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Destiny 2

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10/26/2025 5:34:53 PM
18

Dread Enemies Destroy servers

i know there is no point to open a topic at the current state of the game but helloween event slightly fun for me .... so i need to feedback to the dev team .... at 3th wave of AOS dread enemies BECOME incredible LAGgy , Teleporting everywhere , and hit registration issues occur. also lots of abilites and weapon perks do not work as intended.

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  • Should have been hive, scorn, then taken for the waves. Then they could have thrown in some tormentors during the boss to make it less boring.

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  • Proof Bungie doesn’t play test their own game.

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  • My xbox has frozen a couple of times on the third phase - probably due to all the stuff on the ground. It's a terribly optimized game.

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  • They also melt you in seconds if you’re not on a heavy DR build, something not easily done on a Warlock.

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    • I thought it was just me. The extra candy is lagging the game everywhere, but it's worse there.

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    • Can’t remember the last time my game crashed until this event lol. Is was to the point where I launched the game and kept getting error coded, had to follow a guide to rename a destiny folder in the Appdata directory to get it starting again. So ridiculous. Also did a Reclaim Mission this morning and received no loot, wasted time.

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    • That third wave is a mess. Also the insta death stuff that happens is so annoying because most of the time you just explode without really knowing what hit you, so it just feels like the game went "we rolled the dice and the dice has decided that you are dead"

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    • Edited by BetweenMyself: 10/27/2025 4:17:44 AM
      It’s not the enemies, it’s the [b]Candy[/b]. When the number of ground objects (Glimmer, Ammo Bricks, Candy) in an instance passes a certain point, connections begin to suffer and various game mechanics can start to break down. This is quite noticeable for Solo players during the [b]Raneiks Unified[/b] encounter in [b]Vesper’s Host[/b]; after a few rounds of damage phases the numbered Servitors on the Upper Deck will stop glowing consistently if you don’t take a few seconds to pick up extraneous ammo here and there. With Candy added to the mix, a Solo players can get this to happen after just the first damage phase. And for those who played back then, it’s the reason why the zones with Fishing Holes got so unstable during [b]Season of the Deep[/b]; players decided it made sense to leave [i]hundreds[/i] of fish on the ground at a time in order to get a head start on filling the Feeding Frenzy Meter for the following round of fishing. This often resulted in Public Events bugging out and players suddenly disconnecting (Guitar Errors*) from those instances when the number of fish got too high for the game to handle. * https://help.bungie.net/hc/en-us/articles/360049201971-Error-Code-GUITAR Unfortunately with the need to complete objectives and build up defenses, Haunted Altars doesn’t provide much down time for players to pick up the Candy they’ve created. With six players creating all this Candy that just hangs out on the ground for an extended period of time in such an add-heavy environment, the game gets unstable. If it was feasible for the devs to code Candy in such a way that it was automatically sent to the Post Master if it is not picked up within, say, a minute of being generated, then Haunted Altars would be a much more stable experience over all.** Unfortunately such a change is unlikely to occur during the current Event, if ever, so I try my best to pick up as much of my own Candy as I can realistically manage without pulling my attention away from the objective in the hopes that things stay [i]stable enough[/i] during the third round. [i]** The softlocks present in the Activity are of course [b]not[/b] related to the Candy-Stability issue, but the one for the Boss can be avoided so long as people wait for the Shriekers to deactivate the first time before taking it down to half health. Luckily it seems as though many players have learned this and Boss softlocks appear to happen much less frequently as a result.[/i] (΄◉◞౪◟◉`)

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      • They're also so overtuned. The first and second waves are almost pushovers, but the dread are so annoying comparatively. I just had the game crash on me on that wave.

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        • It’s not the dread that break the game. It’s shoving 6 people into an activity along with the onslaught defense items. A fun idea. I actually really like it. But it has to actually function correctly for it to be fun. Excision was the only thing I really tolerated being a bit buggy because the final mission of the darkness saga had to be big or it would be lame. Let’s be real too, the dread have to be annoying and difficult or they would be lame as well. They are basically the pinnacle darkness enemies. And the ones that thematically fit Halloween so we are stuck with them for this lol.

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        • Its being strand yoiked into an insta death that gets me.

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          • Had a real lag fest earlier

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          • The main issue is: lack of content New activities new mechanics needed

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          • Bump. Those flying turds are the buggiest to me.

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            • Is this a pc issue? I haven't noticed it on the console. Seems to work fine on consoles

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            • Love being in wave 3 and game crashes. It’s the best thank you Bungie. You guys are the best.

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            • Definitely isn't the Dread that's the issue. The lag/rubber banding is present for the majority of the activity and it's likely the candy like some others on the forums are saying. The Dread are just tanky enough to notice it more while fighting them.

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            • Would not be surprised if whatever they did to code these enemies was rushed and hamfisted. The game slows way down whenever a large enough group of them show up, and it only seems to be them that does this. The only time I've ever seen things noticeably slow down before these guys were introduced was using Tether in areas packed wall to wall with enemies, like at Shuro Chi, and even then it took a bunch of them all getting blasted simultaneously to trigger lag and frame drops.

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