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Destiny 2

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7/25/2025 8:26:40 PM
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Edge of Fate: A Fundamental Disconnect for Dedicated Players – Why My Hobby Feels Gone

Like many long-term Guardians, I'm incredibly frustrated and demoralized by the fundamental changes introduced with Edge of Fate. What was once a deeply engaging hobby built on player agency and rewarding progression has been replaced by systems that feel actively detrimental to core gameplay loops. This isn't just a "nerf" to our characters; it's a nerf to fun and the very reasons many of us have invested thousands of hours and dollars into Destiny 2. Here are my primary concerns, and why I believe these changes are overwhelmingly detrimental: Forced Specialization & The Death of Balanced Builds: The Issue: My previous build allowed for a nuanced, balanced stat spread (e.g., 107 Health, 105 Grenade, 103 Super, with solid Melee, Weapons, and Class stats). The new Armor 3.0 archetype system forces hyper-specialization, making it virtually impossible to achieve anything close to a balanced stat distribution. Every armor piece now spikes two stats, leaving others cripplingly low. My preference for versatility is completely undermined. Impact on Gameplay: This is detrimental. It eliminates a core aspect of buildcrafting for many, reducing creative character customization to a rigid "archetype-matching" exercise. It forces players into less adaptable playstyles and makes Guardians feel objectively weaker and less effective overall, losing the satisfying sense of control and adaptability that prior builds offered. Matchmaking Removal & The End of Casual Social Play: The Issue: The near-complete removal of matchmaking from most activities, leaving only one or two options, effectively isolates players. While Fireteam Finder exists, it's not a replacement for the casual, low-friction social interaction of immediate matchmaking. Impact on Gameplay: This is detrimental. Destiny 2 has always thrived as a shared-world experience. Stripping matchmaking breaks down casual social engagement, introduces significant friction for playing with others (time commitment, social anxiety, LFG requirements), and forces many players to play alone, diminishing the game's community aspect and sense of belonging. It makes the game feel far less accessible for quick, drop-in social sessions. Unrewarding Grind & Lack of Meaningful Progression: The Issue: I'm effectively forced to abandon my meticulously crafted old gear because new content demands the new, often lower-specced equipment. The path to obtaining "Tier 5" buildcrafting-worthy gear is a projected 90+ hour grind that yields functionally inferior items for a significant portion of that time. Even then, the gear will follow the restrictive archetype system. Impact on Gameplay: This is detrimental. It invalidates past effort, creates a "hamster wheel" where initial effort feels unrewarded, and removes any immediate satisfaction from playing. If the process of acquiring gear is a soul-crushing chore, players lose their motivation to engage with the game at all. No Over-leveling & Perpetual "Annoying Difficulty": The Issue: The design choice to keep enemies always 20 or 50 levels above players (or simply make content immune to over-leveling) means the traditional RPG power fantasy of working hard to eventually "smash" content is gone. End-game activities will always feel "annoyingly difficult." Impact on Gameplay: This is detrimental. It removes the critical aspirational goal and sense of progression that fuels the grind in many games. If effort doesn't translate into a tangible feeling of increased power and mastery over content, the entire gameplay loop loses its purpose. It robs players of the satisfaction that comes from overcoming challenges through earned strength. Seasonal Resets & Zero Long-Term Investment: The Issue: Any progress made in the new, unrewarding grind is explicitly temporary, with a power reset (down to level 200) planned every 6 months. Impact on Gameplay: This is detrimental. It signals that player investment has a built-in expiry date, undermining any motivation for long-term engagement or character building. Why commit hundreds of hours to a build that will be effectively reset? It fosters a sense of apathy and disrespect for player time. Conclusion: Taken individually, some of these changes might be debatable, but collectively, they paint a picture of a game that has fundamentally shifted away from what made it a compelling hobby for many of us. When past investment is invalidated, buildcrafting freedom is curtailed, social play is restricted, the grind is unrewarding, and the ultimate power fantasy is removed, there's little left to play for. My hobby, as I knew and loved it, feels effectively gone, replaced by systems that prioritize artificial engagement over genuine player satisfaction and fun.

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  • Good read. I was personally fed up with the seasonal system for years now but i could atleast still get some enjoyment out of it. It still felt like Destiny to me. The Edge of Fate on the other hand felt like i paid 100 bucks for 6 hours of "new" content (which also was 90 % reused assets of cut content). I NEVER before in the history of this franchise put down the game the day after the launch of an expansion. There is literally zero things to do and by zero, i mean it. Everything post campaign is "grind old activities for number go higher". Thats it. And the destiny community is not that type of audience. So yea if this expansion isnt the famous final nail in the coffin, i dont know anymore. This makes curse of osiris seem like a masterpiece to me if i'm being honest. Atleast that DLC was fun to play while it had no content. This one on the other hand made it so everything got worse, more tedious, more "Difficult", less time respecting and more boring. A downgrade in all departments. The entire game got downgraded. Maybe to push sales for marathon? I dont know.

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