I need them to add more meters and variability to the weapons. Originally it seemed like a good idea that the guns would all be relatively equal other than their power; my mind translated that as something more similar to Bloodborne, where weapons would come down to preference rather than a random roll of the dice and whatever behind-the-scenes calculations were manipulating the player base to skew one way or another at the moment.
But in practice, it just made most of the junk weapons even junkier, and the increased drop rates for Legendarys and Exotics made them wholly unexciting to procure, especially when you're constantly leveling up by two or three power levels and having to either rebuff or replace all the weapons you'd just collected. It's a completely uncompelling system compared to just...you know, using the weapon and leveling it up that way. I'd much rather have not collected damn near every Exotic across three characters just three months into the game if it meant the Exotics I did get had challenges and upgrades attached to them contingent on my use of the weapon. That's the thing I'm surprised Bungie never understood about their game; especially for a player like me who plays solo while scrubbing through GB content and podcasts, it's the shooting I'm here for. The stellar death animations, the endlessly satisfying gunfire sounds, the just-unique-enough enemy units. Destiny 2 should've doubled down on enemy unit types and per-weapon challenges; it went the opposite direction.
I've found myself pointing to MLB The Show a lot over the past year, mainly when it comes to how to handle micro-transactions correctly (and, though a wholly different conversation, it should be noted they are working hard to discourage purchasing their in-game currency this year), but their plan for this year's game looks exactly like Destiny 2 should've looked. They have programs, or collections of tasks and goals to complete, broken out by position, from Common players to Immortal Legends, and the Common/Bronze/Silver/Gold/Diamond programs all trickle up and contribute to completing the Immortal Legend programs and unlocking the best players in the game. In addition there are team collection and statistic goals, souvenir collection goals, general statistical goals across all modes within Diamond Dynasty and so on. The point is, that game is designed for you to constantly explore it, swapping players around and experiencing everything the devs have made for you. I imagine a similar system for Destiny 2 and drool over it; as things currently stand, I paid for the Season Pass but uninstalled the game over a month ago and hadn't logged in since whenever Curse of Osiris launched and I immediately bounced off of it.
All this stuff sounds like smart changes, and I'll give Destiny 2 another shot at some point; if for no other reason than I paid for the content. But I don't see that day being any time soon.
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