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The Raid That Changed Everything Forever - Destiny

Jun 10, 2021
Let me tell you a story about Destiny that you may or may not be familiar with. One of identity and development. 2014 was a different time in gaming and

destiny

had

changed

many different paths, such as a full story game, a full MMO RPG, and even a fantasy adventure with this giant toad. The trailers would tell you a different story than the one we would receive. The words of Kotaku's Jason Schier: "In the summer of 2013, months before they were supposed to release their next video game, game developers at Bungie panicked." A year before Destiny launched, Bungie's leadership didn't want a linear story, they wanted it open and flexible.
the raid that changed everything forever   destiny
Yet another change to what Destiny was supposed to be. At the time, this was nothing short of a bad decision for everyone and is why they would not only scrap head writer Joe Staten's story, but it would also explain why the game was a small part of the encounter with each faction in place of a great image of what was to come. Fans of what was shaping up to be Destiny were disappointed after rumors of a story rescuing the exo Rasputin across planets and moons, ultimately concluding that a strange ship orbiting Saturn called the Dreadnaught simply wasn't going to be around anymore. be a reality.
the raid that changed everything forever   destiny

More Interesting Facts About,

the raid that changed everything forever destiny...

That blue alien in the slums of Earth also disappeared, now he is the brother of the blue alien queen. This year was a confusing and confusing story, but with some saving graces in the leveling system (for me), exotics, pvp, the overall feel of the game, but most of all, the

raid

content! We've talked about the Vault of Glass and Crotas End, but now I want to focus on what was supposed to end the original vision, the battleship, the place where in the original version we were going to rescue Rasputin from the Hive, raising him. and out of the clutches of our enemy, but this time, in a completely new direction, a more focused direction and a whole year after the release of Destiny, this was going to be the place where a king would fall. *Video introduction cinematic* Some images in this video are from community players.
the raid that changed everything forever   destiny
There will be links in the description of this video, as well as the music too! In this expansion, the Taken King introduced

raid

s, crucible maps, exotic items, a revamped leveling system, a coherent story that sees us fighting a new taken war, this time against the god of the hive, the dreadnought of Oryx. We've covered the story in a previous video, but here's the short version. Oryx gets angry because we killed his son Crota, Oryx booms Awakened, Oryx takes over Phobos and turns the enemies into Taken, we steal Cayde's stealth disk and greet the master chief, we go to the portal, but we are not ascendants , We fight the cabal that was absorbed by this, we sneak to Crota's tomb, we fight Oryx, Oryx does not die.
the raid that changed everything forever   destiny
Instead, Oryx absorbed the taken essence and was clearly even stronger than before, he laughs at us and teleports away. Of course, this led to us getting the swords, the black hammer, and lack of time to explain, as well as a host of exotic quest weapons and many legendaries that would become staples like the hung jury, star tread, a year 2 imago loop, and... Wait... the raid came out on September 18, 2015. That's just 3 days after the DLC was released and if you were a player back then, you would also know that this Dlc marked the first time Bungie used a gun. retreat, clear the gjallarhorn and many other exotics as well as legendaries, even so they were not allowed to level up in year 2.
Not to mention that the infusion was a calculated process and would merge between your weapon level and a higher weapon , so if you had a 270 weapon and a 280 weapon, the light level after infusion would be around 275. Infusion calculators would be your only real friend here. So a full dlc, new leveling, weapons and armor removal, and a new enemy in three days, no one had time to get exotic quests, the secret exotics weren't out yet and the sandbox had completely

changed

since the year 1. With all that said, let me introduce you to the raid that changed Destiny

forever

: Kings Fall! *intro* The day is September 18, 2015 at 10 a.m. m.
PDT and the raid begins with many teams excited to participate, as this was going to be the pinnacle for the renaissance of Destiny content. Rumors began to circulate about how big this raid was going to be, and Bungie even released a trailer to summarize its size. This raid will be true in almost every way possible and I want to try to do my best to bring you back into that space and give you an idea of ​​the teams competing and familiarize yourself with some of the names. Math Class, The Rare Drop Crew, The Legend Himself Clan, Team Invigorate and More!
Redeem hadn't fully established itself in this race yet, so it was still a while away from getting here, but that being said, these were their main competitors on day 1 and at 10am. The raid was to end with most of the teams prepared. Entering a suitable level! You see, the raid was launched with a power of 290, but most of the teams ready to do it were around the light 290-297, this was because they worked hard in the following days, either through a new system from legendary brands to legendary items from vendors or if it was just through farm strikes and legendary drops that occurred naturally, all of these loadouts were loaded and ready to go, but like I said, the new weapon meta changed from year 1, so which Gjallarhorn was not allowed, but new supers were allowed.
Play as Tether, which was the first real debuff in Destiny that I know of, and the Sunbreaker Titan with the ability to use melting point to build up a big buff. These skills would become key in the game and remain essential today! With all of that out of the way, I want to officially introduce you to the first ever Kings Fall World Race, the raid that changed Destiny

forever

! Okay, so are we here yet? The place where the court of oryx would be held and the place that would become Slamdunk Town, or its real name, the hall of souls, the place where the teams would have to coordinate to get the raid underway.
Again, like Crota's End, this was a familiar area, but with no matchmaking for random players to help you out, something unique only to the Vault of Glass. However, I appreciate that they made a family area as the entrance to the raid. One thing you would have to do here is split your teams into 2-2-2, where 4 players total would go to the left and right sides to grab a relic or open doors for the relic holder, just watch out for the phalanxes captured. One thing to note here and an important one is that at first nothing was a captured enemy, but once you grabbed the relic it was show time.
Furthermore, the enemies were light level 42, while you remained at level 40, making the difficulty increase noticeably even on day 1. So, once the two relic holders, accompanied by the clear announcement and the door opener returned to the middle, the mechanic It was to make them sink the charges, but at the same time, quite simple, but something that could be forgotten if you didn't pay attention! Once the teams were finally done, it was time to jump into that portal from Oryx's court and enter the actual raid! *clip* I don't normally include jumping puzzles as encounters, but considering how long and stressful this encounter was, I feel like it's necessary.
So after jumping on these cool looking lamps and crossing, you had to jump onto the boats. This was as simple as jumping from one to the other, but there were three obstacles in your way. The first was that Destiny 1 didn't have a cloak, so if you got close you still couldn't grab a ledge. The second was the conundrum of which ship to jump to and where, especially that big ship that jumped late. The third was your character's load, you better have maximum agility or this would take a long time. For these teams, this would take 20-30 minutes on average to clear, but for most players on day 1, this would take longer.
The sheer size and scale of what this raid was going to offer was already on display as this room was gigantic and now has some really fast tech *clip to swipe if possible* now, just pick up your secret chest and shards calcified. For the touch of malice and that's it! Alright, this encounter, totems, ummm, I don't know how to feel about this one, standing on plates and shooting, I guess? No, I'll go into detail about this a little more. So, 2 players go left and 2 go right, while 2 stay in the middle clearing ads. One player will have a buff on each side called Mark of the Unraveler which will give you a timer and you will need to stand underneath it and defend the totems on each side.
Once those 30 seconds pass, the buff is given to another player within your aura and then the person who previously had the timer will now have the buff, the power of the death chanters. This means they have to trade places with the person in the middle to do some ABSOLUTELY BRAIN-BREAKING MECHANICS, STANDING ON A PLATE! Now, do this about 10 times in total. The difficulty of this encounter came from a few sword knights, a boomer knight at the top of each upgrade trade, and your patience in the upgrade trade because if you left too soon, your entire team was screwed.
As far as I know, Team Raredrop was in the lead here and beat this encounter in a very short 11 minutes, securing them a good lead for our next encounter and first boss fight, the Warpriest! 48 minutes into the Kings Fall raid and Team Rare Drop he's at Warpreist, a boss who is nothing less than a cross between a knight and a shark with some sort of overall ranking represented by the cloth he wears. The War Priest had some nuances and introduced some mechanics to the

destiny

. Number 1, plates… *long pause* Number 2, adept acolytes. Killing these adepts before a normal acolyte would cause the acolyte to turn them all into mini ogres, and trust me, you didn't want to do that!
The fight simply began by placing himself on all the plates and dividing his team into 2-2-2 again. Once you've finished clearing all the ads, ending with a sword knight on each side, Warpreist would introduce our next new mechanic, the glyph sequence. Warpreist illuminated each glyph in a certain order and you had to follow that order with the final glyph giving the player who was on the last plate the mark of the initiate. This aura allowed everyone inside to hurt the war priest, but if you stayed outside of it, the boss was immune. The key to this aura was to refresh it by removing ads.
So, let the timer run out and then eliminate an ad in the pot. If you don't do this, your DPS phase will end early and kill the person with the mark. Assuming all goes well or not, the warpriest will unleash the power of the taken orb into the room and kill anyone not standing behind the shadow of one of the glyphs. Once this is done, the glyph will be completely burned and will not allow you to use cover again. Once the warpriest was below one-third of his health, he spawned captured enemies. I loved this as it allowed bosses to seemingly have multiple damage phases with new mechanics implemented and as far as I know this is something only done in Kings Fall per encounter!
Teams were stuck on it for much longer because it wasn't leveled well or they didn't understand the mechanics. This is another thing the former two-time world first team told me, that many teams came in with shotguns expecting them to be deadly for this raid, since the shotguns were polished, so no snipers came prepared. A fatal mistake that would cost most teams on day 1 as the Warpreist was a very long range encounter! One thing I want to mention about this raid if I haven't made it clear at this point is that the stakes were the highest of any Destiny raid, with the largest number of players playing during the Taken King and this year, the players knew what.
Raids could offer, what they could grant to players. I also want to say that it's hard to find footage and that's because there's a strategy in that too, having feeds from other teams, getting inside information, not revealing your strategy, this is all in the name of being first and it's not. bad approach, I mean, Datto in Last Wish muted his stream during the jump so they could figure it out and even during the most recent Division 2 raid, the world's first team played muted the entire time, proving that there is always a viable option for the teams that want to take it.
However, not to get too far off, it was time to say a prayer and finish off this priest for Team Raredrop in just under 50 minutes! *clip* Welcome to the beginning of the curveactual difficulty of the raid, the ma... *clip of falling into hole* no, once past this maze for some extra loot and a Calcified Shard, it was time for one of my favorite bosses of all. It's time, Golgoroth! *clip* Golgoroth, emerging from the water like a spider and with spider legs strapped to his back, would take Team Raredrop an hour and 15 minutes with most of the teams in the race still stuck in Warpriest and struggling to understand the mechanics of the glyphs.
So let's quickly review how this boss worked. Golgoroth had two weak points, one on his chest and one on his back. Above him are six smelly balls of darkness, each of which, if knocked down, will produce a small puddle of goo on the floor of his arena, greatly increasing the damage dealt to him. Golgoroth will kill any Guardian that jumps to take advantage of that, unless another player takes Gaze from him. Catching his gaze is as simple or as difficult as shooting him in the back, which will cause him to turn his attention to the player shooting him and change from a death ray to poison orbs similar to those of a possessed Centurion.
The player who has drawn his attention should not seek cover or break Golgoroth's line of sight at this point, but instead stand his ground and fire the projectiles, thus keeping his gaze. A red death to health used to be the best option here! Golgoroth's attention will be focused on that player for a short period of time, indicated by a timer called the Golgoroth Gaze. During that time, the remaining players are free to knock down a bubble, enter the pit, and shoot Golgoroth's chest without any attention or stomping from the boss. Once the gaze timer runs out, a second player on the opposite side of the area must capture his gaze, to keep the arena attackers safe;
This will cause Golgoroth to turn around, so another bubble will need to be shot down and the attackers move to the new group to continue attacking. This transfer can be performed six times, after which there are no more bubbles left and the attackers must leave the arena. Or... just ignore the rest of the balls and destroy Golgoroth with some damage, failing to catch the look, but managing to damage him. When Golgoroth has 35-40% health left, Taken will appear instead of Hive, making Golgoroth harder to kill. This is something you don't want to happen, as the capture will flood the background during damage and make it difficult to deal with

everything

else, but a tether and a storm caller to clear the ads made this very doable.
One thing I loved about this fight, much like Warpreist, is that these bosses are no pushovers, they felt alive and would kill you almost instantly if you got into their line of sight, which made victory over them! would feel much better! But now, Golgoroth was going to suffer the same fate as Warpreist *clip*. Welcome to phew... *demonetization logo* the fun walls, yeah, let's go with that! This is the best place to play with your friends, grab some Calcified Shards for a touch of malice, and move on to the rest of the raid. There are a few ways to do this area.
Now you can do it the simple way, stand on plates, raise the area, jump, stand and wait, but if you do it that way you're probably not a gamer and I'm a gamer so I do it this way * clip* Sword wall skating is really your best friend to get across here and get your chest out, but wait THERE'S MORE! How about a secret Oryx basketball court that the community went crazy searching and trying to find more with Slayerage spending hours alone in this room? The code to enter was to approach these 6 lights in a certain order and then platforms would appear so you could enter there.
Once inside, just relax and chat with your friends. Now that you were done jammin', the raid could resume and the competing teams were about to face their next big challenge: the twin sisters! This is the last room and this room contains the two Deathsingers, sisters of Crota and daughters of Oryx protected by force fields on elevated platforms. Elsewhere in the room are four energy plates on pedestals, which players can activate to cause semi-transparent platforms to appear in the air. Team Raredrop was still ahead of all the other teams, they would have to do this extremely quickly to stay ahead as Golgoroth was a little less stressful for teams that didn't level up snipers!
Back in the room, floating high above one of the platforms is a spark of light. Upon climbing onto any of these platforms, enemies will appear and one of the Deathsingers will begin casting a spell, which will wipe the team after one minute. A random player will be "split between dimensions", distorting their vision and making it appear translucent to other players. This player is the only one who can jump the floating platforms summoned by the power plates. To create a path to the spark, the platforms must be activated in a counterclockwise sequence, starting from the one immediately after the spark and moving across the room to the one immediately preceding it.
The torn player must reach the spark, jump to the platform containing the Deathsinger who is not casting the spell, and use the spark (holding square or X) to steal the Deathsinger's protective aura. This will leave the Deathsinger unprotected, allowing the team to damage him and protecting any Guardians near the Cleansing Spell Thief. After casting the cleansing spell, the aura will return to its rightful owner. The cycle will then repeat with the other Deathsinger casting the spell and sparking it in a different location. So, assuming you killed the first sister and then stayed inside the aura to protect your eyes from the bright white light, the other Deathsinger must die in consecutive cycles.
Once one dies, his aura will disappear and players will not be able to protect themselves from the next cleansing spell except by killing the remaining one before the time expires. The same rules apply in this fight as before, but this was not easy with enemies at level 42 and slapping you, as well as vandals captured by snipers shooting at you from afar. *sweat clips, clyde, evan, raredrop* Once this is done, enjoy your materials and prepare for the reveal. *rare drop oryx clip* Meet Oryx the Taken King, the end of this raid and one of the most memorable final raid moments in a video game.
You could say this was a fight of pure mechanics and I agree. You could say that this boss only had one set path to kill and couldn't minimize it, something I'm normally against and would agree with, but one thing I think we can all agree on is that Oryx was a finale. who was worth your time and deserving of his mechanical knowledge. Speaking of those mechanics, let's quickly go over them *FAST* Oryx appears when a player approaches the spark. After players kill the enemies that appeared near the front of the arena, Oryx will approach one of the platforms and hit it.
This will create a speck of light on that platform, and four special enemies called Light-Devouring Ogres will emerge from the ground, one near each platform. A player must claim the spark and split between dimensions, like in the Deathsingers encounter. His role is to navigate the summoned platforms and reach the spark hanging above their heads. At the same time, four other players must summon the platforms that the torn player needs. As before, platforms must be activated in a counterclockwise sequence starting from the platform the speck appeared on. However, all four activators must also kill the ogre near its platform, and be sure to do so away from the path that runs through the center of the area.
This is because each ogre will drop a sphere of Corrupted Light when he dies, and players must avoid approaching it until the appropriate time. The remaining player can "hover", killing the remaining enemies and helping the activators kill ogres. When the Torn player reaches the top spark and claims it, a tomb will fly across the arena and deliver a special Knight called the Vessel of Oryx, which will race down the center path. The torn player must jump to intercept it and then hold Square or X, depending on the console, to discharge the spark and steal the knight's aura.
A good strategy here was to have weapons and a blessing of light in the middle to take out your teammates' ogres. Once the knight's aura has been stolen and the ship has been prevented from passing, stealing the Knight's aura makes him vulnerable to all players and also offers protection from damage to all players who are near the player who stole the aura. At this point, all players must converge towards the Oryx Vessel and kill it as quickly as possible. It is recommended that this be done near the center of the arena, to avoid the Corrupted Light spheres.
Once the Vessel of Oryx is killed, Oryx prepares to use his ultimate attack by opening his chest, emitting a bright white light. Each player must unload as much firepower as possible into Oryx's chest, aiming for the center of the glowing area to ensure they hit the vulnerable spot. With enough damage, Oryx will stagger. (If the damage is insufficient, the squad will clean up.) The corrupted spheres of light dropped by ogres can now be used. Four players must each run towards a sphere and stay close to it for about five seconds, until a message appears acknowledging this, and then run back to the aura carried by the torn player to be protected from the detonation of the Corrupted Light.
You can also wait and do this with 8 orbs total or even 16 orbs at a time. If you blow them up by 4, the detonation will deal a significant amount of damage to Oryx. Any remaining normal enemies will die and Oryx will flinch and fall off the side of the area. Oryx will stand up at the end of the arena and begin shooting at all players at once, as indicated by white circles appearing at their positions and then exploding. This can be countered by running through the sand. Soon, the bombing will stop. When Oryx is below 50% health, he will no longer perform the bombardment attack after the corrupted lights are detonated and will instead create a bubble of darkness at one end of the arena, and one by one, each member of the fire team will be teleported to it.
Inside the bubble is a small arena with a misty perimeter and a Shadow of Oryx like in the final mission of the Taken King story. The guardian's health does not recharge while he is inside the bubble. Guardians who have not yet teleported to the bubble can help those who have by killing the other enemies in the arena, who will try to enter the bubble and interfere with the fight. If the echo is defeated within one minute, the arena will dissolve and players will return to the main encounter. Simply take out three coins after killing him. *normal* after Oryx reaches 1% health he will do what is considered the first finishing stand in destiny history and get up for the kill *clip if possible* The teams had caught up at this point and The stakes were high with the knowledge that Oryx would be the final boss of the raid.
However, other racing teams did not have as much time as Raredrop and the team of ProfessorBroman, King Gothalion, TeaWrex, Falling Cow or Gunny, Charriona or Char and Rebelize had dethroned the king. Oryx fell in 2 hours and 23 minutes and with a final raid time of 6 hours, 38 minutes and 52 seconds they were easily the victors of the raid with many teams still stuck on Oryx for hours. My experience with Oryx was that it was very difficult. Enemies hit like bricks, Destiny's complicated mechanics at the time, and relentless kills made the hero moments in the raid non-existent for the first time.
A kill was not only costly, but devastating in this encounter, as plates needed to be conserved, ogres killed, and oryx damage and plagues avoided. Overall, this raid was a masterpiece and Hopefully, for the reasons I've stated so far, you'll be led to believe that this one changed Destiny forever and was worth calling a fan favorite, even if it wasn't my personal favorite. What I described only took into account day 1 and the normal raid, but what about the other aspects of this raid? What do you want me to say about the loot? What is the best part of the raid?
Well no no, the loot was in almost every way a downgrade from the previous two raids with the emphasis in this new year of Destiny focusing on a balanced sandbox with the raid having options, but not THE only option like the last year. You have to remember that this is coming from a single meta year with Vault of Glass's Fatebringer, Crota's Black Hammer, and RNG's Gjallarhorn or Xur as the only 3 weapons used, so Bungie really put the brakes on the weapons here. , for better or worse, you decide. However, one thing I respect about all of these weapons is that they all come with the advantageintrinsic Cocoon or the auto-loading sleeve as gamers know them now.
This meant that putting away weapons caused them to automatically reload after a short period of time and light will, causing these weapons to deal more damage to captured enemies. Merin's Strike was a standout pulse rifle as it had firefly to pop some heads and life support to heal you when you were low, plus it was very stable with the unique range that all the weapons had. The other standouts were the Defiance of Yasmin sniper rifle for its short-range PVP scope and the Qullim's Terminus machine gun for its large magazine, slow fire rate, high impact, and of course the cocoon perk that allows you to not deal with long distance. recharge times.
The rest of the weapons were okay at best, but had better options outside of the raid. I do want to point out that the gear looked absolutely tremendous, though, with all the intrinsic raid perks and some non-raid perks as well, making it feel like a great armor set all around to me. The helmet came with the Take That perk, which meant that the brb pickups created the chance to grant temporary additional precision damage to Taken. The gauntlets came with the Buddy system, which meant there was faster weapon reloading while in an Aura. The chest came with the blessing of the ancient gods, which increased the armor while carrying the relic of the Fall of the King.
The legs came with Run for Your Life, which increased agility while split between dimensions and the class item was just cosmetic... Typical. These were great for the raid with some durable ones outside of the raid like the helmets, but one thing I want to emphasize is that with this raid came a currency called Molding Shards that you probably got instead of loot half the time. 2 of these could, and most likely will, drop from encounters or chests in the raid and 20 of them dropped would give you an additional reward for launching oryx into space. Trust me, you were going to need to get familiar with these.
Another thing to note here was that there were no legendary adept primaries here, which still do not exist to this day, but are expected to return in the near future. Finally, there was a ship for something we'll see later, and that annoying ghost shell that NO ONE could let go of the totems. Seriously, it was annoying to get this thing! However, the loot in this raid as a whole was definitely a downgrade from before and I just want to say that this was another way this raid was a big change from

everything

else, this time maybe for the worse.
I also want to point out that this loot fight was really difficult to level up since this ghost shell was one of the two things that prevented most players from reaching full light in year 2 and the reason why We run Kings Fall every week. This is something I'll touch on later in the video, but yeah, aside from some cosmetics, some more calcified shards, and, ohhh, yeah, the hint of malice mission steps up to this point, that was the loot! One thing I found particularly fun with Oryx was that you couldn't kill him the first time with the best weapon to kill him, the touch of malice, and instead you had to rely on what you had, especially for the day 1 raid teams that!
I didn't have any of the exotics we already made videos about! Anyway, that's your Kings Fall loot, but now we should talk about how this raid went the extra mile with its challenge and what the hard mode version looked like, come on! Hard mode came with some very interesting changes that definitely took the hard mode formula beyond just a few more enemies and one or two additional mechanics to the entire raid. It seemed like this raid was meant to be created for hard mode and then removed for normal raid, which is actually exactly what Bungie did and would be the reason they would stop making hard modes later (bring them back) !
Let's start with the Warpreist which came with the changes that every time a totem fell this boss gained a new attack with the left pillar giving him centurion orbs, the center giving him taken hobgoblin orbs and the right side giving him taken captain attacks. , meaning you didn't want to allow this boss to execute all 3 attack phases. I love this, it makes these bosses feel alive, multiple phases is exactly why we play anyway and this was executed perfectly for this boss! Golgoroth also had a change, but this one was more fun than anything else, with one player in the pit becoming a cursed slave during damage and must stay away from the rest of the team or they'll all be killed in the pit.
Simple, but still very fun. The daughters didn't really have any notable changes, but Oryx definitely did with the light eaters that now appear after killing the ogres on each plate *chewing sound* which creates another challenge and management! Ads were also much harder, there was no way to revive outside of self resolution and it really just meant a complete elimination at least for Oryx if no one could stay alive as it was a very long fight. Heroic left at 10am. PDT on October 23rd and the recommended light was the previous limit of 300 at the time, with the Oryx encounter being a light of 320.
Team Forever LivE ends up winning the world's first on Hard mode in just 90 minutes as, Well, this is like a speed race where you learn a few new mechanics here and there as you go! This would also be the raid where redeemers would come in second and begin their journey towards world firsts as well! Hard mode wasn't the only thing added here, as in the following weeks, challenge modes were released with a Calcified Shard and some additional loot, as well as an emblem for completing each one as a reward. The Warpreist challenge was as simple as a new person having to hold the aura each time, but if you were going through a phase, that was never a problem *snip if possible fail* Golgoroth had all the players holding the gaze, which It sounds cool, but it actually ended up being the same, but then the players were running in circles and it took a little longer.
The Oryx challenge really became the way to do oryx as 16 plagues had to be detonated at once for this and for many players including myself I got faster yes more shades of oryx but that meant plus three coins to exploit for exotics, less. running around the room, and at the same time to kill. Oryx dropped the Agonarch Karve ship which was a very clean looking ship and would see a return of sorts as the Worm Ship Whisper in Destiny 2. A fantastic final reward for what would be a raid ride and yes it would come. Return to the Iron Age heyday of triumph with beastly-looking armor, but the same challenges as before, just with exotic variants and new level caps.
A great way to wrap this and all the other raids into a nice arc to end Destiny 1. So now that we've animated this raid and been as objective as possible, let's talk about my criticisms of this raid and why. It's both a great raid that changed the game for the better and at the same time a downgrade that changed some aspects for the worse. Now I want to emphasize something about this raid that many may have felt back then and why I can't call this raid my favorite, it wasn't even the only raid for a long time, a whole year in fact, the only year Bungie had done this up to this point in the game.
Kings Fall suffered from the loot issue and was the only way to max level with the ghost and artifact drops were exclusive to this raid, something the trials didn't even have! When I say it took me months and months to reach max level because a ghost wouldn't drop, I mean it, which normally I wouldn't have a problem with, if the encounter they dropped in wasn't the most boring encounter in the raid, totems. . See, Vault of Glass had the usual 29 problem, but at least I was able to earn my loot in that entire raid, this one coming from the worst encounter of the raid, something Crown of Sorrows players would even find boring nowadays!
Another issue I have with this raid is the focus on mechanics and not allowing for any hero moments at all. Look, I don't completely hate the way this was handled, but it takes the fun out of it and it was definitely a great response. To challenge players to make Crota look like a baby who lost his pacifier and make Atheon the smelliest cheese ever! Of course, challenge players still found a way, but the mechanics of this raid are very difficult at times and no encounter is worse than the final encounter, Oryx. When I say this boss is so mechanically stale after the first few times, believe me.
It's boring when every player, regardless of their skill level, has to take on this boss in exactly the same way, at exactly the same time, it doesn't add that skill curve that video games should always wish they had. We went from a boss that could be kicked off the map, to a boss that only one player could damage, and now to a boss that we all have to read a book to put to sleep. Oryx may look cool and the spectacle may be amazing, but this gets very boring after a while. This doesn't even include the plate mechanic that this entire raid is famous for.
Totems, plates, Warpreist, plates, Sisters plates, oryx, plates, heck even the jumping puzzles have plates involved! I am convinced that Bungie has a veneer warehouse and is selling us these mechanics to market fine china. Finally, the dimension splitting mechanic is great: for one player, everyone else just sits back and does nothing. Really fun time for this player, everyone else, just sit down and sleep. Look, it's starting to sound like I hate this raid and I don't at all, it's just that this was the only raid for a year and when you play an activity that's supposed to repeat every week, these cracks in the design start to show. .
These wouldn't be a big deal either if this raid wasn't boasted as the greatest masterpiece Destiny has ever seen when I can think of two raids in my mind that rank above it, but I have to respect how much this raid changed Destiny and attracted brought so many people into the game while also satisfying those who hated the game the year before. It's cool to think that Joe Staten's vision of this story had evolved into this full story where we now kill the Taken King, get to shoot him with a gun made from him, and have a climactic moment for all the fans, but No. the same amulet several times.
We even have theories that Oryx could return in the Witch Queen DLC next fall and with Destiny Vault bringing back the Vault of Glass, I can only assume that this one will return with him. I may not like this raid like some of you, but I fully respect what he did for the game. The next raid and the final raid for Destiny would unite everything I just criticized about this one and fix all the problems while also bringing new things to the table, so we'll talk about that next time, but until then, thanks. for watching this video please like and subscribe if you enjoyed it come watch a stream on evanf1997 check out the nostalgic merch as it has all these raid bosses and a special thanks to NordVPN for sponsoring this video thank you all. and until next time, have a nice day!

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