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If someone wants to raid with their mates, how can they possibly catch up on thousands of hours of content to be able to do a raid without being at a disadvantage?
And at the end of the day, whatever progression they have, once you do it its gone.
If someone isn't going to play the game for the sake of doing the content, then putting an infinite grind and alienating the rest of the players out is probably not going to do much. the content is still boring, people who don't like the grind will just quit.
Atm its basically like that, with all the light level increases just making it harder for many people to get back into it for certain content with light level requirements like raids.
However, your point about pve content feeling too easy is very important, and in general many of the subclasses are not very deep and don't have much agency. The content as it stands is not engaging enough to actually stand up on its own, which is the real problem. There are tons of singleplayer games that don't have any progression that have become timeless and are played repeatedly because the actual core gameplay is engaging enough to warrant it.
What we need is progression through player skill and having a format to express that through imo.
Edit: Thank you for the Steam points.
The problem with this post is that PvP in Destiny wasn't always like this. The worst states of the crucible almost all stem from the sequel because the devs completely neglect the fact that Crucible weapons function differently from weapons in Vanguard.
Weapons can be adjusted based on mode. Weapons can be adjusted case-by-case. You can have a gun that does one thing in the Crucible, and something else entirely in the Vanguard. This is how it's meant to be, and this is what was done back in Destiny to keep the mode fair. Destiny 2 makes no such attempt and it primarily comes from laziness.
A weapon will be added to the PvE sandbox, a lot of the time being a weapon to help out the casuals even more, and consequently be used excessively in PvP because Bungie never bothered actually readjusting how the weapon works between both modes. A prime example of this being The Immortal (ADEPT) when it first came out. Being a PvE SMG that became a PvP legend overnight because it's perk combinations rewarded it with extra damage in places it shouldn't have it. Target Lock has caused this kind of problem for just about every weapon it's been added to and we're seeing the same ring true for Auto Rifles.
People saying "Destiny PvP is an afterthought and was never good." are just having a quitter cope session because they couldn't figure it out. People who actually play PvP as they would any other part of the game know that the Crucible is bad right now because of mismanagement on Bungie's part and a pretty clear negligence of Cause and Effect when mindlessly chucking new things into the sandbox without thinking about it.
Things that can negatively impact BOTH sides of the player base by making the game way too easy, but definitely hurt people who enjoy the crucible because of how our favorite mode is already structured.
Pvp sucks in destiny 2 because everything is out of balance, everyone has different abilities, may randomly just have pve loadout equipped, could actually just care about a bounty - not the mode (which is also true for all things, the purpose you play something for, could just be a bounty, not the activity). It's possible to make some balance changes, but it would have to make such hard match making terms, its just not going to happen, taking into account historically of d2's progression and developers complete lack of insight into their own mm modes.
Destiny 2 is a game where you waste time and having fun doing collections and just tidbits about it all. And thats great, it does that job well, but it'll never be a great game with strong MM modes without developers actually really trying to make a difference. D2 is great when you play it just for you.
just tried to do the Wish Raid for the Achievement i have no idea what to do and the YT videos don't explain it very well. just alt-f4 out the game, not having my time put to waste due to poor game design
a. There is no monthly sub b. The amount of money needed to constantly churn out challenging PVE content and have an equal or greater amount of PVP content is much more than you are paying right now and c. This is not the game you are looking for because of a and b.
Bungo has always been small in scope and delivery because they are literally charging $60 a year and $10 a season. Thats like $100 a year. World of Warcraft charges $15 a month and has about a million active users. $15 x 12 = $180 x 1 million = $180 mil a year Bungo? $100 a year for like maybe 250,000 players? $25 mil a year. Ok huge disparity in what you can expect and what level of content can be delivered in 90 to 120 days.
You cannot no life Destiny, there is just not enough content there to sustain playing 8 hours, or even 4 hours a day all year. Its a best a few weeks every 4 months and then you put it down.
Whats the point? You get some story, you do about 10 hours of that, then you do some hunting for rare items, do a raid, another 10 hours, do that for 4 weeks, so 80 hours and then chill, put it down go play some other game for 90 days, come back again. The point is you got what you paid for and thats all there really is because its cheap fun relatively to time.
This.