Officially, Crimson does not exist; one of its perks is called Banned Weapon.
Officially, Crimson does not exist; one of its perks is called Banned Weapon. An exotic hand cannon which regenerates health with every kill and automatically reloads itself off headshots, Crimson is exactly what a Destiny exotic should be: a borderline broken weapon that feeds off and into the game’s wizard-soldier power fantasy. Yet it wasn’t always this way. When introduced in Destiny 2’s first expansion, the miserable Curse Of Osiris, it was certainly powerful in theory, but chewed through ammo reserves at such a rate as to be unviable in practice.
Now, as part of a sweeping overhaul of Destiny 2’s exotic arsenal, released alongside this, its second expansion, Crimson is what it should have been from the start. That, it turns out, applies to Warmind, and Destiny 2, as a whole. Stop us if you’ve heard this before, but Bungie’s troubled sequel is finally, slowly, becoming the game we thought it was always going to be.
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