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#'the event is bad' 'meta is bad' 'pvp is bad' 'raid is bad' 'story is bad' stop playing. no longer asking.
ac-liveblogs · 3 years
Text
it’s been less than a year and i already have massive concerns about genshin’s longevity - or at the very least its meta. 
My experience with gacha games boils down to Fate/Grand Order, Fire Emblem Heroes, Kingdom Hearts Union Cross and Final Fantasy Dissidia Opera Omnia. All of these had their own ways of keeping people spending money rolling:
FEH and KHUX have aggressive PVP with constantly updating metas that mean if you want to keep up, you have to get the newest Hero/Medals. Sometimes, they even deign to tell a story. 
FEH also sells characters you already like in cute costumes, which is something.
Dissidia also has a constantly evolving meta, but it’s centred around raid battles and events that are hard to keep up with if you aren’t keeping up to date. It also drops large story updates pretty regularly for the folks just here for that.
FGO has no multiplayer aspects that actually matter, but frequently drops huge story events along with almost every new Servant. You can play FGO completely F2P with a bit of ingenuity, but the game keeps you rolling by getting you emotionally invested in its characters, the bastards. FGO drops more story content in one event than others do in a year and usually has better/more engaging storytelling to boot.
Genshin has none of these things. It’s already getting pretty bad with powercreep in its new units, but the gameplay isn’t difficult enough to actually need it. There’s no PVP or any substitute, so it’s not like you’re being pressured to roll to keep up with the game.
Storytelling? Not really. Genshin’s story is very weak, and it relies on pretty trailers and cramming as much information as possible into a character’s profile than actually doing anything engaging with any of the units it drops on-screen. (I will actually never forgive Genshin for hyping up Xiao’s demon-fighting dance in the Lantern Rite in his profile and then not actually even mentioning it in the damn Lantern Rite event. I was already pretty :/ after the anticlimactic Fischl/Mona and Albedo events, but that? Holy shit, that was bad.)
Genshin has character chapters, but they’re very short and not super meaty. I don’t want to say FGO gave me standards, but it gave me standards - even if I don’t even like the new character being sold to me an event, the event is usually pretty long and tells an entire complete story. An FGO event can take days and at the very least has a lot of rewards and challenge quests - a Genshin character story takes like. Half an hour. You might get 4exp books. Maybe some primos. 
Genshin is constantly just dangling characters over your head either saying “look how cool this character used to be!” or “maybe this character’s backstory will payoff in the future!” to distract you from the fact that these characters aren’t really doing anything now, and both of those things are deeply uninteresting to me. Or, well, the things the characters are doing now are painfully mundane. One of the 3. About the only successful subversion so far has been Childe’s quest, which was actually pretty solid. There’s been an Attempt with Zhongli and Xiao, but... Zhongli’s quests are... pretty indicative of the issues with his writing, and Xiao.... see: lantern rite salt
And... there’s very little to do in game once you’ve reached a certain point. You can grind dailies (the same ones on loop), you can artifact farm (at this point I’m pretty sure artifact farming is just self harm) or you can do Spiral Abyss... again... it’s been exactly the same since January... yay...
All of this added up makes me seriously concerned about Genshin’s longevity - which sucks because, well, I’m sure there’s an interesting plot in there somewhere, but I’m really not sure that Mihoyo is up to telling it. 
(because oh man; did i mention genshin’s writing is bad? because it’s so bad)
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ivi-gw2 · 3 years
Text
Recycling old content and why must some easy things stay easy
(long post)
In the last post I explained why I think that Guild Wars 2 is in desperate need of “medium” difficulty content. In this post I’ll talk about some ideas that come to my mind.
What would I say is needed? More hard and much, much more medium content to balance things out with large amounts of easy content? More updates? Sure! But let’s go green: I would like to see older content that once was medium or that wilted, revisited and refreshed. There is already enough variety of stuff to do in GW2 - we don’t need so much new stuff, it will just make older stuff more abandoned and maybe the player base too fragmented. Also, not touching old and boring content will make it “bad” and more and more abandoned by players” - the game would benefit a lot if they’d find a way to make it new and interesting.
Also - the best solution would be to make the most change with the least possible work done - to make it economically rational. While - importantly - focusing on making what already exists in the game better. With Colin Johanson as a new (old) leader and more focus shifted at GW2, I once again have hopes that ArenaNet will stop abandoning good content shortly after shipping it. Yes, Colin means experimentation - but the focus part will, I believe, make them think about it for a bit.
So first of all - what change would make a lot of now trivial and too-easy content better and a bit harder? Buffing all mobs and encounters and nerfing all player abilities? Yes, but… it wouldn’t make the game better. Let’s say we have a low-skill player - one that is new to the game or simply hasn’t yet learned some of the game mechanics. And a high-skill player. For the high-skill player most of the game (as it is in the easy category) is braindead. But for the low skill one it is not braindead. It is a probem even ArenaNet is trying to fix; in an interview when Icebrood Saga was coming, Mike Zadorojny said that “The challenge is that the skill disparity between average players and hardcore players is extreme. We’re talking about ten times damage output. You can’t necessarily put a DPS check that the average player is going to be able to overcome without making the fight entirely trivialized for the hardcore.” Just buffing everything and nerfing all player abilities wouldn’t do much because many new players and lower skill players suddenly won’t be able to play content that was intended for everyone. Some guy who just created their first character in Queensdale, running around, would come up to the bandit who would kill him in 3 hits. For many people that would be a good learning lesson, but GW2 is a fundamentally different game (and differently marketed) from MMOs that focus mostly on hard endgame content (FFXIV or WoW, for example) and so it attracts everyone, not just people that want to be super skillful players. Just making the absolute whole of the game much harder because that would make average players’ skill closer to the raids or quality PvP experience would succeed in what it wants. But it would also deter a lot of people and, more importantly, lose a lot of players who found friends and communities, peace or happiness in simple things GW2 offered. Harder content is needed, many of the existing stuff in GW2 has to be notched up just a bit, but a lot of it has to stay in “easy” difficulty. 
Most of core’s open world mobs and events are definitely one of those things - most of them being in lower level maps. Leaving them in the easy difficulty category won’t take anything from raids - yes, ArenaNet hasn’t focused on the raids because a small number of players play them and it would be cool to have more players that play them so we could then have more raids… but harsh up in difficulty for this kind of content isn’t the solution. Making low-skill players better and bringing them closer to playing raids is best done with small step ups in difficulty - something having enough content in all difficulties does - making easy and medium important. Only thing I would add to the open world core mobs is better telegraphs for attacks - red aoe dots on ground, arrows for charges, etc. As for LS, PoF and HoT open world mobs and events - those can stay the same, they are an appropriate level of challenge for many players.
Next up is content I believe was and still is the most played content in the game: world bosses. Huge dragon coming from the sky and hundred brave warriors rush to defeat him, epic music playing… And the dragon is dead in 2 minutes. I’ll say this right away: I love world bosses, even them being this easy. I still play them. Because I love MMO experience and I love to see a lot of other players. World bosses are Guild Wars’ 2 trademark and the defining game characteristic, and something they did the best way possible out of all the other MMOs. And while they are in no way falling in popularity, I believe they should be a bit refreshed so they move into the “medium content”. In my opinion, focus for their rework should be: small changes to make them a bit harder (most of them just a bit, few of them a lot) and teaching players some of the more difficult game mechanics. Making them harder is needed so players would organise more and make the bosses feel as an actual threat. New and low skill players aren't the issue here because most other players can carry them. A good example of teaching some difficult mechanics with a harder boss was adding the Vale Guardian event in Bloodstone Fen.
But no changes to the world bosses means no engaging (or “better”) content for experienced players. Well, then some changes that would affect only the experienced players are needed:
Much harsher dynamic level adjusting for high-level characters in lower level maps.. I already wrote in one of my previous posts: “Make me, while in top gear, have just 15% better stats than a noob in some low-level map, but let me be stronger and more able to help them with my skill creep.” I would say that it would require less work for ArenaNet, than revisiting every mob, event and skill. But I can only guess.
Harsher event scaling for larger amounts of players - currently events are scaled well mostly for single players and small groups, but big metas get too easy. Boss doing more damage and having much more HP than how it scales now could help a bit.
Keeping power-creep in check - constant skill balance changes to keep every top damage number under a certain threshold.
More work needed to get participation, scaled by players level. Low level characters could do less and have more participation while lvl 80 characters should do more to get the same. This would work even for expansion/living story/lvl 80 maps - in those cases, everyone should do just a bit more. And in my opinion that is okay because a lvl 80 player will by default do much, much more than a low-level one. Unless… they are not doing their part.
Add timers to big meta events - as they work in strikes - with more work done, you get a better reward. And make gold really hard to get. Not all world bosses should be absolutely lethal and only killable for players with super skills, but all of them should be a kind of a challenge.
Another thing that should be revisited is the personal story - the story of how we killed Zhaithan. It is the content that can’t be just pushed under a rug like dungeons were. Everybody plays it and all the new players will play it - it will define their first hours of GW2 experience. The focus of its rework should be to make it a big tutorial for many game mechanics and something that should slowly, step by step, up the player’s skill. The pacing, events in it and boss encounters are something I don’t need to say anything about because of how old and easy they feel today. New story stuff is great and shiny and made in a way that’ll take much more time to lose it’s shine. While we’re at the shiny new story - while all of GW2's story should be little by little harder, it should never get too hard. It should stay pretty low in difficulty - maybe just lower-medium difficulty tier. Because it is a showcase for new players what new stuff ArenaNet just added to the game. They shouldn’t need to play hundreds of hours of all the rest of the story before they can try out and be happy playing the new toys that they just got. Adding special achievements, making memorable encounters, special fractals or strikes with CMs is a very good solution ArenaNet made. It makes the story a bit more of a challenge for more experienced players. I would also like to see some core story’s memorable moments be turned into fractals or strikes - killing the Eye and The Claw Island come to my mind. Even HoT, PoF and LS story events could be made repeatable somehow - Mordremoth, Balthazar and Joko fights are some of my favourite ones.
Then there are dungeons, somehow tied with the personal story. With them, a lot of rework is needed. I believe they are the type of old content that can be redone from bottom up and people won’t be mad about it. Some of the stuff I don’t miss is running down iced scaffolding to light a fire or luring skelks away from orbs to get to Mossman. FotM update was a very good decision - boring or needlessly irritating parts were removed and replaced with more meaningful encounters. An art of the deal. If it gets removed and replaced with something better in the same vein - some of the stuff I won’t miss that comes to mind: underwater boss in HotW, many simply irritating mobs in Arah or the fiery tunnel in CoF. Dungeons have an immense potential to span difficulty steps from easy (story path), over medium, up to hard difficulty.
But why should we, the veteran players, go back to this, already played content - even after “the refresh” relatively easy content? More about that in upcoming posts!
Source: Balancing Guild Wars 2 difficulty is tough when top players do “ten times” more damage | PCGamesN https://www.pcgamesn.com/guild-wars-2/difficulty
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weeddad · 7 years
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Destiny 2 is absolute garbage
Destiny 2 is definitely the biggest disappointment of 2017. I remember playing D1 on day one and I was hooked. Everyday for 3 years I played the game and bought all the DLC for it. Then again I was under the impression that the guardian I created was going to stay with me for my entire Destiny career. Fuck me was I wrong.
Now as far as the PvE environment goes not much has changed except for the weapon types. The story was seriously lacking and the constant reintroduction to characters and enemies was irritating. Also, no sparrow until you beat the game? Bad move
Bungies implementation of an artificial grind and the stonewall that follows when you hit 305 is enough for me to quit playing. However they've made some changes to PvP that gave me plenty reason to think about quitting before I hit "max power level"
The Mida meta. The multi tool has been one of my favorites for a long time and I'm not surprised to see it's return in D2. Everyone uses this gun. For me I found a Call to Serve and a Uriels Gift are a pretty effective way of shutting a Mida down but I don't feel like I should have to be forced into using certain weapons to counter a terrible meta.
Damage lag. Yes, damage lag. If you don't see it your blind as fuck. One second you have full health and then two shots and 3 seconds after you're dead. Annoying.
The game is just too casual. Even in trials you no longer need to go flawless to claim the rewards. Just a simple 7 win card will grant you access to all the gear. With a whopping 18 exotic weapons (1 given with pre-order and 4 via a quest) you'll find them all in a short 3 week grind of public events. I'm not even gonna get into exotic armor I think we all know why.
The raid is the absolute worst raid ever made. If you've played the raid you understand just how trivial it is. Just one small mistake and it's a wipe. Shit, it might not even be your fault considering how buggy and glitchy the raid is. In D1 we were used to raid gear and guns giving us some help for running it again but that is no longer a thing in D2.
Before this game came out we were all captivated by the reviews of a game we hadn’t even played yet. IGN spouting nothing but lies saying it would be the greatest game of the year and many other media outlets following right behind them with the same bullshit.Now it seems i’m finding more and more YouTube videos from other angry guardians who have realized the same thing I did. We do not matter to Bungie. We have never mattered to Bungie. It has been and always will be about the money to them no matter how many times they say it’s for the video game community. 
These are my opinions. Don’t worry guardians Anthem is a short 11 months away from release and even sooner PUBG. I’m curious of what you guys think so far of the game feel free to hit up my inbox with your opinions!
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barbosaasouza · 6 years
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Destiny 2: A Second Opinion
When the first Destiny came out, most gamers and journalists gave it a free pass, myself included. After all, it was an innovative game. A MMO meets first-person-shooter in a Bungie world! The game was interesting, introducing us to Strikes, Raids and the Crucible, where I spent most of my time. I eventually got bored, but this was after over seventy hours. The game had its faults, but it kept me playing and the game got better with DLC. The Taken King was particularly good and a step in the right direction. Three years later Destiny 2 was released, but it offered nothing new, different, or innovative compared to the first game, and the free pass is no longer in effect.
Destiny 2: Now With More Cutscenes!
One of my biggest gripes about the first Destiny was the story, or lack thereof. One Shacker, Wikus Van De Merwe, summed it up rather nicely "The game didn’t have time to explain, why it didn’t have time to explain…" Destiny 2 improved on storytelling, but honestly the bar was set so low it wasn't hard. The story in Destiny 2 is shallow, cliché, and boring. In a universe that’s very interesting (I read the Grimoire cards), Bungie seemingly didn’t give a lot of thought to the writing. Aside from the opening story mission, where you are fighting beside the three main characters, the rest of the game's story falls completely flat. The villain even gives the clichéd "You’re not so different, you and I" speech. The Speaker from the first game also dies in a very awkward way, if he did die. It’s not really clear.  The writing just feels lazy. It's like Bungie begrudgingly added in more story in response to its community asking for it. The story is bad, the campaign short, and other than Cayde-6 and Failsafe, all of the characters are forgettable one-dimensional placeholders for you to turn in rep rewards to. Bungie told such an epic and awesome story with Halo series and set the bar high. To see them drop the ball so hard with Destiny is disappointing. A great story should leave you wanting more, but Destiny 2 is so preoccupied with trying to sell you what's around the corner that it misses the bigger picture. The Destiny 2 campaign felt more like a DLC add-on for the first game rather than a continuation of the story.
A Shallow, Hollow Shell of a Game
One of the better parts of Destiny 2 is the gameplay. It's Bungie, the people who made Halo. The gunplay is spot on, but after completing the single-player story and spending over ten hours in PVE, players will start to see how repetitive and shallow the game really is. The game loop is short. You shoot things and they die, which is the same that could be said for any FPS, however Destiny 2 lacks any depth, tactics or diversity in this matter. Games like Doom, Borderlands, and Warframe have strategies and tactics, while dealing with a variety of enemy types. However, in Destiny 2, there is no diversity or strategy to disposing of the enemies in the game. Except for the Raids, most enemies, including bosses, are defeated the exact same way. Shoot, reload, and occasionally take cover. It’s incredibly simple, too simple, with no meta or interesting abilities to spam. That’s not to say simple gameplay mechanics are bad. Take Super Mario World. Players can jump and run, but it’s the underlying mechanics that create a sense of precision, depth and strategy to the game. This shines when players take a look at the levels in Mario Marker. Destiny lacks this type of depth in every way, shape, and form.
The enemy AI is also painfully stupid. The combat simply isn’t deep enough, sorely lacking any type of diversity. The game does try to give you things to do including missions, patrols, public events, and more. Sady, all these things are all centered around dumping more bullets into the lackluster enemies. Ultimately, the game blurs together into a big mess of mindless, dull shooting. The game tries to spice things up with the the Warlock, Hunter and Titan classes, but they’re so similar it almost feels pointless to have include them. Since all of them DPS the exact same way (shoot, reload, repeat), there really isn’t a difference in play style. There’s also no penalty for death in the game. More could have been done to make the classes feel unique, like restricting Warlocks to Submachine Guns, or by giving classes roles, like having a Titan Tank/Hold Agro, so Hunters can get shots off on a strike boss. Anything to differentiate the classes beyond what Destiny 2 offers would have been welcomed. As of right now, the Destiny 2 classes offer only the illusion of choice.
The world gives you a lot to do, but it all boils down to shooting, reloading and more shooting. The only example of diverse gameplay I saw was using shade in the Almighty: 1AU mission, to avoid sun/fire damage. Why wasn’t more of this in the game? Less shooting and more environment interaction would have been welcome changes from the original Destiny. What the hell happened? Where are all the new features? Modes? Classes? Add-ons? Why can’t we do simple MMO things like transmogrify gear on our character? Why is there no crafting system? Destiny 2 severely lacked content at launch, and it tried to make up for by having players do the same things on four different planets, but it’s all the same. Shoot, reload, and repeat until everything’s dead. With very little incentive to explore, the game becomes a mindless chore.
The Ten Year "Plan"
Before the first Destiny was released, Bungie and Activision promised a ten year plan. I thought that this ten year plan meant that they would continue to support the game and expand the world internally. I was very wrong. The ten year plan was basically just a publishing deal with Bungie and Activision, promising four separate game releases as well as DLC for the Destiny IP. This means we have two more games to go. The plan was confirmed again in an interview with a Bungie developer at E3 2017 that "this is a fresh start…" with all your gear gone and all old locations unable to be revisited (even the Post Office). They simply rebooted Destiny with Destiny 2 and quickly used PR buzz words like “boots on the ground” and “action shooter” to try to pull away from the MMO branding the franchise had become known for. However, if they just planned on releasing four separate games each with a “fresh start” would that have flown with fans? Imagine if World of Warcraft started players fresh after each expansion and prevented them from visiting old locations and trashed all their gear. Players would revolt, but for some reason this is accepted by some of the Destiny community, and looks like it will be done two more times. Why limit your game? Why not just build and expand this universe? Bungie could have done something like WoW did in The Cataclysm expansion, and reflect the old locations in Destiny 1 with the after effects of the Cabal Invasion. What did the three years of developer time go to? It seems Bungie is making one giant game, breaking it up, and selling it to us in pieces, but the pieces don’t even connect, and they’ll all be stand alone games. I think gamers, including myself, were hoping for a massive sci-fi world at the end of the ten year mark. 
The "Esports" Angle
The Crucible in the first Destiny was where I spent the majority of my time playing the game. Honestly, the mode was quite fun. The maps were diverse, the game types enjoyable, and the fight for the heavy weapon ammo spawns was always a rush. Crucible was one of the original Destiny’s high points. I expected the PVP in Destiny 2 to be just as good if not better. However, it ended up being a small step backwards. Vehicles are completely gone, despite the community demanding more of them. Space Battles were not included, another example of community feedback being completely ignored by Bungie. It was one of biggest and loudest requests from the Destiny community, and Bungie confirmed they have no plans for vehicles or space battles in any Destiny games in the future. Going back to the Crucible in Destiny 2, the PVP has gotten a little worse for wear. Players have been restricted to 4v4 battles down from 6v6. Another annoying change are the smaller corridor-like maps that feel half the size of most maps from the first Destiny. The most disappointing change was to the arsenal of weapons, which became even more limited. Sniper rifles, fusion rifles, and shotguns are now power weapons, meaning they require heavy ammo to use, which is spawned in limited amounts throughout the match. These changes made the already small variety of weapons and play style even more restrictive. I understand this makes the game a lot easier to balance, but in return this leaves a small amount of weapon options for Guardians. Abilities have also taken a hit, with grenades on an annoyingly long cooldown timer, and it’s been my experience that player's class super can only be charged and used once per match. Doing this lets you focus more on skill-based gameplay, but with such a limiting weapon set, it just makes the experience less enjoyable.
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The Light is Fading…
Destiny 2 is not a bad game or a good game - it's mediocre. The lavish marketing campaign, Bungie's legacy, and the extremely loyal community worked together to present the game as a genre-defining experince, but when laucnh day came around, the emporer had no clothes. We need to call developers out when they don't deliver on what was promised. The potential of the first Destiny still hasn't been reached with the sequel. Bungie gave players a mediocre game that they clearly chopped up to sell you (again) in bits of DLC. In total, players can expect to spend around $90 for the full Destiny 2 experience. How is this acceptable? Are they testing gamers to see how little they can put into a game and still be rewarded?  The game-buying public should be smarter than this. Destiny 2 is a mediocre game that does not deserve the hype, positive scores, or the overly-forgiving community that it currently has.
Destiny 2: A Second Opinion published first on https://superworldrom.tumblr.com/
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barbosaasouza · 6 years
Text
Destiny 2: A Second Opinion
When the first Destiny came out, most gamers and journalists gave it a free pass, myself included. After all, it was an innovative game. A MMO meets first-person-shooter in a Bungie world! The game was interesting, introducing us to Strikes, Raids and the Crucible, where I spent most of my time. I eventually got bored, but this was after over seventy hours. The game had its faults, but it kept me playing and the game got better with DLC. The Taken King was particularly good and a step in the right direction. Three years later Destiny 2 was released, but it offered nothing new, different, or innovative compared to the first game, and the free pass is no longer in effect.
Destiny 2: Now With More Cutscenes!
One of my biggest gripes about the first Destiny was the story, or lack thereof. One Shacker, Wikus Van De Merwe, summed it up rather nicely "The game didn’t have time to explain, why it didn’t have time to explain…" Destiny 2 improved on storytelling, but honestly the bar was set so low it wasn't hard. The story in Destiny 2 is shallow, cliché, and boring. In a universe that’s very interesting (I read the Grimoire cards), Bungie seemingly didn’t give a lot of thought to the writing. Aside from the opening story mission, where you are fighting beside the three main characters, the rest of the game's story falls completely flat. The villain even gives the clichéd "You’re not so different, you and I" speech. The Speaker from the first game also dies in a very awkward way, if he did die. It’s not really clear.  The writing just feels lazy. It's like Bungie begrudgingly added in more story in response to its community asking for it. The story is bad, the campaign short, and other than Cayde-6 and Failsafe, all of the characters are forgettable one-dimensional placeholders for you to turn in rep rewards to. Bungie told such an epic and awesome story with Halo series and set the bar high. To see them drop the ball so hard with Destiny is disappointing. A great story should leave you wanting more, but Destiny 2 is so preoccupied with trying to sell you what's around the corner that it misses the bigger picture. The Destiny 2 campaign felt more like a DLC add-on for the first game rather than a continuation of the story.
A Shallow, Hollow Shell of a Game
One of the better parts of Destiny 2 is the gameplay. It's Bungie, the people who made Halo. The gunplay is spot on, but after completing the single-player story and spending over ten hours in PVE, players will start to see how repetitive and shallow the game really is. The game loop is short. You shoot things and they die, which is the same that could be said for any FPS, however Destiny 2 lacks any depth, tactics or diversity in this matter. Games like Doom, Borderlands, and Warframe have strategies and tactics, while dealing with a variety of enemy types. However, in Destiny 2, there is no diversity or strategy to disposing of the enemies in the game. Except for the Raids, most enemies, including bosses, are defeated the exact same way. Shoot, reload, and occasionally take cover. It’s incredibly simple, too simple, with no meta or interesting abilities to spam. That’s not to say simple gameplay mechanics are bad. Take Super Mario World. Players can jump and run, but it’s the underlying mechanics that create a sense of precision, depth and strategy to the game. This shines when players take a look at the levels in Mario Marker. Destiny lacks this type of depth in every way, shape, and form.
The enemy AI is also painfully stupid. The combat simply isn’t deep enough, sorely lacking any type of diversity. The game does try to give you things to do including missions, patrols, public events, and more. Sady, all these things are all centered around dumping more bullets into the lackluster enemies. Ultimately, the game blurs together into a big mess of mindless, dull shooting. The game tries to spice things up with the the Warlock, Hunter and Titan classes, but they’re so similar it almost feels pointless to have include them. Since all of them DPS the exact same way (shoot, reload, repeat), there really isn’t a difference in play style. There’s also no penalty for death in the game. More could have been done to make the classes feel unique, like restricting Warlocks to Submachine Guns, or by giving classes roles, like having a Titan Tank/Hold Agro, so Hunters can get shots off on a strike boss. Anything to differentiate the classes beyond what Destiny 2 offers would have been welcomed. As of right now, the Destiny 2 classes offer only the illusion of choice.
The world gives you a lot to do, but it all boils down to shooting, reloading and more shooting. The only example of diverse gameplay I saw was using shade in the Almighty: 1AU mission, to avoid sun/fire damage. Why wasn’t more of this in the game? Less shooting and more environment interaction would have been welcome changes from the original Destiny. What the hell happened? Where are all the new features? Modes? Classes? Add-ons? Why can’t we do simple MMO things like transmogrify gear on our character? Why is there no crafting system? Destiny 2 severely lacked content at launch, and it tried to make up for by having players do the same things on four different planets, but it’s all the same. Shoot, reload, and repeat until everything’s dead. With very little incentive to explore, the game becomes a mindless chore.
The Ten Year "Plan"
Before the first Destiny was released, Bungie and Activision promised a ten year plan. I thought that this ten year plan meant that they would continue to support the game and expand the world internally. I was very wrong. The ten year plan was basically just a publishing deal with Bungie and Activision, promising four separate game releases as well as DLC for the Destiny IP. This means we have two more games to go. The plan was confirmed again in an interview with a Bungie developer at E3 2017 that "this is a fresh start…" with all your gear gone and all old locations unable to be revisited (even the Post Office). They simply rebooted Destiny with Destiny 2 and quickly used PR buzz words like “boots on the ground” and “action shooter” to try to pull away from the MMO branding the franchise had become known for. However, if they just planned on releasing four separate games each with a “fresh start” would that have flown with fans? Imagine if World of Warcraft started players fresh after each expansion and prevented them from visiting old locations and trashed all their gear. Players would revolt, but for some reason this is accepted by some of the Destiny community, and looks like it will be done two more times. Why limit your game? Why not just build and expand this universe? Bungie could have done something like WoW did in The Cataclysm expansion, and reflect the old locations in Destiny 1 with the after effects of the Cabal Invasion. What did the three years of developer time go to? It seems Bungie is making one giant game, breaking it up, and selling it to us in pieces, but the pieces don’t even connect, and they’ll all be stand alone games. I think gamers, including myself, were hoping for a massive sci-fi world at the end of the ten year mark. 
The "Esports" Angle
The Crucible in the first Destiny was where I spent the majority of my time playing the game. Honestly, the mode was quite fun. The maps were diverse, the game types enjoyable, and the fight for the heavy weapon ammo spawns was always a rush. Crucible was one of the original Destiny’s high points. I expected the PVP in Destiny 2 to be just as good if not better. However, it ended up being a small step backwards. Vehicles are completely gone, despite the community demanding more of them. Space Battles were not included, another example of community feedback being completely ignored by Bungie. It was one of biggest and loudest requests from the Destiny community, and Bungie confirmed they have no plans for vehicles or space battles in any Destiny games in the future. Going back to the Crucible in Destiny 2, the PVP has gotten a little worse for wear. Players have been restricted to 4v4 battles down from 6v6. Another annoying change are the smaller corridor-like maps that feel half the size of most maps from the first Destiny. The most disappointing change was to the arsenal of weapons, which became even more limited. Sniper rifles, fusion rifles, and shotguns are now power weapons, meaning they require heavy ammo to use, which is spawned in limited amounts throughout the match. These changes made the already small variety of weapons and play style even more restrictive. I understand this makes the game a lot easier to balance, but in return this leaves a small amount of weapon options for Guardians. Abilities have also taken a hit, with grenades on an annoyingly long cooldown timer, and it’s been my experience that player's class super can only be charged and used once per match. Doing this lets you focus more on skill-based gameplay, but with such a limiting weapon set, it just makes the experience less enjoyable.
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The Light is Fading…
Destiny 2 is not a bad game or a good game - it's mediocre. The lavish marketing campaign, Bungie's legacy, and the extremely loyal community worked together to present the game as a genre-defining experince, but when laucnh day came around, the emporer had no clothes. We need to call developers out when they don't deliver on what was promised. The potential of the first Destiny still hasn't been reached with the sequel. Bungie gave players a mediocre game that they clearly chopped up to sell you (again) in bits of DLC. In total, players can expect to spend around $90 for the full Destiny 2 experience. How is this acceptable? Are they testing gamers to see how little they can put into a game and still be rewarded?  The game-buying public should be smarter than this. Destiny 2 is a mediocre game that does not deserve the hype, positive scores, or the overly-forgiving community that it currently has.
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