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	<title>The Best Crucible Maps In Destiny 2 - Revision history</title>
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		<title>DouglasEldredge at 17:20, 3 March 2026</title>
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		<updated>2026-03-03T17:20:27Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:20, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Clocking in at four-to-five hours&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadowkeep&#039;s campaign generally overstays its welcome despite such &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;short completion &lt;/del&gt;time. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The campaign doesn&#039;t offer anything interesting in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way of revelations or mission design&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Instead&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it spends most &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its length tasking players with mindless busywork&lt;/del&gt;. After &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it ends on an interesting yet unsatisfying cliffhanger that likely won&#039;t be addressed until &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inevitable Destiny 3&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign never approaches &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;awful Dark Below or Curse of Osiris , but it&#039;s &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;severe drop in quality from Forsaken&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With Armor &lt;/del&gt;2.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;0&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie is fully embracing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPG potential &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its franchise. New weapon and armor mods allow players to mess around with different elements and stats to build a character that fits &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play style&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can not only tweak little things like Resilience but &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stats like how fast your abilities recharge. It&#039;s an exciting system that hardcore players will love tinkering &lt;/del&gt;with&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. It&#039;s also available for every player, regardless of whether or not you purchased Shadowkeep.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Crucible in Destiny 2 is a place that is both hated and loved&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depending on who&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;asked&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The ruling meta and the maps &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the rotation pool are two of the main aspects &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;define whether or not players will keep on queuing into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crucible. Sadly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for a while, PVP received no new maps, until Into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Light&#039;s release. Cirrus Plaza, Eventide Labs, and Dissonance are &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three new maps players can hop into right now. And while maps have always looked amazing &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 , &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real question is whether or not gameplay on them is actually worthwh&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie&#039;s history with Destiny &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;been something akin &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whiplash&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;First &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lackluster base game (Destiny, Destiny 2) and then they release &lt;/del&gt;two &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;awful expansions. Finally, when &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are at &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lowest, Bungie releases an enormous expansion ( The Taken King &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forsaken ) that fundamentally changes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. It&#039;s a high Bungie achieved last year with Forsaken, which ushered in the best mission design, sandbox activities &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;post-launch content since The Taken King. But can that streak continue? Destiny 2: Shadowkeep aims to build on Forsaken&#039;s success with a new campaign&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a restructured Armor system and more ways to earn loot. Does Destiny 2: Shadowkeep scare up enough quality content, or should it have remain buried on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moon?&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2: Shadowkeep&#039;s greatest strength is what&#039;s kept Destiny so popular all these years: &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay. The blend of shooting and looting remains as addictive and satisfying as ever&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if we&#039;re still firing at the same enemies we&#039;ve been fighting since 2014&lt;/del&gt;. Bungie has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;done &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid job altering &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfecting the formula over the years &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadowkeep represents the next big step &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its refinement, Armor 2&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;0.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Let’s not mince words here&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny community was in this exact situation three years ago &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the months leading up the release of The Taken King. It was to be sold for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;price of $40 and required the installation of all previous DLC&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even though House of Wolves did &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Below. Players at the time were outraged at both the price tag and the need to purchase a DLC &lt;/del&gt;that was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seemingly only required because Bungie said so&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One would think the developer would learn &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lesson from this&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they did; &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was just &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wrong one&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We are now approaching the second year of &lt;/del&gt;[https://www.destiny2fans.com/ Destiny 2 PvP guide] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie is showing us exactly what they’ve learned: that &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/del&gt;get &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;away with it. Curse &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Osiris is almost universally panned as being unworthy of players’ &lt;/del&gt;time &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and money&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It isn’t required &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play Warmind, offers hardly any mechanical changes and yet Bungie, without offering any explanation, says it will be required &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forsaken all the same. This would be bad enough by itself&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Bungie isn’t content &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stop there&lt;/del&gt;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’ve decided that they need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;milk their players even more &lt;/del&gt;than &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they already are&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and they’re going to do it with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Annual Pass&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Majestic set has been fully completed&lt;/del&gt;, Guardians &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can again upgrade &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Magnificent versions with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highest stats &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ornamentation&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This Magnificent set &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has one final set of tasks &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete&lt;/del&gt;, some &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of which are extra challenging&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this final &lt;/del&gt;step that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;applies &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fabulous white glow &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each pi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Technically&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie didn’t lie about this. Players all got their packages and their armor was available &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all of its resplendent glory, but what they didn’t know was how awful &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stats on every piece &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor would be&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On average, Solstice armor stats sat anywhere from 20&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;30% weaker than high-tier armor, thus rendering it completely useless for endgame content. Like clockwork, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;community was appalled at this decision. Many had spent a great deal &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time, effort, and even money to acquire the exact looks they wanted from Solstice. To have that made so useless so quickly was a huge blow to mor&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With Monster Hunter World in particular, every update, event and addition has been given to players 100 percent free of charge and they’ve been implemented at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pace that Bungie can only dream &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matching&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What’s more, the game &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a massive success. It’s lead Capcom, a developer/publisher that’s been around since the days &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NES, into its single most profitable period &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;company’s entire history. With a contemporary example like that &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;market, it’s hard to see how anyone can defend the business choices Bungie continues to make with Destiny.&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No matter if playing a Titan, Hunter or Warlock, each subclass now comes with an additional Attunement within it adding some spectacular new powers. Take the Warlocks Dawnblade which now has Attunement of Grace allowing for a super that slams a flaming sword into the ground creating a super rift that does AoE damage&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is twice as large as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regular rift and grants both healing with empowering capabilities at the same &lt;/ins&gt;time. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s the ultimate team work class. Get to known &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new Attunements because they are more than fun -- they’re worth it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Getting these new Attunements isn’t easy, though&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as Guardians will have to collect Visions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Light an item that looks like a glowing blue feather that only drops from powerful enemies&lt;/ins&gt;. After &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enough have been collected&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a quest will appear guiding &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardian forward&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire Attunement doesn’t unlock right away either, Forsaken wants &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player to feel like they’ve earned being more powerful. Unlocking all the sub-classes won’t be done in a day and that’s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good thing&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;High-ranking Chieftains are nothing to sneeze at in Destiny &lt;/ins&gt;2 . &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the case of the Scorn Chieftains&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fallen undead captains have the ability to bolster the strength &lt;/ins&gt;of their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surrounding fleet of enemy ranks&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scorn Chieftains &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come equipped &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high-powered weapo&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For 3V3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the same principle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Teams spawn across from each other &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a way &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lets them easily choose &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;approach they want to take&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the opportunity to poke at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sides or go &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;guns blazing through the middle where &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large Vex pillar&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The best lesson that this strike &lt;/ins&gt;has to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer is to be prepared and to be prepared quickly because enemies will feel endless in The Hollowed Lair strike &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players will be unable to catch their breath as &lt;/ins&gt;they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;try to coordinate between various different attacks coming at them from all directions. It might take &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time or &lt;/ins&gt;two &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for players to get used to the energy exerted in this strike but once &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;footing&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beyond &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pace &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;amount of enemies present&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easier strikes they will f&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This might be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cheesiest tip in here&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but have fun&lt;/ins&gt;. Bungie has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made it a point to make Forsaken &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long, drawn out affair and wants players to enjoy Forsaken not blindly rush through it &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel like nothing was gained. There is so much to do &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see with Forsaken that anyone who is breezing through it &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a day saying that they saw nothing probably hasn’t seen it all&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Yes&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main story can be had &lt;/ins&gt;in a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but that’s &lt;/ins&gt;not the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hobby part of Forsaken that Bungie was pushing &lt;/ins&gt;that was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just the initial leap&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forsaken is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deep pool with so many secrets&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loot &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other things to be had it’s impossible to see &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all within &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;week&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie has wised up to how players tackled &lt;/ins&gt;[https://www.destiny2fans.com/ Destiny 2 PvP guide] and they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;want Guardians to &lt;/ins&gt;get &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most out &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their play &lt;/ins&gt;time. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whether playing intensely for hours on end day &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day or logging in &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just a few hours to an hour&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there&#039;s always something &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do&lt;/ins&gt;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a quest to be chased&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new piece of gear to be had or a mystery &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be solved. There is no shortage of what&#039;s in Forsaken and having only spent less &lt;/ins&gt;than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a day in it&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s clear that the Forsaken is only showing the tip of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;iceberg&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not all video game missions are made equally. Some are just naturally harder than others for a multitude of different reasons. Destiny 2 personifies this belief in that some strikes are mind-numbingly easy while others will leave fans pulling their hair &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;New expansion means new story, new story means new area and new area means new NPCs to give out fun stuff. Upon &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;initial Prison Break and Cayde’s death&lt;/ins&gt;, Guardians &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will immediately make &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Tangled Shore in tracking down the escapees. The leader of this tangled web is a wonderful Fallen NPC named Spider. Spider helps in getting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ball rolling in tracking down &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;big-bads &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seeking vengeance upon Uldren&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is extremely helpful in getting one’s Light Level up the easy way. Sure, he sells the resources needed &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now infuse gear into other gear&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but honestly that will cost &lt;/ins&gt;some &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;serious glimmer. If not wanting to farm glimmer while wasting time, instead start chipping away at those bounties he has available&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an easy first &lt;/ins&gt;step &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in getting solid legendary gear &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;won’t break the bank or ones will. This will see Guardians returning to areas familiar such as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;EDZ while heading into Lost Sectors &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hunt those who’ve broken out of Prison. These are not the main Wardens in the main quest but regular high-level enemies that upon killing will complete a bounty for good gear. The Bounties stick around for a week making it a solid initial jumping off point.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Thumos&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Unbroken is the boss &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 that exhibits &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sensitivity and emotional unpredictability &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Cancer&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He is also &#039;friend&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;oriented&#039; based on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allies he deploys in his boss bat&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players who are not &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fan &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;teamwork will absolutely hate The Corrupted strike&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The level on its own &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardest &lt;/ins&gt;in&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-game levels players will face anyway but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;added need to rely &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your teammates makes coordination between teams all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more imperat&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DouglasEldredge</name></author>
	</entry>
	<entry>
		<id>https://bioremediate.net/index.php?title=The_Best_Crucible_Maps_In_Destiny_2&amp;diff=2027&amp;oldid=prev</id>
		<title>KaliFerguson245 at 16:28, 3 March 2026</title>
		<link rel="alternate" type="text/html" href="https://bioremediate.net/index.php?title=The_Best_Crucible_Maps_In_Destiny_2&amp;diff=2027&amp;oldid=prev"/>
		<updated>2026-03-03T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:28, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Another map that seems just right &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;terms of size is Dead Cliffs. There are good corners and lines of sight here for some cheeky snipes that long&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range players can set up&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle pillar where heavy ammo spawns traditionally is a nice pressure point where teams will usually trade fire, as well as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actual cliffside ar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With Season 10 winding down&lt;/del&gt;, players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can obtain the remaining tiers in the season pass by purchasing them &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;silver&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If players are more than halfway through or encroaching upon the end&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;throwing away a couple of silver can finish up &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pass quickly and obtain the remaining rewards without any more grinding for fast EXP&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latter half of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;season pass includes ornaments for both the Exotic weapon Tommy&#039;s Matchbook as well as the Seventh Seraph armor sets, shotgun, and smg. Exotic engrams also drop during the latter half &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the pass&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so the chance to earn the rest of the current season&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exotics are pretty high with those engr&amp;lt;br&amp;gt;&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less than a month left in _Destiny &lt;/del&gt;2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ : Season &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Worthy, &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have a little time &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete any remaining objectives unique &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this season&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The season pass, as well as maxing out light level are two of the main objectives, &lt;/del&gt;but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are a few other things &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some modest rewards left to complete before Season 11 goes under &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Javelin-4 is definitely among the favorites of &lt;/del&gt;Destiny 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players. This map has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit of everything like Altar of Flame&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with roughly three different locations through which players can push &lt;/del&gt;depending on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their play style&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;indoor area has a ton of cover &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle zone is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect spot for both close to long-range may&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;During &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest **Halo Infinite ** reveal stream leading &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft’s Xbox Games Showcase &lt;/del&gt;, a new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;concept was brought forth to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Halo franchise&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It was made clear that Halo Infinite &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlike its predecessors&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would not simply be another chapter &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story, but a platform &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which all content for the foreseeable future would be bu&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Before the shift &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this platform expansion model&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new content in &lt;/del&gt;Destiny 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;usually felt a bit disconnected from the &quot;main&quot; narrative of the story. Each of the different non-mainline &lt;/del&gt;expansions&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, including Curse of Osiris, Black Armory ,  [https://Destiny2fans.com/ Https://Destiny2Fans.Com] etc&lt;/del&gt;., &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contained &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;own well-packaged story that was launched at the beginning of the season and then &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sometimes&lt;/del&gt;) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brought to a relative close near &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These days, that approach has changed. Seasons are no longer unique stories, but instead more like chapters in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;longer narrative. The conclusion of one season quite literally causes the events of the following sea&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Uldren Sov serves as a passable antagonist but ultimately suffers from a lack of interaction &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your Guardian. Outside of a handful of cutscenes from Destiny and a brief interaction at the start of &lt;/del&gt;Forsaken, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Uldren hasn’t had much impact on your story. Much of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;animus you’ll hold for him lies solely on whether you like Cayde&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It doesn&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t help that &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;random final boss appears out of nowhere &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rob Uldren of his spotlight&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Destiny &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2’s fourth expansion, &lt;/del&gt;Shadowkeep&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and its most recent seasons have &lt;/del&gt;kept the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;positive momentum going&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With the release of Shadowkeep, Guardians got to return to &lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Moon to take on nightmarish versions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many defeated foes. The main content additions also included two new strikes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one new Crucible map, two new-ish Crucible Maps and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Garden of Salvation&quot; raid&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadowkeep also brought with it &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reorganization of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crucible &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch of &quot;&lt;/del&gt;Armor 2.0.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prime example that comes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mind is The Black Armory from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Season &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forge&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; This &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something built up as offering players &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;special kind &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new weapon to chase via a new kind of public event&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Both &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these claims were true, but unfortunately the forge events wound up &lt;/del&gt;being &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overly grindy (&lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poorly balanced at first)&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons largely weren’t worth the effort&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Successive seasons have had similar struggles&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same degree and were largely successful&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Few maps are as iconic in terms of its middle arena as Altar of Flame. In 6v6 it&#039;s a pretty nice&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;linear map where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lines between &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two teams are easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;identify&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with three different push points available depending on how close or long-range players want &lt;/del&gt;to&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a fan of Halo-era &lt;/del&gt;Bungie and of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny in general&lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sucks having to point this out now that Bungie has finally shown some signs of passion &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Forsaken has all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hallmarks &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a product that’s had some real love and care put into it&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team behind it deserves all the praise and kudos &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’re currently enjoying for it. If it manages &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meet the sky-high expectations this past week’s reveal has no doubt inspired &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Destiny community&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then they’ll deserve even more. Forsaken and it’s team aren’t the issue here&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but rather Destiny in general &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specifically Bungie’s incessant need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squeeze its player base for all they’re worth. It &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be done better&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being done better by several others&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So what exactly is Bungie’s excuse for treating their fans like &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bunch &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simpletons with bottomless wallets? Do they even think they need one? Hopefully they’re not &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far-gone&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but since they’ve been employing these same practices for almost three years now and are now escalating even further, refuting such an impression is difficult &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;least&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Clocking &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at four-to&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five hours, Shadowkeep&#039;s campaign generally overstays its welcome despite such a short completion time&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign doesn&#039;t offer anything interesting in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way of revelations or mission design. Instead&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it spends most of its length tasking &lt;/ins&gt;players with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mindless busywork&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After that&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it ends on an interesting yet unsatisfying cliffhanger that likely won&#039;t be addressed until &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inevitable Destiny 3&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign never approaches &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;awful Dark Below or Curse &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Osiris &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a severe drop in quality from Forsaken.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Armor &lt;/ins&gt;2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.0, Bungie is fully embracing the RPG potential &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its franchise. New weapon and armor mods allow &lt;/ins&gt;players to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mess around with different elements and stats &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build a character that fits their play style&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can not only tweak little things like Resilience &lt;/ins&gt;but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also stats like how fast your abilities recharge. It&#039;s an exciting system &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hardcore &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will love tinkering with. It&#039;s also available for every player, regardless of whether or not you purchased Shadowkeep.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Crucible in &lt;/ins&gt;Destiny 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place that is both hated and loved&lt;/ins&gt;, depending on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who&#039;s asked&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ruling meta &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maps in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rotation pool are two of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main aspects that define whether or not players will keep on queuing into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Crucible. Sadly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while, PVP received no &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maps, until Into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Light&#039;s release&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cirrus Plaza&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Eventide Labs&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Dissonance are the three new maps players can hop into right now. And while maps have always looked amazing &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny 2 , &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real question is whether or not gameplay &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them is actually worthwh&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie&#039;s history with Destiny has been something akin &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whiplash. First they release a lackluster base game (Destiny&lt;/ins&gt;, Destiny 2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) and then they release two awful &lt;/ins&gt;expansions. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when players are at &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lowest, Bungie releases an enormous expansion &lt;/ins&gt;( &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Taken King , Forsaken &lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that fundamentally changes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&#039;s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high Bungie achieved last year &lt;/ins&gt;with Forsaken, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which ushered in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best mission design, sandbox activities and post&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launch content since The Taken King&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But can that streak continue? Destiny 2: Shadowkeep aims to build on Forsaken&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s success with a new campaign, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;restructured Armor system and more ways &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;earn loot&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Does Destiny 2: Shadowkeep scare up enough quality content, or should it have remain buried on the Moon?&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Destiny &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2: &lt;/ins&gt;Shadowkeep&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s greatest strength is what&#039;s &lt;/ins&gt;kept &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Destiny so popular all these years: &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blend &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shooting and looting remains as addictive and satisfying as ever&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if we&#039;re still firing at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same enemies we&#039;ve been fighting since 2014&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie has done a solid job altering and perfecting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formula over &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;years &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadowkeep represents &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next big step in its refinement, &lt;/ins&gt;Armor 2.0.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Let’s not mince words here, the Destiny community was in this exact situation three years ago in the months leading up the release of &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Taken King. It was &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be sold for a price of $40 and required &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;installation of all previous DLC, even though House &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wolves did not require &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dark Below&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players at the time were outraged at both the price tag and the need to purchase a DLC that &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seemingly only required because Bungie said so. One would think the developer would learn &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lesson from this, and they did; it was just the wrong one. We are now approaching the second year &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://www.destiny2fans.com/ Destiny 2 PvP guide] 2 and Bungie is showing us exactly what they’ve learned: that they can get away with it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Curse &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Osiris is almost universally panned as &lt;/ins&gt;being &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unworthy of players’ time &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;money. It isn’t required to play Warmind&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offers hardly any mechanical changes &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yet Bungie, without offering any explanation, says it will be required for Forsaken all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This would be bad enough by itself&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bungie isn’t content to stop there; no, they’ve decided that they need to milk their players even more than they already are, and they’re going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do it with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Annual Pass&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once the Majestic set has been fully completed&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Guardians can again upgrade their armor to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Magnificent versions with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highest stats and ornamentation. This Magnificent set also has one final set of tasks &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some of which are extra challenging. It is this final step that applies the fabulous white glow &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each pi&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Technically, &lt;/ins&gt;Bungie &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;didn’t lie about this. Players all got their packages &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their armor was available in all of its resplendent glory, but what they didn’t know was how awful the stats on every piece &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor would be. On average, Solstice armor stats sat anywhere from 20-30% weaker than high-tier armor&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thus rendering &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely useless &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;endgame content&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like clockwork, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;community was appalled at this decision. Many had spent a great deal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time, effort&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even money to acquire &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exact looks they wanted from Solstice. To have &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made so useless so quickly was a huge blow &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mor&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With Monster Hunter World &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;particular&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every update&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;event &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addition has been given &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players 100 percent free of charge and they’ve been implemented at a pace that Bungie &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only dream of matching&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What’s more, the game &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a massive success&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s lead Capcom, &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;developer/publisher that’s been around since the days &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the NES, into its single most profitable period in the company’s entire history. With a contemporary example like &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the market&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s hard &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see how anyone can defend &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;business choices Bungie continues to make with Destiny&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>KaliFerguson245</name></author>
	</entry>
	<entry>
		<id>https://bioremediate.net/index.php?title=The_Best_Crucible_Maps_In_Destiny_2&amp;diff=1516&amp;oldid=prev</id>
		<title>LeonaFunderburg: Created page with &quot;&lt;br&gt;Another map that seems just right in terms of size is Dead Cliffs. There are good corners and lines of sight here for some cheeky snipes that long-range players can set up. The middle pillar where heavy ammo spawns traditionally is a nice pressure point where teams will usually trade fire, as well as the actual cliffside ar&lt;br&gt;&lt;br&gt; &lt;br&gt;With Season 10 winding down, players can obtain the remaining tiers in the season pass by purchasing them with silver. If players are...&quot;</title>
		<link rel="alternate" type="text/html" href="https://bioremediate.net/index.php?title=The_Best_Crucible_Maps_In_Destiny_2&amp;diff=1516&amp;oldid=prev"/>
		<updated>2026-03-03T15:46:56Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;br&amp;gt;Another map that seems just right in terms of size is Dead Cliffs. There are good corners and lines of sight here for some cheeky snipes that long-range players can set up. The middle pillar where heavy ammo spawns traditionally is a nice pressure point where teams will usually trade fire, as well as the actual cliffside ar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With Season 10 winding down, players can obtain the remaining tiers in the season pass by purchasing them with silver. If players are...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Another map that seems just right in terms of size is Dead Cliffs. There are good corners and lines of sight here for some cheeky snipes that long-range players can set up. The middle pillar where heavy ammo spawns traditionally is a nice pressure point where teams will usually trade fire, as well as the actual cliffside ar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With Season 10 winding down, players can obtain the remaining tiers in the season pass by purchasing them with silver. If players are more than halfway through or encroaching upon the end, throwing away a couple of silver can finish up the pass quickly and obtain the remaining rewards without any more grinding for fast EXP. The latter half of the season pass includes ornaments for both the Exotic weapon Tommy&amp;#039;s Matchbook as well as the Seventh Seraph armor sets, shotgun, and smg. Exotic engrams also drop during the latter half of the pass, so the chance to earn the rest of the current season&amp;#039;s exotics are pretty high with those engr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With less than a month left in _Destiny 2 _ : Season of the Worthy, players have a little time to complete any remaining objectives unique to this season. The season pass, as well as maxing out light level are two of the main objectives, but there are a few other things that offer players some modest rewards left to complete before Season 11 goes under &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Javelin-4 is definitely among the favorites of Destiny 2 players. This map has a bit of everything like Altar of Flame, with roughly three different locations through which players can push depending on their play style. The indoor area has a ton of cover and the middle zone is the perfect spot for both close to long-range may&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;During the latest **Halo Infinite ** reveal stream leading the Microsoft’s Xbox Games Showcase , a new concept was brought forth to the Halo franchise. It was made clear that Halo Infinite , unlike its predecessors, would not simply be another chapter in the story, but a platform on which all content for the foreseeable future would be bu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Before the shift to this platform expansion model, new content in Destiny 2 usually felt a bit disconnected from the &amp;quot;main&amp;quot; narrative of the story. Each of the different non-mainline expansions, including Curse of Osiris, Black Armory ,  [https://Destiny2fans.com/ Https://Destiny2Fans.Com] etc., contained their own well-packaged story that was launched at the beginning of the season and then (sometimes) brought to a relative close near the end. These days, that approach has changed. Seasons are no longer unique stories, but instead more like chapters in a longer narrative. The conclusion of one season quite literally causes the events of the following sea&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Uldren Sov serves as a passable antagonist but ultimately suffers from a lack of interaction with your Guardian. Outside of a handful of cutscenes from Destiny and a brief interaction at the start of Forsaken, Uldren hasn’t had much impact on your story. Much of the animus you’ll hold for him lies solely on whether you like Cayde-6. It doesn&amp;#039;t help that a random final boss appears out of nowhere to rob Uldren of his spotlight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Destiny 2’s fourth expansion, Shadowkeep, and its most recent seasons have kept the positive momentum going. With the release of Shadowkeep, Guardians got to return to The Moon to take on nightmarish versions of many defeated foes. The main content additions also included two new strikes, one new Crucible map, two new-ish Crucible Maps and the &amp;quot;Garden of Salvation&amp;quot; raid. Shadowkeep also brought with it the reorganization of the Crucible and the launch of &amp;quot;Armor 2.0.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The prime example that comes to mind is The Black Armory from the &amp;quot;Season of the Forge.&amp;quot; This was something built up as offering players a special kind of new weapon to chase via a new kind of public event. Both of these claims were true, but unfortunately the forge events wound up being overly grindy (and poorly balanced at first), and the weapons largely weren’t worth the effort. Successive seasons have had similar struggles, but not to the same degree and were largely successful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Few maps are as iconic in terms of its middle arena as Altar of Flame. In 6v6 it&amp;#039;s a pretty nice, linear map where the lines between the two teams are easy to identify, with three different push points available depending on how close or long-range players want to&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a fan of Halo-era Bungie and of Destiny in general, it sucks having to point this out now that Bungie has finally shown some signs of passion for Destiny. Forsaken has all the hallmarks of a product that’s had some real love and care put into it, and the team behind it deserves all the praise and kudos that they’re currently enjoying for it. If it manages to meet the sky-high expectations this past week’s reveal has no doubt inspired in the Destiny community, then they’ll deserve even more. Forsaken and it’s team aren’t the issue here, but rather Destiny in general and specifically Bungie’s incessant need to squeeze its player base for all they’re worth. It can be done better. It is being done better by several others. So what exactly is Bungie’s excuse for treating their fans like a bunch of simpletons with bottomless wallets? Do they even think they need one? Hopefully they’re not that far-gone, but since they’ve been employing these same practices for almost three years now and are now escalating even further, refuting such an impression is difficult to say the least.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LeonaFunderburg</name></author>
	</entry>
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