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Edited by Wes: 7/14/2021 5:41:44 PM
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Wes

Finally Beat Master VoG - Feedback

Sunday night I beat Master VoG. It took a while, mostly because clan members and myself had jobs and other commitments. We did every encounter except for Aetheon with 5 players below 1340, with several below 1335. We did the raid throughout the week. Sunday night after everyone else had to go, I went ahead and used LFG with a friend and got it done. I was at 1337, my friend was at 1341, and everyone else was in the late 1330s I believe. So first and foremost, 1340 isn't a requirement. But the raid is very rough without it. We lacked the DPS to one phase Templar, so we actually had to manage the overloads and oracles. That was probably the hardest part of the raid. I will say that while 15 to 20 power under, it was very difficult. However, it wasn't so difficult it was frustrating (like some GMs). I personally thought it was good, but being 10 power under might be better for most players. I also really enjoy timelost weapons and the fact that masterworking materials and high stat roll are drop from encounters. Finally beating Aetheon on Master brought me back to my first heroic clear in D1. It was the most fun I've had in D2 in a while, and the challenge didn't feel as artificial as GMs. However, I'd say a better representation of "difficultly" would have been a 1340 raid with additional, more difficult mechanics. This would have been more accessible to players as well. On to other key points of feedback: 1. Anti champion mods are too limiting. For example, the anti overload mods this season are SMG and hand cannon. The anti barrier ones are scout and auto. The shields in the conflux encounter are all arc. Just off the top of my head, there is one arc scout, one arc auto, 3 arc hand cannons, and 3 arc SMGs. So right there, one of our slots is limited from a whole slew of choices to 3, at the most. That's extremely limiting. I think a better solution would be to have all anti champion mods perform and cost as they do now, but have them all available every season. The Artifact should provide "enhanced" versions of some of these mods (for a higher cost) and rotate out each season. The enhanced versions could increase stun duration, reduce the time to charge overload or unstoppable rounds, stun easier, etc. That change would put more freedom in our hands while leaving the function of the Artifact intact. 2. The power requirement is 1350, which means a minimum of 20 power levels is needed to be 10 under. I'm all for hard content, but I don't think bounty farming and doing each and every repetitive milestone every week should be the requirement to have an easier time here. Seasonal challenges were a great addition to kind of mitigate this, but I think we need to go a step further. Base activity completions certainly need to give a lot more EXP, so an alternative to bounty farming is just playing how you want. Right now it isn't, and I think that is the issue. 3. With upcoming nerfs to Anarchy, other power weapon buffs are necessary if the power level is going to remain +30 over the pinnacle cap. With the surplus of extremely tanky Wyverns, champions, and bosses, we have to have the firepower to take them down. Rockets hit hard, but only have 7 shots total and one in the tube (normally). 1K hits hard, but has a delay and limited reserves. Machine guns do not do enough damage. Whisper is very underwhelming unless you have an incredibly long, uninterrupted DPS phase. The list goes on. If the power requirement is going to stay where it is, our arsenal needs some improvements so we can overcome it. Let me know what you guys think

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  • Edited by Shirtless_Captain_Kirk: 7/14/2021 12:52:24 PM
    Master VOG proves the Anarchy nerf is painfully NOT NEEDED. Should have been released at 1340. GM is 1335. Most "dedicated" players are in the 1330's 1350 is too much unless they gave us a way to get BAZILLIONS of XP.

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