YMMV / Destiny


  • Alternate Character Interpretation:
    • The Traveler. Mysterious but benevolent Big Good that protects humanity in the face of extinction? Or a manipulative Eldritch Abomination using an army of undead pawns for its own purposes? Canon suggests that the truth is somewhere in the middle; it seems to genuinely want to help humans and the other races, but is being manipulated by the Darkness to only help specific beings.
    • House of Wolves introduced new Grimoire Cards that present a Fallen view of humanity. To wit, the City "hoards" the Traveler to itself, denying the Fallen any hopes of returning to their former glory. Periodically, it sends out "dead soldiers... who come out crusading to wipe all hope away," killing their leaders, cutting off their Ether supplies and forcing them to starve, and generally just kicking a dying and desperate race closer towards extinction.
    • Is Eris seeking revenge against Crota and the Hive? Did the defeat of Oryx finally bring her peace? Or is she on a secret mission, went by her "queen". And who is this person in the Grimoire cards who's sending her messages?
  • Anti-Climax Boss: There's a couple:
    • Sepiks Prime, end-boss of the Devils' Lair Strike, is a much easier fight than the Walker you take on immediately before it. It has less powerful weapons and a simpler attack pattern, spawns less numerous and dangerous mooks, and is fought in a much more accommodating boss arena.
    • A common complaint about the final mission: You go through three bosses who are all the same, and was already fought as a single boss, a whole planet-worth of missions earlier. See Disappointing Last Level below.
    • Skolas, Kell of Kells, the villain of the House of Wolves story. After fighting through hordes of mooks, when the player finally gets to the boss, he can be taken down by a single player with a decent rocket launcher, in about 8 seconds. Once you face him in the Prison of Elders, however, he's inexplicably many times tougher.
    • In a certain light, even Oryx qualifies. Compared to his daughters, who send a random player to be torn between dimensions and forced to hop platforms in pursuit of their Relics, at least against Oryx a team can designate a single relic runner and know that person will be the one doing the job, just like the "sword runner" of the Crota raid. Teams who spend hours against the Daughters because of this random factor can then kill Oryx in minutes with a seasoned runner.
  • Author's Saving Throw:
    • Several attempts were made in regards the levelling system in Year One.
      • After complaints that the only way to get to the level cap was to play the Vault of Glass & hope for a drop giving you the piece of armour you need, Bungie made it so future Iron Banner events could reward players with armour allowing them to reach the level cap.
      • After complaints that everyone had to wear the Crota's End or Iron Banner gear to reach the level cap and thus everyone looked the same, and that the only weapons & armor able to be upgraded to the new max levels were exotics, Bungie implemented the Etheric Light mechanic in House of Wolves that allowed any Year One legendary to be upgraded to the maximum.
      • After complaints over the Light Level system, which increased your level based on the power of your armor, Bungie abandoned this mechanic for Year Two - it was announced that with the launch of The Taken King, the Light Level would be replaced by a more traditional levelling system, and Light Level would merely indicate the quality of your gear.
    • The Taken King seems to be this for Year One of Destiny in general, rectifying many complaints players had over the course of the year.
      • Immediately noticeable is the replacement of Peter Dinklage with Nolan North as the ever-present voice of the player's Ghost. A comparison video here quite effectively highlights the improvement
      • The Vault, even after its first upgrade, is too small? It's doubling in size, and you no longer need to keep shaders & emblems in the Vault.
      • You accidentally deleted an Exotic? You can repurchase it at any time at a kiosk next to the Vanguard mentors. Provided that you kept them until after the Expansion.
      • You want to earn faction rep but would rather wear a specific class item? You pledge allegiance to a faction, allowing you to gain faction rep alongside Vanguard & Crucible rep.
      • Vanguard & Crucible marks are being replaced with Legendary marks, there will no longer be a cap on how many marks you can gain within a week, and they are now carried across all characters rather than tied to a specific character.
      • More attention to the game's narrative, one of the biggest complaints about Destiny in Year One.
  • Base Breaker: Xur, the merchant who sells exotic gear on his weekly visits. Whilst some people appreciate his inclusion in the game as they wouldn't have any exotics if he didn't exist, there is a number who don't and believe he makes acquiring exotics too easy & want Bungie to remove him from the game; on top of that, there's the portion who don't have a problem with Xur but believe he shouldn't sell some exoticsnote  & instead leave them to Bungie's choice. Then there's the people who just want him to stop screwing over Warlocksnote  with his stock selection. It got even worse (or better) when he sold the Ice Breaker a few times.
    • This only got more heated once a user on Reddit posted what Xûr was going to sell by the end of the week, and Bungie managed to fill in an update that would let them change Xûr's inventory on the fly before he appeared on the Tower.
    • 2.0 Xur seems to be getting a bit of heat, with him selling Year 1 Exotic engrams, for 31 Strange Coins. Keep in mind, Year 1 Exotics max out at 170 light, with Year 2 starting at 280 light and can max out at 310 light. On top of that, regular Year 2 exotics sell for 13 coins on average, which means that anyone looking to collect the old Exotics, will be very, very poor.
    • Nightfall no longer gives you Experience or Reputation bonuses, well as having a much wider loot-table, akin to early 1.0 Destiny. Whether or not it's bad that you can get 5 consumables that increase your odds of getting Exotics from bosses, is up to debate, but when you have an equal chance of getting Legendaries or Exotics from doing that too, it's a bit clear what would piss off players more.
    • The changes to special and heavy ammo in Crucible. Special ammo crates are now on a longer respawn period. Heavy ammo now only spawns for players close enough to the crate when it's opened, no longer drops from killed players, and the ammo brick itself will despawn after a time if you don't pick it up. Some players think this adds balance to Pv P and a meta-game of denying ammunition to the enemy, and others think it slows down the match and punishes aggressive players.
  • Breather Boss: Urrox, Gulrot and Valus Trau'ug are usually regarded as the easiest Prison of Elder challenge bosses given the large amount of safe spots in their respective areas. Urrox in particular seems like a cakewalk following Round 4 which has you dismantle mines while avoiding Hive enemies buffed with Arc Burn (meaning Knights and Wizards can melt you with just two seconds of sustained fire).
  • Broken Base:
    • Some Xbox users have been quite vocal about the amount of exclusive content reserved for PS4 users, with some even making the claim that since Bungie's last series was Xbox exclusive, they should have the exclusive content instead. Others have responded that they should be mad at Microsoft for not outbidding Sony or paying for some content of their own. Meanwhile, Sony users may feel like it's payback after years of Xbox getting all the Call of Duty DLC a month before Playstation; not to mention that Halo was all Xbox exclusive and maybe it was PS gamers' turn for a little love from Bungie. There's also some Sony players who agree that Xbox players shouldn't have been given the shaft either.
    • Some fans of Warframe believe that the playable characters resemble characters in their game, and are crying foul. Others point out how Warframe used a common visual style for its characters.
    • Microsoft being prohibited from advertising that Destiny is on their platforms led to them making a mock website - destinyfragrance.comnote  - to get around it. Some have claimed it's a brilliant move & Sony shouldn't have advertising rights; others have pointed out the hypocrisy in Microsoft's actions as they have the exact same deal for numerous games themselves.
    • Raids are either wonderful challenges, full of necessary teamwork, with awesome rewards, or it's full of cheap tricks, Fake Difficulty, odd fixes for things that may or may not be exploits, and an unforgiving reward system, that gives you the same piece of armor or weapon, over and over again.
    • Seemingly everyone and everything of note said "Spell My Name As The Noun!" - The Traveller, The Tower, The City, The Cabal, The Darkness, and others. Some people don't mind it, while others find it incredibly unimaginative, especially coming from a developer that had coined such evocative monikers as The Pillar of Autumn and The Silent Cartographer.
    • The game coming with an optional Expansion Pass, as well as Bungie's plans to keep producing DLC for the game and future sequels, have caused players to even just stick up with it, or flat out calling Bungie and Activision out on the deal, considering that they have to pay for additional content that is pretty much required.
    • Bungie "fixing" the Atheon fight by making him teleport players randomly rather than depending on who is closest to the relic, which invalidates most of the pre-update strategies to beat him. Some players have complained that this is merely Bungie's attempt to add Fake Difficulty to the fight after players figured out how to beat him, while other players believe the change makes the fight more exciting and challenging.
      • On the subject of fixes for Atheon, some argue that having a way to cheese the fight, is fair, especially on the nigh-impossible Hard Mode. Others believe that they shouldn't have a way to cheese a boss like that, while a third group, just wants the Raid helmets to stop being Hard Mode-only rewards.
    • As of Christmas 2014, there is a forum debate over who is responsible for the loss of online service over the holiday, divided into 3 groups; those who (somehow) say Bungie is to blame for PSN and XBL being offline, those who fault the game services for not foreseeing and preventing the DDoS attacks, and those who place the blame squarely on the group Lizard Squad, who previously attacked Xbox Live on Thanksgiving and had threatened a Christmas attack.
    • The "Cut Content" debate exemplifies this, with some players convinced (based on areas that can be glitched into on the map) that Bungie has huge amounts of game already on the disc that is locked off from the players until they pay extra for the DLC. There are also some who believe, based on an E3 preview video, that Destiny was going to be an entirely different and better game before being dumbed down by Activision.
    • The confirmation from Bungie that House of Wolves will not be including a raid had many fans crying foul, accusing Bungie of falsely representing available content to players who bought season passes. Other fans believed that Bungie delaying a new raid for further development is a good move on their part.
    • Year Two starts with the statement that Year One weapons won't progress in power. After House of Wolves's relatively well-received Etheric Light upgrade system allowing Day One weapons to catch up, this is a huge slap in the face for players hoping to bring their favourite Year One weapons over the course of the franchise's decade-long adventure. Those who defend Bungie would brush it aside as "standard MMO fare" where dumping older stuff for new, more powerful gear is the norm. Bungie has since announced that Year One weapons will still have a place in standard Crucible and some Year One exotic weapons will be upgraded to Year 2 levels. They have also said the Gjallarhorn will not be making the jump much to the dismay of many fans.
    • Xur's selling of the Gjallahorn on Aug. 14 2015 had many people either excited or pissed that this highly sought after exotic weapon was now being sold for a "mere" 17 strange coins, even though it was the same price as when Xur sold it back in Week 2.
      • Further exacerbated by the announcement less than a week later that the gun would be getting nerfed and it wouldn't be (at least at launch) receiving a Year 2 upgrade. Some people were upset that the gun would only be viable for a few weeks after they finally got one, whereas others complained that they would no longer be able to use the same one gun to destroy everything in the game.
    • The Taken King reducing or outright removing several year one features and options for players who don't have it has completely split the fanbase in two. Those that support Bungie see nothing wrong with this content lockout and say that older players should upgrade if they expect to keep playing while fans who dislike it point out that this makes almost all of their year one progress meaningless, shuts off half of the game that they already paid for and that the expansion simply isn't worth the price.
    • Update 2.1.1 brings the Damage Referee system which is supposed to lower the amount of laggers in most matches will trying to incentivize those with poor connections to improve their internet. You have either players loving this as is means a more responsive Crucible without too much worry of being lag-killed while others hate it because it feels like Bungie is punishing those to fix their internet.....even if it is the best internet available in their area.
    • Bungie's announcement that Eververse would be selling Sterling Treasure packages come the release of the Spring update. Many see no problem in this as it allows players to easily get the Desolute/Spektar armor sets along with chroma while others see it as the opening of making Destiny "Pay To Win" as you can spend real money rolling for certain stats on an armor plus the treasures can drop reputation buffs for the Vanguard, Crucible, and House of Judgement, meaning you can get faction packages faster.
  • Cliché Storm: A common criticism among reviewers and players alike seems to be that Bungie is "playing it safe" with Destiny, creating a beautifully designed, solidly executed setting and story with very little distinctive identity of its own.
  • Complacent Gaming Syndrome: Year One had its fair share of bad player habits.
    • You want to find a group online for a Raid or Prison of Elders, but don't have the Gjallarhorn? Tough luck, unless the group happens to have enough Gjallarhorn holders already.
      • Briefly reared its head again following the discovery of the Black Spindle note  and a bug (according to Bungie) that meant that the gun dropped at 310 light. Between Bungie promising to nerf the 310 Black Spindles to the intended 290 (which happened in the 10/13/2015 patch) & the variety of weapons that were just as viable for the King's Fall raid, it never reached the same level as the "Must have Gjallarhorn" problem.
    • Looking for a Trials of Osiris fireteam to get through flawless? Expect people to outright kick you if you don't have the Thorn, the Sunsinger's Fireborn ability, any armour piece that can resurrect quickly, high Grimoire score note  and high PvP kill ratio.
  • Critic-Proof: The critical reviews for Destiny have been all over the map, often with critics rating it low despite asserting they enjoy it. It has not stopped it from being widely bought and still played by large numbers of people. It's a strange Western parallel to niche Japanese series in that regard.
  • Darkness-Induced Audience Apathy: Not true of the main storyline, thankfully, but there's very little to root for in any of the three Crucible factions. While all make good points, it's easy to read them unfavorably: The Future War Cult are Ax-Crazy Blood Knights, Dead Orbit are gloomy, xenophobic fanatics that want to abandon the Big Good's protection, and the New Monarchy are oily quasi-fascists. Pick your poison, or at least the bonuses of choice.
  • Demonic Spiders: There's a few enemies in the game that provide ample justification for Guardians' Resurrective Immortality:
    • Vex Minotaurs are probably the most feared officer units in Destiny. Their Torch Hammers are extremely powerful, their Teleport Spam makes it harder to wear their regenerating shields down with concentrated fire and lets them enter melee range with terrifying speed, and once you have broken their shields, you'll be unpleasantly surprised to discover that they're one of the few enemies in the game without a weak spot to help you deplete their impressive health pools. The only thing you can do is shoot off their heads, which isn't helpful at all - it sends them into a berserker rage, increasing their movement speed and their Torch Hammers' rate of fire.
    • Cabal Colossi don't (thankfully) have regenerating shields, so any damage you inflict is permanent, and they're none too fast, but those are pretty much your only advantages. Their health-pools are huge, their weak spots are tiny (unlike that of the very similar Hive Ogre), and their weapons (a remarkably accurate and long-ranged gatling gun and a homing missile barrage) are devastating and almost inescapable regardless of whether you're in cover or not. Oh, and they have a Shockwave Stomp, giving them an Instant Death Radius just like that of a Strike boss, so melee attacks and close-range circle-strafing are right out.
    • Major and Ultra versions of the Goddamned Bats listed below automatically become these, since they now have enough health and damage output to become deadly rather than merely annoying.
    • Any shielded enemy at the Epic difficulty, which not only makes shields regenerate much faster, but reduces all damage that's not from the same element as the shield itself. This makes them exceptionally difficult to kill, and since Epic missions are almost guaranteed to have at least one Burn modifier, boosting a particular element's damage, they can obliterate you in seconds. To add insult to injury, Epic difficulty means that not only do the usual 'officer' enemies have shields (Fallen Captains, Hive Wizards, Vex Minotaurs, and Cabal Centurions), but so does an additional enemy type, turning Fallen Shanks, Vex Harpies, and Cabal Psions from mildly annoying Cannon Fodder into some of the most dangerous enemies you'll face and turning Hive Knights from somewhat challenging foes into near-unstoppable monsters.
    • Any melee attacker graduates from Goddamned Bats to this if Lightswitch and/or a Burn modifier of the same element as their melee weapon is in place. If you aren't the same level as them or your armor isn't high enough, their attacks can potentially turn into One Hit Kills.
    • Taken Fallen Captains. Not only do they have the same attacks as normal Fallen Captains (hard-hitting shrapnel guns or saber melee attacks), but they now teleport all across the battle area like all Taken enemies, as well as being able to take a bit more punishment than usual. They also like to spam a huge ball of darkness that, when it hits you, it blinds you before slowly regaining your eyesight, leaving you compromised while they rush in and melee you to death. Good luck facing three or four of them at a time, as is often the case with some Taken encounters.
  • Disappointing Last Level: The last story mission of the game takes place in the Black Garden, in the centre of it all with the Seed Of Darkness. The area leading up to it is awesome and cool, and the surprise when the statues come alive is epic too! Too bad that the bosses are copies of a boss you fought just a planet earlier.
  • Ear Worm: Several pieces from the OST are extremely difficult to get out of your head, including the Cabal's ponderous theme, Cabal Stomp, and the tracks derived from it, as well as the 'a whole lot of Fallen are going to die now' piece, End of the Line.
  • Ensemble Darkhorse:
    • Cayde-6 due to being a friendly Deadpan Snarker voiced by Nathan Fillion. The fact that he's the more interesting Strike announcer, helps. His voiceover for The Taken King's main quests is also noted to boast some of the most humorous lines yet, making the content an enjoyable run.
    • Master Rahool, the cheapskate con-man Cryptarch.
    • Variks the Loyal. Mainly for being the only Fallen seen so far who isn't fighting the Guardians, coupled with his affable and honorable personality.
    • Despite only being mentioned in grimoire cards Jaren Ward is an EXTREMELY popular character. Him being the creator of the Last Word helps a bit.
    • Lord Shaxx garnered a sizeable amount of following due to his cooing voice even in the midst of the Crucible's chaos. Come Year Two, and he gets updated combat commentary dripping in ham sauce, which predictably made the fans love him even more.
    • The Cabal faction as a whole has become one, despite (or perhaps because of) being the least-focused upon of all the enemy species. Mostly because of the sheer bluntness, brutality, and lack of subtlety in their battle tactics, such as taking on Oryx by outright ramming his Dreadnaught with one of their own warships and establishing a beachhead within the ship.
  • Evil Is Cool:
    • Skolas' crazy ambitions in the House of Wolves have earned him a place in the hearts of many players who were looking for a villain that doesn't boil down to a generic boss fight.
    • Oryx drips pure malice, and steals the spotlight everytime he makes his presence known. The narration drives it home by making up to be a threat far beyond anything in Destiny Year One and a return to Bungie's darker villains like Halo's Gravemind.
  • Friendly Fandoms:
    • With Bungie's previous works like Halo and Marathon.
    • Firefly fans are included too, with fans producing a picture of transport Serenity in orbit on a Destiny game screen. The fandom goes both ways: during the beta test, Bungie sent out this tweet showing Serenity landing in the Cosmodrome area; sadly, there is officially no possibility of having this ship in the actual game. There's also the presence of Firefly alums Nathan Fillion & Gina Torres as the voices of the Hunter & Warlock vanguards, Cayde-6 & Ikora Rey, which likely helps.
  • Game Breaker:
    • Before it was hotfixed by Bungie, the "Loot Cave" located in Old Russia. It would endlessly spawn hive acolytes and thralls, which could be killed instantly as long as at least two players are firing at the mouth of the cave. By doing this for as little as 15 minutes you could fill up your entire inventory with rare and legendary items. As of 9/25/14, all so called "loot caves" on all worlds have been nerfed, primarily by increasing spawn times from the 6-10 seconds they had been using, to 40 seconds as a standard. The caves can still be used of course, but you will have to wait almost a minute between waves.
    • There's a few ways to cheese bosses from being a major pain, some which include hiding spots, which would seem unreachable, but are reachable. Other hiding spots are obvious, but bosses can counter those with summoning enemies to rat you out.
    • The Vex Mythoclast. An Exotic that has a 3% chance of being rewarded from doing the Vault Of Glass on Hard-mode. Originally 56 shots in a mag, high charge rate and can mob the floor with particles of the enemy, faster than you can say its name. It was so powerful, a hotfix that nerfed it (and a bunch of other things) was specifically called the Mythoclast Fix. Post-nerf, another patch was scheduled, since it made the Vex Mythoclast underpowered, compared to the planned nerf, than it should be. This patch also fixed many other accidently nerfed weapons.
    • The goddamned Gjallarhorn, that seems to elude many a player, and hits like a truck. Oh and Wolfpack Rounds shreds whatever wasn't killed by the rocket itself. And it homes in on its targets too. Bungie has since nerfed the Wolfpack Rounds for Year Two, and its power will not be carried on beyond Year One.
    • The Thorn, for many, has been considered to be one of the most annoying weapons to face in the Crucible, if just for how many people use it to get quick kills. Just two shots are enough to net you a kill given its Damage Over Time ability, without ever worrying from sticking your head out of cover. This has been exploited to hell and back in the competitive scene to ensure swift, flawless victories. Bungie applied a patch that, while it doesn't reduce the Thorn's overall power, makes it harder to abuse the DoT, along with a general nerf to Hand Cannons.
    • The Last Word, true to its lore reputation, has an absurdly fast time-to-kill window due to having the fastest firing rate of any Hand Cannon and having the Impact coming with the weapon class. Bungie nerfed its range and stability a bit in Year Two, though it is still a dangerous Exotic.
    • Sleeper Simulant, an exotic heavy fusion rifle introduced with The Taken King. Whilst it's not intended to be used in the Year One content, it makes a mockery of bosses like Atheon & Skolas - being able to wipe out both bosses within a minute. This is despite damage levels usually being capped when fighting lower level enemies, so that a player decked out in the most powerful gear can play with much lower level players in PVE without removing all challenge from the game, meaning that whilst it should be performing to a higher standard than the weaker Year One weapons, it should not be slaughtering high level enemies in such a small amount of time.
  • Goddamned Bats: When one of the enemy races has a name that literally means 'The Annoying', you can expect a few of these, though they're far from exclusive to the Vex:
    • Vex Harpies are considered by many to be one of the most irritating enemies in the game. They're small and can fly, but they can absorb a high amount of damage before dying (particularly at higher difficulty levels, where they have powerful, rapidly-regenerating shields) and they can also do a lot of damage to you in a short amount of time. And they usually appear in packs of 2 or more.
    • Vex Hobgoblins aren't significantly tougher or faster than the Goblin Mooks they're based on, but are far more frustrating to fight. They have powerful, long-ranged, and very accurate sniper rifles, can drive you out of cover and back into their gunsights with grenades, and have a stasis mode that prevents you from killing them with sustained fire and restores health when it gets too low.
    • Cabal Phalanxes are only mooks (though tougher and harder-hitting than most, being Cabal), but their shields render them totally invulnerable from the front except for the tiny target of the arm they're shooting at you withnote , and give them a devastatingly powerful bash attack if you try to flank them by getting up close, which can end up in One Hit Kill, if you get sent flying by it. Better hope your grenade power is charged when you face these guys, because otherwise, you're in trouble. They're much easier to deal with in a fireteam, though.
      • The exotic weapon 'Thorn' can be used to devastate the Phalanxes when upgraded. The lingering damage still affects them even if the shot does no damage, causing them to flinch and drop their shield for a headshot.
    • Hive Thralls may be pathetically fragile individually, but they're fast, they hit remarkably hard if they get into melee range, and if there's one, there's inevitably a dozen of them charging towards you screeching their lungs out. They can be surprisingly smart, too, flanking and using ambushes to ensure that you don't have time to gun them all down before they get into face-slicing range. And that's not counting their much deadlier siblings, Cursed Thralls.
    • Hive Wizards occupy the blurry line between this trope and full-fledged Demonic Spiders. They have a similar damage output to most 'officer' NPCs (so, high but not unmanageable), and they're the most fragile enemies of their type once you get past their regenerating shields, but their ability to move quickly and unpredictably in three dimensions makes it much harder to break their shields with concentrated fire and do some real damage, whilst the enormous, health-draining poison gas clouds can slow you and leave you vulnerable for their minions whilst you're trying to dodge until your own shield recharges. In short, they're moderately dangerous, but very annoying.
    • Fallen Stealth Vandals are, as the name suggests, Vandal Mooks with Invisibility Cloaks. Not a big deal, right? The problem is that their version of Visible Invisibility is a bit less... well... visible than most game examples, making it much easier for them to get the drop on you and much harder for you to off them quickly with headshots. Given that they're often equipped with powerful weapons like swords and sniper rifles, and that they rarely spawn alone, this can become a major problem.
    • Taken Psions, whose ability to split in 2 means you can be overwhelmed rather quickly.
    • Taken Goblins and Vandals act as medics of sorts. Vandals can project a bubble shield that can heal all taken inside it while Goblins can project a beam making their target invincible.
  • Goddamned Boss: A few:
    • The Templar from the Vault Of Glass was a great contender, due to its Oracle gimmick, which, at the time, was very hard, due to the lack of proper tactics for the Raid. If the Oracles weren't killed, you'd be stuck with a status effect that would kill you, unless you got cleansed. And the boss is a multi-stage fight, which ranges from protecting several conduits, to killing the previously mentioned Oracles, and the boss itself, which has a timer. It's to the point, that some say that the Templar is much harder than Atheon.
    • Atheon itself, as it was much like a less annoying version of the Templar, except that any slight mistake could cause a total party wipe. First, half of your team is teleported to a certain dimension, which requires one of two portals to be opened to let them out. Meanwhile, the teleported party has to recover a relic, kill Oracles before exiting, for a buff, exit, and hurt Atheon until the buff wears off. Rinse and repeat. And if you fail to complete any of these steps, until Atheon dies, it causes a total party wipe.
    • Crota, Son of Oryx, the Raid boss from "The Dark Below", has become this too, due to his many gimmicks. Here's the lot of them: Health regen is removed, unless you equip a Chalice, which only one can hold at a time, you have to recover a sword from a Swordbearer to hurt Crota at all, and to even be able to have the Sword carrier hurt Crota in the first place, is to wear him down with bullets and/or rockets. And ever once in a while, two Ultra Ogres spawn, which can wittle down your health fast. And to top it off, if someone dies, it feeds Crota's Oversoul, which will cause a total party wipe, if it's not extinguished before it explodes, which can become an instant party wipe, if you don't have enough players around. Compared to Atheon, he is much harder and considered the true final boss of the game, for now. He gets even worse on Hard Mode, where people have limited players to sky-high requirements, almost making it harder to get into a game on Hard, than actually fighting him.
    • Sekrion is often bashed upon due to its absurdly annoying Void splash damage, which is enough to throw off your aim and force you into hiding until it stops aggro-ing you. May the Traveler bless you when a Weekly Heroic / Nightfall adds Voide Burn to the Strike.
  • Good Bad Bugs:
    • The infamous "loot cave", a small cave that would spill out loot if you shot into it. Bungie patched rather quickly much to the disappointment of fans, most of whom thought it was hilarious.
    • Sparrow Surfin', which allowed the player to dance while riding the Sparrow vehicle. Became an Ascended Meme when the editors acknowledged that it exists but decided not to fix it.
    • Any boss with a platform arena, stationary damage-over-time grenades, and good timing, can give players a brief and easy boss fight, by having them walk away from the grenade and fall off. This is possible with the 2nd boss at the Black Garden, with a well-timed Warlock Vortex Grenade.
      • This Bug also brought up the rather famous for making the Vault Of Glass Raid easier, especially on Hard Mode. This was patched, but it's still possible to do so, with some slight trial and error.
    • The Gorgon segment of the Raid will curse all players to die and remain dead, until it resets to the last checkpoint. There's a small chance, that if a Sunsinger revives, that they will stay alive until they become cursed by Gorgons again, or die by other means. They can't enter the treasure rooms, though. On the other hand, it's possible to remove the Darkness Area of the Gorgon segment, by having a player remain behind in the Templar's arena, making the area much less a "Total party wipe with a checkpoint restart" to a "Let's try this again without a loading screen". Luckily there is a jumping-puzzle route to the treasure room that avoids the Gorgons entirely. This route is becoming more widely known.
    • Depending on if you were on the giving or receiving end, the Shoot to Loot perk in Crucible was this. A gun with the Shoot to Loot perk lets you pick up ammo or engrams by shooting them, making it a perk with... questionable usefulness. A bug allowed you to shoot an ammo brick as it was despawning, letting you pick it up twice. This led to abuse in the Crucible as people were able to pick up double the heavy weapon ammo than normal, creating unbalanced situations if a team didn't also exploit the trick. Bungie caught on, and the perk now has a brief cooldown period.
    • Ether chest farming. The House of Wolves expansion brought a new public event where, in certain areas, Guardians kill waves of Fallen, and when finished, a chest spawns in a number of set locations. It was found out that you can open the chest a second (and third, and fourth...) time if you leave the zone and then re-enter until the chest disappears. It can be possible, depending on where the chest spawns, to open the chest up to 8 times if you're fast on your Sparrow. Almost inevitably, this was nerfed so that each chest can be opened only once.
    • If you shoot a Vex hobgoblin with a sidearm, it will not trigger its stasis mode.
    • The Taken King gives us "Exotic Engram Farming." All you need is an Ice Breaker, Rocket Launcher and a bunch of Three of Coins from Xurnote . To complete, run the "Scourge of Winter" mission, whittle down Draksis's health and then kill both you and him with the rocket launcher. Respawn and continue until a desired number of engrams is acquired.
    • The Sunbreaker's Hammer of Sol is normally limited to around 5-7 throws depending on whether or not you have a perk that increases the number of throws. However, by spamming the button that allows you to throw grenades, you can effectively cancel the hammer throw's animation, allowing for a staggeringly fast throw rate pushing into Game Breaker territory This one was so hilariously overpowered that patch 2.0.0.5 was placed in a hurry.
    • A Nightstalker's Shadowshot can, at max, shoot three arrows as longs as the Quiver perk is selected. One player found out that this combined with wearing the Graviton Forfeit helmet and opening the menu after firing off 1 or 2 shots, will refill your super, essentially giving you infinite shadowshots.
    • The new Sparrow racing, oddly enough, gives you credit towards the "Jolly Holliday" quest. For some, this is That One Sidequest; you need to get kills with The Last Word equipped, and similar to Thorn, death in the Crucible sets you back points. However, winning a Crucible match gives you 3% towards completion. Well, the SRL is considered a Crucible match, and completing a race counts as a win regardless of what position you finish in. So as long as you have the handcannon equipped, you're guaranteed 3% with little risk of dying. Slow, but effective. As a side bonus, you can complete the Crucible bounty "3 wins in one day" without ever firing your gun.
  • Harsher in Hindsight: Petra Venj, from the House of Wolves story missions, makes several remarks about how glad she is to be back to field work and how pleased she is to work with your Guardian. This is put in a different light when you read her grimoire card and see what happened the last time she worked with Guardians. Petra called in a bombing mission on a Fallen position at the same time 3 teams of Guardians were assaulting the area, not only killing the Guardians but destroying their Ghosts, so they were permanently dead. This resulted in a long banishment from the Reef and was the reason Petra was Queen's Wrath representative in the Tower.
  • Holy Shit Quotient: To say The Taken King comes with a bang would be a gross understatement. Oryx's invasion of the Solar system brings drastic changes to the world's balance, and terrifying enemies make their appearance. This goes even further as one reads into the Book of Sorrows, where the writers outdid themselves in weaving an epicly horrifying lore, to say the least.
  • Hype Backlash: So far, the reviews for Destiny are averaging in the 6-8 range, while it was hyped up to be a 8-10 game with tens of millions of dollars being put into its advertising. The most common criticisms of the game are lackluster storytelling, repetitive missions, and frustrating items drops.
  • Internet Backdraft:
    • Trying to start a topic on the bareness of the vanilla game is bound to open a nasty can of worms about locked content that should have been available from the very start.
    • The first Queen's Wrath event was hit hard with this - prior to the start of the event, Bungie hyped it by saying the Awoken Queen was cashing in the favor the player owed from the story, getting people excited for more story content. In actuality, the event was just more bounties to unlock an already existing mission with higher level enemies & a damage modifier. Whilst people weren't happy with that, they accepted it as an easy way to hoard Legendary gear to break down for shards, until Bungie realised people were maxing out their gear far sooner than intended because of this, and subsequently patched the game so Queen's Wrath gear no longer gave Ascendant Shards when dismantled. People were pissed about this, pointing out that there was no reason for people with Legendary gear to play the event anymore. The response to the event as a whole was so bad, that after the Iron Banner's negative response (see below) led to Bungie announcing they would be reworking the event to remedy the complaints people had regarding it, they mentioned that Queen's Wrath was being taken back to the drawing board & completely overhauled.
    • The first Iron Banner received this due to how it was said to be a total free for all team-games with level advantages enabled, where end-game characters would be gods and low-level players cannonfodder... except that's not the case completely. The advantages are minimal, due to it being the first Iron Banner event, and to make sure casual players don't shy away due to that. While that's a nice thought, it has caused major backlash to players expecting to either kill like gods or be killed by gods.
    • Destiny fandom being what it is, the internet backlash for House of Wolves started several weeks before it was actually available to play.
    • The Thorn. In the light of the unforgiving Trials of Osiris challenge and the Iron Banner when it pops up, many have noted the overuse of the exotic handcannon due to its excellent stats distribution note , to the point where said events are mockingly called "Thornfest" or "Game of Thorns". Those who defend its place in PvP by calling it balanced and requiring skill are accused of being selfish elitists who want to keep the game unbalanced; while those who bash it are accused of being scrubs who simply can't find a better weapon to counter it. Even Planetdestiny joined in on the bandwagon.
    • The Backdraft surrounding the Taken King Collector's Edition. For the uninitiated, the collector's edition of the Taken King comes with some bonus contentnote  but would require players to shell out $80 and buy the game and first 2 expansions all over again. Bungie eventually remedied the situation by making the collector's bonus items as a separate DLC for $20. What didn't help matters was that in an interview about the expansion, one of the lead developers commented how Destiny fans were so invested in the game that they would gladly shell out the $80 for bonus contact. Fans did not react well to that perceived insult.
    • Another backdraft seems to be brewing as people are beginning to demand new pve content while Bungie seems content with releasing mini events such as SRL and Crimson Days that just tweak Crucibles modes and releasing a ton of new emotes. It doesn't help the Bungie is still holding back 6 new exoticsnote  and that games like The Division Beta are drawing players away.
  • It's Short, so It Sucks: The story of the base game takes about ten hours to complete, which would be considered to be fairly good length for a typical single-player game. However, given that this is an MMO, people have expressed concern that the game should have more content in it at launch. Players have generally reacted positively to the game otherwise, however, and Bungie has stated that they're committed to updating the game frequently.
    • To add on that, there's only a total of 4 planets to explore. Some people were disappointed by that after the short story, others were fine with it being this short to have players focus on other things than just story.
      • Bungie is starting to avert this with several events ready to happen throughout the month of September and the start of October. With Raids being available on the 16th September, to give time for players to get ready for it, they're waiting to give players everything to keep the game with a living population with frequent updates and events. The first expansion pack titled The Dark Below launched in December of 2014, and was received just as poorly. Three disappointingly short story missions, one new strike that borders on That One Level territory, and a raid which, while generally well received, was perceived as not being as complex or lengthy as the Vault of Glass.
      • In addition, the House of Wolves expansion, which launched on May 19, 2015, looks to avert this with five extra story missions (with an unknown amount of quests), a brand new co-op arena called the Prison of Elders, a new Pv P mode called the Trials of Osiris, and ways to upgrade your legendary and exotic gear. There also look to be different "Wanted" bounties for Fallen bosses every week.
      • The Taken King seems to be reworking the game altogether. There are numerous new missions, strikes and quests to go alongside the new Raid for Oryx. Not only that but missions now can be on the Martian Moon Phobos, Mercury and the Dreadnaught which sits out in Saturn's rings.
  • Magnificent Bastard: The Darkness, considering it may be manipulating the Traveler, and by extension the Guardians, into doing exactly what it wants them to.
  • Memetic Badass:
    • Randal the Vandal, an unnamed, level 8 Vandal in the Forgotten Shore on the Cosmodrome; a glitch caused him to have defense and HP on par with an ultra you would find on a Nightfall mission.
    • You ever wonder why Oryx allows you to play Crucible matches on his ships? Because Lord Shaxx said so. Explanation 
  • Memetic Loser: Crota. He's canonically one of the most feared enemies of Earth and a true Hero Killer, but players can find multiple ways to outright cheese him and his entire raid, leading to a viral spread of videos beating him with unusual stuff like... Necrochasm, No Land Beyond, etc. Better yet, different methods like beating him while blindfolded, while playing with drum controllers, using only voice command, and so on...
  • Memetic Mutation:
    • "We have no idea what to do with our hands." Funnily enough, Bungie's joined in on mocking it.
    • The infamous "... That wizard came from the moon" line. To the point that Bungie made a T-shirt.
    • The dancing emote has become this, to the point that almost every lobby in The Tower had at least a group of players dancing. Heck, even Bungie acknowledge it:
    Bungie: Two minute warning. This will sting a little bit. We'll be clearing this Tower Dance Party like bouncers after a rough night.
    • The Loot Cave (see Good Bad Bugs above).
    • Punching is invariably brought up whenever someone mentions Titans.
    • Whenever anyone complains about anything in the forum, they are met with either "+10 Tears Collected" (due to a game bounty to collect alien "tears" on Mars), or else, "Shut up, Meg!"
    • The opening dialogue for the Cerberus Vae III strike is the Destiny equivalent of the The Fresh Prince of Bel-Air theme song.
    • Imitating Variks' particular speech patterns, yes?
    • Cayde-6 does not like rocks on his map. Explanation 
      • It gets better. Now when you're walking around and stand on his map, he looks up and just stares at you. Cue guardians dancing in front of him on his map while Cayde-6 just glares a hole through them.
    • "I don't even have time to explain why I don't have to explain." Explanation 
    • "Fingertips on the surface of my miiiinnnnnnnddddddd!" Explanation 
    • 0.04% increase! Explanation 
    • The Hung Jury has an insane roll right now!Explanation 
  • Memetic Troll:
    • Master Rahool being either a cheapskate, a con-man, or just colorblind, because he constantly hands out rares or uncommons when you bring him legendary engrams. Bungie released a fix they described as "Cayde-6 asked him to "decode" a bag of doorknobs."
    • Variks, no thanks to the Elder Cipher bounty which capitalizes on the quest's random drop from a hard boss, then a random drop from the challenge's end loot, and a random waiting time for the quest's final bounty.
    • The Taken Phalanx (an enemy with a knock-back attack that it LOVES to use) on "Cayde's Stash," positioned just inside the only door into the colony ship from a ledge overlooking a very long drop. It's like something right out of Dark Souls.
  • Moral Event Horizon: Skolas firing on civilians during his uprising just because he wanted to "take the fight to the enemy". It's treated as a Moral Event Horizon in-universe too, as him doing so is what caused Variks to defect to the Reef.
  • Most Annoying Sound:
    • "The Crucible is no place for mercy!" "Fight back!" "Your life wasn't enough guardian!" Yes, we know we're losing, Lord Shaxx, now shut up!
    • And then there's the klaxon that sounds when the other team seizes all the zones in a Control match. Followed by an annoying announcement from Shaxx.
    • When a Guardian's health drops to critical levels, the screen flashes and they scream in pain. This happens almost every time you drop to low health, and it can get grating quickly. More so if you're up against a tough enemy and are struggling to beat it.
  • Narm:
    • Some of the stories that go along with the Class Item descriptions can sound silly to the right ears.
      "The child asked me if I was a clock. I said I was marking time until the world was safe for her."
    • The Exo Stranger's "I don't even have time to explain why I don't have time to explain." gets chaff for representing everything wrong with the vanilla game's storytelling, and one of the first hints that the script has been drastically modified from its original plot.
  • Play the Game, Skip the Story: There's actually quite a substantial amount of lore regarding the history of the City, the three Factions, Awoken, weapons, etc. Chances are though that players will be primarily interested in grabbing loot as opposed to worldbuilding. This is largely due to an extensive degree of All There in the Manual. Everything is revealed by unlocking Grimoire entries, which you actually have to go to the Bungie website to read and can't be accessed in-game. There is almost no in-universe exposition beyond "You're a guardian now, this is the Tower, something terrible is happening to the Traveler, all our hopes are on you to help fix it." This even became a common criticism among players and reviewers.
  • The Scrappy: The player's Ghost is not very well liked, despite being voiced by fan favorite Peter Dinklage. Its voice acting is generally dull and uninteresting, and it constantly spouts unnecessary exposition. While in cutscenes he does much better, Dinklage's enthusiasm is absent in gameplay. After being completely absent from the The Dark Belownote  & House of Wolves expansions; Dinklage was eventually replaced in the role with The Taken King expansion by Nolan North, with North even rerecording all of Ghost's existing dialogue to match. Word of God states that the recasting isn't down to complaints about Dinklage's performance, but rather down to his inavailability due to his busy schedule.
  • Scrappy Mechanic:
    • The Cryptarch is your main way to get loot, besides getting Engrams. The only problem is, when you're Level 20 or above, your need for Legendary Engram rockets, as you need a full set of Legendaries to reach level 28, or even do decently at tougher missions. Why is that a problem? The Cryptarch is practically a Random Number God Vendor, so most of your Legendary Engrams are at the mercy of that guy. Prior to being patched in the 1.0.2 update, you also had a much larger chance of getting Uncommon & Rare level gear.
    • During Year One, you were required to get Legendary gear to even progress to the end-game content due to the Light level mechanic. Following the launch of The Dark Below, you were also required to use a Commendation from the related factions for helmets & chestpieces, which is earned by ranking up a faction to 3 and beyond. This was abandonned with the launch of House of Wolves.
    • The entire loot system in general is pretty much universally reviled. Prior to the 1.0.2 patch, it was actually more cost effective to grind mobs by yourself rather than participating in the much longer, but more fun co-op missions. Another sore point of contention is the apparent trend of the worst performing players in Strikes and Crucible matches consistently getting Exotic drops while the top performing players are given absolutely nothing.
    • One big criticism is the game's heavy reliance on Horde Mode style events, where players have to hold a certain point against endless waves of enemies for a certain period of time, which can happen multiple times in a single level. It can quickly become repetitive and drag down the pacing of the game.
    • The Exotic Weapon Bounties, as well as being That One Sidequest, are as widely hated in the forums as the loot system itself, mainly because most demand either ridiculous or nigh-impossible achievements. Sometimes both. Thankfully, the Taken King seems to have removed a few of the old exotic bounties, leaving those weapons to be retrieved from engrams (Invective, for example), but it also introduced a couple of new ones. Thankfully, those are significantly more reasonable than stuff like Thorn's old "500 Void Kills in the Crucible", which consistently gave anyone who wasn't a Warlock a hard time.
    • Any fight where the boss drains your Super charge or disables another ability like double-jumping, making it significantly harder to take said boss down.
  • Scrappy Weapon
    • Auto rifles as a class aren't hated, but between patch 1.1.1 and 2.0, the first two archetypes were poorly regarded by players, seeing them as useless in PvP (and PVE) for taking too long to kill. Case in point, the Unwilling Soul. Everyone hates it.
    • Not anymore, but it's important to note that earlier in the game, the playerbase of Destiny hated pulse rifles, to the point that when Bungie asked what the average Guardian's favorite pulse rifle was, the common response was to ask if it was a trick question, or just say they didn't use them. By now, they're decently well-liked.
    • The Necrochasm was one of the playerbase's most disliked weapons, simply because it's so weak compared to other Exotic primaries. The nerf to auto rifles about two months after Crota's Hard Mode was released didn't help matters. Note also that it's a high rate of fire low impact rifle, which is already a scrappy weapon by Destiny standards. The Taken King fixes this by increasing the magazine size to 54 rounds, greatly increasing the stability, and upgrading its perks: Cursebringer is now almost guaranteed to activate, and Rangefinger (increases range) is replaced with Zen Moment (hits increase stability by up to 50%).
  • So Okay, It's Average: The general consensus post-launch seems to be that the game is a good, beautiful shooter, but it lacks content, has lackluster loot mechanics, suffers from matchmaking only available for Strikes and Crucible, and that there is little to do apart from grinding between levels 20 and 25.
    • The Taken King seems to have been much better received, as was House of Wolves. In general, you can ask just about anybody about their experience with TTK compared to most of the Year One content and you'll get a response indicative of the game's improvement. The worst you'll typically get is a complaint about the removal of HoW's Ascension/Etheric Light system of upgrading weapons and armor and people wanting to hang on to old loot.
  • Spiritual Licensee:
  • Stop Helping Me!: The Crucible announcer. "GAINED THE LEAD" "YOU'VE LOST THE LEAD".
  • That One Boss: They show up here and there, and the bug giving Strike bosses the same (high) damage and resistance modifiers as Raid bosses doesn't help:
    • Phogoth The Untamed. To elaborate, Phogoth is a Hive Ogre from the second Strike mission who can shoot Eye Beams at shocking speed and range. Even if you hide, you still have endless reinforcements of Hive to deal with. And don't get us started on the Thorn's side quest, requiring not only doing the strike with an Epic Modifier, but having to kill another boss before killing Phogoth.
    • Valus Ta'aurc, boss of the Cerberus Vae III strike, is Phogoth all over again, with all the same problems associated with his fight (enormous damage output, powerful/hard to kill mook summons, and a not-particularly-friendly boss arena) except that this time he's got a deadly indirect-fire Macross Missile Massacre to ferret you out if you try to hide from his monstrously powerful gun. Bungie acknowledged this by reducing the Ta'aurc's overall health.
    • The Templar: If you don't know that the Relic can cleanse, you'll be running around, focusing on the Oracles of a slightly Flunky Boss, which will prolong the battle, until the boss is enraged, and probably kill you all.
    • Atheon: This boss needs incredible coordination. You need to gather a relic, every "wave", have people open the portal from the Relic areas, kill Oracles to gain damage buffs against him, kill Supplicants to make sure they don't kamikaze you, and keep firing and dodging Atheon when the Relic carrier is through. Rinse and repeat. And you're on a time limit too, so if you can't kill him within 8 minutes, you, and all your friends, are most likely going to die.
    • Urzok the Hated, a super-size Hive Knight, target of one of Eris Morn's sidequests (although you can encounter him even if you didn't buy the DLC). He appears outside Skywatch during Warsat Public Events and wields a giant sword with which he smacks down one and all. Don't try jumping to evade him, either, because he will swat you right out of the air. He wouldn't be much trouble to take down individually, but he doesn't spawn until about midway through the event, when you're already hip deep in both Fallen and Hive mooks and leaders, and are being pounded from above by tomb ships, in one of the smallest public event areas on any map; so if you concentrate on him, one of the Hive Wizards or Fallen Captains will have a good chance to take you down. He is also very, very fast and very, very strong, and has almost as much health and shielding as a strike boss. So why Urzok the Hated? Oh, no reason.
    • Golgoroth: Imagine Phogoth with more than 20 times as much HP. Now imagine he can heal whenever a Cursed Thrall goes off too close to him. Now imagine that you can only die six times (as a fireteam) before he forces a wipe. The fight with Golgoroth really is a marathon from start to finish- it's not uncommon for people who had a lot of trouble with the Warpriest to get stuck at Golgoroth for days before they figure out how to get enough damage off to kill him before he enrages.
  • That One Side Quest:
    • All Exotic Weapon Bounties amount to this, requiring you to do a series of bounties, with each getting harder and harder, or tedious. One bounty may require you to get kills with Void-weapon damage, while others require thousands of glimmer to purchase 50 Special Ammo Synthesis. And unless you've researched the bounties online before accepting one, you won't know whether the weapon you get at the end will be worth all the effort, or if you would have been better off just buying one of your choice outright.
      • The Thorn Bounty requires you to beat the Summoning Pits, kill 500 Hive enemies, kill 100 players with Void weapons/abilities (which decrease upon death), and finally, complete a Nintendo Hard Strike Mission that is only available through the Bounty, and defeat a mini-boss that only spawns after you defeated a certain wave of enemies that accompany Phogoth. Without killing Phogoth.
    • Powering up your Exotic and Legendary items can turn into That One Side Quest over and over again, as you go loot farming for enough materials, although after an update, you can just buy missing resources. Not to mention that you need enormous amounts of Ascendant Shards and Ascendant Material for your Legendaries as well, which are only randomly found during public events, Strikes, and Crucible matches. In other words, it will take you a while.
    • Reforging Exotics from Xûr have become this too. Getting Strange Coins, Motes Of Light, or Exotic Shards, aren't a big problem, but getting back the large amount of Glimmer a reforging requires, is tough. Especially since they require, at minimum, 7000 Glimmer. At max, you can hold 25000 Glimmer.
    • Courtesy of Eris Morn, we now have the Urn of Sacrifice quest; actually a series of sidequests which start with acquiring the Urn from Xur (so you can only begin the quest chain on weekends). You must then kill 25 Thrall with a Solar Fusion rifle; next, melee kill 5 Cursed Thralls (and dying resets your progress to zero); use Void damage to kill acolytes and wizards (dying slows but does not reset you on this stage); then kill Urzok the Hated, That One Boss mentioned above. Finally, there is a Level 26 mission which only unlocks once you have gone this far, which leads you to the Moon to face a Hive horde and not one, but TWO Ogres. Finally, once the quest is finished, you must take the Urn back to Xur for safekeeping- so your reward from Eris can only be collected on a weekend, too.
    • Both the legendary sword quest and Touch of Malice quest require large amounts of Hadium Flakes. The only way to acquire said flakes is to open loot crates on the Dreadnaught. Hope you have a spare hour or two to farm them.
  • The Untwist: Subverted with the Traveler; it really does love sentient life and just wants to help, but the Darkness is manipulating it to help specific races for its own purposes.
  • They Changed It, Now It Sucks:
    • Sadly, the immortal "that Wizard came from the moon" line didn't make it to the final game. Weirdly, this creates a small Plot Hole; after this mission you unlock the Moon to battle the Hive, but without this line it's not clear why it would be your next stop. The Taken King reorganises the plot of the original Destiny storyline into several specific quests, with one change being that the player's introduction to the Speaker is moved from after the first post-tutorial mission to after the introduction of the Hive, and starts a second quest which takes the player to the Moon.
    • The Dark Below added a new currency in the form of Vanguard and Crucible Commendations that were now required in addition to the existing Vanguard and Crucible Marks in order to buy Faction weapons, along with Faction helmets and chest armor. These were obtained by increasing your rep with the respective factions, and could only be earned one at a time, putting a major bottleneck on what players could obtain. Thankfully, this was retired with the release of House of Wolves.
    • The voice of the Ghost, going from Peter Dinklage to Nolan North. Upon the initial change, which saw all of Dinklage's dialogue replaced by North's rerecording of the same lines, some people complained that North didn't provide the exact same performance as Dinklage, and that North's voice wasn't "manly" enough to voice the Ghost - others noted that North's performance was similar to C-3P0, Jarvis, and 343 Guilty Spark, and found it to be more fitting than Dinklage's performance. The complaints died down after the launch of The Taken King, when North was given new dialogue to work with instead of just rerecording Dinklage's lines.
  • They Wasted a Perfectly Good Plot:
    • There are countless details and stories in the Grimoire that would have made absolutely amazing missions in the campaign, but are never mentioned at all in the game. For example, in the entries for the Cabal, it's revealed that the Cabal has the technology to move entire planets, and have shifted Phobos out of its orbit and are planning to crash it into Earth.
    • After you meet the Queen, it's hinted that she'll play a significant role in the story & her last appearance in the campaign has the Guardian in her debt, an obvious Sequel Hook for future content. However, this debt was intended as the justification for the initial Queen's Wrath event, which was widely lambasted for being little more than bounties. House of Wolves brings the Awoken Queen back into focus, however. Only for the Queen to be unceremoniously killed off during the opening cinematic of The Taken King, putting this trope back into play. However, it gets subverted again throughout the Taken War questline, which heavily implies the Queen may not have been killed by Oryx's Total Party Kill blast (such as the finding of an intact brooch belonging to one of her Tech Witches, who are always by her side, and the very brief receiving of a distress signal coming from within the Dreadnaught). The questline ends inconclusively either way, so it will likely be revisited in future content.
    • It's worth noting that the game is still relatively new, and has plans for continued development for the next decade. These plot hooks could all be setting up future content.
  • Tough Act to Follow: The series is Bungie's first following (their) conclusion to Halo, and naturally expectations for Destiny are higher. But Bungie's accepted that challenge.
    CJ Cowan: We didn't even know how big Halo was going to get; how can anything be bigger than Halo? ... We'll find out.
  • True Art Is Angsty: Defied by Bungie, who are deliberately making the game more hopeful and idealistic to contrast the angsty grimdark shooters that seem to be prevalent in recent times (indeed the game's Central Theme is about keeping up hope even in the darkest of times).
  • Win Back the Crowd: The Taken King and patch 2.0 have been very well received, and many people have stated that they find the game fun again.
  • The Woobie: Due to a bug, Cryptarch Rahool would often provide Rare equipment when decoding Legendary Engrams. After it was fixed, this was explained in-game by the developers as Rahool being an Absent-Minded Professor. So does being a little spacey really warrant Cayde "asking him to decode" a sack of doorknobs?

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/Destiny