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#feedback

4/21/2018 6:53:02 AM
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Destiny 2 Endgame. The argument for more content, storylined Progression, and Loot tables.

So, I have been reading the forums and I keep seeing a lot of Zero-sum arguments. Basically, everyone wants their changes but are not recognizing that they can actually have it all. Now, with the current state of the game, one of the glaring issues of Destiny 2's endgame is its aimlessness. Essentially, we go through the campaign, which is designed to usher us into the endgame, and what we are met with is a repetitious grind series of tasks that have no cohesive story. Sure, there have to be patrols, public events, and such. Adventures are nice little self-contained stories that can give us more lore, but what is lacking is chain quests that build up to the Strikes, the strikes fail to build up to the raids. In Taken King, there was a dearth of content that led us to the King's Fall Raid. We had content that told us of Oryx using his Echos that led us to drive him out from the Cosmodrome and such. We had the key system on the Dreadnaught that allowed us to go through a series of battles with the Taken until a powerful Taken leader would come out to confront us. Now, in Destiny 2 our endgame content is aimless. No build up whatsoever for the Raids and the campaign is locked behind Ikora once we hit beat it; so all replay value is thrown out the door because we can only do 2 Red Legion Missions and one CoO mission a week. So, in otherwords, the content actually shrinks once we hit the endgame, unlike in D1 where we could do campaign whenever we wanted. Let me be very clear. Patrols, Public Events, Lost Zones, and the 4 adventures per planet is not enough to create a feel for a living endgame. The Strikes all feel like one off adventures and have no real incentives to do them. Lacking a loot table and no adventures or stories building into them leaves the Strikes feeling like optional content that was just thrown into the mix. This leads me to Loot Tables. Why don't the Bosses drop unique loot? I am fine with them dropping Vanguard tokens but without a loot table there really isn't enough incentives for every class of player. People need to understand Normal mode is meant to teach new players how to do strikes and gear them up for the Heroic version. The Heroic version is meant to get players ready for the next line of content, the Nightfalls. Now, it is with the Nightfalls and Raids where we would expect to get our best gear and unique gear. All the gear should have a moderate RNG that incentives players to come back. What I find distressing is the milestone system, basically the achievement system from WoW, doesn't have gear tied to it. The last Nightfall that introduced the DFA was a terrible execution as the reward wasn't tied to skill or the completetion of hard to accomplish Milestones, instead it was tied ONLY to RNG. The way the reward was handed out created an inconsistent grind where people either got it with few tries or took hours upon hours of grinding the Nightfall to get what they want. Either way, the real problem wasn't just the RNG but the fact that people could actaully jump on the boards boasting that they beat the instance 70 times to get the loot. Nightfalls are supposed to be challenging, not on farm status only worth doing because of the loot it may drop. The fact that Light Level 335 players could farm the light level 270 Nightfall because the RNG was the same no matter what speaks volumes in so many ways. For the achievement hunters, there was no achievement. We basically crushed the instance until it gave us loot. There was nothing special to achieve. For the grind players they basically just got a farm mission and for your game play players, they got a taste of mindlessly farming content. Let's be frank, farming content can be very boring. For some players the lack of Dynamic structure in PvE content can make the intial uniqueness of the content fade and turns the mission into a monotoness task. A good idea of a change would be to use Strike Challenges that increase the difficulty of the Nightfall. I would rather have to do the instance 70 times because it is so hard vs beating the instance 70 times because the loot is on a weird RNG. Destiny and Destiny 2's end game is heavily modeled off of World of Warcrafts Endgame system. The Daily and weekly activities are modeled after the Daily systems and Emissary systems in WoW. Right now, we do not have an engaging Achievement System. An Example of an engaging achievement system that rewarded fantastic play was the Icecrown Raider Achievement in Wrath of the Lichking which rewarded the raid group a unique epic mount. The Icecrown Raider Achievement could only be granted by attaining all of the boss achievements. One achievement that was incredibly hard was the Once Bitten, Twice Shy achievement. The Achievement required the Raid to beat the Boss once by getting a player bitten and turned into a vampire. Note many of these achievements required your raid to run the Raid twice because the achievements required the raid to beat the boss twice. The harder part of the achievement was to beat her without having a single player turned into a vampire. You know how hard that is in a fight that has 10 to 25 players? While I agree the game does need a chase the RNG is not the solution to the issue. Sure, some rewards should be hard to get and should require multiple runs. In WoW, the Mythic dungeon, Karazahn, has an epic mount drop called Midnight that is incredibly hard to get. It has a 2% drop rate in an instance that can only be done once a week unless you or a party member has keystones that can make the instance way harder. At that point you can do the instance for as long as you have keys stones. If you can farm at +9 difficulty then you honestly deserve the drop when it lands. These are the things that Destiny 2 needs. It needs a rewarding achievement system, harder dungeons that reward us for beating them, not farming them. More content that builds upon the story that tells us WHY we are going to have to do the raids and strikes. We do not need expensive cutscenes and such. Merely well constructed adventures and missions that tell us a good story that builds interest for the raid. We also need exploration achievements and maps that are bigger with more to explore. I can go on but this is just the first part.
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  • [quote]The last Nightfall that introduced the DFA was a terrible execution as the reward wasn't tied to skill or the completetion of hard to accomplish Milestones, instead it was tied ONLY to RNG.[/quote] Not entirely accurate. It certainly takes skill and a bit of luck to beat Prestige Nightfalls, but the score does affect the chance at Exclusive drops. [quote]The fact that Light Level 335 players could farm the light level 270 Nightfall because the RNG was the same no matter what speaks volumes in so many ways.[/quote] I see what you're saying when it comes to regular Nightfall being farmed for the same prize. It makes the Prestige mode pointless. If both could have exclusive rewards while having Prestige be the higher chance and/or with more variety of loot, it'd be great!

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