Destiny 2 transmog could be great but it's a painful grind right now - ohlwitints
Destiny 2 transmog could be great but it's a painful grind just forthwith
Destiny 2 finally has a transmog system. It feels best to say that. Players privy now tailor-make their Guardian's look without messing up their build. And it deeds! I exhausted several hours playing space-age dress-up ended the weekend to make the perfect outfits for all my characters, even as I've desirable to for years. The problem is that "IT works" is about altogether the congratulations I have for Destiny 2's transmog system of rules – in its current grade, at to the lowest degree. Known in-game as 'armor synthesis', it's held back by a dejecting and counterintuitive grind that's totally killed the hum of a feature that should've been a slam dunk.
Armor synthesis uses three currencies, which you could reasonably argue is to a fault many. Synthweave, the one you actually use to transmog armor, is crafted using synthcord. You get synthcord from bounties which cost synthstrand, and in the run-up to the Mollify of the Splicer, Bungie stressed that you can get strands just by sidesplitting enemies anyplace in the game. The studio unnoticed to mention that synthstrand likewise has a rough sledding gate.
As players quickly ascertained, you can only get one synthstrand every two minutes. You could down two enemies Oregon 500 in those 120 seconds, and you'd get one maroon regardless. You need 150 synthstrand to buy a bounty for synthcord which you bathroom and then use to craft nonpareil synthweave – and yes, this is strangely complicated – meaning each ornament requires rough Little Phoeb hours of kill. You can earn 10 synthweave from bounties for each division this season, and so you'd need to spend 50 hours killing enemies on from each one class to liquid ecstasy out your Season 14 transmogs. If you play a Warlock, Titan, and Hunter, that's 150 hours of combat for 60 ornaments in a three-month season.
That is non an closing-game pursuit. That's a wage.
The horrible world of knowing
On the far side the big time investment funds here, getting synthweave like this feels fearful. Conceive of if you needed to finish exactly 100 raids to get a rare Exotic, instead of having a 1/100 fortune of acquiring that item on each run. Happening paper, both systems jumper lead to one Exotic across 100 raids, but with a random drop rate, each foray into is more exciting because you'Ra rolling the dice, not inching slowly toward a fixed finish line. When you acknowledge exactly when something is going to miss, everything leading risen to that breakpoint feels wordy at best and worthless at the worst. Over again, math says that those raids are all as worth, but we're going to center on emotions, not maths.
This analogy isn't idealised, but the sheer donkeywork highlighted here still applies. In fact, it's more frustrating with synthstrand because, rather than kills, these are gated purely by time, something I have no control over (at least not yet; possibly that second coronavirus vaccinum makes me a time wizard). If I needed to kill a set amount of enemies to get one Strand, leastways I could quicken that bray by playing better. I'd still prefer a drop rate that gives me a chance to roll high, simply I'd at least have some shred of way in the process. Merely with synthstrand, I preceptor't. In fact, the way Lot 2 awards strands actively discourages me from putting in more crusade, because that effort doesn't pay back. You are awarded one synthstrand for every two minutes you play. That's it. You too get 30 minutes for lunch and you clock out at 5pm. See you in five hours.
It's dispiriting to grind through hours of time-gated drop intervals to buy a hit-or-miss amplitude that takes upwardl of an hour to complete, all for the privilege of wearing unrivaled piece of armor I already obtained months, if non years ago. It feels bad. And soh, I've already stopped engaging with transmog arsenic a destination. Arsenic a fashion tool, it works great. But American Samoa a arrangement, IT couldn't be farther from my judgment when I'm actually playing Destiny 2.
Looking cool can be a fun close-game, but how?
Lots of MMOs treat transmog as an cease-game quest, but the thing you're pursuing in those other games is the gear itself. Information technology's easy to transmog an armor piece in Final Fantasy 14 or Humanity of Warcraft. The hard part is getting the armor, and working towards that is fun because you just have to manoeuvre the game – kill the boss, do the raid, whatever. The thing is, armor deductive reasoning uses gear from your collection, import Destiny 2 players already have armor ready to transmog; we've just gotten a feature that lets us properly put on it. Bungie intelligibly wanted transmog to soak rising some time in the Harden of the Splicer and beyond, and since players already fin de siecle getting the armor, Destiny 2 padded things verboten with this weird, retroactive grind where we unlock things we've already unlocked.
Let's not forget that the sole way around this is to spend real money. You can buy unqualified Synthweave at the Eververse store for roughly $2 each. I have a lot of faith in Destiny 2 and a lot of respect for the folks at Bungie, thusly I seek to avoid cynical assumptions wherever possible. Wrapping the system around a time-consuming pulverisation, with the alone way to circumvent it being with real money, feels suchlike textbook free-to-play railroading. It's not a good look, especially in a unfit with compensable expansions and season passes, and specially when the feature being sold-out is so incredibly inferior elsewhere in the manufacture.
I actually the likes of that this two-minute interval guarantees a fixed number of strands, but I wish this was treated as a minimum, not a maximum. What I want is for Luck 2 to take away the hard time gate and lend a chance for enemies to drop additional synthstrand within that two-minute window, giving me a casual to earn more and to improve my chances by playing more efficiently. IT would be even better if enemies also had a very small chance at descending synthcord since that would give me another cube to roll.
In a similar vein, because this entire system was built connected the fact that players already take in the armor they want to transmog, I think we could've through with with many bonus synthweave up front. Everyone has a whole lot of aplomb armor to work through, and I trouble this will create a backlog impression in future seasons, with old armour eating up our limited on the loose synthweave and ambitious impossible new armour. The fact that we get extra synthweave this time of year (over 10 in future seasons, with no freebies) does facilitate, but not if about players can't feasibly play enough to take in all 20 on all class. If we were bestowed another pack of 10 or 20 synthweave for each course of study, we'd be able to transmog a good chunk of our backlog rightfield now. This would give the synthstrand grind a bit of a buffer, and IT would let players experiment more to see the good parts of transmog.
Armour synthesis has been discriminating for Destiny 2, no doubt, and I want to see it develop in the futurity. We might not assure forceful changes in two weeks, only Bungie was quick to acknowledge player feedback regarding the transmog thriftiness. And if the studio pot remove some of these roadblocks and make armor synthesis more than fun to engage with, I call up information technology would be great for the game, not just good.
Source: https://www.gamesradar.com/destiny-2-transmog-could-be-great-but-its-a-painful-grind-right-now/
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