#raiders who are doing master mode and have more champions to kill
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arcenergy · 2 years ago
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i also acknowledge that im 1% of the community considering 
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but even then i feel like most destiny players at least do a raid maybe one a month, if not that then a dungeon and also some harder strikes . am i right?? when tumblr gives me the options for polls i might poll this bcos ive been in the sweaty raiding scene since 2020 so idek what it’s like anymore 
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vespertine-legacy · 4 years ago
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Spirit of Vengeance Walkthrough
Welcome to my (hot-mess) attempt at a walkthrough of the Spirit of Vengeance flashpoint.
This walkthrough will mostly pertain to Story Mode difficulty, as I have yet to run Veteran or Master mode (hoping to get some guildmates to run it with me once they’ve gotten through the story content), but my expectation is that they’re mostly just harder mobs and no kolto stations in Master.
Obviously, there will be spoilers ahead for the 6.2 flashpoint.
If you do Solo-Story mode (the Cinematic Story version where you have the default companion, thankfully now set at influence level 25 instead of 1), you’ll notice that this default companion is ranged. That’s probably a hint as to the type of companion you might want to bring with you on the other difficulty levels. It seems that, as the name implies, you cannot bring group members into solo-story mode, so hopefully in that mode, you won’t encounter too many bugs or issues. Story mode has been stealth patched some to not be too terrible, but lots of players are still having difficulty and running into glitches.
One of the biggest themes of this flashpoint is that there are a lot of mobs. It’s been compared to an uprising, but there are bigger breaks between mobs. Though it is really easy to get the 75, 150, and 300 kills achievements for Varad, Dar’manda, and Ash’ad.
You start out on the Champion’s Glory, and when you run down the hallway, you run right into a Varad mob. You can stick along the right-hand-side wall to not immediately trigger them if you want. In Varad mobs, Bloodsworn are healers, Beskaryc are standard silvers, Hulks are standard golds with a decently nasty knockback, and Hounds are their puppies (you’ve seen them before in Mandalorian Raiders). Nothing much to watch out for with them. There’s one Bloodsworn in the first mob in the room who likes to glitch and be stuck up on a pillar where you can’t target him and can only reach him with AOEs.
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Before you leave the first room, there is a Relic for the Relic Hunter achievements here. On one of the tables in the north east corner, you’ll find the Heirloom Varad Warstaff. However, it may be glitchy, and it may not show up. I took my Jedi Knight and my Trooper into the room four times each and it never showed up, but my Bounty Hunter got it on the first try. (The Relics will not be visible in my screenshots since I’ve already collected them, but I’d like to give an idea of location).
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Continuing down the hallway, you’ll encounter some more mobs, and you’ll see your first kolto station. You’ll probably use these in at least one of the boss fights.
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After fighting a biggish mob in the final room, you’ll see a big blue console to disable the first boarding tether. Before clicking it, make note of the three kolto stations around the room, since you may end up needing at least one of them. Disabling the tether summons the first boss, Gorga Brak. He has almost 3 million health, which is maybe a little absurd, but he’s not really thaaaaaaat bad, you’re just in for a long, boring fight. He does Full Auto, Flame Sweep, and Fire Bomb. Remember when I said you might want a ranged companion? Don’t quote me on this, but I think he’s less likely to put the Fire Bomb on a ranged companion. Also I thought for a while that Fire Bomb couldn’t be interrupted, but then I was able to interrupt one of them, so I’m not sure anymore. Maybe you can only interrupt it if it’s targeting you? You can interrupt Flame Sweet and Full Auto, both of which are kind of annoying. Anyway, depending on your dps output, [Spongebob Narrator voice] Several Minutes Later, you will kill Gorga Brak. On to the next ship by clicking a panel by one of the boarding pods in the next room.
Now you’re on the Dar’manda ship, the Fortune’s Folly, and everything is on fire. Fire bad. As soon as you move, a mob runs in. At least the Dar’manda have the decency for the healers to be labeled “medics.” Commit war crimes and kill the medics first. Next on your kill list should be specialists because they throw some grenades and Fire Bombs and shit that are just annoying.
In the room with the big holes in the floor, just stick to the right-hand-side in order to do the least jumping and potential falling. Turn off sprint if you’re worried. Your companion may just leap to their death because companions Be Like That sometimes, but there’s a platform at the end with a med droid where you can re-summon them. There is a lore item on the south side of the room before you go across, a little datapad.
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After crossing the Gaps of Doom, you’ll start seeing yellow NPC nametags for War Profiteers and Dancers. Try not to kill any of them, because if you manage not to, you’ll get an achievement (alternatively, try to kill all of them, maybe there’s an achievement for killing all of the innocent [read, “innocent”] bystanders on the Dar’manda ship). You’ll have to be carefully with AOEs and DOTs, because my pyrotech’s scorch jumped to a LOT of yellows…
The next room has a lot of enemies and a lot of yellows, so depending on how much you want the Mercy achievement, be careful. On your way out of the room, be sure to grab the Flask of Aged Kri’gee from the floor beside one of the benches by the door on the east side for the Dar’manda Relic.
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When you get to the Officer’s Quarters, you can pick up the Bonus Mission. If you go into the little side rooms, on the south, there are some biggish mobs there, but there are also two blue crates to click by some of the beds which have keys in them, which gives you the bonus mission Goldie’s Locks. This is for the bonus mission to fight Goldie, a Rancor the Dar’manda are transporting. You might as well pick it up, because even if you don’t pick up the keys, getting too close to Goldie’s cage starts the fight with her, and she’ll be able to kill you but you won’t be able to damage her (features, amiright?).
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The room with the second boarding tether has a largish mob and Goldie. Depending on your class, your companion, and your armor rating, you may end up needing one of the kolto stations in the room, but if you do, be very careful that you don’t run close to Goldie’s cage, or you will engage the fight with her, which you’ll have to /stuck out of most likely because her cage door will still be closed and you won’t be able to open it to fight her, but she’ll still be able to kill the shit out of you.
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The fight with Goldie is relatively simple. She’s like most of the other Rancor fights--think of the Rancor in the Battle of Rishi or Karagga’s Palace if you’re familiar with either of those. She does an alley attack that you can step out of, but a conal attack that whoever she is targeting has to just eat because it can’t be interrupted, so just point it away from the group (it’s a knockback, but it’s not awful. Her slam isn’t as bad as Bonethrasher’s slam. If you’re on a more mobile dps class, she’ll be a piece of cake. If you have to stand still to do your dps, you may get a little annoyed by her, but it’s not too bad (sorry, snipers and slingers).
There’s also a datapad with lore in the room with Goldie:
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On to your next boss fight! Bask Sunn got stealth-nerfed some, but is still a little glitchy (can apparently punch you off the ship entirely according to one report?). Most people’s tactic is to kill his adds first, then take him out. I’ll say though, on my pyrotech, I just put a scorch on each of the four adds, then kicked his ass in about seven seconds, then took out the adds (and on my lightning sorc, I also just focused the boss, doing some AOE damage to the adds, but mostly just burning Bask). So, it’s really up to you. The adds don’t do a whole lot of damage, but they’re annoying, and while they did lower the damage Bask Sunn can do, he can still knock your health down a lot, so I found it easier to just Burn Him (literally, in the case of my PT). My PT was being healed by a level 1 influence Shae Vizla and my sorc was being healed by a level 50 influence Ginx, and both had a great time with just burning the boss, but your mileage may vary on this fight.
For a good time, there are a ton of places you can stand on the bridge and be in the Skybox as I like to call it and just look out into space. When you’re done goofing off, click the panel to go to the Ash’ad ship.
Welcome to the Seeker’s Vigil. In the Ash’ad mobs that greet you, Lorekeepers are healers, and Seekers have an attack called “Surge” with a box that looks like it ought to be a knockback, but either I killed them too quick or it doesn’t actually do shit, so those are your priority targets. Maybe on Veteran and Master step out of it, just in case.
In the “Archives” level of the Seeker’s Vigil, straight west from the door you come out of, there’s a bench with a little toy tauntaun Lore Item on it.
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There’s some mobs in the middle of the room that aren’t too bad. Then, if you have a self-yeet to enemy target (Warrior/Knight Force Charge/Force Leap; Powertech/Vanguard Jet Charge/Storm; Assassin/Shadow Phantom Stride/Shadow Stride, but those may be unreliable just because they sometimes like to mess with you when you’re changing elevation; Operative/Scoundrel Holotraverse/Trick Move, similarly may not work since you’ll be changing elevation) you can go upstairs to the Lorekeepers. You can’t get around the debris on the ramp to get up there, you have to yeet up to them (or if you’re in a group and someone else can yeet to them, and then you’ve got a Yeet to Friend, or someone’s got a yoink, etc.), but there’s some cool stuff to look at up there. There isn’t anything to collect that I could find, but just neat stuff to look at.
Next up is The Trap. Don’t run willy nilly into this room. There are lore objects on either side of the room, but there are also two Annoying Snipers on the other end of the room who will engage with you as soon as you run in. You can’t hurt them and you can’t yeet to them, so don’t bother. There are plenty of things you can take cover behind, so run over to the lore objects and click them while you’re not being sniped. The snipe interrupts the “cast” on collecting the lore, so time your click carefully, or prepare to be annoyed. Then, run into the trap, because like I said, you can’t fight the snipers. I’ve placed markers of where the floor will fall. Depending on your graphics settings, it’s pretty obvious when the floor is going to fall out from under you, but just in case. It’s also approximately the edge of where the snipers would be in range of most attacks if your attacks would actually work.
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If the fall hurts you too much, you can run up the ramp and hide behind some shipping crates for a bit to get out of range of the tentacles for a moment.
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The Ash’ad Relic, the Ajak Genealogical Datacron, is in the boss room of this ship. It’s on a crate behind the boss (south east end of the boss, behind the tether controls). It’s pretty easy to miss, so don’t forget to grab it before you leave. You can run over and grab it before engaging the boss if you keep to the edge of the room.
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Troya Ajak is a pretty easy fight. Songbird’s Volley knocks you back when it goes off. Pick Off (which I definitely read as “fuck off” while it was casting) blows you up a little when it goes off. I don’t even know if either of these are interruptable, because this was a pretty straightforward “get the boss’s HP to zero before they get your HP to zero” fight.
All righty. Almost done! Now you get some mobs that are mixed groups of all the clans you’ve fought so far. Remember the healers are: Varad Bloodsworn, Dar’manda Medics, and Ash’ad Lorekeepers, so if you see them, they need to go first. The ones that do special ouchie attacks are Dar’manda Specialists and Ash’ad Sharpshooters (honestly the Varad suck and we’ve known this since Mandalorian Raiders; you tried, gold star for effort). The rest of them, just kill them when you can. On to the boss!
Heta Kol will come down and fight you for a little while, then she’ll get buttmad and fly off while some adds come to the door. If you’re ranged, go ahead and stay on the platform to take them out. If you’re melee try to draw them into the room. Some have said that what resets her health when she comes back down is you leaving the room to fight the adds (but the adds like to run back into the hallway, and if you don’t have ranged attacks or a taunt, you might have to chase them; now might be a good time for your saber throws, your grenades, whatever your longest-range attack is).
The second wave of attacks does bring down Sharpshooters (aka snipers) on the platform, so if you’re focusing on the hallway adds and getting confused as to why your HP is still dropping, try turning around, because there may still be someone sniping you. Her move “Lockdown” can be interrupted, and if you don’t interrupt it, you’ll be dropping red circles from it that you want to stay out of. She throws grenades at someone in the last phase, and it seems to be whoever is closest to her (hello, ranged companion!), and it doesn’t seem like you can cleanse them off (or maybe you can, but then you need to, you know, get out of the circle it drops, and companions are too dumb to do that).
Overall, not a terrible flashpoint, just a little on the long side, and a lot to take in. I’m still excited to try it on the harder difficulty modes, and to find all of the hidden achievements, which there seem to be several spots for.
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thesevenseraphs · 7 years ago
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Bungie Weekly Update - 1/25/18
This week at Bungie, we’ve got details on the next update to Destiny 2.
On Tuesday, Faction Rallies came to a close, and New Monarchy defended their title. They are now two-time champions and they aren’t shy about rubbing it in the other factions’ faces. You can pick up their prize in the Tower. Servants loyal to the New Monarchy will get a discount. Everyone else can still get it, but it’s going to cost more Glimmer.
Perhaps Future War Cult will finally get a “W” the next time Factions Rallies returns. Until then, we have a new event to look forward to. 
Salad Bar
It’s time. A battle of Guardian versus Guardian returns. 
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Begins:  Tuesday, January 30
Ends:  Tuesday, February 6
The game is Control!
This will be the first time Lord Saladin returns to the Tower in Season 2. There have been some changes to how you’ll go about decorating your Guardian with relics of the Iron Lords. First, we are adding new items to the engrams you will find waiting for you when you visit Lord Saladin. There will definitely be Season 2 weapons in the Iron Banner Engram and we will be adding more in the next event. Here is a look at what rewards you can expect to earn next week.
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Hand Cannon
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Scout Rifle
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Shotgun
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The only thing not pictured is the Iron Banner ship. We’ll save that for when you discover it yourself.
If you are missing items from last season, they will still drop as possible rewards from the engram. There is also a new emblem that tracks how many lifetime rank ups for Iron Banner you have earned in Destiny 2. You can earn it by completing the Iron Banner Milestone. 
We've received a lot of feedback from previous Iron Banner events that players preferred a way to directly acquire items. We have added the ability to obtain armor and three different weapons from Lord Saladin during each event. Here is what he has to offer next week. 
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The final way to earn rewards is by completing challenges. Ornaments are available for all your Iron Banner gear and you can unlock them by completing various objectives for Lord Saladin.
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Season 2 Ornaments
There are no limits to how many engrams you can acquire or how many tokens you can earn. Get as much playtime as you can during the week. It will always move you a little closer to opening another engram, earning an ornament, or purchasing a piece of gear from Lord Saladin. Go nuts!
Masters of the Armor
Many of you have already been discovering Masterwork weapons and adding them to your collection. Next week, we are adding Armor Masterworks to the mix. All Legendary armor now has a chance to drop as a Masterwork. The same rules apply as with the weapons, you will have a higher chance of getting Armor Masterwork from Trials of the Nine and Raid activities. But you might get lucky with an engram from Lord Shaxx or any other vendor who offers engrams.
The Benefits
Each armor piece grants 3% damage resistance while using a Super
This stacks for a 15% damage reduction if you have a full set of Masterwork Armor
Masterworks armor can be reworked to a different stat package (Heavy, Light, or Restorative) for one Masterwork core and 10 Legendary Shards
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You can now rework stats on your armor. The results will still be stat packages that are found on other pieces. There is a UI bug right now where if you try to quickly rework Armor sets it will appear to rework to the same stats. It doesn’t actually perform the rework function or use your materials, but can be quite scary, so we wanted to give you a heads up. 
This is just the first version of Armor Masterworks. We are planning to continue updating this system and adding additional benefits. As always, if you have any feedback, please let us know.
Happy hunting.
Raid Reward Renewal
Raiding is one of Destiny 2’s ultimate endgame experiences. So far, you have explored the mysteries of the Leviathan and dove even deeper into its first Lair, the Eater of Worlds. We’ve received feedback that, while the experiences were epic, the rewards could use some more love. We invited Senior Designer Daniel Auchenpaugh to tell you more about what we’re changing with rewards starting with next week’s Raids.
Daniel Auchenpaugh: With the upcoming January patch, we're making a number of changes to the way Raid rewards work. We've been hearing that the current system doesn't feel exciting when you kill bosses, that tokens aren't interesting enough, and that you want more deep-chase items to hunt down. This is our first swing at tackling some of those, and we hope you'll jump in and play with these changes a bit and then let us know how you feel. For now, let's dive in to the changes and talk a bit about our goals and thinking with them. 
Raid Armor: Now With Raid Perks!
Raid armor now drops with perks that function on the Leviathan; these appear on mods that are selectable on both new drops and existing Raid armor pieces you may already have in your inventory. Additionally, these mods are reusable: if you swap to another one these will always be in the list to swap back to on your Raid armor for the low, low price of 1 Calus Token. Since no one wants to take a -5 Power penalty if they remove their Legendary mods while in the Raid, all the Raid mods are Legendary by default. This should also be extra icing on the cake for players who can’t seem to get that last mod they need to max their gear out. The goal for these perks was to elevate the power of Guardians in the Raid, and we aimed to build things that were useful in every encounter. As a result, we avoided things that relied on specific mechanics to be useful and moved to broadly useful perks like "Recharge your grenade when you activate your Super" and "Deal 20% extra damage after getting a melee kill" as opposed to things tied to specific mechanics.  
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Double Drops
Clearing Prestige now gives you Prestige and normal drops. If you have the prowess to clear Prestige, then you've proven yourself enough that we don't need to force you to go back and do Normal as well.
  Raid Encounters Always Drop a Raid Piece
We didn't want players to have that "dead encounter" feeling anymore, where they had already received all the rewards for that encounter and were just waiting on a later encounter. Or, even worse, the disappointed feeling where no one in your raid group gets something, which could happen under rare circumstances in the old system. So we've unified the drop tables for the encounters so that raid gear isn't tied to a specific encounter anymore (with an exception I'll get in to down below...) so no matter what encounter you clear, you can get raid loot. Oh, and every encounter has a chance to drop an exotic. Not an engram that you have to take back to Rahool for decryption, but an item you could equip and start using immediately if you want. This list of possible exotic drops is comprised of all non-quest exotics, with armor and weapons weighted equally, and is restricted to things your class can equip.
  Raid Vendor Sells a Rotating Selection of Raid Gear
If you just can't get that last piece to drop for you, we want to give you some agency with your tokens. For a cost of Legendary Shards and some Calus Tokens, you can purchase these pieces if you have completed that raid for the week. For instance, if you want to buy the Prestige Chest armor, you need to complete Prestige mode that week before you can do so. This is so people can't save up tokens by sticking to normal mode and still wear the Prestige gear; we wanted to give people agency to fill in those few slots they're missing, not negate the need to progress further in the raid. Ole Benedict will change up what pieces they have available for purchase each week.
New Item: Exotic Raid Ghost "Contender's Shell"
While not quite at the grind level of the legendary Nanophoenix, we felt like we needed to add a chase item to the Raid pool to make coming back still have reward potential each week. Enter the Contender’s Shell. This Ghost can drop from the final encounter in either Leviathan or Eater of Worlds. We also included some bad luck protection to avoid the previously mentioned "Nanophoenix Problem" so that dedicated raiders can rest assured they'll get their hands on it eventually, even if it takes several weeks. The Contender's Shell comes with some brand new perks that we're hoping helps reward players that keep clearing the Raid even after they've gotten their Ghost. Both active only on the Leviathan, and it’s lair, they aim to make Leviathan encounter rewards stay awesome. First, Seeker of Brilliance enables the chance for encounters to drop Bright Engrams from their loot pools. Every time one doesn't drop a Bright Engram, we increase the chance for the next. Remember those Exotics that can drop from encounters I was talking about earlier? Well, Seeker of Opulence means those exotics have a 50% chance to pull from a list of Exotics you haven't collected yet instead of the standard list. Lastly, to top off this already pretty rad Ghost, we threw on Seeker of Glory, which provides a tracker for the number of encounters you have defeated on the Leviathan.
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I realize this is a bit of an avalanche of text more than a wall, but I wanted to talk about both what we were working on and why we did it. I know we still aren't going to address every concern here, but hopefully this is a start in good faith. If we missed the mark on something, please let us know. Additionally, if you think we really nailed it with one of these changes, please give us that feedback as well so we can keep doing more of that. We're hard at work on the next month's update now, but I hope next week you jump back in to the Leviathan (both Raid and the Lair) and let us know how it feels.
Patch Note Preview
Armor Masterworks and changes to Raid rewards aren’t the only changes coming in the upcoming 1.1.2 update on January 30. Here is a look at a few of the other fixes you can expect to see in the full notes next week.
Prometheus Lens 
Flame Refraction perk now generates ammo instead of pulling from reserves
Increased base damage
Fixed an issue where new characters created after the release of Curse of Osiris were not receiving the Flashpoint milestone
Players in social spaces, like the Tower, receive a notification when their Lost and Found at the Postmaster is full
Heroic strike completions now have a greater chance of granting Exotic rewards
Mercury challenges are now available during adventures
Fixed an issue where Curse of Osiris strikes were not properly granting Clan Engrams when featured as a Nightfall activity
Fixed an issue where Challenges were not appearing within Quickplay
Increased the dismantle timer for Masterwork Cores
Shader Sit-down
Since the launch of Destiny 2, we’ve gathered a lot of feedback on the new shader system. As time went on, and the shaders began to pile up, players lamented the cumbersome process of trying to delete each shader one by one.
You’ve been asking us why we can’t just allow you to dismantle entire stacks of shaders. I mean, there are other consumables that can be dismantled in mass. It’s a totally reasonable question and we wanted to let you know the facts. We’re not making excuses or claiming this problem is too hard to solve. We just want to be transparent about what the problem is, and how we are going to go about solving it. Here is Senior Design Lead Tyson Green to shed some light on shaders.
Tyson Green: Shaders are individual items, and individual items trigger individual reward bundles when dismantled, even when those rewards are simple. That creates a challenge for us that we haven’t yet addressed, which is triggering dozens (or hundreds) of reward bundles simultaneously when an entire stack of shaders is dismantled. This is challenging not simply because an arbitrary number of rewards need to be run and delivered simultaneously, but because we also have to safeguard against scenarios where this produced items that couldn’t fit in your inventory, which could be instantly lost (ex: shaders that produce Glimmer could easily evaporate into nothing if you were at or near the cap.
It would be relatively easy to find another button on the controller (L2 + X?) and let players actually delete a full stack, but that isn’t the spirit of what players are asking for, so we’re looking at a stronger solve. In addition, we’re also looking at how to address other shader feedback:
It should be easier to get rid of a stack of shaders. We are looking at mass exchange solutions.
We know you miss D1 Armor Shader mechanics. Looking at ways to re-integrate that capability without losing the ability to shade weapons, Ghosts, ships, Sparrows, or customize specific pieces of armor.
We also understand you want shaders to be more freely usable and not limited by availability. We’re looking at re-introducing shader collections or a way to get copies of a shader in your possession.
This work is ongoing, and we’ll go on record as to when the solution will land as we get closer to a fix that we test and certify. For now, it was important to us that you know it’s on our workbench.
Turning the Page Recently, we unveiled our very first webcomic. To call it the first implies that it would not be the last. Coming soon, we’ll be delivering the next episode. 
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Keep your eyes trained on Bungie.net next week for the continuation of the story.
Update Schedule
If you ever need help with Destiny 2, the Player Support team is standing by on our #Help forum to assist you.
This is their report.
Upcoming Maintenance
Next week, Destiny Services will undergo a series of maintenance windows. Some are related to Destiny 2 Update 1.1.2, while others are for general housekeeping. If you experience any issues connecting to Destiny services upon maintenance completion, please post a report to the #Help forum. Monday, January 29, 2018
Destiny services will undergo backend maintenance. No downtime is expected. Maintenance will begin at 10 AM PST (1800 UTC) and is expected to conclude at 12  PM PST (2000 UTC).
Tuesday, January 30, 2018
Destiny services will be brought offline for maintenance. Destiny Update 1.1.2 will also become available upon maintenance completion. Please see below for the timeline of the maintenance window. 
8 AM Pacific - 1600 UTC
Destiny server maintenance is schedules to begin
Players may no longer sign in to Destiny services
9 AM Pacific - 1700 UTC
Players still in Destiny 2 activities will be returned to the title screen
12 PM Pacific - 2000 UTC
Destiny server maintenance is scheduled to conclude
Destiny 2 Update 1.1.2 will be available to download and install
Iron Banner will begin as soon as maintenance concludes
Wednesday, January 31, 2018
Destiny services will undergo backend maintenance. No downtime is expected. Maintenance will begin at 12 PM PST (2000 UTC) and is expected to conclude at 2 PM PST (2200 UTC).
Armor Masterworks: Reworking Perks
Late in development, an issue was discovered impacting the ability to rework Masterwork Armor pieces quickly in succession.
If a player attempts to rework a Masterwork Armor piece immediately after reworking the item, a progress bar will fill, but no action is completed in game. The armor piece will retain the previously held perk, and no Masterwork Cores are lost due to this issue. Players will be required to attempt this action again when experiencing this issue.
The issue is currently being investigated by appropriate teams, and we will provide updates via @BungieHelp when more information is available.
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maniactypewriter · 5 years ago
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The backlog Week 4 [where the hell have you been edition]
I LIVE! In all seriousness, when im at school, I don't have access to my gaming computer and my laptop doesnt have enough space free for a project like this. Anyway, I am back for the next month, so let's get to the first game(s) 
Anomaly warzone earth + Anomaly 2 playtime: 4 hours total
Im bundling these two together as they are very similar in game play. In Warzone Earth, you play as the 14th platoon deployed into the heart of the Anomaly, a giant mysterious dome that crash landed on top of Baghdad and tokyo. As the platoon leader, its your job to make sure the convoy of APCs and walking missile platforms gets through the level safely. The game refers to itself as a tower offense game. Essentially its a tower defense game, but instead of placing down towers, you are the targets that the towers are shooting at. Your vehicle team is constantly moving forward and its your job as commander to choose the right path for the vehicles to drive down and to strategically deploy the four power ups at your disposal. Your tools include a repair which heals your units, a smoke screen which makes enemies less likely to hit your units, and a decoy, which enemies will shoot at instead of your units. Usually the player is spending their time babysitting the convoy and rushing to collect more powers as they are dropped from killed enemies. Each mission has a different objective, but it usually devolves into, get to a place and kill all the towers. 
Anomaly 2 is much the same as its predecessor. Set in the far future after an alien invasion, the earth has frozen over and humanity’s numbers are dwindling. Humanity’s only hope is a single convoy on their way through a frozen america to get to New york. As this is the future, humanity's weapons have evolved as well. The standard ACP with a gatling gun on top has evolved into a car with two gatling guns. And it also turns into a walking mech flamethrowers mounted on either arm. Bad ass. The power ups have also changed a little. You have your standard repair bubble, there is a focus power up which will tell all your units to focus fire on one tower you want particularly dead and an emp type power up which will disable enemy towers for a short while. Anomaly 2 also has multiplayer, but I didn't play that as it is most likely dead at time of play. 
Antihero playtime: 70 minutes
Antihero is a competitive digital board game where each player plays as a master thief in a victorian england type setting. As the leader of a thieves guild, you have to go around a burgle the good people of “London” to fund your operations and buy pieces to put around the board. You can hire urchins to occupy specific buildings for special bonuses, hire thugs to block access to areas, and gangs to off your opponent's units and hunt down targets (as well as making a little extra dosh along the way.) this game takes advantage of being a digital board game because everything your opponent does is done mostly in secret. Obscured by the smog of war, you can not see what your opponent is doing, which could spell your doom if you aren't fast enough to look into his territory with your master thief. 
I am not great at this game. I couldn't get past the second level on easy mode that's how bad I am. However, I can see it is a fun game, and I can see how this game’s multiplayer was popular for a time. However, I dare not go there as I fear that I may be utterly stomped by a player who has had several years more practice than I have at this game.
Apotheon playtime: 4 hours
Apotheon is the story of one greek guy not named kratos going to olympus to kick the butts of all the greek gods. The most striking thing anyone playing this game will notice is the artstyle. It is drawn to resemble Greek pottery paintings. You know the kind. The ones that depict Hercules doing his trials or some other greek hero doing something impressive. Anyway, story. The earth has been screwed over by the gods because chronic rapist Zeus decided to revoke humanity’s access to the things that are necessary to life. Hera picks you as her champion then sends you to mt Olympus to gather the gifts of the gods and maybe smack some sense into her cheating husband along the way. The game play is a 2D mix of dark souls and metroidvania games that are so prevalent in the modern day. However, Apotheon came out before the current wave of soulslikes so there is some small growing pains. Combat is kinda clunky and your character can sprint at 30 miles an hour but immediately slows down to a crawl whenever he so much as touches a staircase. Combat as mentioned before is mildly clunky. It uses a physics engine to do all its swings and stabs. Heavy weapons like a club have a wide swing arc and is directed by which way you tilt the left analog stick. The Reliance on physics to get the job done can lead to some interesting results. I saw one raider in the first area get launched into space after being double teamed by me and a friendly malita man. Apotheon is an interesting game with a stunning artstyle and compelling exploration. Which in this modern age of soulslike metroidvanias, is all you really need to stand out. 
Aquaria play time: 1 hour
Speaking of metroidvanias, Aquaria. As the name suggests, the game is an underwater metroidvania mostly concerned with puzzle solving over combat. You play as Naija, a lonely fish lady who can use the power of song to do magic. As a fish lady, you can swim around the oceanic caverns with relative freedom. The game wants to be played with a mouse and keyboard, as my attempt to play it with a controller was thwarted swiftly. As is fitting for a game where the protagonist’s main power is singing, the game has a killer soundtrack. In the little bit ive heard when I was playing, it was some pretty good music. Visuals are decent. The game has a hand painted aesthetic, however some of the animations are kinda stiff and stilted. This game was originally released in 2007 after all. Small indie metroidvanias were not knocking it out of the park yet in terms of animation yet (im sure someone will correct me on that point eventually…) the small amount I played had me swimming around a claustrophobic map going around and solving puzzles that lead me to new areas and new song powers. One of the first i got was the ability to pull around large rocks. The second allowed me to transform into an old fish goddess and shoot energy missiles at hostile fish. While the game is focused on puzzles and exploration, that doesn't mean it is devoid of combat. I feel as this is the weakest part of what i played. I gave up on the game when i died to a puzzle boss who’s apparent solution didn't work. There is probably a lot I didn't see in my short time with the game. There is a whole cooking mechanic that I didn't fully grasp, as well as pets and the ability to decorate the main character’s house with special decorations you found out in the world. I may revisit this game at some later point, but for now its going back into the backlog as I search for more interesting games with less obtuse boss fights. 
Armello playtime 2 hours
Armello is yet another digital board game. Set in a fantasy version of zootopia, the king of the land has fallen ill with the Rot. and all the clans of the land have sent their strapingest of adventurers to go and try and claim the throne for themselves. This can be done in one of four ways. Having the most honour points (gained by killing other players, or completing quests), gather four spirit stones and cleansing the king of Rot, having the most Rot yourself, or just straight up murdering the king. In the few matches I have played, the easiest one to achieve is the Honour victory, although that might just be my play style. Like most board games, rounds are taken in turns. Each player has a certain amount of hexes they can move, and landing on spaces will have different effects. Most events that happened as a result of landing on a space are luck based. “Perils” have you rolling dice, quests have you selecting from a circle of icons trying to pick the one that will net you a reward, and a random spinner that could give you anything from rot to gold to teleport you to the other side of the map. Once everyone has had their turn, day turns to night and new monsters spawn on the board. When the sun rises again, the king dies a little from his fantasy aids and gives the person with the most honor points the choice between two Decrees which will most likely be terrible for everyone involved. On top of all this, players have access to a hand of three cards. Which have various effects. Proper use of your cards can lead to victory or defeat depending on who you're playing as. Armello has an online mode, but like the other online modes in this batch of games, I dare not touch for fear of getting crushed. The game also has an online store where you can buy new skins for your dice and new character packs. It's a fun little board game, but im putting it on the shelf for now because i’ve had my fill and have  no friends to play it with. 
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Defunct north was american filming team that needed now
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