The Raid That Changed Everything Forever - Destiny

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I still believe that Taken King was the best Destiny has ever been.

👍︎︎ 1 👤︎︎ u/XeroKrows 📅︎︎ Aug 16 2021 đź—«︎ replies

Best raid?

Vault of Glass is the best raid in Destiny, by a fucking landslide. (Kings Fall is second best for sure though)

👍︎︎ 1 👤︎︎ u/Penduule 📅︎︎ Aug 17 2021 đź—«︎ replies
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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 shifted from so many different paths like a full on story game, a full on MMO RPG, even a fantasy adventure with this giant toad. 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 ship their next video game, the game developers at Bungie went into panic mode.” A year before Destiny’s launch, senior staff at Bungie didn’t want a linear story, they wanted it open and loose. Yet another change to what Destiny was supposed to be. At the time this was nothing short of a bad call to everyone and it’s the reason they would not only scrap lead writer Joe Staten’s story, but it would also explain why the game was a small piece of meeting each faction instead of a large picture of what was to come. Fans of what Destiny was shaping up to be were disappointed after rumors of a story rescuing the exo Rasputin through planets and moons, finally concluding on an odd ship orbiting Saturn called the Dreadnaught was simply not going to be reality anymore. That blue alien in the slums of Earth was gone too, now he is a brother of the blue alien queen. This year was confusing and a muddied 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 have spoken about the Vault of Glass & Crotas End, but now I want to focus on what was supposed to end the original vision, the dreadnought, the place where in the original version we were to rescue Rasputin from the Hive, lifting him up and out of the grips of our enemy, but this time, in a whole new direction, a more focused direction and a whole year after Destiny’s release, this was to be the place where a king was to fall. *video intro cinematic* Some footage in this video is from players around the community, there links will be in the description of this video, as well as the music too! This expansion, the Taken King introduced strikes, crucible maps, exotics, a revamped leveling system, a coherent story which sees us fighting a new taken war, this time on the hive god, Oryx’s dreadnaught. We have covered the story in a previous video, but here is the short version. Oryx gets mad because we killed his son Crota, Oryx goes boom to Awoken, Oryx takes over Phobos and turns enemies into Taken, we steal Cayde stealth drive and say hi to master chief, we go to portal, but aren’t ascendent, we fight cabal who got sucked into this, we sneak to crota's grave, we fight oryx, oryx does not die. Instead, Oryx absorbed the taken essence and clearly was even stronger than before, he laughs at us and teleports away. Of course this led to us getting the swords, the black hammer, and the no time to explain as well as a slew of exotic quest weapons and plenty of legendaries that would become staples like the hung jury, treads upon stars, a year 2 imago loop, and.. Wait.. the raid came out September 18th, 2015. That is only 3 days after the DLC launch and if you were a player back then you’d also know that this dlc marked the first time Bungie engaged in weapon retirement, wiping the gjallarhorn and lots of other exotics as well as legendaries from even being allowed to level in year 2. Not to mention infusion was a calculated process and would infuse between you weapons level and a higher weapon, so if you had a 270 weapon and a 280 weapon, the light level after infusion would be somewhere around 275. Infusion calculators would be your only real friend here. So, a whole dlc, new leveling, weapon and armor retirement, and a new enemy in three days, nobody had time to get any quest exotics, the secret exotics weren’t out yet, and the sandbox had completely changed from year 1’s. With all that being said, let me introduce you to the raid that changed Destiny forever, Kings Fall! *intro* The day is September 18th, 2015 at 10am PDT and the raid begins with many teams excited to jump in as this was to be the pinnacle for the reawakening of Destiny content. Rumors started circulating on how large this raid was going to be, with Bungie even releasing a trailer to encapsulate the sheer size of it. This raid would deliver in almost every way possible and I want to try to do my best to put you back in that space and give you a feel for the teams racing and get familiar with some names. Math Class, The Rare Drop Crew, The Legend Himself clan, Team Invigorate, and more! Redeem had not really been fully established yet in this race, so there time was really yet to come here, but with that being said, these were your main competitors on day 1 and at 10am the raid was to be dropped with most prepped teams actually going in at a proper level! You see, the raid was launched at power 290, but most teams ready to rock this were around light 290-297, this was because they grinded hard in the days to come whether it was through a new system of legendary marks for legendary items from vendors or if it was through just farming strikes and legendary drops naturally happening, all of these teams were loaded and ready to go, but like I said, new metas of weapons changed from year 1 so no Gjallarhorn was allowed, but new supers were in play like tether which was the first real debuff in Destiny to my knowledge and sunbreaker titan with the ability to use melting point for a huge buff to stack. These abilities would become key in the game and are still staples today! With all that out of the way I want to officially introduce you to the Worlds first race for Kings Fall, the raid that changed Destiny forever! Okay, so we are here now? The place where the court of oryx was to take place and the place which would become slamdunk town, or its actual name, the hall of souls, the place where teams would need to coordinate in order to get the raid going. Once again like Crota's End, this was a familiar area, but one without matchmaking for random players to help you out, something unique to only the Vault of Glass. I do appreciate that they made a familiar area the entrance to the raid still though. One thing you would have to do here is split your teams into 2-2-2 where 4 players total would go on the left and right sides to grab a relic or shoot doors open for the relic holder, just watch out for taken phalanxes. One thing to note here and an important one is that nothing was a taken enemy at first, but once you grabbed the relic it was showtime. Also, the enemies were light level 42, while you remained level 40, making the difficulty spike noticeable even on day 1. So, once the two relic holders, accompanied by the ad clear and door opener made it back to the middle, the mechanic was to have them dunk the charges, but at the same time, pretty simple, but something that could be forgotten about if you weren’t paying attention! Once the teams were finally done, it was time to jump into that portal from the court of oryx and in to the actual raid! *clip* Normally I don’t include jumping puzzles as encounters, but seeing as how long and how stressful this encounter was, I feel it’s necessary. So, after jumping across these cool looking lamps and making your way across, the ships were to be jumped on. This was as simple as jump on one to the next, but three obstacles were in your way. The first was that Destiny 1 had no mantle so if you came close you still could not grab a ledge of one. The second was the puzzle of which ship to jump to and where, especially that big jump ship late into it. The third was your character loadout, you better have max agility on or this was going to take a long long time. For these teams, this was going to take around 20-30 mins on average to clear, but for most players on day 1, this was going to take longer. The sheer size and scale of what this raid was going to offer was already on full display as this room was gigantic and now has some really speedy tech to it *clip for powerslide if possible* now, just collect your secret chest and your calcified fragments for the touch of malice and you’re off to the races! Alright, this encounter, totems, ummm, I don’t know how to feel about this one, stand on plates and shoot I guess? Nah I’ll go in detail about it some 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 Brand of the unraveler which will give you a timer and you must stand under and defend the totems on each side. Once that 30 seconds is over, the buff is then handed to another player inside of your aura and then the person who previously had the timer will now have the buff, deathsingers power. This means they must swap spots with the person in the middle to do some ABSOLUTELY BRAIN BUSTING MECHANICS, STANDING ON A PLATE! Now, do this around 10 times total. The difficulty of this encounter came from some sword knights, a boomer knight up top every buff swap, and your patience in the buff swap because if you left too early, your whole team was screwed. To my knowledge, Team Raredrop was in the lead here and beat this encounter in a very short 11 minutes, securing them a nice head start into our next encounter and first boss fight, the Warpriest! 48 minutes into the Kings Fall raid and Team Rare Drop is on the Warpreist, a boss that is nothing short of a mix between a knight and a shark with a sort of general ranking represented with the cloth he is wearing. The warpriest had some nuance to him and introduced a few mechanics to destiny. Number 1, plates… *long pause* Number 2, adept acolytes. Killing these adepts before a regular acolyte would cause this one to turn them all into mini ogres and trust me, you didn’t want to do that! The fight simply started by standing on all the plates and dividing your team into 2-2-2 again. Once you were done killing all ads, ending in a sword knight on each side the Warpreist would introduce our next new mechanic, the glyph sequence. Warpreist would light each glyph in a certain order and you had to follow that order with the final glyph giving the player who stood on the last plate the brand of the initiate. This aura allowed everyone inside to hurt the warpriest, but if you stood outside of it, the boss was immune. The key to this aura was refreshing it by killing ads. So, let the timer get low, then kill an ad in the pit. Failure to do this will end your DPS phase early and kill the person with the brand. Assuming all goes well or doesn’t, the warpriest will unleash the power of the taken orb in the room and kill anyone not behind the shadow of one of the glyphs. After this is done, the glyph will burn off completely, not letting you use cover again. Once the warpriest was below a third of health, he spawned in taken enemies. I absolutely loved this as it allowed bosses to have seemingly multiple phases of damage with new mechanics in place and to my knowledge this is something only done in kings fall on an encounter basis! Teams were stuck on him for a much longer time due to either being under leveled or failure to understand mechanics. This is another thing that the former two time world's first team invigorate told me was that a lot of teams went in with shotguns expecting them to be deadly for this raid as shotguns were buffed, so no snipers came in prepped. A fatal mistake which would cost most teams day 1 since 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 as the most amount of players were playing during the Taken King and this year, players knew what raids could offer, what they could bestow to the players. I also want to say that it’s hard to find footage and that’s because there is strategy to that too, having streams up of other teams, getting insider information, not revealing your strategy, this is all in the name of being first and isn’t a bad approach, I mean Datto in Last Wish muted his stream during vault so they could figure it out and even during the newest Division 2 raid, the worlds first team played muted the whole time, proving a viable option is always there for teams that want to take it. Not to stray too far away though, it was time to say a prayer and finish this priest for team Raredrop in just short of 50 minutes! *clip* Welcome to the beginning of the real difficulty curve of the raid, the ma… *fall in hole clip* no, once past this maze for some extra loot and a calcified fragment it was time for one of my favorite bosses of all time, Golgoroth! *clip* Golgoroth, coming out of the water like a spider and with spider legs attached to its back would take Team Raredrop an hour and 15 mins with most teams in the race still stuck at warpriest and struggling to get the glyph mechanics down! So let’s quickly go over how this boss worked. Golgoroth possessed two weak spots, one on his chest and one on his back. Above him are six smelly balls of darkness, each of which if shot down will produce a small pool of goop on the floor of his arena which greatly increases damage done to him. Golgoroth will kill any Guardian jumping down to take advantage of that unless his Gaze is being taken by another player. Capturing his gaze is as simple or as hard as shooting him in the back, which will cause him to turn his attention to the player shooting him and will swap from a beam of death into poisonous orbs similar to those of a Taken Centurion. The player who has drawn his attention must not seek cover or break Golgoroth's line of sight at this point, but instead stand their ground and shoot down the projectiles, thus holding his gaze. A red death for health was usually the best option here! Golgoroth's attention will be focused on that player for a short time, indicated by a timer called Golgoroths gaze. During that time, the remaining players are free to shoot down a bubble, enter the pit, and shoot Golgoroth's chest without any attention or boss stomps from him. Once the gaze timer runs down, a second player on the opposite side of the area should capture his gaze, to maintain the safety of the arena attackers; this will cause Golgoroth to turn around so another bubble must be shot down and the attackers relocate to the new pool to continue attacking. This handoff may be done six times, after which there are no more bubbles and the attackers must leave the arena. Or… just ignore the rest of the balls and wreck Golgoroth with some damage, failing to capture the gaze, but succeeding in damaging him. When Golgoroth has 35 ~ 40% health left, Taken will spawn instead of Hive, making Golgoroth harder to kill. This is something you don’t want to happen as taken will flood the bottom during damage and make it hard to deal with everything else, but a tether and a stormcaller to clear ads made this very very doable. One thing I loved in this fight just like Warpreist is that these bosses aren't pushovers, they felt alive and would kill you almost instantly if you stepped into their line of sight, making the victory over them feel that much better! But now, Golgoroth was to suffer the same fate as Warpreist *clip*. Welcome to ugh… *demonetization logo* the fun walls, yeah let’s go with that! This is the best place to mess with your friends, grab some calcified fragments for your touch of malice, and make your way to the rest of the raid. There’s a few ways to do this area. Now you could do it the simple way, stand on plates, raise area, jump across, stand and wait, but if you do it that way, you probably aren’t gamer and I am gamer so I do it this way *clip* sword wall skating is really your best friend to get across here and get your chest, but wait THERE'S MORE! How about a whole secret basketball court of Oryx in which the community went crazy finding and trying to find more of with Slayerage spending hours in this room alone. The code to get in was to get near these 6 lights in a certain order and then platforms would spawn for you to get in there. Once in, just kick back and dunk on your friends. Now that you’re done jammin in there, the raid could resume and the teams racing were about to meet their next big challenge, the twin sisters! This is the final room & 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 power plates on pedestals, which may be activated by players to cause semi-transparent platforms to appear in the air. Team Raredrop still ahead of every other team, was going to have to get this one done extremely fast to stay ahead as Golgoroth was a little less stressful on the teams who didn’t bring snipers leveled up! Back to the room, hovering high above one of the platforms is a spark of light. Stepping onto any of these platforms will cause enemies to spawn and one of the deathsingers to begin casting a spell, which will wipe the team after one minute. One player at random will be "torn between dimensions," distorting their vision and making them appear translucent to the other players. This player is the only one who can jump the floating platforms summoned by the power plates. In order to create a path to the spark, the platforms must be activated in a counter-clockwise sequence, starting from the one immediately after the spark and proceeding around the room to the one immediately preceding it. The torn player must reach the spark, leap onto the platform containing the Deathsinger which is not casting the spell, and use the spark (by holding square or X) to steal the deathsinger's protective aura. This will leave the deathsinger unprotected, allowing the team to damage it, and will protect any Guardians standing near the stealer from the wipe spell. After the wipe spell is cast, the aura will return to its rightful owner. The cycle will then repeat with the other deathsinger casting the spell and the spark in a different location. So, assuming you killed the first sister and then stayed inside the aura to shield your eyes from the bright white light, The other Deathsinger must be killed on consecutive cycles. Once one is killed, its aura will disappear and the players will not be able to protect themselves from the next wipe spell except by killing the remaining one before its timer expires. Same rules really apply to this fight as before, but this was not easy with enemies being level 42 and slapping you as well as sniper taken vandals shooting you from afar. *clips of sweat, clyde, evan, raredrop* After that was done, enjoy your materials and get ready for the reveal. *rare drop oryx clip* Meet Oryx the Taken King, the finale to this raid and one of the most memorable final raid moments inside of a video game. You could say this was a fight of pure mechanics and I would agree. You could say this boss only had one set path to kill and you couldn’t min-max it, something I am usually against and I would agree, but one thing I think we can all agree on is Oryx was a finale deserving of your time and deserving of your knowledge of mechanics. Speaking of those mechanics, let’s quickly go over them *FAST* Oryx appears when a player approaches the spark. After the players kill the enemies that spawned near the front of the arena, Oryx will move to near one of the platforms and punch it. This will create a mote of light on that platform, and four special enemies called Light-Eater Ogres will emerge from the ground, one near each platform.One player must claim the spark, becoming torn between dimensions, as in the Deathsingers encounter. Their role is to navigate the summoned platforms and reach the spark hanging overhead. At the same time, four other players must summon the platforms the torn player needs. Just as before, the platforms must be triggered in a counter-clockwise sequence starting from the platform on which the mote appeared. However, the four activators must also kill the ogre near their platform, and make sure to do so well away from the path that runs down the center of the area. This is because each ogre will drop a sphere of Corrupted Light when killed, and players must avoid going near it until the proper time. The remaining player may "float," killing any remaining enemies and assisting activators with their ogre kills. When the torn player reaches the overhead spark and claims it, a Tombship will fly through the arena and deliver a special Knight named Vessel of Oryx, which will run up the central path. The torn player must jump down to intercept it, and then hold Square or X, depending on console, to discharge the spark and steal the knight's aura. A good strategy here was to have a weapons and blessing of light bubble in the middle to clear ogres for your teammates. Once the knights aura was stolen and the ship coming through was avoided, stealing the Knight's aura makes the knight vulnerable to all players, and also offers protection from damage to all players standing near the player who stole the aura. At this point, every player must converge on the Vessel of Oryx 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 shining white light. Every player must unload as much firepower as possible into Oryx's chest, aiming for the dead center of the glowing area to be sure to hit the vulnerable spot. With sufficient damage, Oryx will stagger. (With insufficient damage, the fireteam will wipe.) Now, the Corrupted Light spheres dropped by the Ogres may be used. Four players must each run to one sphere and stand near it for about five seconds, until a message acknowledging this appears, and then run back into the aura carried by the torn player to be protected from the Corrupted Light detonation. You could also wait and do this with 8 total orbs or even 16 orbs at once. If you blew these up in 4’s, the detonation will do a significant amount of damage to Oryx. Any remaining normal enemies will be killed and Oryx will shudder and fall off the side of the area. Oryx will rise at the end of the arena and begin firing on every player at once, as indicated by white circles that appear at their positions and then explode. This may be countered by sprinting around the arena. After a short time, the barrage will cease. When Oryx is below 50% health, he will no longer do the barrage 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 every member of the fireteam will be teleported into it. Within the bubble is a small arena with a foggy perimeter and a Shade of Oryx like in the final mission of the Taken King story. Guardian health does not recharge while inside the bubble. Guardians not yet teleported into the bubble may assist those that are 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 return the players to the main encounter. Just Pop a three of coin after you kill it. *normal* after Oryx reaches 1% health he will do what is considered the first ever final stand in destiny history and he will rise up for the kill *clip if possible* Teams had caught up at this point and the stakes were extremely high with the knowledge that Oryx would be the final boss of the raid. Other teams racing didn’t have as much time as Raredrop though 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 were no doubt the victors of the raid with many teams still stuck at Oryx for hours. My experience with Oryx was that it was hard as hell. Enemies hit like bricks, tricky mechanics for Destiny at the time, and unforgiving deaths made the hero moments in the raid non existent for the first time ever. One death didn’t only cost a little bit, but was devastating on this encounter as the plates needed to be held, ogres needed to be killed, and oryx damage/ blights needed to be stood in. Overall, this raid was a masterpiece and hopefully for the reasons I have said so far would have you believing that this one changed Destiny forever and was one worth calling fans favorite even if it wasn’t my personal favorite. What I described only took into account the day 1 and normal raid though, but what about the other aspects of this raid? What do you want me to say about the loot? That it’s the best part of the raid? Well, no, no the loot was in almost every aspect a downgrade from the previous two raids with the emphasis on this new year of Destiny focused on a balanced sandbox with the raid having options, but not THE only option like the previous year. You gotta remember, this is coming off of a only one meta year with Fatebringer from Vault of Glass, Black Hammer from Crota, and Gjallarhorn from RNG or Xur as the only 3 weapons getting used, so bungie seriously hit the brakes on the weapons here, for better or worse is for you to decide. One thing I respect about all of these weapons though is that they all came with the intrinsic perk Cocoon or Auto Loading holster as players know it now. This meant stowing the weapons away made them auto reload after a short amount of time & will of light which made these weapons do more damage to taken enemies. Their was the smite of merain as a stand out pulse rifle since it had firefly to pop some heads and life support to heal you when low, also it was very stable with the unique scope all the weapons had. The other stand outs were the sniper rifle Defiance of Yasmin for its PVP close range scope and the machine gun Qullim's Terminus for its large magazine, slow rate of fire, high impact, and of course the cocoon perk allowing you to not deal with the long reload times. The rest of the weapons were all just okay at best, but had better options outside of the raid. I want to point out that the gear looked absolutely tremendous however with full intrinsic perks to the raid and some outside of the raid too, making this to me feel like a great all around armor set. The helmet came with the perk Take That, which meant that brb pickups create the chance for temporary bonus precision damage to Taken. The gauntlets came with Buddy system, which meant that there was Faster weapon reload while in an Aura. The chest came with Old Gods' Boon which increased Armor while carrying the King's Fall relic. The legs came with Run for Your Life which Increased Agility while Torn Between Dimensions and the class item was just cosmetic.. Typical. These were great for the raid with some lasting outside of the raid like the helmets, but one thing I want to stress is that with this raid came a currency called Moldering shards which you were probably getting instead of loot half the time. 2 of these could and more likely would drop from the encounters or the chests in the raid and 20 of them turned in would net you an extra reward from blasting oryx into space. Trust me, you were gonna need to get familiar with these. Another thing to note here was that there was no adept legendary primaries here, gone still to this day, but hopeful to make a return in the near future. Finally, there was a ship for something we will get to later, and that pesky ghost shell that NOBODY could get to drop from totems. Seriously, this thing was annoying to get! The loot in this raid as a whole though was definitely a downgrade from before and I want to just say 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 struggle was really difficult for leveling as well with this ghost shell being one of the two things that held back most players from max light in year 2 and the reason we ran kings fall every single week. This is something I will touch face on more later into the video, but yeah aside from a few cosmetics, some more calcified fragments and ohhh yeah the touch of malice quest steps to this point, that was the loot! One thing I particularly find fun with Oryx was that you couldn’t kill him the first time around with the best weapon to kill him, the touch of malice and instead had to rely on what you had, especially for the day 1 raid teams who didn’t have any of the exotics we already made videos on! Anyways, that is your Kings Fall loot, but now we should talk about how this raid went the extra mile with its challenge and how the hard mode version was seen to be, let’s go! Hard mode came with some very interesting changes that definitely pushed the hard mode formula further than just a few more enemies and one or two added mechanics to the whole raid. It felt like this raid was meant to be built for hard mode and then stripped for the normal raid, which is actually exactly what Bungie did and would be the reason they would stop making hard modes later (please bring them back)! Let’s start with the Warpreist who came with the changes that every time a totem went down, 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 did not want to let this boss get all 3 phases of attacks on! I love this, it makes these bosses feel alive, multiple phases is exactly why we play anyways and this was executed perfectly for this boss! Golgoroth also had a change, but this one was just more funny than anything, with One player in the pit becoming a cursed thrall during damage and must stand away from the rest of the team or they will kill them all in the pit. Simple, but still really funny. Daughters had no real noticeable changes, but Oryx definitely did with Light eaters spawning now after killing the ogres on each plate *munch sound* making another bit of challenge and management to be had! Ads were also much harder, there was no reviving outside of self res and it really just meant a complete wipe at least for Oryx if nobody was able to stay alive since this was a long long fight. Heroic came out at 10am PDT on October 23 and the recommended light was the previous cap of 300 at the time with Oryx’s encounter being light 320. Team Forever LivE ends up winning the world's first for Hard mode in just 90 minutes since, well, this is kind of like a speedrun with learning some new mechanics here and there on the fly! This would also be the raid that redeem would come in 2nd place for and begin their journey to world's firsts too! Hard mode was not the only thing added here as in the following weeks, challenge modes were released with a calcified fragment and some extra loot as well as an emblem for completing each to be your reward! Warpreist challenge was as simple as a new person had to hold the aura each time, but if you went for the one phase that wasn’t really ever a problem *clip if possible of fail* Golgoroth had every single player holding the gaze which sounds cool, but actually ended up being the same, but then players running in circles and it just took a while longer. Oryx challenge really became the way to do oryx as 16 blights had to be detonated at once for this and for many players, myself included just became faster, yeah more shades of oryx, but that meant more three of coins to pop for exotics, less running around the room, and the same time to kill. Oryx did drop the ship Agonarch Karve which was a very clean looking ship and would see a sort of return as the whisper of the worm ship in destiny 2. A fantastic final reward for what would be a journey of a raid and yes it would come back in the rise of Iron age of triumph with some beastly looking armor, but the same challenges as before, just with adept exotic variants and new level caps. A great way to wrap this and all the other raids in a nice bow to end off Destiny 1. So, now that we’ve gassed this raid up and been as objective as possible, let’s talk about my criticisms with this raid and why it is both a great raid that changed the game for the better while also being a downgrade which changed some aspects for the worst. I want to now stress something about this raid that many may have felt back then and why I can’t come to call this raid my favorite, it wasn’t even that it was the only raid for a long time, a whole year in fact, the only year Bungie had done this to this point in the game. Kings Fall suffered from the loot problem and it being the only way to reach max level with the ghost and the artifact drops being exclusive to this raid, something that trials didn’t even have! When I say it took me months on months to reach max level because a ghost wouldn’t drop I meant it, which I would normally have no problems with, if the encounter these dropped from wasn’t the most boring of the raid, totems. Look, Vault of Glass had the forever 29 problem, but at least I could earn my loot all over that raid, this one came from the worst encounter in the raid, something that Crown of Sorrows players would even find boring today! Another issue I have with this raid is the focus on mechanics and not allowing for any hero moments at all, look, I’m not fully hating on the way this was handled, but it does take away from fun and was definitely a huge response to challenge players making Crota look like a baby who lost its pacifier and Atheon being the stinkiest cheese ever! Of course challenge players still found a way, but man the mechanics in this raid are just so hard pressed some times and no encounter is worse on this than the final encounter, Oryx. When I say that this boss is so mechanically stale after the first few times, just believe me. It’s boring when every single player, no matter there skill level, has to do this boss the same exact way, the exact same time, it doesn’t add that skill curve that video games should always desire to have. We went from a boss that could be pushed off the map, to a boss that only one player could damage, to now a boss we all have to read a book to put to sleep. Oryx may look cool and the spectacle can be awesome, but man this is so boring after a while. This doesn’t even include the plate mechanics this whole raid is infamous for. Totems, plates, Warpreist, plates, Sisters plates, oryx, plates, hell even the jumping puzzles have plates involved! I’m convinced Bungie owns a plate warehouse and is selling us these mechanics to market some fine china. Finally, the torn between dimensions mechanic is cool, for one player, everyone else just gets to chill and do nothing. Really fun time for this player, everyone else, just sit 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 is supposed to be replayed every week, these cracks in the design start to show. These also wouldn’t be a big issue if this raid wasn’t flaunted as the biggest masterpiece Destiny has ever seen when I can think of two raids in my mind that stand above it, but I gotta respect how much this raid changed Destiny and brought so many people to the game while also satisfying those that 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 now we slayed the King of the Taken, get to shoot him from a gun made from him and get a climactic moment for everyone whos a fan, just not the same charm multiple times through. We even have theories that Oryx may make a return in the Witch Queen DLC coming next fall and with the Destiny Vault bringing back Vault of Glass, I can only assume this one will come back with it. I may not love this raid the way some of you do, but I fully respect what it did for the game. The next raid up and the final raid for Destiny is one that would tie everything I just critiqued about this one and fix all the problems while also bringing new things to the table, so next time we will talk about it, but until then, thank you for watching this video, like and subscribe if you enjoyed, come watch a stream at evanf1997, check out the nostalgic merch since it has all of these raid bosses on it, 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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Channel: evanf1997
Views: 1,279,925
Rating: undefined out of 5
Keywords: d2, destiny 2, evanf1997, d2 shadowkeep, bungie, d2 new season, destiny, shadowkeep, season of arrival, evanf, season of arrivals, d3, d2 oryx, d2 community, evanf destiny, d2 season 11, d2 season 12, d2 raid, d2 kings fall, evanf kf, evanf oryx, d2 forever, d2 changed, d2 warpresit, d2 golgoroth, d2 critique, evanf critique, evanf kings fall, oryx raid, oryx raid story, kings fall story, evanf nostalgia, d2 worlds first, d2 race, d2 savathun, d2 witch queen, bungie race
Id: zWnliPqNjn8
Channel Id: undefined
Length: 51min 10sec (3070 seconds)
Published: Tue Jul 07 2020
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