JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
9/24/2026 1:47:54 PM
0

Solution for Destiny’s Core Problems – Weapon Progression, Loot Chase & Build Variety

Destiny has several core problems, and I want to propose one system that solves all of them at once. **The core problems:** - Weapon loot has become too complicated. Players receive many versions of the same weapon and often need to compare perks manually or rely on third-party tools to know what is worth keeping. - As a result, many weapon drops no longer feel exciting. They create inventory management instead of an immediate sense of reward. - Once a strong build is finished, long-term progression often loses its purpose. - Players have little reason to develop multiple builds when one strong meta build works almost everywhere. - Important weapons or progression paths can be too dependent on activities that not every player enjoys. **The solution in one sentence:** **Turn every weapon into a persistent progression system: let players strongly focus the weapon they currently want, make every copy permanently improve that weapon, and create a long mastery path far beyond simply obtaining it.** Instead of seeing a weapon drop and asking: **“Is this roll better? Should I keep it? Do I need to compare it or check an external tool?”** the player is immediately happy to see the drop because they know: **“This weapon dropped, so my weapon just improved.”** --- ### 1. One persistent weapon instead of many copies The player owns one permanent version of each weapon. If that weapon has 20 possible perks, every additional drop unlocks **one random perk the player does not already have**. For example: 7/20 perks unlocked Next drop → 8/20 Next drop → 9/20 There are no duplicate perk unlocks and no wasted drops. The perk itself is random, so loot still has surprise and discovery, but every drop creates permanent progress. Progression should stay linear: later perk unlocks should not become artificially harder than earlier ones. This removes the need to store and compare many different rolls of the same weapon. --- ### 2. Strong weapon focusing Players usually care most about the weapon they are currently working toward. When a player focuses one specific weapon, around **90% of all weapon drops** could become that weapon. The remaining 10% could stay random, allowing players to occasionally discover something new. Because focusing is so strong, the total number of weapon drops could be reduced significantly. Instead of receiving large amounts of unrelated loot, players receive fewer drops, but most of them move their current goal forward. This makes loot more exciting without unnecessarily progressing parts of the account the player currently does not care about. The overall progression speed can still be balanced through the total weapon drop rate. --- ### 3. Every drop also builds Weapon Mastery Every time a weapon drops, it also gains one permanent **Weapon Point**. These points belong directly to that weapon instead of existing as another global currency. Weapon Points could be spent on: - enhanced perks - weapon mods - other small weapon improvements For example, enhancing one perk might require 10 Weapon Points. This means long-term mastery is already progressing while normal perks are still being unlocked. The exact costs are a balancing question, but the principle is simple: **Unlocking all normal perks makes the weapon fully usable. Fully mastering it should take much longer.** --- ### 4. Random perk unlocks, player-chosen upgrades New perks should unlock randomly, while upgrades should be chosen by the player. Random perk unlocks preserve discovery and prevent the player from having to study a large perk list after every drop. Once the player knows which perks they actually use, they should be able to choose exactly which ones to enhance. This keeps RNG where it can be fun and removes it where it would mostly create frustration. A weapon should continue dropping after all normal perks are unlocked because those drops still provide Weapon Points. Only when the weapon is fully mastered should it leave the normal loot pool. --- ### 5. Difficult content should be more efficient, not mandatory Raids, Dungeons, Nightfalls and other difficult activities should absolutely be rewarding. But important weapons and normal build-defining perks should not have to be exclusive to one activity type. Not every player enjoys Raid mechanics, group organization, waiting for other players or learning complicated encounters before being able to play them. Instead, harder content could provide much better farming efficiency. For example: Normal sources → 1× drop rate Associated Raid → 3× drop rate The Raid becomes the best place to farm that weapon without becoming the only possible path. Players who enjoy Raids progress faster, while others can still reach the same result through different content. --- ### 6. Bring back weekly rotating Surges and Overcharged Weapons This system already gave players a good reason to use different subclasses and weapon types instead of running the same strongest build everywhere. For example: **Nightfall** - Solar Surge → +25% damage - Overcharged Auto Rifles → +25% damage These bonuses should **not stack**. Matching either the Surge or the Overcharged weapon type should provide the full bonus. They should rotate weekly and can differ between activities. That gives players several valid choices: Use the Solar build, use the Overcharged weapon type, or simply keep playing their favorite build without the bonus. A bonus around **25%** is large enough to make adapting worthwhile without making other builds unusable. Combined with long-term weapon mastery, this gives players a practical reason to develop and actually use multiple subclasses and weapon types instead of perfecting one meta setup and using it everywhere. --- ### The progression loop **Choose a weapon → focus it → every drop unlocks a missing perk and gives Weapon Points → unlock the full perk set → continue earning Weapon Points → enhance perks and mods → fully master the weapon → move on to another weapon or build.** This creates clear layers of progression: **Current goal:** focus the weapon the player actually wants. **Weapon progression:** unlock all of its perks. **Long-term progression:** enhance and master that weapon. **Account progression:** gradually develop more weapons and builds. The core idea is: **Less loot, but much more meaningful loot.** Every drop permanently improves something the player already owns. Players no longer need to manage endless copies or wonder whether a roll might become useful later. Weapon drops become immediately understandable and rewarding, long-term mastery creates a lasting chase, and weekly rotating Surges and Overcharged Weapons give players a real reason to build and use more than one loadout. I believe this proposal could solve all of the core problems listed at the beginning while making Destiny simpler, more rewarding, more casual- and new-player-friendly, and more enjoyable to progress over the long term. Thank you for reading.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon