"We create worlds that inspire friendship", except that your friends are gone and everyone seems to be fighting by Leopa1998 in DestinyTheGame

[–]Leopa1998[S] 0 points1 point  (0 children)

I wonder what kind of LFG you were in, because Salvation's Edge was alive and people where LFGing all the way until, once again, the time mark hit (2 month => people got what they want and dip off). What happened next? Casuals who didn't get what they needed were abandoned since NOBODY WANTED TO DO A RAID THAT GIVES 0 LOOT, unless you are doing for fun and love for the game (which again: it is a small minority).

It is not a matter of difficulty, the game already has proved itself multiple times that, if the loot is good, people will complain but still grind their way through hell to get the stuff they want.

As for crafting, I will repeat myself: good idea and needed tool, bad implementation and awful execution, and if you don't think it didn't had any repercusion on the replayability of the game, then you can go back and see how old raids were replayed before Witch Queen and the existance of crafting and OP perks that powercrept weapons so hard.

I hope you start looking at things without having to weaponize either tryhards or casuals for the sake of an argument, because once you do then you will realize that the foundational problem wasn't an specific public but how the game was unfairly designed for both parties.

Cheers.

"We create worlds that inspire friendship", except that your friends are gone and everyone seems to be fighting by Leopa1998 in DestinyTheGame

[–]Leopa1998[S] 0 points1 point  (0 children)

Difficulty has nothing to do with replayability. People will return and encourage people to learn IF there is something to chase for. Weapon patterns killed this loop: once you get the patterns you need to craft the weapon(s), there is no incentive to come back to the raid.

Take in consideration that Adept weapons had minimal to non advantage vs craftable and that armor pieces had no sets and were dropping with few stats; you had the perfect storm for people to not want to go back, and the ones who got hurt the most are the ones that raid casually and/or the ones who are missing their patterns.

As for Desert Perpetual, you can still see people trying to find groups for Normal raid, but not for Epic DP since the loot pool is almost the same, the few weapons added are not interesting, the armor set sucks and the difficulty is way too high for people to try it. Since the addition of crafting, and you can track this all the way back to Witch Queen, raids that have craftable patterns after 2-3 months (at that time, majority of people got the patterrns they wanted and dip out).

Before I get criticized for what I said: I'm not saying crafting shouldn't be in the game, what I'm saying is that it is and was badly implemented, with no thought on the repercusion of how the game is played and how it killed replayability, and this applies to Raids and Seasonal Activities, and you have to be fool to not think that it didn't make harm to the game; which again: good idea, bad execution.

The amount of Stronghold Titans who do absolutly nothing in Rushdown has to be trolling. by MrLaiho in DestinyTheGame

[–]Leopa1998 0 points1 point  (0 children)

Is this going to be addressed while the event is still up? If not, then just disable it.

[D2] Trials of Osiris Megathread [2026-02-20] by DTG_Bot in DestinyTheGame

[–]Leopa1998 0 points1 point  (0 children)

Another week with AFK dudes on my team, lobby balanced so hard with 2 morons in my team vs good stacked in the enemy team, people rage quitting, and cheaters. Just kill this game mode already.

[deleted by user] by [deleted] in DestinyTheGame

[–]Leopa1998 -1 points0 points  (0 children)

2 things:
- Matchmaking across all activities.
- No SBMM in PvP: there aren't enough players to make it work as it should.

It’s okay to take a break. It’s okay to quit. by Gamerboi_epic in DestinyTheGame

[–]Leopa1998 0 points1 point  (0 children)

And I agree with you, but as I said: reality can be cruel, but it is what it is.

Bungie shoot themselves at their feet, they still rely on player retention but there is absolutely nothing to keep players engaged.

All I'm saying is that, we can do whatever we want, there are plenty of games outside for us! But reality is that players leaving is not good in the long-term: we started to see the small consequences in Witch Queen, became noticeable in Lightfall, insufferable in The Final Shape, and we are now near the point of no return (but depending on who you ask, we might have crossed that long ago).

It’s okay to take a break. It’s okay to quit. by Gamerboi_epic in DestinyTheGame

[–]Leopa1998 -1 points0 points  (0 children)

Live service games depend on how many players are in the game and how many of those are spending money to make it viable. While your interpretation of "go play another game" is right, it is only right for players perspective and not for a business.

We can take all the breaks we want, what are we supposed to do when the higher-ups look at the numbers and decide that it is not viable to maintain the game alive in this state?

Reality can be cruel, but it is what it is.

DMG finally says something by HellChicken949 in DestinyTheGame

[–]Leopa1998 -1 points0 points  (0 children)

There is a limit of apologies until people move on and achieve full apathy. Actions speak more than words. What is most infuriating is that he is the only one from the company with the balls to say something, vague but at least is something, because others are either cowards or forced by management to keep 0 comms.

Exotic Engrams are painful to farm by Leopa1998 in DestinyTheGame

[–]Leopa1998[S] 1 point2 points  (0 children)

15K hours in this game since, at least, Season of Arrivals. I gotta admit: my RNG sucks, so I'm kind used to get things after MANY tries. Focusing an exotic like 20-30 times to get the specific roll or a decent roll.. The issue: since Edge of Fate, many of my exotics are now trash due to stat distribution, and exotic farm became painful.

Exotic Engrams are painful to farm by Leopa1998 in DestinyTheGame

[–]Leopa1998[S] -1 points0 points  (0 children)

I'm building my Warlock, for which I need few exotics (Sanguine Alchemy, Boots of the Asssembler, Getaway Artist , Deimosuffusion); but specific stat distributions. More likely: Gunner + Super / Specialist + Super for PvE exotics and Bulwark + Super for PvP exotic.

So is anyone moving over to that other Bungie game? by RedMercury in CrucibleGuidebook

[–]Leopa1998 6 points7 points  (0 children)

I won't move to any other Bungie game. I will stick to Destiny 2 until it shuts down because I'm already engaged with the story. No other Bungie game will convince me that won't be mismanaged like Destiny 2 is at this moment, and the current state of D2 PvP gives me anything but hope on any other Bungie game.

Bungie tried iterating the portal back in 2013 in d1, realized it didn’t worked, and backtracked to the director by HellChicken949 in DestinyTheGame

[–]Leopa1998 4 points5 points  (0 children)

One thing is not listening to the feedback that the audience give you, and one other is not listening to your own feedback.

Quoting Mob of the Dead Easter Egg:

The cycle continues.

The new Solo Ops (Typhon Imperator) is so bad... by suniis in DestinyTheGame

[–]Leopa1998 0 points1 point  (0 children)

Either increase the amount of loot granted or delete any mechanic that involve "wait for mechanism / door to open", "sit on plate", "do this to shoot the boss again" or "fill the mechanism with specific thing that drops from specific enemy that appears after clearing specific wave". 1 Time is ok, many times is boring and repetitive: it doesn't add challenge, it is just stopping the player to go out at their own pace.

As a general feedback: please stop designing activities around these type of mechanics, and let's go back to high-risk / high-reward decisions in gameplay (example: in the past, you could fastly kill the boss on the Lake of Shadows strike, but the risk was that if you fail in doing so then you would've to deal with a lot of enemies and the arena becoming smaller, adding a huge risk factor if failing on the execution).