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Destiny 2: Shadowkeep Review: Hello Moonmen (Page 2)

By Derek Strickland from Oct 22, 2019 @ 16:48 CDT
TweakTown Rating: 90%Developer and/or Publisher: Bungie

Shadowkeep makes some huge fundamental changes to Destiny 2. There's a new seasonal system that unlocks goodies as you level up, incentivizing play and pushing you to take on daily activities. There's also an awesome new melee attack called Finishers that launch a vicious and satisfying animation on enemies with low health. It's a little bit like the assassination animations from Halo: Reach.

The biggest change is the Armor 2.0 system, which brings a whole new level of customization and grind to the game.

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With Armor 2.0, Destiny 2 becomes much more RPG-like. Now every armor in the game has six base stats: Intellect, Discipline, Strength, Mobility, Reslience and Recovery, all of which do different things by decreasing and increasing passive bonuses.

  • Mobility - Increases your maximum movement speed and jump height.
  • Resilience - Increases the amount of damage you can take before dying.
  • Recovery - Increases the rate in which you regain health.
  • Discipline - Deccreases the cooldown time of your grenades.
  • Intellect - Decreases the cooldown of your Super ability.
  • Strength - Decreases the cooldown of your Melee ability.

Stats now go up to 100 total per armor piece, and every armor piece has a different stat roll each time.

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All armor pieces also now have Solar, Arc, or Void Energy levels. Mods now cost Energy and can't exceed an armor's Energy threshold, so for example, a chestpiece with 5 Energy can equip mods that require 2 and 3 Energy or any other combination that doesn't exceed the item's available Energy.

Any armor piece's Energy can be upgraded for Legendary Shards and Glimmer. Each successive upgrade costs more and more resources, and once an item has 10 Energy, it's considered Masterwork and gives extra bonuses. This also includes Class Items like Titan Marks, too.

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As for the Solar, Arc, and Void levels, those are only used by specific mods like elemental resistance mods. The elemental threshold is combined with the base Energy allocation and isn't separate. So any elemental resistance mods you equip take away from the total Energy value too.

Armor pieces can have varying number of mod sockets, and only certain mods can fit into certain sockets, eg Arms Armor Mods that increase reload speed on Gauntlets vs the General Armor Mod slot that raises resistances and the like.

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Another big change that Shadowkeep brings is the Artifact. It's a new piece of gear that you get at level Season of the Undying ranking 8, and it's basically another mechanism for modding gear. It has to be leveled up by playing, but each level block gives you access to different types of mods that you can pick from.

The unlockable mods include the following four types:

  • General Armor Mods
  • Weapon Mods
  • Arms Armor Mods
  • Chest Armor Mods
  • Class Item Mods

With this blueprint, gamers can unlock an insane level of optimizations for their specific builds. All mods can be removed at any time. It's basically an RPG framework that adds a lot more grind to the game.

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