This has bothered me since Crota.
Start with him.
The big boy who killed "the largest force of guardians ever assembled on Luna", and "slaughtered the legendary Wei Ning."
The Titanic Hive god, the monster of Luna that wielded his infamous Sword that could Drain the Light of any guardian.
The herald of what would be our end.
The big crystal that dies in 1 mission.
Then we have his father.
The Hive god that always needs to understand. 1 of 3 who guided the Proto Hive into the massive force they are now. Powerful enough to defeat even a worm god. Guides his endless armies in a ship that is inside his realm, that is inside his ship.
Dies in 6-7(?) missions.
I mean sure, they were enjoyable missions, and the raids did give us a satisfying ending, but do these significant enemies really need to die after just 2-3 hours of gameplay? Put some effort into the next big bad baddies. I don't want to see Xivu arath, Savathûn, the emperor of the Cabal and who knows what commands the vex die in such little time.
Maybe its me, but give me some episode type of experience. "The first week of this expansion features phase 1 of banishing Xivu Arath to their own realm." Then do some crazy stuff that aren't just silly quests to advance in the story, until the new episode releases the following week.
Would be a shame of the build up of the characters to see them die so soon and easy.
/discuss
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If episodic content is your solution, your creativity is even worse. Episodic simply means that it's timegated. As soon as that pops off, the servers will be straining every single week for those who want to play it right away, still giving just a few hours on content per go. But to make episodic content possible, everything will be ten times worse than the haters say Destiny already is. Copy content, content behind dlc/timegates, lack of insentive to keep playing every single week until everything is released... and the list goes on. Maybe having 3 or 4 medium sized, spread DLCs dedicated to one goal/boss would be better. With each DLC having a clear readon for the gaps. For exampe, the Vanguard has to investigate or clear out an area, which will take some time. In the next DLC they have found something, allowing us to investigate and bring a sample, which will also take time. Finally the big boss attacks us, causing us to retreat and have some big fights we will lose in the end, having a final confrontation in the next. It keeps the story going, give a sense of accomplishment and any small timegates at least has a story-related reason and keep us busy for a while. I'd see it as: DLC 1: Investigate Luna. DLC 2: Investigate the Spire of Venus. DLC 3: Raid on the Crystal. DLC 4: Defend and clear the Spire. DLC 5: Crota Rises! DLC6: The Spire, Activated. DLC 7: Crotas Downfall/Oryx Awakened. DLC 8: Beacon of Hope, Venus recovers.