Destiny 2 slowly brings back the best parts of Destiny 1



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Destiny 2 spent most of his first year repairing things that did not break. It was launched with a dual main weapon system, PvP 4v4 and static castors – all deep design choices that have since been resumed. The special weapons are back, most PvP modes are now in 6v6, and if new additions such as Black Armory Forges and the Menagerie have tripled, they have tripled their goal by getting the perfect result. Thanks to these changes and others, Destiny is currently in the best shape it has ever been and for Destiny 2 Shadowkeep and beyond, it is clear that Bungie is based on the successes and failures of the original Destiny.

If I could go back in time

The more we learn about Shadowkeep, the more it reminds me of the original Destiny. At first, it looked like a return to the moon. There is a pile of Hive, Eris is back, there are some "nightmares" based on villains and previous bosses, and now the Moon is twice as big. Oh, and the new raid is taking place in the Black Garden, an important but underutilized area of ​​the Destiny campaign. Cool, I'm here for that. Let's open this time capsule and relive the glory days for a season, let's maybe go on some forgotten stories while we're there.

But it's more than that now. Shadowkeep presses or directly adds several features and elements of the original fate, and I'm not just talking about, like Monte Carlo, Weapons of Light and some PvP cards. For example, we recently learned – as director of the game Destiny 2 Gargantuan Director & # 39; s Cut of Luke Smith's Blog – that Shadowkeep will have several Power Cap. When players reach 900 Power, they will start getting Engrams Premier again. When they reach 950, they retain their normal equipment and the only way to overcome it is to conduct activities like dungeons and raids, which can drop gear up to 960 points. From there, players can level their seasonal artefact and, in theory, reach 999 power points, or potentially higher.

(Image credit: Bungie)

"It's a way to recover some of the character prestige created by the initial rise of D1 Power," Smith said. "If you inspect a player and find that his equipment is 960, you know he's done many activities."

As Smith readily admits, the Destiny 2 Power System is a little elevated and often disappointing, which is why I think it's so useful to bring back Pinnacle Power. Over the past year, Destiny 2 has had so many powerful weekly and daily challenges that reaching the maximum level barely meant. In Shadowkeep, the number of powerful sources is dramatically reduced. More importantly, if you want to get the best items, you will have to do the most difficult things.

There is only a difference of 10 Power between the soft cap and the pinnacle hard cap – not enough for anyone not to participate in any activity – but these 10 levels confer a prestige to end-of-game equipment that Destiny 2 has never really gotten but what Destiny 1 has almost always done. The raid material simply meant more in Destiny 1. It was falling to higher power, it offered better benefits, it was incredibly fashionable and as a result, it was more appealing. Over the past year, I have dwelt on the raids in Destiny 2, despite the fun of the raids themselves, and I think that's the reason why. I miss this prestige. I do not want to go back to hell ever-raging raid boots – 29 years old, but I'm delighted to see end-of-game activities gaining momentum.

Shut up and boot my ass

(Image credit: Bungie)

Speaking of activities without teeth: Shadowkeep also resurrects the difficulty levels of Destiny 1, and after what we heard at Gamescomthey will be available for a variety of activities. Until now, we have seen difficulties for followers, heroes and legends, each with its own power requirements, increasingly difficult modifiers and, hopefully, better stockpiles of loot. . This sounds like a natural evolution of the Nightfall Strike card introduced via Xur, and it's another return system that I want to see because, quite frankly, Destiny 2 has become too easy.

I felt like a guardian in Destiny 1, but between outrageous Supers, ripped Exotics, and fearsome weapons, I feel like a direct god in Destiny 2. It turns out that divinity becomes boring after one year. moment. There are a lot of mechanical difficulties in the raids and the like, but the everyday fights do not even put me in phase anymore. What is there to challenge me when Recluse exists? Enemies with red health bars can also save us some trouble and not even get to work. I want these difficulty levels to change that. Please, Something, kick my ass.

(Image credit: Bungie)

The other good news is that Bungie is slowing down abilities and great supers. Smith added that Destiny 2 Year 3 would focus on bigger difficulties. Likewise, I expect new weapons and balance shifts that rock the boat when it comes to DPS. The stack of grenade launcher in a radiation well has had its day in the sun. Let's try something else. Hope that the flexibility and new benefits of the Destiny 2 Armor 2.0 This system will allow players to create new inventive strategies highlighting the role play side.

This feeling goes well with another recurring feature: artifacts. Back in The Taken King, the artifacts were just statistic sticks with pretty passive abilities that were at the bottom of your equipment sheet, but the seasonal artifacts arriving in Shadowkeep and beyond. look like real game changers. We have special ammo types, mods that allow you to weaken your enemies, mods for basic abilities, mods for new Finisher moves (which are exciting in themselves), and who knows what to do. # 39; other. That's what I'm talking about. Yes, I'm happy to have easier access to the reload, cleanup and reserve benefits I need, but I'm infinitely more interested in all the strange mods that are coming into Armor 2.0. I hope this will help compensate for the lack of customizable skill trees in Destiny 2 and will actually help players set different game styles, beyond "pulling the guys in one way slightly different ".

A bad continuation is repeated, a good continuation evolves

(Image credit: Bungie)

I will say, though, that I do not want Destiny 2 to become Destiny 1, and I'm glad we have a brand new game rather than a big expansion of the original game. I would say the same thing for Destiny 3. Aside from the hard disk and technical limitations, a lot of the current features and content would not have been possible in Destiny 1. It's really as if Bungie had to do stupid things to succeed, and Destiny 2 Year 2 was that Well worth the wait. On the one hand, Bungie's finally bent over the MMO side of the game – in part, I guess, because he can now utter the word MMO without Activision getting hit on the wrist with the rule of thumb. Mass appeal.

In the same vein, there was a lot of progress to be made in Destiny 1. This second excerpt from Smith's second post, Director's Cut, m is visible:

"It's something I miss in Destiny 1: fill bars on my items and use materials to smooth them out," he says. "Even though I ended up with more Ascending and Radiant materials than I ever could have needed, the existence of these materials meant that the hunt for powerful rollers could last longer." I think the Wanting and requiring material is a good thing – as long as you know what you can do to go in pursuit of this material.I'm glad we're getting a bit more of that in Destiny with Shadowkeep. "

(Image credit: Bungie)

Little by little, the Masterwork system allows players to upgrade their favorite gear to make it more personal, but I do not think that's exactly what Smith describes here. And I am totally reluctant to go back to adjacent or auxiliary leveling systems that reward players for having really put their favorite equipment to the test. As long as the new rifles will feel good on the outside – that is, I will add extra bonuses or enhance the existing benefits, I will not only unlock those on the rifle – I will will do with pleasure. That said, please, do not make me flourish at the Farm Spirit Luks Smith I'm going to cry. I'm going to do it, but I'm going to cry. And you really want it on your conscience? A middle-aged man sobbing in his keyboard because of Spirit Blooms? Think about it.

I think the most important sentence in Smith's Director's Cut is this: "We made too many changes to a formula that – although it started to decline in Destiny 1 – was not as imperfect as we thought. " Smith was referring here only to Osiris' essays and Nine essays, but for me, this sums up both the evolution undergone by Destiny 2 and its growth potential. Destiny 2 has so many great ideas, including Armor 2.0 and seasonal artifacts, but it also lacks some of the best elements of the original game, often because it's as if Bungie wanted to do things differently to be different. As Smith said: "When launching D2, we shortened the rise of Power, simplified the game too easily, simplified the obtaining of objects, focused our efforts on the recruiting new players, and hoping that the players would only continue their final appearance (we were wrong).)

Fortunately, Destiny 2 today is great. It's better than Destiny has ever been, and it can defend itself on its own merits. For a reason, it's my most played game of recent years. But with Shadowkeep and the coming seasons, I'm so eager to see Bungie resurrect and reinvent elements of Destiny 1, not only because I miss them, but because I want to see what they feel. in Destiny 2.

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