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Critical retrospective of Destiny 2's "Right of the Nine" event, comparing it to the previous "Into the Light" event. The discussion covers loot quality, event structure, rewards, player accessibility, and overall impact on the game's community.
Loot Quality and Weapon Enhancement
"Right of the Nine" weapons are considered lackluster, with most being mid-tier and less desirable than current meta options.
Unlike "Into the Light," "Right of the Nine" weapons will not transition into the new enhancement system, reducing incentive to farm them.
Proposal was made to introduce a unique weapon tiering system for these weapons as a teaser for the next expansion, but this was not implemented.
Dungeon Replayability and Rewards
The dungeons in "Right of the Nine" have lower replay value since desirable loot is scarce.
A positive addition was the ability to earn guaranteed exotics from weekly quests, improving accessibility for casual or unlucky players.
Aesthetic design of the new weapon "shinies" is praised, but cosmetic rewards, shaders, and new armor sets are lacking compared to "Into the Light."
Timegating and Event Structure
Initial dungeon release schedule was overly restrictive and was only improved after community backlash.
Both "Right of the Nine" and "Into the Light" had issues with timegating, though corrections were made in response to feedback.
Suggestions include a fairer one-dungeon-per-week rotation and the addition of new, engaging activities like a mini Pantheon boss rush.
Activity Quality and Modifiers
Dungeon changes were generally well-received, especially adjustments to encounter difficulty and rewards.
The explorer mode is noted as a major win, allowing new players to learn dungeons at an easier difficulty.
Negative feedback was given about harsh gameplay modifiers like attrition, which made some content unreasonably difficult.
Event Comparison and Community Impact
"Into the Light" provided more new content, innovative activities, and was more rewarding for replayability and cosmetic chasing.
"Right of the Nine" is seen as less polished, with minor inconveniences and less content overall, though some limitations are acknowledged due to event scope.
Community tournaments and speedrun events are highlighted as positive ways to maintain engagement.
Reflections on Bungie and Game Expansions
The lead-up events to expansions are crucial for maintaining hype and player engagement.
Despite strong events and expansions, Bungie still faced layoffs, which is demoralizing and concerning for future releases.
There is concern that reduced player engagement with future expansions could have more severe consequences for the development team.
Recommendations / Advice
Consider implementing more accessible matchmaking across all endgame content.
Improve cosmetic and loot incentives to enhance engagement and replayability.
Avoid overly restrictive timegating and harsh modifiers in future events.
Into the Light was a massive update and one that was vital to generate hype for The Final Shape, however, Rite of the Nine seems to have done the exact opposite. Instead playesr are bored and disinterested. Why is that? @LlamaD2 has an important video explaining his thoughts on why players do not resonate with Into the Light.
#destiny2 #riteofthenine #intothelight
Llama's Video - • Into The Light Was BETTER (Rite Of The Nin...
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Destiny 2 Event Retrospective
all right our first video we're going to be watching today into the light was better R of the nine retrospective this is a video here from Mr llama i'm being told it's a pretty good video let's take a look at Right hello guys welcome back now that the reprise prophecy dungeon has finally released we've essentially seen all that's on offer with the Right of the Nine event because now we've played all three dungeons and have had the opportunity to grind for all 12 unique weapons in a little over a week from when this video releases all three dungeons will be made available until the release of the Edge of Fate expansion more or less marking the end of the overall timegating and yes I do say more or less since there is supposed to be one final looter palooa as Bungie are calling it during the final week involving a new way to spend your event currency and from the footage we have of people who snuck into the secret chamber it just looks like we'll be able to buy exactly what weapon we want by interacting with its respective podium so that won't have any is anybody excited about the Luda Palooa i'm not like I I honestly I'm like I've got the few rolls that I need maybe I get a go I might get a god roll cold comfort kind of hell no i guess if you don't have a sudden death the trench barrel one two punch shotgun roll then then perhaps you know bearing on what we're talking about today which is giving my thoughts on the rise of the nine event as a whole and critiquing exactly what I enjoyed and exactly what I believe could have been handled better and we're going to be making lots of comparisons to Into the Light since both of these events are similar in the sense that they bridge the gap between the final season of the year and the upcoming expansion so without further ado let's begin arguably the biggest pain point when it comes to Right of the Nine is the quality of the loot on offer and by this point it's no secret that the majority of the weapons available are just extremely mid the majority of the perk rolls with a few exceptions like the one-two punch trench barrel shotgun are not particularly strong and overall don't offer something new or unique over currently earnable drops not only that a good portion of the weapons are in general just really unpopular or weak archetypes to begin with the waveframe new Pacific epitth is a weapon archetype from a longgone meta that has been wildly outclassed by newer weapons like rocket sidearms especially in the form of Tasha's mastery and the list goes on long arm dude let me let me let me just ask you though for real grenade launcher to grenade launcher does anyone here use waveframes anymore for me personally aerial denials have completely taken over like that's all I if I put on an ad clearing GL it is aerial denial every single time no survivors Terminus Horizon greasy luck all of these are just straight up midweapon archetypes that aren't exactly bad but are nothing to really write home about on the flip side most of the Into the Light weapons were metading and highly sought after think things like Edge Transit Hammerhead Midnight Coup and of course the Mountaintop plus these weapons were especially futurep proof which is another important point of discussion early on even before the Brave Arsenal was in our hands Bungie told us that all 12 weapons coming with Into the Light were going to be enhancable within the final shape because it was with the release of the final shape that gamewide weapon enhancement officially became a thing and just knowing that the weapons we were grinding for would 100% have a place in the new system and were as a result actually becoming more powerful was a very welcome thing to hear and certainly encourage grinding for them even more unfortunately the same cannot be said for the Right of the Nine weapon since despite Bungie stating that a fully enhanced double perk adept drop is roughly equivalent to a tier three weapon in the Edge of Fate the weapons themselves aren't actually being tiered and I believe are instead defaulting to tier one as is the case with all of our current legendary weapons once the DLC drops so unlike Into the Light the weapons this time round aren't making a healthy transition into the new system which as a result somewhat kills the motivation to chase them in fact dude it completely kills it for me i mean how many times when we reviewed any of the Into the Light weapons last year where we like look it's good right now but once you can enhance this perk or that perk it's going to be substantially better we all knew that what we were grinding for last year for Instant Lights would play a pivotal role for us going into Final Shape Salvation's Edge all that stuff uh and it was the ability to upgrade those weapons and enhance it in the new expansion we can't we can't do that this that's that's not the case at all for the ride of the nine weapons i was discussing this with my good friend Core Projects and he mentioned that it would have been way cooler if Bungie ship the Right of the Nine weapons as the first and only set that included the new tiering system as a sort of teaser for Ed it also could have given way to bragging rights like "Oh I got my tier five before they officially became a thing." Or they could at least bring them all up to a tier five as a guarantee when the DLC drops which definitely would make things more interesting to Dude that would have been that would have been huge it would have been the first set of weapons to roll out that that you could get up to tier five do you know how many people would be grinding you know how many people would be I I didn't even think about that cuz like I was like maybe there's just a way that you could just get the weapons and perhaps you could just upgrade it you know the next expansion no straight up just have the tier system applied to just these set of weapons also also the other side of things is this would differentiate itself between the refresh that Prophecy already got last year yo keep in mind guys last year we got a refresh of perks to Prophecy weapons to then just get another refresh of perks granted yes some of the perks that left and some of the new perks that got put on these weapons are better but there really is no I mean it's still crossing over you get the new origin trait all right you know what I mean whereas a tier system would be like "Oh no this is different." And it would have really gotten everybody hyped to be on board for the new loot system to say the least as a result of the weapons being average the replay-ability of the dungeons themselves is also impacted and makes them more of a oneanddone experience once you get the one roll you kind of wanted whereas with Into the Light the loot was so good you would simply not stop playing however one of the really positive additions related to loot was the inclusion of guaranteed dungeon exotics from the weekly quests there was one week where you could choose between either Hierarchy of Needs the Navigator or the Galah Horn Catalyst and just this week we were once again able to choose between Hierarchy of Needs and the Navigator once again which is fantastic for players who don't run dungeons a lot or have struggled with RNG and especially since most of these dungeons are several years old at this point it has absolutely no bearing on the perceived rarity of the exotics either i'd rather that newer players have a fun new toy to play with that hopefully encourages more participation in future raid and dungeon content furthermore Bungie absolutely nailed the aesthetic of these weapons especially with the shinies the galaxy texture is super clean and is in my opinion better looking than the Brave Arsenal shinies the next topic I want to briefly discuss is the lack of desirable cosmetics that Wright of the Nine shipped with since if we look back to Into the Light it had several worthwhile cosmetic chases like the Super Black Shader awesome emblems for beating each Pantheon difficulty and of course the God Slayer title and circling back to super black the shader was so iconic that it literally spawned an entire fashion demographic that being the super black hunter and unfortunately Right of the Nine doesn't really compare admittedly the emblems for beating each dungeon are pretty clean but they don't have the same source that the Pantheon ones did but the shader on offer is just totally buns it would have been way cooler if there was a shader that made your armor looked like the galaxy texture from the shinies that you got for beating each dungeon on ultimatum difficulty for example into the light also gave each class a brand new armor set again something which Right of the Nine hasn't dude I just I've honestly forgotten just how much we got in Into the Light god damn it brother we got so much stuff to me it's like the whole year was just kind of like a blur together i just I forgot just how much stuff came with Into the Lights and not even including Pantheon dude it really was peak i'm telling you Final Shade would not have done as well as it did without Into the Light done but at least to me this isn't as important though it would have been cool to see the flawless trials of the nine ornaments come back in some way again and they could have been a unique reward from the ultimatum difficulties overall the quality of the cosmetics could have done with a little extra source the next major pain point that deserves a good amount of criticism was the initial content roll out because in the beginning it was going to be one dungeon lasting three entire weeks that then rotated to another one and then the same would happen again meaning that if things stayed as they were originally planned we wouldn't have seen Spy of the Watcher again for a month and a half which frankly was a terrible idea and due to waves of community backlash Bungie made it a twoe rotation rather than three which is still not ideal but it was far better than before they also made it so the second week of each feature dungeon would drop guns from defeated enemies and would also have increased currency gains this also means that if you're playing the event more casually why bother playing in the first week when you can wait for week two and play then instead since it drops more loot the system was flawed from the start and always should have been one dungeon per week on a rotational basis so would simply go spire ghosts prophecy then spire again and so on and so on with the final week of the event featuring all three at once timegating is honestly fine if done right but the initial rotation was far too egregious and actually Into the Light had a similar problem where they were initially going to release one new weapon per week to grind for but again after much backlash this was changed to two weapons per week instead so no points go to Into the Light on this issue it was also guilty a comparison I've seen regarding the two events is the newness of the activities since at the time Onslaught was completely new and had never been in the game before and while yes the maps did reuse Crucible arenas the actual mode itself was entirely novel the same cannot be said for the reprised dungeon since we already had them in the game but a counterpoint to this is also that Pantheon was reissued raid encounters but arguably in a more creative way than Right of the Nine did it because again the actual concept of the activity was new which does lead nicely to my next point the actual quality of the activities themselves the Pantheon encounter changes were fresh and often times very exciting the tormentor spam was maybe a little over the top but I'm sure people clearly remember Rul spawning a clone of himself the patch Riven cheese and the chaos of minus 20 Nzar which doesn't really translate over to the right of the nine dungeons that said though I don't think it's entirely fair to compare them onetoone in fact I think the dungeons were a clear highlight of the event with the changes being received pretty well across the board spy of the Watcher added additional combat challenges per encounter in the form of several new mini bosses scattered throughout that block your path forward ghost of the Deep was actually my favorite because rather than adding mechanics Bungie instead stripped it down by making first encounter last only three rounds and made the boss shields almost non-existent plus the really long transition also awarded an extra loot chest so despite how long it takes to do at least you get rewarded for it i'd go so far as to say that with the changes Ghost of the Deep has actually become a pretty solid dungeon and I really hope they consider adding them to the base version in future as a side note to this though it has to be said that the modifiers for these activities were seriously unwelcome at least in my opinion not swapping the entire can of worms that I best not delve into too deeply but if you want my take having played each dungeon with its on hasn't actually been that bad at least from a Titan perspective most of the time I ran with Curus and yeah it would have been nice to have Skull in my neutral game setup but I got used to it still though I would prefer if it wasn't there to begin with but it was definitely nowhere near as bad as some people thought the real modifier that was far more evil than not swap was in my opinion attrition the one where your health doesn't regen until you collect the health orbs on the ground and especially in Prophecy this week it's been absolutely atrocious and makes the whole experience feel terrible there were so many times I died on 1 HP where I wouldn't have normally if my health could just regenerate and the same can be said for the grenade modifier Scorched Earth where enemies spam their grenade attack far more often and in the case of Ghost of the Deep this one was active during week two and made it such a pain in the ass simuma would not stop throwing one tap pulse grenades and acolytes would constantly spam you with firep grenades in my humble opinion oppressive modifiers like these belong nowhere near contest level content and instead I would much rather have the Pantheon approach that had more tame modifiers like grounded or arachno that were balanced by fun positive modifiers like shock caller or class warfare or even elemental surges since Right of the Nine had none of these so please Bungie stop putting attrition in an otherwise really fun activity circling back to the dungeon changes profit how do y'all feel about that what's your what's your thought on on like attrition really was evil i mean it's one thing to have it in just regular content another thing to put it in like a contest mode environment trisha should be deleted i you know I like I like llama mistake on on Pantheon pantheon did a really good job of having you had a few negative modifiers but you had these positive modifiers that would offset it also had some solid ones made that spice up the usual flow and in general I always appreciate when we get more contest level activities to play they feel rewarding to complete and help you to improve at the game and speaking of by far the biggest win of the entire event is hands down the addition of explorer mode and the catering to new and inexperienced players being able to launch the dungeon on an easy difficulty with super relaxed conditions like 5-second respawns no darkness zones and reduce health pools plus a damage amplification if you go in solo is super super awesome it gives players who are either new or inexperienced with the endgame a chance to dip their toes and see if they like it especially since the mode easily guides you through the mechanics with the helpful in-world tool tips that describe exactly what must be done to achieve the end goal which is a really good way to teach the dungeon without players needing to look up a guide on YouTube and also explorer mode mirrors the base version of the dungeon none of the writer of the nine specific changes are active here meaning they can take that knowledge and apply it to the normal dungeons once writer of the nine is over i've heard nothing but good things about this mode and I've also personally praised it plenty of times and it's a clear step in the right direction for all endgame content and I hope Bungie takes the feedback from this initial iteration and begin plans to roll it out for all future dungeons and perhaps even raids if the infrastructure can be supported ironically the same cannot be said for Into the Light and if I remember correctly it was actually one of the main criticisms of the event especially with Pantheon where it was always going to be anti- new player since there was no matchmaking and you needed to form a pre-made group and when it came to the higher difficulties I'm sure you can imagine it became even more daunting than it already was while maybe not as difficult you could make the same argument for expert wave 50 onslaught since one wrong move on a Tormentor augment could cost your team the entire run if you weren't adequately prepared to deal with it and again it didn't have matchmaking either closing out with some more general items overall it felt like right yeah this is where it's like you know there's things that I want things that I enjoy like I truly enjoyed Pantheon but did the majority of the community not like Pantheon did they would they prefer you know something more approachable like the explore mode version of these dungeons you know what I mean pantheon had me bricked up pantheon wasing S tier nothing really comes close pantheon wasn't solo player friendly it's a raid though too you know what I mean like it's a raid here's my here's my suggestion and I've said this for years open up matchmaking put matchmaking on everything let people go in there with whoever and look will it be catastrophic maybe 70% of the time perhaps perhaps but maybe maybe you get someone out of that group one if you're lucky two that you connect with and you could play with them you can create relationship with them just load up and go man of the Nine was just how can I put this less polished overall there were several minor inconveniences like not being able to get down from the second or third chest platforms having sparrows be summonable in the social space during the first week only to have them be taken away from the second week onwards no damage being shown on the scoreboard after you kill the final boss in both Spire and Prophecy and the loot chest not telling you how much currency is consumed when purchasing a drop there's also the gripe that Right of of the Nine had way less content than Into the Light because the latter came with a brand new horde mode activity a raid boss gauntlet and a couple reprised exotic missions and Right of the Nine only had three dungeons and a returning social space from year 1 but to be honest I don't think this is entirely fair since it's clear that Right of of the Nine was always going to be a smaller event and to innovate to the same extent that Into the Light did would have been a very tall task indeed but that isn't to say it was good enough as is i think a great addition to the dungeons would be to have a mini pantheon alongside them where it took the boss encounters from all the featured dungeons and blended them all together into a single boss rush mode and perhaps bringing in some other dungeon encounters too like corrupted puppeteer the nightmare of kitle and vengeance but perhaps this was too big a task for Bungie to complete i just want to give a brief mention to the spire of the watcher ultimatum speedrun tournament that Bungie ran for the entire community with the promise of the movie of the week emblem as a reward and I think little events like these are awesome ways to get the community interacting with the content especially since a highly sought-a emblem was the featured reward and I hope they continue to host more of these in the future in conclusion Right of the Nine is unfortunately no into the light it suffers from a bad loot problem as well as a needlessly timegated release schedule that could have and should have been avoided but that doesn't detract from its positives like how well it integrates inexperienced players into dungeon content and provides a welcome challenge for experienced veterans with the clear highlight of the event being the dungeons themselves that said though the standard set by Into the Light was always going to be hard to live up to and despite Right of of the Nine being a smaller event overall were it not for the affforementioned weaknesses like the weapons and content rollout I firmly believe that this event would have been far more highly regarded despite its smaller size i hope that if any Bungie employees watching find my feedback valuable and consider taking it into account for the next time an event like this rolls around and despite the drawbacks I still had a really fun time playing the event and it was indeed a welcome addition to the usual dry period leading into the next expansion feel free to leave your thoughts in the comments below and don't be afraid to challenge my talking points i'm always keen to appreciate new perspectives anyway that's all for today i hope you enjoyed my analysis and I'll see you in the next one bye for now dear viewer good video Llama i felt like Llama I mean he gave he gave a great assessment here across the board to me the leadup to an expansion is so important when we look back you would not have seen the success that Final Shape got without Into Light and Pantheon you would not have gotten the success of Forsaken without Warmind and the Whisper Mission there have been times in the past where Bungie has been in trouble and they've they've overd delivered and man it has really paid off for them or at least we hope it paid off for them you know I I read a comment yesterday and it really was just demoralizing it's it essentially was talking about uh Intellite and how Ride of the Nine just doesn't live up to the standard that Bungie established themselves last year and you got to understand guys the hype level last year with Into the Light Pantheon was was off the charts was fantastic we had competitions going on that the little small tournament going on for Pantheon you know every every week felt like it brought something new onslaught was just such a such a great activity to replay over and over again we were testing builds constantly and they were builds that we were just trying to see like would this work in final shape the comment though that I came across yesterday that was so demoralizing is that someone essentially just said something along the lines of yeah Bungie overd delivered last year with Inelide Pantheon and Final Shape and yet there were still layoffs it it's a it's a a fair assessment but it I got to just imagine like if you do everything you can for the community it pops and we love it yet somehow someway there's still you know a number of layoffs that occur afterwards yes make good products that's what we're trying to say dick into the line of Pantheon as well as Final Shape was a superb product with fantastic numbers and yet there were still layoffs well look imagine this imagine this i don't know what the number is going to be for Ed i hope it's good i really do i hope it's good i hope people enjoy it but if you were if you were issuing layoffs after think about this post Lightfall we got layoffs post Final Shape we got layoffs all right both of those just on Steam alone clocked in over 300,000 concurrent players for the month they release or the day one the day one so then run that forward let's let's run this forward let's play an experiment if Edge of Fate launches imagine a world where it's less than half that imagine a world where that that concurrent player number is is less than half of what was put up from Lightfall and Final Shape if you laid off eight nine 10% of your workforce post lightfall post final shape holy I can't imagine what would actually be if it was truly a failure or quote unquote failure in terms of actual player counts because we haven't really had that we've had increased concurrent viewership or increased concurrent players expansion or expansion there was a small drop back from light to to final shape but still really good numbers over 300,000 current on Steam anyways listen for me Into the Light Pantheon all that stuff was just way way better and I feel like even after um Guardian Games this year because we got that boss rush mode I think that was a great idea that Llama brought up imagine that there was some sort of boss rush mode that was alongside this event and then it also incorporated even other dungeon encounters i think that would have been really really cool slap that like button like your mama told you right
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