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Destiny 2

Discuss all things Destiny 2.
Edited by BOOMBOXCOLLOSUSS: 9/29/2026 1:34:58 PM
4

Too little too late for me.

So, giving us the old game back is the solution. Then maybe Destiny "classic"? There will be nothing meaningful or fundamentally better than what I've experienced already for years to come. I think player apathy like mine has already run it's course and I simply can't afford the effort to care any more. You can make promises all you want, but a community that still posts mainly for obsessive players isn't going to change and THAT is what killed the momentum more than any single decision Bungie has made. Without a D3 in the pipes they're just grasping straws and will be on sheer damage control for the next 3 years. Good luck with that. Ya'll need to consult the older Bungie devs (the OGs) and find your soul again, anything short of that just looks like pitiful desperation. What Bungie REALLY needs is some true humility. Nuff said. P.S. You TRULY want to fundamentally fix Destiny, STOP listening to "professional" Tubers like Aztecross and Datto. People go to them for entertainment and raid guides, but they are NOT your core audience, they are outliers and not delegates that speak for the mostly silent majority. That one is free.
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  • If you enjoy the game, play. The game is in a better state than almost any other time in its history, and getting "new" old content is only going to make it better for new players. For the first time in YEARS, I am not afraid to recommend the game to IRL friends.

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  • Ok cool. I’m glad the IP isn’t ending and will play when there is content. But I don’t need or want what it was like before. Enjoy playing other games, there are some great ones out there.

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    • Edited by GradeMyGuardianTTV: 9/30/2026 2:57:44 PM
      CCers aren't the reason behind why the game declined. That is solely due to B's neglect. Most of them spent years complaining about the state of the game. The sandbox health. The dripfed content. The lack of challenge. B spent years before doing anything that resembled the changes they proposed, and even then failed to do so across multiple fronts. Was TFS a good expansion? Yes. Did it see incredible number in terms of engagement? Yes. Did it's difficulty reflect the sentiments of these CCers? Yes. So that's the only valid argument anyone has in relation to CCers. The difficulty that accompanied TFS definitely maligned the casual playerbase. But other than that? What else did B do that was fanservice to them? And in regards to difficulty increasing, that was strictly a fanservice move for these CCers who stuck by this game through the good and bad times. Stayed consistent, even when the game was abhorrent (ie Curse of Osiris). I'm not saying they deserved that fanservice, but I'm also not saying they didn't. That was not why the game failed though, which is my point. The game failed to retain its numbers because B neglected it. Every expansion from TWQ onward produced shorter campaigns, less seasonal content, more RNG and greater difficulty. The removal of weapon crafting was not solely due to CCers. Many here and elsewhere complained about it. And ultimately, it was reducing player retention, and B knew that. Removing crafting was inevitable. And while I'm not a fan of it, I understand from a business perspective why they attempted to alter this. But that change really paled in comparison to the lackluster content that followed TWQ's finale. Seasonal stories were reduced to nothingness. Campaigns became soul-less subclass tutorials. Raids became impossible through LFG and casual experience. Dungeons went from a 30 minute adventure to an hour long endeavor that demanded optimization of the utmost degree. But again, all that isn't just reflective of the opinions of a select few CCers. B's hand was forced via the lack of player retention. Folks would play the campaign when it dropped then dip. Because the seasonal content fell off tremendously, starting with Lightfall. And that is the first point any and everyone should examine. What fundamentally changed during LF that killed off retention? And what did TFS do that recaptured so many upon launch? The answers are simpler than many want to draw. TFS was the end of an era. It was ALWAYS going to succeed. Players were ALWAYS going to return. They didn't stay beyond the initial drop because the adventures that followed were lackluster, half baked, soulless, time wasters. And I'm not saying loadouts should never have incentives to be optimized. I'm just saying that the general sandbox health has long stood as problematic regarding variety within optimization. It doesn't take a rocket scientist to figure out how buildcrafting works, yet here we are, year 12, and folks still don't understand the fundamental concepts of buildcrafting. I'll run GM level activities on weekends with Guardians who produce 4-5 Orbs of Power, run Double Primaries and a MG, have +150 Health, don't use any core Fragments, have Exotics that literally do not work with specific abilities, and die +10 times in an activity, that then have the nerve to complain the game is too hard and that CCers are ruined the game by requesting more difficulty. Learn the damn game! It's not complicated, it reduces frustration, increases success, increases efficiency, saves you time in activities, and makes you desireable as a member of a FT. Yet so many are so unwillingly, or completely ignorant. So blame CCers if you wish, but the real culprit here is B not producing worthwhile content beyond a campaign, many of which are half-baked subclass tutorials, alongside of ignorant and obstinant players who don't have a clue how buildcrafting works.

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      • [quote]That one is free.[/quote]& you get what you pay for.

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