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11/29/2017 4:15:03 PM
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I think this is a very good encapsulation about what made Destiny re-playable and Destiny 2 not. In my opinion, a fundamental switch in approach occurred regarding who Destiny 2 is primarily made for and it's not us (Those who want to grind strikes/raid/pvp for weapons/armor with particular rolls or aesthetics AKA those who appreciated the complexity of the first game). Destiny 2 seems to target to those who complete games once and move on to something else. The reward system in the game(s) is integral to why almost anyone would want to replay its non-story content (strikes, pvp, raid, etc). The lack of unique rewards also seem to have invalidated a number of other new features in Destiny 2 (What's the point of clan rewards? A larger vault for 5 of the same hand cannon? Does anyone spend vendor currency? Whats the point of better public events when you already have all of the loot? Adventures?). While I'm not anti-Bungie and still play Destiny 2 on a very limited basis, I do remember that they were given an additional year to get it right (which was the justification that was used when it was delayed in 2016 and Rise of Iron was released instead). I suppose the definition of "right" varies depending on who you ask. It seems like a lack of buy-in from existing audience(s) on fundamental changes pushed all parties involved to where this DLC seems like a non-event.
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