The story, despite having great looking cutscenes, was kind of a mess. It had no real progression and failed to even adequately explain what Siva is. And I still don't really understand what the hell rasputin has to do with it all. Is he saying the rasputin we've been helping has been a siva puppet all along? I thought there was potential, but it fell flat. The missions themselves however are some of Destiny's best. Especially the last mission.
The plaguelands are pretty awesome though. I wish archon's forge had better matchaking behind it, but when it gets going it's pretty great. I like the look of the area, and the verticality of the area with the overpass. The new strike was fun, but it doesn't really matter to me if it's randomized when all the rooms look the same. I feel like I'm going the same way every time because there's alost no visual variety to show that I am in a different spot. It's a good effort and the boss was hectic and fun. I actually enjoyed the nightfall, once my fireteam started shooting the shanks the second they appeared it was much easier. Sepiks strike is fun and I'm not super impressed with abomination but I'm glad it's there.
Supremacy is fine. I'm not big on pvp, but when I do play it's usually control. It adds some variety though, but we really need some true obj. based modes. CTF, assault, etc.. Those probably won't come to destiny 2.
The raid is top notch, I am only at the first phase of the final boss, but I've loved going through it so far. The look and vibe is awesome, the feeling of a journey is really well conveyed when you emerge on the top of the wall and you can look way back and see where you entered the raid. You can also look ahead and see where you'll be going. The siege machine shows that they're thinking more about what an encounter can be and are doing more than just bosses and jumping puzzles. I wish the entrance was in a true public space like VOG, but oh well.
A lot of the content is good, the exotic quests are another fun addition for the post-game. They really messed one thing up though, and it kind of blows my mind. Blue engrams are essentiall worthless. Once you hit 340, which will happen pretty quickly, blue encrypted engrams become worthless. Any item that comes outof one will be capped at 340, unless you get lucky and it turn into a purpe item. Then you're forced to grind strikes for a max of two items that will drop from the boss already decoded. The decoded blues can be up to 365. This change makes the grind so slow, forcing you to wear blue items for minimal light increases to ensure that the next item you get has a better chance of being the slightest bit better. Want to wear your purple gear that is a little bit lower but not worth the resources to raise by a light level or two? Well too bad or you better remember to hecticly change back to the better gear right before you kill the boss. And every trip to the cryptarch now lacks excitement. Engrams are meant to get that pavlovian response, where you feel excited by the potential for some sweet loot. You take all your engrams to the cryptarch like a kid gathering up presents to open on their birthday. Except now you already know whats in the presents, and its socks. Worse it's socks that you already own and theyre the wrong size so you can't wear them anyway. I am just stunned that this came on the heels of the april update, which fixed the progression loop in a lot of ways.
TLDR: 6.5-7/10