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  • Abridged Arena Array: If you're looking for quick Strike completions, whether it's for Vanguard Tokens or some objective requiring a set number of completions not exclusive to the Strike Playlist, look no further than the Lake of Shadows; because the level lacks a room that requires killing waves of enemies or holding a point in order to progress, you can run past most enemies and proceed all the way to the boss, only killing a couple of elite enemies along the way to open the path forward. One quick run-through takes no longer than 5 minutes and can even be shortened to a little over 3 minutes.
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  • Alternative Character Interpretation: The Spider in Season of the Hunt. Did he really take an amnesiac Uldren under his wing out of the kindness of his heart as he says? Or was he doing it because he wanted a Guardian to work for him with no strings attached? Knowing Spider, it was probably the latter, since he states outright that he booby-trapped Uldren's Ghost.
  • Anti-Climax Boss:
    • The final boss of the Warmind expansion, Xol, Voice of the Thousands and one of the Worm Gods is brought down in a single battle. Some players felt that the epic score and intensity of the battle made it worthwhile, but others felt that it was a letdown for a battle against one of the Darkness's chief lieutenants. The final bosses of the other expansions tend to be a more grueling, sprawling encounter that takes up an entire level. Xol, on the other hand, is faced only at the tail end of the mission and has a rather dull fight pattern; in fact, the mission to defeat him ends up repurposed as a regular strike in the same expansion. The 1.2.3 update expanded on Xol being a pushover by revealing that he's Not Quite Dead and built himself the Whisper of the Worm (a darkness-infused Black Spindle with the original Year 1 White Nail perk) to revel in the chaos the Guardian and the Taken bring across the system. Furthermore, in Forsaken, Toland occasionally slips up the revelation that the Xol fought on Mars was a trick.
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    • Siviks is made out to be the main antagonist of the Black Armory expansion, stalking the player throughout their quest to reclaim the forges and even setting up the extremely controversial puzzle in Niobe Labs. Then he goes down like a punk at the end of the exotic questline for Izanagi's Burden, where you kill him in the Bergusia forge without much fanfare. Even Ada-1 moves on to inquiring about further Black Armory mysteries instead of making an eulogy on him.
    • Ikora makes a big deal of defeating the Undying Mind across multiple realities, and spends several weeks building a portal that would directly connect to it during the Season of the Undying, which goes along with Bungie's new approach of an evolving world for Shadowkeep and subsequent seasons. Then when we get to Final Offensive proper, it's the exact same activity players have been grinding for the entire season, with the only change being the Gatekeeper getting replaced by the Undying Mind, a Hydra with even less HP than the Minotaur before it. To say the fandom wasn't amused would be putting it lightly.
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  • Author's Saving Throw:
    • When Warmind's main story campaign was done and gone, many criticized Xol being defeated right then and there in a single battle to be fairly anticlimactic, given the character's standing in the overall setting. Since then, Bungie subtly remedied this by adding secrets that explain that no, Xol isn't "dead" and lives on through our kills in the form of a powerful Exotic weapon, and Forsaken even has Toland bring into question whether or not the Worm you fought over Mars really was Xol, adding to the mystery.
    • Destiny 2 was highly criticized during its first year for the large amount of characters cracking jokes when it was unnecessary, as well as the fairly low stakes; the story essentially didn't have a personal feel to it, making it hard to care for it. Come Forsaken, things take a dark turn, less jokes are being cracked, and the story is more personal, as your Guardian slowly starts slipping into unsavory behavior while on a quest to avenge Cayde's death.
  • Awesome Ego: Emperor Calus is insanely arrogant, self-obsessed, and decadent... but with all the incredible accomplishments he’s pulled off and his remarkable charisma, one can’t help but feel he’s completely earned the right to be so full of himself.
  • Best Level Ever: As per usual, the raids in this game are the absolute highlight of the Destiny experience. Specific examples include:
    • Year One's Leviathan, a tournament-style rotating gameshow where the raiders need to compete in a series of challenges in order to appease Callus, a corrupt and insane Cabal emperor. The aesthetic is impressive, the challenges are awesome and creative, and it ends in a fantastic Final Boss against the emperor himself that sees the party split between dealing with his body in the physical world and dealing with his incredible psychic capabilities in his personal pocket dimension.
    • Year Two's Last Wish is the climax of the Forsaken story arc, and sees the party venturing into the Dreaming City to finally kill Riven, the legendary ahamkara. What follows is an absolute gauntlet of difficult challenges and incredible sights, requiring party members to cooperate clearly and consisely just to progress. The Final Boss is a massive and extremely impressive fight against Riven herself, with the party requiring an extremely complicated process just to take her down, and even then she's still not dead! After killing her the party must drag her ascendant realm back to Kalli and Shuro Chi to purify her heart from Taken energy, ending in a triumphant slam dunk into the cauldron.
    • Year Four's Deep Stone Crypt garnered immense praise right out the gate, with it's striking setpieces and scenery (including a bonafide space walk, the first in Destiny's history) tight encounter design and engaging mechanics all being high points. It's also one of the most plot-heavy raids in the series, with a number of plot twists that qualify it as a Wham Episode where Raids usually serve as epilogues to the expansion's main story. In particular, the reveals of Atraks becoming the first Fallen Exo, the revival of Taniks, and the Halfway Plot Switch of stopping House Salvation from raiding the crypt to stopping Taniks from destroying Europa with a nuclear-equipped space station are sights to behold for sure.
  • Bile Fascination: Most of the views for the incredibly lazy "Keeping Track" commercial are from trying to see how bad it really is.note 
  • Breather Boss:
    • After the absolute pain in the ass that is Vorgeth, what with an immunity barrier and annoying Eye Beam that pushes you back, Dûl Incaru, the final boss of the "Shattered Throne" bonus dungeon, is easily manageable despite the 590 Power level difficulty, and if done correctly, goes down fairly quickly with the right damage stack.
    • After struggling through the two hellish phases of the Bergusia Forge ignition (Vandals sniping you with incredible precision, Exploder Shanks going Zerg Rush on you, and Overcharged Shanks slowing down your movement), the Forge Warden boss is nothing more than a Fallen Walker with a lot of health, lacking the phase shields that make the other Forge Wardens extra tough to take down.
    • Zulmak, the final boss of the "Pit of Heresy" dungeon, is even easier than Dûl Incaru, as his boss arena is wide with a lot of obstacles blocking his line of sight, and you are given no limit as to the number of times you can attempt to bring him into damage phase. This is a blessing for those who got into trouble in the Pariah Ogres maze and the Chamber of Suffering, moreso if they were attempting to do it alone and without dying for the "Crimson Echoes" emblem.
  • Broken Base:
    • The revamped Crucible. Some like it for the more grounded approach and increased focus on gunplay and teamwork, while others dislike it for restricting mode choices note , nerfing ability cooldowns and generally increasing the time it takes to kill a single Guardian, making the aforementioned grounded playstyle bland and uninspired. Even months into the game, most question whether Bungie meant to make the Crucible appeal to a more casual playerbase, or turn it into an e-sport; the latter option being something that puzzles many even more due to the game's inherent contradictions to a competitive e-sports/MLG environment note .
    • Exotic quests that require Crucible play to complete. One side says that the Crucible is just as much a part of the game as the rest of the content, and that it's not unreasonable for the developers to expect their players to participate in every aspect of the game if they want to get the best guns. The other side says that they don't have any interest in the PvP side of the game and as such they don't engage in it. Due to that, they're very low-skilled players who end up having to spend hours slogging it out in the Crucible against players with a far higher degree of skill. The Last Word was probably the worst of this, as getting killed would cause the players to lose progress in the quest.
    • The Year 2 Annual Pass, mainly with its lack of campaigns, new Strikes and new PvP maps. Some like the idea of more frequent, but less substantial, content updates, and point out that out of all the smaller Downloadable Content (Dark Below, House of Wolves, Curse of Osiris, and Warmind), all of them have been pretty underwhelming at best, especially with regards to their campaigns. They see the smaller Downloadable Content as Bungie cutting out the fluff to deliver more endgame content on a more regular schedule. The other side argues that Bungie is just charging the same amount of money for less content, and that they threw the baby out with the bathwater by just dropping the Campaigns instead of improving them or altering the way that they were told, such as using them to tell a multi-part story over several DLC installments.
    • Should there be a Destiny 3? This is a debate that began around the announcement of Shadowkeep and has split the community in half, especially after Bungie announced that Destiny 2 would have year 4, year 5, and year 6 DLC. Some argue against the idea of a third game, stating that they don't want another reset and want to keep all their gear and progress that they've accumulated over the years of playing the game. The other side argues that continuing to update and support Destiny 2 isn't worth it in the long run, especially considering all the steps that Bungie is taking in order to make it possible, such as Content Vaulting and Gear Sunsetting (both of which are very much Base Breakers in and of themselves).
  • Casual/Competitive Conflict: The main reason why the fandom is in such a splintered state. A good amount of Destiny 1 veterans regard Destiny 2 as a dumbed-down game that caters way too much to the casual by making the story lighter in tone, oversimplifying gameplay mechanics, and disincentivizing individual plays and loot; in essence, this sequel doesn't have much in the way of keeping anyone's attention on the game once they obtain everything, let alone offering appealing rewards. As a result, controversies arose and the playerbase dwindled much faster than it ever did with Destiny 1 over its entire game cycle. It's not until nearly half a year into the game's cycle that Bungie started addressing core problems with concise suggestions and increased their communications with the fragmented fandom.
  • The Chris Carter Effect: The game as a whole has been better received for the story campaigns than the first game, but a recurring problem was how the strict story unfolding in front of the players is so broadly told and barely conveys the tons of lore material that sets things up. This created a greater fracture between the players who just want a good looter shooter and those who obsess over the World Building materials and what every small clue is hinting towards, somehow hitting BOTH Play the Game, Skip the Story and Enjoy the Story, Skip the Game. Destiny 2 has managed to push the setting forward and resolve storylines that were developed long in advance, from finally meeting Osiris and making contact with a revived Rasputin, Forsaken even resolves lingering questions about the events of The Taken King two years earlier. But it can still be not enough as the DLC in between the bigger fall expansions are often criticized for not having enough story, which came to a head in Year Three's Season of the Worthy (The Almighty is sent on a collision course to Earth and you have to help charge Rasputins weapons systems... in the midst of this they had the Olympics-esque Guardian Games competition that killed all story momentum).
  • Complacent Gaming Syndrome:
    • During the first weekend of Trials of the Nine, the MIDA Multi-Tool exotic Scout Rifle was used by at least one player in ninety-eight percent of all matches, and accounted for thirty-five percent of all kills note . This is due to the MIDA Multi-Tool being a top-tier Scout Rifle, and the Eternity map used for the first week of Trials had a lot of long sight lines that favored Scout Rifles; not to mention that the MIDA was given as a quest reward rather than subject to random drops, so a lot of people had one.
    • The Explosive Payload weapon perk for many experienced players, until its bonus damage nerf in August 2018. It makes the weapon's projectile create a small area-of-effect detonation on impact that also avoids a large chunk of damage falloff penalty, making weapons with this perk such as the Better Devils and Sunshot hand-cannons or the Nameless Midnight scout rifle much sought after in the community. Following their range adjustments in Shadowkeep, Explosive Payload resurged in PvP on hand cannons due to its aforementioned ability to mitigate damage falloff.
    • High-Caliber Rounds was the other must-have weapon perk, being one of the big reasons the MIDA Multi-Tool was so prevalent in the Crucible alongside Uriel's Gift. It causes enemies to stagger, or in the case of players, suffer from more flinch/knockback upon being shot, throwing off their aim. (Both points also apply to Explosive Payload above.)
      • Most egregiously, the MIDA Multi-Tool had High-Caliber Rounds in the original Destiny, was Nerfed by having that specific perk removed, and brought it back for the sequel, with predictable results.
    • If it was not Uriel's Gift being loaded into someone's Energy slot in Season 1 Crucible, it's Last Hope - a sidearm with maxed-out stability, high impact for its archetype, three-round bursts, and ultimately the fastest time to kill at short range that isn't a Power Weapon or the bugged Prometheus Lens in the Curse of Osiris launch week. The Last Dance is a close second as a sidearm with similar overall properties and different perks, but more recoil than Last Hope.
    • Swords tend to be surprisingly popular in the Power slot due to the fact that even a single light swing will be a One-Hit Kill, you get plenty of ammo per box spawn, and the fact that you get a third-person camera when using it and thus gain a massive situational awareness advantage over first-person players with guns. This means that players can corner-camp with impunity and become a massive annoyance to their opponents if they can't be flushed out effectively via grenades or flanking. The biggest offender is the Hunter exclusive Quickfang, which boosts movement speed and has the fastest swing time of any swords, all while still able to One-Hit Kill enemy Guardians. Year 2 moved away from this trend in Heavy weapons due to shotguns being moved to the Special slot and therefore a much more accessible close-range OKHO weapon than swords.
    • For boss battles and especially the Leviathan Raid, players were expected to wield one of their following as their boss-melting DPS weapon of choice in Year 1: the Coldheart Exotic Trace Rifle (itself a Pre-Order Bonus and thus commonly owned), the Merciless Exotic Fusion Rifle, and any Rocket Launcher with the Cluster Bomb perk such as the Curtain Call or Sins of the Past. Used in conjunction with Rally Barricades for instant reloads, the total DPS output on Calus with over 100 Force of Will stacks can kill him in just one damage phase. Sweet Business with Actium War Rig is also exceptional at DPS and skull-farming, but its low ammo capacity means it runs out of ammo far too quickly to be used for both.
    • Following the "Go Fast" update, the Vigilance Wing, a five-round burst pulse rifle, had become the weapon of choice amongst PvP players due to the extremely low time to kill it has. It can kill an enemy player in two to three bursts.
    • The Graviton Lance followed suit in Warmind, becoming a makeshift hard-hitting Scout Rifle with a fast rate of fire and laser precision, with the added bonus of making headshots a deterrent against tightly grouped enemy teams.
    • The hardest waves of Escalation Protocol almost always required multiple Guardians with the ability to deal a Damage-Increasing Debuff, be it the Tractor Cannon, a Nightstalker's Shadowshot coupled with the Orpheus Rig, or a Sunbreaker's Hammer Strike. Stacking those debuffs is much more preferable than most damage-dealing Supers, though the Voidwalker's Nova Bomb is also a desirable option due to its synergy with Tractor Cannon at the time. Given the sheer difficulty of the last two Escalation Protocol waves, however, it was generally agreed that using all the above (some normally considered as game breakers) was the strict minimum, and straying from that strategy was bound to fail. After Forsaken, Escalation Protocol's difficulty no longer had such a high barrier for completion.
    • After Gambit launched, the Sleeper Simulant quickly became the go-to gun for the game mode, due to its ability to one-shot a Guardian with a body shot even while that guardian was using their Super. It also had very generous Aim Assist, making for a high-damage weapon that was very easy to use. It was the go-to weapon for Invaders and was excellent at clearing blockers and damaging the Primeval Taken that spawned when your team banked enough motes.
      • Following Sleeper Simulant's nerf, The Queenbreaker took over as the go-to invader weapon due to its faster charge time as well as being bugged to where it had double the amount of intended aim assist. This continued until its nerf at the start of Season 6.
    • Following the weapons slot changes in Patch 2.0, using a shotgun, any shotgun, is bound to get you decent results in the Crucible, given that it's a oneshot with little to no preparation, and closing the distance against Guardians that try to stop you with their puny Primary weapons is incredibly easy. It's got to the point that players have had enough of "shotgun apes" roaming in the Crucible and avoid PvP altogether.
    • Well of Radiance became a must-have super for endgame PvE content shortly after it was released, due to its healing, overshield, and massive 35% damage output increase, as well Bottomless Magazines if Lunafaction Boots are equipped (change to faster reloading as of Shadowkeep). It's worth nothing that Bungie removed Blessing of Light and Weapons of Light from Ward of Dawn in Destiny 2 to avoid this situation, but created a super ability better than the original Ward of Dawn in almost every way with very predictable results.
    • For random weapon rolls, you can never go wrong in PvE with the combination of a reload speed perk note  and a damage-boosting perk note . Any weapon that rolls with that combo usually steamrolls over the rest unless you are aiming for a specific weapon's unique perk combinations (which appear more often with each expansion in the Annual Pass), or are tuning for a more specific purpose like the Crucible (where Kill Clip note  is usually a superior choice to Rampage due to a larger short-lived damage boost and the difficulty in getting 3 stacks of Rampage in PvP). It's just that the combination of getting a large damage increase on top of being able to quickly reload your weapon to keep the stacks going is one of the most appealing options when considering a weapon's strengths and weaknesses.
    • Celestial Nighthawk is an exotic Hunter helmet that condenses all Golden Gun shots into one, but with a 6x damage output. Since Crucible or Strikes rarely need that much damage it became a go-to for Raids, while using other buffs provided by allies they can sometimes deal 15 percent of the damage to the boss health in one shot. If a Hunter isn't using Celestial Nighthawk they had better be using Orpheus Rigs and Shadowshot.
    • Black Armory introduces us to what is unequivocally the most common cookie-cutter weapon loadout ever due to its extreme versatility: the Blast Furnace pulse rifle for the kinetic slot, the Exotic fusion rifle Jötunn for the energy slot, and the Hammerhead heavy machine gun. All for these weapons boast the highest range and stability in their class, with the Jötunn boasting nigh-unlimited range (with an added bonus of slight homing) and ridiculous stopping power (enough to oneshot regular Guardians in the Crucible and critically injure roaming supers), and the Hammerhead essentially being a Heavy scout rifle in disguise due to its predictable recoil pattern. This unholy trinity is sometimes referred to as the "Dad loadout", mocking low-skill, non-hardcore players that use these weapons to outrange the competition.
    • Riven used to be a challenging boss requiring knowledge of her puzzles during the opening weeks of the Last Wish raid, but as the Light Powers kept going up with each Annual Pass expansion, most fireteams started eschewing those puzzles and go straight to destroying her entire health bar in one go with a combination of buffs like Well of Radiance and debuffs like Hammer Strike or Flawless Execution, as well as high DPS weapons like Rocket Launchers with Cluster Bombs or Agressive-type Grenade Launchers with Spike Grenades. What was once the most elaborate boss fight in the entire game devolved into simply feeding her mouth with enough dakka. After the nerf to instant reload perks, this strategy became much less effective, but constantly slashing Riven's right paw with Swords became a good substitute.
  • Complete Monster:
    • Dominus Ghaul is the brutish Cabal leader of the Red Legion. After usurping Emperor Calus in a coup, Ghaul began traveling across the universe conquering dozens of worlds and destroying those that didn't submit to his rule. Once he sets his sights on Earth, Ghaul invades the Last City and deploys a ship that severs the Guardians' connection to the Traveler. While the Red Legion slaughter helpless civilians and Guardians, Ghaul has the Speaker submitted to Cold-Blooded Torture so he can uncover more information about the Light. He also deploys the Almighty, a weapon that causes supernovas and destroys several planets, and targets the sun. When Ghaul's plans fall apart and the Speaker dies, he murders the Consul, his surrogate father and friend, because he berated him for wasting time. Afterwards, he proceeds with his plan to strip the Light from the Traveler. An envious and proud warrior, Ghaul nearly destroyed the Solar System and almost drained the Light from the galaxy because he felt he was entitled to the Traveler's power.
    • Riven of a Thousand Voices is the monstrous Ahamkara behind the events of Forsaken. Having been sealed inside the Dreaming City by Mara Sov, knowing of Riven's deceitful nature, Riven would come into contact with Oryx, the Taken King, and broker a deal that allowed him to forcibly turn everyone in the Dreaming City into Taken while Riven would keep her free will upon becoming Taken and gain complete control over the city. Disguising herself as the late Mara Sov, she would corrupt and manipulate Uldren Sov into doing her biding; she would have Uldren kill numerous Fallen to resurrect as the undead Scorn, lead a jailbreak at The Prison of Elders to free the Solar System's most notorious criminals, murder Cayde-6, and kill most of the Awoken, his own people, inhabiting the Reef. When Uldren unknowingly frees Riven, she proceeds to devour him alive before embarking on her intent to wreak havoc throughout the Solar System. When a Guardian raid team was sent to kill Riven at the Dreaming City, she would make sure that when she perishes, the Dreaming City would be kept in an time-loop and remain under Taken influence, forever subjecting those in the city to constant suffering and cementing herself as a sadistic manipulator of the worst kind.
  • Contested Sequel: The main point of contention is how much of an "improvement" the game is over the original Destiny. Generally, reviewers and fans alike agree that the game is a major improvement over the first game, when it first released; the contention kicks in when many veterans feel that Destiny 2 takes significant steps back compared to the game that D1 became as a result of its patches and expansions. The biggest problem is that Destiny 2 feels very content-light compared to Destiny 1 with all the expansions added on - but then some point out that of course it does because it hasn't been expanded yet, while others then respond with wondering why everything had to be thrown overboard for D2, and so on. The latter sentiment became more intense after Season 2/Curse of Osiris expansion and the various controversies that arose. As of Forsaken onwards however, many former detractors have warmed up to the game or feel the issues they had have been addressed, and the game is generally agreed to have finally Grown The Beard.
    • On a grander scale, a big sticking point with a lot of Destiny 1 players is why it needed a sequel at all, considering that Bungie had announced that Destiny had a "10 year plan", but everything players had done in the original was promptly thrown out and they were forced to buy an entirely new game to continue with the story only 3 years after the original launched. In a sense, Destiny 2 is contested on the very basis of its existence.
  • Crosses the Line Twice:
    • In a meta sense, the Prometheus Lens, upon the Curse of Osiris release, is a Game-Breaker due to a bug, but since Bungie needs time to implement a fix for it, it will remain overpowered until then, and the Trials of the Nine are not getting cancelled. So how do they mitigate the unfairness of having stacked fireteams of Lenses all aiming for flawless runs? Why, have Xûr sell it for everyone, of course!
    • Uldren Sov's murder of Cayde-6 is meant to be one of the game's most tragic moments, and a major turning point in the story. That doesn't stop Bungie from introducing the "Silencing Shot" finisher, which allows the guardian to recreate and parody the event with their target, complete with Ace of Spades' model and firing sound.
  • Demonic Spiders:
    • Cabal Scorpius Drones. They appear rarely, can't move (being Turrets) and have pretty low health, but can bring even a Player at full health using a Super to low health in just a few seconds of its constant fire even from a distance. It's recommended that you take these out first, as once they set their sights on you, you'll face a nonstop hail of bullets akin to a Colossus that just doesn't flinch.
    • Cabal Incendiors, especially on activities with high Power requirements. Because they deal damage over time, it's easy to forget you are staying still in their trail of fire, and the residual damage stacks up fairly quickly. Shooting their fuel tank also results in a violent explosion that's most likely to kill you if you're anywhere near them, and if you didn't instantly get blown up by that, residual damage will clean up whatever sliver of health you have left. Just to rub salt in the wound, even the lowliest Incendior can do a physics-breaking Shockwave Stomp whenever you approach them; the same damned Scrappy Mechanic reserved for bosses and larger enemies!
    • Cabal Gladiators are basically War Beasts except they're bigger, have more health, do more damage and are slightly faster. They also tend to single you out of cover while you're recovering health. They can also One-Hit Kill you if you touch a wall while they're hitting you.
    • Hive Wizards. They're one of the few enemies that perpetually float in the air, making abilities and weapons that work best on the ground (such as swords) nearly useless against them. Having a shield also makes them tough cookies in activities with the Match Game modifier. Not only can they keep blasting at you with bolts of lightning that deal deceptively high amounts of Splash Damage, but they can also emit a black smoke that cancels your jumping ability, continuously damages you and slows you down within it, leaving you vulnerable to other Hive threats like Cursed Thralls; given that Wizards are considered supporting enemies and thus are never alone, this will happen all the time unless you go for them first.
    • Cabal Colossi. Fittingly for the strongest Cabal standard unit, they will decimate a Guardian's health with either a beam cannon that hits like a truck with every shot (on top of angrily shaking your screen due to the incredible recoil you take), or a gatling gun which whittles your health bar very quickly. If there's any kind of distance between you and them, they'll forgo using their gun and start sending endless barrages of missiles which slow down and blind you, meaning you're more likely to get hit by the next barrage which immediately launches after the first one until you break line of sight. If you get hit by any of the missiles, there's nothing short of a miracle stopping you from immediately getting hit by the next barrage.
    • Fallen Scorch Cannon Captains. Like the first game, they deal a ton of rapid explosive damage and have high health AND shields. Unlike the first game, they'll now start teleporting a lot around you when at low health, making it harder to land shots (and potentially wasting Power or Energy ammo). They can also fire their shots like a Mortar if you decide to use a Barrier (as a Titan) in front of it or get into cover right in front of him.
    • At first glance, the Hive Knights' shield/regen ability isn't as bad as Hobgoblin stasis, since it can be flanked. The issue is that while they heal a similar percent of their health, it's Hobgoblins and Knights, so you end up wasting a lot more bullets on them. To make things worse, they seem to — unlike Hobgoblins — have virtually no cooldown on this ability, and yellow-health Knights will happily spam their shield and healing to their shitty little heart's content. As a result, the Revenant Knight turns into a Damage-Sponge Boss in Mook's Clothing that won't go down unless your whole fireteam is constantly pummeling him from multiple angles. And it's not exaggeration to say at least one appears in every major fight of the Savathun's Song Nightfall.
    • Hive Shriekers; while they no longer send out explosive homing projectiles once they're killed, instead of firing in slow bursts they fire a neverending stream of Void projectiles once they target you. They're also escorted by many more Hive, and in the "Savathûn's Song" Strike they even have to be taken out by a energy orb that leaves the holder weaponless.
    • Taken Centurions. They don't appear too often, but they have a fairly tough Arc shield and a homing projectile that can seek you out even when you're behind cover. You can shoot it to destroy it, but that'll alert the enemy to where you are.
    • Taken Captains, just like their D1 selves, constantly teleport around, making it hard to reliably hit them, and they launch a very large orb of darkness which obscures your vision for several seconds on top of dealing heavy damage, potentially killing you in one hit in endgame activities if you get nailed by the entirety of the orb's path.
    • Taken Knights are just as frustrating to fight against as their Hive counterpart listed above. Even though you don't have to deal with a shielding ability, their Void Boomers are scarily accurate by virtue of not being bogged down by gravity like the Hive Arc Boomer, and they constantly spew a stream of Solar fire that makes Cabal Incendiors green with envy, denying you what little space you have when fighting against them. In enclosed arenas like the main encounters of the Prophecy dungeon, you will learn to hate their seemingly godlike accuracy and unrelenting aggression.
    • Taken Wizards are even worse than their Hive counterparts. Their Necromantic Gaze deals a deceptively high amount of damage despite it being a slow stream of homing projectiles, and they can spawn an infinite number of Shadow Thralls to distract you away from them. Not only that, but they tend to float away to safety in case you try to approach them with a sword or a shotgun, all while continuing to blast you with their Necromantic Gaze.
    • Scorn Abominations are essentially reskinned Hive Ogres with a powerful Arc bolt attack that can snipe you very accurately and from an extreme distance, making fighting Hobgoblins a preferrable option.
    • Scorn Chieftains are some of the most annoying foes you'll ever face due to not only firing off a plethora of projectiles to stave off your approach (chief among them being the Arc mortar that keeps erratically bouncing in all directions), but also deploying a totem that inflicts a nasty effect on you depending on their element; if it's Solar, you'll just get a static totem that produces fire that's easily sidestepped, but if it's Void of Arc, you'll really have to destroy the totem to avoid fighting invulnerable enemies and getting pulled towards the totem constantly, respectively. Thankfully, the totems are easily shot down, and the Chieftains are mostly relegated to Forsaken-related content.
    • The Berserkers from "Scourge of the Past" are modified Fallen Captains that are both invincible and invisible at a distance, requiring you to close in to break their shield. Once you get close, however, the Berserker will deploy a field that suppresses all of your abilities, leaving you with only your guns to destroy two weak spots that are located at opposite ends (this usually requires two Guardians to tag-team the Berserker), else you get oneshotted by the Berserker's beam weapon. As if it wasn't enough, breaking the shield will send the Berserker on a very aggravating teleportation spree which would make even regular Captains faint, and the suppression field sometimes has a nasty knockback effect that can effectively turn you into a victim of physics or shut you mid-flight and into a hole.
    • The Barrier Champions introduced in Shadowkeep for endgame activities. They're much more infuriating to fight against than the two other Champion types since they can regenerate their health to full while their barrier is deployed, necessating you to keep firing anti-barrier rounds at them to slow down their healing. They also don't stop firing while deploying their shield, so you have switch to an anti-barrier weapon to shoot down the shield while they keep on attacking. On higher difficulties, having only one anti-barrier weapon may not even stun the Champion before the barrier retracts and they're already back to deploying another one. May the Traveler bless you if you happen to fight two Barrier Cabal Colossi next to each other.
    • Overload Champions don't trail far behind Barrier Champions in terms of being frustrating to fight, especially while underleveled. A metric ton of health that's made even more aggravating by a Healing Factor that surpasses the Barrier Champion's own, all while the Overload Champion is completely Immune to Flinching until disrupted. And even then, the disruption doesn't last long before it's back to business attacking you, regenerating health be damned.
    • The Overload Captains are easily the most infuriating Overload Champions to fight against due to their Teleport Spam getting cranked Up to Eleven, making it hard to even land a hit with the weapons mods designed to counter them. Hope you enjoy Exodus Crash, because the Ordeal version features dozens of them!
    • The Vex Wyvern introduced in Beyond Light quickly gained notoriety for being even worse than Minotaurs, outstripping their mobility and durability while having the firepower of a Hydra. Their Warp Lance is nothing to scoff at despite their slow travel speed, as it doesn't take many bolts to connect to utterly ruin your health. Then there's their Aerial Slam, in which they perform a divebomb on your location and inflict knockback similar to a Taken Phalanx's shield blast. On Ordeal Nightfalls, the Wyverns gained a nasty reputation of being more dangerous than even the Champions due to their attacks becoming a death sentence on all accounts.
  • Ensemble Dark Horse:
    • Of the new cast members, Failsafe is generally the most popular, due to her Woobie status and hilarious mood swinging between Friendly and Helpful to Deadpan Snarker.
    • While Cayde-6 is still the most beloved member of the Vanguard, Ikora Rey has steadily grown to rival him in popularity as the game progresses, as many have taken notice of her fascinating Hidden Depths and strong Character Development. Her supporting the Young Wolf’s hunt for Uldren Sov in Forsaken (while Zavala did nothing) also greatly endeared her to players.
    • Sagira, the Ghost of Osiris, mainly due to her unique design from other Ghosts and being the first non-player ghost to be voiced.
    • Emperor Calus, thanks to how Crazy Awesome and Affably Evil he manages to be, as well as a being the source of some great Raids. His desire to convince the Guardians to join him is also seen as a very unique and interesting villain motive, and some players wish you could actually do so.
    • Mithrax the Forsaken, a Fallen Captain, started as a minor character in the Rat King questline who earned sympathy both in and out of universe when he allowed the player to walk away with the item he was coveting after the latter saved him from a Hive Knight. He ended up becoming so beloved by fans that he’s become an Ascended Extra, taking Varik’s spot as the Token Heroic Fallen and effectively becoming a non-Lightbearing Guardian like Hawthorne. Joker's Wild made him even more popular by directly involving him in a very well designed and memorable secret mission.
    • Hiraks, the Mindbender seems to be the most popular of the Scorned Barons from Forsaken due to his interesting gimmick of being a Hive worshipping Fallen, along with a cool design and fun boss battle.
    • The Drifter has endeared himself to many thanks to his laidback personality, fascinatingly unconventional views on the Traveler and Darkness, and insanely memorable Gambit dialogue.
    • The Zero Hour mission features TR3-VR, a nightmarish security robot that sweeps through vents killing you with a combination of whirling electric buzzsaws and electric discharge with a terrifying clattering noise and bright red floodlights. Naturally, the community loved him. The week hadn't ended before Bungie released merch based on the psycho roomba.
    • The Crow. Despite Uldren being almost universally hated by everyone, in and out of universe, for killing Cayde-6, his post-resurrected self has received near universal warm reception from the fanbase. His dramatic lines of how he wished he met the Young Wolf earlier probably helped.
  • Fandom Rivalry:
    • As with its predecessor, the Destiny 2 fandom has an intense rivalry with the Warframe fandom due to broadly similar gameplay styles, setting, and players hawking Warframe to unhappy Destiny fans.
    • Anthem (2019) has begun to garner a fair amount of attention from players for many of the same reasons as Warframe, being a shared world shooter-RPG set in a post-apocalyptic future.
  • Foe Yay: Emperor Calus is obsessed with the player character. He delights in watching you tackle the many challenges aboard the Leviathan, and wants to recruit you as the "Shadow of Earth." To this end, he has forced his scribes to pen what is essentially fanfiction about how you and he will subjugate Earth and kill all the other named characters in the game. After you take over the system, you live together for over a century until some unknown apocalypse happens. You, of course, are given the privilege of being the second-to-last living being in the universe. You promptly destroy your Ghost, Calus kills you, and he holds your dead body and laughs as the end comes for him.
  • Franchise Original Sin:
    • Back in the first game, the boss stomping mechanic, while criticized for being unoriginal, was largely glossed over since most of the gunplay happened at a distance and the knockback effect of the boss stomp was moderate. In Destiny 2, the Shockwave Stomp ends up overused for most story and endgame bosses, including some bosses that don't have feet, and the increased knockback and radius have gone to the point where you can get propelled at the speed where you can die if you hit a wall (in a similar manner to a Phalanx's wonky shield bash). Naturally, this got a lot of flak from the fandom, who wishes the developers at least took some time to make a different, less obnoxious close-range combat animation for bosses.
    • Similarly, the Drop-In-Drop-Out Multiplayer nature of matchmaking has had its shortcomings pointed out in D1, but here it's even worse. Any endgame activity that Bungie tries to incorporate as a public event in a patrol zone inevitably ends up blowing in their face due to the unrealistic expectations of matchmaking note ; Escalation Protocol was impossible to fully complete during Warmind's first weeks unless you filled the instance with nine players all equipped with outright broken setups, the Blind Well was equally difficult to do without tricking matchmaking into filling the instance with full fireteams during Forsaken's launch; and the Seraph Tower from Season of the Worthy, particularly with the increased difficulty following the fix for the "Hardcoded Victory" Triumph, is a bad case of overwhelming odds for so little incentive.
    • Power Level. When Destiny 1 first launched, the "Light Level" system was a major Scrappy Mechanic, and received a significant overhaul in Year 2 of Destiny 1. The revamped system was transferred into Destiny 2 and was renamed "Power Level." Essentially, it's a weighted average of the attack and defense values on your currently equipped weapons and armor. Whule this system was well-liked enough in Destiny 1, as the years have gone by in Destiny 2, this system has received more and more criticism. Part of the problem is a perceived lack of depth, as for the most part the damage you take and deal is determined by a single stat. However, the main criticism against it is how often it increases, by how much, and how to reach the new cap. In Destiny 1, Light Level increases were infrequent, and typically quite small when they happened. In Year 2, Max Light Level was 320 when Taken King launched and was later bumped up to 335 after about six months. Wrath of the Machine introduced Light Level 385, eventually raised to 400. In Destiny 2, not only are Power Level increases more frequent, but they're much larger when they do happen. The Max Power level in the base game was 300 on launch, and then it was bumped up to 330 when the first expansion launched, and then up to 380 for the second expansion (and was even later raised to 400). When Forsaken launched, the Power Cap was again raised, to 600, and was then increased three more times throughout the year, increasing by 50 each time. Additionally, with the shift to focus on Weekly Powerful Rewards, it became much more frustrating to raise one's Power Level. In Destiny 1, you could get to Max Light Level relatively quickly by grinding Nightfalls or Iron Banner. In Destiny 2, there's a hard cap imposed on the number of Powerful or Pinnacle Rewards you can get per week, preventing players from simply grinding those activities to get to max Power Level.
  • Gameplay Derailment:
    • Trials of the Nine is meant to be a serious confrontation between two premade fireteams, but as time went on and the population dwindled, it has become common practice to cheese the game mode by trading wins with teams that constantly pair with each other (this is very dependent on the fireteam hosts' geolocation). This is much easier to pull off on PC due to multiple factors note .
      • With Trials of Osiris, the strategy has now become what is known as the "Hakke/China Casino," which abuses the rejoin function Bungie implemented in to allow players to rejoin after a disconnect. note  It got so bad that Bungie disabled Trials for 2 weeks, and when it returned, so did the Casino.
    • Competitive mode works similarly, though it's a much longer cheese if you're going for Redrix's Claymore (not to mention there is a higher chance you might run into different teams due to the Glory system factoring who you can pair up against). What's worse is that this obvious matchmaking flaw is totally on Bungie, and there's literally nothing they can do about it, despite threatening to take action against players that exploit the game mode in such a way in the months leading up to Forsaken.
    • The weapon quest "A Gift for the Worthy" required players to rack up 1500 grenade launcher final blows and 500 grenade launcher multikills running Vanguard Strikes. Since its release, you can encounter groups of players who launch the strike "The Corrupted", then run right out of the strike to the nearby Blind Well to farm the waves of enemies while still technically running the strike and thus earning quest progress.
  • Genius Bonus: The glowing Vex motes that move in right angles during spawn in and in other places are tracing out a Hilbert curve.
  • Goddamned Bats:
    • The Cabal War Beasts; they're lightning fast, constantly Zerg Rush you, and can tear through your shields in seconds if you can't get out of their reach. However, they are very squishy and can be killed with a few shots or a single normal melee attack.
    • Fallen Scorch Cannon Vandals and Dregs. The firepower of the Scorch Cannon Captains with about half to a quarter the health of one, and no shields.
    • Taken Psions. Individually weak, but they possess Self-Duplication; Psions will periodically split in two (often right as they're about to die) and can quickly overwhelm you with sheer numbers, flanking shenanigans, and painful precision shots. To make matters worse, the new Psion spawns with full health.
    • Taken Hobgoblins. Whilst they lack the invulnerability+regeneration power of their pre-Taken counterparts, they instead periodically generate homing explosive projectiles for retaliation - they'll constantly snipe at you and if you dare to shoot back, expect a volley of missiles in return. This can easily be fatal if you're not careful.
    • Taken Goblins are the epitome of aggravation, as they have an unnerving tendency to shield tough enemies like Taken Knights and Taken Minotaurs when you thought you had a window of opportunity to kill them. To make matters worse, they often come in packs, and more often than not you'll see a pair of Taken Goblins shielding each other just to provide you with two invulnerable enemies that contribute nothing to the fight (except maybe to distract you from the bigger threats).
    • Fallen Servitors don't dish out a lot of damage with their inaccurate, sporadic void bolts, but they're much more durable than they look, and will usually project a barrier that renders nearby allies invulnerable unless you kill the Servitor first or power through with a Super. The larger Servitors go straight into Demonic Spiders territory, though, as they gain a drain attack that depletes your health in seconds if you dare get into melee range with them.
  • Goddamned Boss: While INSURRECTION PRIME is widely praised to be an innovative boss, it does have a couple of caveats that annoy raiders to no end: it frequently rotates its torso around and rarely stands still, making it tricky to disable the shield generators scattered around its body; if stunned, it also has a chance of kneeling down in the wrong direction and in front of a building, leaving little space for your fireteam to spread apart and still deal effective damage when the phase radiance puzzle is activated.
    • Most strike bosses—even those that go invulnerable after losing a certain amount of health—are able to be killed in the blink of an eye, depending on the scale of the content and a fireteam's coordination. The one exception to the rule is Fikrul's incarnation as the boss of "The Hollowed Lair;" he goes immune practically the moment he loses a third of his health. After that, he leaves the arena and sends several large waves of enemies at the fireteam. Clear the waves out and he'll come back (still immune, mind you) and begin a cycle of shooting at players before drawing them in with a tether. This tether cycle takes about 30 seconds each time, and he'll do it 3 times before finally being damageable again, with absolutely no way to cut it shortnote . While he can be damaged while tethering the fireteam and for a few seconds after, players first have to deplete a shield that's too big to deplete with primary weapons if you want to have any decent time to damage him, forcing players to waste precious ammo. And he does this again when he's down to a third of his health!
  • Growing the Beard:
    • Forsaken is generally seen as the point where Bungie hit their stride with the game and began addressing complaints. This sentiment only increased after the announcement of Shadowkeep and Free-to-Play, which led to a massive spike in player count.
    • Seasonal content has usually been a hit-and-miss, be it for seasonal gameplay activities or the story. Two of the stand-out Seasons in the game are regarded as the high-point, both in terms of gameplay and story content:
    • Season of Arrivals is widely seen as the high-point. The Seasonal Content was regarded as one of the more enjoyable events, being more or less a PvE version of Gambit. The story was also some of the best seen in the game at that point as well, with planets being evacuated in response to the Darkness' growing presence on several planets and leading to the disappearances of four.
      • Season of the Chosen is seen as the Seasonal Content Model that Destiny 2 has been following ever since Shadowkeep. The Season took everything that worked in Season of Arrivals and either expanded on it or improved it. The Proving Grounds seasonal activity is widely regarded as the best seasonal activity in a good long while, if not the best ever, and the storytelling in Season of the Chosen is widely considered the best that has ever been present in the entire franchise up until this point, mostly due to the greater emphasis on in-game storytelling.
  • Harsher in Hindsight: While hilarious, a lot of Cayde-6's lines in the "Rally the Troops" trailer turn into Black Humor once you play the game and realize just how bad the situation actually is. He pokes fun at the idea of them dying, which under normal circumstances wouldn't be a big deal... except that with the Traveler captured and their Light gone, anyone who dies now is Killed Off for Real. When he says "You're a bunch of dirty misfits, but you're all that's left so you'll have to do", it's because they literally are some of the only ones left. When Cayde promises to kill anyone he doesn't see fighting, the Titan makes an Oh, Crap! face because he's basically saying "fight and possibly die for real, or I'll make sure that you do."
    • It becomes even harsher in hindsight with the trailer for "Forsaken", in which Uldren kills Cayde.
    • Likewise "Insecure men tend to surround themselves with others like them." "Cayde? Anything to add?" "Nope, she's totally right. Which is why I work alone."... if only he were a tad less secure.
    • When the trailer for Season of the Hunt dropped, many fans made fun of the scene where Osiris is attacked and overpowered by a single Hive Knight while barely putting up a fight. This scene becomes significantly less funny following the reveal that Sagira is dead and Osiris has lost his light.
      • Also in Season of the Hunt, everything about Crow. Nearly all of his lines are referencing how he would have loved to have met us in a previous life, which, considering he was Uldren Sov before dying and being resurrected, just pours the guilt and irony on like you wouldn't believe.
  • Hilarious in Hindsight:
    • For Forsaken, Nathan Fillion could not do voiceover for Cayde-6 because he was instead working on a fan film on Uncharted as protagonist Nathan Drake, so who did they call in to replace him in the DLC? Why, the actual voice actor for Nathan Drake in the games, Nolan North! What’s even crazier is that North's performance sounds very similar to Fillion, to the point that some people never even noticed the change until it was pointed out.
    • The teaser trailer for Shadowkeep revived the infamous "Moon's haunted" tweet and turned it into a Destiny meme. Not even a week after the reveal, CNN tweeted out new information on the Moon's south pole, revealing that there's something massive beneath its surface. The highest rated reply?
    • Crow was rebuked by Osiris for not wearing his mask during the Season of the Chosen, which was released during the COVID-2019 pandemic.
  • It's Easy, So It Sucks!: It's widely acknowledged that it gets a little too easy to reach maximum Power Level and getting most of the good weapons and armor; by the time one does reach that milestone, the small amount of endgame content and lack of variance in gear becomes detrimental to the game's replayability. This has been partially addressed in Warmind, which has made reaching max LL harder and has added plenty of grind, though that hasn't come without new complaints. Light Level would eventually be removed after Shadowkeep, as players' levels are now determined by the Power Level of their equipment.
  • Jerkass Woobie:
    • Fikrul, the Fanatic. He may lead the twisted and corrupted Scorn to kill off all the regular Fallen to immortalize them, he genuinely cares for the entire Fallen race. When confronted in the final mission, he is enraged that the Young Wolf has murdered all of his fellow Barons, who he even calls his friends. He will even take his own steps in avenging them, much like we did with Cayde.
    • For all his selfishness and cruelty, Uldren Sov is ultimately just doing what he thinks he has to to save his sister, unaware that Riven is playing him for a fool and the real Mara has no desire to be “rescued”, making his entire quest and all his crimes pointless.
  • Magnificent Bastard: The Spider is the clever and charismatic head of the Fallen crime syndicate that rules the otherwise lawless Tangled Shore. Coming into contact with the Guardian and Petra Venj, The Spider would exploit their desire to avenge Cayde-6's death to rid himself of the Scorn infesting the Tangled Shore. The Spider would place bounties on criminals for the Guardian to kill and allow him to regain control of the Tangle Shore and in return he would give them the locations of the Scorn Barons and their leader Uldren Sov, all of whom played a part in Cayde-6's muder. When The Spider learns that his brother Siviks stole all the weaponry from the Black Armory, he has the Guardian kill him to establish business relations with the Black Armory, making The Spider the Guardian's most unscrupulous ally.
  • Memetic Badass:
    • The Niobe Labs puzzle gained infamy for taking longer to solve than any Day 1 raid clear in the franchise (in fact, it's still unsolved, forcing Bungie to skip that Day 1 completion and open up Bergusia Forge one day after the fiasco). With the subsequent bombshell that Bungie would end their contract with Activision earlier than the 10-year mark and gain full publishing rights to the Destiny franchise, fans joked that Activision did a Rage Quit over the puzzle.
    • If there's something that can inspire fear in Guardians, it's not Oryx, not Riven, not some Worm God; no, it's TR3-VR, the most dangerous sweeping bot in the Tower.
  • Memetic Bystander: The sweeper bot featured the "Last Call" trailer, who has to listen to Cayde's monologue in the middle of the Cabal assault. Fans often joke about they will riot if the bot isn't featured in the series of "Meet [X character]" trailers. Hilariously enough, one of these sweeper bots does end up being a key character in post-story content as Calus's emissary.
  • Memetic Mutation:
    • "Fucking/Fuck You, Gary!" Explanation 
    • "FOR THE PUPPIES!!" explanation 
    • "Dammit, not her again!" and variations in it. Mild Spoilers 
    • The Single Greatest Roast in Video Game History Explanation 
    • Vex Milk explanation 
    • Hawthorne's clan speech Explanation  Full copypasta 
    • Friendgame Explanation 
    • Spendgame Explanation 
    • Two tokens and a blue!Explanation 
    • Trials of the Beam/Laser Tag Explanation 
    • Seven Bright Dust! Explanation 
    • Tess Avarice Explanation 
    • #RemoveEververse explanation 
    • We're listening Explanation 
    • "It's too hard to make content" and variations thereof Explanation 
    • Due to so much content being thrown overboard at release and mechanics being oversimplified, detractors have taken to referring to this game as the prequel to Destiny.
    • "The Crucible is exciting to watch on Twitch!" and "Intrinsic joy" Explanation 
    • THAVIKS, THE REMOVED! Explanation 
    • "ULDREN SOV MUST DIE!Explanation 
    • Cabal, again?! Explanation 
    • Edge Transit Drops Explanation 
    • 24:02 Explanation 
    • Just about everything related to Gambit, essentially replacing Variks and his Prison of Elders gig. No, really.
      • "All right, all right ,all right. Let's see what we got. [Enemy race] on the field!" Explanation 
      • DEATH HEALS PRIMEVAL Explanation 
      • Meatball Explanation 
      • "[Insert Drifter wisdom tidbit here]... Transmat firing!" Explanation 
      • By the time Joker's Wild launched, the Drifter has become such a Fountain of Memes that someone made a soundboard comprised of all his voicelines.
    • [X] is the 15th wish! Explanation 
    • When is [X] getting nerfed? Explanation 
    • Moon's haunted. Explanation 
    • “The helmet stayed on.” Explanation 
    • Scooty Puff Jr Explanation 
    • LET ME IN! LET ME IIIIINNNNNNN!!! / "Shadowqueue" Explanation 
    • Hey guys, where’d Cayde go? Explanation 
    • Energy Weapon: the Raid Explanation 
    • I lived, bitch Explanation 
    • "The most important thing was to do it right." / "It's important it doesn't go out half-baked." Explanation 
    • Doom Doritos Explanation 
    • "Play your way"... as long as it's our way Explanation 
    • Insect-like chattering/wheezingExplanation 
    • Due to a recently discovered issue, we have decided to remove [X] from the game. Explanation 
    • "Grandmaster Nightfalls should be watchable" Explanation 
    • Atraks susExplanation 
    • Zavala's answer to Caital/Excuse me? Explanation  Full Copypasta 
    • Sunset Luke Smith Explanation 
  • Moral Event Horizon: Uldren Sov had always been antagonistic to the Guardians since his first cutscene, but he had never done anything actually evil. Come the Forsaken DLC, he fully cements that he's a bad guy by murdering Cayde-6 with the Ace of Spades, Cayde's own Hand Cannon.
  • Overshadowed by Controversy: Initially, the game's content drought, lack of endgame content, heavy focus on microtransactions, incidents such as secretly throttling earned XP, and what was seen as a lack of communication between Bungie and the players had Destiny 2 take a critical drubbing from both players and reviewers. This greatly affected Forsaken's sales despite its praise and a marked increase in returning players. Fortunately, by Shadowkeep's release, the game sparked a massive Newbie Boom thanks to cross-save, the migration to Steam and the shift to a free-to-play model.
  • Polished Port: The PC port is greatly optimized, allowing for uncapped framerate and ultra graphics settings so long as your PC specs allow it. The smooth framerate and control over FOV in particular make for a fantastic experience that's simply not possible on console, and controls with a mouse and keyboard are very precise, in true competitive FPS fashion.
  • Rescued from the Scrappy Heap:
    • Zavala is generally disliked due to coming across as overly stern, cautious and indecisive on important matters, starting with his ineffectual involvement with Rasputin and Xol's revival on Mars and reaching the apex in his firm refusal to raid Scorn territory in the Tangled Shore to avenge Cayde's death. In the Season of the Worthy he reiterates his apprehension of using Rasputin, but once the Io Warmind bunker was uncovered Rasputin shows that he is tracking the incoming Pyramid ships and shares audio files of the chaos and death that occurred during the Collapse. Zavala is humbled by the reveal, musing that Rasputin remembers the Collapse and was helpless to stop it, and he promises to work WITH Rasputin rather than just see him as a weapon. Many fans found it to be vital character growth that Zavala had been lacking.
    • Hawkmoon was a beloved and despised exotic hand cannon from the original game that heavily revolved around its RNG-based Perk: every time Hawkmoon was reloaded, three damage bonuses were given to random bullets within the gun, sometimes stacking two bonuses on one bullet, and very rarely, all three on one, the latter of which allowed a One-Hit Kill headshot in the Cruciblenote . As a result, Hawkmoon was a Crucible killing machine, with many despising how Hawkmoon could win you engagements semi-randomly with a lucky shot. Hawkmoon was not carried over into Destiny 2 until Season of the Hunt, where the gun saw a substantial rebalancing including a new Perk. Hawkmoon's new Perk now causes the gun to charge itself up with every critical hit and finishing blow dealt, releasing the stored charge with the final round. Not only does the gun do respectable damage for a Kinetic Handcannon, but the maxed out final shot is actually quite strong and the gun can be a decent DPS weapon thanks to its small clip size allowing a healthy number of the maximum charged shots to be fired every damage phase. It's certainly no Xenophage or Anarchy for sure, but those are Power weapons, meaning they will likely run out of ammo where Hawkmoon won't. The gun retains the RNG mechanics of its original iteration by being the first exotic to have random perk rolls, meaning every Hawkmoon drop can be slightly different. Overall, many are pleased with the weapon's reintroduction into the franchise, and feel that moving it away from being yet another exotic Handcannon focused entirely on Crucible play was a good move.
  • The Scrappy:
    • Zavala has become this over the course of the game. Despite being the leader of the Vanguard, he often comes off as The Ditherer who never takes action, which really started to rub players the wrong way after his refusal to act after the murder of Cayde-6. He’s also Overshadowed by Awesome, as many feel he’s too straight-laced and boring, while also lacking the strong Character Development that Cayde-6 and Ikora Rey have gone through.
    • Uldren Sov has been getting this, due to being Cayde-6's killer and then pulling a Karma Houdini by becoming a Guardian himself.
    • With the release of Beyond Light, fans almost immediately took to hating on Shaw Han, the new Guardian who appears in the Cosmodrome. Since he was mostly written to act as a guide for new players, he treats every player as if they just learned what a Guardian is, causing most veterans to hate having to interact with him. His laughably generic personality and perceived weakness and irrelevance to the overall lore certainly don't help him, either (he was nearly Killed Off for Real by a random wizard).
    • Lord Saladin is starting to slide into this as of Beyond Light as well, and in full force starting with Season of the Chosen. During the first Iron Banner of Beyond Light, he saw Guardians using Stasis and decided to threaten outright killing us if we dare to step out of line, whereas Zavala had the decency to be concerned for our safety. Now in Chosen, he's upgraded to a full on Warhawk, ping ponging between philosophical musings over tactics and eager declarations of wanting to completely annihilate the enemies of humanity (which really gives uncomfortable vibes of Fantastic Racism). Considering it's been literal years since his major role in Rise of Iron, he's been pretty much languishing in irrelevance until now, and his behavior during Chosen doesn't paint him in a great light, especially for new players who may not know much of Saladin beyond "that guy who hosts Iron Banner".
  • Scrappy Mechanic:
    • In a game so focused about loot and grinding, the unannounced cooldown that gives diminishing returns from looting in quick succession and stalls resource farming is universally despised by players. While there are ways to reset that Anti-Grinding timer, it still doesn't justify the fact that it's not even notified in the game.
    • Shaders are consumables now, so players that want to color-coordinate their armor may have a hard time of it if they don't have 4-5 of a given color on hand. Alleviated in the update that added Collections; you can now reacquire any shader you've already found at any time via your Collection. Especially helpful for rare or time-limited shaders, such as Faction Rally or Eververse exclusive patterns.
    • The balance between the three main attributes (Mobility, Resilience and Recovery) is considered to be a joke by most due to how insignificant the changes in gameplay are when stacking the first two, whereas maxing out Recovery is considerably more helpful in any scenario, be it PvE or the Crucible. As a result, armor sets that offer little to no Recovery (Hunter sets are the worst offenders) are deemed as inferior to the ones that do grant a significant increase to it.
    • The Eververse and the microtransaction system itself has become the main focus of ire for players, who feel that Bungie is increasingly trying to push players to spend money by locking more and more loot behind engrams rather than making them available through gameplay and achievements.
    • The Guided Games are considered by most to be a poor man's matchmaking, as it sometimes takes upwards of half an hour to find players who even bother to either mark themselves as guides or seekers, and the system functions on a limited number of tickets. To make matters worse, accidental disconnections and ragequitting alike put the "Oathbreaker" penalty on your account, limiting the number of times you can use Guided Games even further. To add insult to injury, even third-party applications allowing for pick-up groups are faster to get an activity going.
    • The Strike modifiers rotation system introduced in the "Go Fast" update is widely hated by players, especially when it's forced upon them for Heroic Strikes; on top of the extra health you'd expect from a higher-difficulty Strike, you have to deal with a crippling modifier note  that outweights by far the positive modifier note , resultings in days where you seriously don't want to even touch Heroic Strikes Fun fact . It says something when Prestige Nightfalls, normally the hardest type of Strike, are seen as more desirable to grind for than matchmaking-enabled Heroic Strikes.
    • The method of obtaining the Seething Heart, the item required to start the Malfeasance quest, has been universally loathed by the community for several reasons. The first is the chance for the boss that drops it to replace the round's Primeval in Gambit, which is abysmally low and dips even further if the curse in the Dreaming City is below maximum corruption (so two weeks out of a repeating three-week cycle.) The second is the fact that you need to win in order to get the Seething Heart. And since this is the Internet, well... teammate competency is an unreliable thing.
    • For Season 6, Bungie tried to make Iron Banner a little more challenging by introducing the Iron Burden item, which reduces your power level by 100 and is a necessary debuff for a couple of triumphs. Only, the drop in damage inflicted against higher power opponents, as well as the increase in damage taken from them, is so great that you can't reliably get kills like you normally would, and you're likely to get killed in half a second most of the time. To further compound the problem, the associated triumphs require an insane amount of kills note  while under the debuff. The system is so widely hated that after listening to feedback, Bungie promised it wouldn't come back for Season 7, opening an even worse can of worms as there's now suddenly a triumph worth points that you can miss out forever and have little time to complete it.
    • Your character's innate matchmaking rating for Crucible, which is a major component of playlists with skill-based matchmaking (or SBMM for short). The longer you spend time in the Crucible, the less likely you're going to find easy matches, leading to a toxic skill creep that will eventually exhaust your tolerance for PvP if you're not the best of the best or pair up with players that don't have as high of a MMR. Combined with SBMM playlists not taking into account a player's connection strength (leading to lag), it's not unheard of for some SBMM matches to never fill themselves due to a given lobby's overall MMR being so high, despite the number of players readily available in orbit. Unless you delete your character (which will reset the matchmaking rating for that character), you will be stuck with increasingly difficult matches that the game's poor matchmaking somehow deems balanced. It says something when 3rd-party websites like destinytracker.com, which use the Elo rating system, give a much better evaluation of the matches you've been having, as well how ludicrously lopsided some of the outcomes might be.
    • The lack of smart loot for Pinnacle rewards, while mitigated by the amount of time put into your artifact's power level, can be irritating for those who want to reach the seasonal power cap as fast as possible. During Shadowkeep's launch, you only had a ludicrously small amount of weekly activities that rewarded Pinnacle engram note , the main source of which could literally screw you over by giving you nothing but Energy weapons (hence Energy Weapon: the Raid) and potentially leave you stuck one point shy from the power cap for weeks at a time; all because none of the Pinnacle drops for a given week gave you that last piece needed to max out your power.
    • The Rank Up banner for Crucible and Gambit is easily the most hated UI feature while in orbit, as it takes up most of your screen when it pops up and last several seconds, costing you a lot of time if you're tinkering with your character between matches. Most players agree that Bungie should add the ability to turn off the obnoxious notifications. Thankfully, Season 13 overhauled the Rank Up banner so that it falls in line with the unobstructive Triumph notifications.
    • Anything that has to do with Gambit Mote pickups. The detection range before the game determines that you have indeed picked up a Mote is absolutely minuscule, there's a delay before the pickup confirmation, and worst of all, the Motes can fall down the floor, making them inaccessible for pickup. This can be especially frustrating when multiple Motes go beyond your reach during the final encounter of the Garden of Salvation raid or in any of the Prophecy dungeon's encounters. As the seasons following Beyond Light progressed, these issues became even more blatant as the pickup delays could stretch into seconds during a Gambit match, which is unforgiving given the game mode's fast pace.
    • Sunsetting. During year 3 of Destiny 2, Bungie announced that they would start to impose a Cap on how high a piece of gear could be infused. The announcement was divisive at first, but as the Sunsetting saga went on, it became less and less popular. First, it was revealed that not only would weapons get sunset, but armor as well. Considering how long it can take to get the proper distribution of stats on your armor, not to mention the enormous amount of resources needed to masterwork said armor, this made sunsetting even less popular. Then, after Beyond Light released, sunsetting got even less popular; with even players who were initially in favor of sunset agreeing that, whatever merits the system had on paper, Bungie horribly botched the implementation. The main complaint was that there was simply not enough new gear added to the game to compensate for what was sunset, and Bungie's attempts to rectify this were met with contempt, due to their solution being to just reissue old weapons. Sunsetting proved to be so unpopular that one of the first things that Joe Blackburn did after taking over was to announce that Sunsetting was going to be removed from the game, and that anything that had not already been sunset would have the infusion cap removed.
    • Obtaining certain mods can be this. New seasons introduce new mods, and while it's fairly easy to earn those mods by playing the seasonal content, after the season ends, getting those mods becomes much more annoying. Your options boil down to burning potentially thousands of Gunsmith Materials at Banshee-44 in the tower and hope that the Random Number God smiles upon you... or you just have to wait until Banshee-44 is selling the particular mod that you want. SkillUp described feeling "white-hot furious" that he had to follow an third-party Twitter account in order to get his hands on potentially game-changing mods that he missed out on obtaining when he took a break from the game during Year 3.
  • Scrappy Weapon:
    • The Fighting Lion Exotic grenade launcher, which has a small blast radius, odd bouncing pattern, difficulty in triggering its reload proc against non-shielded enemies, and doesn't deal enough damage to justify its single-shot magazine size in either PvP or PvE gameplay. Most of the fandom agrees that there are more efficient ways to deal with shielded enemies, let alone one worth the Exotic slot, and that it needs a damage buff to justify its single round in the magazine.
      • Part of the problem is that Grenade Launchers are generally a Power Weapon type, except for the Fighting Lion being an Energy Weapon with primary ammo and thus having its damage nerfed to compensate, especially in PvP.
    • The D.A.R.C.I gets flak for having what is perceived to be a useless exotic perk: highlighting enemy targets and show the distance between the player and the target. Coupled with its low damage and high rate of fire, it doesn't do a lot of damage, leaving players looking for a better alternative. Several updates buffed its perks to be able to solidly stay in the Heavy slot, even with a bunch of other powerful Heavy Exotics like the gamebreaking Whisper of the Worm, another Heavy sniper.
    • Some weapon archetypes are considered by the community to be garbage no matter how good their perks are, simply because they aren't competitive enough. High impact weapons have it worst, as their slow rate of fire stretches out the time-to-kill to inefficient levels compared to faster-firing ones; in contrast, the fastest-firing archetypes aren't nearly as punishing as the slow-firing ones, but still overshadowed by the middle pack. Bungie spent all of early-to-mid 2018 to balance things out and lower overall time-to-kill on all weapon archetypes, and by the time Patch 2.0 rolled out, nearly everything became viable; it's now become a matter of chasing that "god roll" on weapon archetypes and perks.
    • The Tarrabah is considered to be a downgrade to top tier SMGs due to a large amount of factors, chief amongst them being the fact that it's an Exotic Energy SMG that appeared during the Recluse's reign of terror, and as such gets unfavourably compared to the latter. Its Ravenous Beast perk takes longer to activate, and the buildup is immediately disrupted if you do so much as swap to another weapon of even pull your Ghost out; this is mind-boggling, considering the Symmetry from Season 9 is able to conserve its buff charges even when stowed. While it boasts the highest burst damage of any Primary weapon in the game with its perk, it's still a Primary, and it will run out of ammo really fast with Ravenous Beast active. It's little wonder players have taken to calling it "Tarrabahl" as a pun on the word "terrible".
    • Swords are not looked upon kindly post-Patch 2.0; with shotguns being relegated to Special ammo and thus becoming much more accessible high-damage, close-range weapons, swords are essentially left to rot in the Heavy slot, where they have to compete with significantly more powerful weapon types that also have a lot of range. The combination of being unable to outfight shotguns in the Crucible most of the time, middling ammo count in PvE, and the fact that boss DPS is outright suicidal due to the overuse of stomp mechanics; makes swords one of the least appealing weapons, with parts of the fandom calling for relegating them to the Special category of weapons. Year Three's seasons would see a general buff in sword damage and the introduction of many useful seasonal mods related them, with Season of Arrivals introducing more inventive archetypes to mitigate the problem.
    • Scout Rifles in general, especially in PvP. At the ranges that they're supposed to be played at, they get outperformed by pulse rifles and hand cannons, and at shorter ranges they get outperformed by auto rifles and SMGs. The only decent exotic Scout Rifle, the MIDA Multi-Tool, is due to having above average stats and boosting movement speed rather than any "exotic" bonuses.
    • The Xenophage is reviled as the worst weapon to come out of Shadowkeep's initial launch, mainly due to its pathetic ammo reserves compounding the relatively mediocre damage per shot, which can't be improved given the lack of crit modifier (it's 100% explosive damage); in essence, the weapon suffers from an identity crisis between staying as a machine gun or becoming a grenade launcher, and ultimately gets the worst of both worlds. Season 9 gave it a breath of fresh air with a 50% damage increase in PvE; while it's not going to top established boss-killing weapons, it's effectively become a competitive choice in Gambit, where a versatile Heavy weapon to deal with both hardened mobs and opposing players is always appreciated.
    • Since Patch 2.0 launched, Rocket Launchers got relegated to the bottom tier of heavy weapons; with multiple instant-reload abilities being removed in Shadowkeep, they became grossly outdone both in DPS races and mob-clearing ability by other heavy weapons. One rocket before needing to reloadnote  really hurts when dealing reliable damage on bosses, and having only 6 to 8 rockets to play with means that you're forced to decide when it's worth firing one round, in contrast to other heavy weapons that you can shoot with reckless abandon. It says something when the Argent Ordnance mod from Season of Arrivals note  is decried for being too much mod slot energy spent into a weapon type that should have that kind of damage by default.
    • Linear Fusion Rifles as a weapon archetype have struggled with any consistent relevance in the game. They are basically overclocked snipers with a charge time, but are still reliant on headshots, and since they are mostly heavy weapons, ammo economy can be difficult, missed shots hurt badly, and they are often outperformed by regular snipers. Even after snipers got nerfed in Season of the Worthy, Linear Fusion Rifles still get overlooked in favour of more versatile heavy weapons; heck, even Swords ended up seeing more usage thanks to their revamp in the same season. The only ones that see use tend to be exotics, which add some form of extra damage with Sleeper Simulant, added bullet magnetism with Queensbreaker or a kinetic shieldbreaker with Arbalest. Only one legendary Linear Fusion Rifle (Line in the Sand from Season of Dawn) has gravitated to top tier for a while, but that's only because of its incredibly specialized perk pool.
  • Seasonal Rot: The game format since the first game centered around big content drops given in the fall, with smaller content drops peppered through the rest of the year. While the fall expansions were consistently well received, over time fans began to notice that early summer around May was the time period where content was either nonexistent or running very thin, while Bungie was still trying to generate hype for what IS being released. But, like clockwork, once the fall expansion was revealed and the game started up a mid-summer activity to help lead into that player response started turning around.
    • In year one the bigger expansions received a more tepid response, as a declining playerbase made public spaces more sparse and the Warmind centerpiece public event Escalation Protocol became very difficult to do.
    • Year two changed the expansion formula to focus on what they called seasonal content, smaller expansions with new gear and gametypes but no overt campaign mission, which was slightly better received due content being spread out more evenly and lower expectations.
    • Year three made the seasonal content isolated to that season, forcing a heavier Level Grinding of one activity than players wanted because it would be gone shortly. The Vex Offensive of Season of Undying was building towards a grand assault against a major Vex enemy (the Undying Mind, which lives up to its name and had several iterations in the first game) but proved to be less of a challenge than hyped. This culminated in Season of the Worthy and, again, a public event in Seraph Towers that was hampered by a reduced playerbase preventing you from completing it. A lot of content was also restricted to the reintroduced Trials of Osiris, an elite pvp gametype only a select group of players could achieve anyway, which exaggerated all the issues with the format.
  • That One Achievement:
    • Completing the "Which Witch" challenge in the Last Wish raid is one of the most frustrating tasks for getting the title of Rivensbane, given you literally have to play hide-and-seek with Shuro Chi and pray that her Eviscerating Hex does not hit you nor deals splash damage next to you, in which case you automatically fail the challenge and are forced to restart the encounter. She does stop attacking after a while, but that leaves you with very little time to reach the next floor and reset the countdown on Shuro Chi's curse. It's telling when most raiders who have done it once outright refuse to help someone else get it unless their lives depended on it.
    • Each of the triumphs for completing dungeons solo without dying qualify:
      • Getting the "Seriously, Never Again" Triumph for Shattered Throne is one hell of a task, given you have to fight hundreds of difficult Taken enemies, on top of taking down two incredibly difficult bosses, both of which will give you a hard time due to the lack of cover in the boss arenas.
      • The "Savior of the Deep" Triumph for Pit of Heresy. Particular chokepoints are the Ogre maze and the Chamber of Suffering, with the former encounter relying on the Ogre AI being dumb and moving far away from you, while the latter encounter can get out of hand quickly if you do not control the mobs to the point where they can't constantly damage you.
      • "Prophecy Dungeon Solo Flawless" is Exactly What It Says on the Tin. The encounters are significantly harder to manage alone than Shattered Throne or Pit of Heresy, given you have to be very careful about your positioning in the main encounters' rooms to obtain the matching Motes, not helped by the Taken Knights who deny you a lot of space with their constant bombarding. The Hexahedron section is usually where the claustrophobia gets real, though the Kell Echo boss is also one hell of a tough cookie to deal with given it pressures you to stay on the move and find a safe spot that's not being assaulted by both the boss and its lackeys.
    • On the Crucible side of things, the hardest checkmark for getting the "Unbroken" title is "A Glorious Legend", which requires hitting Legend rank in Competitive three times, which means three seasons and therefore a lot of time and suffering spent in that playlist. If you're an even bigger triumph chaser, each season adds a hidden triumph of earning 50 victories while maintaining your Legend rank, which can only mean fighting the best Crucible players constantly if you aren't cheesing with the connections.
    • Attaining the title of Reckoner is an achievement in itself, because by then, you'll have played hundreds of Gambit Prime matches while attempting to fulfill objectives pertaining to four different roles, some of which require an asinine amount of kills (like 50 High Value Targets for the Reaper, considering only one spawns in a Gambit Prime match and will not count if you didn't hurt it). By the end of it all, you'll probably have learned that your worst enemies are not the Demonic Spiders nor the opposing team, but rather your own teammates getting in the way of your objectives.
    • The "Maximum Carnage" triumph and medal in Gambit. Killing an entire team while invading is hard enough but not unheard of if you are prepared for it, but killing 7 is almost impossible because the invading mechanics innately return you to your side after killing 4. The only way to succeed is to kill 3, then hope all four Guardians gather together so you can kill them all in one attack with a massive AoE like Nova Bomb, a Rocket Launcher or One Thousand Voices; which would hardly ever happen, period.
    • The "Now That's Just Showing Off" triumph for Iron Banner, which requires you to kill 2500 Guardians while under the effects of Iron Burden and against Guardians that have a higher power level than you (disqualifying Guardians of lower or equal power level). Getting that insane amount of kills while handicapped over the seasons wouldn't be so bad, if not for Bungie announcing that they'll remove the Iron Burden debuff for Season 7... with only 2 Iron Banner events left before Season 6's end. The result is a predictable, frantic rush to get these kills, not helped by players that simply don't care about the triumph and will gladly slaughter you while you're essentially fighting with one arm.
    • When Heroic Menagerie was released, the "Uncontrolled Rage" and "Short-Handed" triumphs were among the hardest the mode had to offer, given that you could only get up to 750 power while the enemies were 770. "Uncontrolled Rage" got a lot of flak because Arunak could easily melt Guardians inside a Well of Radiance by merely glancing at them (thus requiring absolute defense like a Banner Shield), and the Acolytes' Solar grenades were a guaranteed way to oneshot you if you had no overshield; meanwhile, "Short-Handed" was very time-consuming since your three-man fireteam must slog through the entire run and beat the boss while being underleveled compared to the mobs, with incomplete encounters being the norm rather than the exception. Once Shadowkeep came around and the power cap was raised, the aforementioned triumphs became significantly easier to achieve.
    • The "Stop Hitting Yourself" triumph is a complete doozy for those seeking the title of Enlightened, as it involves killing 20 Goblins via Vex Instantiation during the fight against the final boss of the Garden of Salvation raid, then killing said boss. Not only do you have to deliberately avoid rebuilding the plates as to set them up once the Goblins start flocking towards one of the relays (not helped by some of them teleporting straight to the relays), but you also have to proceed normally with the encounter as to avoid having the boss automatically wipe your team, and it's common practice to purposely waste multiple damage phases to get enough Goblin kills.
    • The "Hardcoded Victory" Triumph was easily the hardest task when going for the Almighty title. Initially bugged during the first months of Season of the Worthy, it was fixed during the first week of Grandmaster Nightfalls... just in time for players to find out that the Seraph Tower event became harder than ever due to several plates going up at once during the latter stages of the event, making it nigh impossible to keep them clear at all times by yourself given the large amount of enemies and souped up bosses marching toward the plates. It got to the point that players have compared the event to the beginning days of Escalation Protocol and the Blind Well, where you had to trick the matchmaking system until you had 9 participants (3 full fireteams of 3 Guardians each) in the same instance.
  • That One Boss:
    • Thaviks, the Depraved of the "Exodus Crash" strike. The boss itself has very simple mechanics, but the fight is still filled with annoyances. For starters, electrified exploding Shanks constantly appear throughout the room, all of which create an electric field that reduces the player's movement, disables jumping and does damage over time, all while the dozens of enemies flooding the room tear them apart. Then when it comes to the boss itself, Thaviks, since he's a bigger Marauder, starts out invisible, moves very fast and shoots his Shrapnel Launcher fast and aggressively, making it very hard to get away from him if he sets his sights on you with how quickly he closes the gap between himself and the player and making facing him in close range a death sentence. If you do manage to get a bead on him, Thaviks will throw a smoke bomb and teleport away after taking little damage. And after getting most of his health down, he'll switch to using swords that'll kill you in 2-3 swings. Finally, almost everyone agrees that this boss has too much health and takes forever to bring down. Combined with his "Get Back Here!" Boss tendencies, and you've got a huge time waster. Naturally this only makes him even worse on Nightfall which is now a Timed Mission. The boss's notoriety is so bad that it has become commonplace for players to go back to orbit right as they start the strike, and Bungie even took it out of the Heroic Strikes playlist rotation in late May 2018.
    • Brakion, Genesis Mind from "The Pyramidion" strike lacked the regeneration abilities of its lesser hobgoblin bretheren, but it got a ton of nasty abilities in return. Its line rifle hit incredibly hard and bordered on Always Accurate Attack, and it could spew flames over a wide area that would absolutely melt a guardian's health. Both of these attacks were compounded by the boss's first phase, which consisted of standing on a total of four plates to lower a pair of shields—the plates were small, forcing guardians to rely on meager cover to avoid the line rifle and keep the flames from engulfing the entire plate. Once the second shield lowered, most of the cover in the arena went down and got replaced by tons of lesser vex, which could quickly swamp an unprepared team and distract from Brakion, who would still be picking off guardians one at a time. After getting its health bar down, Brakion then proceeded to lose its head and charge at the player, spamming its line rifle with little accuracy drop. This led to it frequently getting right in your face and boss stomping; this isn't a problem in most boss arenas, but Brakion's was a series of thin platforms above a Bottomless Pit, making the massive knockback of the stomp a death sentence.
      • After Warmind and especially beginning in Year 2, power creep led to guardians dealing enough damage that most strike bosses would get killed right out of the gate, or at least spend most of their time during the immune phases of their fight. Brakion was no exception, except that if a fireteam did enough damage to knock off Brakion's head but not kill him before the shields came up, it'd leave the shield and charge the fireteam. This had all the fun about his headless phase stated above, except that Brakion was immune to all damage.
    • Of all the trials presented in the Leviathan raid, none is more aggravating than the Pleasure Gardens, where you have to kill the six Royal Beasts. Its main problem stems from being heavily reliant on team communication as to indicate where to move your fireteam towards power buffs while remaining undetected. Not only do you need to slip past the Beasts' patrol pattern, but your beam users need to position themselves efficiently and lead you the way, while also having to jump across platforms without being detected themselves. Without a significant damage boost, each of the Beasts takes forever to kill, and eliminating them one by one is not an option, as the surviving Beasts will be more likely to trigger the damage phase without the slightest provocation from players. Then comes the Prestige Mode, where two more Royal Beasts are added to the equation, and their patrol patterns have completely changed as a result, throwing even experienced raiders in for a loop.
    • If the Royal Pools of the Leviathan Raid weren't hard enough to your taste on normal difficulty, they definitely are in Prestige Mode. Every enemy is beefier and more deadly than before, and it's not helped by the fact that a good part of the encounter is spent standing on stationary plates, meaning you're sitting ducks for those hardened Gladiator-type Royal Bathers (which conveniently happen to debuff you if you kill them, making for an even harder task to stay still on your plate); anyone who's not running a Recovery-heavy build will be hard pressed to survive the entire encounter.
    • Sedia, the boss of "The Corrupted" strike, is what happens when you put a boss who has the same moves as two raid bosses into a strike and give her the ideal arena to abuse her powers. The area you're fighting her in has extremely precarious footing and very little cover, overwhelming amounts of Taken spawns (many of which are Taken Knights whose incendiary spit limits safe space even further), and large debris that start appearing midway through the fight, adding a hazard that can kill you if you're not careful while jumping between islands. Her Eviscerating Hex has a chance of killing you in one hit if it directly hits you note , and her double repulsion can juggle you around, lifting you off the ground then knocking you back a fair distance. Given the aforementioned precarious footing, the aerial push is usally a death sentence if you don't have the means to recover from the knockback; no cover will save you from that move either, as the knockback from the second push bypasses walls. To top it off, staying close to her is ill-advised, since she also has a Shockwave Stomp that propels you even farther than many obnoxious bosses that use the Scrappy Mechanic. On scenarios where you have to enter the fight underleveled like Ordeal Nightfalls, this fight is usually considered as one of the most unfair ones next to Thaviks'.
    • Zevious-3, the Forge Warden of the Gofannon Forge on Nessus, keeps you on the edge by constantly teleporting itself away, cutting your fireteam's firepower by warping one Guardian at a time, and being flanked by numerous reinforcements. If one of the lesser Servitors even get close to the boss, it and Zevious-3 can mutually shield each other, making for a really frustrating situation where you have to pop your Super to destroy the smaller Servitor and get back to damaging the boss, who can choose to either relocate itself or randomly teleport you.
    • Belmon, Transcendent Mind on the highest difficulties of The Ordeal. Being a super Hydra, Belmon can casually oneshot you with its Aeon Maul projectiles if it so much glances at you, and you will have to deal with multiple Champions and Wyverns that swarm your position, forcing you to to play peek-a-boo inside tight corridors and bottlenecking the onrushing enemies. It's telling when the Transcendent Hydra that tries to snuff you out from inside the cubicles is the least of your worries in the fight, despite it technically being one of the two bosses required to end the strike.
    • While "Battlegrounds: Foothold" is a fun arena mission with continuous waves of Cabal and Hive, the fight against Val Ma'rag at the end is a little too hectic to fully enjoy. Not only do you have to deal with dozens of Legionaries and Phalanxes with Slug Throwers, but also the occasional Hive Shrieker or Ogre that decides to exclusively target you even in the middle of a Mêlée à Trois. Ma'rag himself is a pain the ass to fight up close, as he can repel you with either the standard Incendior compression burst, or a good ol' physics-shattering stomp.
  • That One Level:
    • Savathûn's Song, for non-Titans. The main gimmick of the strike is that someone has to pick up a ball of Void Light and deliver it to a pillar in order to destroy a invincible Shrieker, while leaving the carrier with nothing but melee attacks. Which is a bad thing since there are a lot more Ogres than usual in this Strike, who will gleefully melt you with their eye beams. Hell, in one room where you need to deliver it, it's guarded by a Ogre outside the room and two Ogres and a Shrieker inside the room.
    • For Solstice of Heroes, the Redux of 1AU, specifically the "Sunside" portion of the level, can be absolutely brutal, especially if you're soloing the mission. The portion in question has you going outside the Almighty and running along a portion of the hull exposed to the Sun's damaging solar winds, where you will take constant damage unless you are in cover. The Redux version of the mission puts a lot of Elite Mooks in your way, gives you less cover to work with, and drops Cabal Drop Pods directly along the paths you are most likely to take to get from cover to cover. The difficulty is massively exacerbated by the fact that you will likely be wearing the Scorched Event Armor the first time you make this run, which gives you only a single point in Resilience and no points in Recovery.
    • Niobe Labs became infamous due to a glitch in the first days that made it accidentally unwinnable, leaving out a particular clue on how to solve it. This was rather significant in that this was story-related content that was locked out to everyone until a team cleared. Bungie responded by just unlocking the content manually and later patched the glitch, leaving the puzzle more of a novelty quest rather providing anything important.
    • Among the raids, Spire of Stars is far more mechanics focused than any other, requiring tighter and tighter team coordination as you pass each section with a significantly smaller margin of error (even getting the bonus chest can be frustrating). This is before the Harder Than Hard prestige mode. It's also easily the least requested Raid on the companion app, making it that much more difficult to get a team together that is capable of beating it.
    • The Dreaming City strike, "The Corrupted", is one of the strikes where you either make or break with your fireteam; on top of sporting copious amounts of Taken mobs (many of which are Demonic Spiders), it features a mechanic that requires you to pass a charge to your teammates in order to efficiently break some elite Taken shields, and has a section where you're constantly being teleported between the Dreaming City and its Ascendant Realm counterpart until you kill both Ogres in their respective realms. Then you get to Sedia, who is a nasty piece of work on her own. Even the most seasoned players who can do the Nightfall Ordeal Grandmaster of other strikes on their first try were driven insane trying to complete it on that difficulty.
    • The Bridge of Folly section in the Reckoning (Tiers 2 and above) is easily the most frustrating part of the playlist (and among the worst levels in the game, period), and not without reason: enemies abound from all directions, the front and back of the bridge are teeming with an infinite number of Shadow Thralls and massive Taken elites that pack a ridiculous Shockwave Stomp just to shove you off the plates you need to capture (and most likely off the bridge), and the flanks have platforms in the distance that are infested by Taken snipers.
    • "A Garden World" is tied with "The Corrupted" for Season 11's hardest Grandmaster Ordeal strike, given nearly all of the Minotaurs and Hobgoblins featured in an all-Vex spawn are turned into Overload and Barrier Champions, respectively. This significantly amps up the difficulty in an already long trek through Past Mercury, and some rooms feature several Champions at once. Then there's the boss room's lack of reliable cover; things can get out of hand so quickly, no one would judge you if you constantly hid behind the invincible inanimate Minotaurs' calves while wailing away at Dendron.
    • While "The Glassway" is a mostly fun strike with lots of enemies to chew on at regular difficulties, the same can't be said when you do the Ordeal version of it, especially the Grandmaster difficulty. The near totality of those enemies suddenly can oneshot you a the tip of a hat, have metric tons of health, and have no conpunctions flanking you. Then there's the boss room, where multiple Champions and Wyverns can swarm you in the side rooms that normally let you hide from Belmon's oneshotting blasts. It's telling when an average Grandmaster completion on this one goes way over the alloted 30 minutes before revives are disabled. It got to the point where Bungie upped the time limit to 45 minutes to this Grandmaster and the following one...
    • The Grandmaster version of "The Scarlet Keep" directly competes with "The Glassway" and "The Corrupted" for the longest and most arduous pathway to the boss room, easily taking between 25 to 35 minutes just to get to Hashladûn. Barrier Champions infest the long-winded bridges leading to the top of the tower, and the Acolytes who are equipped with Soulfire Rifles will oneshot you from far away if given the time to charge their attack. Things get even harder on the boss room, where there is virtually no safe spot from the Knights' and Acolytes' constant bombardment. May the Traveler help you if you can't shut down the Unstoppable Ogres in time.
    • The opening Warsat section of the Fallen S.A.B.E.R. strike comes back straight from D1, which means a tedious zone defense made worse by constant Skiff bombardments and enemy Fallen pouring from all directions. It's common to get swarmed by half a dozen Marauders at several points in the strike, and the higher difficulties of the Ordeal version have multiple Champions covering each other. Hope you brought your trusty Riskrunner for this, because you're gonna get shocked constantly.
    • The "Proving Ground" strike receives the same treatment as "The Glassway" when it comes to higher Ordeal Nightfall difficulties; extreme enemy density with large open areas that offer little to no cover, forcing you to take your time engaging enemies from a very long distance. Because nearly every Cabal unit can oneshot you if you aren't prepared for it, expect to struggle a lot in the hangar section, where you have to deal with two Goliath tanks and multiple Champions and Interceptors. Then there's Ignovun, who draws similar complaints due to his boss arena being mostly bare and perfect for his Bronto Cannon spam, which, once again, oneshots you with little notice.
  • That One Sidequest:
    • Getting the Legend of Acrius (Exotic Shotgun) is a fairly painful process that requires you to randomly get the quest item in the first place, randomly get 5 collectibles by killing Cabal enemies, then complete the Leviathan raid (you can technically skim down to just beating the final boss, which is still a monumental task in itself). Then, you have to complete a 300 Power quest, which turns out to be a Nightfall Strike on Prestige difficulty; completing this will reward you with the Exotic shotgun minus most of its perks, and you'll be tasked with using it to kill more Cabal in particular circumstances. Then, you'll have to come back to the Leviathan and raid several more times to get Emperor Seals note . Finally, if you want the ornament, you have to complete the raid on Prestige difficulty. It's by far the longest and most grueling Exotic weapon quest upon the game's launch.
      • And as of the release of Curse of Osiris, while the map requirement for the "End The Arms Dealer" Quest is still listed as 300 Power, the actual quest has been silently raised to the current hard cap of 330 Power, which you only find out after you start it, and is now unplayable for those who do not own the DLC due to its Prestige difficulty. The fans were not pleased to find out that this weapon and sidequest are ultimately gated off behind a paywall post-release.
    • Acquiring the Whisper of the Worm is essentially the Black Spindle quest from Destiny cranked Up to Eleven, as you have to really push your platforming abilities to the fullest on a Timed Mission that also includes brutal waves of Taken. This is on top of actually finding the mission, which is found on Io at a very specific location and time.
    • If you dislike the PvP side of the game, the advent of 'Forsaken' looks to be a solid stream of sidequests to grind your teeth by; whether it's getting a large, yet unspecified number of pulse rifle kills in the Crucible (the progress bar is a percentage, not a number, and the scoreboard doesn't track your Final Blows statistic), or killing invading Guardians with a hand cannon in Gambit (where you show up as a bright dot on the invader's radar, but the invader is just one among a horde of PvE enemies on radar until you spot them directly). At least one quest has multiple PvP stages.
    • Just when everyone thought the Iron Burden fiasco from Season 6 was bad, Season 7's Iron Banner introduces a mind-numbingly tedious questline which requires dozens of matches, if not hundreds, to fully complete, with each step getting progressively grindier requirements like melee and grenade kills (in a metagame that's flat out punishing to abilities other than supers) and kills with weapons that simply aren't competitive. What's worse is that armour pieces for that season will not drop in the loot pool until you've completed each quest step, which essentially forces you to sit through the entire slog if you want the whole armour set. Compound that with Lord of Wolves being busted during the same season, and you have a recipe for a very unenjoyable Iron Banner experience.
    • Season 9's Iron Banner's quest keeps the same frustrating armour restrictions from previous seasons, but the last step will make you ragequit in a hurry; you had to kill ten Guardians with a Rocket Launcher. Given how laughably sparse Heavy ammo spawns each match, a lot of players spent many matches without ever touching a Heavy ammo brick, and some even did nothing but wait for it to appear through an entire match. The Gameplay Derailment got so bad that Bungie had to apologize and autocomplete that dreaded last step to avoid repeated criticism about it.
  • They Changed It, Now It Sucks!:
    • The shader system is one of the most negative changes in the jump from D1 to D2; what once was an unlimited-once-acquired and free aesthetic, is now severely limited in quantity and costs glimmer to even apply. Thankfully Patch 2.0 changed it so you could retrieve any acquired shader from the Collections tab at a very meager price.
    • The shift in weapon categories is also a case of "if it ain't broken, don't fix it", as Kinetic and Energy weapons are essentially letting you equip two Primaries from the first game's weapon system, while most Special Weapons (sans Sidearms) are moved to the Power Weapon slot, traditionally occupied by D1's Heavy Weapons; this induces redundancy for having two similar weapons out of three, and causes Tier-Induced Scrappy for the Power Weapon slot (e.g., why use a shotgun when you can always wield a rocket launcher). This also translates into making players feel a lot less powerful than in the previous game. Patch 2.0 remedied this by changing back to a Primary-Special-Heavy trinity system, but also went beyond by letting you equip up to two Specials based on whether they're Kinetic or Energy-based, making the best out of the old D1 system and D2's weapon typing.
    • The increase in ability cooldowns from D1 to D2. Bungie wanted players to think strategically before using these abilities and make the moment when you do use them thoroughly satisfying and pivotal, but since these abilities are roughly of the same effectiveness as the first game and are just as easily counteracted, the magic is lost, and players feel bitter about the slow pacing note . It's telling when Mayhem Clash, a limited-time Crucible mode, is widely praised for decreasing ability cooldowns to ludicrous speeds. It took until months into the cesspool of controversies that is Curse of Osiris for Bungie to acknowledge that the slow pacing of ability use was a mistake, and they promptly regulated cooldowns at a reasonable recharge rate afterwards.
  • Tier-Induced Scrappy:
    • Weapons-wise, many players are fed up with the general overuse of the MIDA Multi-Tool, Uriel's Gift and Last Hope in the Crucible due to most other weapons not being viable enough and the latter two being purely subject to Randomly Drops instead of being guaranteed quest rewards. It doesn't help that weapons have to be balanced for both PvE and PvP use.
      • Scout Rifles in general don't deal enough damage at range to compete with Snipers and don't fire fast enough to compete at precision mid-range with Hand Cannons and Pulse Rifles. They got a modest buff in season ten and artifact mods, but they required a faster rate of fire making them more like Pulse Rifles.
      • Trace Rifles only have a handful of exotics, they are fun in a general sense for being death beams and can clear small enemies but eat up ammo and don't deal enough damage to really justify the special ammo slot. In year three they did manage to get a big bump with the introduction of Divinity and Ruinous Effigy by thinking more laterally with their perks (continuous fire from Divinity debuffs an enemy and provides a critical spot, giving allied players a massive bonus at the expense of personal DPS, and Ruinous Effigy creates orbs you and allies can pick up and use for massive melee damage or damage-dealing/health-regenerating guarding auras).
    • Arcstriders are generally regarded as having one of the worst Supers to use in the Crucible note , mainly because of how painfully slow it is compared to the rest and requiring to get up close and personal to be worthwhile; at least the other melee-focused Supers have something to compensate for (Strikers deal AoE damage and have accelerated movement while Fists of Havoc is active, Sentinels can throw shields and block attacks, and Stormcallers have a long reach with their Stormtrance). This has somewhat been mitigated by the "Go Fast" update, where the higher movement speed greatly works in the Arc Staff's favor and you suddenly have a fairly monstrous killstreak machine if you time your dodges right.
    • Dawnblades are the least used of the three Warlock subclasses due to their easily-depleted Super and unrewarding aerial gameplay; to add insult to injury, that last bit was cemented by Bungie intentionally making vertical plays bad to limit advantages over low skill players, so Dawnblades, whose top ability tree builds on aerial combat, were gimped from the start. As a result, there is hardly a situation where using this subclass over the others is an optimal choice, as the Voidwalkers and Stormcallers have more desirable perks and Supers going for them. Much like the Arcstrider, this turned on its head with the Go Fast update, where Daybreak got buffed to compete with other roaming Supers. Forsaken also introduced the Attunement of Grace, which became a staple for most PvE fireteams given its undeniably potent healing abilities.
      • Fast forward to Season of Dawn, the Dawnblade's Burst Glide got nerfed to give some focus on the previously-unviable Attunement of Sky, giving the subclass branch a new lease in life with a fantastic aerial playstyle. However, this change had the side effect of leaving the Attunement of Flame in the dust, given the lack of hyper-mobility once provided by Burst Glide now greatly hampers the branch's neutral game and Daybreak super. Combined with the nerf to super regen abilities, it won't be long before you realize that getting to throw two or three more Daybreak projectiles doesn't make up for the awful aerial game when compared to the Attunement of Sky.
    • While nearly all of the subclass branches introduced in Forsaken received near-unanimous praise for their versatility in both PvE and PvP environments, the same can't be said for the Arcstrider's Way of the Current. While the modified super by itself is quite potent and allows for creative plays, the branch's perks greatly suffer from a lack of synergy, which is mind-boggling when you put it next to other subclasses that are outright broken.
    • Titans through Forsaken were this. While they could be very difficult to kill in PvP, their lack of utility affected their usefulness in high-level PvE content. The main issue is that almost anything that a Titan could do, a Warlock or Hunter can do just as well, if not better. Titans were good for Melting Point against bosses (a melee attack), but their supers are focused on clearing smaller enemies at close range and not dealing raw damage from a distance like Hunters Golden Gun or Warlocks Nova Bomb. They also lacked a strong support Super, as Well of Radiance doesn't require that the Warlock hold up a shield and forgo dealing damage, and Shadowshot can lock down significantly more enemies much more easily than Ward of Dawn with Helm of Saint-14, with another issue being the lack of activities where total damage immunity was desired over massive healing + overshield. A problem that isn't helped by the fact that Titans don't have an Exotic like Orpheus Rig, Skull of Dire Ahamkara, or Phoenix Protocol which easily regenerated Hunter and Warlock supers. Comparable exotics like Ursa Furiosa and Doomfang Pauldrons were too situational to the point of being regressive (Ursa Furiosa required you to defend allies and forgo dealing damage yourself, Doomfang Pauldrons required killing large groups of enemies).
      • In Season 7 super-regenerating exotics were nerfed, which hit Orpheus Rig, Skull of Dire Ahamkara, and Phoenix Protocol much harder than Ursa Furiosa, and Ward of Dawn gained a niche in Heroic Menagerie and the Crown of Sorrow Raid, as area control and total damage protection were more important in those activities and Well of Radiance wasn't strong enough. Come Shadowkeep, Ward of Dawn regained Weapons of Light, Bottomless Magazines effects were removed across the board along with damage mod changes (you can't stack all buffs together like before, making Hammer Strike vital as a debuff), and Well of Radiance's damage buff got reduced, causing Titans to become valuable in PvE endgame.
    • For nearly two years since its introduction, the Recluse has reigned supreme in the Energy Primary weapon category due to its unparalleled perks combination and overall versatility, showcasing the perverse side of the power creep happening in weapon rolls. It gets to the point where players started getting fed up with bots running the SMG in PvE even when the situation doesn't call for it (especially in activities where the Match Game modifier is active and there aren't any Void shields to break). The problem was partly addressed with a slight nerf to its perks and the advent of sunsetting, which puts the Recluse's power cap at 1060 and thus makes it useless for higher power content starting in Season 12.
  • Underused Game Mechanic:
    • The Infinite Forest from the "Curse of Osiris" DLC. For all the hype regarding its unique Procedural Generation, the area ultimately serves as nothing more than a glorified passage from one objective to another, without any meaningful events going on as you wade in a hurry through the randomly generated platforms; the exceptions are locked gates requiring you to kill one or several yellow health enemies to proceed forward, but even then, it's treated as unnecessary padding. It got a marginally better reception with the Haunted Forest and Verdant Forest seasonal game types, being focused on speed runs instead of story development.
    • Weapon Telemetry is universally agreed to be the most redundant resource in the game, since you can only use them to get rank up packages with Banshee, who also accepts Gunsmith Materials that are worth more individually towards rank ups and are much more easily acquired via dismantling any unwanted piece of equipment (this being a looter shooter game, you'll come across a lot of these); in contrast, Weapon Telemetry only has a chance at being generated through special means (Ghost Telemetry perks and Pure Matterglass Lens).
  • Win Back the Crowd:
    • After several months where the player base gradually moved away from the game due to multiple PR disasters and a weak expansion in the form of Curse of Osiris, the combination of the "Go Fast" sandbox update and the release of the Warmind expansion actually brought back a fair number of disgruntled fans, even though said DLC has its share of flaws. For this, Bungie added a few legendary weapons that actually felt unique and worth the grind, offered an intense gameplay mechanic in Escalation Protocol, and increased communications with the community regarding various feedback on making the game better.
    • After a couple of months following Warmind's mild success, Solstice of Heroes, coupled with the discovery of the Whisper of the Worm, catalysts for literally every Exotic weapon and the slew of previews of Forsaken, all helped bring back another portion of the disillusioned fanbase, if just for getting up to speed with the final weeks of Year 1 and getting ready for Year 2 starting in Fall 2018. This happens to come along with Bungie's renewed philosophy of actually making players feel powerful and moving further away from the grounded gameplay that made the core of Destiny 2's gameplay so contentious.
    • Forsaken completely revamps the game's mechanics to fall more in line with The Taken King DLC from the first game. Randomized stats are back, Exotics are rarer and have more unique effects, shotguns and sniper rifles can be used as secondary weapons again, cooldowns for ultimates are shortened, PVP is back to 6 vs 6 with the new Gambit mode added, there's more incentives to perform daily quests and explore the open world areas, and so much more. Many fans have declared that Forsaken should be considered the point where Destiny 2 finally became a true sequel to Destiny 1. This sentiment increased even more after the three Seasons (The Black Armory, Joker’s Wild, Penumbra) and the announcement of Shadowkeep and the jump to Free-to-Play, all of which led to the game’s player count soaring to new heights, as well as praise from gamers and professional critics alike.
    • Year Three had some disappointment in general with their seasonal approach, which introduced new gametypes that would be cycled out after a few months. The problem was it forced players to grind this new gametype to accomplish all materials and triumphs far more than the playerbase was interested in. The quality of the different gametypes varied and there was a slump in the pacing of the story, which made the Season of the Worthy (March-June 2020) especially disliked because a declining playerbase made the gametype much more difficult than it should have been. At one of the more pessimistic points in the games' lifespan, Season of Arrivals came in very strong alongside the reveal of the fall DLC Beyond Light. Some players were hesitant based on being burned before, but within a few weeks it came to be seen as the strongest in storytelling, pacing and gameplay, making it the highlight of Year three.
    • After Joe Blackurn took over as the Lead Director of Destiny 2, he released a massive update that contained a ton of news that the playerbase took extremely positively. First and foremost: Sunsetting, or the act of imposing a Power cap on weapons and armor, is gone. Second: it was announced that The Witch Queen expansion was being delayed until early 2022. Considering the reception that Beyond Light had, many are hopeful that this will mean more content (such as Strikes and PvP maps) will be added to the expansion. Third: The seasonal Power Grind is being massively reduced. Due to Sunsetting, the Power Cap was raised by 50 each season. Now it's going down to 10 per season, eliminating a grind that virtually all players found boring and unengaging. Fourth: PvP Adjustments including A fix for "3-peaking," or the act of using third-person weapons or emotes to look around corners that you otherwise shouldn't be able to, an adjustment to Stasis subclasses to make them more balanced in PvP, and the announcement of weapon archetype rebalancing in PvP. Fifth: Shaders are back to being unlocks, solving a minor, but persistent, inventory management issue that has persisted ever since the start of the game. Sixth and last: Bungie preemptively addressed a concern with crossplay in PvP, informing players that, unless PC players deliberately invite a console player into their group, console and PC players would not play together in PvP.
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