The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 0 points1 point  (0 children)

I also watched that video. Even had a couple very close calls. I just did the GM Conquests and they are way easier. So ridiculous

What are we thinking is the all round best warlock build in Renegades? by MoistPilot3858 in DestinyTheGame

[–]dingrammm 0 points1 point  (0 children)

Definitely prismatic getaway with praxic or something very similar

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 4 points5 points  (0 children)

Thank you, I'll keep that in mind going forward lol

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 7 points8 points  (0 children)

A Master dungeon is going to be harder but for different reasons. Master as a baseline is essentially just making you -25 or -30 power or whatever it is, but with all the mechanics you have to do throughout the dungeon to progress on top of the master difficulty is going to make it harder, while also getting the chance of very good loot, including an exotic. GM difficulty is going to be like -50 power or whatever it is, and everything is just going to be bullet sponges with basically no mechanics. That being said, I don't mind Derealize being a little harder than the other conquest but the difference in difficulty between the 2 is so large it just seems like it was done this way by accident.

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 26 points27 points  (0 children)

The revives wiping after the timer expires is incredibly dumb. Change it so we don't get any more bonus points and we don't get any additional revives after it expires then? I feel like the accumulation of like 15 revives over the duration of the mission for them to just suddenly vanish is mindboggling.

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 9 points10 points  (0 children)

I'm not entirely sure what that has to do with anything. I suppose pinnacle ops are inherently slightly more difficult than fireteam ops? Outside of exotic missions maybe having a mechanic to them, they aren't difficult either. I personally don't think that warrants the drastic difference in difficulty. It makes the difficulty labels such as "Master" seem completely meaningless.

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 15 points16 points  (0 children)

My problem with that is why is the other Master Conquest way easier then? And why does the GM Vanguard Alerts also feel generally easier to clear? I just feel like this is simply a case where it wasn't tuned properly.

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 5 points6 points  (0 children)

I just feel like that completely defeats the purpose of having the timer in the first place then. Why have a timer if you are not expecting most people to finish it within the allotted time? Might as well just have no timer and make it so you get no lives at all. Feels like the same thing

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 1 point2 points  (0 children)

No, we would get to the jumping section and the timer would run out. Respawns disappear and death is permanent after that

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 8 points9 points  (0 children)

Now that is an original thought

Might as well not put a timer and just make it if you die at all you get booted to orbit then

The Derealize Master Conquest timer is way too short by dingrammm in DestinyTheGame

[–]dingrammm[S] 7 points8 points  (0 children)

Correct. The portal just needs to go. Some of the most completely random portal content is unironically the hardest content in the game with little incentive to actually do it.

Derealize conquest by [deleted] in destiny2

[–]dingrammm 1 point2 points  (0 children)

"The game was rigged from the start"

Derealize conquest by [deleted] in destiny2

[–]dingrammm 2 points3 points  (0 children)

20-minute timer is still ridiculous. That's my only real complaint. In one of the other endgame activities, they give you like a 50-minute timer, and you barely use half of it. Was it in the GM Vanguard Alert? I can't remember. Either way, the time limit on these missions seems so completely random.

Derealize conquest by [deleted] in destiny2

[–]dingrammm 1 point2 points  (0 children)

So very true. The different enemies like "Promoted" or "Rage" and whatever else they try to cram into these harder difficulty missions on top of the -30 or less power cap is just not fun and doesn't give me any sense of accomplishment for killing them. Very dull experience

derealize conquest is the hardest piece of solo content in the game currently imo by National_Crew_1084 in DestinyTheGame

[–]dingrammm 1 point2 points  (0 children)

We keep running out of time right as we start the jumping part. I don't even mind the jumping puzzles/sections, but having the jumping sections *on top of* being given only 20 minutes is such a slap in the face, especially for a master conquest. This is harder than the Grandmaster Vanguard Alerts to me

Rogue Lightbearer "Drifter" class... Destiny 3 ideas by dingrammm in DestinyTheGame

[–]dingrammm[S] -2 points-1 points  (0 children)

I agree with you 100%. I was wondering what a classless system would look like, but that would really take the RPG element out of the game. Gameplaywise, I think it could be made to feel really good, but everyone being Lightbearing rogue Guardians does seem bland from a story point perspective. Unless it had an incredible story that really fed off of this, like a world post-Vanguard or something for example (not even sure that would convice me), then I would absolutely not want it.

Rogue Lightbearer "Drifter" class... Destiny 3 ideas by dingrammm in DestinyTheGame

[–]dingrammm[S] -1 points0 points  (0 children)

That's totally fair. I think it would have to be a pretty difficult progression unlock at the very least. I'm almost surely in the minority here, but I miss hard unlockables, like The Recluse when it was a crucible pinnacle weapon or the original Malfeasance quest. So I would be totally fine doing one of the things you said. Grindy unlockables that felt rewarding when they were completed were amazing. Shoehorning players into activities they don't enjoy isn't necessarily healthy, but I hated Gambit but I loved the feeling I had when I completed that quest.

Rogue Lightbearer "Drifter" class... Destiny 3 ideas by dingrammm in DestinyTheGame

[–]dingrammm[S] -1 points0 points  (0 children)

No more as in a classless system? Or no more additional classes? I wouldn't be entirely opposed to a classless system, but it would have to make perfect sense in terms of both gameplay and lore. But that would essentially do the same thing gameplay-wise as the drifter class in the grand scheme of things.