The Main Reason Destiny 2’s Season Of The Haunted Didn’t Work

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We’re still a few weeks away from the debut of Destiny 2’s season 18, and since we have literally zero information on going out with Bungie saving everything for the August 23 showcase, I thought I’d think about it today instead. this past season.

Season of the Haunted ended up being a not very well regarded season, I’d say, in the grand scope of all Destiny seasons to date. Definitely in the bottom half, if not maybe the bottom five, or lower, depending on who you ask. It’s strange, since Bungie seemed to For real we would whip it up beforehand, and the mystery surrounding it made it seem like something that would blow us away. But that’s not exactly how it went.

One problem is that the good things that were part of this season were technically not part of this season. That would be something like Duality, where while it’s thematically appropriate for the season (and practically shares a loot pool via two Opulence weapons), it’s part of a dungeon pack sold separately. And while I liked Solar 3.0, that’s a permanent sandbox change, not something exclusive to Haunted.

That leaves the actual content of the season, and I’m comfortable explaining what I think was the biggest problem at the root of the Season of the Haunted: Nightmare Containment issue.

There are a lot of issues with Nightmare Containment, which isn’t necessarily a bad activity in a vacuum, but the season was dependent So heavy on it in every aspect it overwhelmed the whole thing.

The Leviathan returned as a patrol room, which was cool, and yet Nightmare Containment only takes place in a single area, the Castellum, and even if it “rotates” from week to week, the only thing that actually changes is the final boss, not even the Place from the final boss. Compare that to Battlegrounds of Override missions with 3-4 versions taking place in different locations. Here it was just Castellum, Castellum, Castellum, with little variety.

In theory, you could craft a certain level of gear by doing the Sever missions that at least took you to different parts of the Leviathan, but to do that you had to get an item from… Nightmare Containment, Bound Essence, for the run to be worth it. And it was a very, very rare drop.

Beyond that, there were frustrations with the loot itself, in terms of the Opulence weapons not falling directly from Nightmare Containment of Sever or enemies onto the Leviathan. Although one of the main ways to get keys to find them in chests, Containment was still beat for three easy chests. Those were some of the most wanted weapons in the season, and yet the process of getting them was a huge pain.

The cartridge grinding here in the second season of crafting was also a miss, as you had to grind endlessly for red frames in Containment, and five rounds for each weapon proved to be too much. This also revealed that something had gone very wrong with this season’s economic planning, with the HELM upgrades having an entire row dedicated to a currency you were never short of, but the actual focus currency for drops and redframe hunting required again, an absurd amount of Nightmare Containment farming.

Everything was constantly pushing players towards Nightmare Containment, and the activity itself wasn’t varied enough with its fixed location and barely any boss rotation. I guess it’s a given that most seasonal activities will eventually feel a bit repetitive, but Nightmare Containment felt like a new level of that, and it made the entirety of the Leviathan return pointless.

There are definitely things I liked about the season itself. I like most of the new weapons, including anything with Lightbulb. All the stories and stories through the Sever missions and even the Containment dialogue were extremely good, one of the best of Destiny. But in terms of gameplay, Containment was the problem, and I hope we don’t have a similar activity-based problem in Season 18, whatever it is.

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