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Destiny 2

Discuss all things Destiny 2.
1/19/2026 10:16:55 PM
3

...From a Filthy Casual #3

Bungie, Destiny 2 has many great activities but even the best activity starts to get stale. Players memorize spawn points, enemy type timing, who the boss will be, etc. that they become complacent. I have an idea for a new activity that will be purely random, from the map, combatants and bosses, even modifiers. It is modeled after a tower of subsequently harder encounters the higher the player climbs. Let's dive in. Where The Destiny universe has a perfect place for such a combat arena: the Infinite Forest. We could have a story arc that allows the Vanguard to control, to an extent, the Infinite Forest. Misraaks and Osiris can be the key characters. Perhaps with the return of Asher being our 'man' on the inside. Once the story has been completed, that player can access the Infinite Simulation. What This will function similar to Pantheon in that the player will be teleported to existing maps to have increasingly difficult encounters (floors). We can use large rooms from multiple places in the game. Anywhere and everywhere. A lost sector from Mars, inside a Ketch from Ketchcrash, the final area from the Arms Dealer strike. This would be completely open to any location where you already have the groundwork for spawns and battle scenarios. When you clear the room/floor, a Vex portal opens, taking players to the next area. Who Combatants are random. Vex and Eliksni, Hive and Cabal, Scorn an Vex. Even their variations: Choral Vex, fungal Eliksni, Scarlet Hive. Champions will eventually appear, even Ultras. Every five floors, a boss fight in the same vein as those from Onslaught. Or perhaps bosses encounters like those from the Court of Blades or strikes. How This is meant to be an endgame activity, so you must be at least power 500 (using today's power caps) to participate. When players start, combatant power level will be 500. Each cleared floor will increase combatant power by 5. Also, each floor will use random negative modifiers: banes, low gravity, grappler, oscillation, volatile shields, etc., even locked loadouts (for that floor only). Next floor will create a new set of modifiers. The only modifiers that would be persistent throughout would be boons like overcharged weapon/energy types, brawler, etc. Even seasonal modifiers can be used, like snowballs. These persistent modifiers can change every week, like they did for nightfall, for example. Every 5 floors will have a boss encounter where the loot-splosion will happen. The climb will continue in this manner until the player fails (running out of revives). Why You may ask why have players do this. Many incentives can be placed here. First, the revamp I suggested for world drops. In this activity, only the randomized world loot that I proposed will drop. Nothing else, not even exotics. You can still gain materials (prisms, shards, cores, glimmer, etc.). Secondly, adding the creation of a leaderboard. This is an idea I borrowed from Diablo 3. What I am proposing here is the greater rift leaderboards that were present in that game. The top 1000 teams will be visible in these leaderboards (must be visible in game). At the end of an expansion, this is cleared for players to climb again. The top X players get emblems. Out of those, the top Y players get a unique transmog. The next bracket of top Z players get a sparrow/skimmer. The top 1% get a title. Something along these lines. The activity, and thus their respective leaderboards, will be split between solos and 3-man teams. Naturally the activity will be geared towards the player count. This can create competition, FOMO, add to player engagement time and will always be fresh. No two runs will be alike. Unique rewards will keep players engaged and the randomness will prevent it from being boring. -Colo

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