Agreed. "Without great villains great heroism has nothing to hone itself upon." There is no great villain to this story just some omnipotent threat that feels like it will never come. There doesn't feel as if there's a great struggle to retake anything, or gains that matter. To bad there couldn't be some where that could be built up like a tower 2.0 where the more players on a global level do bounties, raids, strikes and patrols, the areas would slowly build up and become more fleshed out. It doesn't even have to be a rapid growth rate. There's so much more that could have been with destiny. I think that's the part that makes players lose interest. "What am I doing and why am I doing it if there is no outcome?" I figured they would at least change the traveler artwork at the end of the story missions to show that it was healing. But changes don't/can't happen because it's an open world.
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