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The game originally launched on PC under the Battle.Net client but, after splitting from Activision, in Year Three Bungie released a free-to-play model on Platform/{{Steam}} called ''[[UpdatedRerelease New Light]]'' concurrently with ''Shadowkeep''. It has all of the base game's content (both story and multiplayer modes), along with both Year One expansions ''Curse of Osiris'' and ''Warmind''. The Fall Expansions such as ''Forsaken'', ''Shadowkeep'' and Beyond Light still needed to be purchased separately. As of the November 2020 ''Beyond Light'' expansion, ''Red War'' (the base game's campaign), ''Curse of Osiris'', and ''Warmind'' have been vaulted and are no longer accessible, with the game's only free-to-play content being the open-world free roam, the New Light tutorial campaign, the first missions of ''Forsaken'', ''Shadowkeep'', and ''Beyond Light'', as well as Gambit and the Vanguard Strike and PvP playlists.

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The game originally launched on PC under the Battle.Net client but, after splitting from Activision, in Year Three Bungie released a free-to-play model on Platform/{{Steam}} called ''[[UpdatedRerelease New Light]]'' concurrently with ''Shadowkeep''. It has all of the base game's content (both story and multiplayer modes), along with both Year One expansions ''Curse of Osiris'' and ''Warmind''. The Fall Expansions such as ''Forsaken'', ''Shadowkeep'' and Beyond Light still needed to be purchased separately. As of the November 2020 ''Beyond Light'' expansion, ''Red War'' (the base game's campaign), ''Curse of Osiris'', and ''Warmind'' have been vaulted and are no longer accessible, with the game's only free-to-play content being the open-world free roam, the New Light tutorial campaign, the first missions of ''Forsaken'', ''Shadowkeep'', and ''Beyond Light'', as well as Gambit and the Vanguard Strike and PvP PlayerVersusPlayer playlists.
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updated wicks with new namespace


''Destiny 2'' is the first sequel to the [[MassivelyMultiplayerOnlineRolePlayingGame Massive Multiplayer Online Roleplaying]] FirstPersonShooter game ''VideoGame/{{Destiny}}'', developed by Creator/{{Bungie}} and releasing on UsefulNotes/PlayStation4, UsefulNotes/XboxOne on September 6, 2017 and PC on October 24, 2017.

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''Destiny 2'' is the first sequel to the [[MassivelyMultiplayerOnlineRolePlayingGame Massive Multiplayer Online Roleplaying]] FirstPersonShooter game ''VideoGame/{{Destiny}}'', developed by Creator/{{Bungie}} and releasing on UsefulNotes/PlayStation4, UsefulNotes/XboxOne Platform/PlayStation4, Platform/XboxOne on September 6, 2017 and PC on October 24, 2017.



The game originally launched on PC under the Battle.Net client but, after splitting from Activision, in Year Three Bungie released a free-to-play model on UsefulNotes/{{Steam}} called ''[[UpdatedRerelease New Light]]'' concurrently with ''Shadowkeep''. It has all of the base game's content (both story and multiplayer modes), along with both Year One expansions ''Curse of Osiris'' and ''Warmind''. The Fall Expansions such as ''Forsaken'', ''Shadowkeep'' and Beyond Light still needed to be purchased separately. As of the November 2020 ''Beyond Light'' expansion, ''Red War'' (the base game's campaign), ''Curse of Osiris'', and ''Warmind'' have been vaulted and are no longer accessible, with the game's only free-to-play content being the open-world free roam, the New Light tutorial campaign, the first missions of ''Forsaken'', ''Shadowkeep'', and ''Beyond Light'', as well as Gambit and the Vanguard Strike and PvP playlists.

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The game originally launched on PC under the Battle.Net client but, after splitting from Activision, in Year Three Bungie released a free-to-play model on UsefulNotes/{{Steam}} Platform/{{Steam}} called ''[[UpdatedRerelease New Light]]'' concurrently with ''Shadowkeep''. It has all of the base game's content (both story and multiplayer modes), along with both Year One expansions ''Curse of Osiris'' and ''Warmind''. The Fall Expansions such as ''Forsaken'', ''Shadowkeep'' and Beyond Light still needed to be purchased separately. As of the November 2020 ''Beyond Light'' expansion, ''Red War'' (the base game's campaign), ''Curse of Osiris'', and ''Warmind'' have been vaulted and are no longer accessible, with the game's only free-to-play content being the open-world free roam, the New Light tutorial campaign, the first missions of ''Forsaken'', ''Shadowkeep'', and ''Beyond Light'', as well as Gambit and the Vanguard Strike and PvP playlists.

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* CouldHaveAvoidedThisPlot: The Collector's Edition of ''The Final Shape'' reveals that [[spoiler:the Witness could have instantaneously sliced the whole of humanity and the Eliksni to ribbons and locked up the remains in the eldritch {{Bizarrchitecture}} of the Black Fleet like it did to Reed-7, but chose not to because it is so blinded by its rage toward the Traveler that [[DickDastardlyStopsToCheat it thinks the easy way out would show "kindness" to something that does not deserve it]]. When Eido discovers the recordings that allow her to piece this together, she calls it out in writing and is revolted by the Witness's backwards way of thinking]].


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* CouldHaveAvoidedThisPlot: The Collector's Edition of ''The Final Shape'' reveals that [[spoiler:the Witness could have instantaneously sliced the whole of humanity and the Eliksni to ribbons and locked up the remains in the eldritch {{Bizarrchitecture}} of the Black Fleet like it did to Reed-7, but chose not to because it is so blinded by its rage toward the Traveler that [[RevengeBeforeReason it thinks the easy way out would show "kindness" to something that does not deserve it]]. In other words, it is so vain that [[DickDastardlyStopsToCheat at every opportunity the Witness could have won, it instead stops to inflict further suffering, eventually pushing its luck too far]] and ultimately [[CreateYourOwnHero creating the greatest threats to its own existence, the Guardians]]. When Eido discovers the recordings that allow her to piece this together, she calls it out in writing and is revolted by the Witness's backwards way of thinking]].
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* CouldHaveAvoidedThisPlot: The Collector's Edition of ''The Final Shape'' reveals that [[spoiler:the Witness could have instantaneously sliced the whole of humanity and the Eliksni to ribbons and locked up the remains in the eldritch {{Bizarrchitecture}} of the Black Fleet like it did to Reed-7, but chose not to because it is so blinded by its rage toward the Traveler that [[DickDastardlyStopsToCheat it thinks the easy way out would show "kindness" to something that does not deserve it]]. When Eido discovers the recordings that allow her to piece this together, she calls it out in writing and is revolted by the Witness's backwards way of thinking]].
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** The behavior of RealLife players is revealed to be how Guardians ''actually'' act, seeking out loot simply to have it, constantly being on the search for power, and being bored by just about any task that comes at no real immediate benefit to them. [[spoiler: It's implied that the Traveler is intentionally inflicting this as a mental RestrainingBolt against doing anything that isn't training to fight the Darkness, given how it's treated the other races it blessed in the past.]]
** The [[spoiler:timeloop]] affecting the Dreaming City is a deconstruction of [[spoiler: events in traditional MMORPG games that repeat indefinitely for either no real in-universe reason or an arbitrary one, lore-wise. Whereas repeating events in other games tend to simply repeat with no real consequence, the curse on the Dreaming City is looping, and it's raising hell on the Awoken who are forced to live out cruel fates, unable to change them, all for a [[AmbiguousSituation gambit of unclear ends.]]]]

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** The behavior of RealLife players is revealed to be how Guardians ''actually'' act, seeking out loot simply to have it, constantly being on the search for power, and being bored by just about any task that comes at no real immediate benefit to them. [[spoiler: It's [[spoiler:It's implied that the Traveler is intentionally inflicting this as a mental RestrainingBolt against doing anything that isn't training to fight the Darkness, given how it's treated the other races it blessed in the past.]]
** The [[spoiler:timeloop]] affecting the Dreaming City is a deconstruction of [[spoiler: events [[spoiler:events in traditional MMORPG games that repeat indefinitely for either no real in-universe reason or an arbitrary one, lore-wise. Whereas repeating events in other games tend to simply repeat with no real consequence, the curse on the Dreaming City is looping, and it's raising hell on the Awoken who are forced to live out cruel fates, unable to change them, all for a [[AmbiguousSituation gambit of unclear ends.]]]]



** ''Beyond Light'' through ''Lightfall'' place huge emphasis on the idea that [[spoiler: the Light and the Darkness are not straightforward good and evil, but more like two neutral, diametrically opposed forces of nature, whose powers and blessings can be used for whatever their wielder really wants. Guardians and allies of humanity are capable of using the Darkness for good just in the same way that the Warlords of the past and the Lucent Brood utilize the Light for either selfish or malevolent purposes, and the Darkness that humanity believes to have known is actually an entity known as The Witness simply using it for it's own purposes. The Darkness as a force might not even be inherently opposite to the Light either, with Osiris positing that it's a manifestation of the more abstract concepts of the universe such as emotion and thought compared to the more physical nature of the Light.]]

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** ''Beyond Light'' through ''Lightfall'' place huge emphasis on the idea that [[spoiler: the [[spoiler:the Light and the Darkness are not straightforward good and evil, but more like two neutral, diametrically opposed forces of nature, whose powers and blessings can be used for whatever their wielder really wants. Guardians and allies of humanity are capable of using the Darkness for good just in the same way that the Warlords of the past and the Lucent Brood utilize the Light for either selfish or malevolent purposes, and the Darkness that humanity believes to have known is actually an entity known as The Witness simply using it for it's own purposes. The Darkness as a force might not even be inherently opposite to the Light either, with Osiris positing that it's a manifestation of the more abstract concepts of the universe such as emotion and thought compared to the more physical nature of the Light.]]
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* AnAesop: ''Forsaken'' talks a lot about revenge, and dishes out the two following ones: first, revenge is not [[VengeanceFeelsEmpty always an empty, selfish pursuit]] if it's done in the name of justice. The player character sets out to not only avenge Cayde, but to try and bring Uldren to justice for the crimes he's committed. [[spoiler: They also go after Riven and try so save the Dreaming City after putting him down, showing that they won't leave evil go unchecked.]] The second is that your actions carry serious consequences no matter who you are- killing Uldren will make an enemy of the Awoken, and in order to get to him you side with some unsavory characters and pull a lot of nasty favors.
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** The exotic kinetic Hand Cannon Sturm has a perk that it will reload the equipped energy weapon upon a kill, and the energy legendary Sidearm Drang has a special perk that it will reload Sturm and include a bonus damage round. In the first year with a double primary design this was an interesting way of switching weapons without a manual reload. The advent of a special weapon category made it more of a handicap, [[SoLastSeason as you're losing on special weapon damage running both]]. Eventually a weapon perk called Auto-Loading Holster came around where the holstered weapon would reload itself after a short time (about 4 seconds). And later this was worked as a damage class-specific armor mod that would happen gradually (about 15 seconds).
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* StatOverflow:
** Certain [[PowerOfTheVoid Void]] fragments and abilities can cause a Void Overshield to form over the user, letting them withstand additional damage before it either is broken or the buff timer runs out. In particular, Sentinel Titans can alter their Barricade to provide a full overshield to themselves and nearby allies on cast, and staying near it while it's up causes the overshield to slowly regenerate. Hunters with Gyrfalcon's Hauberk can abuse this with {{Invisibility}} and [[StuffBlowingUp Volatile]], blowing up enemies and constantly staying out of sight while charging overshields they and their allies can use by deploying their class ability.
** Warlock Rifts can slowly heal past full health to form an overshield, but it immediately fades if the person inside steps out. The Well of Radiance super used to do this for a long while, but got changed to instead just heal to full and apply damage resistence instead.
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* DumpStat: Player characters are defined by six stats that are outlined on the character screen, with Mobility (strafe speed and jump height), Resilience (damage reduction), Recovery (speed of health regeneration) affecting moment-to-moment gameplay and also tied to the recharge speed of class abilities, Mobility for Hunters, Resilience for Titans and Recovery for Warlocks. This made it ideal to ensure a high stat in their respective categories while the others (Discipline, Intellect, Strength) were less of a priority due to exotic armor and armor builds more geared to impacting those factors. At the start the actual distinction between classes was largely in the class ability recharge and not the benefit of the stat itself, Resilience at max level was only 10 percent damage reduction. In year five changes to Resilience scaling went to an absurd 40% damage reduction (30% after a nerf), which ended up highlighting how little Mobility contributed to the system. In a MinMaxing situation Titans and Warlocks would handily focus on Resilience and Recovery, while Hunters were forced to stack into Mobility for class ability uptime and choose one of the others.

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*** There are six character stats that impact gameplay behavior and power usage: movement (base walking and strafing speed), resilience (damage negation), recovery (how long without weapons fire before HealthRegeneration), discipline (grenade recharge), intellect (super recharge) and strength (powered melee recharge). While there are some hints that movement, resilience and recovery are tied to different classes and their class ability, and the recharges give a O-100 timer, many of the unique interactions require extensive character builds and outside sources to fully understand the benefits.

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*** There are six character stats that impact gameplay behavior and power usage: movement (base walking and strafing speed), resilience (damage negation), recovery (how long without weapons fire before HealthRegeneration), discipline (grenade recharge), intellect (super recharge) and strength (powered melee recharge). While there are some hints that movement, resilience and recovery are tied to different classes and their class ability, and the recharges give a O-100 0-100 timer, many of the unique interactions require extensive character builds and outside sources to fully understand the benefits.benefits.
** There are some unique exotic weapon and exotic armor interactions that are only discovered through playtesting. Most are intentional, others are possibly a bug that was never fixed.
*** Witherhoard does damage over time upon impact with an enemy. What is not explained anywhere is during the tick damage period the enemy is considered to be Taken, and thus will take extra damage from anti-Taken weapons such as Malfeasance.
*** Necrotic Grips is a Warlock gauntlet that instigates burn damage on a melee hit and can spread to nearby enemies in a burst effect after one is killed and continue with each enemy that dies to this effect. In a sufficiently crowded space with low level enemies, this can wipe the room. Osteo Striga and Thorn have similar burn damage qualities, Osteo Striga can do the burst effect after sustained damage or an enemy kill while Thorn does innate burn damage upon landing shots. Paired with Necrotic Grips those weapons gain the chain damage that can similarly clear rooms, only you can do so from some range.
*** The Ex Diris grenade launcher and Hunter gauntlet Mothkeeper's Wraps were released in the same season. Ex Diris kills will spawn friendly Hive Moths that will search for other enemies and explode in arc damage. Mothkeeper's Wraps alters your grenade where it will be a cage of two moths, one arc that will search out targets to explode and one void that will seek out you or an ally and apply a void overshield. When used together the Ex Diris kills will spawn an arc ''and'' void moth, feeding into such builds.

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** ''Lightfall'' introduced a character build tab where you can save subclass, weapons, armor mods and even appearance, letting you switch entirely different set-ups within seconds. This was a feature that had been sorely needed since ''Shadowkeep''.
** In conjunction with changing the armor mod system, ''Season of Defiance'' had the artifact perks changed so that none were temporary mods you had to insert into the armor and take up specific slots. Some in fact would reduce armor energy costs for existing mods, but now the artifact itself was something to change around with the only requirement to use a perk was to match the description (such as solar weapon kills causing radiance).



* ArcNumber: ''Witch Queen'' has particular emphasis on the number 2.
** Two Vanguard members remaining.
** Two races wielding the light.
** The launch date is 2/22
** The launch trailer is 2:22
** The number even sounds like “truth” in a way.

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* ArcNumber: ArcNumber:
** One Thousand occurs in several places. Most notable is the worm god Xol with the title "Will of the Thousand" while Riven has a full title of "Riven of a Thousand Voices" with the exotic weapon "One Thousand Voices. A scout ship connected to The Whisper mission is called One Thousand Wings, while there is also a sniper rifle called ThousandYardStare that may or may not be connected. The exact purpose of this number is uncertain.
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''Witch Queen'' has particular emphasis on the number 2.
** *** Two Vanguard members remaining.
** *** Two races wielding the light.
** *** The launch date is 2/22
** *** The launch trailer is 2:22
** *** The number even sounds like “truth” in a way.


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** Some form of "O (noun) Mine" is used by entities closely connected to the Darkness. This became prevalent in ''Forsaken'' as a term Riven liked to use, when impersonating Mara Sov to Uldren she would say "[[SomethingOnlyTheyWouldSay O Brother Mine]]," and later address the player character as "O Guardian Mine" or "O Murderer Mine." Savathun also uses it a few times. Lore indicates this phrase is a type of subtle curse, binding the fate of characters together.
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** Season four was dedicated to a light subclass redesign, where each subclass was made to resemble the Stasis subclass structure. This gave players much more versatility in spec'ing towards a specific style. The caveat was that many of the exotic armors became obsolete because the revamp improved players abilities to improve their "neutral game," grenade, melee and class benefits that affect moment-to-moment gameplay. Exotics that provided a benefit to ONLY [[CripplingOverspecialization super activation, super recharge or mobility]] were suffering next to exotics that provided smaller benefits that fed more into the neutral game. This became exaggerated in year five when armor mods became more consolidated with the idea of working with the new subclass designs. In year five numerous exotics were modified to improve their functionality on this end. Shards of Galnor was changed to increase super recharge based on melee knife kills in addition to the original super recharge from super kills, which meant players could push a melee build that allowed more super attacks.

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** Season four five was dedicated to a light subclass redesign, where each subclass was made to resemble the Stasis subclass structure. This gave players much more versatility in spec'ing towards a specific style. The caveat was that many of the exotic armors became obsolete because the revamp improved players abilities to improve their "neutral game," grenade, melee and class benefits that affect moment-to-moment gameplay. Exotics that provided a benefit to ONLY [[CripplingOverspecialization super activation, super recharge or mobility]] were suffering next to exotics that provided [[JackOfAllStats smaller benefits that fed more into the neutral game. game]]. This became exaggerated in year five six when armor mods became more consolidated with the idea of working with the new subclass designs. In year five Consequently, numerous exotics were modified to improve their functionality on this end. Shards of Galnor was changed to increase super recharge based on melee knife kills in addition to the original super recharge from super kills, which meant players could push a melee build that allowed more super attacks.

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* PowerCreep: The game started to run into this problem in year three. Forsaken in year two offered random rolls on gear (gear in the first year had static rolls, meaning once you acquired it any future version would be the same) and players subsequently managed to grind for the highest tier combination of perks, which tended towards damage buffs and increased reload speeds. This skewed players into being much more powerful than Bungie intended, able to melt the toughest Raid bosses. Shadowkeep in year three brought about a round of nerfs, but it became evident with newer gear that that players were favoring older gear and infusing it (increasing its light level to the current seasonal max) rather than experimenting with the newer gear with alternate perks. This eventually lead to the announcement of "sunsetting" older gear by preventing it from being infused beyond a particular light level after a certain period of time. The announcement, as would be expected, was controversial, although a similar strategy had been done before in The Taken King expansion of the first game.
** More specifically, the original Perfect Paradox shotgun from the Curse of Orisis expansion in year one was considered a highly favorable shotgun due to the standard handling and damage perks. The Season of the Worthy introduced a method of easily grinding out a new version of the Perfect Paradox but with randomized perks, so in addition to getting the perks with the original weapon you could get newer perks that catered to any particular play style. In essence the shotgun got overshadowed by itself.

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* PowerCreep: PowerCreep:
**
The game started to run into this problem in year three. Forsaken in year two offered random rolls on gear (gear in the first year had static rolls, meaning once you acquired it any future version would be the same) and players subsequently managed to grind for the highest tier combination of perks, which tended towards damage buffs and increased reload speeds. This skewed players into being much more powerful than Bungie intended, able to melt the toughest Raid bosses. Shadowkeep in year three brought about a round of nerfs, but it became evident with newer gear that that players were favoring older gear and infusing it (increasing its light level to the current seasonal max) rather than experimenting with the newer gear with alternate perks. This eventually lead to the announcement of "sunsetting" older gear by preventing it from being infused beyond a particular light level after a certain period of time. The announcement, as would be expected, was controversial, although a similar strategy had been done before in The Taken King expansion of the first game.
** *** More specifically, the original Perfect Paradox shotgun from the Curse of Orisis expansion in year one was considered a highly favorable shotgun due to the standard handling and damage perks.perks, but was still a static roll. The Season of the Worthy introduced a method of easily grinding out a new version of the Perfect Paradox but with randomized perks, so in addition to getting the perks with the original weapon you could get newer perks that catered to any particular play style. In essence the shotgun got overshadowed by itself.itself.
** Season four was dedicated to a light subclass redesign, where each subclass was made to resemble the Stasis subclass structure. This gave players much more versatility in spec'ing towards a specific style. The caveat was that many of the exotic armors became obsolete because the revamp improved players abilities to improve their "neutral game," grenade, melee and class benefits that affect moment-to-moment gameplay. Exotics that provided a benefit to ONLY [[CripplingOverspecialization super activation, super recharge or mobility]] were suffering next to exotics that provided smaller benefits that fed more into the neutral game. This became exaggerated in year five when armor mods became more consolidated with the idea of working with the new subclass designs. In year five numerous exotics were modified to improve their functionality on this end. Shards of Galnor was changed to increase super recharge based on melee knife kills in addition to the original super recharge from super kills, which meant players could push a melee build that allowed more super attacks.
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* ColorCodedArmies: {{Downplayed|Trope}} compared to the original - while all factions have specific colors associated with them, the various sub-divisions within the Fallen, Hive, Vex, and Cabal all seem to have been consolidated into single armies, with the Cabal being represented by the Red Legion (red), the Fallen uniting into the House of Dusk (purple), the Hive being reduced to Savathun's Brood (Blue), and the Vex consolidating into the Sol Collective (bronze and seafoam).
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* VideoGameRaids: Raids return from the original game, retaining their six-player, boss-focused structure. Added in this game are Spoils of Conquest, a raid-exclusive currency which can be spent for extra loot.
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** "Season of the Deep" starts with the return of Titan and a promise to reveal more of the motives of [[GreaterScopeVillain The Witness]] and [[GainaxEnding what happened at the end]] of ''Lightfall''. Instead it turned out to be a surprisingly comprehensive [[spoiler: backstory of the Witness and the Black Fleet's relationship with The Traveler, how they are the FusionDance of the first known species the Traveler blessed with the Light and have chased it with the intent to control its RealityWarper powers using Darkness from The Veil]]. Such information was expected to be shared in an expansion and not a seasonal story.
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** The Thorn hand cannon returns from the original game. While it's a kinetic weapon, it's projectiles are enormous poison [[ExactlyWhatItSaysOnTheTin thorns]] which progressively weaken their target. Its cousin gun, Rose, once powered up, can fire projectiles at friendlies to heal them.

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** The Thorn hand cannon returns from the original game. While it's a kinetic weapon, it's projectiles are enormous poison [[ExactlyWhatItSaysOnTheTin thorns]] which progressively weaken their target. Its cousin gun, Rose, Lumina, once powered up, can fire projectiles at friendlies to heal them.
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* ''Forsaken:'' In the midst of a riot at the Prison of Elders, Cayde-6 meets his demise at the hands of Prince Uldren Sove and his band of corrupted Fallen known as the Scorn. Mourning the loss of their friend, the Vanguard feel their hands are tied in scouring the Reef to bring Uldren to justice, but the Guardian [[RoaringRampageOfRevenge has other plans]]. Tracking down the Scorn leadership one by one, aided by the Fallen black market leader called Spider, the lawless land reveals to be hiding an Awoken secret, the Dreaming City. But the Dreaming City [[SealedEvilInACan hides an even more dangerous entity]].

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* ''Forsaken:'' In the midst of a riot at the Prison of Elders, Cayde-6 meets his demise at the hands of Prince Uldren Sove Sov and his band of corrupted Fallen known as the Scorn. Mourning the loss of their friend, the Vanguard feel their hands are tied in scouring the Reef to bring Uldren to justice, but the Guardian [[RoaringRampageOfRevenge has other plans]]. Tracking down the Scorn leadership one by one, aided by the Fallen black market leader called Spider, the lawless land reveals to be hiding an Awoken secret, the Dreaming City. But the Dreaming City [[SealedEvilInACan hides an even more dangerous entity]].

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* AnAesop: ''Forsaken'' talks a lot about revenge, and dishes out the two following ones: first, revenge is not [[VengeanceFeelsEmpty always an empty, selfish pursuit]] if it's done in the name of justice. The player character sets out to not only avenge Cayde, but to try and bring Uldren to justice for the crimes he's committed. [[spoiler: They also go after Riven and try so save the Dreaming City after putting him down, showing that they won't leave evil unchecked.]] The second is that your actions carry serious consequences no matter who you are- killing Uldren will make an enemy of the Awoken, and in order to get to him you side with some unsavory characters and pull a lot of nasty favors.

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* AnAesop: ''Forsaken'' talks a lot about revenge, and dishes out the two following ones: first, revenge is not [[VengeanceFeelsEmpty always an empty, selfish pursuit]] if it's done in the name of justice. The player character sets out to not only avenge Cayde, but to try and bring Uldren to justice for the crimes he's committed. [[spoiler: They also go after Riven and try so save the Dreaming City after putting him down, showing that they won't leave evil go unchecked.]] The second is that your actions carry serious consequences no matter who you are- killing Uldren will make an enemy of the Awoken, and in order to get to him you side with some unsavory characters and pull a lot of nasty favors.


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** ''Season of the Witch'' saw the introduction of the Exotic Mission Rotator, providing an alternative method for gaining exotic weapons from past seasons. The returned exotic missions ''also'' drops the armor and weapons associated with that season, with all weapons (exotic and seasonal) being craftable, so you can fill out any Shaping progress you missed.
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** Part way through Season 22 it was discovered if the game had enough lag at the Enclave weapon crafting station then you could select two different weapons and merge the archetype with the frame, meaning you can get an auto rifle and give it the aggressive frame ''shotgun'' trait and fire twelve shotgun pellets with every shot, basically giving you the burst damage of a shotgun with the rate of fire and range of an auto rifle. While not every combination is usable, that is a tame option as others include shotguns burst damage and ''grenade launchers''. This was a legitimate glitch and thus not a bannable offense from Bungie, while they said eventually weapons would be reverted there was no plans to disable any weapons or game modes until they can figure out a fix.[[note]]This is remarkably similar to a glitch found with weapon pads in ''VideoGame/Halo5Guardians'', which eventually became an AscendedGlitch for ''VideoGame/HaloInfinite''. The games share some code architecture due to being from related source code.[[/note]]
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* GeorgeLucasAlteredVersion: A game design premise that goes back to the first Destiny was that the world was going to be evolving over time, with not just expansions adding new destinations but secret missions being added to existing locations, often with [[InvisibleAdvertising no official advertisement from Bungie]]. This has resulted in many aspects of the game being changed and manifesting in different ways.
** In the lead up to ''Beyond Light'' it was announced that older game content would [[MissingEpisode be cycled out]] due to technical limitations, with four planets removed as patrol spaces, Titan, Io, Mars and Mercury, along with the ''Red War'', ''Curse of Osiris'' and ''Warmind'' campaigns. This came with a promise they would go into the "Destiny Content Vault" (DCV) and will be cycled back into the game in further expansions and/or seasons in a modified form. This is paired with ''Beyond Light'' bringing in the Cosmodrone location, the first place all Guardians explored in the first Destiny game, with updated strikes from the first game as well as elements relevant to the current metagame design. ''The Witch Queen'' brought back Mars, but using Mars locations as it existed in Destiny 1.
** Included in the DCV was bringing back Raids from the first Destiny game, starting with Vault of Glass but also Kingsfall and Crota's End, including a "reprised" Day One Raid drop akin to the Day One Raids for the main expansion. This is not just [[UpdatedRerelease bringing back those raids with a fresh coat of paint]] but feature intricate additions to the raid mechanics to make them more on par with modern raid experiences (Crota's End went from a laughably simple raid that was possible [[DungeonBypass to bypass]] or solo, into one that really pushed experienced players to be on their toes).
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** The Thorn hand cannon returns from the original game. While it's a kinetic weapon, it's projectiles are enormous poison [[ShapedLikeItself thorns]] which progressively weaken their target. Its cousin gun, Rose, once powered up, can fire projectiles at friendlies to heal them.

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** The Thorn hand cannon returns from the original game. While it's a kinetic weapon, it's projectiles are enormous poison [[ShapedLikeItself [[ExactlyWhatItSaysOnTheTin thorns]] which progressively weaken their target. Its cousin gun, Rose, once powered up, can fire projectiles at friendlies to heal them.
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removed this bizzarely negative claim, considering the TFS showcase has shown there's an entire new system of releases (episodes) for after it.


Bungie has maintained that there will not be a ''Destiny 3'' in terms of story; all post-''Final Shape'' content will continue to be pushed to ''Destiny 2'' for the foreseeable future, if such content will even exist. However, public job listings and descriptions for the company together with notes regarding Bungie's purchase by Creator/{{Sony}} have confirmed the production of an extended universe containing spin-off media in multiple mediums, including additional games.

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Bungie has maintained that there will not be a ''Destiny 3'' in terms of story; all post-''Final Shape'' content will continue to be pushed to ''Destiny 2'' for the foreseeable future, if such content will even exist.future. However, public job listings and descriptions for the company together with notes regarding Bungie's purchase by Creator/{{Sony}} have confirmed the production of an extended universe containing spin-off media in multiple mediums, including additional games.
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** The Thorn hand cannon returns from the original game. While it's a kinetic weapon, it's projectiles are enormous poison [[ShapedLikeItself thorns]] which progressively weaken their target. Its cousin gun, Rose, once powered up, can fire projectiles at friendlies to heal them.
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* HeWhoFightsMonsters: The Season of the Witch kicks off with Eris Morn, perhaps the most implacable foe of the Hive, creating a ritual that invests her with the Sword Logic and the ability to gain power via the Guardian tithing their kills to her. In simpler terms, Eris is turning herself into a Hive God. Ikora worries aloud that she might not be able to give up the power.

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** There are several stats weapons use to govern their performance but which are not part of the overview that can be viewed in-game; these are aim assist levels, bullet magnetism[[note]]How far a shot will "curve" towards a target or their weak spot, effectively constraining the cone of fire at farther ranges[[/note]], zoom level, and recoil direction. Bungie has explicitly stated that they do not make these scores publicly available without external tools for the sake of preventing [[{{Munchkin}} a hardcore grindset]].
** For similar reasons, nowhere in the game does it specify the exact strength of ''any'' DamageIncreasingDebuff or buff available to players. Making matters worse is the fact that the ability to stack these effects were mostly removed in Update 3.0, creating even more of a headache in not only trying to determine which status effect is most efficient for buffing DPS, but also working out the few exceptions that slip through the cracks.

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** There are several stats weapons use to govern gameplay mechanics where the fine details of what certain mechanics do and their performance but which potency are not part of available to the overview player via anything in-game. It's typically through brute force testing (for example comparing damage numbers against red, orange and yellow bar enemies) or third party apps that you can be viewed in-game; discern that information. And these change every couple of weeks due to Bungie seeking to {{nerf}} or BalanceBuff certain mechanics, and explicitly stated that they do not make these scores publicly available without external tools for the sake of preventing [[{{Munchkin}} a hardcore grindset]].
*** For weapon stats
these are aim assist levels, bullet magnetism[[note]]How far a shot will "curve" towards a target or their weak spot, effectively constraining the cone of fire at farther ranges[[/note]], zoom level, and recoil direction. Bungie has explicitly stated It was much later in year five that they do not make these scores publicly available without external tools for the sake of preventing [[{{Munchkin}} a hardcore grindset]].
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added recoil direction and airborn effectiveness as observable functions.
***
For similar reasons, nowhere in the game does it doesn't specify the exact strength of ''any'' DamageIncreasingDebuff or DamageIncreasingDebuff, buff or ability increasing recharge available to players. Making matters worse is the fact that the ability to stack these effects were mostly removed in Update 3.0, creating even more of a headache in not only trying to determine which status effect is most efficient for buffing DPS, but also working out the few exceptions that slip through the cracks.cracks.
*** There are six character stats that impact gameplay behavior and power usage: movement (base walking and strafing speed), resilience (damage negation), recovery (how long without weapons fire before HealthRegeneration), discipline (grenade recharge), intellect (super recharge) and strength (powered melee recharge). While there are some hints that movement, resilience and recovery are tied to different classes and their class ability, and the recharges give a O-100 timer, many of the unique interactions require extensive character builds and outside sources to fully understand the benefits.
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** In possibly the longest example of this trope in the series, the TagLine of ''The Final Shape'' is the very same as [[VideoGame/{{Destiny}} the tagline of the original game]] - ''Become Legend''.
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** The game opened with the Red Legion sacking the tower. The original Tower [[spoiler:or rather a facsimile of it]] returns in ''The Final Shape'' [[spoiler:inside the Traveler]].

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* {{Retool}}: With the split from Activision, ''Shadowkeep'' and year three content in general went in a different direction. The initial campaign was very short and open-ended, but the format involved regular updates with new story developments, game modes and quest lines to accomplish. The Garden of Salvation raid was released several days in, with the Vex Offensive gametype available upon completion. Several weeks later the dungeon Pit of Heresy was opened. This made for more continuous content rather than beating the basics in a few days and waiting a few months for another DLC drop. This was preluded in the approach used in Joker's Wild, with the Invitation of the Nine quests doing a similar thing showing more of an overarching story week by week.

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* {{Retool}}: With The game lasted long enough and had enough changes to the split from Activision, gameplay, story development and underlying structure that very little of the game resembles what it was when initially released. Being an online MMORPG, many these changes are not something players can just revert and experience first-hand anymore.
** Campaign:
***
''Shadowkeep'' and kicked off year three and the content in general release went in a different direction. The initial campaign was very short and open-ended, but was released alongside the format involved regular updates with new "Season of Undying" that gave a major companion story developments, game modes and quest lines to accomplish. The that tied into the Garden of Salvation raid was released several days in, raid, with the Vex Offensive gametype available upon completion. Several weeks later the dungeon Pit of Heresy was opened.opened and both game encounters and story development would evolve week to week. This made for more continuous content rather than beating the basics in a few days and waiting a few months for another DLC drop. This was preluded in the approach used in Joker's Wild, with the Invitation of the Nine quests doing a similar thing showing more of an overarching story week by week.week.
** Gameplay:
*** The gameplay on initial release was heavily focused on gunplay, having options of two primary ammo weapons, kinetic and elemental, and a heavy weapon category that included shotguns and fusion rifles next to machine guns and rocket launchers. Guardian powers were considerably more restrained in their recharge rates, and movement speed felt sluggish. The argument from Bungie was they wanted the light powers to feel like a big reward, but players instead felt it was more like killstreaks from ''Call of Duty'' instead of a core gameplay mechanic. Later in the year Bungie released the "Go Fast" update which increased both movement speed and light ability regeneration, which restored the punchier feel from Destiny 1. ''Forsaken'' then revised the weapon categories so that there was now a special ammo option for weapons like shotguns and fusion rifles to be moved into kinetic and elemental slots, allowing for three tiers of weapon damage instead of just two.
*** The base game had every class with all three light subclasses and two specialized options for each subclass (ie Golden Gun that fires six shots for quick crowd clear or fires three shots for higher damage against one target). ''Forsaken'' introduced a third option for each subclass that was a brand new super altogether (ie Hunters got Blade Barrage that carpet bombs an area with exploding knives as a solar alternative to Golden Gun). This was referred to as Subclass 2.0.
*** ''Beyond Light'' introduced Stasis, the first new subclass element introduced since the first game released. It came with a completely different skill tree allowing players to modify their playstyle on a more intricate level rather than the two, the three options given for the other subclasses. This involved all three classes having the same grenade options, but two aspect options would cater to a specific theme and fragments would have different ways of enhancing those themes. In Year Five each season would take a previous element and unlock all grenades for all characters (each subclass for each class had three grenades the other class didn't), rewriting the subclass customization to be more in line with the design made for Stasis. This was referred to as Subclass 3.0.
** Weapons:
*** The first year of the game had fixed rolls for every weapon, while placing emphasis on the chase for a particularly powerful weapon. The second year introduced random stats to the weapon, making each weapon drop a chance for a "god roll." This played more into the burgeoning "looter shooter" genre, allowing players to chose a weapon style that matches their gameplay style. With ''Beyond Light'' came the act of sunsetting, where older weapons (and armor) were reduced in potency and cannot be upgraded as it was becoming more difficult to handle weapon PowerCreep.
*** ''The Witch Queen'' introduced weapon crafting, where enough weapon drops would provide a blank pattern you could use to make a weapon and select the exact options you want, and after enough use upgrade those options into a more powerful version. Alongside this feature came foundry perks, where weapons from a particular source would have a unique perk, offering one more that you can't change from crafting.

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