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But I like the story dialogues about how Mara's and Uldren's childhood.
1. Quests that start with PvE tasks but gateway players to PvP -- i will not finish these, and they are stuck in the quest log.
2. Quests with steps that ask players to fetch x, repeat x in too specific ways, like go to small area and use solar/void/arc.. finishers on xy type of mobs, these are not very enjoyable
3. Multi-step fetch quests, with no story element connecting the steps
4. Quests that directly gateway to patrols, bounties, public events, etc..
If need to be more specific, I did not enjoy the Moon storyline as much as Forsaken and Beyond Light. I waited to get to the Pyramid part on the Moon, and it turned out to be the shortest part of that quest line. It was a little disappointing that I could not get any of the ancient egypt themed items or armor too.
I appreciate the great detail in level design, but if the goals are to zerg thru them x times, quick-quick to grab the rewards, not so much time and opportunity to enjoy it. Most forced coop missions are less fun and boring for the same reason, having to chase down the zerging players ( not their fault imo, it is the grinds factor ), means less time to experience the content.
I wish the gameplay was as inspired as the artwork and level design, because it would put Destiny 2 dimensions above other games in the category.
It was something like;
100 stikes, crucible or gambit matches
100 Guardians Killed with Auto Rifles
200 Auto Rifle Multi-kill's
Great times Bungie, great times..
In the end, I only run them with other people at full tilt just to get it done.