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Overview
Discussion and reaction to a video arguing Destiny 2 has strayed from what made it compelling. The creator proposes restoring a meaningful RNG-driven loot chase, rebuilding social incentives, and refocusing endgame around raids/dungeons/Trials/Comp. Recommendations include redefining the Portal as supplemental, consolidating difficulties, rebalancing abilities vs gunplay, revising rewards and focusing, and improving monetization transparency—while planning toward a healthier Destiny 3.
Core Philosophy and Player Motivation
A game for everyone becomes a game for no one; build for the dedicated players who grind multiple characters weekly.
Real excitement comes from meaningful effort plus RNG, not guaranteed menu outcomes or deterministic checklists.
Static rolls and weapon crafting gutted the loot chase; endgame rewards should not be craftable.
D1’s post-activity reward screen amplified social incentive—celebrating teammates’ drops fostered both joy and jealousy, driving engagement.
Loot, RNG, and Rewards
Restore rare, hype-worthy drops and the thrill of the unexpected; make drops feel earned and memorable.
Bring back Adept weapons and Artifice Armor as prestige rewards that matter to endgame players.
Simple, impactful Adept change: add a second Adept mod slot. It creates meaningful optimization without wild power creep and primarily benefits dedicated players who notice stat/slot gains.
Armor sets should have stronger set bonuses. Currently, a few two-piece synergies are good, most four-piece bonuses are negligible, and many two-pieces are underwhelming.
Armor focusing should be materially useful; a higher chance to hit the focused stat (proposed around 60%) still contends with tertiary stat RNG, tier-five tuning RNG, and the drop itself.
Primary weapons need a flat PvE damage increase so guns compete with ability uptime; the core loop should be gunplay supported by abilities, not replaced by them.
Exotics should regain rarity and prestige. Use a D1-style Glass Needles reroll system for exotic armor once unlocked to reconcile rarity with modern buildcrafting.
Portal, Difficulty, and Matchmaking
The Portal is overcomplicated, anti-social, and misaligned with incentives. Score thresholds, modifiers, and power disparities frustrate new and returning players.
Arbitrary limits (e.g., three fireteam ops/day) and fragmented queues erode variety and push players to the fastest daily node, accelerating burnout.
Consolidate six difficulties down to three to simplify choices and improve queue health:
Normal (Advanced), Master, and Grandmaster (Ultimate renamed back to GM).
Use deltas thoughtfully; players are already powerful. Avoid slowing skilled players who optimize Portal scores via stakes or deltas tuned no worse than ~+20 on top difficulties.
Expand matchmaking across fireteam ops so group content becomes the default path; let solo ops fade as a niche rather than a foundation.
Activities and Progression Structure
Reembrace D1’s quick-access philosophy: from the Director, jump quickly into Crucible, story, strikes, Nightfall, and raids at a button press.
Bring back Strike playlists, a Heroic-like Master tier, and the identity of GM as the weekly pinnacle challenge.
Align tiered drops with condensed difficulties:
Normal: tiers 1–2
Master: tiers 3–4
GM: tiers 4–5
Make raids, dungeons, Trials, and Comp the true endgame. Adepts/artifice and faster power gains should come from engaging, social activities—not solo grind slots.
Remove raid modifiers hostile to buildcraft, such as No Loadout Swap; they fight the core fantasy of tuning your build for each encounter.
Events, Challenges, and Weekly Rhythm
Issue real, skill-based events that challenge players: dungeon speedruns (like the Spire speedrun), low-man achievements, all-raids-in-a-day marathons, or top-percent completions.
Offer exclusive emblems and tangible loot boosts (tier fives, Essence of Desire, Glass Needles, or guaranteed exotics now that they’re rare).
Reestablish a weekly rhythm with meaningful payout: GM should again feel like the weekly summit—high exotic chance, resources, Adept drops, and a distinctive blue Nightfall glow.
Ensure every earned engram is at least +1 to smooth progression; let mid-activity drops matter in longer activities (e.g., Onslaught).
Focusing and Currencies
Revive Essence of Desire with a Tome of Want-style focusing framework: clear, consistent costs and predictable paths to targeted loot.
Remove unstable cores; rely on familiar currencies (glimmer, ascendant shards, alloys when applicable) and activity-tied focusing.
Apply the focusing model broadly to armor and weapons, with the drop source reflecting the activity being played, avoiding Portal’s frustrating daily focus mismatch.
Ability Uptime vs Gunplay
Ability spam has overtaken gunplay; Prismatic and Transcendence amplify excessive uptime far more than raw damage numbers.
Reduce uptime rather than only nerfing ability damage. Increase cooldowns on the largest offenders (especially Prismatic kits) to restore gunplay primacy.
Abilities should be powerful, limited, and situational—panic buttons and clutch tools—supplementing weapons rather than supplanting them.
Sunbracers is a good template: high payoff gated by melee risk, with build support (Heat Rises, Momentum Transfer, Ember of Searing) required to loop. Contrast to simple, spammy builds where weapons become irrelevant.
Content Priorities and Exotic Missions
Recent exotic missions feel like elongated strikes without the magic of Whisper/Zero Hour. Given limited resources, prioritize new strikes to enrich the playlists.
With difficulty consolidation, GMs reclaim identity as repeatable, high-stakes Nightfalls; Masters become a fun, varied daily power grind with rotating burns and playstyle modifiers.
GMs should be main sources for endgame materials, Adept drops, and exotic farming; Masters should offer meaningful progress and variety without diluting GM prestige.
Visual Identity, Engine, and Platforms
Destiny 3 is needed eventually—D2’s maintenance overhead and brittle updates show limits—but only after morale, systems, and philosophy are corrected.
Improve tooling/workflow; current iteration speed is throttled by slow build steps (e.g., overnight engine loads to move small terrain pieces).
Drop last-gen console support to reduce constraints and enable better fidelity, iteration, and systems.
Address art direction regression: D1’s atmosphere and baked detail often felt richer and more dynamic than D2’s flatter presentation. Regain that visual depth and mood.
World, Patrol, and Unique Drops
Restore strike-specific loot and curated Adept rolls to create targeted, tangible grinds with clear end goals.
Add patrol world bosses with unique drop pools (one per boss or a small shared pool) and large glimmer payouts; telegraph their arrival with public messages to gather players.
Reverse solo-instanced destination defaults (e.g., Pale Heart, Kepler) so patrol zones are social by default, aligning with “worlds that inspire friendships.”
Curated Adept rolls should feature perk combos not commonly available, nudging players to chase and experiment.
Crucible and Trials
PvP remains evergreen content; invest in consistent, timely map releases and more responsive balance. The Graviton spike episode illustrates the cost of slow tuning.
Reconstitute a dedicated Crucible strike team—pull talent back from Marathon if needed—to deliver cadence and stewardship.
Fun modes should preserve gunplay:
Random loadout Rumble: lock a random primary/special/heavy from your account at match start.
Gun game: progress through exotic tiers, from sidearm-like openers (e.g., Devil’s Ruin) to a sword hilt finisher.
Novel variants like a Michael Myers mode could work sparingly for event novelty despite limiting guns.
Trials must re-center Lighthouse prestige:
One passage with Mercy baked in; avoid segmentation by card types.
Card-based matchmaking so game seven resumes high-stakes intensity; after seven wins, allow card farming with reduced stakes for tier-five rewards.
Incentivize carries: bonus Adept drop for going flawless with a first-time-flawless player that season.
Tier fives at seven wins for broader participation without trivializing flawless.
Monetization and Eververse
Accept live-service realities but pair them with better practices. Tie select premium bundles to funding specific content (as with Whisper ornaments), communicating the support loop.
Avoid placing earnable, thematic rewards in Eververse; uphold “wear what we kill.” Do not strip thematic elements from armor to sell variants—the community will notice.
Distinguish routine cosmetic items from “funds future content” bundles to build goodwill, even if prices remain high.
New Light and Campaign Experience
Fix onboarding by bundling a coherent campaign with New Light. Options suggested: reintroduce Red War as the starter arc or make Witch Queen the free entry campaign.
The goal is to teach systems while setting tone, with scripted spectacle and in-mission character presence (e.g., allies meaningfully participating rather than passive moments).
Explore richer environmental storytelling and world events that seed mysteries (e.g., a red cloud/rain onset leading to in-world consequences).
Wishlist and Legacy Content
Bring back Wrath of the Machine.
Revive SRL and other fun, time-limited event modes to break routine and add variety.
Recreate D1-style strike-specific loot across all core activities so every node has a unique chase.
Increase the presence of curated rolls in targeted content to offer rare, flavorful combinations.
Structured Proposals Summary
Area
Problem
Proposed Change
Intended Outcome
Loot Chase
Crafting/static rolls sap excitement
Remove endgame crafting; lean into RNG
Rekindle drop hype and long-term play
Adept/Artifice
Low prestige/impact
Add second Adept mod slot; keep Artifice as tier-five armor
Real, aspirational endgame rewards
Difficulties
Six tiers fragment queues
Collapse to Normal/Master/GM
Faster queues and simpler goals
Portal
Anti-social, confusing, overcentralized
Make supplemental for leveling/old loot
Director-centric, social-first play
Strikes/Nightfalls
Monotony, unclear payout
GM for mats/adepts/exotics; Master for burns/variety
Engaging daily/weekly PvE loop
Raids
Poor tier drops, anti-build mods
Baseline tier 4/5 drops; remove No Loadout Swap
Rewarding, build-friendly progression
Abilities
Excess uptime, overshadow gunplay
Reduce cooldowns, target Prismatic uptime
Guns reassert primacy; abilities stay clutch
Primaries
Weak in PvE
Flat damage increase
Guns feel meaningful in PvE again
Events
Low incentive, emblem fatigue
Skill-based challenges with loot boosts
Weekly reasons to log in meaningfully
Focusing
Confusing currencies and sources
Tome of Want model; remove unstable cores
Clear, broad targeting across activities
Exotics
Overabundant, low hype
Make rare; add Glass Needles for armor rerolls
Excitement to drop, freedom to optimize
Patrol/World
Anti-social instances
Social patrols; world bosses with unique drops
Organic, shared-world encounters
Crucible
Stale, slow balance
Dedicated team; gun-preserving fun modes
Renewed PvP health and variety
Trials
Flawless disincentivized
One Mercy passage; card matchmaking; carry rewards
Restored Lighthouse prestige, healthier pop
Monetization
Low goodwill
Tie select bundles to content funding
Trust, clarity, sustained support
New Light
Poor onboarding
Bundle with Red War or free Witch Queen
Cohesive, instructive entry point
Tech/Art
Tooling drag, flat art
Plan D3; improve tools; drop last-gen; address art
Stability, velocity, and atmosphere
Action Items
Consolidate difficulties to three and restore clear reward ladders for Normal/Master/GM.
Reposition the Portal as supplemental; bring back Director quick-access playlists.
Reinstate Adepts/Artifice with meaningful advantages and clear sources.
Implement a Tome of Want-style focusing system; eliminate unstable cores.
Buff PvE primary damage; reduce Prismatic/ability uptime to support gun-first combat.
Reopen social patrol instances; add world bosses with unique drop pools and glimmer payouts.
Establish a dedicated PvP strike team; deliver map cadence and gun-centric fun modes.
Redesign Trials around Lighthouse prestige, card matchmaking pressure, and carry incentives.
Align select Eververse bundles to fund special content; keep thematic rewards earnable in-game.
Decisions
Prefer RNG-driven excitement over deterministic crafting in endgame progression.
Prioritize social, playlist-driven access from the Director over Portal centralization.
Reassert prestige loot (Adepts, Artifice) and exclusive drops as aspirational motivators.
Additional Notes on Rewards and Power
Make raids inherently more rewarding than solo slogs: tier 4 baseline in Normal raid, tier 5 in Epic; use feats to increase Adept chances on both difficulties.
Ensure all activity drops are at least +1 to make long-form activities feel continuously rewarding and to reduce the current power grind friction.
Encourage variety: grant extra power or loot bonuses for rotating between different raids instead of checkpoint-only farming.
Strike and Modifier Philosophy
Treat GMs as resource/adept farms and exotic hunts; keep them challenging and repeatable.
Let Master “heroic strikes” emphasize fun with simple, high-impact daily modifiers:
Rotating burns (Void/Arc/Solar/Strand) and a major playstyle modifier (e.g., Grenadier).
Tune enemies so Masters aren’t trivial but remain accessible and fast-paced.
Use the strike playlist as the primary venue for Essence of Desire/Tome of Want focusing returns.
Ability and Build Examples
Target the uptime issues first. Example: Prismatic’s Transcendence enables chaining multiple high-impact abilities (Lightning Surge, Consecration) too frequently.
Preserve exotics like Sunbracers that reward risk and buildcraft to sustain loops; discourage fire-and-forget grenade loops with minimal interaction.
Expect that even with longer cooldowns, skilled play will still enable multi-cast windows during Transcendence—enough to feel powerful without erasing gunplay.
Social Design and Patrol Health
Social patrols support spontaneous cooperation and event momentum. Solo instancing undercuts community moments like rallying to public events or boss spawns.
Broadcast world events (“a pack of wolves is prowling” analogs) to trigger player convergence and recreate D1-style communal encounters.
Trials Population Flow
Card-based matchmaking ensures the late-card clutch factor returns, while post-seven-win farming reduces volatility and keeps more players active longer.
Reward helpfulness: bonus Adept for bringing a first-time-flawless player, nudging skilled players to keep the playlist inclusive without flattening prestige.
Monetization Guardrails
When thematic sets return (e.g., Taken armor), keep them earnable through gameplay; avoid Silver-only placement. Cosmetic monetization should never cannibalize aspirational drops.
Communicate clearly when bundles support future missions/events to rebuild goodwill and make price optics more palatable.
Toward Destiny 3
Don’t rush to D3 with current systems and sentiment. First, fix reward philosophy, social structure, ability balance, playlist health, and development tools.
After stabilizing D2 and rebuilding trust, use the downtime to modernize the engine/toolchain, drop last-gen, and recapture D1’s atmospheric richness in a new foundation.
Closing Sentiment
The throughline: make loot prestigious again, make guns matter again, and make the world social again. Consolidate clutter, reduce friction, and reward mastery. The best solutions often iterate on what already worked in D1—refined for today’s Destiny.
- All right, which one of these videos y'all want us to watch? Why Destiny 2 is fundamentally broken, Tides of Annihilation, or Fate Keeper? We're gonna probably watch all of these today, but which one would y'all want us to hear first?
Okay, why Destiny 2 is fundamentally broken, then Fate Keeper, then Tides. Okay. Let's take a listen then. A game for everyone is a game for no one. I believe Destiny is at its fullest potential when it's trying to cater to the player who grinds all three characters every week.
The best part about me making this claim is that's not even me. The beauty of Arrowhead's quote is that the best games are ones that don't even necessarily target you as the intended player. Playing in an LFG years ago, I heard something that stuck with me ever since. You will cheer if you get a god roll to drop after having to do something meaningful, but you will feel nothing at all.
if that exact same roll came out of a menu. Back in the House of Wolves expansion in Destiny 1, you could reroll your- Pete Parsons said that? What? - but you will feel nothing if that exact same roll came out of a menu.
Back in the House of Wolves expansion in Destiny 1, you could reroll your guns at the gunsmith with materials. And let's just say that was not a feature found in the rest of the game's lifespan. We'll get to what happened in the sequel.
You could see Bungie's vision and wanting to try and minimize the repeated grinding of the same activity over and over again and reducing the RNG needed to get the god roll, but it was clearly not the right approach to do it that way. I mean, D1 fans especially should remember that RNG is what made the game special. We didn't load up DPJ loot drop reaction videos because everyone is super excited to instantly get the drop they wanted. What made the drop special was that there wasn't a guarantee that it would happen.
Destiny 2 had forgotten the literal of- Dude, Destiny 1 was gambling. Yeah. Remember Cam even said it. Destiny players want to gamble again. That was some gambling.
But, but, but hold on. It could go the other way. - You could turn it into purple and get a blue.
You know what I mean? - Appeal of the game twice in its life cycle. Everyone having static roles cooked the game from the very beginning. And then of course there's crafting. Crafting turned the loot chase into a checklist versus the constant intrigue of every drop maybe being the one that you've been searching for.
It does not belong anywhere near the end game, and I'm so glad it was removed in Edge of Fate. The more casual audience always complains that they're unable to get their perfect god roll and they don't have all that time needed to grind the game. That's always a sentiment that confused me.
Why would you need a perfect god roll if you aren't doing things like end game activities because those are the things that actually take time. Because instead they would be camping out in the strike playlist or whatever the equivalent of that is now in the portal. However, I can recognize that it would be a terrible feeling as a casual and it would suck to not get the two trait combos that you're interested in, but that's an incentive to play.
If there's one gun that you really want and you're having trouble getting it, if you wanted to have an easier and faster time, you can make new friends and interact with the community to be able to farm it faster. and the feeling you'll get when it drops will make it all worth it. That level of excitement and incentive is deeply missing in the game right now. The D1 activity reward screen needs to come back.
Nothing created incentive more than seeing what everyone in your fireteam was getting, which let you share in their glory and get jealous. I mean, yeah, maybe bring it back. I'm going to be honest.
Nothing pissed me off more than watching somebody bottom frag and they get damn Hawkman. I wanted to throw my damn controller. You hear me? I remember just shaking my monitor like, what the... Somebody dropped one kill in a Crucible match and they get a damn Hawkmoon or some exotic to drop.
And you know that shit was intentional. No, no, no, no, no, no. No, I can't prove it.
I like weight gates. I guarantee you there was an ass-f***ing meter. Bungie and Activision have this setup where they think you are getting too ass-f***ed.
Then out comes an exotic. I can't prove it, but it existed back in D1. - When it happened to someone you didn't like.
It really was a staple of the Destiny franchise and I'm shocked it never came back in D2, but it needs to now. And nothing shows how Bungie lost the fundamental concept of what made Destiny exciting more than where it all went wrong. The Portal.
The little anecdote I gave with the casual getting help to farm something is something that never happens in the Portal. The funniest video I've ever seen is Esoteric's Portal Change video. It basically boils down to altogether removing the Portal and all the new aspects that came from it. The scoring, the modifiers, the leveling rates, and the best part is, he's not wrong.
The Portal was conceived as the one-stop shop for new and returning players to quickly understand that if they played the things in it, they would make progress. Naturally, this goal completely misses the mark. Players are frustrated with the barrier to entry because they need to optimize the modifiers to get the correct score that they need, which isn't even forecasted correctly.
And not to mention the disparity that comes when people are at a different power level than you. The portal killed the social aspect of the game, even with our new power farms and fire team and pinnacle ops that, if done correctly, blow solo ops out of the water. We are still limited. I think Mudgee fixed the power level situation, but yeah, the scoring, the scores are just vastly different depending on your level.
- ...in playing with people at our same levels if we want to have the most optimal time. They are trying to tackle this by adding deltas to the portal, which is good in concept, but people who actually know how to use the portal correctly are just using player stakes and beating things with no more than a +20 delta on ultimate difficulty. So in reality, you're just going to be slowing the optimized players down. Then limiting matchmaking to three of the fire...
- This video is a month old, by the way. - ...team ops a day is absolutely criminal. We lost the one-stop shop playlists.
and that was a major killing blow to the game. The quick play playlist that they do have only go up to master, leaving GM and ultimate the actual two difficulties that most people play without any variety. We're forced to pick the fastest match made options, which are limited to, you know, one of the three available for the day, and you just hope for the best doing the same repetitive activity over and over.
People might say, just use fire team. Guys. I know some of y'all hate deltas, but do you realize how strong we are? Minus 30 is really not that challenging.
It's not that challenging. Hell, you could even arguably solo them with a good build, minus 30 content. That's why conquest really like shocks people. When you get in that minus 40, minus 50, that's when it gets real, man.
Well, that still limits us to one activity we have to pick. And then we're back to trying to get everyone to the right score and having that roadblock. You're forced to either bring people and just suck up the pain points that come up with matchmaking, go to a solo activity, or more accurately, stop playing altogether. Even if they made great changes to the portal and got it where they want it to be, the sentiment around it is just so negative that it's not worth it.
They've already put a lot of resources into it, so they shouldn't remove it. But we need to bring the focus back on incentivizing people to play with each other again. I've seen people say, just put the four portal nodes on the director and call it a day.
But that really misses the point of what the director and the portal both tried to achieve. But you know, you know what game had the jumping in quickly thing figured out? D1. On the director, if you just wanted to play something as fast as possible, you simply went to the bottom left corner and used the quick access menu. We had a Crucible playlist, a story one, a strike playlist, the nightfall of prison of elders, and wow what- Oh man.
Yeah, it wasn't a lot of options, but it was consolidated. What's this? A raid?
I didn't know they incentivized playing those. But all these mainline activities are available to access at the press of a button. Although in the game's current state, the quick access button would not work as well as it did in D1.
The play your way sentiment that came with the portal turned into Let's not play at all. There are far too many difficulties, especially since the only actual change I could tell that was happening between all of them was like at one point they added champions. There are six difficulty options and that is not needed whatsoever.
We could easily condense that to three. Doesn't matter which ones are picked, but it should be... advanced master and ultimate granted it would be much more destiny if the names were swapped around a little for advanced we could call that normal master is master and then we would call ultimate grandmaster the only thing that i could see the six difficulties allowing is having respective teardrops for each level although if you think about it for more than one second there are five tiers and six difficulties so there's already some overlap in dropping multiple of one tier somewhere in there So for normal, give it tiers 1 and 2, master 3 and 4, and then GMs 4 and 5. This consolidation of the difficulties can lead to a much easier matchmaking experience and will drastically reduce queue times for activities and get people back in playlists.
Then this will let us leave solo ops in the dust where they belong, because if we can easily populate fireteam playlists, then there's no need for the terrible, boring solo slops to have any further investment made for them. chat i need to know your thoughts because some of you live in solo ops some of you for whatever reason wake up and go i'm gonna do salt mine today how would you feel if solo ops was removed but fireteamops had matchmaking on everything i kind of like the consolidation he's talking about here also there is a ton of different difficulty options like a ton and let's just be real Grandmaster is not even Grandmaster anymore. Grandmaster is really Ultimate.
Ultimate is Grandmaster. What OG Grandmaster was is what Ultimate is. I mean, Dado told Bungie at the summit that they were trash for a reason and we all know it.
We also need to consider the biggest complaint about the portal, right guys? I intentionally say this because I know each one of you probably said a different thing because everything about the portal is someone's biggest complaint. Yet, one of the complaints I see the most is that it's all just old content.
I think this has the opportunity to be a good thing. The future of the portal is really found in the past. There is a place for the portal if it is just mainly being old content being recycled.
The portal should be a source for old drops when their respective activities are removed from the game. It's... This is what I always thought the portal was going to be.
It was going to live alongside in our world where destinations and accessing new activities was the way we've always done it. But the portal was for bringing new players in and streamlining them into old content. and then have an opportunity for us to jump back into some mode activities here and there so that we're populating those playlists. It shouldn't be the main hub of the game, but rather a supplemental experience to quickly hop in, level up, and get some classic loot.
That's going to be the great way to cut their losses with the portal without completely removing it from the game. We've already opened Pandora's box and dished out tier fives everywhere simply for just getting to the right light level. We need to have some loot be exclusive and desirable. This one kind of feels like a cheap shot, but bring back Adepts and Artifice Armor.
Adepts should be in the pinnacle activities like raids, dungeons, trials, and comp. Adepts are an iconic statement of someone's accomplishments. They should be a lot rarer and actually provide a benefit to seeking them out, unlike how they were in D2. In D1, Adepts had a unique perk like Snapshot or Last Resort on the Trials guns. We need a game changer like that on the new Adept weapons.
The easiest- we're just so power crept though man like would i would i farm an adept on a trials weapon if it gave me intrinsic snapshot absolutely you know how many people would farm that that means you could devote your other two perks entirely to target acquisition but what happens when you do that and then you have your wave of players saying i can't go flawless now or i can't get this a dead weapon because now you've given benny a sniper rifle he was already good with he's even better now You've ruined my time, Bungie. And it's back to the rich get richer statement. A solution and the one people were suggesting since the inception of D2 Adepts was to add another Adept mod slot. It truly is the simplest idea one can come up with.
Another mod slot is an impactful change, but it will realistically only be noticeable to a dedicated player who's able to take advantage of a statistic change like that. It'll be a coveted piece of- Holy shit. That actually is kind of dope. Another mod slots. Dude, you could double up.
You could do arm. It's like temporal armaments and temporal blast on the set. And it's very power crept. We're talking very power crept shit, but that would be good.
Without breaking the game with crazy power creep. Same thing with artifice armor. They had a nice bonus of plus three to whatever stat you choose, which is so much better than the tuning system.
Yet we can still have both just with a tier five armor. Artifice Armor piece. While I do like them, armor sets need to have more of an impact. There are a few great sets that, if played correctly, truly do provide unique and noticeable bonuses.
Yet, there's like four two-pieces that do this, all the four pieces are pretty much useless, and all the other two pieces are right there with it. Also, having the armor focus mod only increase the chance of getting your focus by a third is just sad. Even if it was 100%, you still have the RNG of getting the tertiary you want, then the tier fives getting the tuning you want, and most importantly, getting the armor piece itself to drop. So with all that added layer of RNG, at least make the focus like 60%, making it so it's actually probable someone can make builds for all three classes. Notice how every other looter, destiny killer some would say, like the Avengers, always missed the mark.
Their loot isn't interesting. Bonus stat numbers and minor status effects, all that nonsense, aren't appreciated when it all just feels identical. D2 was bordering on that problem with the amount of reskinned guns we've been getting over the years. Destiny 1 had the perfect formula for developers to save time and for audiences to still be pleased with the new gun releases.
D1 would have a weapon base model and then they would put attachments on it to separate the gun's visual identity. D2 tries to do something similar when they're just not straight up reusing the same model of it. Yeah, dude, look at that.
New gun, true prophecy, better devils, service revolver, living memory, the steady hand. Over and over again. But we'll take a base model of a gun, but slap some assets onto it to try and make it unique.
This is a lazy approach and a lot less thoughtful and meaningful than the attachment approach. approach. Bungie is still able to do their classic reuse of assets, but it's a lot more tolerable when there's actual effort to separate the weapons from each other. Yet, it doesn't matter when there's a large group of weapons largely untouched by endgame players. Primaries need a huge overhaul.
Now I'm thinking of something crazy here. What if they did? actual damage. Primaries in their current state are largely useless as they don't do enough damage or provide much utility.
When we can clear out rooms with one consecration or lightning surge, how is a primary supposed to compete? Primaries in D1 used to be heavy hitters, so much so that people wouldn't blink twice about damaging bosses with their primaries if they ran out of heavy and special. If you shoot a boss with a primary now, outside of the DPS ones like Outbreak, you'd honestly rather go scour around the map I mean, Chad, there's a reason why most of your builds that you see are what?
They're ability-based. Just about every build. Think about the builds that we've made. All the, what was it?
The top 1% builds, the build battles. Most of them are all ability-based. Y'all remember Shadowkeep?
Was it Shadowkeep that brought about like a huge buff to primaries across the board? Or was that a nerf? I can't remember. There was a nerf.
Remember they went across the board and they nerfed all the traits. Doing nothing, looking for any signs of ammo because you know that primary is just tickling the boss. They need a flat damage increase across the board to feel good, and the epic Desert Perpetual Raid, I used the Solstice SMG, which had Chaos Reshaped and the Temporal Armaments and the maxed out weapon stat. It only then felt like the primary was even able of doing something.
So they would need that flat damage buff for them to feel good. And yet there would still be a Grapple Punch Hunter absolutely demolishing everything with a Navigator Grapple Point. So there's still little chance for them to compete. Then in the opposite manner of wanting a lot more primary usage of gameplay, we need to drastically reduce the number of abilities used in day-to-day gameplay.
The Destiny gameplay loop is at its best when you have great-feeling gunplay supplemented by strong abilities. The ability spam of the game is an insane problem. Ability should be supplemental to the combat, not the main driving force.
Prismatic is naturally the greatest offender because of the natural uptime and then of course transcendence. keeping that uptime to an extreme degree. It's funny to call for a nerf like this because the casual audience gets scared that their abilities will get weaker, just making them innately opposed to any negative change like that.
Although I'm not suggesting we make the abilities that much weaker, just simply reduce their uptimes. Abilities should be heavy hitters that, when their ability is off cooldown, truly make a difference in moment-to-moment combat. and can be used like a panic button for casuals. Imagine how much more special a consecration would feel when it does destroy an entire room if you weren't able to do it like 16 more times in a row because you popped transcendence.
Since we gotta be a little more realistic and we can't simply overhaul the entire ability sandbox, just do a classic bungee maneuver and start throwing bandaid fixes on all the problematic abilities. It was crazy that they nerfed consecration's damage and not its uptime. which everyone who actually plays the game knows is clearly the bigger issue.
Just like double or triple the cooldown of prismatic abilities just to try and make a dent in them. Even with tripled cooldowns on prismatic, popping transcendence will still get you like five lightning surges or consecrations if you play it right. This will balance the underutilized builds that don't have a way of instant regen.
A build like the OG solar subclass consecration, which doesn't have a great way of granting melee energy, it can be supplemented with a He lost me? Well, again, what he's saying what makes Destiny is the combination of abilities and gunplay. And I guess you have to ask yourself, what is that split? Is it the 50-50 split?
What is the split? I could say right now, you could go through a ton of content. inside of everything in the portal with very limited usage of your weapons and just spam your abilities. The main exception for ability spam would be exotics like Sunbracers, which I feel like should be the bare minimum for how ability spam exotics work. It requires you to risk your life getting up close and personal to secure a melee kill and then you can spam out 4 or 5 grenades.
Then the melee energy doesn't instantly recharge itself, you need to either spec into Heat Rises, Momentum Transfer, or Ember of Sirin. There's a buildcraft need that the player needs to spec for to make Sunbracers optimal, which is good design. Compare that to the Void Warlock Chaos Accelerant buff.
People are just simply throwing Axiom Bolt Grenades and then just getting them back and doing it again. There's no gameplay loop. They just throw grenades, wipe out the room, and then throw more.
In the build videos I've watched for these, they literally say in every single one, it doesn't matter what weapons you bring, the grenades will do the work for you. What? Why would you want that?
This is a shooter, a looter shooter to be clear. If we're not using the guns we've grinded for, why would we grind new ones? Granted, in the next section, I'll talk about where something like the Axiom Bolt build and overpowered spam has a place. But in the base game, ability should not have instant cooldowns like that. this.
However, despite how good the guns may be, the big thing that people need is good content to earn them in. With the depths being brought back to the playground, that means Raids, Dungeons, Comp, and Trials are back on the menu as the true Destiny 2 endgame experience. People would bring back their old fireteams to head into the activities that truly made Destiny special. What the f*** is that bubble strat? Is there something I don't know about?
He's trolling. He's for real trolling his team. That's hilarious, man. No, that's f***ing hilarious. Then it goes without saying, but the old R&D content in the game should also drop power level.
And realistically, a lot more than if you were grinding the portal. You can trade being able to earn the new tiered loot for a faster power climb, especially since it's an activity that's actually engaging and you're not just hopping into the slot farm. minds.
Naturally, make it so full clears give the most power and swapping between the raids gives even more. Even though farming checkpoints are faster, we need to encourage variety, the portal's greatest weakness. Regarding how Desert Perpetual works, it's very close to being an ideal system that how high tier drops should be working. Tier 5s are being showered in the portal, but for some godforsaken reason, not in the raid.
Raids are always going to be more inherently difficult than a solo slop or a strike. They deserve the high tier rewards for simply stepping into them and being able to complete something. They should drop automatic tier 4 as a baseline in normal and then tier 5s in epic. But then when it comes to the feats, in the same way that the feats increase your chances for tier 5s for normal, it does the same thing on both difficulties to increase the chances for an adept to drop.
Oh and by the way, get rid of Nod Swap, stupid ass. That modifier has absolutely no place in raids. It goes against the whole concept of the game of making builds and optimizing loadouts, and anyone who thought it should be in there should be **** think that they **** in a public ****. Anyway, almost lost my cool there.
Let's move on. Also, they just need to stop making modern exotic missions. Whisper and Zero Hour set a bar that has yet to be even close to being topped. The new exotic missions play out like extended strikes.
In reality, we just need strikes. way more than we need those exotic missions. If the Strike playlist is brought back in the way I've been suggesting, like with it in the bottom corner of the director, having new strikes to add variety in the pool will always be a benefit. Then with the consolidation of the difficulties, GM's returning would leave more of an impact as the repeatable strike experience. With the Strike playlist specifically, I want both the GM and Master difficulties to provide value.
Think of them as Nightfalls and Heroic strikes from back in the day. When you load up the GM playlist, it's for the same reason you would back in the day. You want to farm end game materials, naturally bringing adepts to the GMs too.
And of course, trying to get some exotics. And let's talk about the elephant in the room when it comes to exotics. Exotics need to return to their status as the coveted and rare drops that truly breed excitement when they are dropped. Because of the desire for the increase in rarity for the initial drop itself, we need to create a balance for getting the god roll for the exotic armor pieces that you have once they've been unlocked. Glass Needles were a great system.
Xur would sell them and you could reroll your exotic as many times as you could afford. This would create the fairness in having the exotics be rare, creating the dopamine rush that happens when they drop back in the day, while still keeping the modern attitude of perfecting god rolls for your builds. While I argued in the introduction that you wouldn't get the same excitement getting a roll from a menu as you would for it to naturally drop, exotics are the exception. because their novelty and them purely dropping should be the thing that excites you.
The fact that we like to build crafts should be easily available because the exotic itself was so rare. Then for my- - Yeah, I see what's being said about exotics. The problem is it's like, they're all just like a guaranteed source drop. For instance, like I'm sure Renegades is going to be like, hey, you want to get the new exotic armor piece, play the legendary campaign or just do the activity once, you know, just like lost sectors and getting exotics or hey, you want that exotic by the season pass.
You know what I mean? There's just like, or pre-order the expansion. Take on heroic strikes, aka the master strikes. I want the master strikes to give a similar amount of materials as GMs, just without the adepts and all that.
Master focuses on the fun aspect of strikes more so than GMs. D1 strikes were so much simpler when it came to modifiers that actually incentivized people to play different ways. They have really strong modifiers and tough combatants that it incentivized playing around them, but didn't feel like a requirement just to big bonus.
Therefore, in the modern day, each day there should be a rotating burn and a major playstyle. One day could be void burn in grenadiers so someone might want to bring in the new axiom bolts, another day could be strand and primary burn just to spice things up. But it's also important to tune up the enemies a respectable amount so it's not a complete walk in the park. Even with the positive modifiers on master strikes, there's a high probability that if you're optimized enough with the fireteam, you'll be able to crank out GMs at the same rate as a master team.
The Master Playlist will provide the easy matchmaking experience for wanting to hop in and make some quick and easy to understand progress. Wait a minute. Despite gapping the portal as usual, the new Strike Playlists should also be the main source for the return of Essence of Desire.
The Essence of Desire needs to make a comeback. The Tome of Want did so much right when it came to focusing. It had a clear cost and path to get what the players wanted. If Bungie wants a seasonal currency that incentivizes people to log on each content drop, This is easily better than what we have now.
Oh yeah, by the way, unstable cores need to go entirely, and that's all that needs to be said on that. We all know it. The Tome of Want should apply to as many things as it can work with in the game.
If you focus a helmet, you should be getting the respective helmet out of whatever act- I just liked it for materials too. the materials for them is your focus materials glimmer ascended shards alloys when we needed them activity you were doing same thing if you pick a sidearm or whatever gun you want to choose that is a much more player friendly system than the portals daily i never understood the tone lotus And I mean this respectfully. That's a skill issue issue. You know what I mean? That is a skill issue issue.
The focus that half the time has the item you'd want on the stupid quick play playlist that are way too under leveled for you to get anything out of. It goes back to the idea that if it's too annoying, people will just choose to log off the deal with In the same vein, we need to incentivize people's desire to actually log in with events. We need events that actually incentivize people to log in and test their capabilities. One of the most memorable experiences I had in Destiny 2 was when Bungie issued the Ride of the Nine Spire of the Watcher speedrun challenge. They were giving the movie of the week emblem out if you could beat the ultimatum Spire of the Watcher dungeon in less than 13 minutes or so.
Instead of a nothing burger event like Arms Week where you're just simply expected to log on and play with whatever type of gun they pick, we deserve to have actual honest-to-god events with interesting challenges. The most- Most natural challenge would be for them to issue a speedrun like they did for Spire. Bungie can pick an activity and give a time that if someone can beat it in the weekly reset then they get the exclusive emblem and some loot.
Crazy idea, maybe a low man challenge. There's lots of low mans, there's a whole discord server for it, why not cater to them at least sometimes? They can get goofy with the ideas, like one where they'll want to see the top 10 or 5% or so of players who can complete the most Garden of Salvations in the week or just the weekend, calling it the Touch Grass Challenge. There may be some other simpler challenges like can you do all the solo flawless dungeons in the week?
Can you do all the raids in a day? With simple events like that, people will log on to get their exclusive emblems or in the simple ones, just a boost to their loot, whether it's some tier fives or an influx of essence of desire glass needles, or maybe a guaranteed exotic drop since they're actually valuable. I get where he's coming from. I will say, I don't know if anybody else is feeling this.
There is like straight up emblem fatigue in this game going on right now. You know what I mean? Like emblems can only carry me for so long. And, and not only that, it's like, there is a discord with a bunch of like, I think destiny players and destiny content creators, and they have like, um, different competitions, you know, community competitions.
So they do. But as he's talking about this, you know what I see in the background? An old strike that I would love to see in the game more so than anything else.
I just want a bunch of shit back in the game. Valuable now. Then to supplement the let's log on sentiment is bringing back the weekly reset. Again, like with all things I'm reworking, I want to balance the concept of rarity and generosity.
We need to bring back the once a week and just get it done quickly. nightfalls well get it done three times since we're aiming to please the three character johnsons nightfall should be almost exactly like they were back in destiny one beating one should feel like a genuine accomplishment and reward the player accordingly that's why we renamed ultimate back to gm because this will be the true ultimate difficulty you have a high chance for a new exotic shower you in resources and give you some adept loot drops then of course you get the blue glow on your head which is in the game by the way you get a gold version for getting guardian rank ups at the stupid tree so bring back the glow that actually has aura the classic blue nightfall one then with the portal so make it so weekly resets give a bunch if not all of the nodes their three bonus engrams also i forgot to mention everything that drops should at the very least be +1. If I stub my toe on a drake and accidentally kill it and it drops an engram, it should be a +1. Having everything be a powerful drop will give so much more value to the longer activities like onslaught since the mid activity drops won't be automatic dismantles. The power grind should not be this huge roadblock that it is now, but a steady grind with a clear goal that feels like fun and fast progression.
Having the grind in events be fulfilling will lead to the player base's good spirits and they might be interested in showing support with monetization. Now we gotta try and tackle the final boss of Bungie. Naturally, there is a place for a free-to-play, well, free-to-try game to have microtransactions.
While there are paid expansions, with the cadence we expect for updates, it makes sense that they have a cash shop. Let's not get it twisted. This is just how the industry is going to be for the foreseeable future.
Yet, we can still have good business practices and still make money. The best the Eververse store ever was was when the Whisper exotic mission came out. When you beat the Whisper and got the gun, the Eververse packages of ornaments were available to purchase for silver. Bungie said that if you bought these ornaments, it would fund their ability to make special missions like that in the future. There was a direct incentive for us to support the studio for them to make more good content.
For most of the regular drops, they can go line the studio heads pockets as expected because Hell would need a freeze over for that to be prevented. But for the bundle drops, which have all the nonsense items in there that inflate the cost, have those specifically be stated to support the future content endeavors and events. Having that distinction will cause people to feel good about buying things from Eververse and put money into the bungee economy then when you see the inflated price you actually can look at that as a good thing because it will swing back around and make good content for everyone to play just remember that all the goodwill is lost like a leaking ship if you put earnable rewards in the cash shop we all remember when they put the scarlet keep cosmetics in the everstore and how terrible that felt we literally just got the long awaited taken armor set back and it's locked behind silver Not even Bright Dust!
Granted, I wouldn't want it to be available for Bright Dust. Thematic pieces like that should always come from gameplay. And just a reminder, you can't scrape out the thematic parts of the armor to try and sell it on Eververse.
It doesn't work like that, everyone will know. All that said is to never forget the motto of wanting to wear what we kill. That is the main way sentiment will be high enough to fund the evolution of the franchise.
Talking about the foundation. D3 is absolutely needed. There is no way we can sustain keeping the D2 lights on forever.
As we know, every time there's an update, half the game breaks. There's too much stuff to test and not enough time for the three QA guys to do it. Then there's the simple fact that people have been burned on D2 and will only even consider checking out the game again if there's a big three on the box.
However, we absolutely cannot go to D3 now. We are in absolute shambles of how the game is structured and we cannot bring the current mentality of the studio to D3 because the game will die faster than it did in D2 Vanilla. We need to make changes now to get the morale up Then go into the hibernation stage like they are now. Then start making the D3 with the marathon's non-live service team's hands being free. Then in that time, we need to explore doing something about the engine.
There has been a big reason they haven't shifted off the Tiger engine, but I don't know what. People were theorizing that they haven't switched engines because they were unable to replicate the magic of shooting a Destiny. No! money gun however it needs to be figured out their workflow was described as moving a piece of terrain on the map would need them to load the engine overnight and then once they move that small rock or whatever they would need to wait that same amount of time for it to process that is an absolutely criminal wall to efficient game development and needs to be addressed then we need to drop last gen consoles they need to let it go bruh the time of the ps4 should have ended years ago, but now is better than nothing. Another issue I have is the art style, and it's weird because I know it's not a last-gen issue.
I'm sure you guys have seen the D1 versus D2 comparison videos, especially with the Plague Lens in Ash and Iron being a big uproar. This screenshot I feel best embodies the lost magic of the atmosphere in Destiny. What happened?
This was on the PS4. Despite me saying we should have ended last-gen consoles, they clearly did it better. You know what I was told? I was told that everything in D1 graphics were baked in. So like if you went up to an item in D1 core or something, the shadow or the shading of that item would be baked in.
Whereas in Destiny 2, it's what's the word volumetric. You actually have your shifting and whatnot. And so they had, you know, so it's like, instead of having this flat piece of the world that shifts based on weather elements and whatever else, you had all these like baked in pieces inside of D1 that were almost like these set pieces.
How did the next-gen screenshot lose so much detail? It feels like a shell of its former self. It's a big factor, even if it's subconscious, why there's hesitance to even spend time in the game world. Everything is flat, lacking detail.
It's lost its dynamic nature. So surely this is like an engine problem, not a laziness one, and I hope it gets fixed in D3. But if that's not an option, we need to talk about Destiny 2's budget increase and my wish list. Bring back Wrath.
We've said it a thousand times. Just bring it back already. We need it.
But in addition to that, with focusing being something that can decrease the grind if you're lucky, we need to bring back unique and rare items. Strike specific loot was a great way to do this. We need each activity to have a unique drop tied to it.
It cannot be understated how much value strike specific loot provided in both D1 and D2. It's good to have the broad loot pool, especially if it can be focused so you can play anything and get rewarded for it. However, I'm not really a fan of the portal in that you are heavily incentivized to find the fastest activity and run that on repeat all the live long day. With strike specific loot, yes, you would be incentivized to run one activity and repeat it all the live long day, but there's a clear and valued reason to do so with the tangible end goal.
Each activity should have a unique piece of gear that can have an adept curated role or an artifice armor piece. Curated roles were something that Forsaken did great that disappeared for some reason. Since adepts are locked behind the major endgame activities, I wanted to give average players a taste of their power to incentivize them to play for the endgame gear that they can get here and increase their desire to go try the rest of the endgame out.
Another place these curated adepts should drop is on world bosses. An underrated feature of the Taken King was finding the Taken events in Patrol. Patrolling is a lost art, especially because they turned off the online capability of the new destinations.
Paleheart and Kepler are both solo instance destinations. The only time you have other guardians in them is if you bring them yourself or do a match-made activity like overthrow or sieve. They need to revert that, because with this change, the studio isn't making games we would want to play or creating worlds that inspire friendships. That really boils down the problems with the state of the game, doesn't it? The game doesn't fit either of the company's models.
Regardless, world bosses should be around in patrols that have a unique drop tied to them whether it's one for each boss or a small pool of three or four that's tied to the concept of a world boss. And also, since public events are kind of the intended glimmer farm, defeating a boss should shower you in it. So imagine people gathering around because they see a message, whether it's a classic, like the pack of wolves is prowling or something entirely new up to the imagination. So the curated rolls that drop from these and strikes since they're adept should have actual unique perk combos that we don't normally see. One off the top of my head is just putting harmony and master of arms on a gun.
It's strong that it's two damage perks, but not power creeped at the Johnson because it's well, it's harmony. The next thing is tied to events. We need more fun modes and events.
SRL is the clear winner here. While some people weren't the biggest fans, it really added some variety to the game and was super fun to play. Fix the new light experience.
Good Lord. It is so terrible that even me putting this in the wishlist section, I have to like... Somebody brought up a great point in our video when we were going over the poll choices that were emailed out to everyone.
The new light experience should just be bundled in with the reintroduction of the Red War campaign. And yeah, I completely agree with that because that is the beginning of Destiny 2. And if you could somehow merge the two together, not only do you have this thematic experience that sets the tone for Destiny, but you can also teach people in the process. Witch Queen for free and just make that the new light campaign, because at least that's somewhat interesting.
Although to dissect that a bit, there's a sentiment that I see a lot that I can't really fully understand. People say since the light and dark story ended with the witness, there's no point to play anymore. Who plays Destiny for the story? Like since the From the franchise's inception, everyone has said the story is clearly the weakest part of the game.
The only stories that come close to being good for me are Taken King and Witch Queen. Even the other well-regarded stories like Forsaken and Final Shape are just well-hidden, basic questing stories. Kade died, now go kill all the bad guys who helped kill him. We're in the Pale Heart, go find all the Vanguard members to reunite them. Granted, I just realized the thing that elevates the two stories is Kade.
Which brings me to my point. With the newfound desire to have a campaign that experiments with genres and whatnot, I want a campaign that is a lot slower and takes the time to develop the characters who are actually there with us for the gameplay. They'll do things like have Zavala hide behind his barricade in the final shape, which is honestly lamer than him not being there at all. We need to have a little bit of scripted events, like how in Red War we got to the speaker's area to see it completely gone, then a ship came up and Aitora took it down with a Nova Bomb. We also need some organic moments with the characters in gameplay.
Have it so that like a tormentor can grab one of them and they call out for help and we need to step in and save them. The character's presence need to be felt because outside of Cayde, I don't really care about any of these Destiny characters past like a surface level. We need a story that truly explores a character's depth and motivations with interesting plot points that test out their flaws in humanity. The closest we ever get to that is like Crow reeling over being Uldren like twice a year. We need more depth and intrigue than that.
I also heard an idea somewhere, but it was something that was creating fantastic world building, gets people interested, and starts off as a fun secret. I don't remember it exactly, but it boiled down to randomly in the Cosmos Zone or somewhere on Earth, there should be a red cloud that has a strange looking red rain. Then afterward in the tower, you find someone sick, coughing out red clouds, leading to a plot point about an outbreak of some sort.
It ties the world together with a secret, producing environmental storytelling and leaves story beats for the game to explore. Yet that's a small thing. And there's one big thing I haven't addressed in the video.
We forgot about the Crucible. So here's the secret wishlist part of the video. I went through the whole script without realizing I didn't even touch PvP really.
Crucible is a vital part of the Destiny experience and deserves way more respect than Bungie or the noobs who say they should just remove the mode, get it credit for. PvP is an evergreen concept because every match is different, leading to some of the most replayable content for when things get dry. It goes without saying, we need a consistent stream of maps throughout the year and they need to actually balance the mode.
It is crazy that the Graviton spike was as potent as it was for that long, yet it took months for them to barely touch it and they had to take another swing at it for it to finally stop busting everyone's balls. Bring back the strike team. Go pluck some of the guys from Marathon, or rather bring them back from where they originally came from, because that game is doomed anyway, so get them to lock in over here.
We also need new modes. The problem Bungie has been taking with their fun modes is that they really miss the point of Crucible. People like to fire their guns. The gunplay is what separates Destiny from other games.
We need modes not like Team Scorched or Prigs and Tags, which are super clunky, only has one map, and we're forced to play it if we wanted to get the Eager Edge Sword, tainting the fun factor. They should experiment with fun modes that don't remove gunplay. My friends would always do random loadout rumble back in the day. That would be a fun playlist.
Once you load into it, it randomly picks out a primary, special, and heavy from your account in your vault and then locks your loadout. Then in the more classic manner of fun, a simple gun game would be great. Just going through a couple exotics, starting with a pistol-like one like Devil's Rune, and ending with a sword hilt.
Then if we really wanted to get crazy with it, have a Michael Myers mode where the killer can't see everyone, and they'd have to hide in the map to avoid the killer. Granted, that one would take people's weapons away, but the novelty of it would make it worth it. Trials. Trials needs to get its train back on the tracks.
What made Trials special was the prospect of making it to the lighthouse. That's where the magic happened. The Trials passage should have Mercy baked into it, and there should only be one passage. we cannot separate the players like they love to do now. Since going to the lighthouse will be the true incentive again, we should incentivize people doing carries so that we can get some population of people who are less skilled to play.
In line with my adept reprisals, adepts are only available after going flawless. You should get a bonus adept if you bring someone who hasn't gone flawless that season. Tier fives will drop for getting seven wins, but you shouldn't be able to go to the lighthouse.
Bring back card-based matchmaking. It makes it so that the last game is an actual high stakes and intense moment. There's actually something on the line for every- What that really means is as the cord goes on, it will get sweatier. That also means that that at the end, when you're sitting there with almost a flawless card, a 6-0 card, you will most likely be facing someone who is also going for flawless. What this results in is many failed flawless runs.
Unless you're just absolute gamers. But what this, I mean, it results in, you know already, I mean, the butthole gets puckered on that last game because you're going to be going to get someone who's also trying to go flawless. Once people do reach seven wins, whether they're flawless or not, they can farm the cards at a slightly less sweaty way than actual game seven stakes, but giving enough challenge so it earns tier five rewards. There's an incentive for good players to go flawless and for casuals to get seven wins and keep playing. Right now, there's little incentive to go flawless.
As a matter of fact, Players are resetting their cards so they don't go flawless and reach the hell that comes once they breached it. It's important to not completely exclude players from wanting to be in the mode, but again, we gotta remember who it's truly made for. Let me know what you guys agreed with and what you didn't in the comments below, and I hope you appreciated me trying to make changes that are realistic as possible for the 10 guys at Bungie to try and implement.
Anyways, I hope you guys enjoyed. If you want to check me out live, I stream on Twitch and YouTube Friday, Saturday, Sunday at 7 Pacific. Regardless, click here to watch my classic funny moment raid videos. I know you guys will enjoy them. spade thank you for the video man i think that some great points were dropped here and it's kind of weird how we go full circle with bungee at times where maybe the best system is a system they've already done before maybe some of their best systems were systems that were designed back in year one we'll see we'll see what actually shakes out i do know one thing right now loot and the prestige of loot has really fallen off.
It's just, it's just not there.
Yesterday, we watched back a great video from @SirSpade4 titled Why Destiny 2 Is Fundamentally Broken. We reacted and weighed in on our thoughts regarding everything Spade brought up about D2 and what could be done to make the game better.
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