JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
Edited by Savage: 11/20/2019 6:56:30 PM
50
479
Savage

Final Assault is indefensibly bad

Most times with Destiny content I can accept what it is. I can accept re-using assets from the past in a new context as long as there is something different about it. But this is literally just a boss substitution with zero new mechanics, and with less health. The mercury public event is more eventful than this. Hell, even the adventures from Curse of Osiris changed the arenas when going form normal to heroic Edit: just to add some suggestions instead of just complaining. If you are going to put it on the roadmap, it needs to change how I interact with the game on a day-to-day basis. It needs to make me do something different from what I have been doing. Whether it’s a quest, new loot to grind for, or even just an encounter/arena I have not been in before, it needs to have some kind of actual impact on how interact with the game. Final Assault not only did not change how I play the game in any way, it actually made it easier to run the final phase of vex offensive Edit#2: some of the comments show a clear lack of understanding of what is actually wrong here. This is advertised as roadmap content. All prior roadmap content includes: - launch of vex offensive - difficulty increases for nightmare hunts - dungeon and live event - exotic quests - new pvp game mode - new raid challenges Whether you like these or not, these all at their core change how I play the game. Whether it’s a new activity, a new weapon, or making me approach the same content differently due to increased difficulty, I am now playing Destiny in a different manner. Final Assault is the only item on there that changes absolutely nothing about how I play. It doesn’t even change how the final encounter plays out and it even makes it easier to finish it faster. It didn’t need to be some crazy in-depth new encounter. It just needed to change something, it needed to make me engage with it in a different way than what I have been doing the last 7 weeks.
English
#destiny2

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Here’s how it should have been in my opinion: 1.) We load into the first area and it plays out mostly the same except now the crystals that we have to break are linked to a Fanatical Minotaur with powerful arc shields surrounding it. Killing these will disable the shields around the floating crystals. - Break all the crystals to summon a larger Fanatical Gatelord. Mechanics are the same as the final boss of the original version. 2.) Climb up to the second area and you progress through like the last floor. This time 2 large harpies will spawn and you will have to do the same thing with them as you did with the Fanatical Gatelord. They have 1/2 the health and 1/2 the shield strength of the Gatelord. 3.) Go up to the final area and the gate activates the Transmat for the portal locator can’t be lowered into place yet. A Terminal Mind will spawn. It’s similar to a gate lord but it’s chassis is more heavily covered in roots and it wields three of those purple beam weapons harpies have. - The process is similar on this one except you need to shoot both of its arms and it’s head during the damage phase to show its crit spot. 4.) We pass through the portal into a large dark chamber similar to the area we fought the Undying mind in D1. - The Actions will be similar. Kill the Minotaurs to drop the mind cores, kill the Fanatical Minotaurs to unlock the crystals. These crystals will deactivate the large shield around it. - When low on health 2 of the large Harpies will spawn. You need to kill them first to enter the final damage phase. The Undying Mind will try to summon an Oracle from the Vault as a last resort. Shoot the oracle as it appears to prevent a team wipe and having to restart the encounter. 5.) Rewards. A new classic weapon will drop from each encounter along side a new piece of gear you would get before. The classic weapons are boss specific, but the undying mind can drop any as well as its own exclusive. Imago Trace - Void Lightweight HC (exclusive to final encounter) Lost Correction - Arc Aggressive SG (first encounter) Lost Praetorian - Solar Precision FR (Second Encounter) Lost Vengance - Solar Aggressive RL (third Encounter)

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon