

As a Warlock main, my main keyword is Devour, which regenerates health on kills. Rather than a completely new system, this is a rework of Void ability trees to match last year's Stasis abilities, using Aspects and Fragments to create heavily customisable builds around a handful of Void-specific keywords. Inevitably my run through the Legendary campaign ended in me heavily investing in the new Void 3.0 subclasses. Instead, you've got incredible freedom in the construction of your loadout, even if you're tackling its missions solo.
#Witch queen destiny 2 mods
Nor does it use Champions, which require specific seasonal mods to stun. The Legendary campaign doesn't feature the Match Game modifier, which makes shields resistant to non-matching elemental weapons.

It's the missing piece of a game that, until now, has oscillated between brainless shooting-fun enough in its own right-and cooperative endgame activities that force optimising loadouts across an entire fireteam. More than just a fun challenge, the Legendary campaign is a promising sign about Bungie's current thinking about difficulty. That creates varied range considerations, and forces you to clear any surrounding, lesser enemies, leaving the big, deadly target until you can be sure you can safely secure the kill. But you can't just take them out: they'll respawn after they're killed unless you perform a melee finisher on their Ghosts. These Light-wielding minibosses are armed with variations of your own powers, making them incredibly deadly. There's also some added tactical complexity thanks to the new enemy type, the Lucent Hive. The Legendary campaign is a promising sign about Bungie's current thinking about difficulty. It gives the complexity of the many ability systems, weapon perks and mods a chance to shine. Plenty of harder encounters forced me to engage with Destiny 2's buildcrafting in a way that's rarely the case outside of the hardest endgame activities. It feels well tuned for anyone with a decently filled Vault and a working knowledge of armour mods. But I played on Legendary-a new difficulty mode that hard caps your power level below the mission requirement, and adds new modifiers and challenge elements. I've heard that, on normal difficulty, The Witch Queen's campaign is no pushover. That's always been one of Destiny 2's great strengths, and the campaign's encounter design capitalises on it well. Finally, Bungie is making good use of the fact Lance Reddick voices one of the game's main characters. But here, the work spent making Savathûn feel like a threat over the last year-and-a-bit of seasonal stories has really paid off, and the twists along the way feel appropriately big and dramatic. Beyond Light introduced and dispatched its main antagonist with little fanfare, and rushed through major beats with little chance to stop and consider what they meant. Shadowkeep was a couple of cool moments bookending a mess of rituals and macguffins. My advice? Read the Books of Sorrow, jump in, and accept that at a certain point you're just along for the ride.Īs a longtime player, I'm used to feeling let down by the delivery of Destiny's story.

While the campaign does a decent job of highlighting key mechanics, there's no clean way into its story or the overarching rhythm of its endgame. The Witch Queen does little to solve this problem. The quest system works when you've got history with the game, but it does a poor job of pointing you at what you should be doing and why. Destiny 2's new player experience is already pretty bad-in part a result of Bungie's decision to remove older campaigns. Hive mindĪs a result, I suspect it will be baffling to new players. Now, though, it feels like Bungie is embracing its more outlandish sci-fi concepts, putting them front and centre as they build towards the final confrontation between Light and Dark. Destiny's lore has always been batshit, but you wouldn't necessarily know it from playing the game.
