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Destiny 2

Discuss all things Destiny 2.
Edited by MergingChicken: 7/17/2019 5:59:27 PM
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Favorite strikes list

Going into Shadowkeep knowing that we will be seeing more of an emphasis on strikes, I wanted to put together my favorite strikes currently in D2: 14 in total with 3 of the 14 being new to all Forsaken players ( add 1 for PS4 players) This list shows my favorite to least favorite to see in a strike grind session. The spoiler parts are just my input and some Y3 revision changes that would be cool to see. 1. [b]Warden of Nothing[/b] (TS, Forsaken Y2) [spoiler]By far my favorite addition to the strike playlist as it has nostalgia factor while still being an engaging and purposes filled adventure. Brings me back to what I loved about the D1 strike playlist (which I played religiously) Only thing I would fix about this is the final boss fight. It was fun when we were low level but it needs to include the two high ranking enemies as final bosses as well. A lot like the shield brothers strike in D1. Each boss would provide assistance to the other as the Warden floods the area with more of the solar attack. [/spoiler] 2. [b]Savathun's Song[/b] (Titan, Vanilla Y1) [spoiler]It is a shame that more things are not available to do on Titan. Titan is without a doubt the most atmospheric area in D2 and really needs more activities including another strike. This strike has a lot of what I love about striking including a mini boss fight, artifact management, and the Hive. The Hive really shine in this strike as a grimy "Flood like" enemy. Another great thing is how different this strike can be each time you play it. Between the Fallen/Hive options and the different rout options available really make this fun to repeat over and over. The thing I would change about this strike is actually including depictions of the other Guardian Fireteam you are attempting to save (Taeko-3's fireteam). Many instances can occur where we could observe the fireteam fighting and being attacked by the Hive, much like the Halo 2 Arbiter level where you can observe Human forces fighting through the Flood. The major part could be the inclusion of a support gunship when we have to fight through the large cliff side open area overlooking the vast interior space of the dome building. This could spawn randomly like the Drake tank spawns in some strikes. [/spoiler] 3. [b]Strange Terrain[/b] (Mars, Warmind Y1) [spoiler]Best thing to come out fo Y1 in terms of new strikes. A lot of fun in the dingy Hive infested spaces and the inclusion of a mini boss is very inviting. Only wish the mini boss section was more in the middle of the strike rather than right before the boss. A thing I would change about it is to add Xol in this strike as an alternate boss- this will make more sense when we get to the other Mars strike on this list. Addind Xol as an alternate RNG boss would make this strike stand out as having 2 different boss instances. Xol's boss fight could remain relatively the same but he only squirms out of the above tunnels when you throw the orbs at the crystals. His damage phase can be the same as the Will of the Thousands strike and Xol's attacks can also be the same. Xol could also squirm from tunnel to tunnel dipping low to insta-kill unsuspecting guardians as he does in his own strike. This change may not fit canonically but will be a good Y3 revised change to spice up the strike playlist flow. Also, having a massive being such as Xol in that small boss fight arena would be very intense and claustrophobic. [/spoiler] 4. [b]The Inverted Spire[/b] (Nessus, Vanilla Y1) [spoiler]Nothing to change from this strike other than maybe adding a looming Vex threat that follows you through the sparrow section leading up to the drill site. The Vex threat could be responding to the Cabal drilling and be an aggressive attack force on the fireteam and Cabal. Vex do not need ships to bring them from place to place, but maybe some of the missile Harpies (the ones from the Vex Leviathan Raid) and floating platforms that spawn snipers and Cyclopes as a planet wide defense force. This could make the Drake tank a mandatory spawn to help aid in the assault on the Drill site. [/spoiler] 5. [b]The Arms Dealer[/b] (EDZ, Vanilla Y1) [spoiler]A well made strike with a great flow and mini boss section. The main boss fight could be altered so that the Boss poses more of a tactical threat. Maybe having multiple hit points on the boss that break armor off of him, or crit points that when broken spawn more aggressive response Thrasher ships. These extra crit spots could ether help or hurt the fireteams progress in the fight making the Boss easier to crit or building his defenses up making the fight change based on the teams precision. [/spoiler] 6. [b]The Insight Terminus[/b] (Nessus, Warmind Y1) [spoiler]Fun strike but the door unlocking section should be changed from Cabal to Vex. This could add more of the headless Vex as an overwhelming threat if not kept in check. [/spoiler] 7. [b]A Garden World[/b] (Mercury, CoO Y1) [spoiler]The better of the two Mercury strikes as the game play after the Infinite Forest is very engaging. A change could be instead of the Vex Cyclops on the top of the spire, it could be Panoptes along with elements of his lackluster story boss fight. With those two elements combined, it could be a very intense fight with more weight than just pumping a whole Grenade Launcher reserve into it until it dies quick. [/spoiler] 8. [b]Will of the Thousands[/b] (Mars, Warmind Y1) [spoiler]CHANGE THIS TO RASPUTIN LASHING OUT AND ANA ATTEMPTING TO CONTROL HIM!! That ending scene to the Warmind story had the hairs on the back of my neck stand up. Give Rasputin a Frame army or some Warmind-themed force that actively fights the Guardians and Frozen Hive in the base. The end boss fight can have Rasputin ranting in his horrifying voice as Ana translates and attempts to control him. Maybe you have to protect her and fight alongside of her, witnessing her famous Golden Gun light show. This change could alter how Escalation Protocol is played as EP could include this Frame/Rasputin Force as friends or foes. [/spoiler] 9. [b]The Pyramidion [/b](Io, Vanilla Y1) [spoiler]Fun strike but please include a hard to activate secret weapon like the Black Hammer quest in D1. There are so many hidden looking portals and spaces in this strike that could be assets for a challenging repeatable weapon quest.[/spoiler] 10. [b]Tree of Probabilities [/b](Mercury, CoO Y1) [spoiler]The sparrow section should be expanded upon and be part of the reintroduction of SRL. [/spoiler] 11. [b]Lake of Shadows[/b] (EDZ, Vanilla Y1) [spoiler]It is a good strike because of the length but I really would like to see more of an exploratory emphases or rout option in the Taken Blight section. There are a lot of different city routs through there that could aid in how this strike can be expanded. [/spoiler] 12. [b]The Hollowed Lair[/b] (TS, Forsaken Y2) [spoiler]I do not like the Skorn but they are a part of the game. It is a great strike and has great flow but the Skorn really annoy me so that's why this is low on the list. [/spoiler] 13. [b]The Corrupted[/b] (DC, Forsaken Y2) [spoiler]The best part about this strike is how it was introduced and how it impacts/impacted by the story. However, it just is not a fun and repetetive strike due to the absurd length. If there was a way to progress through the section before the first boss fight that speeds the stirke up I would put it higher on the list. Also, the Ogre fight's are fun but the Shriekers need a health bar or some way to avoid having to activate them.[/spoiler] 14. [b]Exodus Crash[/b] (Nessus, Vanilla Y1) [spoiler]Not much can be said about this strike other than PLEASE MAKE IT A SIVA STRIKE. The tremors from the Leviathan devouring the planet on top of the scavenging nature of the Fallen could have re-awaken the SIVA on the crashed ship. We could also see SIVA reskined Vex in this strike to mix things up a bit. [/spoiler]

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