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Destiny 2

Discuss all things Destiny 2.
12/2/2019 9:53:24 AM
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Destiny 2 Has An End Game Problem, Seasons Won't Fix It

The writing is on the wall for me that Destiny 2 has a end game issue. Now, yes there are many different types of end game activities that Destiny 2 will pout but the relevant ones that people will likely participate in once you hit 950 are limited. 1) Master Nightfalls This is probably the best content because it has incentive to keep playing and grinding for rewards of materials and high chances at exotics, but the argument can always be made they can be made better with updates to nightfalls with no exclusive weapons get some added to them to farm for or nightfall exclusive loot pool weapons. 2) The Raid I think GoS is fairly weak. A few weapons are passable but require top tier rolls to make them viable use in PvE which makes them unlikely to be cared about when many existing players had time to already own god rolled weapons. The armor has the potential for high stat rolls but they are both inconsistant, as well as give only very minor, almost unnoticable changes in gameplay when compared to other lower stat rolled armor. The encounters up until the final boss are also incredibly weak in design leading to teams speed running to the final boss in sub 20 minutes with no trouble even with newer players. 3) Master Nightmare Hunts Why do these exist? That's the question I asked myself as I did one of these. The only rewards for them are more eris items that no one cares about because you don't need to farm these hunts to get a crap ton of the materials to make the weapons you want from other easier activities. The only reward is the one time pinnacle per character per week and mods that just make doing that specific activity easier while no exclusive weapon rewards. Litteraly pointless content. 4) Dungeon The dungeon is great content that again, feels almost pointless. The fact that it relies on the eris gear instead of its own unique lootpool killed its longevity even with 1 exclusive item tied to it. 1 pinnacle masterwork isn't enough of an incentive when the Master Nightfalls exist. 2/4 of the end game pinnacle activities are incredibly weak either from a rewards or a design standpoint for keeping players interested for any length of time. Only one activity available in the end game has lasting significance but that might be fleeting as time goes on. We need a focused end game that has long lasting content to keep players engaged. Seasonal activities so far prove to me they aren't made for the end game but instead just a distraction activity for us to enjoy for maybe a week before ignoring it again. We need a focused team that will give us players on the side with the season pass a new activity or updates to the existing end game content that they need to keep the end game healthy. NO power cap increases is not the answer, there needs to be actual long lasting incentive and a decent challenge in those activities to keep players interested in coming back.

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  • The problem with endgame is that much of the endgame content has become leveling content now. The low power level and boss health in raids has made them easy as Hell to do before anywhere close to max power. In D1, raids were a magical experience because it was something you leveled up to do, not something you did to level up. They released a week or two into a DLC, now it's in the first few days if not the first day. If you weren't within 20 levels of the cap, you got destroyed. Now you can do a raid 40 or more levels under the cap. Although it was much more of a true endgame experience in D1 it also required incentive... Which it did. Weapons and armor were unique and powerful, looked amazing and mystical, and the raid was required in order to hit max power level. Now, raid weapons and armor are just normal legendaries. The seasonal artifact allows you to level up infinitely without even completing challenging content. Most of the armor looks terrible or is reskinned. The raid exotics are on about the same level that the raid legendaries were in D1 or maybe a bit weaker. I understand why they made this change because in D1 the raid was the source of the only elemental primaries in the game, and top of that they were legendaries. Some of the special weapons (black hammer) were just simply way too strong. Black hammer was a legendary special and was too strong to even be an exotic heavy in D2. The casuals felt slighted by not being able to reach max power level without raiding (I think this is completely silly and something Bungie shouldn't have caved on. Giving us the last 10 levels I think would be a good compromise. But that's another discussion entirely). But there's absolutely a middle ground. Weapons can have unique perks that fit the theme of the raid without overtaking the sandbox. Elemental primaries are a thing now, so that wouldn't be an issue. If a weapon is too powerful, it can be made exotic (this is a solution I think Bungie has forgotten about since Age of Triumph and would solve a lot of current balancing issues without killing the power fantasy i.e. pinnacle weapons). Raid gear should 100000% never ever be reskins in any way, shape, or form. And it should look a thousand times better than it has.

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