
As you note, there's no way that would have happened under the stingy old system. I walked away with a god roll Sola's Scar sword (Relentless Strikes/Chain Reaction… *drool*), all the Warlock armour unlocked, and enough new Linear Fusion Rifles to shoot Saturn out of orbit. Socially anxious players can just sit in solo queue and expect to be able to earn half a dozen pieces of gear in a couple of hours. The loot loop is a galactically better that what we had before, both for players with toes-for-thumbs and the grizzled veterans. Tim: I don't think there's any debate here. Some current Trials weapons, from top to bottom: The Messenger (pulse rifle), Igneous Hammer (hand cannon), Sola's Scar (sword). Here Tim and Phil discuss what's changed, what works, and what could still use a little more time on medium heat. The Trials experience is still not perfect-facing a pre-made three-stack when you're solo queuing with whatever randos the matchmaking algorithm spits out is a chastening ordeal-but at least it's usually over fast, and it's certainly rewarding.

The player population was at its healthiest since the D1 days, as guardians flocked in to grind for weapons and armor that were previously beyond their reach.

For a mode that has had several last chances, expectations for the latest makeover were at best cautiously optimistic.īut having spent much of this weekend playing the completely reworked version of Trials, our resident Destiny fiends found themselves : Having Fun.

Cheaters and account recoveries (essentially good players paid to hop onto bad players' accounts) blighted the experience for everyone, and the gap between good teams and those just hoping to snag a piece of the coveted Trials gear was so great that you'd often find players jumping off the map just to complete games for the weekly bounty rather than actually compete. Sadly that proved another false dawn, with the experience frankly feeling like it had barely seen the inside of an oven since D1.
