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Destiny 2

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Edited by Bertram253: 4/15/2020 3:10:45 PM
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Rageless season of the Worthy personal review

Hey there, Just wanted to provide my personal review on the current season but without the usual hate I can see all around here at the moment, and before my little brains forgets everything. ;) First of all, I know those are very disruptive times with the Covid-19 and I'd like to say first and foremost thank you for keeping the game maintained as much as possible, even though maintaining infrastructure, and development with remote teams is difficult, especially when long lasting. Destiny 2 whatever its bugs and its flaws has been a bubble of fresh air for me and some relatives and permitted me to have an excuse to spend some time online with friends while having quite some fun at the same time. (I wanted to point this out as so many people are complaining at the moment.) So, definitely a personal post and the usual people will hate me, but let me first list everything I personally enjoyed so far in this season, be it small details or bigger things: The general ones: - The intro cut scene(s) : Osiris, Zavala and Ana are more alive to me now. And the quality is always there. (I'm not forgetting the trailer!) - Weapon synergy with armors, and in conjunction with the fact that you can also equip past and future seasons armor mods. Being able to equip the mods the same day you receive them is cool, and so far, I'm not alone equipping them as for each activity I'm playing in, I can see Warmind cells pop every time. - The new weapons. Last season's weapons were cool, some cooler. But I definitely like the new grenade launcher and most of the new season's weapon's aesthetics. Especially like the rear sight shape of the new seraph weapons. - The faction armor are back (and overall the changes in the world loot pool). Seems they will have season mod slots! Thanks for that. - The light level up to 4 figures. this permitted to level up for more time and I must that as a mid-lane player, I enjoyed leveling up for longer. - Some champion artifact mods being multi-weapons. I do believe having the choice of weapon for those is an improvement. - I know there is quite some hate here, but I please keep on doing rotational bright dust store tab. It's cool to be able to grab a few cool ornaments, shaders, shells, ship and especially finishers each seasons. - I wanted to point out that I really like the shaders from this season and the previous one so far. - Also Shaxxexercise. - Completely personal: No more DDOSing done on PC, or no more that easy to do. - Emblems with custom stats (or with nothing!) Bunkers: - The bunker slides. Yes, it's dumb but it's always fun to me to crash down there after a wild fall. - The bunker atmosphere. - The daily rotation in legendary lost sectors and daily bunkers routes and enemies. When I play with other more casual players, the daily cleaning is fun, not too long and rewarding as for the seraph weapon/armor obtained at the end. Ah, and thanks for adding ways to disable the bunker lock-down for people actively grinding. - In-game 'cut-scenes'. Being there as a part of it feels cool. - The upgrade system of bunkers: First of all, thanks for it to be longer and not exhaustible within 2-3 weeks (as for a mid-lane player). Also, I like the options to ease the experience of the other related events and get more rewards out of other activities. That could sound logical to get that but it was something done that way only starting season of dawn and when using the perfect chalice, but not so much if you think about it. - The idea behind the seraph public event and the realization (with the scope of it being a public event you do from time to time) is well-thought. Wanted to point that part at least. I'll list the (again factual, no insult intended) improvements I'd propose in the next comment.
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  • Edited by Bertram253: 4/15/2020 3:14:59 PM
    Now for the improvement proposals: - Public spaces (leads to public seraph events): Maybe it's also related to the network stack and I know you guys have the bandwidth you have and so on. But here are a few things that simply would improve the seraph public events to me. First of all, I often end up being 'alone' when landing on locations, be it near a seraph event or not, and it feels to me that it's never what you expect in a living world. -> I would rather expect to land where there are an instance with the most players there possible. This makes the game much more lively and would fix quite some issues as for the seraph events maybe. Now for the technicalities, what I understand is that landing on a given location is stuck to 6 players max so far AFAICS, I also noticed that in some locations (The moon and some Nessus locations seem to behave differently), even being in a lost sector and/or a bunker counts as being there. I would really change that so that: -> People in lost sectors and not on the world don't count for the player limit. -> That you can land as a team of 6, just like for a raid. -> That you always try to put players with the most other player possible. - Seraph public events: With the above limitation, one often end alone on this event and the fact that it doesn't have an auto start makes people hesitate to simply start it sometimes and leave instead. Now let's say we are 4 to 6 players ready to fight and all: (Don't misunderstand me, I believe the public event well thought and engaging, and I'm not expecting public events to entertain me for days. And they did entertain me for hours (across a couple of weeks) though.) That said, at day 1 of the season and still now, I can see new players being ripped apart in this event and I must say I don't get why the event is using a linear 980 light level. Again, don't get me wrong, now I'm above it, this event is way more engaging than the rest of the locations and I dislike when things are way too easy. -> But simply putting the beginning of the event at the 750 light level, for instance, and increasing the light level of later waves could have made new players stay longer and participate. -> Also, as it is a public event, having a standard part at 750, and having the ability to trigger a heroic part at a higher level would have been a perfect fit to me. So please, whatever activity you're creating next, think about having an easy entry point. Easy entry point, but harder master end point would be perfect, just like the scale you're using in the night fall, even if on the fly. Last but not least: - Why always the exact same public event? Don't get me wrong, I don't mean 3 incredibly new and different concepts here, especially if you don't have the bandwidth but rather, why about changing the ball area locations relatively to the center base (if on one locations they were all next to one another, that alone would change the event strategy), or having more than one to protect at some point, or different wave patterns of bosses, that kind of things. - Bunkers: Very small an simple things first: The bunkers are to be cleaned up everyday, but their entrance is completely clean of enemies? Also, no traps in the bunkers to prevent undesired intruders from the very entrance? -> I would have added a few enemies and traps from the very entrance. The bunkers design is really cool, and even if I must say I'm still expecting a few secrets before the season's end, I'm surprised we didn't find any upfront. This would have removed some of the sameness of them, especially since their atmosphere is pretty cool. - Legendary lost sectors I don't have anything against the 1000 light level requirement, but I would definitely have made those matchmaked. This would have added to them the easy entry point that the sundial had, while keeping their challenging spirit. Having a playlist of the 3-of-the-day lost sectors would have had even helped some people being unable to complete the seasonal activities on the first days or even weeks for some. That's about it for now. Keep safe. Cheers,

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