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Destiny 2

Discuss all things Destiny 2.
Edited by U15777626: 5/26/2018 9:07:49 AM
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Cozmo/Dmg04 - Constructive Feedback from the Community regarding DLC 2 / Roadmap / Current Issues / Future of Destiny

I want to start by making it clear that this post is intended on providing critical feedback regarding DLC 2 / The Roadmap / The Future of Destiny. The feedback provided here is a summary of the feedback I have collected, and generally represents the majority of views/opinions felt by the community in the game. Therefore I understand/recognize that there will still be people who have different views/opinions than those presented in this post. My source of Information: I run a clan of over 250 members. I speak to (and game with) a wide variety of players (Top Ranked PvP And PvE Players / D1 veterans / casual players / hardcore players / people who never played D1 etc). I am also very active within the community - which helps me to gather a wider spectrum of opinions / feelings / feedback. ------------ [b]Iron Banner 6v6:[/b] There's a lot of mixed feedback surrounding 6v6 PvP / Iron Banner. The majority of players seem to enjoy the fact a 6v6 option was re-implemented, but feel that there are issues with how it was implemented. The issues I hear with 6v6 are regarding the following: - Maps being too small for 6v6 (the maps in Destiny 2 were no doubt intended for 4v4), which leads to not enough space to work around the map with your team. I know a lot of players enjoyed the larger maps in Destiny 1 which were more functional for 6v6. - Spawn Killing. Very common issue. Part of the reason why this happens could be the smaller maps, but it could also be caused with issues in the algorithms that determine player spawn locations. - Matchmaking. Another extremely common issue. A lot of players are frustrated with the matchmaking in 6v6, such as 6 individuals (or something similar) being matched against a team of 6. There are other issues I hear about such as skill-based matchmaking. The last issue I hear a lot about is regarding the reward system for Iron Banner. A lot of players would like to see improvements here (unique/valuable gear that is more effective in game, as opposed to ‘collection’ based rewards). ----- [b]Private Matches / Multi-Emote / Seasonal Vendor Progression / Nightfall Challenge Cards / DLC 2 Campaign / Mars Social Space / Seasonal Crucible Rankings / Exotic Weapon Changes / Power Level Changes / Exotic Masterworks:[/b] I won't go into too much detail here, but I just wanted to say that the majority of the community felt these updates were a good addition to the game and have positive feelings towards the changes. Great work with these updates. ----- [b]Heroic Strike Modifiers:[/b] Another update that the majority of the community seem to feel positive about. I think the modifiers are both creative and effective for making strikes diverse/difficult, leading players to challenge their decisions/change strategies based on the modifiers. However a lot of the community would like to see further improvements in this areas of modifiers/rewards for heroic strikes. ----- [b]DLC 2 - Spire of Stars:[/b] The 3 big concerns for raids (new or old) always seems to be surrounding difficulty, length and mechanics - which the majority of the community feel Bungie addressed effectively with the Spire of Stars Raid lair. The one big let down / issue with the raid lair was surrounding it's rewards - the armour sets were not far off being re-skins of the armour from Eater of Worlds, and the weapon rewards were not exciting (mainly just weapons for collection purposes). The rewards ended up feeling lazy / unrewarding, which took away from the quality that went into the lair itself. ----- [b]DLC 2 - Escalation Protocol:[/b] I know the vast majority of players feel positive about this update. The difficulty / replayability for the event were well implemented. Another really good piece of thought that went into this was having different bosses with different mechanics. The one issue players have frequently commented on is the difficulty creating a 6-9 guardian fireteam for the activity. ----- [b]Crucible / PvP:[/b] Crucible has had some minor improvements, some of the issues which still seem unresolved: - Time to Kill. There have definitely been some improvements in this area, but I still hear consistent feedback from veteran/casual pvp players that the Time to Kill in PvP needs some more improvement. The gameplay is still very 'teamshot' based as a result. - Radar in Competitive. I get mixed positive/negative feedback regarding this change. The negative feedback is that it encourages camping / teamshooting even more (teams just monitoring choke points and team shooting, or camping corners). The positive feedback is that it requires communication / visual and team skills. Some suggestions I've heard is that the radar should at least show you where your team mates are (but still not highlight enemies), to help communication. ------------------------------------------------------------------------------------------------------------------------------ [u][b]The Future of Destiny / Outstanding Issues:[/b][/u] [b]Reward System:[/b] There are still a lot of issues with the Reward System in Destiny 2, some of which I will point out below: - Exotics are too easy to acquire. Not only are exotics easy to acquire through in-game activities, but Xur also essentially 'gives away' 3 predetermined exotics and 1 that a player is guaranteed not to own each week. This is built on the idea that almost every player has ample amount of legendary shards, which are acquired for almost no effort. - Glimmer / Legendary shards are insignificant additions to the game. Both currencies are extremely easy to acquire, everything is cheap to buy using either currency, and both currencies are mostly used for insignificant purchases. - Legendary Gear / Engrams are too easy to acquire, and feel unbalanced regarding how much of the gear is actually useful in the game (only about 25% of legendary items seem to be actually useful). Players typically only get excited when they are rewarded with a specific piece of legendary gear (generally one of the pieces of legendary gear that sees actually use in the game). I believe Bungie need to rely less on 're-skins' and should invest more effort into making unique legendary gear, that is designed in a way where they believe it will see use in the game. - Exclusive / Hard to Acquire Rewards. Bungie are starting to improve in this area - such as nightfall exclusive gear that is reasonably hard to acquire, more exotics/legendaries being tied to harder objectives/quests (such as those introduced in DLC 2). However I know a lot of players are dying to see more extremely rare gear (i.e < 5% drop rate), exotics tied to hard/hidden quest lines, activity exclusive exotics (raid / nightfall / pvp / strike / public event exclusive exotics that vary between hard and very hard to acquire). I know this was also something in Destiny 1 that the community enjoyed. ----- [b]Weapon System:[/b] A lot of players have been screaming for exotic swords / machine guns to return to Destiny 2 (I know the first exotic sword was released in DLC 2 - so I hope Bungie continue with this feedback). The 2 big issues with the Weapon System are the weapon loadout and the weapon types, which I will talk about separately below. Loadout: I constantly hear feedback that the weapon loadout system needs to return to the way it was in Destiny 1. I tend to agree with this feedback, but I know there are some issues within this idea that Bungie would need to look into first (otherwise new or previous issues will come up again), so that improvements here can be implemented effectively. One of the issues is Sniper spawn killing in pvp, and another is having a weapon like the Acrius in the Energy (or secondary) weapon slot. There are a variety of ways these issues can be resolved (i.e rebalancing the Acrius so that it is an appropriate weapon for that slot). Weapon Types: The current weapon types in Destiny 2 are very 'static'. Meaning that for a particular activity (whether it's a raid / nightfall / pvp etc), only a certain amount of weapon types are used and the majority of guardians use a very similar (or the same) loadout. There are a lot of weapon types never or very rarely used that need improvement/purpose in the game. I think Bungie need to re-establish the pros/cons for a weapon type (whilst considering how those pros/cons might impact how much the weapon will be used in game) to provide a more diverse selection of weapon loadouts. This ties in with an advantage of the weapon loadout system used in Destiny 1, where only certain weapon types could be used in the energy/secondary slot (shotguns/snipers/grenade launchers etc) - so if you wanted to use a shotgun, you had less flexibility as a result (which is a great way to incorporate strategy into choosing a weapon loadout). If the weapon types and weapon loadout system are implemented together correctly, you end up with players having to make decisions: - how do I play (is it feasible for me to play like that in this situation/do I need to adjust?) - what is my team doing (do we need/are we lacking long range damage?) - what situation am I going into (i.e enemies shooting at me that I can’t reach with short range weaponry) ----- [b]Subclass Skill Trees:[/b] I have heard a lot of feedback from the community who want to see improvements to the subclass skill trees. Players feel they should have more flexibility/options/depth within the skill trees similar to Destiny 1. ——- [b]Eververse:[/b] I have heard very negative feedback from the community about Tess selling gear that cannot be acquired in game. I know the community feel that they should always have the option to earn anything purchasable in-game as an alternative, particularly after what happened with the Dawning. ----- Thanks for Reading, I've tried to summarize as much of the feedback I've received as I can. En Route Out.
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#destiny2

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      This is the only community that thinks a rare drop is also a difficult drop. Rarity and difficulty are two very different concepts. The Nightfall loot isn't difficult to get; they are just rare. People want gear that feels rare (loot with a low drop rate) until it becomes a problem much like with the Gjallarhorn/Fatebringer/Black Hammer/etc. Gear can feel rewarding to have without relying on rng.

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      • I dont think Cozmo or DMG have been here since the launch of warmind, so good luck with waiting for a response. I can bring you some snacks while you wait.

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        • Edited by RC_ANDERSON: 5/28/2018 6:47:03 AM
          Here is my advice for them, imagine you didn’t work at Bungie and view D2 as a CONSUMER WHO PAID FOR THIS BS. There you go plain and simple.

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          • I really love how you claim your feedback is from the majority of the player base. Here's a hint. You haven't even spoken to, or even seen a list of 10% of the community. Much less the ability to speak for the majority of us.

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            • Edited by AstroStrongest: 5/25/2018 8:07:07 PM
              This guy is full of shit honestly...

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              • Idea to keep the grind fun and rewarding on days other than Tuesday. Just an idea I had to keep people playing after they complete the Tuesday milestones and switch off for a week. Aimed mostly at players that don't raid or play trials but still want to play the game they like and have fun playing while actually growing. So in your pursuits section there are always 3 pursuits containing a dark engram that fills with a +1 light each time you complete a step in the pursuit with the following steps. A Flashpoint pursuit: Complete 20 public events. 0/20 A Vanguard pursuit: Complete 10 strikes. 0/10 A Crucible pursuit: Complete 15 matches in any mode. 0/15 When you fill the dark engram with light it will turn into a luminous engram that drops gear at +2 or a 2% chance to drop an exotic engram with +5. Instead of being locked to their specific vendors you could hand in your pursuit luminous engrams to any vendor including on mercury or mars if you wanted to try get specific gear set or weapon. We could even add in trials and raid vendors in the tower to allow people to get trials or raid weapons/gear that can't play trials or the raid for one reason or another and miss out and that content, They would not be getting it for free and would be putting in some serious hours and keeping the player base alive while actually getting rewarded. When you have turned in your light filled engram you get the empty dark one back and can get right back to having fun playing the content you enjoy playing and don't have to wait until next week to be feeling like your efforts are counting for something. This system could actually replace the weekly milestones and bring back the enjoyment of spending time in Destiny 2. Thanks for taking the time to read (if you have). PS: For anybody thinking that raid and trials gear/weapons should only be available to people that can get teams together and do those events. Why do you even care if your fellow guardians can access the same content but at a much slower pace? the content should be available to everybody that paid the same amount for the same game.

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              • Edited by DredLaP: 5/25/2018 8:14:09 PM
                Bungie, this thread does not speak for me. Thanks Bungie please build the game around the massive group of people in the middle, not the outliers at the top or the bottom. Make the game fun and rewarding. Make it so we run the raid 100 times to get a great gun, not a number on an emblem that makes us feel superior.

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                • So.... Make everything harder to get. Make the rewards much better, and make them much harder to get. Make exotics harder to get. Make glimmer and shards mean more, and make them harder to get. Make it so that me and my clan, and basically anyone who is in a big clan, are the only ones able to get the best stuff. Oh, and I speak for the community cause I play in a big clan and speak to everyone. They all told me this. Thanks [spoiler]sorry. This spoiler is hard to get. Come back next week and maybe you’ll earn this spoiler. Probably not though if you play solo.[/spoiler]

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                  • Well said man 👏🏻

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                  • The wall is tall

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                  • On Iron Banner It used to be rewarding. It was one way for solo players to level up, getting Light Level armor or guns higher than what they have. It was worth the grind. Light Level enabled. No one cared about that. They dove into the fire, risking getting stomped on, just to get a crack at those higher light level rewards, no matter how random they were. It was tough, but the guardians were tougher!

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                    • In short: D2 is a mess.

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                    • Should post to them on Reddit or twitter they don’t look at bungie forums or respond much here.

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                    • Did I miss it or was there nothing about solo endgame content? Big fat downvote buddy, even bigger fatter downvote for 9 man escalation in public areas, no thank you 👎

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                      • the last time any of bungie employees responded in here, d2 still had hope

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                        • Perfectly written and exactly how I feel and I've also heard these things constantly from my friends as well. Bungo listen up and take heed.

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                        • You don't speak for everybody numbnuts

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                        • Here’s some constructive feedback. Fire the sandbox guy who didn’t apologize. The guy with “true intrinsic joy”. The guy whose vision as implemented was the D2 sandbox.

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                        • You done yet? A for effort though

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                        • From a PVE standpoint (I don't play PVE), this post is just as out of touch as Bungie. This could very well have been posted by upper management. 250 players and a few friends represent Bungie's player base? Out of what? A million? 2 million? That's not even close to provide an adequate sample. "I believe the update achieved making heroic strikes more significant/fun/rewarding regarding their difficulty" Rewarding? How are they currently rewarding, and who exactly is happy about them? "Legendary Gear / Engrams are too easy to acquire, and feel unbalanced regarding how much of the gear is actually useful in the game (only about 25% of legendary items seem to be actually useful). Players typically only get excited when they are rewarded with a specific piece of legendary gear - currently dropping below their light levels? How is any of this useful in-game? "The current weapon types in Destiny 2 are very 'static'. Meaning that for a particular activity (whether it's a raid / nightfall / pvp etc), only a certain amount of weapon types are used and the majority of guardians use a very similar (or the same) loadout." That's because we are equipping weapons specific or most advantageous to the task at hand. It is a good attempt to make a structured argument, but I think your sample group needs to be a bit bigger to represent most of the D2 player base.

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                          • [quote]I'm the Lorax of Destiny, I speak for the Guardians.[/quote]

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                          • They’re barely capable of reading one liners, how can they possibly comprehend your novel. Additionally: How in the hell at this point in D2 can you care enough to write that long of a post for the boards, and be naive enough to think it will do anything. Don’t mean to ruin your fun, but that was not time well spent.

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                          • I disagree with most of this from my point of view the big problems with destiny have always been lack of proper dedicated servers, 100% totally separate gear and guns for pve and pvp to allow for tuning without effecting the other aspects of the game, matchmaking rather than this broken ass guided games rubbish - implemented into raids via a simple tick box sign in system asking such things as LANGUAGE skill level and is this your first time? next is also very much needed and that is meaningful loot as the nightfall (without modifiers) is as easy as a basic vanguard strike yet the heroic strikes are harder and drop nothing, pvp lists so I can choose to play as a solo or join in with teams however full teams such as 4s 5s or 6s should never be allowed to face randoms unless all the randoms have chosen that option and finally the reintroduction of PLAYER CHOICE by way of D1 style subclasses and random rolls so I can choose how I play via custom builds and not be forced to play how bungie say I have too just because its easer to make for the lazy overpaid knobs DESTINY 2 SHOULD HAVE BEEN AN EXPASION OF EVERYTHING DESTINY 1 GOT RIGHT INSTEAD OF A REDUCTION I, I could go on but I have work.

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                            • My constructive feedback is dont even update this game further and leave it for dead. Nobody will buy that Comet BS.....nobody.

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                            • If there's anything that Bungie should have gleaned over the course of the 4 plus years is that OPTIONAL matchmaking should be a part of EVERY game mode. We all suffer because of the way it's handled now, off-game. Give us OPTIONAL matchmaking for every game mode and just move on. I'd love to play NF but have nobody left in the clan to do it. I'd love to try the raid but the same issue exists. And about the raids, I don't care about "finishing" one right away, initially. I'd love to just mess around IN the raid and LEARN it with like minded people. Hell, just move LFG INTO the game and I'll be happy. Doing nothing just pisses people off. Sooooooo many people haven't been able to do the raid and trials because of the lack of OPTIONAL matchmaking IN the game. Fix this shit Bungie.

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