When Destiny: The Taken King released, it seemed like Bungie heard our complaints and they listened. They decreased the grind, added new subclasses, new locations were added, changed the light system, attempted to improve various things, the latest raid added a lot of interesting mechanics, quests were implemented and we had various secrets to discover. But as time progressed we slowly, but surely, learned that Destiny: The Taken King was the usual one step forward, two steps back.
The first big hit was when we discovered how to unlock sleeper simulant. After various people spending weeks discussing minute details, comparing the design to specific missions/Rasputin and wondering if we needed to do something on a certain daily heroic and various other things, it turned out the secret was to just wait for Bungie to enable it. Not only did this hurt the communities morale, but it was just one of several things we later learned simply weren’t obtainable yet.
From there the problems only worsened when people started to realize the flaws with the light system. What was originally an exciting system that offered plenty of variety and made engrams exciting again, quickly became more of the same when you got to the point where you needed raid gear to increase your light. Even this would have been fine, but raid gear no longer dropped at the current cap, resulting in what the community refers to as “double RNG.” So now you didn’t just need to get a drop and have it be the right type of drop, it also had to have a certain amount of light. To make matters worse, infusing items up a couple of levels is a huge drain of resources and the difference it makes is relatively small in the grand scheme of things, essentially killing the grind for many.
Bungie tried to address these concerns by implementing more ways to get top tier gear, though most of them fell flat. Iron Banner is too limited to be helpful, Trials was largely viewed as more hassle than its worth, SRL requires a massive time investment to get to the point where you can achieve such items and the raid challenges left many disappointed.
When the community first discovered the challenges, it filled the top players with wonder and excitement for the future. There were plenty of theories and speculation, but the reality was pretty underwhelming. For many the first challenge was doing what they always do ad the second challenge was little more than a tweak or two for most groups. The final challenge, which involved Oryx, required several groups to change their tactics, though the end result was many deciding the challenge method is actually easier than the previous methods. Needless to say, what was exciting for some, quickly became an underwhelming addition that simply didn’t live up to expectations.
After launch we also saw Bungie finally implement microtransactions to Destiny: The Taken King. This was a move many expected, though the end result surprised many. While the first batch of items were, arguably overpriced, emotes, later additions were less favorable. The Halloween event added timed exclusive emotes and a special mask that you could randomly get from a paid package (one was given for free to everyone), with the next event offering a special book that tracked your stats with rewards for completing tasks and the latest item being a paid boost to level 25, plus a fully leveled subclass. These additions have resulted in the community torn, with fear that Destiny will continue down this path, ultimately selling top tier gear for a small cash investment.
Needless to say, what started as a step in the right direction quickly became more of the same or in some cases, actually were worse than before. Sure Destiny is still fun to play, but what makes it so bad is here we are a year and some months, plus three expansions, later and we’re still seeing the same problems we saw on day one.
Check out our review of Destiny: The Taken King.