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원본 게시물 출처: Criticism on Sliding in Crucible
5/10/2026 11:41:29 AM
5
There is nothing wrong with your statement, and I think your point is valid. You have to think about what Destiny is as a PvP game. It’s an FPS with less and less emphasis on gun skill, and more and more emphasis on movement skill, ability combinations, and a card-deck system. Basically, you have abilities like crouching, grenades, Bakris dodge, slow effects, etc. All these things stack on top of each other. Honestly, their whole identity has been built around balancing PvE and PvP through this system. And God knows at what point in time they decided, “We don’t care about the balance anymore — we have to make PvE more fun.” This is the point where Bungie lost Destiny’s identity and went fully into PvE, because this is the direction they believe in. And yes, multiple aspects of Destiny PvP suffer from this now. Let’s also be clear: there has already been so much damage done that there’s no going back. So you can either accept what Destiny has become — a PvE game with some ability-spam PvP attached to it — or stop playing, because it’s only going downhill. It will never get better than previous seasons, because you can’t improve PvE without PvP suffering.. And for those saying but bungie can…. Pls stop there is a reason why the ppl at Bungie who liked PvP when to make marathon. Because Bungie believed destiny pvp was not worth it.
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  • As a PvE main, I full well think that a PvP sandbox takes precedence over PvE. The reason being is that PvP is affected to a much higher degree by balancing passes made for PvE than PvE is for passes made to PvP. PvE, the content isn’t so tightly knit to how the Sandbox shakes out because an enemy is going to be an enemy whether you use a pulse or an SMG, and a puzzle is going to be a puzzle. It’s only Damage and the way the game plays that’s so necessary in PvE, and neither of those are so drastically affected by or affect PvP. (The way the game plays might change a bit given that something like Strand which focuses on High Actions per Minute results in the issues outlined above, but that can be nerfed by changing cooldowns and overall ability uptime)

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  • I get the theory you’re trying to present here, and probably on paper it makes a lot of sense. But this is definitely not how it played out. The impact of the 3.0 subclasses, combined with the additional exotics, has been the downfall of PvP. All of this was done to buff PvE content.

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  • My point exactly. PvP should take precedent when in consideration of how the Sandbox changes. How will the implementation of this exotic or ability affect the PvP landscape, and how will we balance the rest of the game in order to ensure that PvP stays as tightly knit and balanced as it has been in the past. That, and will it remain enjoyable, or will it push players to low skill, cheesy builds that don’t reward player skill expression, and instead reward Ability management and who can get their grenade the fastest.

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  • Eey, again, I get what you’re saying, but the argument you’re actually trying to make is: why is Destiny free-to-play? And I’ll elaborate on that. Around Shadowkeep, Bungie had a hard decision to make. They split from Activision and suddenly needed to make less content — or more specifically, more focused content — because they had fewer people and less money working on Destiny. At the same time, their metrics probably showed that new-player growth and income were slowing down. So they decided Destiny couldn’t stay what it originally was and needed to evolve. Because at the end of the day, like every company, Bungie has to stay profitable. And that’s where monetization and PvP collide. You can’t really monetize PvP directly without splitting the player base between new maps and old maps, new systems and old systems. Trials was one of the few exceptions, and even then, it mainly became restricted because of the cheating epidemic. So from there, the company basically made a choice: a lot of the PvP-focused talent shifted toward Marathon, and they quietly moved resources away from Destiny PvP without really telling the player base what was happening. Because realistically, they probably knew that if players fully understood how much focus had shifted away from Destiny PvP, a lot of people would’ve checked out instantly. Instead, Destiny leaned harder into PvE systems that drive engagement and sales. And because of that, we ended up in the cycle of Stasis, subclass 3.0, Strand, etc. — constantly introducing something new and fun for PvE because that’s what sells. Then afterward, Bungie spends the next year trying to balance or “fix” those same systems for PvP. But after years of layering systems on top of systems, we’ve reached a point where fixing one thing creates two or three new problems in PvP. And all of that exists because Destiny’s “fun factor” and PvE evolution are what generate revenue. So if you ask me, the combination of losing the original vision and the shift toward monetization is what turned Destiny into the free-to-play mess we have now. And don’t even get me started on the original Bungie culture versus what it feels like now. Go watch old Bungie documentaries and videos — the passion, the crunch culture, the developers living and breathing the game, the atmosphere they had back then — compared to what people joke about now with the “blue hair,” “trigger warning,” overly corporate environment. Whether people agree with that or not, it’s clear the culture and priorities changed. And when monetization starts driving design decisions more than passion or long-term vision, this is the result. Now, why am I telling you this long story? Because you need to understand the company you’re putting your hope into. Instead of expecting things to get better, realize this: I’ve got news for you — it isn’t coming. The quote that fits best here is: “The best day was yesterday.”

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  • Yeah but 3.0 is very recent compared to near decade pve kept getting kneecapped over PvP balance.

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