Following the anger of players over Destiny 2's switch to one-time-use consumable shaders for armor, the game's director Luke Smith has clarified the alteration in the gameplay mechanic.
Smith explained in a series of tweets about Bungie's intent in making shaders single-use for the sequel, saying "Shaders are earned through gameplay: leveling, chests, engrams, vendors. We expect you’ll be flush w/ Shaders as you continue to play."
This expectation that users will amass enough shaders is also built into the gameplay arc of Destiny 2, as Smith said "When you reach level 20, Shaders will drop more often: vendor rewards, destination play and endgame activities.
"Shaders are now an ongoing reward for playing. Customization will inspire gameplay. Each planet has unique armor and Shader rewards," he continued, before concluding that "With D2, we want statements like "I want to run the Raid, Trials, or go back to Titan to get more of its Shader" to be possible."
During Destiny 2's launch day on consoles, players posted in the sequel's Reddit about their frustrations with the system.
In the first Destiny, shaders would color your entire outfit at once, but could be swapped in and out freely once a shader was unlocked. In Destiny 2, individual armor pieces can be colored separately offering more customizability, but shaders must be gathered in bulk and consumed individually to color each piece at a time, erasing any shaders already applied to that item.
Destiny 2's clan feature has also been delayed "for several days," while the first Destiny 2 raid will arrive a week after release.
Curious about IGN's thoughts on Destiny 2? Check out our in-progress review of the sequel, which has recently been updated with a tentative score. And for Guardians jumping into the sequel, stay tuned to IGN's Destiny 2 wiki guide for everything you need to know while playing.
Jonathon Dornbush is an Associate Editor for IGN. Find him on Twitter @jmdornbush.
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