While the first encounter suffers from the same issues as Pit of Heresy’s Trap Maze, the rest of this activity is far more streamlined and engaging. Once players actually ventured into The Shattered Throne they discovered a taken plane filled with traps and terrifying bosses. It’s a brilliant way to tie in the rest of this destination’s story, serving as a fantastic endgame capstone to the franchise’s best expansion. Released only after The Last Wish raid was conquered, The Shattered Throne tasks players with discovering the source of The Dreaming City’s Taken corruption. Instead, we are left with the same boring Lunar items we’ve been given all throughout Shadowkeep.ĭestiny 2’s first dungeon was one of the most memorable experiences the Forsaken expansion offered. Even though the masterworked armor is nice, I do wish there were some unique armor pieces or weapons for players to hunt for. ![]() Of course, the biggest mark on Pit of Heresy is the sheer lack of original loot outside of Xenophage. All of this culminates into a solid final boss where the sword mechanics return but are sadly not built upon in any meaningful way. Sure, you can pull up a map, but an activity shouldn’t require players to look for outside sources to understand how to simply navigate the space. The Ogre and Trap Maze are great the first time around, but that directionlessness of the encounters can quickly devolve into annoyance. ![]() Yet, some sections simply feel as if you’re aimlessly wandering around with little idea of what to do. Using the Hive Knight sword to take down three different types of enemies in three very distinct ways is remarkably clever. Bungie makes great use of vertical space here, with players able to run along massive towers and jump over huge gaps of pure darkness. From the beginning, Pit of Heresy does a terrific job of giving a sense of scale as you go deeper into the underground fortress. The second dungeon released, Pit of Heresy sees our Guardians venture into the depths of the crimson Hive tower that juts out of the Moon. Finally, it should be noted that we love all of the dungeons and there is no objectively “bad” one (so far), just some are more entertaining than others. Additionally, we won’t just evaluate each activity based on their difficulty alone, but the encounter design, rewards, and how they serve as endgame experiences. So while we can power through dungeons like The Shattered Throne now, this wasn’t always the case. Judging Criteriaįor ranking these dungeons we are focusing on these activities and the general experience of them during their initial release. If you want to see our thoughts on each raid you can visit our ranking, here. With three released and more most certainly on the way, it’s time to see where each of these dungeons rank. Typically completable in a half-hour for skilled players, dungeons boast a new, engaging way to experience the PVE side of Destiny 2. ![]() Unlike raids, these are designed for fireteams of three, but still offer unique encounters and puzzles that players have to solve. Inversely, dungeons are new to the Destiny franchise, with the first one released during Forsaken’s launch. ![]() The former has been around since the original game’s release and focuses on challenging, lengthy encounters that require (usually) a team of six to complete. When it comes to PVE endgame content players really only have two choices: Raids or Dungeons.
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