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12/5/2018 1:08:06 PM
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Lower the recommended power level of the first forge activity and don't gate access to ada-1 bounties behind its completion

TBH having bought the annual pass and having no new content i can do on day 1 because the enemies in the VERY FIRST FORGE are 630 power is awful. To make matters worse, ADA-1 has some bounties i would like to do but they are all gated behind defeating the first forge with its 630 enemies. The power level of enemies in the introductory forge should be lowered to 600 or even less so that more people can have something new to do on the first day. Future forges can be harder if they want. Additionally, access to ada-1's bounties shouldn't be gated behind defeating a forge with 630 power enemies. I want to do these bounties in the first week. RIght now, i have nothing new i can do in the first week because the power levels are too high and that sucks.

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  • Agreed. I would feel very differently about Forges and Ada bounties if there was a Campaign/Story, or anything else to give an LL boost so we could realistically do the [u]first[/u] Forge, but the entire point of new content in Destiny is to give us something new to chase as soon as it drops...not something to get teased with and think "well, in a couple of weeks I might be ready to give that a try." They literally added ONE THING, and made that one thing inaccessible to many players. The presentation was the problem - if Forges are meant to be high-LL endgame activities, what was the point of giving us the Quest on Day 1 when we're all underleveled, letting us do the first few steps, and not providing a path to completing the very first mission? I'm not saying we should have the entire set of Black Armory gear on Day 1, but the MG was clearly designed as a starter weapon, similar to the Gunsmith gear from D1, and giving us a Day 1 quest that can only be half-completed was a bad move. (Even the D2Y1 and Forsaken Exotic quests didn't have time-gated roadblocks that prevented players from completing them.) Court of Oryx, Archon's Forge, and Blind Well all had different Tiers so players could do the "easy" version early on, learn the mechanics, get some new gear, and build up to the harder versions over time while grinding the Tier 1 activities to complete Bounties and level up. Seemed like a working formula, so why change it? Especially when there's nothing else new to do, and a holiday event coming up in a couple of weeks which will inevitably require some other time-consuming activity that pulls our focus away from the stuff we just paid for. We solo PvE-oriented players have really been getting boned since Warmind - EP gear relies on RNG and hoping to get a few randoms that don't leave halfway through, a whole collection of NF-exclusive gear is taunting us (which should have been Strike-specific, rather than NF-only), Malfeasance is practically unobtainable solo (due to that Nightfall "quest"), half the game's Exotic Catalysts are locked behind activities we either can't do or don't exist anymore, and now we have an entire DLC/add-on full of signature themed weapons we're not likely to get any time soon. Even daily Adventures are gone, leaving Patrol bounties and Strikes as our only viable options, and Strikes are virtually useless outside Zavala's quests - at least Patrols stock up on mats, give MW cores for rank-ups, and drop a fair number of Exotics, but the whole "go back to patrol, scrub" sentiment seems to be Bungie's direct message to solos.

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