Follow TV Tropes

Following

Scrappy Mechanic / Destiny 2

Go To

As with other games of its nature, Destiny 2 has more than a few mechanics that range from mildly annoying to extremely frustrating.

  • In a game so focused about loot and grinding, the unannounced cooldown that gave diminishing returns from looting in quick succession and stalls resource farming was universally despised by players. While there were ways to reset that Anti-Grinding timer, it still didn't justify the fact that it wasn't explained in the game. Now largely retired, after much complaining; it's very clear when running certain activities will stop giving good rewards.
  • Shaders were consumables on launch, so players that wanted to color-coordinate their armor had a hard time of it if they didn't have 4-5 of a given color on hand. Alleviated in the update that added Collections; you could reacquire any shader you'd already found at any time via your Collection. Especially helpful for rare or time-limited shaders, such as Faction Rally or Eververse exclusive patterns. Put to bed completely with Season of the Splicer, which featured a significant overhaul of cosmetic customization.
  • Pre-Shadowkeep: The balance between the three main attributes (Mobility, Resilience and Recovery) was 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) were deemed as inferior to the ones that do grant a significant increase to it. This got changed once Shadowkeep revamped armor stats, so that having high amounts of one stat actually does provide a noticeable difference.
  • 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 system seems to have been almost entirely retired, at least unofficially.
  • 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 , resulting 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.
  • Ever since Gambit was introduced, invading was derided by just about every side, as the invading player being able to locate the invaded team through buildings is way too much of a boon, especially when the invader is very likely to use powerful long-distance Heavy weapons that make the invadee feel helpless. When one good invasion is enough to ruin the opposing team's chances of catching up, you know how ridiculously broken the mechanic is.
  • The method of obtaining the Seething Heart, the item previously 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. Now it just drops after regular match clears, sooner or later.
  • 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. Things would get worse in Season of Plunder when Bungie made the utterly idotic move to drop all pretenses and throw connection checks out of the window, resulting in a stark increase of matches filled with quitters and poor connections. Bungie's pathetic band-aid solution to the increase in quitters? Quitter penalty in a casual playlist like Quickplay!
  • 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 was easily the most hated UI feature while in orbit, as it took up most of your screen when it popped 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 (ie it shows a banner at the bottom of the screen so your view isn't obstructed as much).
  • 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. Made worse with some seasonal armour mods, but fortunately many weapon mods can now drop from world Engrams, and both Banshee and Ada now sell four mods per week (different sets per vendor, and just for Glimmer), so it's not too hard to get what you're missing sooner or later.
    • This was finally resolved in Beyond Light which completely changed Mod Aquisition by tying it to the Guardian Ranks system, such that all players would acquire all mods by Guardian Rank 6 (which requirs little more than completing the New Light campaign).
  • Stasis, especially in PvP. The main complaint about Stasis is that it's not only So overwhelmingly better than every other subclass in the game, but also that there are no real counters to Stasis. Stasis critics describe the subclass as nothing more than a frustrating collection of "I win" buttons that allow you to freeze players (preventing them from moving or fighting back) or slow players (making it significantly more difficult for them to move or fight back). Things really escalated after Season of the Splicer launched, where not only did Stasis get a new Aspect that allowed players to gain an overshield from shattering crystals, but there was an apparent Stealth Nerf to Icarus Dash, one of the only abilities with any potential Stasis-countering properties. The PvP community finally reached their Rage Breaking Point and started demanding serious Stasis nerfs so loudly that "#nerfstasis" ended up trending on Twitter. The reactions prompted Bungie to move up Stasis tuning planned for Season of the Lost to Season of the Splicer.
  • The implementation of Master mode raid loot immediately got panned due to its abysmal difficulty-to-reward ratio. Only those who grinded their artifact power to absurd levels throughout the season note  would have a chance to power through the mode, which features a greater amount of Champions in each encounter than the regular version of the raid on top of enemies being buffed by various modifiers (making Master mode more hectic than even a given raid's Day 1 Contest mode). It has become very common practice for fireteams to struggle to complete the weekly featured challenge, then bail out of the raid without ever completing the rest of the raid unless the final boss is instead featured as the weekly challenge.
  • After an unprecedented success in reviving interest in the Trials of Osiris with the implementation of matchmaking and a revamped rewards system in Season 15, Bungie proceeded to squander the fanbase's goodwill on the second week by segregating non-flawless players and flawless players in their respective matchmaking pools note , sparking a civil war in the fandom over whether going flawless is more of a punishment than a reward, and whether it's even worth getting more wins in a matchmaking pool filled to the brim with flawless players.
  • The Transmog system's first iteration was unnecessarily convoluted, requiring three different currencies specifically designed for the system; you had to go out in the wild, gather 150 Synthstrand from killing enemies, and only then could you purchase a bounty that you had to then complete to earn a Synthcord, which you then had to trade to Ada-1 to obtain a Synthweave that allows you to unlock an ornament of your choice. The amount of armour ornaments you can unlock per season is also limited to 10 per character, sparking outrage on social media. Eventually, Bungie slightly simplified the system by removing the Synthstrand step and allowing players to purchase bounties with Glimmer, but the seasonal cap still stands.
  • On the PVE side, it wouldn't be a Destiny 2 strike without an oversized boss with a stomp attack, even if that boss sometimes has no actual feet. And Bungie frequently try to disguise the overuse of this by naming it something else, even though the mechanic has identical effects no matter the boss. Thankfully Year 5 dialled back the power of most Stomps to far more reasonable levels, so aside from a few outliers your odds of being catapulted into a wall (or out of bounds) and instantly obliterated are much lower.
  • Veteran Dialogue is a major pain point for quite a few players. The game will have some slightly different dialogue in certain segments of the game that reflect what you accomplished back in Destiny 1. The problem is that this only works if you import your Destiny 1 characters into Destiny 2. Since Destiny 1 was never released on PC, players who switched over to PC when Destiny 2 launched are still unable to get Veteran Dialogue, much to their chagrin when the things that they accomplished back in the first game, such as killing Oryx and Crota, are attributed to other guardians. Players have spent years asking Bungie to give players an option to enable veteran dialogue on PC to no avail.
  • Some vendor bounties take too much investment for what they give in return. For example, Saladin's Iron Banner bounty "An Arsenal of Tricks" is universally despised for requiring ability kills on Guardians in a sandbox that's increasingly hostile to ability cooldowns.
  • The seasonal mod "Overload Auto-Rifle/SMG" is underwhelming compared to other anti-Champion mods due to the need to maintain your fire on an Overload Champion, an enemy that's unflinchable until the Overload round that stuns it kicks in. Even then, you have very little time to deal damage on the stunned Champion before it resumes its attack, and your auto-rifle/SMG rounds will actually heal the Champion before the Overload round is ready again.
  • Blue gear. Blue gear has been a pain point for a very long time. The issue is that, after you reach the Soft Cap, Blue Gear becomes virtually useless but the game forces you to pick it up, even if you leave it on the ground, it will be added to your postbox, which has a limited number of slots. So if you're playing a lot, you'll have to go back to your postmaster to dismantle the blues. Even worse, you may end up losing out on Exotics because your post box is clogged up with blues.
  • Related to the above point: the lack of a "dismantle all" function in the postbox. If your postbox is full of stuff you don't want, you can't just press a button to get rid of all of it. You have to manually dismantle every item one by one, which can be very tedious.
  • The Weapon Crafting system had a rough launch and even failed Bungie's own stated goals, only accomplishing bad luck protection as it stands. Getting enough Deepsight Resonance copies for a given weapon to craft in a RNG-based looter shooter is already a chore (on top of having to use them for a bit to complete their Deepsight objective, which can be painful if their perks are bad or you just don't like the archetype), moreso if those weapons only drop in difficult activities like raids and dungeons*. You cannot get additional barrel, magazine and perk options on a crafted weapon (forcing you to craft more than one copy in some cases), and the resource requirement for upgrading to enhanced versions of perks is just plain stingy for the minor improvement you get on them. Leveling up a weapon also takes forever, taking a few thousand kills to reach level 16 (where most weapons get their enhanced perks unlocked); in comparison, Exotic catalysts require only a few hundred kills.
    • While Weapon crafting has improved in some aspects (you no longer need to use red-boarder weapons to extract Patterns and Resonant Materials, there are no longer multiple crating materials to keep track of, and you can now view your materials from your inventory) the general sentiment is that crafting has completely taken over the game. The ability to get Enhanced Perks on crafted weapons has made hunting for good rolls on weapon drops (traditionally a major part of the Destiny Endgame) completely irrelevant, and the grind for Deepsight weapon patterns has been described as "brutal" with each seasonal weapon requiring a whopping five pattern extractions per gun, and every single season weapon is craftable. Many players have started choosing their Seasonal HELM upgrades in such a way that they rush unlocking perks that allow you to get guaranteed Deepsight weapons every week. On top of all that, the cap on Resonant Materials means that many hardcore players have to either choose between wasting materials by dismantling Deepsight weapons when already capped, or clogging up their inventory/postmaster/vault with Deepsight weapons that they can dismantle later when they need the materials.
  • The way statuses are displayed has become increasingly hard to keep track of in a firefight. For the most part, any statuses like Rampage or Adrenaline Junkie are placed above the corner where the Super bar, the ammo counters, and ability cooldowns are located. For the most part, they were easy to read. However, as Bungie kept adding more and more statuses, it soon became apparent that some crucial parts of one's build, like Radiant for Solar 3.0, or Worm's Hunger for Parasite, could be completely hidden by other statuses that were currently active (because the max amount of statuses active seems to hover around 3-4, with more recent statuses forcing others out of view), meaning you'd have to wait for them to run out just to check if other statuses are still running. It can throw you off immensely if your build hinges on keeping track on statuses with short timers.
  • Starting with Beyond Light, Exotic armour pieces introduced with each season are restricted to Legend and Master Lost Sectors, forcing you to tackle difficult content just to get a chance at a drop at the end of the Lost Sector (usually with a crappy stat roll to add insult to injury).
  • Ruffians from Season of Plunder. They're Unstoppable Champions that spawn in during Expeditions. You need to kill 50 of them to earn the "Scallywag" seasonal title. The issue? Their spawn timers are so ridiculously long that it is virtually guaranteed that players will complete the objective before they spawn in, and once the objective is complete, they will no longer spawn in, and the ones that are on the field despawn. Solo players either have to hope that they hit the lottery and either get teammates that are also trying to spawn in Ruffians, or get teammates that are ridiculously slow at completing the objective, or deliberately grief their teammates to slow down progress. And even if you go in with a fireteam, you still need to spend about 3 minutes killing trash while waiting for the Ruffian to spawn. To have a triumph that's so counterintuitive to playing normally has caused a lot of questioning about Bungie's willingness to pad out a season, moreso when there's a related triumph that requires you to kill 250 Champions in Expedition (one Expedition session only spawns four Champions at most, and that's if you're stalling for Ruffians) to obtain the full points.
  • Bungie continues the trend of crappy seasonal anti-Champion weapon mods in Season of the Seraph, giving out only two options for Unstoppables in hand cannons and grenade launchers. The former now takes an agonizingly long ADS time before proccing, and you must not shoot before the mod activates (otherwise the proc timer resets). The grenade launcher mod is virtually unchanged from Season 14, but with the advent of many more Exotics having gained innate anti-Champion capabilities between seasons, many players have written the artifact mods off as useless and are turning to more accessible options like Bastion, Malfeasance, Leviathan's Breath and Devil's Ruin.
  • Related to the above point, Champions have become increasingly hated ever since their introduction in Shadowkeep. Their premise - enemies that are very difficult to defeat unless you use their respective anti-Champion mod to deal with them, especially on higher difficulties - not only forces you out of builds you like just to get them out of the way, but are also crammed into other high difficulty activities without changing the mechanics themselves to compensate, primarily raids and Legend-tier seasonal activities. If you don't have the right mods, the Champions will gladly eviscerate you while you struggle to do any meaningful damage, and even worse, two out of three regenerate health to undo your efforts. Immense hatred has been expressed at Bungie artificially inflating difficulty and making it tedious to adjust your equipment just to ensure you aren't stonewalled, especially by Unstoppables. It's especially disliked since anti-Champion mods are changed up every season, so what would be a good round one season will become completely useless the next. It says something when the Legendary difficulty for the campaign of The Witch Queen was praised for not including any Champions whatsoever, just numerically tougher enemies and additional modifiers.
    • Champions have also been slammed for not being actual game-changers in themselves. Instead of making players change up their tactics, like say, waiting for an opening to attack, or getting punished if they use certain abilities... Champions just devolve to "Shoot this but with a certain mod to get rid of it". Despite repeated protests, Bungie seems adamant on not changing them much. Bungie finally started addressing the matter in the leadup to Lightfall, describing how the subclass elements would have intrinsic anti-champion abilities, so that it's much easier to deal with them without having to gimp your build in the process.
  • Unlocking Fragments for the game's Darkness Subclasses (Stasis and Strand) is widely despised, albeit for different reasons for each subclass. his is made even worse by how the Light Subclass Fragments are so easy to unlock.
    • For Stasis, you need Memory Fragments, obtained by picking up random objectives from The Exo Stranger on Europa that require you to do certain things in the game's core Ritual Activities (Crucible, Vanguard Ops, and Gambit). These objectives are widely disliked for being tedious and grindy, such as the one that requires you to kill 40 Champions in Nightfalls. As such, it came as no surprise that people were happy when Bungie replaced it with a simpler vendor system that just required Glimmer for purchasing Stasis Aspects and Fragments in Season of the Witch.
    • For Strand, the process is significantly more straightforward. Completing Objectives on Neomuna and getting Strand kills in any activity causes enemies to drop "Strand Meditations," which are used to purchase Strand Grenades, Aspects, and Fragments. The problem is the sheer quantity of Strand Meditations needed to unlock all Strand Fragments, with each Fragment costing a whopping 200 apiece (for perspective, Neomuna patrols only award 7 Meditations, and Strand kills only have a chance to award a single Meditation) . Even worse, unlke the Stasis Fragments, Strand Fragments are not unlocked account-wide, so you need to repeat this process if you want all 3 of your characters to have access to the full suite of Strand Fragments.
  • The complete lack of a proper testing range is a major missed opportunity for a game of this caliber. With myriad perk combos and subclass builds, it's begging for an area dedicated to just playing around with any and all abilities and gear to see your build in action. Yet, Bungie has failed to implement anything that would fit the bill. The only two things that fit the concept were the Tribute Hall from Season of Opulence (which got vaulted and only returned as the intro sequence for the Duality dungeon) and the firing range behind the Relic in the Enclave on Mars. And for the latter, even then it fails at actually being good to play with your build, as while ammo constantly regenerates, your abilities don't, and what few targets exist are just static plates floating in the air that do nothing to proc things like on-kill perks and precision damage. To get any sense of how your build plays, you're forced to just hope for the best when going into activities, which may not be the best considering how you'll have to play alongside other players that may get in the way.
  • Some randomly rolled weapon perks are almost universally despised:
    • Fragile Focus gives a significant buff to range, until you take damage, making it go away for a relatively long period. While it rewards making decisive first strikes in PVP, in PVE it's outright useless as you are guaranteed to take damage, plus range doesn't quite matter in those scenarios anyway. Season of the Deep changes it so that it lasts until your shield breaks, giving a wider window to take advantage of it.
    • Gutshot Straight increases damage for body shots when aiming down sights, in exchange for target acquisition taking a major hit. Despite sounding like it'd reward you for body shots on paper, in practice you'll end up missing shots that should have hit far more often, negating the point of being accurate. Slickdraw is similar in that it tanks target acquisition to boost handling.
    • Sympathetic Arsenal reloads all weapons when reloading after a kill. Decent on its own, but on some weapons, it's in the same column as powerful damage perks like Rampage, making it very undesirable to see on a drop.
    • Shot Swap gives stacks of extra handling on every kill, with each stack consumed for every weapon swap. It has very little use in either mode, taking up space better saved for an actually desired perk.
    • Bipod increases magazine size and reserve ammo for rocket launchers... in exchange for kneecapping damage, reload speed, and blast radius by a significant amount. The extra ammo doesn't really matter when your shots not only hit for less, but it takes forever to reload. The supposed benefits are heavily outweighed by the major downsides. Season of the Witch saw it become properly viable after the damage cut was dialed back, so it was an actual decent perk. As a side effect, it ended up becoming devastating on weapons that can roll with Reconstruction or Envious Assassin to increase the magazine size even more.
  • Season of the Deep introduced a Fishing minigame into Destiny 2. While the fishing itself is widely-liked, one aspect of it that many players deeply dispise is the way fishing interacts with public events. Whenever a public event starts that's in the same area of the map as the fishing location, the fishing location disappears until the public event is complete. In addition, this causes players to lose the "Focused Fishing" buff that increases the chance of catching rare and exotic fish, which is a huge pain in the ass considering how long it takes for the buff to build up in the first place.
  • Inventory Caps have long been complained about, with high-end materials being a particular pain point:
    • Ascendant Shards have a miniscule stack size of 10 and you annot have more than one stack. While it is possible to stash Ascendant shards in one's Postmaster, this still limits players to 40 Ascendant Shards, which is an agressively small abount if you're the kind of hardcore player that regularly grinds Grandmaster Nightfalls. It's to the point that a common solution is to pull crappy, low-stat Exotic Armor from collections and masterwork it as a way to "store" Ascendant Shards (masterworking an exotic costs 3 Shards and dismantling a Masterworked exotic gives back 1 Shard).
    • Adept Nightfall Cipers only stack to 10, and like Ascendant Shards, you can only have one stack. Since it costs 10 Ciphers to focus one Adept Nightfall Weapon, this left many players who planned to grind realtively easy GM Nightfalls to build up a store of Ciphers that they could use later very disappointed.
    • Enhancement Cores and Enhancement Prisms stack at 999 and 50, respectively, but unlike previously-mentioned materails, you can have more than one stack. This, however, leads to a different problem, where many dedicated players have multiple stacks of both materials clogging up their Inventories and Vaults.
  • The Season of the Deep Seasonal Activity, Deep Dives, has a mechanic whereby you can activate a challenge that rewards better loot and more vendor reputation. Unfortunately, all three of the fireteam members must activate it. So if you're in a matchmade team, there's a very real posibility that you'll be matched with players that don't know or don't care to activate it. Forums have been filled with stories of frustrated players frantically shooting their teammates or emoting on the Taken Blight necessary to start the encounter, trying to no avail to draw the attention of their teammates.
  • The Season of the Witch activity Altars of Summoning has the players deposit offerings into podiums, with more activity progress being rewarded for encounter clears with higher offerings. However, most random players will immediately deposit tier 3 because that's the first one to become available, and then promptly become overwhelmed by the sheer number of enemies, unable to stay alive, let alone do the encounter's mechanic. The first week was especially painful, because it had Attrition as a modifier, which kneecaps natural healing, but kills have a chance to spawn Light wells that kickstart regen on pickup. As you might expect, this made it outright impossible to heal without being extremely on the ball, and even then it's demanding you have godlike loadouts just to survive.
  • The Season of the Wish activity, The Coil, made the Togetherness modifier a regular fixture of the mode. Togetherness forces fireteams to play close together, and if they stray apart then the healing is kneecapped dramatically. Couple that with a increasing skill cap and the later rounds can become absolute slogs where a solo surviving member will need alternate methods to heal as they will permanently be stuck with the "Drifting Apart" debuff. This can lead to their teammates being disconnected because the game views them as inactive. To top it all off, Togetherness was developed for the PvP focused Crimson Days event and never tuned to be used in PvE.
  • While Onslaught from Into the Light is regarded as a fun horde mode, it has a really crippling issue in form of the ADU batteries. Much like other ball-shaped objects you can pick up, they can roll around where a teammate has died. The game unfortunately won't discern between the battery and the teammate's Ghost, so you're forced to waste a second over picking up the battery while trying to get your friend back up. This can be lethal if there's tons of enemies everywhere and fire coming in from all directions, and what would be a clutch moment is foiled because the game decided it was better for you to grab the battery you may not have noticed right away while trying to get your friend back in the fray.

Top