I'm just going to weigh in with my two cents on the DLC thus far.
Fist of all, the Reef is a nice cozy space that mitigates the travel time from visiting vendors like we have in the Tower. However, we still find ourselves making the trip home to take advantage of the quality of life updates such as reforging and material exchanging. Both of these are healthy changes to the game and I imagine they've made players feel a lot more attached to their character's weapons and gear. There's overall a lot less grinding and gating before you can enjoy your stuff, so it's made the game significantly more accessible for new players.
But those quality of life updates aren't what we're playing in this expansion. For starters, we had to go through the new Story missions. They were certainly a step above the launch and The Dark Below missions as far as encounter design and dialog goes. Even though many of the missions were yet again retreads of existing spaces, there were built in a way that made them feel somewhat fresher. The story this time around did a better job of both introducing more interesting characters and tying the lore into what we were doing. I actually understood the Fallen systems by the end and wanted to learn more about them. Bungie still has a long way to go, but they're making progress. The only fault I have with the Story is that - once again - i have absolutely no reason to replay them. The Daily missions aren't even really worth it anymore since the Ascendant materials are being phased out. I used to be in dire need for shards, and now I have so many I don't know what to do with them. This is especially odd for me considering I technically only started playing just over a month ago.
Moving on, the Strike at least is worth revisiting. It's my favorite strike in the game by a country mile and is also a step in the right direction for dungeon design. Unfortunately, it's only worth something during the Weekly activities and Dragon playlists, which again I have less desire to play through unless I'm grinding weapon parts. But then junk like Undying Mind still pops up more often than not. Ugh.
Prison of Elders I think is a very mixed bag. I despised it at first, but it's grown on me if not for the fact that it is a lot simpler than a Raid and therefore requires less of my attention and investment to find and play through. I don't think the challenge modes are that difficult if we're properly geared, but it's troubling how you can coast through the early waves and then wipe for 2 hours at the final boss due to the difficulty spike. That aspect is poorly designed; I generally feel that way about the whole thing. The objectives aren't very inspired and there's nothing special about the wave to wave combat until you reach a boss with Raid mechanics. Bungie tried, but I find myself struggling to muster up the desire to play through it. With the Raid, I was looking forward to the resets; PoE on the other hand feels like a chore. Maybe if the loot was worth dying for, I'd be more interested. Some of the rewards are amazing, but I just don't see myself returning to it for weapons that give me bonus damage to Shanks. Seriously.
And then there's the case of Treasure keys. The new world events were almost unanimously praised and rightfully so - Patrol is a whole lot livelier than it's ever been and it makes doing daily bounties much more refreshing. But the whole key system is a joke considering how rare they are. Bungie has addressed the desire to fix this, but by then I think people will be burnt out from all the farming. Bungie also has the tendency to work in extremes, so I expect it to be raining Treasure Keys after they fix it. They'll make them a lot less rare to encourage us to keep replaying Prison of Elders (and I'm sure it'll come with a change to increase the grind somewhere else).
The PvP side of things is yet another polarizing aspect. It's no secret that I'm very critical of the maps. When I'm playing against people who tend to camp every corner, head glitch every ramp and blink over every wall, I see a lot of wholes in the map's designs. Sometimes it takes a while for the meta to be exhausted (or maps don't have much of it), but once those cracks start leaking it's hard to ignore them. It's for that reason I feel that all 4 of the new DLC maps are absolutely terrible. I could get very specific, but it's not like they're doing anything that the other maps haven't suffered from. Bungie continues to make large maps with very flat terrain and a bunch of line of sight blockers strewn about. It makes them play like paintball maps until somebody blinks over a wall. They also really like making sharp corners with ridiculously tiny sightlines, tiny corridors and throwing explosive barrels down every chance that they get. It's just amateur design with no regard for map flow or map movement. Perhaps the biggest taboo here is the inconsistent geometry, with some spots you can shoot through or get downright stuck in. Who playtests these?
And that ties into Trials of Osiris. I really enjoy most of the gear from this event. It's easy to see why people feel that PvE players have gotten the short end of the stick. Trials of Osiris is the backbone of this expansion in both spectacle and rewards and it's allowed the community to reach out and help each other in an entirely new way. Even if you don't make it to the Lighthouse - keep in mind that this is a new space for a very small percentage of players - you still often get great loot from the vendor. Trials comes with its own problems such as lag, cheating and just the overall inconvenience of finding a group to play through; however, even though it's a very exclusive event, I enjoyed the excitement. That is, until it ended up on Pantheon.
I don't think Burning Shrine is a great map - well I used to but I mentioned that the meta game changes and I've grown to dislike the way people play on that map. But the great thing about Burning Shrine was that the games could end really fast. Knocking out a few wins was very doable in under 30 minutes, so there was never a dull moment on that map. You had to kill or be killed. But Pantheon? Jesus christ this map is garbage and it's brought out the worst in people. I've lost count of how many teams I've played that have camped their spawn with snipers. Maybe it's not the most effective strategy, but it's just one of many that make this map incredibly boring to play on. Frankly, I don't have much desire to play Trials this weekend anymore because the games take so long and the engagements just aren't interesting. The map makes or breaks a game mode with a competitive focus and I don't think it's going to have much success in a game with a library consisting almost entirely of bad maps.
Then there is of course the current state of Crucible. I'd love to rock my brand new Jewel along with a few other weapons, but the meta game revolves around a handful of weapons and play styles. It makes it even more difficult to carry players who may not be familiar with the meta game. Destiny's PvP has grown stale and Trials was a missed opportunity to introduce something different.
So why am I still playing? Much like the main game and The Dark Below, the best part of House of Wolves to me has been the loot. There are a lot of new weapons and gear that appeal to me and I'm willing to endure even the most mundane task of farming treasure keys to get them. Hell, I'll grind Trials for the perfect roll on those damn Hunter jeggings just because I think they're the best looking boots. One weapon or armor piece alone can change the way the game is played, and therefore I've always sought after the best that I can get my hands on. I'm not sure where I'll be after I have all the stuff I want; I suppose I'll be waiting for the next carrot to chase. Hopefully by then, Bungie wises up and delivers content that's worth playing because it's great and not because the stuff I'm using and the people I'm playing it with make it great. I'm not exactly holding my breath this time though.