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Edited by A_dmg04: 4/10/2019 8:28:14 PM
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Continued Enhancement Core and Mod Component Discussion

Hey all, A few weeks back, we talked about Enhancement Cores coming from Gunsmith bounties in the [url=https://www.bungie.net/en/News/Article/47706]TWAB[/url]. I wanted to give a quick update on this, as it also involves Mod Components, which have been a topic of discussion as well. Please note- this is all still in development for Season of Opulence, and could change. [quote]• Originally announced in the TWAB, these bounties would cost Gunsmith materials. This has been changed to Glimmer. • There will be multiple daily bounties to complete, each rewarding one enhancement core and two mod components • There will be two weekly bounties to complete. These will each grant one enhancement core, one mod (Weapon or Armor), and other materials or reputation/rank points depending on the objective of the bounty. • Note: When I say rank points, think Valor or Infamy, **not** Glory.[/quote] The team is continuing to evaluate feedback over mod components, enhancement cores, and rewards all up. Thank you for the continued feedback. We'll give you updates as we have them.
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  • Edited by PreheatedZebra: 4/25/2019 12:07:47 AM
    A few thoughts about the enhancement cores and the infusion economy as a whole. It appears to me that the issue with the infusion/masterwork economy, is the discrepancy or lack thereof between weapon types in each slot. I propose that the economy is tuned to better reflects the intentions regarding the infusion of weapons and armor for the purposes of power level. My proposal would be a solution that would be solidly in the middle of the road between removal and having cores remain. For weapon infusion, to infuse a weapon the costs would be as follows: If the weapon is a duplicate item: costs would be the same as current, glimmer only If the weapon is the same weapon type and archetype: cost would change to glimmer and legendary shards If the weapon is only the same weapon type: cost would change to glimmer, legendary shards, and planetary materials. If the weapon only resides in the same inventory slot (kinetic, energy, heavy): cost remains same as current glimmer, shards, materials, and cores. Cost for infusing exotics into legendaries remains the same. Armor would follow a similar scheme. (I can detail this if a need arises) Based on what I can tell from the outside looking in is: the infusion system isn’t broken it just requires some tuning to reflect that infusion of one weapon into another becomes more costly and difficult as the differences grow between the two weapons or armor pieces. The system is already able to recognize certain parameters to prompt alternative costs for infusion of weapons and armor at this time, if this could be expanded I think this would give both depth and equity to the infusion process for the players. In addition this would put infusion for power in a “lower tier” in terms of use of materials. This change would still utilize masterwork cores but would shift focus back to the masterwork system as a whole rather than just cores as infusion fodder. This again represents a compromise between the two sides of the Infusion topic, but I think ultimately this would be a great solution.

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