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Destiny 2: Lightfall First Impressions

We’re a few weeks into Destiny’s latest expansion, Lightfall, and like I did with Witch Queen, I wanted to write down some thoughts. There may be some minor spoilers here.

Story

There are some interesting notes in the story for Lightfall, but it mostly feels a bit random and the tone is off. Lightfall takes us to the city of Neomuna on Neptune in pursuit of “The Veil”, an object of immense paracausal power that’s somehow related to the Traveler. After beating the campaign, you learn… Basically nothing. All I know is that it’s called “The Veil”, it’s immensely powerful, and it’s related to the Traveler in some way. The campaign mostly revolves around trying to stop Calus, now a Disciple of The Witness, from getting to it.

Well… That and Strand, the new subclass introduced with the expansion. Strand was shoehorned into the story pretty hard, to the point where some levels were entirely designed around it. When playing the legendary campaign, this was a huge annoyance, since you’re forced to give up your custom build for an underpowered Strand preset. There was one level that I chose to cheese instead of playing as intended because I felt so hamstrung by Strand. But more on Strand later.

Osiris and my Ghost

During the campaign, we mostly interact with Osiris, a former Warlock who lost his Light when his ghost, Sagira, was killed. Osiris has an interesting arc through the Lightfall campaign, where he learns to cope with his new powerlessness, and honestly this is the best part of the Lightfall story. There’s a uniquely moving moment with his character and I enjoyed his character growth.

On the other side of things, we have Rohan and Nimbus, the Cloud Striders who protect Neomuna. Cloud Striders are heavily-augmented humans who act as the Guardians of Neomuna. However, this augmentation process limits them to about a decade of life before their bodies reject the augmentations (or something like that). They’re meant to be noble heroes, I think. Rohan is the near-retirement “I’m too old for this shit” protector, and Nimbus is the young new guy who’s always cracking wise. Rohan predictably sacrifices himself during the story, which is portrayed as an emotional moment, but as a player, we’ve only had about ten minutes of interaction time with him at that point, so it falls flat. (Which is distinctly different from Osiris, who we’ve known about since Destiny 1 and worked with in-game since the Curse of Osiris expansion in 2017.)

We also need to talk about Nimbus. Their character has been somewhat controversial in the community, but as for me… I hate them. I think the character designs for the Cloud Striders are weird in general, but it’s Nimbus’ attitude that really peeves me. They’re just constantly making jokes and trying to sound “cool”. There’s an in-world event where you’re trying to stop the Shadow Legion and Vex from damaging the city, and during the event, they’ll send you messages as if it’s some competition, “This has been a real give-and-take race, folks! Every party is in it to win it!”. The city they are sworn to protect is under siege. Seriously? Even after their mentor dies, nothing changes. No growth. It’s annoying. That said, Nimbus is a non-binary character voiced by a non-binary actor, and I can at least give Bungie credit for that. I just wish they didn’t make the character so annoying.

Neomuna

The city of Neomuna

The new destination in Lightfall is Neonuma, a hidden city on Neptune that has grown on its own since just before the Collapse with little outside interaction. Unlike the Last City and the dilapidated human outposts throughout the rest of Destiny, Neomuna is a shining high-tech city. Recent events in the story have revealed its location, which leads Calus and the Guardians to the city.

The city itself is pretty interesting. There are storefronts, highways, and some really unique architecture. You can climb some of the buildings or use Strand’s grapple ability to navigate (there are grapple nodes scattered throughout the city). As the city is under siege by the Shadow Legion, the enemies are pretty dense.

Neomuna also has two world events that rotate throughout the city: Vex Incursions, and Terminal Overload. The Vex Incursion Zone is just an area with increased Vex spawns and some Vex architecture, as well as the entrance to the weekly “Partition” mission. Terminal Overload is the real draw.

Terminal Overload is a multi-step world event with decent rewards and several boss fights. It goes back-and-forth between fighting Shadow Legion and Vex, with a few different objectives like killing a certain amount of enemies or holding a point. I enjoy playing it, though it’s pretty difficult between the number and level of enemies.

New Mod System

Before I get into Strand, I want to talk about the new mod system that was introduced with Lightfall. I was interested in the changes since they seemed to simplify the disparate systems that existed before, and while I’ve seen some people upset by the changes, I think it’s an excellent change and a solid foundation for future work.

While the old system had multiple “orb” types that could drop (Orbs of Power and Elemental Wells) and certain mods effects that only worked with some equipment (Warmind Cell mods), the new system is built around two resources: Orbs of Power and Armor Charge.

Orbs of Power are generated by your super and with weapons or abilities if the appropriate mod is equipped. Armor Charge is gained by picking up an Orb of Power, but only if an Armor Charge mod is equipped.

There are also plenty of passive mods to improve stats or ability cooldowns.

So, for example, the start of a simple solar damage build may use “Solar Siphon” to generate orbs on solar weapon kills, “Solar Surge” to grant bonus solar weapon damage when you have Armor Charge, and “Time Dilation” to make that surge buff last longer.

Overall, I think the new system is easier to understand than the old (it even color-codes the mod types), and has a lot of potential for great builds.

Strand

Strand is the new subclass introduced with Lightfall, and it’s definitely a different way to play. On the whole, Strand is about what the community predicted: new, powerful, and the Titan Berserker is a bit boring.

I’ll go into detail in another post, but like other classes, there are a bunch of new keywords for the class. The buffs consist of: Woven Mail, a 60% damage reduction to body shots for a short time; Tangles, created by defeating targets with Strand abilities and can be thrown like grenades or grappled to; and Threadlings, creatures created from Strand that travel along the ground, jump at enemies, and detonate. On the debuff side: Suspend, which does what it sounds like; Sever, which lowers target damage output; and Unraveled, which works like Arc Jolt effects and causes further damage to create Strand projectiles that seek other targets (or the same target if no one else is around). And finally, there are three grenade types: the Shackle grenade suspends targets, the Threadling grenade creates Threadlings, and the Grapple is Destiny’s version of a grappling hook.

Classes

Now on to the specifics each class gets with Strand. (Warlocks definitely won here.)

Titan Berserker

I’m going to start with Titan since that’s what I play. The prediction beforehand was that it would be plenty powerful, but it’s yet another boring roaming super. After playing, I’ve found that’s exactly the case. On the one hand, Bungie has finally built a melee-focused subclass for Titans that’s actually somewhat viable in tougher content. On the other hand, basically all our classes are melee-focused, so when do the others get fixed? Also, the focus on crowd control makes it almost exactly like the Titan’s Stasis subclass, though at least it’s better and more cohesive.

Titans get a good mix of buffs and debuffs, being able to easily acquire Woven Mail and apply Suspend and Sever. When managed properly, these effects are very powerful together. The new “Bladefury” super is surprisingly effective against single targets (like bosses) due to a very fast attack speed. The ranged heavy attack deals good damage but can’t suspend bosses (though it does slow them). The “Frenzied Blade” melee has three charges and severs on hit (which helps keep you alive when you’re in melee range); it also works a bit like an instant shoulder charge and can be used when a jump comes up just a little short.

The aspects Titans start with are “Into the Fray” and “Drengr’s Lash”. Into The Fray grants Woven Mail when destroying a Tangle or casting a super. Drengr’s Lash causes the Titan’s barricade to send out a wave that travels along the ground and suspends and damages enemies it hits.

The Titan exotic, Abeyant Leap, causes Drengr’s Lash to send out two additional waves (for a total of three), which travel further and track more aggressively. It also grants Woven Mail whenever a target is Suspended. It’s a fantastic Strand exotic, providing a reliable way to gain Woven Mail and the ability to Suspend entire waves of enemies.

Overall, Strand Titan is pretty strong. It’s not terrible, but it’s basically just “Green Behemoth” (the Stasis subclass). Suspend is just a different freeze, Woven Mail is a different form of the Stasis crystal damage resistance (via a fragment). Like the Stasis class, however, I’m not a fan of the melee. It’s not strong enough, and it’s been really buggy when I try to trigger it. Sometimes it triggers immediately, sometimes I have to hit the button twice; which sometimes causes it to attack twice after a delay. If it was more reliable, I’d probably use it more often. As it stands I’m mostly using it for mobility or in emergencies, and I’m focused more on suspending enemies with my barricade and grenade.

Hunter Threadrunner

The Hunter’s Strand kit focuses on the new Grapple ability and mobility.

The Hunter’s “Silkstrike” super lets them use their grapple more frequently and gives them a rope dart to attack enemies at close-to-mid range. The melee is “Threaded Spike”, which throws a dart that bounces between targets before returning, refunding energy for each enemy hit. Catching the spike with perfect timing (when it returns) grants additional energy.

Hunters get the “Ensnaring Slam” and “Widow’s Silk” aspects. Ensnaring Slam allows Hunters to use their class ability in mid-air to dive to the ground and suspend nearby enemies. Widow’s Silk lets Hunters grapple more often; they get an additional grenade charge (which applies to Grapple), and their grapples create a “Grapple Tangle” which can be used by players to grapple freely.

The Hunter’s Strand exotic, “Cyrtarachne’s Facade”, grants them Woven Mail whenever they use their Grapple ability, and gives them increased flinch resistance while Woven Mail is active. It further builds into the mobility aspect, but seems PvP-focused.

Thoughts

From what I’ve heard, the Hunter kit is a bit underwhelming, with the long grapple cooldown hindering some of their mobility. The super is also difficult to keep at the proper range to ensure frequent crits (each attack steps forward).

A few of the builds I’ve seen revolve around using the grapple melee to repeatedly hit targets suspended by Ensnaring Slam. It seems like it could work, but I think the Titan’s version (using their Barricade) is better.

Warlock Broodweaver

I think the Broodweaver is the most impressive of the new subclasses. It’s a minion master style class, where you get to keep a small army of Threadlings to attack enemies. All classes can use Threadlings, but for Warlocks, any Threadlings they create that don’t detonate (because they can’t find an enemy) will return to the Warlock and “perch” – turning into a little green ball orbiting the Warlock. The next time the Warlock attacks an enemy, these perched Threadlings will jump down and attack the target.

The Warlock super is “Needlestorm”, which summons a barrage of needles and launches them forward. The needles stick into enemies or the environment, then detonate and transform into Threadlings that seek out nearby enemies. Their melee is “Arcane Needle”, which summons a projectile that tracks targets and unravels enemies. There’s a fancy animation to fling the three charges.

The Warlock’s aspects are “Mindspun Invocation” and “Weaver’s Call”. Mindspun Invocation improves the Warlock’s grenade ability: Grapple weaves three Threadlings when using a grapple melee; Threadling grenades can be consumed to generate a full complement of five perched Threadlings; Shackle grenades can be consumed to gain a buff that creates a suspending detonation on every kill. Weaver’s Call has the Warlock summon three Threadling eggs when they cast their Rift.

The Warlock’s Strand exotic is “Swarmers”, which spawns a Threadling whenever they destroy a Tangle, and also makes Threadlings unravel targets that they damage. Since Warlocks can keep Threadlings ready nearly constantly, this seems like it could be really powerful.

Thoughts

I haven’t heard anything negative about the Warlock kit. Threadlings seem pretty strong, and being able to essentially “bank” five seeking grenades at all times is pretty powerful. It does seem like that’s it’s one trick, however, so if you’re not interested in the Threadlings, it may end up under-performing.

Season of Defiance

The season story focuses on what’s going on back on Earth. The Black Fleet has arrived and Earth is under siege, just like Neptune. The Shadow Legion is rounding up prisoners and locking them away in prison ships for some unknown purpose, and Queen Mara is helping you navigate the Ascendant Plane to infiltrate their ships and free them.

We’re only a few weeks in, but there’s already been some backstory with Amanda Holliday, and there’s a side story about her relationship with Crow. It’s honestly a bit more engaging than Lightfall’s story.

The seasonal activity is “Defiant Battlegrounds”, where you’re infiltrating the prison ships and freeing prisoners. It’s similar to past “battlegrounds”, with a little extra difficulty. They’re well designed and fun to play. Bungie knows their formula here.

They’ve also improved the rewards from the activity, so it’s worth running and re-running to unlock weapons for crafting and get better rewards.

Exotic Quests

There are a number of new exotic weapons with special quests. I won’t go too much into them to avoid spoilers, but the weapons are great and some of the quests are simply fantastic. The new exotic mission is great, with a lot of secrets to unravel.

Quality of Life

Along with the big changes, there were also a lot of quality-of-life and social updates.

Weapon Crafting

Weapon crafting has been simplified, with the removal of “Deepsight Resonance” as a resource. Now, weapons are crafted with Glimmer, Legendary Shards, and Legendary Cores; resources that have existed for a long time. Resonant Alloys and Ascendant Alloys are still around for the more advanced crafting, though. This is what I expected way back when weapon crafting was first announced.

I haven’t had a chance to craft any new weapons this season, so I’m not sure if the new costs are absurdly expensive. I’ve seen some complaints, but the one old weapon I crafted (to replace an old roll) was pretty cheap.

On a side note, Bungie stated that they were making fewer weapons craftable this season, which really bums me out. I prefer crafting weapons to grinding, so this seems like a step backward in general. There are a few Terminal Overload weapons I would love to craft, but they’re not in the set of craftable weapons.

Loadouts

The new loadout system is pretty good, if a bit restrictive. A loadout stores your armor, weapons, mods, and ornaments for quick swapping; and the swapping is extremely quick, which is nice. However, you’re limited to only 10 at max, which is pretty limiting. (I have about 30 in DIM for my Titan.) We’ll see if it changes over time.

Commendations

I like the new commendations system, but I think it’s a little off the mark. For one, there are Guardian Rank requirements to earn a number of commendations (750 to get to level 7!), which encourages players to hand them out all the time to help others reach the next rank (instead of only giving commendations when earned). Also, you’re limited in which commendations you can give out. If you play a Vanguard Ops mission and your two fireteam members were both fun to play with, you can’t give them both a “Joy Bringer” commendation; you’re limited to one “Joy Bringer” and one “Thoughtful” commendation. Not sure why I can’t just give what’s appropriate, even if it’s limited to one per player.

Adding them to Guardian Ranks to grind was a really bad idea, though. Commendations should be a completely separate system, encouraging players to be selective in the commendations they give out and letting them be a metric of how a particular player plays the game, not something to be given out randomly.

Guardian Ranks

Howdy.

Speaking of Guardian Ranks, this system is a bit rough, as well. Basically anyone who has ever played Destiny before started at rank 6. If you’ve played every Raid and completed every Dungeon on Master difficulty, you’re still the same rank as the player who’s around once in a blue moon. It doesn’t truly speak to a player’s level of experience.

In addition, Guardian Ranks will reset every season. So instead of being something that should indicate how experienced a player is, it’s just a different way of showing how much someone has been grinding a season. Which is exactly what we had before with the seasonal ranks being displayed.

So I’m level 6 and until I’ve finished a bunch more random objectives, I’ll still be level 6. And next season, I’ll start at level 6 all over again, which doesn’t give any feeling of progression. It feels off, even if that was the point.

Overall

I think Witch Queen was a better expansion overall. Like a lot of people, I’m disappointed by Lightfall’s story; there’s been communication from Bungie that indicates there will be Lightfall-specific story beats throughout the year in other seasons, but Witch Queen‘s story felt complete without needing a year to finish telling it. The campaign itself feels padded with the Strand stuff, which would have been better handled as a set of side quests.

The season itself is fine and follows Bungie’s typical formula. The new Commendation and Guardian Rank systems also seem to follow the typical Bungie pattern: they’re really rough or broken at start and get fixed over time. Already, they’ve lowered the number of commendations needed to advance Guardian Ranks. (Though the correct answer here would have been to reduce the necessary amount to zero.)

I’m still invested in the story, but Bungie has definitely made a few missteps with Lightfall. Hopefully the coming year smooths things out.

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