How Expedition synergizes with buildcrafting & expands player knowledge and agency in every part of the game...
The obvious are the rewards that mostly grant XP and money to upgrade your shells and stash.
Here's what I see people missing?
It's PvE "gun game"... now often characterized as "rogue-lite"... I hate all those terms, btw.
Most don't know what it means then to have qualifiers expanding that confusion, makes it worse.
Vampire Survivors is a "rogue-lite" too...
[b][u]PVE GUN GAME[/u][/b]
You know? One of the mechanical foundations of another icon of Bungie's legacy.
Anywho, I'm getting off track.
How?
Because the loot in-instance will be so MUCH BETTER!
So that you can explore the expansive buildcraftig options with those TEMPORARY but retrievable/earn'able drops.
Every mod and attachment, golds & purples... probably a few reds.
For gamecrafting and unlocks both inside and outside of Expedition.
For Phase 1, you don't risk your own loot... you can fail, but there isn't a "failure tax".
And... you basically, earn tickets... cosmetics and other codex unlocks, money and XP that will drive progression both in and out of PvE Expedition.
At the end of your run series... you get to go and choose your prizes and rewards.
[b]PVE GUN GAME[/b]
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