[b]Marketing & Comm's Dept[/b]
Sub-class runs like this:
[u]Grenade[/u] - scatters transparent [i]Luka dance emotes[/i].
Designed to encourage players to throw $$ at screen (has no effect apart from wind-up).
[u]Teflon Slide[/u] - manages to evade Players comments.
[u]Super[/u] - goes invisible for long periods at a time.
[u]Melee[/u] - ability to spray teflon on body every day when arriving at Office (negates damage).
[u]Recovery[/u] - ultra special, auto-embedded skill that allows repeated use of defib machine.
So much so, it becomes the drum beat e.g. release new event, then go into shock &.. be revived three times daily due to overwhelming criticism.
[u]Departmental Trance[/u] - when communicating Community's Top 10 internally to BUNGiE, results in the message getting rapidly lost in translation.
[u]Way of the Salt Miner[/u] - focused on all above attributes.
Regardless of the comments thrown out there... after 18 months of Destiny, I take my hat off to the Community Comm's Crew for resilience & moments of inspiration e.g. pre-HOW live intro's like Trials gameplay with Triple & Co.
[i]"People ask me where I got my singing style. I didn't copy my style from anybody" Elvis Presley[/i]
PS while I understand software dev life cycles & competitive sensitivity etc.. where's the Release Roadmap guys???
Have a go at communicating this with a compelling visual blueprint (not just a timeline)! Something that everybody can understand.
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