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Destiny 2

Discuss all things Destiny 2.
Edited by Talia Sendua: 12/14/2025 7:31:10 PM
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Bungie, I think we need to re-define what difficulty means in Destiny.

Ever since Lightfall, it seems you (Bungie) have more and more shifted into a direction of "difficulty" design that isn't fun to play against. In simple terms, the enemies on higher/highest difficulties are full of affixes (modifiers/abilities), endure way too much damage while still being able to dish out a lot more. And on top of that making Players reliant on Orb healing through kills/collectibles, isn't that fun for a shooter based on HP regeneration. Enemies in PvE are mostly separated into 3-4 categories. * Minors (such as Dregs, Thralls, Goblins, etc.) * Majors (Captains, Minotaurs, Knights, etc.) * Ultras (Cabal Coloss, Fallen Kell, Vex Hydra, etc.) * Bosses What PvE enemies currently do in [b]highest difficulty matchmaking content[/b]: * Deal a lot of damage but also survive a lot of damage (overall) * React fast, throw more grenades and even retreat in some cases (overall) * Become empowered by killing a player (overall) * Show up in great numbers (overall) * Have a chance to spawn with affixes (such as mines and caltrops) (overall) * Mob specific abilities (Teleports, Shields, etc.) (majors + ultras) * Damage specific abilities (I just say Strand and Stasis captains) (overall) What PvE enemies at [b]highest difficulty matchmaking content[/b] should do: * Deal a lot of damage but survive a modicum of damage based on enemy tier (overall) * React fast, throw more grenades, retreat and dodge from attacks (overall) * Become empowered by killing a player (Majors + Ultras only!) * Show up in great numbers (overall) * Have a chance to spawn with affixes (Majors + Ultras only) * Mob specific abilities (Majors + Ultras only!) * Damage specific abilities (Ultras only!) Overall, we need less ability spam BS on the field. We need enemies to take more damage regardless of the rank on the field. And we need to get rid of gatekept HP regeneration to artificially increase difficulty. Difficulty in Destiny should come from PvE AI acting smart and challenging the player through constant changing behavior in combat. Not by just throwing special ability BS constantly at you or tanking as much damage as an entire Strike boss each. Remember what made Destiny 1 great to play as challenge, Bungie. Not endless amount of RPG elements in Combat, but the actual focus on [b]GUNPLAY AND AIMING in a SHOOTER[/b]. And shooting a single trash enemy for solid 2-3 mags feels like fighting Valus Ta'auc back in the day in D1 before his first nerf.

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  • I yearn for a version of Destiny that has a single, canon difficulty. There can be a small handful of difficulty options, but there should be one version that is the intended experience. The way it is now, there is no difficulty that feels like the real one, modifiers or not. There is no standard experience across activities. There is no part of this game that feels like the real way to play it, and that sucks. Feats and modifiers are way too arcade-y. Really cheapens the whole experience. Like, what is Destiny's equivalent to Halo's Heroic? I don't think such a thing exists. You either play the basically-asleep easy version of everything, or you play with a heap of modifiers that spin all the game's dials. At the end of the day, it makes it so that I feel like I haven't accomplished anything if it wasn't on the hardest possible difficulty, and Destiny at its hardest is also Destiny at its messiest.

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    • Edited by Mikon0_Shir0: 12/21/2025 6:35:11 AM
      What we actually need is the major overhaul of the PvE enemies' behavior: 1. The trajectory of the projectiles (all of them) is player dodgable, and must be on a straight line rather than following players; 2. Baned enemies should take more damage not less (double the amount of damage dealt and quadruble the amount of damage taken if the enemy is Raged); 3. If they can dodge our shots, so should be us. That means their shots must be able to miss more frequently; 4. Caltroped (and enemies like Dire Minotaurs) must [b]NOT[/b] be at CQC at all times; 5. Long range units (especially snipers) must use non-lethal weapons when they're been engaged at CQC situations, and only use long range weapons if they're in the very safe condition; 6. Overload especially should have their healing abilities reduced when being taken damage, rather than instantly all the time; and most importantly 7. Level the playfield between the players and enemies as a whole (especially when comes to the questions of cheesiness and sponginess) And, at the same time, the player: 1. Health orb (with Brawn-enabled) must be spawned more frequently and must be remain on the field just like the power orb. 2. The revive token should be decayed (rather than expired) overtime Easy win :)

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    • Edited by Hunter_Umbra: 12/15/2025 2:00:22 AM
      Yeah, I miss the D1 Nightfall experience where the elemental burn affected both incoming and outgoing damage for a risk/reward relationship. Combining negative deltas with a bunch of negative modifiers with nerfed primary weapons has just made the game so tedious and frustrating. The new alerts playlists are proving that it's ok to let us feel powerful sometimes. I mean, lorewise, the only thing that could stop us the player at this point would be the Winnower itself (which is how I would personally finish off D2 for a fresh start for EVERYONE in D3).

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      • All I want is primary weapons to not feel like wet noodles

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        • Bungie does ignorant shite like give us a sword that can block all incoming damage, but then program the enemy combatants not to shoot at us while we’re blocking, rendering that aspect of the sword almost useless. I say almost because occasionally a few enemies will shoot at you, but not at the their normal rate of fire had you not been blocking with the sword. They instead wait for your recharge to run out then just kill you. So why dafuq make this sword in the first place?! THIS is why nothing in the game excites me anymore. Because I know whatever advantage they pretend to give us, they will program the enemies to render it almost completely useless. So the chase for said advantage then becomes a waste of time and effort. I’m so tired of this stupid and dishonest hamster wheel.

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          • It was 51 degrees outside yesterday.

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          • Bungie no longer cares what the majority of players think. Remember when the game was actually fun? Now is only about those who get paid to play the game. Those are the only opinion that matters now.

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          • Edited by ThreeDog: 12/16/2025 2:12:28 AM
            Ok Bungie you will no longer get anymore money from me. My frustration is beyond the point of even explaining anymore. I really wanted to rant , but already know, it will do no good! Later. I’m done ☹️

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          • Bro I totally agree with you, and you are 100% correct. Buff Fusion Rifles

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            • the difficulty of this game is fine , not hard , not super easy, the only thing they should change is the scaling dmg of primary and special against red bars and majors

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              • It’s more basic than that. Destiny 1&2 were successful because they were power-fantasy games. IOW, people want to kill monsters and feel powerful while they do it….and the loot helps them to become more powerful. Ever since Lightfall, Bungie has lost sight of what the core experience of the game is. To the point I have just stopped laying. They have become so invested in making the game difficult (in a way it was never designed or intended to be) that they’ve lost sight of making the game FUN to play. Ubisoft nearly destroyed The Division franchise the same way. Arguing with their players about design philosophy to the point they couldn’t hear that their game was so absurdly and tedious difficult that it was not fun to play, and progression was broken. That is you literally had to have higher level gear to clear content than it dropped as rewards. Destiny isn’t that bad….but it is getting close.

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              • Man if this ain't the truth. Can I get through the highest difficulty content? Yes Have I made it through the highest difficulty flawless? Yes Do I enjoy playing the highest difficulty with so 5+ negative modifiers, -30 power delta with ability spamming enemies?... Not in the slightest. Destiny has become incredibly unenjoyable at the highest difficulties because of how the enemies are designed. Perfect example being getting absolutely stun locked by 2 strand Hunter fallen in the new activity. They spammed not stop suspend at me in my mech. I legit could not move and had to leave the mech to kill them. A suspend was literally coming from their gun every 2-3 seconds.

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                • Lightsaber go brrrrr! I’ve never had an easier time running through content

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                  • [quote]And we need to get rid of gatekept HP regeneration to artificially increase difficulty.[/quote] [b]THIS[/b]

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                  • watching streamers struggle for many hours on final boss in the new dungeon says bungie has the game in a funk . with the constant desire to add me mechanics into dungeons. if they focused on fun mechanics instead making things slog fest . like adding fun in between boss cycles ,instead of slog mechanics. and there still at there abysmal drop rates for anything decent like new exotics . running that dungeon over and over isn't fun bungie. incase you didn't realize it's depressing and boring only getting a pair of boots 2x in a row when finishing it. very lame.

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                    • Your definition of enemy categories is objectively wrong

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                      • You're playing against a deathless computer... An idea... Think of how difficult it is to kill an undying thing that dies repeatedly but won't stay dead... So seriously y'all need to feed some suggestions on how to overcome the idea... You are deathless facing an eternal engine... You need to be held in check... Even spamming enemies and abilities isn't stopping them and you... Find an actual solution for this actual issue... I don't like this direction, but it is a serious problem...

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                        • To me the worst thing they did was the constant respawn. The old dungeons and raids you cleared a wave of adds and focused on boss. The fight was tailored such that the waves were harder and more varied, now its just dreg spam-spawn to keep up build abilities. So boring.

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                          • To me, it seems Bungie's idea of "difficulty" basically boils down to simply anything that increases both the time it takes to complete a challenge and chance for player failure. It's true that increasing difficulty does cause these symptoms, but simply increasing these "symptoms" for the sole purpose of "increasing difficulty" comes across as feeling cheap and unintuitive. I personally believe there is a thing as "good difficulty" and "bad difficulty." The line between them is often subjective, but I do believe the distinction does exist. Unfortunately, it's not a simple task to classify them during the design phase. You can only really tell during the post-experience. If you enjoyed it, feel accomplished, and/or are satisfied with the experience, then it may very well be "good" difficulty. If one feels frustrated by the experience, and feels a sense of relief and reluctance to return after completion, then it's likely "bad" difficulty. I have experienced both of these in Destiny. I feel the trend of Modern Bungie seems to be leaning more towards "bad" difficulty when designing new content, favoring player punishment over player entertainment. I do still have moments of "good" difficulty, even in modern content. It's one of the biggest reasons I still play, but it just pains me how Bungie keeps wanting to push this ideology of "any difficulty = unconditional entertainment = profit" without ever looking into the context of things.

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                            • Primaries are rendered completely useless in most content worth playing.

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                              • At first read, I think I agree with this post. Reducing ability spam, reducing the number of enemy types with multiple abilities, and reducing overall enemy damage resistance will increase general and AI performance and increase the total amount of variation available across encounters. I've been saying for years that enemy damage resistance is not difficulty, and no one has ever liked gatekept encounters. I'm glad those who are still playing like the SW expansion. But, it's not enough for me. I come into the forums every few months and people are still posting feedback like this one. At this point, Bungie has tried everything BUT reducing "difficulty" to increase retention and reengagement. None of it has worked. It is only made the game increasingly unfun at lower and lower levels. I'm glad the game is more rewarding, but giving players better gear will only highlight how unplayable the game is when they try higher levels of "difficulty". I just reconnected with an old friend from many years ago, but playing with friends, even solid OGs, isn't enough for me to return to this game.

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                                • Edited by ⒻⒶⒷⓄⓊⓇⒼⒺ: 12/15/2025 1:15:01 PM
                                  Dude..... dont drag D1 in here... that game is too old.. i tried playing it again a while back but im sorry its too old now... D1 was only good for the past memories because activities held value playing with friends. D2 is definitely better afterall.

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                                  • Can anyone tell me when Bungie severely nerfed our ghosts, or removed them completely? We are supposed to be guardians, protected by a liitle fella on our shoulder, who advises us and revives us when we come a cropper. I've seen so many negative posts regarding limited revives or revives disappearing after a time limit since Renegades dropped, I assumed Bungie would have told us beforehand if our ghosts were going to be sunset along with the other 80% of the content. I've seen nothing regarding this in the TWIDS or patch notes.

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                                  • You do realize that they have already turned up the AI of the enemies right? Enemies currently hit harder, take more damage to dispatch, and are more aggressive and evasive. This was all done at renegades drop but without any patch notes saying such.......

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                                    • Bungie - ALL OF THIS ABOVE! and I respectfully add, death by Misadventure has skyrocketed for no reason and the number of Ads towards the end of events has gotten insanely out of hand.

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                                    • Ooof, i mean i don't mind a little difficulty, but that grandmaster vanguard alert bullshit nearly made me uninstal the darn game... Having to fight overloaded, unstopable and barier champions with nearly as much health as a boss wile minibosses, snipers, random overbuffed adds and flying ships shoot at me with a.i. auto-aim for my head, that... is too much..... AND with debuffs myself, a time limit and a rez limit... i mean what in the actual hell did whomever made that was thinking?!? I am NOT some masochistic moron with nothing but time to burn at suffering and stressing in a game. They need to fire all these employees who applly their BDSM line of thought to the game, we "normal people" just want to go pew pew and chill wile getting some good loot.

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