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 What was once a deeply engaging hobby built on player agency and rewarding progression has been replaced by systems that feel actively detrimental to core gameplay loops.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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I bought, then asked for a refund. This entire expansion seems aimed at one thing, player engagement hours key permance indicator (KPI). Why do I think this? I've played for years and this expansion is a step too far in engagement hours KPI. It requires you to grind for 100s hours to be able to access tier 5 gear, then they reset you back down every 6 months, so you have to grind again to gain access? You have to use latest gear every season for extra damage and resistance? I have a family, I have a life outside D2. Don't farm me for time every 6 months for me to be able to START the gear grind I want with the tier 5s... then not let me use them next season... it's a joke. Greed gone too far. The same behaviour is present in exotic catalysts, that was too much for me already last season, light grind is an insane choice from every angle... except... if your main aim is to farm players for their time. So if the problem is the game exploits players, why is it like this? If I asked 5 whys to get to root cause I'd need to ask Bungie, but hypothetically it could be the below... Players exploited purely for their time at expense of enjoyment... why.?.. bad game design forces players to spend 100s of hours with no reward... why?.... engagement metric / key performance indicator (KPI) needs to be green? (players are the livestock/resource)... why.?... Bungie pay incentives are based on this KPI/? why?... that's what shareholders care about and no customer/player focused KPIs? Root cause = missing customer focussed metrics / KPIs. e.g. feedback ratings, enjoyment feedback, surveys... KPI priority order should change to CUSTOMERS (PLAYERS) --> EMPLOYEES --> SHAREHOLDERS in terms of KPIs. Don't start and stop with shareholders. Root cause = wrong KPIs Action to fix = Add customer KPI as top priority and link to Bungie employee incentives? Just ideas and theory. Hopefully our time is more respected in the future as players. I want to grind for gear, I don't want to grind 100s hours to be ALLOWED to grind the gear I want (tier 5), with my progress reset every 6 months and forced to use loadouts I don't want to use.