[Proposal] Result: Every Drop is an Upgrade — Progressive Perk Unlocks & Slot Power
[b]Each drop is an upgrade:[/b]
First-time drops give you a playable weapon, and every perk slot on that weapon is filled with a random perk from that weapon’s perk pool. Every subsequent drop of the same weapon unlocks one additional perk from that weapon’s perk pool (clearly shown in the reward popup as weapon + perk icon).
[b]Higher and more drop joy:[/b]
When the exact perk you’re chasing appears, the reward is instantly clear — you feel good about every single perk you earn.
[b]Less comparison/inventory stress:[/b]
You keep one instance per weapon and grow it over time — no more duplicate flood, less second-guessing.
[b]Problem:[/b]
Evaluating weapon drops is hard: too many perk combinations, build synergies, and constant lookups. Because it’s often unclear if a drop is truly good, drop excitement decreases, which slows gameplay flow and fun.
[b]Dismantle Anxiety & Slot Power:[/b]
Players fear accidentally dismantling something good.
Fix: Bind item power to the slot. If a weapon drops with higher power, the slot’s power rises automatically. You don’t need to keep items “just for power.”
[b]The Change (precise & compact):[/b]
First drop of a weapon has every perk slot filled with one random perk from that weapon’s perk pool.
Each subsequent drop of the same weapon gives you no more weapon. Insted it gives you a random perk-unlock, of the weapons perk-pool, for this weapon — no inventory duplicate. It permanently unlocks one more perk from that weapon’s perk pool.
Perk improvements remain: Existing ways to improve the perks on the weapon (e.g., Enhanced/Masterwork) stay unchanged.
[b]Works with Existing Systems:[/b]
Focusing: Vendor/engram weapon focusing stays as is and increases chances to get that weapon — which naturally accelerates perk unlocks.
Buying/crafting weapons: Wherever players obtain weapons today, they can instead (or additionally) receive random perk unlocks for that weapon — with resource costs tuned accordingly. No new economy needed.
[b]Optional, Minimal Addition:[/b]
Tower “Replicator” (for resource costs): Copy a weapon to keep alternate setups. Unlocked perks always apply to all copies of that weapon.
Additional Upsides (no extra game changes)
Clear progress: A simple counter “Perks unlocked X/Y” per weapon keeps progress transparent.
Chase that motivates: RNG stays exciting, but every run yields visible progress.
More accessible & build-friendly: Less external reading, more confident experimentation with obvious value per drop.
Inventory relief: One core weapon instead of many duplicates — fewer mistakes, less frustration.
New-player impact & growth: Especially new players benefit — the system is intuitive, always feels rewarding, and improves the onboarding experience enormously, strengthening retention and growth.
This should solve the biggest QoL issue the game has and make it new player friendly, which hopefully will prevent the death of Destiny 2.
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