Destiny - The Taken King |OT| Time to Explain

I know that Vault of Glass and Crota's End have become trivial because the loot they all drop is Year One stuff, but I've been wondering how difficult they are to complete now?

I only ever played bits and pieces of Vault of Glass and I didn't have Dark Below until now, so I'd really like to run through those raids with friends now and I'm wondering if it'll be a cakewalk now with the Level 40 advantage and all of this new super strong loot.

Thanks for any answers or insight that people can provide.
 
I really like them. Design-wise, weak in concept but strong in execution. And gameplay-wise, they're exactly what the game needed. You know what each can do after your first meeting and deal with them accordingly. Captains go first (because fuck those guys), Goblins can usually be dealt with before they break out the shield beams... they just work better together than any other enemy types in the game. Even in tight spaces, there are answers - sword attacks prevent Phalanx ejections, nades/rockets in the right place get rid of shield donors... it's just a level of enemy encounter design to learn and adapt to, and that wasn't really there in Vanilla.

I feel like prioritisation is kind of irrelevant when each of these offers a threat in their own individual way. And it's an issue I think wouldn't exist if they weren't all thrown in there so liberally. Maybe I need to try the swords out a bit more. But I feel like if a (versatile) playstyle I've used throughout vanilla Destiny isn't working satisfactorily in the TTK, then I think it's an issue with design and not me. Just to stress this again, I actually like the Takens' abilities I just think they aren't used very well in encounter design.

I agree with you, I don't mind the way they look but the abilities they all have at their disposal can become a little too much. There is no reason in an encounter you should have more than 2 Taken captains throwing that blinding smoke at you. It's just dumb.

After a while, when every one is just shooting at you constantly it just becomes noise. And the thing I still hate about the enemy encounters in Destiny is stuff like the Wizards that just constantly bombard you with those stupid arc balls. You screen just keeps shaking constantly. The enemy attacks that just cover your screen and just keeps shaking you every damn time with no respite. Hive knights with boomers, Vex Minotaur with boomers and so on. I can't stand it, they need to tone that shit down.

You know, I think this is hugely important.

It occured to me straight away, when the tears in the TTK expansion affected your vision so severely. I was constantly assuming I was under attack when walking near them. They really need to tone down the visual distortion in general. But strangely I didn't find it so egregious in vanilla Destiny. Although maybe sometimes in the Phogoth strike that rings true.
 
I know that Vault of Glass and Crota's End have become trivial because the loot they all drop is Year One stuff, but I've been wondering how difficult they are to complete now?

I only ever played bits and pieces of Vault of Glass and I didn't have Dark Below until now, so I'd really like to run through those raids with friends now and I'm wondering if it'll be a cakewalk now with the Level 40 advantage and all of this new super strong loot.

Thanks for any answers or insight that people can provide.

it would be great if they updated them to reward us with good stuff
 
So I've been playing quite a bit, and I've realised I really dislike the Taken.

I find some of their new traits to be needlessly antagonistic. While one on one, I feel a lot of the new moves they do make the combat more interesting, however when all of them are plonked into a space, it starts to become incomprehensible and frustrating.

For example, the Cabal Shield Taken now blasts you away, on it's own terms a fun way to shake that enemy up
(I especially liked the use of one when finding the stealth drive early on, to disrupt your platforming)
. Fallen Captains now shoot blinding clouds (which if they land, allow them to melee strike you), easy enough to dodge in a well designed combat space. Fallen Vandals now create invincibility bubbles, which again makes this particular enemy type interesting when dealing with just one or two. And the Taken Vex Goblins that grant their buddies invincibility.

However, many of the missions add all of these together, in sometimes quite tight spaces and/or with nowhere to find any respite from the effects; presumably in response to the many cheeses found in vanilla Destiny. Mixing these new traits together leaves you feeling like a pinball in a pinball machine, with little to no control over the combat scenario. There are so many systems that require understanding before shooting, and there isn't time while you're blinded, being blasted 50ft backwards or have 4 immune Taken in front of you blocking your shot of their Vex protectors.

In addition to the game design gripe, they are also aesthetically dull. I don't know how black and white (blueish?) rehashes of existing models were deemed an agreeable look. I am kind of annoyed by them turning up on every planet undermining the fantastic art direction of each. I know exactly what they were trying to achieve with the look, but I can't help but feel there are alternatives to black and white when trying to make the existing enemies look ethereal in some way.

I wonder what everyone else thinks or feels?

I like their design and ot gives a "out of this world/dimension" feel to them. At first I felt this way as well on encountering them until I was able to get better weapons. Their design focuses on the rank of the enemy and at times can be irritating, but with the right gear setup and attack plan, they can easily be conquered.
 
Same. I like the cabal a lot but they're the only ones who haven't been a primary threat in any of the content. Vex were the main threat in vanilla, Hive have gotten two expansions, and the Fallen are well represented all around. Cabal need their own time in the spotlight.

I do think the signal sent out by the crashed Cabal ship in TTK will bring in a bigger cabal force eventually.

I still want a Fallen based Raid. I feel like we were cheated out of one with House of Wolves and the weak showing of PoE. going forward I really hope Bungie makes it mandatory to have a raid in every expac.
 
I still want a Fallen based Raid. I feel like we were cheated out of one with House of Wolves and the weak showing of PoE. going forward I really hope Bungie makes it mandatory to have a raid in every expac.

Yeah. I like the Fallen.

I think the Taken are a bit cheap. They're all the same shades in kind of different forms.

Hive, Fallen and Vex were more fleshed out. Vex had different weak points, Fallen could stealth and Hive had annoying shields and YOLO you etc.
 
I still want a Fallen based Raid. I feel like we were cheated out of one with House of Wolves and the weak showing of PoE. going forward I really hope Bungie makes it mandatory to have a raid in every expac.
I don't know, I feel like The HoW shanks have ruined the fun I had with the fallen since they can be converted to so many other enemy types like green thralls, Psion flayers, vex harpys.
 
I think I'm done with the game. Its not boredom, just frustration.

- Daily strike (260) every-time the Rasputin one comes everyone wipes 95% of the time and then quits. How about fix that shit Bungie?

- I got killed right before the boss dies on a strike. I can see my engrims drop, but the game makes me go through the countdown to revive and then I'm on the wrong side of the that spinning wall and can't get to them. How about auto loot the engrims or fix your bugs Bungie?

- I went to get my arms day packages, but wait they expire on Sat? WTF how would anyone know this? Why the arbitrary cutoff, just to piss people off?

The game kind of runs out of stuff to do when it would be simple to add something besides bounties which take about 15 minutes a day to complete. How about some random missions? How about something to work on reputation? I've been trying to get my queens rep up but they make it very slow going. Three whole bounties a week?

I'm never going to do raids, just give me something to work on solo. The Dreadnot has some stuff with the runes and random drops, but add more of this stuff on the other planets.

Edit: Legendary marks are a good ide, but you quickly run out of stuff to use them on. The 280 gear does not help you get to 300+. The guns are ok, but you loot many of them for free. How about buying random exotic engrims or something fun?

I've paid $60 + $30 +$40 for this game, feels like a waste now.


/Rant off
 
I think I'm done with the game. Its not boredom, just frustration.

- Daily strike (260) every-time the Rasputin one comes everyone wipes 95% of the time and then quits. How about fix that shit Bungie? The rasputin strike is one of the genuinely hard strikes that is easy enough to do if you play it right, but most people don't.

- I got killed right before the boss dies on a strike. I can see my engrims drop, but the game makes me go through the countdown to revive and then I'm on the wrong side of the that spinning wall and can't get to them. How about auto loot the engrims or fix your bugs Bungie? ?? Every engram that you don't collect goes to the postmaster directly as long as it's not a green

- I went to get my arms day packages, but wait they expire on Sat? WTF how would anyone know this? Why the arbitrary cutoff, just to piss people off?

The game kind of runs out of stuff to do when it would be simple to add something besides bounties which take about 15 minutes a day to complete. How about some random missions? How about something to work on reputation? I've been trying to get my queens rep up but they make it very slow going. Three whole bounties a week? Content is not an issue in the game anymore, if you think it hasn't got stuff to do after a point then you simply have the wrong expectations here. The bounties now take minutes to complete compared to the old ones that took a while, so that they serve their purpose of XP fuel better. You have quests for the "long stuff" and I am sure you will get more later.

I'm never going to do raids, just give me something to work on solo. The Dreadnot has some stuff with the runes and random drops, but add more of this stuff on the other planets. What? You can't blame the game for being made to be played in a group, if you aren't and only playing solo and never raiding then why are you even playing the game?

I've paid $60 + $30 +$40 for this game, feels like a waste now.See above..and you'll see your reason for why you think like this


/Rant off

.
 
Retreating back into the cupboard you spawn near after death can be fairly effective - just don't forget to poke your head out every now and then to kill Blights (the big orbs that spawn more Taken). Failing that, might need to recruit some help. That mission can be a bitch. What format?

Yeah it's pretty hard.
If you are just on about the boss. Go to middle, run back to the outside. Kill the 4 shield dudes. Kill the adds and then the orb. Snipe echo in the head 3 times. Kill the adds on your right as they spawn with a rocket finish off the orb. Keep running round and sort the other one. Kill the 2 stealthed vex. 3 headshots with sniper on echo. And just repeat basically. If your a warlock go sunsinger will give you a second chance. Black Spindle wrecks the echo.

Make sure you clear everything before you inflict more dmg on the boss. The enemy spawns are based on dmg dealt to him.

I'm on Xbox One. I'll try the black spindle although it's the poison or the floating stoves that typically kill me. I might have to try it with a fire team instead of solo.
 

Thanks. I didn't know missed engrim went to the postmaster, that makes sense now.

I'm not blaming the game because I don't group, I don't mind not raiding. Just give me some crap to run around and work on. Like the missions, which quickly either get to hard or just end. Give me some grind one with simple rewards. Make the worlds more dynamic, have new things pop up daily a reason to log in and explore.

And Rasputin, I mean the Warsat drop. The rest of the mission is easy. But when three 290+ fail the first fight over and over on a 260 strike, the strike is not balanced. Most people just quit as soon as they see the mission, its that bad.
 
I know that Vault of Glass and Crota's End have become trivial because the loot they all drop is Year One stuff, but I've been wondering how difficult they are to complete now?

I only ever played bits and pieces of Vault of Glass and I didn't have Dark Below until now, so I'd really like to run through those raids with friends now and I'm wondering if it'll be a cakewalk now with the Level 40 advantage and all of this new super strong loot.

Thanks for any answers or insight that people can provide.
I just did VoG yesterday with some folks here for the first time and had a lot of fun doing it. We were mostly level 40s here. It definitely helps to ease the difficulty for the encounters, but there's still a challenge for certain areas that requires good teamwork and coordination to overcome obstacles. It's fun to experience so long as you don't mind the useless rewards.
 
So I've been playing quite a bit, and I've realised I really dislike the Taken.

I find some of their new traits to be needlessly antagonistic. While one on one, I feel a lot of the new moves they do make the combat more interesting, however when all of them are plonked into a space, it starts to become incomprehensible and frustrating.

For example, the Cabal Shield Taken now blasts you away, on it's own terms a fun way to shake that enemy up
(I especially liked the use of one when finding the stealth drive early on, to disrupt your platforming)
. Fallen Captains now shoot blinding clouds (which if they land, allow them to melee strike you), easy enough to dodge in a well designed combat space. Fallen Vandals now create invincibility bubbles, which again makes this particular enemy type interesting when dealing with just one or two. And the Taken Vex Goblins that grant their buddies invincibility.

However, many of the missions add all of these together, in sometimes quite tight spaces and/or with nowhere to find any respite from the effects; presumably in response to the many cheeses found in vanilla Destiny. Mixing these new traits together leaves you feeling like a pinball in a pinball machine, with little to no control over the combat scenario. There are so many systems that require understanding before shooting, and there isn't time while you're blinded, being blasted 50ft backwards or have 4 immune Taken in front of you blocking your shot of their Vex protectors.

In addition to the game design gripe, they are also aesthetically dull. I don't know how black and white (blueish?) rehashes of existing models were deemed an agreeable look. I am kind of annoyed by them turning up on every planet undermining the fantastic art direction of each. I know exactly what they were trying to achieve with the look, but I can't help but feel there are alternatives to black and white when trying to make the existing enemies look ethereal in some way.

I wonder what everyone else thinks or feels?

Agree completely. I really enjoyed them until my screen started regularly flashing black and white and I had no time to reload my weapon from behind cover because a million tracking balls were seeking me out.

There isn't enough selectivity in their placement if you ask me.
 
Agree completely. I really enjoyed them until my screen started regularly flashing black and white and I had no time to reload my weapon from behind cover because a million tracking balls were seeking me out.

There isn't enough selectivity in their placement if you ask me.

Not even all that fun, just cheap. Balls that track around corners? Going blind while being almost killed at the same time? Enemies teleporting? This is all cheap crap to make the game more difficult.
 
Not even all that fun, just cheap. Balls that track around corners? Going blind while being almost killed at the same time? Enemies teleporting? This is all cheap crap to make the game more difficult.

Never take on The Taken over LL260 by yourself, thats just asking for trouble

I for one welcome some difficult enemies, been headshotting my way through the game in Vanilla Destiny, these enemies actually force you to think of new ideas
 
Not even all that fun, just cheap. Balls that track around corners? Going blind while being almost killed at the same time? Enemies teleporting? This is all cheap crap to make the game more difficult.
You know you can shoot those balls that track you right?
 
Never take on The Taken over LL260 by yourself, thats just asking for trouble

I for one welcome some difficult enemies, been headshotting my way through the game in Vanilla Destiny, these enemies actually force you to think of new ideas

If there's one thing I do appreciate it's that some of the Ultras no longer stomp you if you get close. So you can get right up in their faces with Swords and duke it out.

The only thing that bugs me consistently is the blinding ball. It should be a special attack but it is used far too often from normal combatants IMO.
 
If there's one thing I do appreciate it's that some of the Ultras no longer stomp you if you get close. So you can get right up in their faces with Swords and duke it out.

The only thing that bugs me consistently is the blinding ball. It should be a special attack but it is used far too often from normal combatants IMO.

Yes the blinding ball does get spammed way too quickly, same goes for the hammer of Sol, that fucking super is too much, I have seen it take out an entire team using their super on its own
 
All of my exotic engrams have been for gauntlets ._.

I've had poor luck with drop rates from 3 of Coins. Three Exotics engrams from 20 coins. All three have been Helms. Made all the worse as I'd already got the exact Hunter Helm I wanted with a lucky first time engram purchase from Xur in week one.

I reckon the only way I'll get my hands on year two Exotic weapons is through Xur. So I might finally get the couple of Exotic guns I want some time before Year Three.
 
I feel like prioritisation is kind of irrelevant when each of these offers a threat in their own individual way. And it's an issue I think wouldn't exist if they weren't all thrown in there so liberally. Maybe I need to try the swords out a bit more. But I feel like if a (versatile) playstyle I've used throughout vanilla Destiny isn't working satisfactorily in the TTK, then I think it's an issue with design and not me. Just to stress this again, I actually like the Takens' abilities I just think they aren't used very well in encounter design.

See, I don't find that they DO present equal threat. Threat is determined by the encounter. Captains' blind balls are annoying, as is being twatted back into Halo 2 by Phalanxes, but each group presents its own set of priorities. Outside of the horror of doing Fear's Embrace solo (twice, once at each level), I have found it relatively easy to prioritise targets within Taken groups.
 
WTB invite to the Destiny GAF community on PS4, sent a request in a few days ago. PSN is Tunesmith-

Rebought the game after a year off. Am now level 34 on a new character just finished the base game "story". Man that was underwhelming. I would have been furious a year ago if I had played up to that on my first character. Now on to the mini expansions and then the really good stuff.
 
At least Titans now have a genuinely useful PvP Super - one that isn't a one-shot panic button or a near-pointless bubble. Sunbreaker is no more broken than Bladey, SS or GG, and NS shuts us down but good.
 
At least Titans now have a genuinely useful PvP Super - one that isn't a one-shot panic button or a near-pointless bubble. Sunbreaker is no more broken than Bladey, SS or GG, and NS shuts us down but good.

It never had to be a panic button unless you couldn't control yourself. The bubble was so so, I tried playing defender the other day and to hell with that, sunbreaker popped my bubble, killed the stragglers, and still had it going by the time I was up lol.
 
I can't remember the last time I met a Striker Titan than could control themself.

Plenty do for flag caps or to break a line. There are certainly a lot that don't. Doesn't mean the ult was useless, it is a great ult, sadly one that is overshadowed by sunbreaker now.
 
Plenty do for flag caps or to break a line. There are certainly a lot that don't. Doesn't mean the ult was useless, it is a great ult, sadly one that is overshadowed by sunbreaker now.

Just bad luck or bad games (or bad players), maybe. I don't play a lot of PvP outside of Banner. Fully agree that it's a great Super but yeah, Sunbreaker sure stole a lot of thunder from it.
 
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