Story Missions that provide a random piece of gear are bounties that Petra Venj sells each weak. They unlock missions tied to the Dreaming City. Depending on the strength of the curse, one of these three missions can be completed once a week per character. Finishing one of these three missions allows players to turn it in for Dreaming City g
The expansion added a few new locations and some story missions, but it felt more like a developer papering over the cracks than a real effort to improve or innovate. Worse still, it did little to enrich the endgame loop, which at the time was sorely needed. What made Curse of Osiris so disappointing though was not so much its meager offering, but that Bungie had seemingly learned nothing from their experiences with the first Destiny g
Warmind's Protection - Since the SMG will be creating Warmind Cells as it kills enemies, this will in turn cause any enemies near a cell to cause reduced damage. This will basically allow the player to be able to shrug off even more damage on top of their shie
A great example of this can be seen in the differences between The Elder Scrolls III: Morrowind and The Elder Scrolls V: Skyrim. On a technical level, Skyrim is clearly superior. It looks so much better than Morrowind that it’s almost silly to compare the two, and its combat doesn’t suffer from pure RNG like Morrowind’s does. Skyrim’s point-to-point fast travel opens up new options for combat and exploration; annoying mechanics like stat drain spells have been removed entirely and character building is practically automatic. All one has to do is play the game. These are all things that make Skyrim much more convenient than Morrowind, but they don’t necessarily make it better.
One teammate should be designated as the Relic holder. That player can use the Relic to attack enemies, jump and aim down sight to slam the Relic down, block to create a shield around the user and allies, and the user's Super is replaced with a projectile that shoots from the Relic its
Most of the time, it’s probably safe to say that people like convenience. Driving for two minutes is usually better than walking for ten minutes, and paying for things via credit card is always faster than trying to pay with cash. Convenience makes everything faster and often easier, but is that always a good thing? Opting to drive can rob one of a nice walk on a sunny day, and paying by card can make it easier to spend more.
The Vestian Outpost provided a nice change of scenery and the Prison of Elders arena activity offered a new experience at a time when much of the game's offerings were starting to become a little stale. It was by no means the perfect expansion and did little to draw new players into the game. It did, however, give existing ones a reason to stick around a little lon
The Offering to the Oracle is a consumable item obtained from the Gateway Between Worlds bounty, requiring players to complete Blind Well runs. Tier IV runs (using a Tier III and an Unstable Charge in one run) completes 50 percent of bounty progress. Once complete, turn in the bounty to receive the offering by traveling to the Spine of Keres on the western edge of the map. Head towards and enter an Awoken tower. Follow the staircase across from the entrance until a Techeun is reached. Give the offering to the terminal the Techeun to earn the random piece of Dreaming City gear for the week. This can be done once per week per charac
A common complaint about Halo at the time was that matches were always about map control and power weapons. This was true, and it made turning the tide of battle difficult. Halo matches were won purely through map knowledge, coordination and often just out-playing one’s opponents. There was no gear/build meta to keep track of and no rock-paper-scissors element outside of challenging power-weapon users. The team that made the best use of the common tools was the team that won. Turning a match around was difficult, yes, but it could be done with enough effort. The result: a feeling unmatched by most modern multiplayer shooters.
After the success of The Witch Queen, Lightfall felt like a bit of a backward step to many Destiny 2 players. It certainly has its positives, but these are largely overshadowed by the expansion's lackluster campaign and the fact that a lot of the content that it offers retreads old ground; clumsily, in most instan
Games like Destiny 2 build crafting 2 give players more chances to do cool things thanks to the wealth of options they make available. Still though, cool things tend not to stay cool when they come so easily. Taking down three or four players in four seconds with a Titan Slam or Golden Gun looks amazing and feels great at first. A few dozen time later though, it still looks cool but its just routine at that point. Limitations may makes these sorts of games feel more difficult most of the time, but it can be worth it for those moments when one overcomes those limitations and does something awesome.