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Destiny 2: Lightfall


Uncle Mike

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The Vow looks much easier to complete than Horror Story

 

Our blind raid continued into Last Wish...with 5 people. Up to the second boss. (Please don't tell us anything we got wrong or give any tips) 

 

 

First boss was just practice to kill after learning last time. The only new thing we got was we think each platform/knight opens 3 doors i.e. 3 per banner, 2 banners per position she's in = 6 doors per position. We couldn't work out why sometimes we got more doors and sometimes we got less. But that seemed to be it. Pushing 5 people to do 6 plates was hard...(Someone might have got left to die on last one so the rest could live/DPS)

Second boss. I think we've worked this out. We've got the 2nd pattern room - but without enough time to do. Hopefully a 6 will make difference on clearing adds/rooms and give us extra time. 

 

Lots of fun trial and error (Shoot her with the beams! Shoot the Taken buffed guy with the beams! Shoot the glowy crystal above her with the beams!)

We didn't seem to need the Taken Buff and we couldn't work out for certain what it was for (we believe to interrupt her attack during the DPS phase, but we just burned her before she could attack) We need some good clean runs to get enough time in puzzle room two...unless we're missing something about how to slow/stop reset her song. But given we've nearly done 2 full "phases" it seems unlikely we're not missing something obvious.
 

 

 

So much more chuffin fun that Leviathan. And Cataclysm Warlock and Recharge hat is silly (I was chaining supers immediately on each add phase)

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It literally isnt. All you have to do is shoot the guys gun when it says draw. When there's more than the one, shoot them in the order they spawn in.

 

Simples. I did it first time once I realised I had to shoot the hand/gun rather than the guys head.

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Not enough time to move between them on PS4 - either free aim or down sights. 

 

I can hit all the last  3 but despite it registering and stunning then last one gets a shot off 

 

edit - and done. Had to aim down sights but not when switching targets. bloody close though

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6th person in and 2nd boss down (sorry if our raid exploits bore the thread...nothing else being said)

 

Lot of practice, but just doing it cleanly did it. (We had it about 30 minutes before we killed it but our BossKiller Hunter missed his super, and we forgot we might have to interrupt not just burn on last phase so wiped...I blame that hunter obviously)

 

That's a really fun fight - but pretty unforgiving in terms of time if you mess up. Even overgeared we weren't overflowing with excess time on reaching the puzzle rooms. Impressed with those doing it at appropriate light levels. Quite fun on add phases with 3-4 Supers constantly burning through them like butter. 

 

Then we reached boss 3 after a nice jumping intermission. 

 

We don't know how to start the fight :lol: 

 

That's a puzzle for next week

 

 

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Don't tell anyone but I'm actually quite liking Rumble atm 

Jotuun wrecks in there (do good people not play? :D) and it's pretty easy to come in top half (even if there's a cheating connection or 2) so you never feel too cheated aggrieved, even if you're not close to winning top spot. Get a streak and a nice pat on the bum from Shaxx.

 

Dawnblade isn't terrible against solo players either ;)

 

I actually won one with 20 points in about 1/2 the match time (with 2nd place with 10 IIRC) and a streak of 6 or 7. It's like kicking small defenseless children in the tooths!

 

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Yeah the first few times doing Shuro Chi was a lot of fun. It’s got all the hallmarks of a classic Destiny raid fight: frantic add clearing, a focussed DPS phase, puzzles and jumps but it wraps it all up in a time limit and route to its finale that’s constantly encouraging you to push forward in a rolling wave of destruction, chaining supers as you go. One of the best they’ve ever done.

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Yeah I really like that encounter too. As you said, even when you're at max light and rolling decent gear, it never becomes an automatic win and you still need to work together and be effective. 

 

It helps that it's so quick too, so restarts and failures are never a problem, and it gets properly thrilling when you're at the top in that third stage and realise it's close. It sort of feels like getting caught up in the wave and that knife-edge tension of being afloat and having it drive you forward, but with always the sense that it could pull you under with it. 

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14 games of Crimson and every game I was teamed up with a random against a clan. Only managed to win four matches.

 

Total nightmare!! Must try and find some of my clan online to play tonight or I'm stuffed. Kinda fun though. 

 

Interesting watching a team split itself though to attack from both sides.

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Only one triumph off getting the Sugary Shell, and its the one where you have to play 22 games (I need to play 3 more matches). Been playing mostly on my Hunter using Shinobu's Vow for double Skip grenades, which is a dirty dirty way to play due to the ability regen speed - essentially have my grenade up all the time and can spam it when next to a team mate. Really fun way to play, feels a bit like Mayhem doubles. Shaxx cant say I didnt throw enough grenades thats for sure!

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27 minutes ago, Mr Ben said:

Only one triumph off getting the Sugary Shell, and its the one where you have to play 22 games (I need to play 3 more matches). Been playing mostly on my Hunter using Shinobu's Vow for double Skip grenades, which is a dirty dirty way to play due to the ability regen speed - essentially have my grenade up all the time and can spam it when next to a team mate. Really fun way to play, feels a bit like Mayhem doubles. Shaxx cant say I didnt throw enough grenades thats for sure!

 

You're filthy and I hate you :D

 

CD is fun distraction if you don't take it too seriously. 5 for loss, 7 for win means help that there's no particularly salty feelings on a loss. Nice quick matches too.

 

Very generous with tokens as well - pretty easy to get everything

 

The purchasable shell from Tess this week is pretty nice in terms of perks too - but it's not replacing Cat-Ghost

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It turns out I already had half of the stuff from Shaxx. Which left me trying for the Bow (one Nightfall and a couple of PVE did me nicely), the Sparrow (the next day's PVE bounties) with just the Wardcliff ornament left to grab - which the hearts for doing 8 bounties should nab me, without ever having to step in the Crucible. Nice. As long as I don't care about the Sugary Shell ghost (I don't), I don't need any PVP in my life.

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Everyone should nab that shell from Tess anyway as it increases glimmer gains from everything - according to reddit its +25% rather than the usual 10% in addition to finding chests in any location. Pretty useful if you want to just farm for glimmer (which I always seem to be low on).

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15 minutes ago, Mr Ben said:

Everyone should nab that shell from Tess anyway as it increases glimmer gains from everything - according to reddit its +25% rather than the usual 10% in addition to finding chests in any location. Pretty useful if you want to just farm for glimmer (which I always seem to be low on).

 

Yeah but does it look like a cat and meow when you summon it ?

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4 hours ago, Hexx said:

 

Yeah but does it look like a cat and meow when you summon it ?

 

o/\o  I still haven't changed from my Nine Lives Shell since originally obtaining it :wub: 

 

Managed to grind out a bunch of hearts and get the fancy bow - some of the shaders make it look quite nice... :) 

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12 hours ago, Mr Ben said:

Only one triumph off getting the Sugary Shell, and its the one where you have to play 22 games (I need to play 3 more matches). Been playing mostly on my Hunter using Shinobu's Vow for double Skip grenades, which is a dirty dirty way to play due to the ability regen speed - essentially have my grenade up all the time and can spam it when next to a team mate. Really fun way to play, feels a bit like Mayhem doubles. Shaxx cant say I didnt throw enough grenades thats for sure!

I hate you. Played a few games against people doing that and it's shit.

 

You can't get near the players to kill them cause the skip grenades hunt you down and kill you. 

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TWAB

Trials not coming back for a few seasons (that makes it sound like at least 3 seasons, so maybe September?). Lots of pvp'ers not happy. Not a great move, considering the current state of comp.

Not much else in there really other than Iron Banner coming around again next week.

 

Season of the Drifter starts March 5th. Remember to turn in all completed bounties before that, as apparently they will be removed when the new season starts.

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Impressive or sad? :P

 

5 got to see Morgath last night (we're like...95% sure we know how to start the encounter).

 

That's a good fight. Think we'll need a night with our 6th as it seemed pretty unforgiving with less people although we think we had all/most mechanics down. (After some FOR SCIENCE runs went really wrong)

 

Also Grunt Birthday Party wish is the best thing ever. (Failsafe Raid voice over really really annoys one of our team and is therefore 2nd best thing ever)

 

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I hate to tell you @Hexx, but the Broadsword aint all that. I got it, used it a few times in pvp and decided it was rubbish. It doesnt fire fast enough to keep up with a Bygones, annoyingly. You'll be outgunned most of the time in matches.

 

Blast Furnace is now the defacto king of pulse rifles in pvp, in regards to range, impact and ease of access to getting a good roll.

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24 minutes ago, Mr Ben said:

I hate to tell you @Hexx, but the Broadsword aint all that. I got it, used it a few times in pvp and decided it was rubbish. It doesnt fire fast enough to keep up with a Bygones, annoyingly. You'll be outgunned most of the time in matches.

 

Blast Furnace is now the defacto king of pulse rifles in pvp, in regards to range, impact and ease of access to getting a good roll.

 

Bless your little cotton socks. I didn't get it to be good. I did it because I'm an OCD completionist (and I want the pursuit section back)

 

Blast Furnace - I've got one with Feeding Frenzy and HIR (that's a good roll right?). I just like my Kill Clip/Outlaw Bygones more.

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TWAB

Quote

Gambit changes.

To get Gambit primed for the Season of the Drifter, we have been working on some Quality of Life improvements We’re changing the way this little game is played, based on our own experience as players and a lot of feedback that we’ve collected since Forsaken launched.

  • Changed the third round of Gambit to a Primeval rush sudden death. This will speed up Gambit matches overall and add a change of pace to the final round.
  • Overhauled how we choose the invader spawn location and increased the number of invader spawn points for each map. This should greatly reduce the chances of spawning very near or in direct line of sight of an enemy Guardian.
  • Implemented Idle Protection which means that players that remain dormant for too long will not receive end-of-match rewards or Infamy points. 
  • The Triumph “Light vs. Light” can now be progressed by killing any Guardian using a Super, not just invaders. This makes attaining the Dredgen title a less daunting task.

Adjustments to Blocker types by deposit tier:

  • Small Blocker = Taken Goblin with less health than the previous Phalanx. 
  • Medium Blocker = Taken Captain with more health than the previous Knight.
  • Large Blocker = Taken Knight with more health than the previous Ogre.

 

These changes arrive with the Season of the Drifter.

Quote

Weapon Changes.

Alongside the Gambit quality-of-life changes, our Sandbox Team will be fine-tuning some weapon archetypes to refresh the gameplay experience in Destiny 2. The following is a quick preview of some changes coming with Destiny Update 2.2.0

 

Linear Fusion Rifles

These Energy weapons have dominated Gambit for quite some time. First came Sleeper Simulant. Then came the Queenbreaker. We’ve made them less forgiving so we can enjoy a change of pace.

 

Linear Fusion Rifle aim-assist values will receive an adjustment to reduce effectiveness at very long ranges.

While Queenbreaker has high aim-assist values by default, we discovered an issue where it was not honoring aim-assist values that applied to other Linear Fusion Rifles of the same archetype. This resulted in Queenbreaker having over double the intended aim assist.

Linear Fusion Rifles will receive a 10% damage increase in PvE to compensate for the above changes.

 

Shotguns

In Season of the Drifter, we’re making a few changes to rapid-fire Shotguns, and the Full Auto perk. We're doing this for a few reasons, one of them being that the Full Auto perk feels far too important to Shotguns in PvE. This perk effectively doubles the damage output of any given Shotgun due to the rate of fire increase.

While we believe it is important to have useful perks on your weapons, the efficacy of this was so impactful that rapid-fire Shotguns became the only Shotguns worth considering for PvE. When the following changes release in Season of the Drifter, we hope you might be inspired to equip an aggressive Shotgun or maybe even take a slug Shotgun for a spin in a PvE activity.

 

Shotguns will receive a damage multiplier in PvE activities, effectively doubling their damage.

The Legend of Acrius is an exception to this.

Full Auto rate-of-fire bonus for Shotguns is now +10%, down from +100%.

In addition, it no longer increases the Shotgun pellet spread.

Default rate-of-fire values for have also shifted:

Aggressives are 55 RPM, up from 45 RPM

Precisions are 70 RPM, up from 55 RPM

Lightweights are 80 RPM (they were erroneously stated to be 90 RPM previously)

Rapid-Fire 140 RPM, down from 200 RPM (they were previously natively 100 RPM, but due to the intrinsic full auto, actually had 200 RPM)

Also reduced base damage for Shotguns across the board to align with their new rates of fire on a per sub-archetype basis.

Ammo reserves for Shotguns were re-evaluated due to the increased efficiency of having more damage per shot.

 

We also took the opportunity to slightly adjust Shotguns for the Crucible. While Shotguns will remain effective in the Crucible, we have toned down the range at which Shotguns could secure a one-shot kill.

Quote

One-Eyed Mask

In various combat situations, One-Eyed Mask has been too effective, and has become a non-choice Exotic for Titans in PvP environments. After implementing the following changes, we believe the Exotic will still be potent if used well, but there will be more opportunities to counter it.

 

The duration of the Mark of Vengeance has been reduced from 15 seconds to 8 seconds

The way players refill health after a successful kill has changed. Before, it restored all of your health and the overshield refilled over time. Now, the health refills over time alongside the overshield. This should give a leg up when encountering situations where multiple people are fighting one person with the One-Eyed Mask equipped.

Vengeance will no longer trigger for players in Super. This was making Supers far too potent.

Not sure I like the shotgun changes, especially as the best pve shotties (Ikelos and Threat Level) are getting a nerf there, and arent that easy to get. We'll see I guess.

And finally, for the Hunters:

Quote

Before we go, I wanted to share a quick preview of something that the Hunters among you have been asking for. If you ever found yourself thinking, “It would be awesome if I could see my entire cloak when previewing shaders,” we have some good news for you. Update 2.2.0 will make a slight change to your view when inspecting cloaks in the character screen.

Hunter_Cape.jpg?cv=3983621215&av=3132316

 

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In addition to these changes, Cozmo and DMG have been active on the Destiny reddit, and explained the shotgun changes a bit:

So it shouldnt be the doom of the Ikelos/Threat Level. Hopefully.

 

Also there will be pinnacle weapons in Season of the Drifter confirmed:

 

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  • Uncle Mike changed the title to Destiny 2: Lightfall

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