For me it’s feeling a bit better than Season of the Plunder. Solid story beats, but the activity gets a bit boring quick. How about you?
For me it’s feeling a bit better than Season of the Plunder. Solid story beats, but the activity gets a bit boring quick. How about you?
I’ve barely been able to touch it so far, but that’s kept it a bit fresh. My frustration is they added explore mechanics in the deep dive, yet you can get pulled ahead by your blueberries before you’ve found the plant for your aquarium. Come to think of it, they do a solo option…
I only realized you can modulate the difficulty by interacting with something on each level. It’s a bit annoying that a youtuber or that other site for Destiny ;-) is how you find out that it is even a thing.
P.S. Salvage just needs more enemy density.
Can you explain how you modulate difficulty? And is the aquarium plants in every dive or is it a random spawn? This is one of the challenges of leaving Reddit, all this communal knowledge gets more fragmented.
The collectable plants are always there, it just depends on how deep you go. Here’s a video showing all of them.
I’d like to focus on gathering stuff like that to post here just to archive it all. As more people join Lemmy and this community, more and more will post stuff as we’re used to from Reddit. It’ll just take some time.
On each encounter of a deep dive, there’s a hidden Toland-like ball of light. If you find it and every member of your fireteam interacts with it, it will trigger a “pressure trial”. This spawns either taken blights that need to be destroyed or glowing circles that need to be stood in. If you do this fast enough, then an extra wave of enemies/boss spawns at the end of the encounter.
Completing an encounter with a pressure trial raises your reward tier by 2 instead of by 1, so you can get better rewards.
So in this way you can opt in to making a deep dive harder to get better rewards.