Destiny 2
Reworks/Overhauls - Progression, Core Activities, Rewards, and Materials
Leveling
Possible Solution - Get rid of the Light/Power level system all together. This system feels like it's there just to extend the grind of the game. Players should be excited/happy they got a certain gun, not that they just got what is simply in their eyes a piece of trash that essentially is just a bigger number that will just be used as infusion fuel for something else that they actually care about.
But what about the content?
Well I have an idea for that too. All PvE content is now regulated by difficulty selectors rather than a light level requirement. (Think how Destiny 1 let you pull up story mission’s with a Normal, Hard, etc) Here’s a rough idea of what I’m thinking of.
Easy - Plays similarly to an overleveled guardian. "Enemies are cut down like a hot knife through butter and are not as aggressive and use their abilities less. You either are new to video games, want to feel like a space god among men, or are just simply here for the story with none of the challenge."
Normal - Plays as though you are on level with your enemies. With some effort you can fly through almost any challenge. Enemies are neither more passive or aggressive and use all of their abilities just like normal. You want your enemies to at least try and fight back.
Heroic - "The Classic Destiny Experience! Show them what heroes are made of!" Plays as though you are slightly underleveled. (About 10 light under) Your enemies will challenge you but with some skill and sound tactics you will prevail. Enemies are more aggressive while also adding in stronger and more durable new enemy variants. For eligible content basic modifiers are added as well.
Legend - "The forces of the darkness grow stronger, show them your strength!" Plays as though you are decently underleveled. (About 25 light under) Enemies are as aggressive as they are on “Heroic” but are now more numerous with more of the new enemy variants appearing. Champions are now also added into the mix as well as additional modifiers (both basic and level/area/faction specific).
Master - "Only enter if you are ready to strongest forces the darkness has to offer, otherwise you will leave broken." Plays as though you are severely underleveled. (About 40 light under) Enemies and Modifiers remain the same as they are on Legend. Revives are now limited to the token mechanic, with extra revives being granted for killing champions. A complete fireteam wipe will however kick you to orbit. (The exception to this being that you are playing solo, while solo you may respawn however your token is used up for respawning. Similar to how Master/Legend lost sectors work.)
Grandmaster - "Only those with a deathwish enter these lands." Plays similarly to “Master “ difficulty but there are no revives/respawns and you are on a time limit. If time runs out then you are overwhelmed by the darkness and are kicked to orbit. (Exactly how time limit works in Master/Legend Lost Sectors)
Why should I do higher difficulties?
Great question! As things tend to go with games, the higher the difficulty the better the rewards, offering greater chances at higher tier rewards (upgrade modules, enhancement cores/prisms, ascendant shards, and exotics. (plus new materials as well that will be touched on later) and greater quantities of lower tier rewards. (Glimmer, Planetary Mats, Legendary Shards)
Strikes/Rewards
All strikes should receive some form of exclusive loot. Whether it should be made available through the reintroduction of skeleton keys or as potential nightfall drops is up to debate but if it becomes nightfall exclusive then drop rates need to be higher. Strike scoring should be reintroduced back into regular strikes with higher scores giving more rewards, an added bonus to this could be to integrate a live leaderboard system somewhere into the tower that resets weekly.
Crucible/Rewards
What happens to Crucible?
Default crucible stays the way it is as light level has no meaning in there to begin with. Rift should be reintroduced and new maps should really be added, maybe even a new mode or two. I may not be anywhere near a PvP main but I know those peeps are hurting a lot.
Iron Banner would have its light level advantages scrapped and should instead become a hardcore crucible mode where health and shield is lower and abilities recharge more slowly. (Think of the difference between Team Deathmatch and Hardcore Team Deathmatch in Call of Duty)
Trials should either be reworked again or scrapped. If it were to remain however the mode itself would play the same with passages and all however light level advantages would be removed and trials would essentially turn into a always available competitive.
Rewards?
Rewards for default crucible should remain the same. Rewards for both Iron Banner and Trials should be reworked however.
Iron Banner’s token system is rather pointless and should be changed into a faction reputation system with every match always giving progress and wins/streaks giving more. Rank ups will drop armor and weapons in a knock out system while armor and weapons can drop randomly from matches.
Trials should give armor and weapons after potentially any match starting with a low chance and increasing every match until a reward is granted then it resets again at its beginning low chance. The lighthouse will offer adept weapons and mods while also offering exclusive ornaments with armor glows that reset yearly.
Feedback would be very much appreciative as again I don't play a ton of PvP and dont know every issue going on with it.
Gambit
What happens to Gambit?
Honestly I’m at a bit of a loss with this one. Maybe I’m just ignorant but gambit seems pretty good the way it is. I know there is a demand for a trials/competitive mode for gambit but I can't think of any solid ideas how to implement that other than copy and pasting the trials passage cards into gambit. If I’m missing something please let me know as I’m unaware of any issues there are with gambit.
Raids
So this is something I actually really liked about this idea when it concerns raids is that they become much more accessible! Raids themselves will always be challenging end-game content but using the difficulty system a raid can be made available at a easier difficulty while using the same mechanics so those intimidated by it can have a go at it. (Essentially Raids will use Easy, Heroic, and Master difficulties I've listed above.) Playing raids on an easier difficulty however will however not grant the same rewards as on higher difficulties. Armor and Weapons are locked out from this, only emblems and other cosmetics will be earnable and even then they are a lower chance reward. Encounter rewards will be replaced by the default world loot pool.
I know that this format would make world's first a concern so my solution to that is when a world's first is eligible then easy mode is locked for whatever raid is debuting until a world's first has been completed and confirmed.
Armor
Personally I think armor is in a pretty good spot right now. My only gripe is what Bungie considers to be high stat armor because anything below a 60 is not high stat armor in the eyes of the community but Bungie either disagrees or has yet to notice this issue. I do however think Bungie should work with the fans and community to introduce community created armor similar to tennogen in warframe.
Weapons
This is the trickiest one for me to come up with a fix for. Sun setting isn't working the way we thought it would and reissuing old weapons that we have to grind for again really just feel bad. Especially if someone has what they considered to be a god roll. For now I would say get rid of sun setting until a new system can be found, if you want to reissue weapons then do that and add perks into Old weapons but don't do that at the expense of ridding someone of their favorite weapon. Players are happy when they organically find a new favorite weapon and not when they have to because their weapon is sunset / turned useless.
Factions
Faction’s should return as cosmetic vendors with a reputation system that rewards players for siding with them. They can reward Cosmetics such as emblems, shaders, ships, sparrows, and ghost shells. If additional work can be put into factions than maybe a set of faction armor for each faction can be made that can function as a gear set giving specific bonuses such as increased XP or reputation gain or maybe even a bonus in combat. They could also go back to offering catalyst’s if they are available as they used to. Factions can also reward a unique Pinnacle weapon from each faction or a pinnacle weapon can be made available for all factions but completing a faction quest that will give a unique skin as a reward for completing a quest similar to this season's pinnacle. (The Adored Sniper Rifle)
New Materials
I’m honestly garbage at naming these but here goes...something.
Synchronus Tokens - allows you to unlock old no longer earnable armor from the collections screen for transmog. Can only be earned 3 times a week. (Example - Using a token to unlock old iron banner armor as a transmog since they are no longer earnable.)
Forge Matrix - Consumable Awarded from high end content that grants actual high stat armor upon next activity completion. Can only be earned 5 times a week. (Thinking in the 60-65 range and up) Another thought I had about this is that the reward can be somewhat chosen by whatever the next activity completed is. (Example - Use the consumable then complete a strike to earn a high stat roll armor piece from the strike loot pool, complete a crucible match to earn a high stat roll armor piece from the crucible loot pool, completing a raid to earn a high stat roll armor piece from that specific raids loot pool, and etc)
