Mix It Up Like The Elder Scrolls Online
When Destiny was first released it brought the magic of subclasses. Okay, well there was no magic, and subclasses in games that have RPG elements aren’t new. But the way Bungie handled them was kind of different.
When you first began the game you were locked into a subclass until you hit level 15, which was when an entirely new subclass with a different burn and different ways to play became unlocked. The second subclass wasn’t necessarily better, but it did help to mix up the repetitive nature of the game. One issue that some have with these subclasses is that although they offer a bit of flexibility within their trees, they don’t cross over.
So, if you played as a Warlock, it was either all void, or all solar. Yes it can be argued that each subclass has its own specific play-style and inherent strengths, but part of the fun of RPGs, especially those more action oriented, is truly playing the way you want.
Subclass restrictions prevent that to a certain degree. Maybe a system in which you can unlock the ability to mix and match skills off of your various trees to make your Warlock really seem like a space magician is in order. Make it so that after level 30 you can wield two different burns with your abilities, sort of like The Elder Scrolls Online allows players to equip two completely different weapon and skill sets after reaching level 15.
Branching between the subclasses being offered as an experience incentive could get more players into the game for the long run so that they can finally build that perfect guardian.
With a little bit of tweaking, Bungie can make The Taken King much less of a laborious loot quest by incentivizing all experience. Reaching a level cap is cool and all, but being able to progress further than the highest limits changes the game and keeps it fresh.
Do you agree with these three ideas? Have some of your own? Feel free to share your thoughts in the comments below.
And, as always, safe travels guardians.