Destiny - [D2] Daily Reset Thread [2018-06-13]


[D2] Daily Reset Thread [2018-06-13]

Posted: 13 Jun 2018 10:04 AM PDT

Daily Milestone

EDZ Challenges: Complete 3 challenges while exploring the EDZ.

  • Lost Sectors: The Sludge - Loot a Lost Sector in the Sludge.
  • Fallen Raider - Loot 3 Fallen supply caches.
  • Scourge of the Cabal - Defeat 75 Cabal enemies.

Planetary Challenges

Planet Challenge 1 Challenge 2 Challenge 3
EDZ Lost Sectors: The Sludge - Loot a Lost Sector in the Sludge. Fallen Raider - Loot 3 Fallen supply caches. Scourge of the Cabal - Defeat 75 Cabal enemies.
Titan Lost Sectors: Siren's Watch - Loot a Lost Sector in Siren's Watch. Arcology Scavenger - Gather 10 Alkane Dust. Maleus Maleficarum - Defeat 3 Hive Wizards.
Nessus Lost Sectors: Exodus Black - Loot a Lost Sector around the Exodus Black. Walking the Beat - Complete 3 patrols. Right in the Juicebox - Defeat 20 Vex with precision shots.
Io Lost Sectors: Lost Oasis - Loot a Lost Sector in the Lost Oasis. Treasure Hunter - Loot 3 Vex or Cabal supply caches. Scourge of the Vex - Defeat 75 Vex enemies.
Mercury beep boop failed to fetch
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Heroic Strikes

Modifiers:

  • Arc Singe: Arc damage increases slightly from all sources.
  • Brawler: Melee abilities deal more damage and recharge much faster.
  • Iron: Enemies have more health and are not staggered by damage.
Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Trigger Discipline - Defeat 2 enemies without reloading, 10 times. Ride the Lightning - As a fireteam, defeat 100 enemies using Arc attacks. Tactical Clear - As a Striker, defeat 10 enemies blinded by your Flashbang Grenade. Skullduggery - As an Arcstrider, defeat 5 enemies afflicted with Disorienting Blow. Arc Automaton - As a Stormcaller, defeat 5 enemies using your Arc Soul.

Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Trigger Discipline - Defeat 2 enemies without reloading, 10 times. Ride the Lightning - As a fireteam, defeat 100 enemies using Arc attacks. Tactical Clear - As a Striker, defeat 10 enemies blinded by your Flashbang Grenade. Skullduggery - As an Arcstrider, defeat 5 enemies afflicted with Disorienting Blow. Arc Automaton - As a Stormcaller, defeat 5 enemies using your Arc Soul.

Crucible Challenges

Mode Challenge 1 Challenge 2 Challenge 3
Quickplay The Hunger - Defeat 15 opponents with Void final blows. The Professional - Complete a match with a personal efficiency rating greater than 1.0. The Big Guns - Defeat 5 opponents with Power weapon final blows.
Competitive Rocket Beats Everything - As a team, defeat 20 opponents using Power weapons. We're Going Streaking - Win 3 consecutive rounds in a single match. Deny Their Supply - As a team, load Power ammo 3 times before the opposing team loads any.
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Heroic Adventure Modifiers

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Gunsmith Inventory

  • Kinetic Damage Mod
  • Hunter Cloak Energy Counterbalance Mod
  • Arms Void Impact Mod
submitted by /u/DTG_Bot
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In the meanwhile outide E3...

Posted: 13 Jun 2018 02:15 AM PDT

If we don't get Cayde's cape as an Exotic. We riot.

Posted: 13 Jun 2018 05:27 AM PDT

Considering with what capes mean to a hunter in the lore, and the history behind Cayde's cape and what it meant to him. If we aren't able to get it somehow it would be an extremely wasted opportunity and a very disappointing outcome.

submitted by /u/Domtm69
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NEW Spire of Stars Boss Meta?! - Wardcliff Coil is Back - Fastest Weapon to Kill

Posted: 13 Jun 2018 09:18 AM PDT

Video Link: https://www.youtube.com/watch?v=oOD4zcB0MKs&t

This is actually insane lmao. This gun absolutely DESTROYS Val Ca'uor. Apparently this idea was proposed to some people by All The Players. It was brought up during some "meme" runs in the Spire, and we decided to test it out. We were pleasantly surprised by the results! So GGs to ATP for the idea and GGs to our team for executing it :)

Nothing really to say here other than... Coil + Lunafaction Empowering Rift = Dead.

This is the current fastest way to kill Val Ca'uor with weapons. Yes, it's faster than the Escalation Protocol shotgun. It's also a very easy strategy for almost any group. I do recommend this to any LFG group, casual run group, sherpas, carries, and even high level speedruns. Wardcliff Coil seems to stun Val Ca'uor and delay some of his missle launches. By the time he even tries to destroy you, he's already dead...

This was extremely fun to do! Try it yourself! Hopefully this becomes the new meta.

Gladd

submitted by /u/GladHeAteHer182
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I want to get a shader after killing Uldren

Posted: 13 Jun 2018 03:53 AM PDT

as a reward. Which is essentially his blood splattered over my armor. The shader should be called: Vengeance

submitted by /u/Rock--Lee
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I absolutely love that this community is rallying together and setting aside their differences to collectively curb stomp Uldren....

Posted: 13 Jun 2018 07:31 AM PDT

In fact, I love that this sub has been pretty positive about what bungie has been revealing. I've been a long time fan of Destiny since the beta. I'm happy they're making some moves and taking risks.

However, I still feel like I have to wait before purchasing the Forsaken expansion. This isn't an attack on Destiny. This is me saying that if Bungie can deliver on what they're showing, then I'm all in. Cayde is the man and some self-righteous asshole thinks he can take his light with no repercussions? I am a God killer! I will put my boot so far down his mouth he'll have to put a tooth brush up his ass to brush his teeth.

But....I'll have to do all that after a little while of the expansion being out. Hopefully I'll see some of you in there. And find a good taxidermy for me so I can mount Uldren's head.

Thanks in advance

submitted by /u/Mattguidry
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A subclass-specific death cutscene for Uldren would be amazing

Posted: 13 Jun 2018 10:45 AM PDT

Like after the boss fight, when we've got him on the ropes, a cutscene starts where we use the Light to brutally murder Uldren. Here are some ideas:

Striker: Slam him against a wall so hard the ground shakes. Pin him against it with one hand and charge the other with Arc light, then slam it through his chest.

Gunslinger: Give him the same death he gave Cayde. Line up the headshot.

Stormcaller: Get up close and personal, pin him to a wall, and electrocute him. Step back and leave his body smoking on the ground.

submitted by /u/DarkEclipse9705
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Bungie pls, make Cayde’s cloak a wearable item in Forsaken.

Posted: 13 Jun 2018 03:44 AM PDT

It would be great lore touch. In D1 there was a Hardcase Cloak), with flavor text:

If you learn nothing else, learn this: when a Hunter takes up the cloak of a dead comrade, this is a vow.

Cayde himself wears the cloak of Andal Brask, former Hunter Vanguard. Andal Brask was killed by Taniks, Cayde took his cloak and became Hunter Vanguard (most likely against his will).

Here is a better image of the cloak in question form D1 Arms and Armaments, and an image of Cayde-6 for comparison.

submitted by /u/Daniilthethird
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[Spoiler] Guardians: "Cayde-6 is to goofy, BNG pls fix". BNG: "Hold my beer".

Posted: 13 Jun 2018 06:20 AM PDT

Cayde-6 had a sense of humor in the Taken King, but he was still on point and serious about the campaign to defeat Oryx. In Destiny 2, he makes everything goofy and childish to the point where it's more cringy than funny. Failsafe even has more character than him.

source


Upcoming Forsaken TWAB:

We've encountered an issue where Cayde-6 appeared as a goofy, childish, cringeworthy character. Since we couldn't come up with a fix for this issue, we've done the following changes:

  • Removed Cayde-6
  • Decreased Fusion Rifle damage by 0,04%
submitted by /u/adrianmignogna
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It was there all this time?

Posted: 13 Jun 2018 08:02 AM PDT

So, I was going through the screengrabs on the PS4 and I found the one linked below: Imgur

It was there since the beginning and we brushed it off? I feel bad man

submitted by /u/littlefingertip
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So we're all upset about Cayde, but for it to really hit home..

Posted: 13 Jun 2018 12:17 AM PDT

I absolutely need Ikora and Zavala to be devastated. He's been their colleague for years, I need them to feel as hurt as I do.

The four of us, we've been through a lot together. We lost a lot and won a lot more, but to take a hit like this.

I need a deep cut scene of emotion, not just some passing dialogue. And after all is said and done and I've got my armor shadered with Uldren's blood, I need them to still make comments. If I go to Zavala to hand in a milestone, I need "Cayde would have been proud Hunter." all choked up. Don't let me forget about this the moment the story is over.

submitted by /u/HoolioStretchRedwood
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so how long are we going to keep using the spoiler tags for this?

Posted: 13 Jun 2018 08:37 AM PDT

is every post talking about Cayde, Uldren or anything else to do with the story just supposed to be spoiler tagged all summer? I loaded up the sub this morning and it looked like a redacted govt document ...

submitted by /u/spanman112
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Transmat effects themed after the bosses we defeat in the NF is a great idea, but ensure it is an addition to and not the sole NF reward!

Posted: 13 Jun 2018 09:29 AM PDT

Adding these to the NF loot pool is a cool idea, but it is taking the cosmetic items a bit too far as NF rewards. I guess we are okay with ships and ghosts (would 100% prefer weapons), but transmat effects as the sole NF specific reward is trolling at its best. Hopefully, it isn't true and the actual exclusive NF loot just hasn't dropped yet...

submitted by /u/Ptonomey
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I saw Fallen Titan set, and just couldn’t help but remember “Look at this dude” video

Posted: 13 Jun 2018 07:57 AM PDT

Use Coil in Spire

Posted: 13 Jun 2018 04:25 AM PDT

Collection of all the mobile wallpapers I made for D2 to date

Posted: 13 Jun 2018 06:59 AM PDT

Hey guys! I'm slowly working on D2 wallpapers just as I did for D1

While you wait you can find the updated list here.

Hope you enjoy!

submitted by /u/just_SiLeNtWaLkEr
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forsaken live wallpaper engine with cayde

Posted: 13 Jun 2018 07:03 AM PDT

Bungie as you can see we are all feeling sad that Cayde will be gone, could you please give him his tank that he wished and Zavala was supposed to talk to him about his tank? #CaydeEasterEgg

Posted: 13 Jun 2018 04:03 AM PDT

I think this would be really cool, maybe you could bring in a little easter egg with a small tank driving around in the tower with a Cayde figure on it? Or maybe something else, but I really think we all should be doing some kind of tribute for him like maybe on the last day we all stand around Cayde with our ghosts out and take our last moments and pictures with him.

This is really personal tbh, for real he was my fave character and the reason why I even made a hunter.

submitted by /u/Jujumanjaro
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Can we get a sprint speed increase based on mobility?

Posted: 13 Jun 2018 09:06 AM PDT

As a hunter who can easily achive max mobility, I'd like to be sprinting at the speed of sound when I put my foot up Uldren's Awoken ass.

submitted by /u/Valdios
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If Cayde had worn the right helmet he could have just dodged and regenerated all his health

Posted: 12 Jun 2018 11:22 PM PDT

Destiny 2 Forsaken | Exclusive E3 Interview With Deej (Light Boost, Gambit Maps)

Posted: 13 Jun 2018 06:02 AM PDT

EDIT - Thanks for the feedback about the volume everyone - I hear you loud and clear (sound familiar?) I've re-uploaded the video without the music during the interview and re-balanced everything a bit. It would mean a lot if you gave the re-balanced one a watch if you haven't already!

https://www.youtube.com/watch?v=5rxqscxASNI

This interview comes from a good friend of mine over at Hulu. This initially was for a preview article and today he was informed that it was no longer needed - however he didn't want this interview and information to go to waste.

Deej talks about some pretty awesome stuff in this interview. He goes into the vision and tone of Forsaken, talks about the creation of Gambit and gives a little information about how guardians will be cathcing up to current max level before tackling the new expansion.

submitted by /u/ColJohn
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#CaydeForGhost

Posted: 13 Jun 2018 10:26 AM PDT

If Cayde must die, let us capture his "spirit" in our Ghost! Nathan Fillion as Ghost would be great.

submitted by /u/carsnick
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Are they going to fix sunbracers so grenade damage stacks?

Posted: 13 Jun 2018 09:45 AM PDT

Maybe I missed it but not being able to damage a boss with multiple grenades really sucks and makes this exotic not very good. I was super excited when I heard the change at first but when I found out that an enemy can only be damaged by one grenade at a time I went back to lunafaction boots. Is there any word from bungie if this is going to be changed?

submitted by /u/Jordanmac7
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Gameinformer: A Deep Dive On Destiny 2: Forsaken’s New Bow

Posted: 13 Jun 2018 10:17 AM PDT

It's an article + video; couldn't find a way to link to the video directly.

Artice Link

submitted by /u/SepiksImperfected
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The Exotic Sword is in the new Story Trailer!

Posted: 13 Jun 2018 01:08 PM PDT

I was looking at the trailer slowed down so I could get a good look at the Barons and I paused during the flash and picked up an image of the new Exotic Sword sitting right after panning away from Prince Uldren:

Right Here

I'm not sure if there is any significance to this exotic sitting there on the ground in the Prison, but I felt like putting this out there for the rest of the world to see!

Edit: r/HarleyQuinn_RS posted what the sword looks like down below, so I thought I'd add it into the post:

https://i.imgur.com/zKvuscp_d.jpg?maxwidth=640&shape=thumb&fidelity=medium

submitted by /u/VolacticMilk
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I'm at E3 and I just played Gambit at the Sony booth. I'll share every detail with you.

Posted: 12 Jun 2018 10:03 PM PDT

Forsaken Demo at E3 - Gambit Mode

Summary: As a game developer, I attend E3 each year, mainly for business meetings. As a die-hard Destiny player, I was incredibly excited to try out Forsaken on the E3 show floor. I was lucky enough to finish my meetings around 6:00pm today and get into the last round of Forsaken demos before the show closed for the day. (I also managed to complete my Midnight Exigent set from today's EP boss and get to 80% on my Worldline Zero catalyst at lunch today!)

Demos: The Forsaken demos were held at the Playstation booth, alongside the new Call of Duty Black Ops 3 demo section (which looked decent). Sony had 30 Forsaken demo stations, with preset fireteams of 4 set up, in orbit. The only thing anyone could do is enter the new Gambit mode. Nothing else was available and absolutely no other UI options were available to players. You could swap your weapon choices, but no character changes could be made and you could not even look at your subclass trees.

Playtime: We got to play one full match of Gambit, which is 3 rounds. From start to finish, including an instruction video, it took about 20 minutes.

Pictures: I took a few photos with my phone before the match. My album: Photos

Goal: As we know, the goal is to collect enough motes to summon a big boss "Primeval" on your side and then kill that boss. The instant you kill the boss on your side, you win the round. If the enemy team kills their boss first, you lose the round. That's it. Nothing else affects your win/loss equation.

Format: The format for each "match" is three rounds, each lasting about 4-5 minutes. Each round has a clear winner or loser, so there will be no ties.

Invaders: You could invade the enemy team with one person after you bank 25 motes and 50 motes and then repeatedly while the enemies fight their final boss. When you invade, your avatar has a very prominent red glow around your body so the enemy team can easily see you. The enemy team has red nameplates and they could be seen from far away and through walls, so it made hunting them easy. I made it a point to invade as much as possible during the match. I saved my super and shotgun ammo for invasions. One invasion I was lucky enough to kill two enemies with the new Arc Titan super and then Shotgun a third enemy before time expired. Every invasion I got at least two kills since the enemies didn't really notice what I was doing. You should not invade without full health, super and heavy/special ammo.

HUD: The HUD displays how far you and the enemy team are progressing towards getting enemy motes to summon the Primeval. The HUD is decent, but could be a touch more prominent and readable. If I were the UI lead on the project, I would probably take one more pass at iterating it for instant readability. I bet they do that before launch.

Motes: A mote drops every time an enemy dies. Any player can pick it up and add it to their mote total. Motes are displayed on the left side of your HUD. They are in a simple white font, which could be slightly more readable and prominent - we'll see if that changes before launch.

Bank: The bank is in the center of the map on a very prominent platform. The platform also holds the portal to the enemy team, the heavy ammo spawn, the "blocker" spawn and the final Primeval boss spawn. It took me a second to realize I have to unload motes at the little consoles beside the bank and not at the actual bank central structure itself.

Enemy Portal: The enemy portal teleporter is on the central platform, near the bank. This is the portal you enter when the announcer says, "You may attack the enemy." The first person to go through is the only one teleported and the portal stays closed for a couple of minutes afterwards. You have tons of time to teleport, so the player going through should drop off all of their motes first, make sure they have ammo, ideally have super and have their grenade, melee and class skill ready for maximum carnage. Note that when an enemy teleports to your side, they come in at a random location along the sides of the battlefield, not at the central pillar.

Death: When you die, you lose your motes, which is very bad. Staying alive and never dying is incredibly important to winning this mode, even more than a raid encounter. The main source of death would be overly aggressive positioning while clearing trash mobs, staying in line of sight while the Primevil is targeting you or dying during an incursion from/to the enemy team. If you're going to do something risky, make sure you've banked all your motes first.

Respawn: You respawn after about 6 seconds, but you respawn towards the back of the map where you start, so you lose another 10 seconds running back into the action on foot - no vehicles are allowed in the mode. For that reason, I would try and rez teammates that die close by, to save them travel time.

Location: The demo took place on Earth in what looked like the European Dead Zone. There were buildings and wooded areas, using existing level design assets. It was not memorable in any way. I assume there will be many locations, which will be key to making the mode feel fresh, match after match. The size of the map was surprisingly small, but with only 4 players, it's probably necessary. It felt about the size of a medium-sized PVP map.

High-Value Targets: One HVT spawned per round. They are a high priority to kill because they drop a bunch of motes. In this mode they were Fallen Captains with an overshield and a hefty health bar. Non-invaders on your team should use a super to take these guys down, it's worth it. I think the HVT spawns might be what the devs were talking about when they referenced "treasure goblins", since the puddle of motes they drop feels a bit like treasure goblin loot from Diablo.

Ammo Economy: This mode has the same problem as a Leviathan raid, it's too easy to run out of ammo. Even my basic kinetic Auto Rifle would run at of ammo once per round, even with a high rate of accuracy in my shooting. This is one general design philosophy that needs to be shifted slightly by Bungie. I think it's reasonable to have limited ammo, but it's just a bit too "unfun" right now. Having said that, I'm sure if I looked around more, I could have found ammo bricks on the ground, but I want to shoot and fight and kill and not run around looking for ammo bricks I may have missed. This isn't Calus' room where it's easy to find where the ammo bricks are laying around, this arena has many line-of-sight blockers, making it unreasonable to search for ammo.

Heavy Ammo: There was a port in the center of the lap (beside the portal and the bank) that acted as a heavy ammo spawn. I'm not sure if it provided solo ammo or a group ammo drop, that will be an important question for teams. It seemed like it had a 2-minute cooldown or so, or it could have been a one-use per round functionality. Yellow-bar enemies also had a chance to drop heavy ammo within the mode, although it appeared to be less than 100% chance. I would definitely conserve heavy ammo for PVP invasions (for or against), for the high-value targets and for finishing off the final boss, in that order.

New Weapon System: I experimented heavily with the new weapon system to see exactly how it worked. There are various videos explaining it in detail, but my key takeaways were: (1) Guns can only go in slots if Bungie creates a version of the gun for that slot. So a slot 1 shotgun can only exist if Bungie makes one. This limits things like using 3 Rocket Launchers, or even 2 Rockets Launchers, since Bungie will probably never make an Energy or Kinetic rocket launcher. (2) In almost every situation, you will want a "special" weapon in your energy slot. I believe they are only going to make fusion, snipers, shotguns and bow available for that slot, or close to that list. (3) PVP loadouts are going to be just like Destiny 1, with a Rocket/Grenade/Sword for the third slot, a Sniper/Fusion/Shotgun for the second slot and your favorite "primary" weapon for the first slot. People will experiment. (4) The ability to now put Shotguns/Snipers/Fusion into the energy slot will be even more useful than Destiny 1, since the disparity between the TTK of those weapons the TTK of kinetic weapons is even more pronounced than Destiny 1. This will be a problem for people who aren't good with those traditionally "special" weapons and will be a huge advantage to those who are good with those weapons.

Bows: I used both of my bows during the match before switching to shotgun. I am an experienced Warframe player and I see that the bow system in Destiny is very similar to Warframe in how they are used. Different weights of bows, for short-range and long-range, essentially. Using them in Destiny was fun, but not as effective as any other weapon. Any kinetic weapon or sniper felt like they would be more effective, from the short time I got to use the bows. I am very happy that Bungie is experimenting with new weapon types and I look forward to testing out bows when the expansion drops, but it's unlikely I would ever use one except for fun. They just aren't responsive enough for the amount of enemies we have to deal. However, I do look forward to Realkraftty carrying his parents on a Flawless trials run while using only bows.

Forsaken Gear: Besides the new weapon system, I saw zero evidence of the other Forsaken system changes. The armor, class items and ghosts were exactly the same as the current implementation. The icons did look to be of high quality and the perks on the guns were mostly tier 1 perks. We could not inspect our gear, otherwise I would have many more photos for you.

New Guns: The new guns we were given for the demo were solid. The perks were mostly tier 1, as I would expect we all farm once Forsaken launches. I took a picture of each one and included it in my imgur album. They did give us a sniper and shotgun for the energy slot. Our heavy choices (at least for the Titan, which I was playing) was a decent grande launcher and a standard tracking rocket launcher, like the Morrigan-D we have now.

Rewards: There were no rewards working for the Gambit mode during the demo except maybe some blues or whatever that didn't actually stay with your character. We know from interviews/videos that there will be chase gear you can get from the mode. I feel like it would be fun grinding this mode to get the gear, more so than faction rallies, regular crucible or even Mayhem crucible. I will definitely grind the mode for whatever I need to get with no bad feelings.

Narrative: This is a competitive mode and there isn't much in terms of narrative, as you would expect. I will say that there is room for improvement in terms of the script of the announcer and the delivery of those lines. If time permits, I would probably iterate on that part of the mode, since it's a bit below average. It's not terrible and it's probably shippable, but a little bit of iteration could go a long way in terms of writing and voice work.

New Striker Super: You can get out videos of the new supers. As an experienced Titan, I have to say I was disappointed with the new Arc Super. It's not terrible at all, but Fist of Havoc seems like it will still be much more effective for both PVE and PVP and get more kills. I used it about 5 times, so my opinion may change as I use it more. I do applaud the concept of trying for a "Superman" feel and I would guess it's useful for certain encounters that could use a long-range gap closer.

Strategy Note 1: If you can, summon a "blocker" before you jump in the Invasion portal. It will distract the enemy team so you have a better chance of wiping the.

Strategy Note 2: It felt smart to save of motes to summon the large blockers. The small and medium blockers felt so trivially easy to beat that only the large ones felt worthwhile. The exception would be summoning a medium-sized blocker right before you invade - that could be worth it as a distraction.

Strategy Note 3: If this was an Esport-level mode, all good teams would assign a designated player to be the invader. That player will save all of their cooldowns and heavy/special ammo for invasions. You only get a couple invasions per round, so don't waste your team's big chance with someone who is unprepared.

Strategy Note 4: As soon as you hear an invader is coming to your side, immediately get to a spot out of LOS of dangerous enemies and track down the invader. Good teams will automatically do this, but newer teams will keep DPSing and get rolled by an invader taking advantage of distracted players. Whenever we got attacked during the demo, I immediately changed to shotgun and ran around my team to protect them from the invader. They are super easy spot with their glowing red outline and taking them out just takes a few seconds away from boss/add DPS. Designate 1-2 people to save "shut down supers" and use them on the final enemy invasion that takes place during the Primeval fight. Once that final invasion is dealt with, everyone can go all in using their supers and heavy ammo on the final boss, but save some of that to deal with the last enemy invasion.

Strategy Note 5: It appears ammo carries over from round to round, so don't waste ammo if you know you are winning the round. Also, don't waste ammo shooting the enemy during the intermission screens between rounds, since that actually carries over to the next round... awkward. Strategy Note 6: Use good PVE habits for this mode. Designate 2-3 of your team to use supers on the yellow bars and HVT so you have extra orbs lying around for the final DPS phase.

Strategy Note 6: It terms of loadout, there is no room for subtlety. I would focus on close-range, high-output weapons that can kill adds fast. Everyone should have a close-range burst weapon for the yellow bar PVE enemies. Sniper and scouts aren't as useful, although I could image a skilled sniper player having fun as an invader, but most people should stick to weapons that are good against moving targets and close-range fights. Players are constantly moving from one PVE spawn point to the next one, so there isn't time to set up rally barricades or healing rifts for most of the round.

Strategy Note 7: When you invade the enemy, you get an overshield that basically doubles your time-to-live. Take advantage of this because you will win 1v1s very easily. Don't be afraid to be very aggressive during your invasion since even one or two kills will dramatically set back the enemy team with respawn times and enemy boss healing (if you invade during the final phase).

Strategy Note 8: Defeating the final Primeval boss is the win condition. The boss has a massive health pool, so go into the match ready to treat it like a wave 7 Escalation Protocol boss - have a designated Melting Point + Tractor Cannon Titan ready to debuff it and unload. The Ikelos shotgun from EP will be a beast here. This is obvious stuff, but a team who is ready will absolutely win vs. a team who is slightly ahead with their farming, but doesn't have the Melting Boop on their side.

Similar Modes: There are other games that have similar modes to this. Last Stand from The Division is fairly similar - mixing PVE and PVP. A couple of World of Warcraft maps have a similar mix of PVE and PVP as do modes from a few other MMOs. The hybrd PVP/PVE or "competitive PVE" mode isn't new, but each implementation is different and the implementation of Gambit within Destiny leans toward the slightly faster, slightly more kinetic gameplay that Destiny is traditionally known for, rather than a deeper strategic take on PVE/PVP mixing.

Overall Opinion: Gambit is a fun mode. It's the type of game mode that I have championed as something that should be added to other games and it's a game mode that can be enjoyed by casual PVP players and PVE players.

My only concern is the depth of the mode, it does feel like something that will be "solved" fairly quickly and speed kills of the final boss will become common. There isn't a ton of depth to the mode and the repetition will probably get boring for people who aren't invaders, but it's still a lot more fun than running strikes over and over, so it's a worthwhile addition to Destiny. For people who do the actual invading, the fun factor is massively increased. This could be a problem if people "hog" the invasion and basically grief their own team by never letting them invade.

Perhaps the ideal solution/implementation could be: Let each player invade once during the match or let them designate themselves as "PVE only" for the match and let another player use their invade slot. That would solve the "invade hogging" issue.

Props: I do thank Bungie for adding this mode and I tip my hat to the team that implemented the mode, from the UI folks, to the designers, QA, environment artists/level designers, voice-over staff and engineers who programmed the metagame elements. Keep adding variety and depth to the mode, it's definitely the right direction. I'll be playing the mode a lot and I'll be invading as much as I can for the extra fun and responsibility.

submitted by /u/Doomsaw616
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