PSA: Destiny 2’s Expeditions are Slowing Down to Take Out Ruffians
We are now into week 2 of Season of Plunder Destiny2, and players are already vying for the season title. You must defeat 50 Ruffian enemies through the Expedition activity playlist to earn that seal and tag. One problem: if you haven’t been playing well enough, you may not have seen a Ruffian yet in the Expedition activity playlist. How can you get them to spawn? It seems that you need to slow down.
Destiny2’s Expeditions are where Ruffians will appear throughout the activity. They appear at specific times — after enough time has passed or when enough treasure has been obtained. A text message will be displayed on your screen to inform you they are present. Then a visual marker will show pointing you towards the Ruffian — an unstoppable champion somewhere on the map. This is your cue to stop throwing wealth at the haul, drag yourself over there, and take it out. Here’s the problem: If your fireteam keeps throwing engrams at it while the Ruffian’s present, there’s a possibility that you’ll fill it entirely and instantly despawn the enemy.
This is a real bummer! It penalizes the efficiency of the activity. You can’t load into Expeditions alone in Destiny2. This means you will have to form a matchmaking team or plead with them (by throwing treasure at them) to get your Ruffian kills. It would help if you tagged the Ruffian for it to count — your fire team will not be able to do that. For the Triumph to be sealed, you need 50 kills. This isn’t too much if you only get one per round. It’s still a hassle because of the way Expeditions were designed.
Destiny2is a game where players have been pitted against one another in the past. Bungie’s design has created conflict between players, whether it’s Crucible Tribute which asks players to be selfish, or the ongoing reward grind that forces players to fight for kills. While most players want to be able to do the Expedition activity quickly for the rewards, those who are looking to complete the Triumph For Ruffian kills will have an incentive to slow the whole group down to ensure they get the Champions they desire.
This wouldn’t be a problem if Destiny 2’s Ruffins didn’t instantly despawn after players reach the next objective marker of Expeditions. Why don’t they stay put? Why can’t they be used to kill the Overload Champions and stop the activity until they are defeated? There should be a timer that prevents the Ruffian from leaving the area. It’s not clear if Bungie will change any of these things. If you want to be Scallywag, then play Expeditions a bit slower.