/rant on
Going free to play was a horrible idea and doing it the way you did was even worse.
1. Why would you remove the original campaign from the game? Why would you give everyone all the subclasses at once? Didn't you know these are the tools to teach the game to new players? And now we have a lot of people who have no clue what they're doing in this game. You enter a strike, you start doing patrol to do bounties, and the other 2 people do patrol with you... really?
2. The crucible is full of cheaters. I hope you start banning cheaters soon. Also, you can't have crucible as part of the f2p game, because the cheaters will simply make a new account and cheat again.
3. When you toss us into an in-progress crucible match, the least you can do is give us our super. Anyone joining past 5min should have their super ready, because at that point the match is already in Mayem mode, and if you don't have your super all that will happen is you die back to back to supers and then the game ends. You won't get to play at all. That's not an enjoyable experience.
4. Remove artifact mods from pvp. They are fun to play with or against for the 1st week and then they become oppressive. I'm not talking just competitive, you need to remove them from all crucible playlists.
5. Remove Ritual weapons from the seasonal title. What were you thinking with this? In what way, shape or form is any of these weapons connected to the Vex Invasions? Are they going away when the season ends? That's what you suggest when you include them in the title requirements.
6. Change all bounties that require "Heroic public events" into a percentage bar that fills up with any public event, but heroic ones give more progress. Just last night I spent 1 hour to do 2 heroic events between Tangled Shore and Titan because there was always some new light player around unloading all they had on the boss instantly. I wasted 1h for 2 public events for a daily drifter bounty, I could have run a raid in that time! Or 3 Master Nightfalls or... you get the idea.
7. Fix Tarrabah. 2 seasons later and Tarrabah is still unusable because you refuse to fix it. It must be a bug, right? You couldn't possible have designed Tarrabah to work like this! Could you?!?! The only reasons to cause Tarrabah to lose its charge should be:
i.Unequipping it.
ii. Dying.
iii. Activating the perk.
If it loses the charge for any other reason, it's simply ususable. Need I remind you it's a freakin' RAID EXOTIC?
/rant off
I'm pretty sure there are more things I'd like to se improved, but from the top of my head that's what I have. Feel free to add more below :)
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