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Destiny 2

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8/21/2025 4:02:27 PM
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What would make the new Portal system and power levelling more enjoyable?

Hello Destiny 2 community! I'm with you many of you in finding the Portal system and power levelling a bit, well...tedious and boring, while also finding the story content very difficult for the average player. I'm curious what you guys think about the question: [b]How could the game be improved to be more enjoyable under the new functionality?[/b] As you can imagine, I have some thoughts to respond to, but no need to limit your thinking and sharing to just these topics (feel free to post any response to the original question): 1) Get rid of upgrading the power level of weapons and gear entirely. Simply offer, by difficulty level of certain activities, a straight increase to the Guardian's overall power level that applies to all gear and weapons. No more constant infusing of weapons and gear constantly and running out of materials to do so. The problem is that build crafting is now more difficult than ever. If you like to experiment with multiple builds, that is nearly impossible to do now easily because you have to be able to level up all the different gear of each build, especially if you have multiple characters. Different gear can be different tiers and have different perks. I feel that should be the grinding aspect of the game for gear and weapons. 2) In regards to multiple characters and portal activities, difficulty needed and rewards score/grade should not be tied only to the highest character's power level. It should be tied to the character you are currently on. Right now, if I level a character up to 350 power level and then go over to a different character that I haven't touched since the beginning of the season and I want to jump into portal activities, I get portal activity rewards and the grade/score based on the power level of my highest character, which means that I cannot get good rewards for doing the activities appropriate for that character's level, and it takes a long time to get armor for that character and keep infusing new rewards to level them up to the point where it seems they are "caught up" and can get appropriate rewards in the activities. This, of course, also requires a lot of unstable cores (which goes back to point 1). 3) Offer bonus focus rewards that change more often and for ALL portal activities (not just a selection of them). You could reward a bonus focus reward for getting a certain score in any activity and you could vary rewards per activity or not (could be one overall reward). As activities vary in difficulty and time, you can either increase the rewards for more difficult and time-consuming activities versus those that are less, or the easier activities should require more difficulty modifiers to get the same score as a more difficult activity. However, if this was done, it would be much easier to choose a different activity to do all the time, rather than repeating the same bonus focus activity all the time within a day. Yes, I know there's the Quickplay option, but I like being able to pick my activity and customize the modifiers to get my objectives done. That, to me, is part of the fun of this whole new system. It's very interesting and I like it. I even like how as you hit a new power level "tier", you have to do a higher level of activity difficulty to get a good score for rewards, which pushes you a bit. As you level up even further, you have to add more difficulty modifiers to get a good score. All of this I think is enjoyable. 4) Do what Epic did with Fortnite for power level increases. Allow a bonus to increases made when you HAVEN'T played within the last X number of hours. I haven't played Fortnite in years and I'm not sure if they still do it, but it was called a "rest bonus" or something like that. It encouraged people to have an appropriate balance and not play all day or full-time by offering a bonus to players that hadn't played in 24 or 48 hours. Therefore, you didn't feel like you had to be on the game all the time and casual players were able to do much better in keeping up. Ultimately, however, dedicated players that were above the average could exceed the gains from this bonus, but it would take them time to do so which is probably time they were going to spend in the game any way. In my mind, this is a win-win for BOTH types of players. Right now, many people feel that the new system caters primarily to full-time players, which is a problem a big portion of the player-base. 5) Offer power level gains for completing old activities as well, such as dungeons and raids that are not new content. Or, you can rotate older activities that give a power level bonus. Either way, I think that we should be able to benefit from going back and doing pre-EOF activities. Right now, gear drops at power level 10 or 200 for old places and activities, which means the only purpose of doing old activities is to get an exotic you haven't and play the RNG game, or to get a roll on a gun that won't get a damage bonus any way because it's not a "new season" weapon. However, a lot of motivation of doing the old content is removed in this new system. 6) Offer the ability to, after a certain number of kills with a weapon or something, for it to be upgraded so it's as good as a new weapon, with the damage bonus of a new weapon. This could only be allowed for a limited number of weapons in your arsenal, but it would allow some flexibility with old weapons to be able to use them now. I will admit that this is still an initial thought and not fully fleshed out. I know there are some rotating weapon buffs that happen now and then, but I like more flexibility in choosing what weapons to use. In any case, I'd love your thoughts on these topics and more related to the question in the posting above, whether you agree or disagree! I appreciate the input you all provide here and I hope it does make a difference in the future of the game, which is why I'm posting.

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  • I think you have some very insightful and practical ideas here. Even if they were not applied in full, partially implemented would be absolutely beneficial. I love the build craft aspect of the game, but with the update, it really is the proverbial elephant in the room. Especially on multiple characters. Arc, Void, Solar, Strand, Stasis, Prismatic coupled with varying exotics within those classes times three. Even on the main it is tough enough. Thanks for putting this out here.

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