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[STEAM] Destiny 2 almost died in 2025. Here’s what we want to see from it next year so it doesn’t happen again


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To say Destiny 2 had a bad 2025 is quite the understatement, like saying Mint Retrograde and the Praxic Blade are just alright. This year was nothing short of a disaster for Bungie's flagship title, even with Renegades showing signs of a recovery.

2026 will be a decisive year for Bungie, a studio whose entire 2025 was a make-or-break moment. The developer
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and Marathon is finally releasing. Just keeping Destiny 2 alive isn't the bar to aim for in 2026, especially given how much it struggled to do so with The Edge of Fate.

There's a lot I'd love to see change inside the game come 2026. But a positive future for Destiny 2 has to fix the frayed relationship between jaded players and an embattled developer—at the risk of breeding apathy and alienating even more of its fanbase.

Less dependence on the Portal
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It's simpler, but arguably to a fault. Screenshot by Destructoid The Portal was The Edge of Fate's main way of engaging with the game, and Destiny 2 struggled for it. Anything that wasn't in the Portal was essentially useless for leveling up, and boosting your Power was the only way to get higher-quality gear.

The Portal can be a decent way of playing Destiny 2, but it should not be the only way to play the game. For a rich universe, pigeonholing players into a dozen activities that appear in a
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-esque menu is about the least interesting way to slice it.

Renegades already started correcting this by offering the Lawless Frontier, and it's certainly helped keep our adventures in the Sol System far fresher than before.

More gear, destinations, and activities—even if they're reissued
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The New Malpais ornament was a freebie for those who made it through Call To Arms. Image via Bungie That one is, surprisingly, something Bungie has finally been doing after years of fan requests. Nonary Engrams in Rite of the Nine, the
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and unique helmet in Call to Arms, Iridescent Engrams, and
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are remarkable reasons to keep logging in and playing, and we'd love to see more of them going forward.

Iridescent Engrams in particular are an easy, exciting addition due to having meaningful rewards and guaranteeing new items. It's a wonder Bright Engrams can even drop duplicates, because the only thing more riveting than a purple sparrow you'll never use is a purple sparrow you'll never use but already have.

Less greed
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The Gladius set was originally meant for Iron Banner, as evidenced by the logo on the first concept. Image by Ben Low via PC Gamer The Eververse store has been around Destiny 2 for ages, but The Edge of Fate really made it feel like it was at the forefront. Season passes started having 110 rewards for the equivalent of 150 levels, and it's hard to forget the unforgivable Gladius set fiasco.

Bungie took a ravishing set of armor and removed it from the (free) Iron Banner PvP mode, only to sell it for premium currency as a new set, presenting a reskin of ancient armor to the mode instead. Fans would have been none the wiser about this shady practice if they hadn't uncovered (now-deleted) concept art that showed the Gladius set with the Iron Banner logo. Bungie threw a separate would-be Eververse set in the mix, but by then, the damage was clearly done.

And the greed doesn't just translate to how Bungie handles money, either, but how the studio seemed to want to squeeze every drop of playtime from its community. Bungie's easiest wins were the times when it reverted The Edge of Fate's changes, such as toning down the
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, removing a reset in Renegades, and sunsetting Unstable Cores. The relationship between player and developer isn't as bad as it was months ago, but it still requires a lot of work. Reimplementing Dawning bounties and being more generous with Bright Dust caps would have been a good gesture.

Creating goodwill and actually building meaningful momentum
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This was me every time Bungie refused to acknowledge glaring issues. Image via Bungie We know Bungie isn't in its best state. We
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, and it can't deliver the same quantity or quality of content. But instead of owning it, the studio seemed intent on pretending that wasn't happening.

Its relationship with the community in The Edge of Fate felt almost antagonistic, with predictably awful changes and an inaction that couldn't have been an accident. Player counts kept dropping, feedback kept piling up, and the community perceived the studio as helpless. Bungie can't afford that perception again next year.

Community manager Dylan "Dmg_04" Gafner's
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in September became nearly a meme in the community, especially after the lukewarm Ash & Iron update the following week. Bungie hasn't really achieved it still: even with Renegades' popular acclaim, the feeling may be closer to a feeble, cautious optimism caused by a fluke rather than an actual impetus forward.

Next year, I hope to see Bungie embrace more of the community that's been with it through thick and thin. It's about removing obstacles rather than creating new reasons to play anything else. More communication also helps, especially if that comes accompanied by timely responses that take player feedback into account. Yes, fixing issues in Renegades is good, but fixing them three months earlier, when the game was hemorrhaging players, would have been even better.

Focusing on what's outside the game
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Bungie can't afford another Edge of Fate. Image via Bungie I could write an entire grimoire on the gameplay changes I'd love to see. I'd be happy with Exotics finally being tier five, a system that lets you choose armor sets like Festival of the Lost's masks, a tuning pass to weapons, an economy overhaul, and far more forgiving caps on Bright Dust from orders next year. But the part where Bungie really has to put in work happens before we even launch Destiny 2.

This is not the time to create any attrition or make players hesitate to open the game. It's not the moment to leave guardians staring in apathy at the title screen and wonder if it's worth jumping through all the hoops, like it was in The Edge of Fate.

Instead, it's about giving players more incentive to keep coming back because they want to, not because they feel they have to. Sure, a lot of it hinges on providing meaningful, quality content for players, but that's not all it is. Maybe that means cranking up the faucet a little and offering a lot more freebies to newcomers, lapsed players, and veterans alike. Maybe it just means not messing up in decisive moments or loosening the grip. That way, we won't have to take a loud sigh whenever someone asks if they should start playing.

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