I actually really liked the new invasions. Ppl seemed to cry enough that the devs are nerfing it. Dude, let the content breathe for a bit man before panic nerfing stuff. Ive always thought it ends up being better whenever something releases, the devs let the community adjust to it and find metas and improve BEFORE they fine tune adjustments.
Those missions didn't need time to breathe, they needed plastic bags over their heads and putting out of their misery. Awful stuff.
The first days invasions were complete arse. Yes, people complained and some that the builds they'd worked on in the limited time they'd had to play were effectively useless in invasions so they were shit out of luck because it left them vulnerable/ammo-starved/whatever. All fair comment IMO. And what do you know, the good old one key that fits all locks - brain-dead Bunny - is the obvious go-to to get it done quick for the best rewards - get outta the way! Screw those fools for daring to work on more fringe characters and builds that interested them, right...? ;-) Fact is, most complaints after that first day were not that it was too hard, even if a good chunk of the sub wants to pretend that after the fact - boo-hoo, please gimp the game, that's how it happened. Fact is the content was simply dogshit. Not difficult, just piss-poor anti-fun that wouldn't nearly be enough to carry a season or half a season, especially not as solo missions in a multiplayer game. "Test your builds with speed runs" lol, yeah right. Just stand here and watch the timer tick down in your "speed run" as the boss has a 100% lock on you as every single trash mob hones in. They massively over-sold it with that pretty slick Hailey trailer and deserved the negative feedback - and as expected, they reacted almost instantly in line with other problems, mistakes and issues of their making. Now they're getting to skip seasonal holiday celebrations and work on making the game not shit again.
It shows a complete failure to understand player motivation and gameplay habits. Seasonal dailies need to be quick pop in and blast through missions for anyone and everyone to rip through - a fun blast that can be the very least you do just to stay relevant if time is short, but something fun and rewarding enough to make it worthwhile. Instead, these abysmal turds landed leaving some just not even wanting to play the game anymore, that's how frustratingly off-putting they were in not only their difficulty for some, but their utterly stingy fraction of a fraction of a fraction of a descendant on offer - or maybe 3 of those if you're quick! Having them only be able to be golded (or even completed/possible) by specific characters/builds was dumb. Having no selectable difficulty levels for risk/reward and tuning them right up was extremely fucking dumb. Get good is
not an acceptable response to this form of content. Like someone said earlier in the thread - it's pretty obvious they knew they'd fucked up before they even put this out, they'd already held their hands up to this kind of terribly static sit-on-your-arse-right-here content being the polar opposite to what people actually wanted to engage with by patching that nonsense out of hard mode strikes... but seems they'd made it well in advance and had to boot it out the door anyway. Probably already started reworking it before the patch even hit!
Killing shit fast and collecting their artificial brains (lol) to then feed into the machine was a lot closer to what they should have been aiming for in these throwaway seasonal bish-bash-bosh content missions, but still, as tougher solo missions with *everything* concentrated on the player they're still not fit for purpose. Gimping them now is probably the easiest and cheapest way to "fix" them for the bulk of the playerbase. Personally I enjoy that stuff, I love soloing missions and bosses (even properly, not just cheesy push-squirt builds that are fun once then, eh, fine for farming). "Remember these 3 colours and sit here for a bit, fingers crossed you don't have them time out" missions and the truly terrible "shoot the crust off these pillars and match these symbols while trying to not die and make sure you don't blow yourself up now shoot these blinking eyes but do it all again because the gun doesn't hold enough charge until you level it in the seasonal artifact, lol, bet you can't wait to see what's in the boss room" shit was a terrible combo to expose everyone to day 1. The trailer made those glimpses of these mechanics seem fine and fun to engage with, but the reality seems far from that for most. Uproar was inevitable.
My basic Valby pissed through it all easily and my ult Bunny would have done the same, but the challenge offered should not be the sole and default one available. Leaving what they sharted out as it was and expecting players to just accept it and git gud would have been a huge own goal. They did right to react quickly and respond to what their own telemetry no doubt told them - that people were responding by simply shutting the game down in frustration and not playing at all thanks to anti-fun gameplay and over-tuned default difficulty, rather than reworking their builds or going out farming another descendant they didn't want this far but now feel forced to in order to finally end up with the one they actually do - Hailey.
Mega-dungeons, raids, whatever - fine - that's how the game should work as it did through the story, presenting problems to the player so they work to get stronger to surpass them - probably leaning into whatever is the new hotness and spending some money along the way. But seasonal daily content should be complete gimmies with optional adjustments for harder difficulty tuning and better reward for those who are invested and care.
Have a quick question as a long time Destiny 2 player (I know, take your shots). Debating giving this a go or Warframe. How is the new player experience with this one in comparison? Looking for someone that has played both to give me the low-down.
TFD, as a new game with devs that are quick to respond to feedback, is a wonderful one to get into right now - very accessible and enjoyable to engage with, and without a plethora of options or paths to navigate, just an obvious critical path and a lot of choice and variety in how you play with the characters on offer - far more than Destiny ever managed in over a decade, with a true power fantasy that gets delivered upon when you soon out-level prior content and stomp it into the ground vs still having to put 2 shots into level 4 Randal the Vandal twatting around in the Cosmodrome no matter how high your level goes. But... it probably depends how much time you have to play and what you're looking to get out of it in the longer term. If it's just a few hours here and there, a couple dozen a week tops, then this game could keep you occupied for months to the point where new content drops. But if you've got a ton of time on your hands and want to focus hard on it you might end up feeling done in a month, left only with some numbers-go-up side-shuffles if you truly can't leave the game alone waiting on new content, whereas Warframe has more than a decade of content, streamlining, care and attention. But then, as a new player, I dropped that game hard the 4 times I attempted to give it a real go - just left me cold and confused, it's drab and boring, whereas TFD speaks to me in ways only Destiny and Outriders have and has the opportunity to realise the kind of potential both these games offered glimpses of but ultimately failed to deliver on and fulfil.