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Destiny 2

Discuss all things Destiny 2.
Edited by Kildozer666: 9/30/2022 5:22:51 PM
23

Core-Playlist are dying due to lack of content. Check out the release dates.

Core-playlist additions over time. *Vaulted content ** Content ported from D1 Crucible Cathedral of Dusk** = S18 Disjunction = S17 Cauldron**, Exodus Blue**, The Anomaly** = S10 Rusted Lands** = S9 Fragment, Twilight Gap**, Widow's Court** = S8 Convergence**, Equinox*, Firebase Echo*, Gambler's Ruin*, The Citadel* = S4 Meltdown*, Solitude* = S3 Pacifica, Radiant Cliffs, Wormhaven S2 Altar of Flame, Bannerfall**, Distant Shore, Endless Vale, Eternity, Midtown, The Burnout**, The Dead Cliffs, The Fortress, Vostok, Emperor's Respite*, Legion's Gulch*, Retribution* = S1 Out of 32 PvP maps we only have 24 active in-game & 9 ported from D1 Averaging 1.2 new PvP maps per season Gambit Deep Six, New Arcadia = S6 Emerald Coast, Legion's Folly, Cathedral of Scars*, Kell's Grave* = S4 Out of 6 Gambit maps we only have 4 maps active in-game. Averaging 0.33 new Gambit maps per season Strikes The Arms Dealer, Savathûn's Song*, Exodus Crash, The Inverted Spire, The Pyramidion*, Lake of Shadows = S1 Tree of Probabilities*, A Garden World* = S2 Strange Terrain*, Will of the Thousands*, The Insight Terminus = S3 Broodhold*, Warden of Nothing, The Hollowed Lair*, The Corrupted = S4 The Festering Core*, The Scarlet Keep = S8 The Disgraced**, The Glassway = S12 The Devils' Lair**, Fallen S.A.B.E.R.**, Proving Grounds = S13 The Lightblade, Birthplace of the Vile = S16 Out of 24 strikes, we have 15 active in-game & 3 ported from D1 Averaging 1.16 new strikes per season. IMO - If we got 1-2 new maps & strikes per season that would be awesome. Unfortunately , Bungie goes years & then dumps. I think if more time & resources were spent on the core-playlists over the seasonal public events - that the seasons would feel more filled out.

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  • Stagnation is certainly a problem with the core play list and new content is always nice, but it’s plagued by more then that. They’re all designed with a full fireteam of friends with voice comms in mind. Anything less and things start to fall apart in terms of enjoyment. The problem is people don’t play destiny that way. A few hardcore groups sure, but a large chunk of the player base plays solo and/or with random strangers without mic. So what you get is “running with randoms” on endless repeat for strikes, stacks vs blueberries in crucible and gambit and so on. The reward structure has been simplified with a rep track to grind down per vendor, which is not all that bad especially with focusing. However it does not replace the unique draw that strike specific loot had. The kind of “ you have to take on this boss to get this one of a kind loot”. That gave a strike a sense of place and an identity boost if you will. The nightfall loot is lacklustre and the cranked up higher level nightfalls with their gazillion of modifiers simply destroy the destiny experience imo. Plinking away at match-shields, bullet sponges and champions with locked out load-outs ,that’s more along the lines of WoW. Bungie said they will be addressing matchmaking stacks vs randoms in a future season, so there is definitely a will there to improve things for crucible at least. Idk if reducing the seasonal activities in favour of the core list is good way to go. Core list activities stick around for longer and (certainly in terms of strikes) require more work then a few seasonal activities. Though I wouldn’t mind a seasonal themed new strike that perhaps also in part doubles as a crucible and gambit area.every few months. Tie that with story missions and you’d have something there. It might be beyond the scope of the seasonal dev team though.

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