Tag Archives: destiny 2

I Play Destiny As A Warlock But Now Think I Should Be A Titan

Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

As far back as I can remember, I, like Ray Liotta, have always wanted to be a Warlock. My daddy was a Warlock. His daddy was a Warlock. Warlockin’ is in my blood, I thought as I started up Destiny for the first time in 2014. When Destiny 2 was released three years later, I stuck to what I knew. I stayed a Warlock.

Sure, in the past, I have dabbled in other classes. In Destiny, I eventually rolled a Hunter, but by the time I did, Destiny 2 was on the horizon. I tried playing a Hunter again in the sequel, but changes to the way Destiny worked made it not feel as fun. So I continued, a Warlock, like I’ve always been. It’s been five years now, and I think I’ve been making a mistake.

Character classes in Destiny are weird. It’s a first-person shooter, so your class can never really overshadow the shooting for more than a few moments—like, say, when you trigger your show-stopping super ability. Outside of that, a lot of the differences are subtle. Classes influence the way your jumps work, what kind of grenade and melee attacks you use, and how all those abilities work together and complement the players around you.

Destiny’s Warlocks are glass cannons, which is typical for mage classes in most role-playing games. You can’t take a terrible amount of damage, but your super abilities can wreck face from afar. Also, Warlocks have a bunch of melee and grenade skills that can be tuned to set off fun little chain reactions good for clearing out foes when you’re in a jam. I like playing a Warlock, but recently, I’ve also been starting to think a little more honestly about how I play Destiny 2, and it is…not like a Warlock.


I’ve just got to be in there, man, smashing Hive Ogres to bits up close and personal. I wanna feel like a walking space tank, not a floating space artillery. It’s time for a change. I want to be a Titan.

I realized this the other day as I was running some bounties using my Stormcaller sub-class. It’s got this super ability called Storm Trance that lets you float around the battlefield and fire the game’s version of Force Lightning at everyone around you. It’s a cool ability, and one of the few Warlock skills that lets you get up close and really scrap, if only for a little bit.


Unlike most online role-playing games, changing classes in Destiny 2 is not that big a deal. Doing it doesn’t come with the sort of guilt that my colleague Heather Alexandra experienced when she changed classes in Final Fantasy XIV. There’s less riding on your decision. Party composition matters for some of Destiny’stoughest challenges, but for the day-to-day of it, you can run whatever you like and be fine. It’s just work, since I’ll have to level up a new character from scratch. I don’t know if I want to do that work, especially because I know massive changes are coming in September when Destiny 2: Shadowkeep launches.

This is the drawback of playing a live game like Destiny. The world of the game can be mercurial; substantial changes can occur at any time, rendering decisions you make today moot tomorrow. That’s part of the fun, of course—learning the meta, figuring out the most effective ways to find what you need and get the best loot with every new update—but it also has a way of driving me into a narrow focus, from keeping me from wanting to spread myself too thin.


So maybe I’ll just stay a Warlock, at least until Shadowkeep drops and I have this existential crisis all over again this September. Who knows. Change is good, maybe.

Source: Kotaku.com

Sometimes It’s Nice To Stop Mid-Game And Watch The Players Around You

Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

Yesterday I logged on to Destiny 2 for the first time in a very long while, intent on clearing out a chunk of the massive to-do list my character had accrued since this summer’s Season of Opulence update began. One of my many bounties and challenges involved killing a bunch of Fallen enemies on the game’s Nessus map. So I hung out in an area of the map where I knew Fallen spawn, as you do, and then I noticed another player tackling one of the game’s public events—random group activities open to everyone on the map—by themselves in the valley below me. I thought about joining in to help out, but instead found myself just standing on the edge of a cliff, watching them. I’m surprised by how much I enjoyed it.

At that distance—which you can get a sense of in the screenshot above—the way video game characters move looks different. As anyone familiar with games might notice, a video game character controlled by a human being moves strangely. They zig and zag erratically, run forward and backpedal in fits and starts, often displaying only a haphazard respect for their surroundings.

From my far-off vantage point, this character’s movement didn’t look awkward anymore. It was balletic, a fireworks show where one player swiftly moved in clean arcs and decisive lunges, trading colorful beams of light with the army of robots around them. I was transfixed.

The central fantasy of Destiny is one where players are superhuman space warriors capable of channeling godlike elemental powers, like if Thor also had a fondness for high-caliber machine guns. I’ve never really felt connected to that fantasy. Destiny 2 is a first-person shooter, and like most first-person shooters, especially ones that revolve around collecting new and better guns (as Destiny does), you spend most of your time thinking about guns. The godlike powers are there for variety and getting you out of tough scrapes.


Whenever Bungie promotes Destiny 2, its trailers lean hard on the feeling that you are this epic force of cosmic power, but that feeling is always undercut by the way video game characters move—like human-shaped bulldozers, lacking the grace that might accompany godlike power, much less the grace of movement that beings have in the natural world.

When I watched someone play from far away, that changed for me. Sure, my gun was in the frame, and I was a fellow player, capable of joining them in this theater. But I could easily imagine myself to be someone else within the game’s world. The worlds of Destiny 2 are largely absent of characters who aren’t there for shooting, but if that were not the case, maybe this is what it would feel like to be one of them. Just a person watching a faraway titan of myth standing against an army of time-bending robots. A little too close for safety, but far enough for everything to seem less than real. Flesh and blood in awe of strange cosmic power.

Source: Kotaku.com

Destiny 2’s Latest Exploit Lets You Farm Materials By Doing Nothing

For the entire five-year span of Destiny’s existence as a series, players have been looking for ways to exploit it. Any old Destiny head will speak fondly of the days we had Loot Caves and cheesed bosses without shame. In the pantheon of cheap Destiny exploits, the latest Destiny 2 scheme for scoring loads of materials might take the cake for the amount of effort it requires, which is about as close to zero as you can get.

Polygon explains how you get it done. It’s a very simple process—you just head to one of the Forges Bungie added to the game earlier this year and do nothing. Just die and let the clock run out. You get rewarded with materials just for participating, and unless you manually leave, you’ll be thrown into another Forge round automatically, letting you repeat the process ad infinitum while you construct a perfect pastrami melt.

You should, as Polygon notes, equip the lowest-level gear in your inventory if you want to run this scam, since Destiny 2 will attempt to matchmake you with other players at the same level as you, and jumping into a Forge match with others at your highest possible Light level means you’re more likely to ruin the match for anyone trying to actually run the Forge challenge honestly.

This grift is appealing thanks to one of the latest challenges added in Destiny 2’s Season of Opulence, this summer’s set of themed game updates. The new Tribute Hall lets you pay a new currency called Tributes (get it?) to unlock coveted gear like the Bad Juju exotic pulse rifle. The rifle requires 18 Tributes, which seems reasonable until you realize how costly some Tributes can be—requiring hundreds of the materials you find on each planet, like the Datalattice you earn on Nessus.


These prices can be brought down by completing new bounties, which will earn you Boons of Opulence. You use these Boons to lower the cost of tributes; each Boon lowers the cost 1 percent. Complete them in succession without dying and the discount stacks, up to 80 percent. The catch, however, is that you are limited in how many Boons you can earn a day: five.

It’s a complicated system with loads of hoops to jump through if you don’t want to completely empty your wallet, and that’s the point: It’s all meant to get you grinding, adding tension with the ever-present danger of losing your days-long process of racking up Boons and making Bad Juju more attainable. Which is why it makes sense that Destiny 2 players would rather just sit back and not do it at all, racking up enough materials to buy the Tributes they need at full price.


Like with any popular loophole, it’s only a matter of time before the powers that be decide to close it. Until then, feel free to (courteously) stock up on Datalattices and Dusklight Shards. You never know when they might come in handy—or be completely depreciated in the next big shake-up to the Destiny 2 economy. Fortunes are always rising and falling in the Last City.

Source: Kotaku.com

The Perfect Squad Size Is 3 People

If you were paying attention to this week’s E3 announcements and also care about co-operative games, you might have noticed something: There are a lot of three-player co-op games. Rainbow Six Quarantine, the new Escape mode for Gears 5, even Battletoads. To this I say: It’s about damn time. Three people is the perfect squad size, and I am tired of games that want me to find a fourth.

The Division 2, Anthem, every Borderlands game, Diablo 3, most online role-playing games—they all want me to round up a whole three other people in addition to myself when I squad up. Granted, they all don’t require a full four-person outfit, but the mere suggestion of a fourth means you’re always aware of the gap in your roster, suspicious that you might not be performing at the optimum level thanks to your missing party member.

I always struggle at finding a fourth person. Part of this is due to the fact that many of my friends don’t play video games—at least, they don’t play the kind of video games that I do, on a similar schedule to mine. I’m at that age where everyone is getting married and having kids; it’s only natural that gaming happens at an irregular rate for most of my peers. Besides, rounding up two other people is significantly easier than rounding up three. That’s just math.

You might say, “Joshua, this is also true of two-person squads, and much easier. Why not just roll through every game in a duo?”


“How astute!” I would say, out loud, like a college professor. And it’s true: I do like playing games with just one other pal. But to me, squadding up is about a sense of camaraderie, of being on a team, of having more than one person to high five when the job is done. Three people is the perfect number for that—all the benefits of teamwork, but low-key enough to still make things feel chill and casual, you know?

There are more practical concerns, too. The more crowded a voice channel is, the more obligated you feel to only talk when necessary and to shoot the breeze less. That is a bummer, since catching up with pals over a video game is nice. Of course, the ebb and flow of conversation very much depends on who’s present and what your relationship is with them, but I’ve found that three is generally the sweet spot.


In my usual trio, this extends to trash talk, too, since our odd number makes it easy to ensure an even and varied distribution of burns and dunks between the three of us.

Regardless of how much you talk to your comrades, a trio is just nice for solving problems—when you’ve only got two other partners, it’s easy to read a situation and tell where you’re most needed. Not to say that’s impossible with a team of four; it’s just the point where you can intuit less and have to communicate more.


I suspect this is why I don’t mind being randomly placed in a three-man squad for Destiny 2 or Apex Legends, despite primarily playing both games solo and without a mic. I can keep track of two people easily, and they can keep track of me. We don’t have to say much. If we did, though, we’d probably have a good time.

Source: Kotaku.com

Destiny 2’s Next Year Will Depend On How Players Like This One

It’s safe to say Destiny 3 won’t be coming next year, but what about a new expansion? Or new seasons? On this bonus E3 episode of Kotaku Splitscreen, we ask the people behind Destiny about that and a whole lot more. (Apologies for the background noise—I had to use backup audio!)

I sat down with Destiny creative chiefs Luke Smith and Mark Noseworthy for about an hour to probe them about Destiny’s RPG elements, story loose ends, technical challenges, cross-play (or lack thereof), whether there will ever be a Destiny 3, Stadia latency, and what 2020 looks like for this franchise.

Here’s a brief excerpt:

Jason: Thinking big picture here. We touched upon this a little bit, but I want to hear your answers. We know you guys have Shadowkeep announced. We know that if Destiny 3 ever happens, it won’t be for a while. Should people expect the same cadence of a fall big release and then smaller seasons over the rest of the year?


Luke Smith: It’s hard for us right now to predict what we’re going to do in 2020, because we’re changing a bunch of stuff in 2019, and part of being a live service game is: put something out, test it, learn from it. Our expand-alone model and a la carte model for seasons is different, and if those things go well and players like them, we get an opportunity to keep doing it.

So we’re taking another stab at learning this year, and the thing I’ve said to Mark a bunch is, we’re trying to make predictions right now about what’s going to happen, and in October we’ll have much better information than we have.

Jason: So you guys aren’t going to know what you’re doing? I’m sure you have ideas – you can’t make this stuff in less than a year.


Smith: There’s some stuff we know we’re going to do for Destiny. We know we’re going to add new worlds. So we can do things like put new worlds into flight, but after Shadowkeep this fall we’ll understand better about what the lay of the land can look like.

Mark Noseworthy: We try to plan for multiple future universes. And like, ‘Hey if this happens we go to the left, if this happens we go down the middle, if this happens we go to the right—what are the commonalities between all of those?’ That’s a burden that I think most of the senior leaders on the project have to carry, this incredible ambiguity. We try as much as we can to not infect the team with that kind of poison, because it’s just devastating to velocity and your understanding of, ‘Oh are we making an expansion next year or are we not? I dunno, what am I even working on?’

That’s one of the hardest parts of running a live game service like this is just not having that perfect crystal ball, and the team wants it. The more certainty and track we can lay down in front of them, the better the experiences they’re going to build… We have a plan and we think it’s pretty good and we’re going to find out from our players if it’s really good or if we need a new plan.


For much more, listen to the entire episode. As always, you can subscribe to us on Apple Podcasts and Google Play to get every episode as it happens. Leave us a review if you like what you hear, and reach us at splitscreen@kotaku.com with any and all questions, requests, and suggestions.

Source: Kotaku.com

Sources: Sony Agreed To Destiny 2 Cross-Save Just Yesterday

Today, Bungie announced that Destiny 2 will be getting cross-save across all platforms, allowing players to transfer progression between Google Stadia, Xbox, PC, and PS4. But for the past few weeks, sources say, Bungie didn’t think that last one would happen. In fact, it came together at the last possible minute: One day before the announcement.

Yesterday, Kotaku reported that PS4 cross-save support was “up in the air.” That’s because it still was. At the same time, Bungie was meeting with Sony in preparation for today’s big Destiny 2 announcement, according to three people familiar with what happened. The big question: Would Sony agree to supporting cross-save on PS4? At the last possible minute, Sony said yes, much to the delight of both Bungie developers and PlayStation players who may want to switch platforms.

Until that meeting, most at Bungie believed that they would have to announce otherwise—that cross-save would be supported on the other three platforms, and that they hoped Sony would follow in the near future.

As part of Bungie’s big announcement, the studio said it would no longer be doing PS4-exclusive content, after five years of delivering special maps, weapons, and strikes solely to PlayStation 4 users—a blow to Sony. That, combined with Sony’s traditional reluctance to support cross-play initiatives with its competitors, likely made this a tough sell. (Plus, Google Stadia is a brand new competitor—one Sony hasn’t had to interact with much.)


In the end, however, Sony agreed. We may never know what Bungie had to give up—or, most likely, pay—to make this deal happen, but it sure is good news for just about everyone.

Source: Kotaku.com

Bungie Outlines The Future Of Destiny 2: Cross-Save, No Exclusives, Free-To-Play Base Game

Bungie today went in-depth on the future of Destiny 2, delivering a heartfelt video presentation in which franchise bosses Luke Smith and Mark Noseworthy talked about their Activision-free vision: a Destiny 2 that’s continually updated and playable just about anywhere.

Smith and Noseworthy said that one of their goals was to embrace the “MMO” aspects of Destiny 2, bolstering the game’s social aspects and focusing more on RPG stats. Another of their goals is to make the game feel more like a “single evolving world,” while the third is “play it anywhere.”

Reading between the lines sure makes it seem like Destiny 3 ain’t coming, but we’ll be probing Bungie about that one in the near future.

Here’s the news:

  • On September 17 we’ll see the next Destiny 2 expansion, Shadowkeep, which is set on the Moon and features the return of the fan-favorite (lol) space wizard Eris Morn.
  • This one is “completely standalone”—no need to buy Forsaken or any other parts of the game to access it. Same thing with future seasons.
  • The game will get some big changes alongside that release—it’ll get cross-save across PC, Xbox, and Google Stadia (as we reported yesterday), and the PC version will move from Battle.net to Steam. It’s also coming to PS4! (This was a very last-minute decision.)
  • No more exclusive content! No longer will Sony be able to pay to deprive non-PS4 Destiny players of maps, weapons, and strikes.
  • The base version of Destiny 2 along with all year-one content (Curse of Osiris, Warmind) will be going free-to-play with a new title: Destiny 2: New Light.

Source: Kotaku.com

Sources: Destiny 2 Is Coming To Google Stadia, Getting Cross-Save

You’ll soon be able to transfer your Destiny 2 progress between multiple platforms: Xbox, PC, and the streaming service Google Stadia, on which the popular loot shooter will launch this fall. PlayStation 4 remains up in the air.

Right now, switching from console to PC for Destiny 2 means starting from scratch, as there’s no way to transfer your characters or progress. But this morning, data-miners discovered an image with “cross-save” on it, getting fans’ hopes up that Bungie’s online shooter will allow players to move characters across platforms soon. It’s true, and it will be announced tomorrow during a Bungie livestream at 1pm ET.

We’ve heard all this from four people familiar with Bungie’s plans, two of whom confirmed that Bungie will announce cross-save tomorrow during its Destiny 2 livestream. Those two also said the company wasn’t yet sure whether PS4 would be part of it. (Sony didn’t immediately respond to a request for comment.)

Google Stadia will definitely be part of this, though. What we’ve heard from five sources, a combination of plugged-in tipsters and developers, is that Destiny 2 will be one of the big games available on Google’s new streaming platform. (We also expect Ghost Recon Breakpoint and a few other big games to get announced for Stadia.)


If Stadia works as promised, players will be able to load up a Google Chrome browser and jump into Destiny 2 on any computer or device that supports the service. We don’t yet know how much Stadia’s services will cost, but we’ll find all that out tomorrow. (What I’ve heard suggests some combination of subscription and a la carte pricing.)

Google is holding a press conference to detail Stadia games and other details tomorrow at 12pm ET, while Bungie will hold a livestream to talk about the future of Destiny 2 an hour later. We can expect to see this news detailed at both conferences. We can also expect the developers at Bungie to lay out their future for Destiny 2, which includes the recently leaked Shadowkeep expansion.

Source: Kotaku.com

Destiny’s New Menagerie Is One Of The Game’s Coolest Activities Yet

A new season launched in Destiny 2 today, and with it came a brand new activity that ranks up with some of the best things the series has done: Menagerie, a gauntlet of light puzzles and tough encounters.

Like everything else in Destiny, Menagerie is all about shooting aliens, but it’s not your average horde mode. It feels more like a miniature raid, with a variety of interesting (and challenging) mechanics designed for six-person enemy blasting.

You unlock Menagerie by grinding through the Season of Opulence’s first quest chain, which takes an hour or so. (Start it by talking to Mr. Broom Robot in the Tower.) Along the way, you’ll learn how to use the Chalice of Opulence, a new item that lets you tailor what kind of loot you get at the end of Menagerie. Using a new currency called Imperials, you’ll be able to upgrade your chalice and hook it up with runes that will drop specific rewards—the Rune of Joy, for example, guarantees you a class item. Rune of Jubilation will get you a Sniper Rifle. And so on.

Once you get into the activity—which starts at power level 690, but completing the aforementioned quest will get you a set of level-690 equipment—you’ll start fighting your way through a series of themed segments in the labyrinthian tunnels of the Leviathan warship, presented in random order. There’s The Hunted, a creepy set of tunnels reminiscent of the old Crota’s End raid, in which you have to capture lanterns and fight off Cursed Thrall. There’s The Gauntlet, which tasks you with fighting waves of Vex, then hurdling through an obstacle course as quickly as possible. My favorite is The Crystals, in which you have to pick up Vex orbs and use them to shoot laser beams at crystals and enemy aliens.


As you play through each of these sections, you’ll rack up points and gradually fill up a meter. Once the meter is filled, you’ll get to fight a boss, and then: treasure.

Here’s perhaps the most unusual part: You can’t lose. There are no timers or party wipes. No matter how bad your team is, you’ll always get the reward at the end—the only friction is that if you’re not earning a lot of points in each segment, it’ll take you quite a long time to finish the whole thing. (I learned that the hard way on my first run!)

All in all, it’s a fantastic mode. There’s much more left to be discovered in Season of Opulence—it just went live today, and people are already finding intriguing new secrets that may be linked to the next expansion—but Menagerie is one very good reason to keep playing.

Source: Kotaku.com

Destiny 2 Leak Reveals Shadowkeep Expansion, Set On The Moon

A spanking hot new leak has revealed the next Destiny 2 expansion, and it’s set in the place from which wizards come. Shadowkeep, which will take Destiny players back to the moon, will go live this fall.

Bungie plans to officially reveal Shadowkeep during a livestream on Thursday afternoon, but word has leaked out today thanks to dataminers digging through the PC files in today’s big Destiny 2 update, Season of Opulence. (The above screen is likely meant to pop up when you log into the game after Shadowkeep is unveiled on Thursday.) The moon was one of Destiny 1‘s major locations, but has not yet made an appearance in the sequel, which came out in 2017.

The pre-E3 leaks never end! More coming during Bungie’s stream on Thursday.

Source: Kotaku.com