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Destiny 2

Discuss all things Destiny 2.
Edited by Cerventia (Baroque): 5/20/2025 8:43:21 PM
39

Ghosts of the Deep explorer mode missed the mark

I feel like Ghosts of the Deep on explorer severely missed the marked for being friendly to new players. Aside from being a terrible dungeon (in my opinion), the explorer mode did nothing to make it better. To compare, we will look at the Spire of the Watcher dungeon. I never saw myself attempting a Spire of the Watcher solo flawless because the nodes and mechanics were a bit daunting, ok not really, but I was never interested enough to spend the time to learn the locations. After running explorer mode 3 times, I attempted a solo flawless run and got through the first encounter in a matter of like 2 minutes (maybe 3?). Why? Because the explorer mode did what it was supposed to: -enemies were manageable -way points to show where to go -most hints were in a place where I could be relatively safe while reading them if needed The whole experience of explorer mode gave me the confidence to attempt a solo flawless run of the dungeon, when I never had interest in it before. Before I continue, I feel obligated to mention that I have done both Warlord's Ruin and Sundered Doctrine solo flawless, so in most instances I don't need the hints. Ghosts of the Deep however, I have never run the second encounter, and only successfully run the final encounter 2 or 3 times that I remember. As for the traversal sections, I have NEVER run the section after the second encounter, nor have I ever successfully completed the traversal after the first encounter. Which leads into explorer mode critique. I actually tried to take a moment to read the hints in this one to get a better understanding of the dungeon. First of all, the hints were severely lacking. I only actually recall seeing hints... maybe 3 or 4 times. One of which was in a water traversal section where I didn't REALLY have time to stop and read. The ones I saw that weren't in water, were surrounded by enemies that hit WAY harder than explorer mode should have, providing next to 0 time to read them. During the second encounter of Spire, there were way points on the next node of each strand, and when you got to the last section it gave an arrow way point to let you know where to do damage from. Second encounter of Ghosts? The waypoints for the glyphs you have to touch underwater didn't show up until you were in the water, and I didn't see one thing pointing or suggestion, to go into the water. The traversal sections are long enough that it makes me hate the dungeon JUST for them. I figured explorer would help with that a little, but there were BASICALLY no way points that I found during the traversal sections, except for one, during the first traversal section, that was almost a third of the way through it, and didn't pop up til you jumped down multiple stories worth of traversal... The final encounter, while I already knew how to do it, had far too many ads to read any of the hints that may have popped up and, while I didn't have an issue with it, a new person would NOT have faired well. While explorer actually convinced me to attempt (and ultimately get, because I will get it) solo flawless spire, it left me never wanting to go into ghosts of the Deep again. Just my 2 cents on the matter.

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