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Destiny 2 Game Directors Discuss Expansion Insights
Interview with Game Directors
Overview
Article features an interview with Destiny 2's game directors Tyson Green and Robbie Stevens.
Discussion on the upcoming expansion "Edge of Fate" and changes to Destiny 2.
Key Topics Discussed
Expansion Challenges
"Edge of Fate" aims to kickstart a new saga after "The Final Shape."
Bungie faces low player counts and morale issues.
The expansion introduces major systematic changes.
Systematic Changes and Build Crafting
Expansion introduces armor set bonuses that enhance build crafting.
Armor set bonuses are likened to exotic-level build enablers.
Armor and weapon build crafting is expanding, with new opportunities.
Game Director Insights
Tyson Green's long tenure at Bungie influences game direction.
Discussion on maintaining game balance and player engagement.
Concerns about lack of new damage elements and buildcraft stagnation.
World Tiers and Difficulty
New world tier system applies specifically to the "Edge of Fate" expansion and Kepler destination.
Discussion on providing clear challenge lines for casual and new players.
Vault Space and Storage Issues
Bungie is working on solutions for storage space challenges.
Current storage issues relate to client limitations, not server space.
Community Feedback and Game Design
The directors share insights on responding to player feedback.
Discussion on the difficulties in balancing fun and game challenges.
Potential Future Content
Discussions on potential new weapon and armor tiers.
Mention of a hypothetical tier above exotic, exploring future ideas.
Homage to Super Metroid
"Edge of Fate" takes inspiration from Metroidvania games.
Bungie addresses concerns about drawing too heavily from existing games.
Additional Developer Insights
Robbie Stevens discusses his background and previous work on games.
Directors mention the importance of rewards for high-level challenges.
The article provides insights into the development direction for Destiny 2.
Focus on systematic changes, player engagement, and future potential expansions.
Encouragement for player feedback to shape future game updates.
Today, we got an article from PC Gamer's, Tim Clark, where he talks with Destiny 2 Game Director, Tyson Green, and Assistant Game Director, Robbie Stevens and gives us some very valuable info about The Edge of Fate and beyond!
Article Link: https://www.pcgamer.com/games/fps/des...
0:00 Intro
0:13 Tyson Green / Robbie Stevens Interview
1:38 The Edge of Fate
6:31 New Subclass
8:00 Vault Space
10:33 The Portal
12:02 Challenge Customizability
14:22 World Tiers
16:38 Tier 4/5 Gear
18:31 Prismatic Nerfs
21:41 Kepler & Matterport
26:30 Closing Questions
23:04 New Loot Rarity
27:04 Thoughts & Discussion
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Destiny 2 Game Directors Discuss Expansion Insights
You need to read the PC game article. Mods, can you get the article from six? We shall read the What is the PC game article about? Is that is it about is it Destiny related? They're gutting consecration with two fragments. Let's take a look at this article, guys. In a very interesting way, it actually reduces the work. Destiny 2's director explains why reinventing the wheel with the edge of fates was actually the easier option. Tyson Green talks about being the fun police, granting meaningful rewards for solo players, and making a love letter to Super Metroid. Okay, so this is an interview with the game director for Destiny 2. It's hard to think of a time in the decade since Destiny launch when the next expansion wasn't make or break. As the first major release since last year's The Final Shape, which did the improbable job of landing the game sprawling narrative successfully, this year's The Edge of Fate expansion has the unenviable job of kickstarting a whole new saga. It also has to reverse historically low player counts and introduce a raft of major systematic changes at a time when morale at Bungie is reportedly bleak in the wake of the ma marathon plagiarism debacle. A couple weeks ago, I traveled to Bungie's Belleview Washington studio to play the edge of fate and speak with some of the most senior developers on the team. You can read our hands-on impressions and check out the six six of the new exotic items coming in the expansion, one of which has already had to be nerfed twice. Below you'll find the entirety of my conversation with Tyson Green, Desit 2's game director, and Robbie Stevens, assistant game director. We touched on a wide range of topics from why Green hates having to beat the fun police to the lack of vault space going into a major loot system shakeup. I honestly out of everything that we're going to touch in the article, that's the thing right there that I'm I what's the plan here, right? Super Metroid has a major influence of the Edge of Fate and even whether we'll get a Kimbo weapons. We'll ever get akimbo weapons. Obviously, you've been watching Destiny Rising, right? Uh so this is from what is it from Tim Clark. Tim Clark PC gamer. Uh edge of fate brings a rap of big systematic and quality of life changes. Do you think that's going to be enough in a world where you're looking to bring people back postfinal shape and where player concurrency is lower and I'm sure you like it? So from Tyson Green right here, we've seen that when we have a release that is a compelling mix of campaign and story but also has free systematic changes and players take them together as a full product. The best example of this was Witch Queen, which was a great release and came along with a set of free subclass updates, Void 3.0, and players really embraced those as a cohesive product, even though Void 3.0 was free to all players. So, we think that making the core game of Destiny stronger is a tie that raises all boats. It makes for a better expansion experience and a better free experience. So, I think that's their strength in the model that we're trying to move into now. Witch Queen was good, man. Like I mean like when you think of Witch Queen when it rolled out, but also just that entirety of that year, people would not have been as hyped as they were about Lightfall if it wasn't for the success of Witch Queen. The problem is is like hype levels were at an all-time high because of the buildup from Witch Queen and then you had like Val the Disciple, then you had everything that rolled out through that entire year and then we got the Lightfall and bad things happen. You know what I mean? But Witch Queen was great. It was good, man. It was good. You know, Sabathic was fantastic. I I very much enjoyed that expansion, that whole experience. Y'all remember the first time we stepped inside of the pyramid ship? Mind blown, man. We stepped into the pyramid ship and it was like, holy we're now living in the future of Destiny that we always hoped for. And then the Lord, dude, the the lord that came from B the disciple. Hot damn everywhere you looked, murals, all these all these damn body parts, you know what I mean? Bones. There was so much lore that came from that raid. Don't get me wrong, like I love Salvation's Edge, but man, Vow really, really was, in my opinion, the best raid experience ever because it just set the new standard, the new tone. But without any major addition to the existing subasses or a new damage element, don't you worry that the buildcrafting side of things may stagnate. So, from Tyson Green right here, one of the big changes in Edge of Fate for people who are into build crafting is the armor set bonuses. They are very punchy, almost exotic level build enablers. My favorite one that I was playing with recently is the set bonus that makes your kinetic weapons break shields more easily and then does disruptive explosions when you either break a shield or take down a powerful combatant. I was like, "Oh my god, I need to figure out which kinetic weapons do I want to use to get into the space. So, we're going to be able to explore more and more with the new armor sets and really make them an active part of your build in ways that armor hasn't been to date because legendary gear lacked that element of buildcraft contribution. They've also suffered because of the way the stats used to work. Yeah. You know, this almost reminds me of like Shadowke Keep. Shadowke keep in a lot of ways we had to go through fundamental changes the first time we got artifacts, things like that. But we had to go through it and and we had to have the the first domino fall over for us to go in that direction. I don't think that people are going to dislike gear sets. Um, I think that's going to become the new norm. And there's obviously a lot of development that's pushing us in that direction and it needed to happen. I mean, when you look across all MRPGs, man, and not even MRPGs, just MMOs in general with anything that involves build crafting, even other games in the looter shooter genre, they got build sets, armor sets. I mean, those those things, especially the two and four piece, that's something that exists across so many different games. So from Tyson Green, so since taking over as game director in early 2024, Green has kept a relatively low profile compared to his predecessors, preferring to communicate with the player base in the form of occasional blog posts. The veteran developer has worked at Bungie for over two and a half decades with credits ranging from Myth 2 through all the studio Halo games up to the present day on Destiny 2. I mean, maybe there's somebody up there that's that's um been at Bungie longer than than Tyson, but like when you look at like, you know, Luke Smith, even Joe and, you know, previous game directors that have come and gone in terms of seniority, I think I don't think any of them have been there as long as Tyson's been there. So, 25 years he's been there. What a long ass time, man. So, from Robbie Stevens here, so much of the core foundation is changing with stats on armor. The Billcraft space is expanding in a way that is going to provide a bunch of different opportunities, and these stats do directly affect abilities as well. We've got to provide more opportunity to make the actual loot chase of armor and weapons feel better and make it more fun with the gear tiering systems. As with changes like the 3.0 subasses, we know that in the future we're going to do updates. It's just that this first go around is a larger change to more of the game. Look, man, we've talked about it before, guys. I don't know about yo, I just don't get that excited about armor, you know? Like I I'll be like, "Oh, nice. Cool drip." You know what I mean? But as far as like the gear sets or gear itself, like no. It's like I have my artifact pieces. I'm good. Armor just doesn't excite me. Hopefully, this system will be the thing that excites. I think it will be better than what we got. Can you tell me what you might be prioritizing in terms of future changes? The darkness subass each each only having one super ability seems like an obvious gap to fill. Great question. This from Tim. Tim wrote this Good Tim. Uh from Green. Yeah, the dark subasses having a smaller selection of game plans is definitely something that's on the team's radar. As far as prioritization goes and things that we're looking at in an upcoming release is a lot of streamlining and usability, like getting more of the subclass content into the players hands in a systematic, sustainable fashion, but we're never going to be done with the subasses. We don't stop development on them. We look at them as opportunities arise and as a team has the ability to add to them. Okay, I know that's something that most of you actually brought up today was like, why aren't we getting a new super or for for our darkness subasses or new abilities for them? or some of you even go as far as to say, why aren't we getting a red subclass or the third Darkness subass? I don't know, man. I don't know. Again, supposedly there was never a red subclass to begin with. Personally, I felt like everything was leading up to some sort of like necromancer subass. Everything that was going on with orgs this past season, I thought we were heading in that direction where we were going to go out there, kill something, and then literally just give the whole good old a rise and then boom, we've got minions. You know what I mean? I don't know how long it would take for something like that to be cooked up from Bungie. Some people brought up like a gravity class or something like that. Some some or or um what's the uh resonant class? You know what I mean? I guess you know what I mean. Or we can have a taken class. I don't know that would work in PvP. This is Robbie Stevens profiles. Assistant game director. Steven's been with Bungie since 2015. Prior to becoming assistant game director at Destiny 2. He's been the creative lead for the game seasons. Before joining Bungie, he worked as a lead designer on The Elder Scrolls Online and a rule designer for Star Wars: The Old Republic. Now, an obvious question given you're bringing in entirely new types of weapons and armor is why we're not getting any extra vault space. It seems like such an obvious pressure point. I know that Bungie has said changes are coming in a future expansion, but could we not have had 100 slots as a band-aid? Oh man, from Green right here. This is one where we understand the pressure. This is development problem that we haven't been able to shake with Destiny. That storage space may be cheap on the server, but it's not cheap on the client. And that's unfortunately the problem that we run into. Somebody explain this to me. That storage space may be cheap on the server, but it's not cheap on the client. What does that mean? So client being your machine, that being PC or console. No So it's OG consoles, huh? Damn, brother. PlayStation 4 and old Xbox players, you me you good. So, we have to figure out a solution for this. And we're working on this one because we know that adding a bunch of armor sets and tiers of weapons to the game is going to create a lot more keepsakes, things that people want available for their build crafting options in the future. So, we're definitely aware of this one and we're working on solutions. Ah, can we get like a hint because we know this solution is supposed to come in Renegades. Can we get like a like a small like what what is a solution? Like what what what is what you know what I mean? Like what falls within the umbrella of solution here? Could I have an example? I call Warframe has 999 slots and it runs on a phone. I know Bungie is working on something, but man, I would just love something tangible. Even if it was like a little clip of like, dude, I I would I would get instantly bricked if Bungie dropped a little clip of like someone going through their vault in Renegades and they scroll and then they suddenly scroll through their erggo sums and they press it and like 30 erggo sums pull up on a menu and then it what we see in the vault is everything is stackable. Everything becomes stackable. Or I'm coping right now. I could be that could be complete copium. Maybe that's not a possibility. Maybe that can't happen. Dream on brother. I'm dreaming right now. I am dreaming. But to me that's a vault 2.0. That to me is a that's a D3 feature. You want you want me to know what that right there is what I would want out of a sequel. Yes, but you would still have to store them somewhere for stacking. I believe that's what you're talking about. It would still it's still a client side issue. Okay. All right. Let's continue. You've mentioned the desire to streamline the experience of playing SC2 with the addition of the portal, but I find that goal slightly inong congruous with being able to customize those activities with 100 modifiers. Oh, that is true. We didn't even talk about that, did we? Green, I mean, we definitely share that concern. If you look at the screenshot of the challenge customization screen right now, you can actually hear your brain melt. It's like that meme of someone explaining a card game. Green. Yeah, I just want to play, right? The way you're actually going to experience that on day one of Edge of Fate is that the game's going to bring you in and give you quickplay options. So, so hold up, hold up. For those that are not familiar with this, there is legitimately that many modifiers. Like so many modifiers. You don't even have to hit that many modifiers to reach the score thresholds to achieve what you're trying to achieve. But there are a ton of modifiers. And you may be and honestly, there's going to be a skill curve to it. There's going to be a skill curve to where it's like which modifiers do you choose that aren't that bad but still give you enough of uh multiplier for your points from Stevens right here. There are actually a couple tutorials and training modes that we added. The portal is such a big change from what we're doing now right today. If you want to get some of the better loots, you always have to step into expert or pinnacle stuff. We're not saying we're making it really easy to get this loot. We're saying you have to put in the time and effort to get to the point where you can earn some of the stuff. And if you want to be the most efficient at earning the best stuff and earning it all the time, you're going to have to be taking on a higher level of challenge constantly, aka you're going to have to be u interacting with those modifiers. Do people really want that degree of challenge custom ability? You swung at this a few times before, like the nightfall scoring, and it's never stuck. Why do you think this version is the one? Green. Well, the interesting thing about the Nightfall challenge card that I actually had a hand in driving that, we just totally underestimated how good our players are. They basically just bold bow through that thing over. It was barely a speed bump and then we weren't in a position to update it because it only affected one tiny slice of our content and it wasn't even paid off with good rewards. So this time around we're really saying, hey, you can go pretty deep, pretty far with this customization if you want. The challenges themselves are actual gameplay challenges. It's not just gra just grabbing the damage number dials and turning it up. Yeah, they changed the gameplay up for sure and you'll have to approach it differently. uh from Stevens. The challenges will change the behavior of an enemy or it will change how you might use some of your abilities, right? It's things that you can actually react to and understand. That has been a goal for us and green. The gear tiering system actually gives us that depth of pursuits pursuit in a broad range of activities. On the development side, we very often had this problem of wanting to add a cool challenge, which everyone was excited about, but what's the reward going to be? If we don't have a good enough reward, we'll cut the challenge. But now we can say, I want to do really hard solo ops. Cool. There's gear for that. They're rewards that are worth earning. That's true, man. Destiny players, we don't move for unless we got something good to go for. You know what I mean? I'll be like, we're playing this game mode because it's fun, but that's just not in the Destiny mindset at all. Like that. That's been completely eliminated outside like not even PvP, dude. Like maybe maybe a little bit of PvP, but people people need to go for. It's a looter shooter. What do you expect? No. No. That's I mean, look, I I completely agree, man. I completely agree. I don't I like earning My thing is this is you can't have super hard content and not have gear that matches the super hard content. The simple explanation is that Destiny 2 has run it scores. Destiny 3 would solve all their problems. You realize this would be Destiny 3, right? Like this this would literally be these features right here would be D3, but they could put it in Unreal Engine 5. Now listen, I don't I don't discredit that. You know what I'm saying? Like if there's like an engine move that would make more sense for Destiny, but that's no small move, man. That's why like I love like just nerdy texture. if Bungie just came out and was like, "We're going to talk about the Tiger engine for the next two hours and why this engine is the best engine for Bungie." All that then it's a money situation. So, grab the dial, crank it up, and see how hard you can make it. Then there's something there to reward you for having rise risen to the challenge. I'd assume that the new world tier system would apply across the whole game. I think because I play a lot of Diablo I when you move up in difficulty, the whole game and the rewards lift up with you. Whereas with the Edge of Fate, it's much more discreet. for the casual player. Isn't that going to be confusing? And yes, we do have real tiers. By the way, I I'm pretty sure Bungie disclosed that in a TWAB or something like that or in a in a in a maybe it was a stream where they talked about tiers, but we will have real tears. Uh from Steven, the thing is to make sure the lines are as clear as possible when we talk about this. Rule tiers apply specifically to the edge of eight expansion and the Kepler destination. We wanted to make sure that from an expansion experience, this is something you could jump into. If you're a casual player, a new player, or returning to the game, we want this to be an immediately digestible experience. You're going to play through the campaign, the core story on brave or legendary difficulty out of the gate. Then once you complete that, if you want to go deeper into the postgame and the gear pursuits, that's where higher tiers of difficulty unlock within Kepler itself with the fable and mythic difficulties. Those then start to apply more to the power chase at that point. Brave and legendary are going to have fixed power so that you can play through the story at your own pace. All right, so let's let's just circle back to this. The question that was asked here is a great question. I had assumed that the new world tier system would apply across the whole game. I think because I play a lot of Diablo 4 and when you move up in difficulty, the whole game and the rewards lift up with you. Whereas with the edge of fate, it's much more discreet. Yeah. And it may it may be a bit confusing cuz to be like, okay, only this one destination has ruled tiers. I don't know. Maybe Bungie goes back and adds road tiers to other areas. You know what I mean? My thing is like I want there to be a noticeable difference in the tiers, right? Like when you move up a tier, you should be getting shot on. Even like in a normal patrol space, you should just get on until you get to the proper gear level. And like moving up tiers in Diablo was actually probably the most enjoyable thing about Diablo because not only did you just move up a tier, you didn't just move up a tier, you had to do a mission to then move up a tier. So you did that mission. I can't remember what mission it was, but you did that mission. You had to successfully do it, which could be very difficult to then get you into the next road tier. Can you explain how to regularly get the tier four and five gear? So, from Steven, sure, that's going to be tied directly to where you are on the power progression band. When you go back to Kepler, that is going to be a place you could do it, too. So, from green, the portal, those core game activities, solo ops, fire team ops, pinnacle ops, those all have pretty consistent execution of how challenge works and how you escalate tiers and apply modifiers. Obviously, we love it if Crucible could work the same way, but clearly it can't because players won't submit to having Bane modifiers put on them. Honestly, that that could be a game mode. I mean, for real, like, it could actually be a game mode. What we're trying to do with expansions is to say expansions are their own experience, their own formula. And what works well for one formula, like a Metrovania inspired release like Edge of Fate, might not work so well for a different formula. So, we're not trying to systematically bind the expansions. We're trying to let the expansions pursue a formula that internally makes sense to them. and hopefully is intuitive. That's that's making a lot of work for yourselves if you plan to reconstitute the game on an expansion by expansion basis though from green. But in a very interesting way, it actually reduces the work because if there's one thing that's harder than trying to make a cog work is trying to make two cogs work together and be novel every time. By giving the team that is building the expansion some time and some space in which to actually innovate and try different formulas, I think we're actually giving them the ease of being able to build those things to solve the problems that they are trying to solve in that release. I actually Yeah, I I agree with Tyson on this one. I I think that makes it easier cuz it's a one-off. You know what I mean? It's it's not having to go through there and do it across the entire game. It's just for that one release. In the build we were playing, some of the most powerful aspects have had the number of fragments they grant reduced to one. specifically consecration, feed the void, stylish executioner, and knockouts. I get that those have been dominant to the point of feeling like auto includes, but historically whenever an aspect has only had one fragment, it feels anemic in terms of build crafting. What's your take on that? Oh man, I didn't know. I thought it was just going to be consecration here. That's rough, brother Green. Yeah, I mean, it's always a push and pull with balance. In PvE, I tend to be pretty liberal about things being overpowered. Where I get on board with substantial changes to powers is when players feel like they're being compelled to use a particular option. With fragment slots, unfortunately, it's a very binary thing where you either have one or you have two. And that's a huge delta between those alternatives. Ideally, you'd grab the damage numbers and dial them differently. But sometimes we do a big swing swing in our balancing to assess what the impact is. Does it correct the behavior that we're seeing in game? And if so, did it create a new worst behavior? Sometimes we walk those back. We've walked decisions back in the past where we haven't been happy with the results. All right, so from from Timir, it might be unfair, but I can already hear people complaining about Bungie being the fun police. I guess consecration has been broken for a long time, and tweaking the numbers hasn't changed that. So from Stevens, we're also changing how stats work in general to not just focus on how subclass ability atoms work, but how health and resilient behaviors work, too. That's why these systematic changes are so important. And from green on the fun police thing, I deeply I deeply sympathize and understand because the mission statement for Destiny is for it to be a joyous expression of power. Like it's fun to be powerful, but it's also not fun to be a warlock who has to run well every single time time in high-end content because it's too good. I mean, let's just be real. Warlocks, you don't really serve any other purpose. You know what I'm saying? I You know what I'm saying? Let's just be real. When really hits the fan, you the killer. You know what I'm saying? I mean, what else do you do? You just stand there. Just stand there. You know what I mean? I honestly don't know what warlocks do. Like, I honestly don't know. I don't necessarily like haunters, but warlocks, I honestly don't know what you guys do other than put it put a well down. You know what I'm saying? So, look, this this is this is some pretty big nerfs. Here's the thing, man. These are the most used ones. And and and not just that, man. Like, if Bungie was a show's percentages, I guarantee you that these aspects are substantially higher than the rest of them in terms of in terms of usage. I hate it. But at the same time, you know, I'll sit there and I'll cook up a great build on on Titan and then some brainless will come in there with concentration knockout and beat beat my damn score every time for literally doing next to nothing. You know what I'm saying? Here's what happened. Prismatic just cooked way too hard. Better aspects over nerfs. I think the the the route they took with like um bolt charge and stormkeep on on our titans. Fantastic. That right there has pulled so many titans away for good reason. the the damn good aspect, you know what I mean? So, actually putting spicy, you know, different aspects, more aspects in some of these other classes to pull us away, that's a very compelling thing for us to try out other builds. So, from from Tim here, I'm a warlock main born to nova, forced to well from green. Yeah, the thing that we try to do is to move those things around. I want players to feel powerful. I don't want them to feel that they have to do a specific thing all the time to feel powerful. I rather move those things around, even if sometimes they're like, "But I really like the thing." Yeah, man. You know, I get it. I get it. But do your jobs, Warlocks. And even that, you it up. You don't know that. Even the one job you have of just putting down a well and keeping the team alive, even that you up. From Tim here, we're our own worst enemies, too, because we'll always choose the path of least resistance. The stated goal with Kepler and Edge of Fate is to take inspiration from the Metrovania genre. given out close things like the matter spark ball ability or to Super Metroid itself. After the controversy around Marathon, do you worry about being seen to lean too heavily on a particular influence? So, from Green, are we worried about whether it's too close to Metroid? Yeah, I mean, I'm worried that people are going to get the wrong message, but it's coming from a place of love. We grew up playing these games, and we love the reference. We love the homage, but we had to do our own version of it. We had to do our own execution of it and it had to be quality execution for us to include it in the game. I don't think I don't think Metroid is like I don't I don't think they could come out and say I mean maybe but like that same matter ability you could be like to some degree you've seen that in other games including things like Diablo with the powerups that you pick up. You know what I mean? Matters plays plays into your art kit. It has amplifying effects on it. It's about engaging and fighting enemies in a way that is pretty novel and different and I'm very happy with it. I think it's a fun thing that people get to play with. It's not the thing that we're trying to hang our h our hat on. It's part of a bigger effort to create an experience on Keplar that's unique to that destination. Everyone seems to love the idea of a Kimble weapons thanks to the mobile game Destiny Rises closed beta trailer. Can we get that in Destiny 2 from Green? Not anytime soon. I like that Tyson doesn't make any promises. He's like, "No." Is there any temptation to include a tier of rarity above exotic? A bit like Diablo for as mythic uniques for its in aspirational grind. So from green here, the temptation exists. You see it manifested in the form of things like holofil weapons. We're very wary of people feeling like exotics or the new legendaries. Dude, imagine y'all realize like anybody here played Diablo. What was the drop rate initially? I remember like there was like four uniques or Yeah, I think it was like four uniques and there was like two people in the world that had one of the one of the uniques. I don't really want that in Destiny. Oh man, I I would only want it if I had it. You know what I'm saying? It would piss me off if someone else had it over me. But like if Iinging had it like if I was one of the two people that had it. Oh man, I I would honestly I would actually never in the stream. I would leave my stream on just my character holding that super rare unique and just leave it there. Come back the next day. You know what I mean? I changed my background to it. I'm all for things being rare, but not ridiculously rare. Again, I'm okay with ridiculously rare. Bungie, just increase the drop chances for like a select few people and give us the items, but then make it super rare. I'm not saying for me, I'm just, you know, I could be I could be, you know, that's just like a trial period. We could see how it goes. You know what I mean? I remember when season the forge was announced and it was going to have these mysterious black armory weapons. Oh my god. Do y'all remember that, brother? We thought we were getting black like some some sort of like black rarity. This was going to be it was going to be a tier higher than exotics. I was so excited. Maybe for a higher tier, you'd have to give up your exotic weapon and armor slot to equip just one black weapon. Green. Oh my god, this space is so tantalizing. A system designer. Dude, I would. I would imagine it being so potent. Like take for instance, like even if it's like a black armory, you can't equip an exotic weapon. And of course, you can equip an exotic armor piece. You can only put on that one piece. Oh, I love this. Tim follows up. So why not do it, Stevens? I think the unsatisfying answer, but I think it's true. is choosing to do do that means there's a lot of other things we're not doing that also can make the game feel awesome. People would lose their though. It's been 10 years of having exotics from green. Sure. Yeah. Super exotics someday. There might be room for that. But how do you do that without exotics just feeling like the new legendaries? I don't want gold to be the new purple. That's important to me. The problem is it's like the cat's out the bag now. You know what I'm saying? Y'all tell me. Do exotics feel rare now? Do exotics I mean exotics definitely change up gameplay. Exotics do change up gameplay but they're they're very common especially in terms of their drops. Dude, I don't even care if it's like I have to I have Look, Bungie, you know how much grind time you could add? If I had to say get 10 lurly helmets or or 10 of one eye mask and sacrifice it to then create the next tier of rarity or some you know what I mean? I would I would do that I would do it in a heartbeat or or like even something crazy. It's like you sacrifice 50 one eye mask and you get OG one eye mask bath like with the wall hacks and everything. You realize like people y'all may think that's crazy. Be like, "Oh my god, that sounds terrible." Dude, we would grind day and night. You hear me? Call it Yeah, there you go. Call it two eye mask. There you go. There you go. But like look, I would sacrifice so many exotic Ingrams for that I would I would put all the one eye mask in there like a straight up crafting like a straight up smithing station and then turn that into the ultimate exotic one. Can we add the speaker class item back from Destiny 1? Almost everything else has come back except for those amazing hunter clothes. Green, this is good feedback for the rewards team. I thought we brought those back. Stevens, I did too. Green, I'll investigate. Bring those hunter clothes back next time the game is having a bad day on Reddit and I promise people will lose their minds. Not so much the warlock bonds on the Titan Mark. Screen. I typically poke fun at warlocks on a regular basis about the bond of disappointments. If you if you knew the backstory behind that, oh my goodness. Sadly, that's where we ran out of time. But as a warlock man, I promise to investigate further. Some questions and answers have been edited for lengthy and clarity. Edge of Fate launches on July the 15th. Tim, great article, man. Great interview. That was good stuff. All right, so some big big things there. World TI, of course. I'm sure some people have already talked about the Metroid style that we're going for with uh the new Kepler destination. The abilities that are going to be tied to just the destination world tiers, which are also only going to be tied to the destination and won't be gamewide. Uh the systematic changes though that are gamewide, the stats that are going to be changing, those are those are big big deals. Things like the portal, solo ops, um fire team ops, things like that. And then of course the nurse, the big nerfs that are coming to some of our most popular aspects, those those are going to be hit pretty hard. That's that guys. I will say this, you know, I for one would love another tier of rarity. And I know it's like Bungie doesn't want exotics to feel watered down. The problem is is I'm concerned that we're already there and a world where Bungie could get so much playability. I just some of the suggestions you guys were sitting there spitballing like the whole sacrificing 50 of an exotic to to then make, you know, Black Armory version or just make it super rare like an Uber exotic. I think people would lose their over because the issue that we live in right now and we're going to be watching CB's video here in the next day. The issue we live in right now is that when an exotic Ingram drops on you, you're not excited. I'm not excited. I see an exotic gamer on the ground. I don't even bat an eye. I'm just like, "All right." And instead, I'm in a situation like, "Let me let me go look at my let me go look at my uh my inventory right now. This is my inventory. This is my Ingrams. Look at this. Look at all these exotic Ingrams. If anything, they just I just sit there and hold them. I don't need anything on them. Destiny 3 is the only solution to increasing exotic rarity. Let me let me say this. You know why I'm not like completely sold on a D3? Would I play a Destiny 3? Absolutely. But you want to know why I'm not sold on a D3? You see all these armors? You see all these weapons with the current functionalities? Armor pieces with the current functionalities, weapons with the current functionality. You realize all of this will be straight up almost a one to one copy pasta to Destiny 3. and you'll be grinding, reg grinding actually, all of these same exact exotics. If you think at D3 could launch and suddenly you're going to have no you're going to have nothing but new exotics, you're out of your mind. It's never going to happen. Hell, even Destiny 2, many of these exotics came from where? Destiny 1. Sure, some of them have been been reimagined, but many exotics have come straight from D1. What I'm saying is a D3 would be identical to how D2 launched. Remember, Destiny Rising has mythic tiers. They do. They do have mythic tiers. Destiny Rising system is a little different because you don't have the fluidity of using pieces of gear or weapons on all your different characters. Certain characters can only rock certain weapons. Destiny 3 should be a new game, not the same old. Y'all understand though, Destiny 2 wasn't a new game either. We've been playing the same now for 10 years, almost 11. You can actually go back further and you can draw conclusions from Halo Reach that Destiny is just Halo Reach just with loot and more The point is is that maybe D3 could solve a lot of our problems. I would love a fresh like a fresh new take on Destiny, but I don't see it happening. And I I feel like a Destiny 3 would run into the same problems that we have here inside of Destiny 2. What I do think is more feasible is finding a way to say, "Hey, how can we either make a variant of, you know, Sanguine more desirable than the current version of Sanguine other than just some stat distributions? How can we make Sanguine sexier?" And the whole sacrificing 50 exotic sanguines to make a mythic version of that or a black version that whatever that sounds appealing to me. The only other thing I can think of at this point is if we can merge exotics, that could be another evolution that would be creatively free for Bungie. It would just need to be balanced. And we have it with the exotic class items. But now we're releasing ourselves from the exotic class items and just outright merging a chest piece. So what if you could merge Sanguine with, I don't know, Vesper or Sanguine with Phoenix Protocol and have an entire route of going that way. No, it's not locked prismatic. Like it can be utilized everywhere. But there was like some serious investment in this other than just running dual duality. No, no, no. It wouldn't be an exotic class item. It would be an outright new chest piece that merges these together. And you would have a mythic rarity. And you could only merge a chest piece with a chest piece or or legs with legs, gauntlets with gauntlets, helmets with helmets. A literally exotic class item. Power creepers. You can't have it both ways. In one hand you sh in and you say cross smell this I want more rarity. I want different tiers and they must be strong enough. And in the other hand you in this hand and you say smell this cross power creep. Now you just ruin the game. pick one. We either stay the path that we're on right now and that's what we deal with. Or you potentially try out this other this other version this other you know what I mean with different rarities. Cross were you happy about finally getting that emblem? No, no, it didn't make me happy. But I don't think anything would make me happy grinding comp. You know what I mean? That's it's the worst playlist I have ever played in ever. It's the worst experience ever. What's the cheating lore, dude? Everybody here talking We played a cheater. The cheater would turn on the hacks, but then he decided, I guess, cuz he thought maybe it wouldn't get him banned. He gave us the win. I have no idea why. Less was messaging the guy and saying things like, "Use your best cheats. I don't talk to terrorists. I don't I don't do it. I don't deal with that We don't negotiate with terrorists. The guy was was turning on some crazy cheats, but then he proceeded to let us win. And somehow someway it was that game that decided to give us the damn emblem. Hence why everyone's saying #not earned. You act like I just rolled the back of a cheater the whole way through comp. I don't know, man. I think we need a new gear tier. One black market level and one signature. bring back the joy of actually picking up a real world drop instead of mailbox cleaning simulator. Yeah, I agree with that. I agree with that. I I I can't disagree with y'all. We live in a world where it's it's um there's really no level of like RNG with it. I feel like you guys have been talking about Black Army Rarity for 5 years cuz it's an easy layup, guys. It's an easy layup. Like Bungie wouldn't even have to like say anything. They would just have to just drop one image. Imagine if Bungie dropped one image and it was like look look either an entirely new weapon or it could be like wither horde with different drip some more traits maybe and it's black rarity or something you know what I mean or mythic or something like that people would lose their mind dude it could be like when the enemy dies that you've blighted they drop three bllights rather than one people would grind the piss out of that y'all know that people would grind the out of that you you blight somebody and then all a sudden boom now You got three bllights instead of just one. I' I would grind the piss out of that. Imagine playing comp against the full stack with black rarity weapons and all you have is a legendary rose. You better figure it out. You know what I'm saying? Better figure it out. Slap that like button like your mama told you, right? Heat.
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