Follow TV Tropes

Following

That One Achievement / Destiny 2

Go To

Even the most hardcore Guardians will take issue with these triumphs on their quest to 100% Completion.


  • Completing the "Which Witch" challenge in the Last Wish raid is one of the most frustrating tasks for getting the title of Rivensbane, given you literally have to play hide-and-seek with Shuro Chi and pray that her Eviscerating Hex does not hit you nor deals splash damage next to you, in which case you automatically fail the challenge and are forced to restart the encounter. She does stop attacking after a while, but that leaves you with very little time to reach the next floor and reset the countdown on Shuro Chi's curse. It's telling when most raiders who have done it once outright refuse to help someone else get it unless their lives depended on it.
  • Each of the triumphs for completing dungeons solo without dying qualify:
    • Getting the "Seriously, Never Again" Triumph for Shattered Throne is one hell of a task, given you have to fight hundreds of difficult Taken enemies, on top of taking down two incredibly difficult bosses, both of which will give you a hard time due to the lack of cover in the boss arenas.
    • The "Savior of the Deep" Triumph for Pit of Heresy. Particular chokepoints are the Ogre maze and the Chamber of Suffering, with the former encounter relying on the Ogre AI being dumb and moving far away from you, while the latter encounter can get out of hand quickly if you do not control the mobs to the point where they can't constantly damage you.
    • "Prophecy Dungeon Solo Flawless" is Exactly What It Says on the Tin. The encounters are significantly harder to manage alone than Shattered Throne or Pit of Heresy, given you have to be very careful about your positioning in the main encounters' rooms to obtain the matching Motes, not helped by the Taken Knights who deny you a lot of space with their constant bombarding. The Hexahedron section is usually where the claustrophobia gets real, though the Kell Echo boss is also one hell of a tough cookie to deal with given it pressures you to stay on the move and find a safe spot that's not being assaulted by both the boss and its lackeys.
    • "Perfected Thoughtstealer" exaggerates all the problems encountered in the already long and grueling Duality dungeon, as you now have to do all of the mechanics by yourself and whittle down two extremely beefy Cabal bosses without assistance. While there's some solace in knowing there will be no teammates to screw up the bell teleportations, you're still fighting hundreds of Cabal enemies during your trek, the mobs can get out of control quickly, and you have to thread very carefully around the Incendiors' fuel tanks. Not helping matters is the plethora of bugs related to the bells that can randomly kill you and force you to restart the endeavour.
  • In a similar vein to solo flawless dungeon achievements, having an entire fireteam clear a raid from start to finish without ever dying is a challenging task depending on your team's experience and competence; all that patience and duress for a small triumph and a shader.
    • The Last Wish raid is very lengthy with its six encounters, and you cannot skip any of them with the Wishing Wall since doing so automatically teleports you dead at the start of a given encounter. The final task of carrying Riven's heart through the Queenswalk is particularly harrowing since you're on a timer and need to make sure your teammates don't stray away for long from the person who's carrying the heart.
    • Clearing the revamped Vault of Glass without any deaths can be tricky if you haven't mastered the ins and outs of the revised Oracle mechanics, where shooting them out of order on Atheon's boss fight results in an instant wipe. There is, of course, also the Gorgon's maze, where getting detected leads to a wipe unless you kill the Gorgon that detected you, and even then, this only gives you minimal breathing room since the other Gorgons will have their health buffed and their detection range increased.
    • Vow of the Disciple has a few chokepoints like the Caretaker fight (which requires a lot of coordination to not fail across three floors), the jumping puzzle after it and the hectic rush in the Exhibition encounter, but you'll mostly be floored by just how damn long the raid is (the opening section alone can take nearly ten minutes due to the slow pace of the barge you need to escort). This means one single mistake may cost you up to an entire hour of gameplay, made even worse if someone dies by accumulating too much Pervasive Darkness on the final stretch of Rhulk's fight.
    • The revised King's Fall is a mercifully shorter trek than Vow of the Disciple despite having one more encounter, but there's still something to be said about the two platforming sections that daunt players who aren't used to timing their jumps well. The Warpriest, true to his That One Boss nature, can also potentially give you a rough time due to the fight's mechanics and his massive health pool. Other common screwups include not paying attention to he Unstable Light debuff during Golgoroth's fight and failing to get back into the Aura of Immortality before the blights of Corrupted Light detonate during Oryx's fight.
  • On the Crucible side of things, the hardest checkmark for getting the "Unbroken" title is "A Glorious Legend", which requires hitting Legend rank in Competitive three times, which means three seasons and therefore a lot of time and suffering spent in that playlist. If you're an even bigger triumph chaser, each season adds a hidden triumph of earning 50 victories while maintaining your Legend rank, which can only mean fighting the best Crucible players constantly if you aren't cheesing with the connections.
  • Attaining the title of Reckoner is an achievement in itself, because by then, you'll have played hundreds of Gambit Prime matches while attempting to fulfill objectives pertaining to four different roles, some of which require an asinine amount of kills (like 50 High Value Targets for the Reaper, considering only one spawns in a Gambit Prime match and will not count if you didn't hurt it). By the end of it all, you'll probably have learned that your worst enemies are not the Demonic Spiders nor the opposing team, but rather your own teammates getting in the way of your objectives.
  • The "Maximum Carnage" triumph and medal in Gambit. Killing an entire team while invading is hard enough but not unheard of if you are prepared for it, but killing 7 is almost impossible because the invading mechanics innately return you to your side after killing 4. The only way to succeed is to kill 3, then hope all four Guardians gather together so you can kill them all in one attack with a massive AoE like Nova Bomb, a Rocket Launcher or One Thousand Voices; which would hardly ever happen, period.
  • The "Now That's Just Showing Off" triumph for Iron Banner, which requires you to kill 2500 Guardians while under the effects of Iron Burden and against Guardians that have a higher power level than you (disqualifying Guardians of lower or equal power level). Getting that insane amount of kills while handicapped over the seasons wouldn't be so bad, if not for Bungie announcing that they'll remove the Iron Burden debuff for Season 7... with only 2 Iron Banner events left before Season 6's end. The result is a predictable, frantic rush to get these kills, not helped by players that simply don't care about the triumph and will gladly slaughter you while you're essentially fighting with one arm.
  • When Heroic Menagerie was released, the "Uncontrolled Rage" and "Short-Handed" triumphs were among the hardest the mode had to offer, given that you could only get up to 750 power while the enemies were 770. "Uncontrolled Rage" got a lot of flak because Arunak could easily melt Guardians inside a Well of Radiance by merely glancing at them (thus requiring absolute defense like a Banner Shield), and the Acolytes' Solar grenades were a guaranteed way to oneshot you if you had no overshield; meanwhile, "Short-Handed" was very time-consuming since your three-man fireteam must slog through the entire run and beat the boss while being underleveled compared to the mobs, with incomplete encounters being the norm rather than the exception. Once Shadowkeep came around and the power cap was raised, the aforementioned triumphs became significantly easier to achieve.
  • The "Stop Hitting Yourself" triumph is a complete doozy for those seeking the title of Enlightened, as it involves killing 20 Goblins via Vex Instantiation during the fight against the final boss of the Garden of Salvation raid, then killing said boss. Not only do you have to deliberately avoid rebuilding the plates as to set them up once the Goblins start flocking towards one of the relays (not helped by some of them teleporting straight to the relays), but you also have to proceed normally with the encounter as to avoid having the boss automatically wipe your team, and it's common practice to purposely waste multiple damage phases to get enough Goblin kills.
  • The "Hardcoded Victory" Triumph was easily the hardest task when going for the Almighty title. Initially bugged during the first months of Season of the Worthy, it was fixed during the first week of Grandmaster Nightfalls... just in time for players to find out that the Seraph Tower event became harder than ever due to several plates going up at once during the latter stages of the event, making it nigh impossible to keep them clear at all times by yourself given the large amount of enemies and souped up bosses marching toward the plates. It got to the point that players have compared the event to the beginning days of Escalation Protocol and the Blind Well, where you had to trick the matchmaking system until you had 9 participants (3 full fireteams of 3 Guardians each) in the same instance.
  • "Shape Opulent Weapons" from Season of the Haunted. Getting patterns for the reprised Menagerie weapons aboard the Derelict Leviathan is already tedious enough, but getting to craft The Epicurean and Fixed Odds requires venturing into the Duality dungeon, which is locked behind a paywall separate from the season itself. Not only do these two weapons have to compete with the dungeon's unique themed weapons and armour pieces in the loot pool, but they're not even guaranteed to have Deepsight Resonance. This results in having to grind the dungeon encounters multiple times.
  • "Controlled Burn" from Season of the Haunted is a huge pain in the ass, mostly due to it being a serious Luck-Based Mission. To get the triumph, you need to kill the two unique Nightmare Bosses that spawn in the Pleasure Gardens on the Derelict Leviathan, Uaoc, Spine Breaker and Tlazat, Devoured by Beasts. The problem is that they spawn randomly, and it seems like like the spawns are much more heavily weighted in favor of Uaoc. Even worse, Tlazat is a fairly small target and rarely engages the player like Uaoc does. And if you don't kill Tlazat fast enough, he despawns and you have to wait for him to spawn again. Many players have complained about spending hours loitering around the Pleasure Gardens waiting for Tlazat to spawn, only to end up killing Uaoc for the thirtieth time.
  • "Multiple Fronts" is decried as the most tedious triumph for Season of Plunder to fully complete, given that you need to kill 250 Champions in Expedition. Waiting for the Ruffians to spawn already goes against the nature of the activity, but spawning an additional Ruffian during both extraction phases, as well as Overload Captains that may pepper your ride between extraction points, is literally dependent on Random Number God; this means that you can get as low as only two Champions spawned per expedition, and that's if you took the time to delay filling the treasure haul. What makes it even more egriegous is the jump from the third step's requirement of 100 to the fourth's requirement of 250; a hundred Champions is already tiring enough, but now you have to kill more than double that for the last few points of the triumph. It's little wonder that triumphs like these made the usual grinder players rage at Bungie for the season's uninspired gameplay loop and Fake Longevity.
  • With Lightfall, Bungie released Guardian Ranks and Commendations. While most of the requirements for advancing Guardian Ranks aren't too bad (most can be accomplished quickly by just playing the game), one of the requirements to go from Rank 6 to Rank 7 requires the player to achieve a Commendation Score of 750, which will take quite a while. And then going from Rank 7 to 8 requires a score of 1250. Many players have been complaining that they've done everything necessary except for the commendation score to reach Rank 7 because it's such a colossal grind.
  • Most of the action figures scattered around Neomuna are easy to grab, you just have to find their location or shoot some objects to make them spawn. One of them is very difficult, however. It involves engaging in a target shooting segment where you must shoot multiple explosive cylinders before time runs out, resetting the whole thing, with Vex crystals periodically spawning so you can shoot those and reset the timer. On paper, it doesn't sound difficult, but in practice, it becomes very annoying, given now there is no indication of where a cylinder spawns unless you actually see it appear or already know it will spawn. Coupled with how far away they are, you're forced to use long range weapons like Scout Rifles or Sniper Rifles just to get them, and sometimes they won't instantly detonate on hit, you have to hit them a few times for them to blow up. It's aggravating to do solo, with most people opting to just get some friends so everyone can shoot the targets in record time and cover for each other.
  • Certain achievements, "Fashion Statement"note  and "Seal the Deal"note , don't sound hard in theory. The problem is that these are among the ones that haven't been updated as the game has gone on, meaning that they can only be unlocked using conditions that applied when they were released. This has massively truncated mehtods to complete them, because most of the applicable titles and several collections have been removed due to sunsetting. The easiest consistent way to get "Seal the Deal", as an example, requires completing all challenges on the Dreaming City, which still still requires the Forsaken expansion pack and several weeks for Blind Well rotations to be completed. This was finally addressed in Season of the Wish, which made all collections and Triumph Seals valid for their respective achievements.

Top