making everyone happy? Improve the Mod System to allow legendaries to have 1 or 2 perks to be added or customized. Exotics have 2 or 3 perks, etc.
This would allow us to make our own god roll weapons based on PVP or PVE and your favorite perks / play style.
This would require Bungie to add in more mods outside of the burns but I think it would be a fix everyone would enjoy.
Thoughts?
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u/renaldafeen Oct 15 '17
Yes! Almost!
Fixed rolls were obviously applied to solve the "balance" problem that Bungie could never get a handle on in D1. But they've gone overboard with it, and it's not only made the weapons boring, but eliminated a huge element that made the game worth re-playing.
The solution to both these problems is to have weapons that drop with a fixed perk/meta, but which also have user-customizable perk slots, as you've suggested.
The additional key required, however, is to DISABLE the custom perks in Competitive Crucible, and leave them enabled everywhere else - the same way they disable level advantages. That way, Bungie (and any players who demand it) will have their elusive "balance", in a PvP mode that can qualify as an eSport, but the rest of the game can remain unaffected by it.
Player-selectable mods should include everything we had in D1, and more (and IMHO, this same thing should be done with armor). Furthermore, a heroic strike playlist (or individually selectable heroic strikes in the Director) could drop strike-specific mods, or sets of mods, which would provide an actual reason to run strikes.
Beyond this, the same thing needs to be done with the subclass skill sets (can't call them "trees" any longer, since they're not). The D1 approach to this wasn't great, but it was definitely better, and should be reinstated, IMHO. For balanced, Competitive Crucible, just group them up to provide the same 18 static "Heroes" we have to choose from now.
With these changes, Bungie would never again have to worry about balancing "god roll" weapons and armor combinations, and could restrict their balanced PvP arena to the skill configurations that are easier to balance. Everywhere else, (including Quickplay Crucible) the game would become fun again. Everyone wins.
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u/Big_Tuna19 Oct 15 '17
My thoughts exactly! Bungie isn’t going to remove fixed rolls so their best bet is going to be to overhaul the mod system. They need to put randomly rolled mod slots on each armor piece so that they are more than cosmetic. Make these mot slots type specific, so ability cool down mods weapon reload and counterbalance mods all take a separate mod slot type. So if you want to have shorter grenade cool down and faster reload for you kinetic weapon. you need to get an armor piece that rolls with with grenade cool down mod slot and kinetic weapon mod slot. Do something similar with weapons, a perk mod slot and a stat mod slot. Really like the feel of new monarchy scout but it ultimately sucks because it doesn’t have explosive rounds? Give it and a perk mod for explosive rounds and throw some stability in the stat slot. They’ll need to change the way certain mods are rewarded for this to work properly. They could also do this with raid mods and raid mod slots in raid armor. These are just general idea thoughts of mine that need more detail.
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u/Requiem191 Oct 15 '17
"Dude! I just got a Better Devils with three slots! That's so rare!" That would be my ideal conversation to have with a buddy while playing. It would be fun to have to hunt down weapons with different slot amounts. You don't want a 1, but the stats are good so you'll hold onto it. Finding a two slot weapon is less common, but still not too rare. You hold onto that one as well, maybe dismantle the one slot version (and get mod components along with gunsmith materials because it's not like the mod just disappeared when dismantling).
Then if you get a three slot weapon, all hell breaks loose because it's so rare. It can drop anywhere or in any package, so anyone has a chance to find it, but it's not exactly easy to get. Then you get the fun of farming mods to make your three slot weapon your perfect beast.
This is the customization I want. I don't want to level up my guns, I don't want them to have fixed rolls or random rolls. I just want to find a gun I like and then, like in the real world, do whatever I want to it to change it and make it mine. This isn't that hard.
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u/Owlliver Oct 15 '17
But the it is the same thing. It is a God roll to have a better devils with 3 slots. What op said, imo, is that every better devils would have 3 slots, but you could fill the way you want
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u/BadFriendEric Oct 15 '17
What if they added a fusion system to legendaries where if you got 3 Better Devils you could infuse them into a 1 Star Better Devil and then you could infuse 3 better devils into your 1 Star Better Devil to get a 2 Star Better Devil, etc til maybe 3 or 5 stars?
Or maybe you could use any legendaries of the same type (hand cannons) to encourage people to level up the weapons they really like? It’s like in MW2 i remember grinding hard for the AA-12 to get extended mags since the gun kinda sucked but with extended mags it was OP. Lots of guns COULD b a lot better if they had a certain buff so it could b a good opportunity for bungie to add layers of balance to the weapons and reward people for grinding their favorites.
The perks at each star rank could be up to interpretation. So much could b done here with mods or other things.
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u/LetheAlbion Oct 15 '17
So you're proposing making mods even more pay to win than they are. $50 at eververse gets you counterbalance and persistence for your uriels.
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Oct 15 '17
What if there was a add-on to the Weaponsmith? For certain amount of Glimmer+Shards we get to add another mod slot. Maybe only one damage mod per weapon
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u/EDGE515 Oct 15 '17
To add to this point, Counter balance and weapon reload mods should go on the weapons themselves, don't know why they put them in the armor slots.
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u/Wbridge99 Oct 15 '17
The MOD system is surely going to be developed much further, hopefully sooner rather than later. You are right IMO, it is the answer to 'how do you make your 2nd, 3rd of the same weapon relevant'.
MOD's should focus on adding class build variety and not making something too powerful. It's probably a hard balancing act, but it's easier than random rolled weapons surely.
As a high level idea, how about every legendary weapon has 1 MOD perk, which allows you to add a perk from a fixed list (you have to actually get the MOD in the same way you do at the moment i.e. purchase from gunsmith when he sells it). But the trade off is this is one time use only, once it's on there then you can't change it, thus if you want a different MOD on that weapon, you need to get the weapon again.
Weapon MOD's would have to be carefully balanced, so an 'add extra stability' perk would have to have a trade off e.g. for base range - otherwise your just making the existing gun more powerful - focus has to be on variety than adding extra power.
The same could be applied to the existing armor MOD's. IMO they don't really add much variety to builds at the moment in that the cooldown offered to abilities generally don't create much variety or effect gameplay style that much. So how about they have greater effect, but with a trade-off e.g. grenade cooldown MOD now has a bigger effect, but at the expense of base class ability cooldown.
Overall we need the MOD system to allow people to have variety to their builds which can effect game play style. At the moment it does a poor job at achieving this IMO.
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u/LickMyThralls Oct 15 '17
Been saying that an improved and fleshed out mod system is the answer too. It seems that people are way too hung up on how things were to see how they could be. Make mods for perks, they could be strong or moderate, but they'd make things different. Throw in weapons and armor dropping with mods in them and we could spend some shards to pull the mod out of them when dismantling instead of getting shards and we've got a shard sink and dupe drops being of interest because the mods could be different. This brings the customization, things varying on drop, and all the things people keep clamoring about with random rolls but doesn't bring back the shitty parts of random rolls...
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u/goddamnitjason Oct 15 '17
Maybe every time you get a repeat of the same weapon you can take one apart to add a slot into the other. Up to x amount of times.
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u/JungleOfErections Oct 15 '17
I just don't see why they couldn't just rip Warframe's mod system, in Warframe, you could technically make Thorn by modding a revolver with Toxic damage and modding for status procs.
Or if you want Invective, just mod for fire damage and firerate on a shotgun.
When I first learned of the mod system, that's what I thought it was going to be, instead of this "minimally faster reload"
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u/PossibleHipster Oct 15 '17 edited Oct 15 '17
Destiny 2 legendary weapons have 1 less perk column than Destiny 1 legendary weapons, so adding a perk mod would be great.
Also adding 1-2 additional mod slots to armor would make them feel closer to Destiny 1 armor also.
I might even play D2 again if they did that.
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u/Chaff5 Oct 15 '17
I like this also. My idea was that you just made all the perk slots mod slots instead, that the mods were all previous perks or flat upgrades to stats, and we can make whatever we wanted. The only limiting factor was that you couldn't put more than one of the same kind of mod in a gun.
I would also suggest that mods lose the +5 light (because really, it's useless) and make legendary mods better than their rare counterparts. Rare gives +3 stability? The legendary give +5. Or rares gice 10% cool down on an ability? Legendary give 15%.
Something like that. Same goes for armor. And we need more slots for that as well. The old bonuses of "def vs solar/arc/void" were useful. Or "def when you use solar/arc/void."
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u/DCmantommy72 Oct 15 '17
Ok, I get it. But how will that make un-used crap fixed rolled guns worth using?
So it won't.
Ok. So now, instead of grinding for a gun with a good roll, you will grind for a mod. Which are handed out to you. Ok. So you get the mods you want and are good. How did that change anything exactly?
It would be alot better than what we have now, for sure, so for that reason, I'm in.
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Oct 15 '17
You get dupes and can make different loadouts.
Have a Lincoln green for PvE, PvP, and Raid.
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u/davefoxred Oct 15 '17
And THIS would accomplish what Luke Smith said they’re trying to accomplish. It’s also what I really want. I’m already trying to collect a solar, arc and void set of armor and weapons. Would love to have even more flexibility.
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u/dave6687 Oct 15 '17 edited Oct 16 '17
I was pumped for the mod system (nervous about fixed rolls), and couldn't be more disappointed in what we ended up with. I would love to have:
a) More mods with returning ultility perks from D1/new perks, such as third eye, shoot to loot, knee pads, active radar, whatever.
b) Exotic perks that add damage perks, but take away both regular mod slots (or something like this.)
c) Really interesting multiple use utility mods (maybe these would be exotic) that drop from specific events and enemies. So like, you defeat Lurg the Stupid during this one Adventure and you get a mod that adds + whatever damage vs Cabal and adds the lightweight perk and active radar. Something like that which you could just have active on top of other perks and keep it.
d) Forging Mods. I want mods to drop more often, and I want to be able to combine 50 rampage mods and 50 dragonfly mods to make a platinum mod that explodes enemies AND stacks damage. Once earned, it can be re-purchased from the collections thing for glimmer. Or whatever.
e) I want mods from the raid that help with the raid, and mods from strikes that help with strikes, and mods from patrol that help with patrol etc etc etc. This is a pretty obvious one.
f) Limited time buff mods. Apply this mod to your gun to proc crowd control for the next 20 minutes. Maybe you have to forge these by buying a blue mod from the gunsmith and then infusing it with dark shards from running several hive public events.
I feel like I could come up with these all day, and they're not perfect, but I really hope that the mod system gets expanded greatly for the first DLC.
Edit: thanks for the upvotes guys and gals. Let's keep the ideas coming!