Lose the portal. Move seasonal Hub to Quests tab
Move the rewards pass tab to inside the Director
4 tabs: Store - Quests - Director - Roster
Director has 2 pages (up and down)
-Page 1: Inner Orbits (Vanguard Ops, Crucible Ops, Gambit Ops and Pinnacle Ops, Mercury, Venus, Pale Heart, Earth, Moon, Mars and Savathun Throne World)
-Page 2: Outer Orbits (Dreadnaught, Titan, Io, Nessus, Reef, Dreaming City, Eternity, Europa, Eternity and Kepler)
Vanguard Ops
-Solo Ops Playlist (Current Solo Ops + Lost Sectors)
-Fireteam Ops Playlist (Strikes, Battlegrounds etc)
-Arena Ops
-Weekly Nightfall + Grandmaster
Crucible Ops
-Quickplay (only node, connection based, set of modes rotating weekly and maps)
-Rumble (same as today)
-Pinnacle Node (Mon-Fri is Competitive, Fri-Mon is Trials of Osiris)
Rewards Pass is moved to the Timeline button in the director and past passes (chronolog) is accessible in each node inside this menu as well (unified UX for user flow)
Modifiers: Random modifiers in playlists. Playlists don't have fixed modifiers for the day but sets of possible modifiers that change in every run for diversity
Example: in a run you can have "hot knife", while in another you have "arach-no"
Set reward tiers for every difficulty
Normal - Tier 1 Max
Advanced - Tier 1 minimum and medium chance of Tier 2
Expert - Tier 1 minimum and high Chance of Tier 2
Master - Tier 2 minimum and medium chance of Tier 3
Grandmaster - Tier 3 Minimum and High Chance of Tier 4 and Very Low chance of Tier 5
Ultimate - Tier 4 Minimum and medium chance of tier 5
Every difficulty has fixed light difficulty
Normal - 10
Advanced - 100
Expert - 200
Master - 300
Grandmaster - 400
Ultimate - 500
Scoring is purely based on diff between your light level and the difficulty power level. Reward power level as well. You "can" access any difficulty any time but it would be from impossible to normal
SOLO OPS: single reward everytime (the idea of the playlist is just to have short content, not optimal for leveling )
Keep Orders! They show in the Quests tab and replace bounties
Bring back reputation ranks. Replace "reset rank" with endless "Ascendant" Ranks (like VIP in marathon). Ranks reset every season like before
Reputation Track have upgrades to gear tier you earn (like Kepler).
Ascendant Rewards are Tier 3 Minimum with low chance for Tier 4 and Very low chance for Tier 5
Controversial: Delete everyone's materials (cores, prisms, shards, alloys, drake fragments, etc)
Make cores, Prisms and Shards increasingly rarer and hard to get
Ascendant alloys needed for higher weapon tier master working
-Idea: All weapons are enchanceable to tier 5
--Level 10: Upgrade column 1
--Level 20: Upgrade Column 2
--Level 30: Upgrade column 3 (gives +1 to all stats)
--Level 40: Upgrade Column 4 (gives +1 to all stats)
--Level 50: Upgrade Origin Trait (gives +8 to masterwork)
No more buying levels OR levels are prohibitely expensive
Commendation!
-Commendation are now currency (still separated by color )
-Hawthorne sells good stuff for commendation
-stuff you buy with commendation is related to the commendation category (commendation you get and give from core playlist allows you to buy stuff related to that playlist and so on )
-Fashion Commendation is now purple - you can buy bright dust packages for those
-you can buy rep packs for commendation
Iron banner
-Choise your iron lord patron (every one has a play style and sets of bounties that determine how you should play) in the Iron temple
-Get special currency from playing (iron lord token)
-exchange tokens for reward in the iron temple
-rep increases the tier if the reward
-Ships, Emblems, Sparrows and other comestic rewards are the ultimate rewards
-Iron banner orders or bounties give iron "fragments". These are used to buy gear
Bring back all the crucible maps of D2
Add ? Buttons to every menu (like marathon)
Vanguard Alerts go to the Quest tab
Weekly Reward Rank also goes to quest tab
Everything that is "go do this guardian" is concentrated in the Quests tab
GAMBIT
Bring back prime
Roles are slottable armor set slots (like event class item armor)
New maps, enemy types and bosses are unlocked as you go further up in ranks
Regular gambit:
-killing HVT, banking motes, killing invaders and as invaders and killing primeval all have a chance to award tiered weapon and prime armor
-tier is improved with rank upgrades for drifter (up to tier 4)
-tier 5 is only earnable in gambit prime
-armor set does not work in regular gambit
-New enemy types:
--House Salvation. HVTs have stasis abilities
--House Exile.
--Dread.
-New Maps
--Moon
--Europa
--Kepler
--Pale Heart
--Cosmodrone
GAMBIT PRIME (some random ideas):
-invader set gives shield based on number of motes held when invading
--Invading while primeval is up grants no shield (because you have no motes)
-collector gives mobility and shield based on held motes
-green and yellow sets similar to before
-New bosses
--Taken Hydra
--Taken Hobgoblin
--Taken Wizard
-Bosses have new mechanics that trigger halfway through
--Minotaur: Disappear from middle, appears on a zone and 2 decoys on the others
-Special Encounter: All taken. When transmatted, instead of the enemy advertised, you get dire taken. --These taken summon all at once on all the zones. Killing them automatically fills the bank.
WEAPONS
-Sleeper Simulant: new archetype. You can now hold the charged shot (like rail guns in marathon)
-new trace rifle archetypes
--Heavy Burst: smaller magazine (80). More damage. Hold briefly to shoot all the magazine in a powerful burst
--Light Beam: bigger magazine (150). Less damage. Elemental Debuffs are applied faster
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23 RepliesAll your asking for is more grind, noone wants more grind its unfun playing content that I dont want to play in order to get something to play the content I do want to play. No thank you on a heavier grind.
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7 RepliesA update that wipes all current weapons , and replace with all new. Same amount
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All great ideas . I wonder how much AI will be used ?
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After following the evolution — and the struggles — of Destiny 2 for years, I decided to organize a complete conceptual proposal for what I believe could be the ideal direction for a true Destiny 3. The project is called “Echoes of the Traveler,” and it was designed as both a narrative and technical reset for the franchise, without erasing the history built so far. Instead, it uses the ending of the Light vs Darkness saga as the starting point for a completely new era. The core idea is simple: Destiny does not just need more expansions. It needs a structural reconstruction. Over the years, several decisions gradually damaged player trust — content vaulting, fragmented storytelling through seasonal models, confusing monetization, and the increasingly visible limitations of the Tiger Engine. This proposal begins with that diagnosis: the problem is not Destiny’s universe itself, but the foundation supporting it. In this concept, “Echoes of the Traveler” takes place after the events of The Final Shape. The Traveler falls silent, Guardians lose the Light, and the universe enters a state known as “The Interval,” a temporal window between cosmic cycles where the forces shaping existence begin reorganizing themselves. The player awakens powerless, encountering Cayde-6 alive again — but without a Ghost and without explanation. The campaign is structured around three major acts and culminates in a real branching choice: awaken the Traveler once more, or let it sleep forever. Depending on the player’s decision, the universe follows different long-term narrative paths. The proposal also introduces entirely new factions and destinations. One of them is Jericó, a human city that survived the Collapse without the Traveler’s protection. Unlike the Last City, they developed their own paracausal technology and deeply resent Guardians because they were never chosen to be saved. Another destination is the Twilight Plane, a dimension suspended between Light and Darkness where subclasses no longer function, forcing players to rely entirely on weapons, environmental interaction, and survival mechanics. Deep Nessus, meanwhile, explores the impossible interior architecture of the Vex network through layered simulations and encounters with alternate versions of the player. On the gameplay side, the concept focuses on restoring meaningful progression. One major system is the “Weapon Memory System,” where Legendary weapons evolve based on real usage time, unlocking unique modifications after dozens or even hundreds of hours. The goal is to reward long-term attachment to weapons instead of endless RNG farming. Another mechanic is the “Echo Encounter System,” featuring non-combat philosophical encounters where dialogue choices influence factions, NPC behavior, and even mission variants later in the story. Perhaps the most important aspect of the proposal is the technological transition itself. The entire project was structured around a migration from the Tiger Engine to Unreal Engine 5. The concept explores how Nanite, Lumen, World Partition, and Chaos Physics could finally allow Destiny to deliver truly seamless worlds, dynamic subclass-driven lighting, large-scale destruction, living cities, and far more ambitious environmental storytelling. The objective is not simply better graphics, but removing the structural limitations that have constrained Destiny’s potential for years. The proposal also includes a five-year roadmap, beginning with a final Destiny 2 expansion that prepares the transition, followed by parallel development leading into a full Destiny 3 launch between 2028 and 2029. The monetization model would also be simplified: one premium base purchase, optional seasonal content, no separate dungeon keys, and full preservation of player investment through character and cosmetic migration. At its core, this project was never intended to be just a wishlist. The goal was to create something narratively, technically, and commercially coherent — a vision that respects Destiny’s identity while addressing many of the structural problems that pushed parts of the community away over the years. Destiny still has one of the richest universes in modern gaming. The real question is whether the franchise will continue merely surviving… or finally evolve into what it was always meant to become.
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2 Replies
Ares-14Well hey there pal *eats lightning bolt* - old
A lot of the features with marathon guns and some of the UI could be implemented into d2 and make the game feel a lot better. -
How about we let people replay all the seasonal stuff.... Each season could be easily contained just let us restart the story from the beginning including all the in-between bits some of that stuff could be easily done in a day but being able to replay it and even get some the seasonal guns from it would be amazing
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1. Dedicated servers