Destiny 2 Makes Grandmaster Nightfalls Too Inaccessible

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And let’s not forget about Charged with Light , arguably the most useful set of armor mods for endgame content. Taking Charge—a mod that grants Charged with Light stacks upon grabbing an Orb of Power—has been a staple for almost every endgame build in Destiny 2 leveling Guide. Protective Light synergizes with Taking Charge to give endgame builds some much-needed survivability. Grenade builds typically use Firepower and this mod to have constant grenade charges. Even Crucible builds use Taking Charge to activate High-Energy Fire, reducing the TTK of most guns. Every build that uses Taking Charge will need yet another mod for this interaction to function. For some players, that’s a big ask.


Instead of completing challenges to obtain a set of Recon Armor for your Spartan, you'll be completing in-game Triumphs to unlock the Vidmaster title and a flaming tiger helmet. Let's go over how to complete all ten Triumphs to help you become a Destiny 2 Vidmas

An additional change Bungie announced is the reduced cost of changing the elemental affinity of Masterworked armor. If you want to change the element of your helmet from Arc to Void, it’ll only cost some Glimmer and an Upgrade Module. This alone is a great change, but veteran players like myself wonder if this is the Monkey’s Paw at work.

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I have seen countless players excitedly reach that 1330 pinnacle cap only to immediately fall off and disappear until the next season or expansion, unable to do the Grandmaster Nightfall and unwilling to grind for it. I would love to attempt the game’s hardest challenge - which also rewards the best gear - with my clanmates, but it’s difficult to encourage them to keep playing when all there is to do is run around on the Moon doing bounties for weeks until you’re Grandmaster ready. It’s unfair to expect players to grind that much just for access to something they’ve otherwise earned by playing the season and reaching the pinnacle cap, so a lot of people just don’t do it. Dedicated players shouldn’t miss out on the opportunity to participate in the highest level content just because they aren’t willing to exclusively play Destiny, especially when the game has nothing left to offer beyond Moon bounties.


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All that's left is to assemble Gjallarhorn. Travel to Shaw Han and enter the building behind him. Interact with some nearby storage crates to craft Gjallarhorn, arguably the most overpowered weapon during the original Destiny's first year. Yup, it really is that e

Helmets are about to suffer the same fate as arms, arguably worse. While most arm mods give minor buffs in PvE, helmet mods include ammo finders that bypass Destiny’s otherwise random ammo economy. Most players run two ammo finders in PvE, but now they’ll be forced to use one if they want to take advantage of Charged with Light or other Orb mods. Crucible players will need to forgo targeting mods altogether if they want their Primary and Special weapons to spawn Orbs.

Let’s say that you were a newer player and wanted to create a simple build that could tackle Master Nightfalls. Back during Forsaken, you’d equip your favorite Exotics and be just fine. Now, you need good Exotics and:
Since these mods only work for certain damage types, there’s a good chance that these mods require a specific affinity to go on your helmet. If you’re someone who decides to change their loadout and just so happens to switch damage types, you’ll need to Masterwork your helmet again every time you switch weapons . That’s tremendously inconvenient and compounds the mod swapping problems builds already deal with. And if you’re a newer player who can’t afford to Masterwork a helmet, you’ll need to spend multiple Cores and Prisms every time you switch guns. This stifles build variety for no reason, and I seriously hope the Orb mods don’t behave this way.