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Edited by ben: 5/4/2025 2:59:08 AM
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Final Shape dungeons

Now that we've had some time to play with sundered doctrine im curious what people think about the dungeon content we got from the final shape. I honestly think that this year's dungeon key was the best of all time, both of these are top notch, I would be shocked if these are ever topped in the future. I really like that they experimented with unconventional boss models (Raneiks and Lockset) even though they can sometimes be awkward and not function properly, it makes people be creative with loadouts and think outside the box. Adding dungeons to the contest mode activities was also a huge step forward imo, its great that people can now experience the challenge of contest without needing the personnel or time commitment of a raid. I like that they also capitalized on themes and environments that they knew people really liked. Its great to see them milk more content out of the Vow pyramid and its infamous symbols, which is one of my personal favourite raids and raid mechanics, while giving it an extra creative twist of giving the symbols meaning by making people decipher truths and lies. Vespers host though is by far my favourite dungeon of all time now, I think the braytech facility atmosphere from Beyond light and DSC is so good and the twist of taking us to a derelict space station was just totally captivating. The long quest for the ice breaker catalyst was also a lot of fun in my opinion. The encounter design was also just amazing overall. Again its cool to see them reuse the viral augments and the vow symbols but give them a twist to throw off even those who are familiar with those raids. The encounters are simple enough to grasp while still being engaging, but not a total pushover a-la the earlier dungeons. I also think difficulty is in a great spot especially in the solo experience; as someone who enjoys going for solo dungeon challenges Im glad these ones are HARD, especially vesper's host; I soloed it for the title and have my work cut out for me going for flawless, whereas dungeons like Grasp of avarice were <4 attempt flawlesses for me. This is a smaller thing but the loot from both of these is also really good all around, exotics and legendaries alike. Im wondering what everyone else is thinking - how did you enjoy the dungeons this year and how they stacked up against the older ones?
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  • Speaking as someone who predominately runs Dungeons Solo, I feel the mechanics and difficulty for VH and SD are generally quite solid, although I’d say that VH’s OHK lightning strikes during the Boss damage phases could [i]at a minimum[/i] use some adjustments to improve attack telegraphing while the player is ADS (along the lines of the indicators one receives while being targeted for orbital strikes by the Brig in Zero Hour). I like the narratives for both Dungeons (via spoken dialogue, lore tabs, environmental storytelling, even through the encounter mechanics themselves) and I appreciate how often Dungeons in general are being used to plant the seeds for future story lines. Both Dungeons have some strong weapon drops and the addition of Focusing in each case is a definite win, [b]although[/b] the devs really need to figure how to fix the Quests required to unlock the Focus option (as well as the respective Dungeon Exotic Catalysts) to prevent them from getting borked when players at different steps group up and somebody completes one out of order. I count myself lucky that playing Solo seems to be an effective means of preventing these Quest issues from occurring. (΄◉◞౪◟◉`)

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  • I think sundered is perfect, but vespers feels way overturned, like how Gotd was.

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  • If they ever make a boss with giant aoe attacks that cover 90% of the arena and one shot they need to pick a color that doesn't match the arena.

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