I did not see any topics on this, and if this has been discussed I apologize.
One thing that has bugged me since the start of BB is how gear was implemented. More specifically, how gear is activated. I really enjoy the gear itself, the amounts pieces buff players, etc, but activation seems off. With the higher cost of legendaries, many are made obsolete and this should not be the case. 75% of an incursion/meltdown can pass before you can get a legendary on.
What if all of your gear was activated at the start of a match?
I bet you are now asking yourself, well then everyone would just instantly enable 3 legendaries? Well they would not be able to. What if your loadout had a set number of points that it could hold and different gear had different point values. For example:
Loadout: 10 points available to fill.
Legendaries: 5 points (maybe 6 to not allow 2?)
Epic: 4 points
Rare: 3 points
Uncommon: 2 points
Common: 1 point
Free commons: 0 points
Theoretically you could have 2 legendaries and have 0 points remaining and HAVE to use a free common. Or maybe you use 2 epics and an uncommon? Point values are obviously subject to change. Maybe having much larger “points” values could lead to more complex loadouts (for example you have ranges on gear as uncommon gear could range from 300-600 activation, so could have a range of point value)
What this solves: This erases the activation caused uselessness of a lot of gear. This allows players to use shards for map defenses as opposed to gear leading to more team play and less selfish players eating all shards to activate their 3 legendaries while their teamates hold objectives. Buildables would become a much larger part of maps at this point as well.
Again, apologies if this idea has been proposed. Thoughts?