Destiny 2 - Place your bets on how many $40 DLC packs we'll get this time.

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
some youtuber went and bought it to show others.
View attachment 8254461
what. in. the. fuck?
View attachment 8254501
there is also the fact that tech in destiny 2 even post dark ages is still pretty advanced so there would be no reason for some retarded faggot to pop up and still wear glasses as his condition could be easily cured...

even the youtuber himself asks what happened to the drifter at 1:36 because he is so fucking old.
View attachment 8254466
the DLC is basically look at the star wars references but in destiny.
There's certainly critiques to be made about the story, but then there's "I'm clearly not paying attention to things but I'm going to talk out of my ass anyway."

Lodi is from before the Golden Age (sometime in the 1960s IIRC) and was basically yanked straight out of his time and into the future. Yeah, no shit he's wearing glasses. He's only been there for a few weeks by the time we arrive, and there are obviously more pressing concerns than fixing his eyesight (assuming that sort of tech is even still around post-Collapse). And the Nine weren't concerned with trivial things like that when making him the new Emissary.

As for Drifter, it happened at the tail end of the EoF campaign, something about all those energies around III's corpse having an affect on him when he was dunking the Haul in there. I dunno, handwavey paracausal something or other. Point being, even if it's not fully explained, it's not like this happened off-screen, it's literally right there in front of your eyes during the cutscene and referenced a couple more times afterward.

I dunno, I just think if someone is going to bitch about things, maybe they shouldn't show how ignorant they are.
 
1765044720484649.png
 
There's certainly critiques to be made about the story, but then there's "I'm clearly not paying attention to things but I'm going to talk out of my ass anyway."

Lodi is from before the Golden Age (sometime in the 1960s IIRC) and was basically yanked straight out of his time and into the future. Yeah, no shit he's wearing glasses. He's only been there for a few weeks by the time we arrive, and there are obviously more pressing concerns than fixing his eyesight (assuming that sort of tech is even still around post-Collapse). And the Nine weren't concerned with trivial things like that when making him the new Emissary.

As for Drifter, it happened at the tail end of the EoF campaign, something about all those energies around III's corpse having an affect on him when he was dunking the Haul in there. I dunno, handwavey paracausal something or other. Point being, even if it's not fully explained, it's not like this happened off-screen, it's literally right there in front of your eyes during the cutscene and referenced a couple more times afterward.

I dunno, I just think if someone is going to bitch about things, maybe they shouldn't show how ignorant they are.
Yea none of that was the problem with Renegade, the problem is that its an unabashed, shameless smashing of Star Wars into the direct, main plot of their only current game, not just a fun crossover, a complete fucking invasion of Star Wars shit.

FF14 has crossovers aplenty, but none of them really affect the main story, you aren't befriending a Rathalos in the main plot or w/e, having the main villain be as close to Kylo Ren as they can possibly get away with is baffling.
 
(Sperging)
Thinking about this a bit more. It's funny that they tried to course correct with the Strand subclasses, but still failed because they're Bungie. Their intent was for Broodweaver to be a summoner class, Berserker to be a minmaxxed melee based class, and Threadrunner to be a twitchy speedrunny movement-based sorta deal.
The only one they were successful with was Berserker. Broodweaver failed because Threadlings are unrealiable and and a bad damage source, Threadrunner failed because it has zero movement options besides grapples, which weren't really that useful outside of Neomuna. Can you guess which subclass overshadowed it by having the best movement options in the game? If you guessed Troonblade, you are correct!
 
This is made worse by a lack of new things to do and an invalidation of nearly everything old that hasn't been updated for the soulless Portal system
What is this portal system i keep hearing about
Stooped playing d2 around the war mind season back then (the first one if it recycled)...
The one with all the bunkers?
Yeah i played less during that one cause of how boring it felt,only barely got fourth horseman right at the end.
even the youtuber himself asks what happened to the drifter at 1:36 because he is so fucking old.
1764982343157.png
He looks like the average reckoner now after years of no gambit content (me)
Point being, even if it's not fully explained, it's not like this happened off-screen, it's literally right there in front of your eyes during the cutscene and referenced a couple more times afterward.
Drifter getting old was like the one destiny thing ive seen since final shape but i definitely remember that cutscene ending with him having some grey spots not full blown grey hair.
Sad day when the fortnite crossover armor looks a million times better than star wars.
Yea none of that was the problem with Renegade, the problem is that its an unabashed, shameless smashing of Star Wars into the direct, main plot of their only current game, not just a fun crossover, a complete fucking invasion of Star Wars shit.
Remember when they did assassin's creed armor without making the whole season bootleg AC?
Remember when the 30th anniversary stuff was all bootleg Halo/Marathon/Myth stuff without the entire pack being bootleg HaloMarathonMyth?
Why couldn't this just stay at paid skins and maybe the wannabe light saber?
 
Remember when they did assassin's creed armor without making the whole season bootleg AC?
Remember when the 30th anniversary stuff was all bootleg Halo/Marathon/Myth stuff without the entire pack being bootleg HaloMarathonMyth?
Why couldn't this just stay at paid skins and maybe the wannabe light saber?
because they have completely run out of ideas, I bet all the Lore Masters are long gone, they only ever half-finished even the Witness in the lore before dipping out.

that thing was supposed to be the Darkness/Winnower made manifest, just like the Traveler is the Gardner made Manifest, its complete and total opposite, it was supposed to be natural selection embodied, quite literally.

then they completely re-wrote it to be just a almagam-hivemind race that got made that the Traveller is the essence of Chaos in the universe and they didn't like that.
imagine, all the races especially the Hive, and their MILLIONS OF YEARS of backstory, and now just some hivemind did it to find the Traveller, something that should be exceedingly easy.
 
Fleet of mysterious pyramid ships containing an unknown darkness entity possessing our Ghost > Witness
 
Fleet of mysterious pyramid ships containing an unknown darkness entity possessing our Ghost > Witness
originally they weren't meant to be ships exactly, but the Darkness as a whole, just like the Traveler is some sort of God Machine avatar of the Gardner, the Darkness took the opposite to it, being many machines, the traveler is the most faceted shape possible, a sphere, whereas the Darkness took the simplest shape possible, a pyramid, its referred to as the blade with a million edges, and other such fanciful names, for a while everything was attributed to the Darkness directly, a great force of winnowing (as it was literally self named the Winnower) and natural selection, best seen with the incredibly brutal variant, Sword Logic.

in fact, one such Pyramid caused the Cambrian explosion which spawned all life on earth, including humans, then some writer came along and took most of its attribuations and put them on the Witness, who is just some follower of the Darkness, and even re-wrote the Final Shape concept to fit a far more mundane, Witness involved plan.
originally The Final Shape is simply the very final being to win all of natural selection, the game the Winnower and Gardner called the Flower Game, a previous winner in the Pre-Universe was the radiolarian entity that escaped into the new Universe created by the two, that we call The Vex, and is why they are so impossibly weird.
 
What is this portal system i keep hearing about
In theory, the Portal was meant to address issues that new players had with figuring out what to do next. Rather than look through different planets or other nodes in the Director to locate activities to play, there would instead be a simplified menu of activities for them to choose from, with variable modifiers and difficulty selections to tweak your experience in a variety of ways. On top of that, there would be a clear indication of what loot you would earn for doing a good enough job.

In practice, the Portal is just bland, soulless, and tedious. The menus are easy to navigate, sure, but it's just a basic grid of rectangles like practically every other game out there. No more do you have the tactile feeling of zooming into the planet you're going to travel to; instead, it's like you're browsing Netflix. (As an aside, Bungie actually won design awards for the Director. I don't think they'd win anything for the Portal.) Furthermore, not every activity in the game was updated to work with it, only a small selection; there's still a fair amount of variety, but consider that at least half the strikes and battlegrounds have still not shown up. Although some past seasonal content has made its way back into the game through the Portal, it hasn't always returned in the same way it was before, with some mechanics being broken or neutered. Being able to select modifiers at will led to players always choosing the least painful ones to work with that would still guarantee them a good enough score, and if you ever changed activities, you'd have to input those modifiers all over again, making it tedious.

All of that might have been at least somewhat tolerable if not for how they fucked with loot in the process. Deciding that players needed something more to chase to keep them on that infinite grind, Bungie decided to radically rework how new loot dropped by adding a tier system, with weapons and armor gradually improving with every tier. Weapons would gain more and enhanced perks, and armor would gain more stats. The issue is that you could only access the better tiers on the highest difficulties while adding enough modifiers to give yourself a good score, and the only way to access those difficulties is to grind hundreds of power levels, and the only way to do that was to slave away in the Portal because the rest of the game didn't give you any powerful drops. Not even old dungeons and raids. Oh, and you'd want to be using the new gear instead of the collection you'd been building up for years because you'd get a score bonus as well as deal more and take less damage, so have fun not using whatever god rolls you have in your vault.

(Some players will argue that the hardest content should give the best rewards, and I tend to agree. The issue is that the system as set up gives you nothing remotely decent if you choose to play on a more relaxed difficulty, so you either have to be slaying out full throttle constantly or settle for shit loot. The old system had its issues, but at least it allowed for good rewards from casual play as well.)

Thus, the gameplay loop was to go into the Portal, find an activity, select your highest difficulty, pick enough modifiers to get a good score, complete the activity, get a slight power boost, and repeat. All the while, you're basically getting the shit version of the guns and armor you actually want because anything less than tier 5 feels like a waste. Even the raid didn't initially drop anything more than tier 1 at launch, where they wanted you to play it a bunch of times with progressively more modifiers added just to get access to the decent versions. Hell, it didn't even give drops greater than your current power! No wonder everyone ignored it. Both issues have been addressed now, but too late for the raiding population.

Even if the power grind is somewhat better now (more loot dropping at higher power across all Portal activities), and even if you can power grind in the new Renegades activity instead, it still doesn't change the fact that the system is pointless grinding getting in the way of the only meaningful grind of acquiring the rolls you want, nor that the entire rest of the game has been rendered effectively irrelevant by these changes. And remember, it was initially going to be worse in that they were going to reset your power with every expansion and force you to do that power grind and shit tier loot grind all over again. If they hadn't backtracked on that, they would be in far worse straits than they are now.
 
Well, I already bought it, so I figured I might as well play it. Here’s my thoughts on the Renegades campaign, activities, and other system updates. Apologies in advance if this is a lot, but I had a lot to say.
First off, campaign. I think I said The Edge of Fate’s campaign was the only real high point of its launch, and I’m pleased to say that Renegades delivered a satisfying follow-up, at least in gameplay if not entirely in story. A good mix of characters (was not expecting Drifter’s Ghost to sound like she’s from Boston or New Jersey, but here we are) running through a fairly simple story (one of the Nine is up to shenanigans, and there’s another Cabal superweapon to deal with) that takes a lot of obvious cues from Star Wars. Nothing groundbreaking, though there were a couple little twists along the way to keep things a little more interesting (where this Cabal faction came from, who the new Dredgen is). And after the end of the campaign, there’s an indication of what “binding the Nine” might mean, as well as where the next expansion will probably be set (Old Chicago). I think the campaign could’ve done with a couple fewer runs of what are basically tutorial missions for the expansion activity because they got kind of tiresome, but that’s a minor gripe. (Also, both of the antagonists survive the campaign, so they’ll likely pop up again at some point in the future a la the Conductor.)

When I say it’s the gameplay that carried the campaign, I mean it, especially if you like vehicular combat. This is by far the most vehicle-heavy campaign in the game’s history, where you get to pilot five different kinds of vehicles over the course of the campaign, two of them brand new (the Falcon, a lighter Pike styled after a swoop bike with blasters, and the Behemoth, the AT-ST-like walker). As a fan of the various tank levels in the Halo series, it’s like Bungie finally remembered they have a whole section of their sandbox they’ve been neglecting to use for several years now. And the final mission in particular is making me wonder if there’s a reason Bungie mentioned SRL in that survey, as well as all the new vehicles heralding a potential return of Combined Arms.

The new activity, Lawless Frontier, is pretty good. It’s essentially a Nether redux spread across six maps over three destinations, where you have more health but it doesn’t regen naturally, and you go from location to location completing activities as the enemies get stronger. It’s definitely faster than the Nether, with runs usually taking about fifteen minutes or so, though potentially longer if you go out of your way to look for various secrets. The Renegade abilities are varying amounts of fun, and they get better as you upgrade them, but I initially had a hard time remembering to use them. You have to press a button to swap your normal grenade/melee to the Renegade abilities, and there’s no HUD indicator to let you know they’re charged if you don’t swap to them first (editing later, they indeed added a HUD indicator in the lower right corner so you can not only remember what abilities you have, but also how many charges). Once I realized how good they could be, I started making sure to use them constantly, especially since recharges are common throughout the activity. It’s definitely hilarious to call a drop pod on the enemies’ heads for a change, or summon a walker to lay down a barrage of fuck you. Loot can be decently generous too, with a minimum of three items per run and more that can be found through chests and secrets and random drops, as well as drops from completing contracts for the syndicates at the same time. One issue that I have is that you can’t summon your Sparrow during the activity so you have to hoof it across these pretty sizable maps to get to your next objective. It’s not too bad, though, and it does encourage you to keep an eye out for treasure chests or other items along the way. I’m also bummed that we didn’t get a full destination with this expansion because that work went into the maps for this activity; that said, it’s something of a trade-off because having maps across three destinations does increase visual variety, and they did put a good amount of effort into them. The new social space is actually reworked from the section of the D1 Mars map with the transit station, you can see the old building beneath the Fallen architecture bolted on. Still wish we’d see the return of free-roam Venus and Mars, though.

Some territories can also be invaded, which I have mixed feelings about. I don’t think invasions work really well in a gametype with limited revives, because it means that if the invader is good, he’s just fucking you over and burning your lives, potentially making you waste your time. You do get three free revives if you get invaded, which can help offset this a bit, but you can still lose a lot of lives to a good invader, and revive tokens feel exceptionally rare to begin with. Yeah, he gets loot for his performance, so he is incentivized to play well, but it’s more frustrating than in Gambit because he respawns quickly, and his extra lives mean he can keep being a pain to you even after you kill him. Also, in Gambit you typically got the same loot whether you won or lost, whereas a failed run of Lawless Frontier could have you missing out on large amounts of resources and loot, depending on how much you found while playing. Invasions are thankfully avoidable for the most part, but not always if you’re looking to complete contracts for rep. (Also, I don’t know if it’s a bug or not, but I have had invasions happen to me a couple times where we killed the invader to the point the notification went away, there was an audio cue that he was gone, but he still kept respawning and burning more of our lives. Immensely frustrating.) (Editing later, with smart usage of Renegade abilities, invaders are less of an issue. In short: use the walker. It’s almost impossible to lose.)

I’ll talk about the Star Wars influences in a second, but I wanted to touch on the lightsaber exotic separately. I’ve played with it both during the campaign and a little afterwards, and my initial feeling is that it’s pretty fun, but that fun can be somewhat dampened by higher difficulties making enemies more bullet spongey. Attacking with it feels smooth and responsive; light attacks slash, heavy attacks throw your sword and make it spin, and there’s even a combo attack (three lights and a heavy) for large damage similar to The Lament. Guarding lets you deflect projectiles back at whatever you’re aiming at (hilariously much better than Blight Ranger, and doesn’t even require a super to do it), and it comes with intrinsic anti-barrier too. For a lightsaber fantasy, it’s great, and the ammo economy is such that I generally never worried about running low. But on a couple GM runs of the Lawless Frontier activity, I found that it was less enjoyable because enemies weren’t just dying in one hit anymore. I know that’s how swords have always worked in Destiny, but lightsabers have the expectation of just cutting through anything without issue, so it still feels weird. Upgrading it with more parts did offset this feeling a bit, gradually adding that power fantasy back as I continued using it; adding a core that applied elemental debuffs on hits and an exotic catalyst made it a lot more fun. I haven’t fully acquired all the parts yet, but there are a lot of different ways you can build it that I can see, as well as a large number of saber colors (some of which are, naturally, Eververse-exclusive). Still, it’s a pretty good exotic from the start, and I think it’ll be interesting to see how players use it.

Similarly, the new blasters (or “heat weapons”) are an interesting addition to the sandbox. Instead of traditional reloads, they work similarly to how weapons worked in Mass Effect 1, where you can fire them continuously but eventually have to slow down to let them cool off. You can manually vent at any time with the reload button, as well as cancel a vent like you would cancel a reload, but if you overheat, you’ll be forced to vent until it cools down to zero. There’s also a perfect reload mechanic where if you tap the reload button again when it’s close to fully cool (there’s an audio cue to help), you’ll gain a brief period of slower heat generation. Two frames currently: balanced, which gains heat slowly and can be vented when nearly overheated to vent faster; and dynamic, which hits harder (especially against powerful targets) and has a faster cooldown between shots. Mostly primaries, though there is a special-ammo hand cannon in the mix as well. Testing them out a bit, they feel alright, with potential for longer sustained gunfights than you would get with a standard weapon. It takes some getting used to the heat/vent system, but it’s not like it’s a steep learning curve. I don’t know if they’re worth going crazy over (maybe there’s some crazy perk combo, who knows), but I always welcome new additions to the sandbox. I know people have been raving about the special hand cannon, though.

So, for a Star Wars-themed expansion, was it heavy-handed? In my opinion, not really, though obviously your mileage may vary. The influence is mostly in the visuals, with some winks and nods to classic SW moments throughout the campaign (Spider has a sand barge on Mars, the shield generator for the superweapon is in the Venus jungle, the entire opening sequence playing out similarly to A New Hope’s intro, the final encounter is kind of a combination of both Death Star destruction sequences). Nearly all the references are more in line with the original trilogy, with a little bit of prequel influence and barely anything Disney outside of Dredgen Bael channeling Kylo. There’s thankfully no overt lifting of dialogue from the movies, or at least nothing I noticed, so there was nothing that really took me out of it and made me roll my eyes; the most “dialogue” moment that did was a Shank making R2-D2 noises occasionally. Instead, I ended up enjoying how they added little homages to the series through the design and style of different enemies and set pieces, and as someone who’s been sour on Star Wars for years now thanks to Disney, I don’t really know what that says about me (maybe it’s just nostalgia for when I could actually enjoy SW, maybe I’m a hack fraud, who can say). To me, it doesn’t exactly look like discount Star Wars, nor does it look like plopping Star Wars assets directly into Destiny, it’s a blend that manages to work well overall. Again, your mileage may vary in that regard, but given how concerned I was at the announcement, I’m pleasantly surprised that I’m pretty much unbothered...at least with the campaign stuff. Eververse is more of a direct rip of SW assets, and as such they do take me out of the game when I see other players flying X-wings or running around in stormtrooper or Vader or Boba Fett outfits. No real use in complaining, though, the grounded style of D1 has long since left the building.

Systems-wise, it’s more of a refinement of what’s already there than a major overhaul. Leveling is still a pointless system, but at least it’s a lot faster now, with the first campaign mission jumping you to 300 and a legendary completion pushing you even further; still hoping they just remove it sooner than later, but for a temporary solution, it’s fine. Not much new with the Portal aside from Orders that will just come in as you’re playing and can be completed quickly for more rewards; we’ll have to see how well the Vanguard Alerts system replaces the old weeklies next week (editing later, see section below). The new Vault sorting and filters are done very well, letting you narrow down your search much faster than before; DIM and other online tools will still be more powerful, but this works in a pinch (add an actual search, please). Exotic armor ornaments being agnostic is a welcome addition for fashion, although it will take some getting used to inspecting other players in PVE and not knowing immediately what they have on. They also didn’t add Kepler to the Director, instead sticking its node on the Timeline for some reason. Given communications about how they underestimated how much people like the Director, maybe this is a stopgap solution and they’ll revisit updating the Director down the line, but I dunno.

Vanguard Alerts seem to work pretty well at addressing a couple of issues: rewards through lower-intensity gameplay, variety in activities, and weekly high-difficulty content that’s clear to find. The variety quickplay playlists for Fireteam/Arena Ops are now finally working properly again, with a lower difficulty that lets you slay out without having to worry about being on your A-game for rewards. Complete a few runs, and you’re guaranteed a specific weapon at a higher tier and power than you’d normally get with an added origin trait, and there’s a chance to get one on every completion otherwise. There’s a similar system with a particular Crucible playlist that rewards a different weapon. GM Alerts give you a specific activity on high difficulty like GM Nightfalls of old (how they were earlier when they were more spongey), and a single completion will get you the week’s weapon with the bonuses listed above; repeated playthroughs have a chance at dropping it again, but given the more bullet sponge nature of that power delta, it’s probably something you only want to do once a week, with repeat farming still better done through other Portal stuff. The Alerts menu also has links to the current raid (and dungeon when it launches), with weekly challenges for full clears giving bonus loot. While this is basically just bringing back systems they removed for no good reason, it’s still a welcome change and a positive course correction.

My concerns, as always, are in the continued execution. Right now, once you finish the campaign, the question of what to do next is basically answered by either “play the new thing” or “return to the Portal mines,” and I don’t know if that’s going to be all that enticing long-term, especially since you’re still doing activities the same way as before if you want relevant rewards (locked into the hardest difficulty you have access to and picking the easiest modifiers you can to make it slightly less painful). Don’t get me wrong, the Lawless Frontier is a lot of chaotic fun, but all content has a shelf life, even if it’s helped by having a pretty large amount of variants. The dungeon will be launching next week, which is probably going to be the only new endgame content for quite some time, aside from maybe an exotic mission with the mid-season update if you count that. That’s a lot for a single piece of content to be carrying, but then again Bungie did effectively kill off the entire concept of an endgame now that everything can be cranked up to max difficulty and there’s nothing really special about dungeon and raid loot anymore. I suppose the raid is still there, but good luck finding anyone to actually play it thanks to its ridiculous design of two separate difficulties and the additional feats on top of that, effectively making twelve different difficulty settings that split up the potential playerbase for no good reason. The calendar for the months ahead is also somewhat lackluster, with no new events to shake things up, just ones we’ve already seen before. Maybe we’ll get lucky and see some updates to the seasonal events like there was with Festival of the Lost (which was surprisingly well done), but I’m not holding my breath (look at Solstice) (editing later, the TWAB mentioned a Crucible snowball fight mode in addition to the usual Dawning stuff, so that’s something). I suppose there’s at least some longer structure for the expansion in the form of rep grinds with the syndicates and fully upgrading your lightsaber, but once those run out, you’re back to the usual. And that’s without getting into the other issues, like difficulty in acquiring loot you might want (apparently all the Portal stuff from Edge of Fate/Ash and Iron simply doesn’t drop anymore, so fuck you if you wanted a Mint Retrograde (they’re working on it, supposedly)), old content still being effectively irrelevant, crafting being nonexistent, the new player experience still being a crapshoot, all the effort going into Eververse, and so on.

If this review sounds more positive than you might expect, it's not entirely my intention to, I'm just judging it based on my past experience with the series. Like, it’s not terrible or anything, and it’s not godly, it’s just an okay expansion, and that’s about all I could reasonably expect, even if I'd obviously want more (and Bungie desperately needs to be doing more). I’m not disappointed, but I’m not blown away either. Maybe I still have some kind of Stockholm syndrome for this damn series, where I can see all the potential it could have but utterly fails to achieve time and again, yet I keep coming back hoping this time it’ll finally live up to the ideal in my head. Maybe it’s sunk cost and I’m retarded, I dunno. I guess at the end of the day, it’s still fun to play even if there’s a lot that could be better, and that’s why I keep at it, though less than I did before.

Is it worth buying? Well, if you already bought the full year like I did (I was naive), you might as well give it a whirl for the campaign, if nothing else. I thought it was a pretty good time, though certainly not worth forty bucks on its own. If you’ve been burned out on Destiny recently, I don’t really think it’s worth rushing back to. They’re making steps in the right direction, but it’s going to take a lot more than one expansion to unfuck the mess they’ve made of things.
tl;dr: It’s okay overall. Some fun new stuff, an alright campaign, and a newish activity that’s decently replayable and entertaining. But there’s still a lot of issues that need to be addressed, and Renegades doesn’t fix all of them. Long-term, the game is still on shaky ground, and I would not be surprised to see major course corrections continue into the next expansion...and equally unsurprised to see them fuck up in some other new and exciting way. (Despite doomsaying, I don’t think Bungie or Destiny are at risk of shutting down imminently, but they’re going to need to overdeliver soon if they want to keep going. Hurry up with that roadmap!)
 
Well, I already bought it, so I figured I might as well play it. Here’s my thoughts on the Renegades campaign, activities, and other system updates. Apologies in advance if this is a lot, but I had a lot to say.
yeah I think Renegades in a self-contained sense is actually quite enjoyable and it has its own gameplay loop whereas EoF felt like one big mess, in terms of the core game outside of it, like the PvE and PvP, it kind of just feels ok as well but a lot of it really needs work, like I don’t think GM or ultimate difficulty is really a viable option for people right now due the limited revives mechanic, you’ll often match with retarded Mexicans in your fireteam who will just run up to enemies and waste your revives making the actual thing unenjoyable, running the Quickplay playlists and Master Difficulty content is manageable though the drops cap at 400 which is mind-bogglingly retarded in my opinion, you can infuse stuff from Renegades content or PvP if you get something good but still, the scaling needs work (and given the community is also pissed off about everything it doesn’t help that Bungies christmas break extends way longer then other Studios, I mean i get it but still)
 
yeah I think Renegades in a self-contained sense is actually quite enjoyable and it has its own gameplay loop whereas EoF felt like one big mess, in terms of the core game outside of it, like the PvE and PvP, it kind of just feels ok as well but a lot of it really needs work, like I don’t think GM or ultimate difficulty is really a viable option for people right now due the limited revives mechanic, you’ll often match with retarded Mexicans in your fireteam who will just run up to enemies and waste your revives making the actual thing unenjoyable, running the Quickplay playlists and Master Difficulty content is manageable though the drops cap at 400 which is mind-bogglingly retarded in my opinion, you can infuse stuff from Renegades content or PvP if you get something good but still, the scaling needs work (and given the community is also pissed off about everything it doesn’t help that Bungies christmas break extends way longer then other Studios, I mean i get it but still)
I do think the honeymoon period is starting to wear off now, although it's not nearly as bad as it was during EoF. People are getting back to pointing out the continued issues with the Portal and loot tiers, but in less gloom and doom terms. And there are definitely still issues that need to be addressed, especially limited revives in matchmade content like you said. I'm of the opinion still that the whole thing should just be scrapped, but I'm sure they're deep into sunk cost fallacy now.

And yeah, in a vacuum, Renegades is fine. The campaign was fine, the activities are fun, and you can get a lot of mileage out of it without ever touching the Portal. And now that I've had a chance to play Equilibrium, I can say that it's a pretty good dungeon that you can farm to your heart's content, along with not being ridiculously difficult, thankfully. My solo flawless clear took just over 50 minutes without rushing too much and a sloppy final boss clear, compared to nearly two hours for Vesper's Host and about an hour and a half for Sundered Doctrine. I still think the feat system is pretty stupid in that it forces you to run multiple feats to guarantee tier 5 gear when I can get that anywhere else for less effort. Gear tier should match what you get in the rest of the game by default, and then feats should increase the loot quantity.

The issue is that it's not really in a vacuum, and the whole rest of the game is either tedious or irrelevant. They really do need to fix their release schedule so they aren't taking a massive break right after launching an expansion. This isn't a dumpster fire like EoF was, but there are still a lot of problems that they need to be working on. Comms will be back next week, but who knows how long it will take for them to post the roadmap or give any indication of what they're doing to fix the issues.
 
If I wanted to be hopeful, then I'd say that it could be a sign that Bungie is actually putting some effort into turning things around by working to fix their fuckups. But I can't give them the benefit of the doubt yet again, considering they still haven't put out the roadmap they promised last year (my last post obviously didn't age well), and every single issue they created could have been easily avoided if they had actually thought it through. Tyson Green's continued conspicuous absence from the public also does not instill confidence. And lest we forget, this is a delay in what was supposed to be the mid-expansion update, meaning everything else down the line is obviously also going to be delayed.

And even then, what could they possibly deliver that would make such a delay worth it? Because, let's be honest, what they mentioned above is not enough to get people excited to return. Weapon tier upgrading is basically irrelevant since most everyone scrapped anything less than T5 anyway, and most players are at the level where T5s drop everywhere (if they're still playing, anyway). Tiered gear in all raids and dungeons could be good, potentially, except for if they also add in feats to all the old raids as the only way to get them to drop, which will kill any interest in doing them. (dmg did post a clarification on what that means for older stuff, with old crafted and adept weapons able to be upgraded to T5 equivalents.) Why it's taking this long to make exotic armors drop with decent stats is beyond me, and it's retarded they dropped at T2 to begin with. Another Pantheon could also be fun, but with the population at its lowest point ever, good luck finding a good enough team to participate.

It's obvious Bungie put all their eggs into the Marathon basket, and Destiny is being hung out to dry. Regardless of how well Marathon does, it's not good for Destiny. If it does well, more resources get funneled to it and Destiny goes into maintenance mode. If it does poorly, Sony steps in, cuts their losses, shuffles devs to other studios, and Destiny goes into maintenance mode. Either way, there's basically no reason to be optimistic. I'd love if they proved me wrong, but I'm not holding my breath.
 
Just throw in the towel, this shit is done.
they are contractually obliged to not throw the towel my nig, also that news has reached steam yesterday.
1771642004714.png
>quality of life
1771642176251.png
>meanwhile the game is still 150GB and that was after they had to cut a lot of corners to get down from 200GB

bungo should have just hired a bunch of jeets to keep releasing shitty reskins and whatnot and get some white people to dig in the engine and to do the rewrites needed to fix the issues but i think that's just not possible and then the game would have a chance to recover but sony owning them just gives off the idea that the heads are jumping ship and will leave the wreck to sony once they are finished with the planned xpacs they announced back in beyond light.

a bit unrelated but steam showed me a bunch of old screenshots and i found out that i was doing the enigmatic blueprint before all of that sunsetting kerfuffle killed my interest in the game:
1771641896112.png
that is funny because new players can't do that shit no more since bungo removed the content... unless it rotates but good luck with that.
 
Back
Top Bottom