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Takedowns are a six-player endgame activity introduced in Season of the Worthy.
OverviewEdit
Takedowns are less mechanic-based compared to Raids and Dungeons. Instead, they function similarly to Strikes, relying more on a greater number of enemies which scale in power depending on the number of players in the activity, the power level of the fireteam leader and activity modifiers. Additionally, the number of checkpoints between encounters is fewer than in dungeons and raids: having one at the beginning of the Takedown, one after the first major boss encounter and one after defeating a secret boss associated with an exotic quest tied to a Takedown.
Prior to the start of any Takedown, the Guardians will have an opportunity to weapon ammo and get a full super without the need for a Rally Banner, as well as switch weapons and get an understanding of the route needed to make their way through the Takedown. While prepping, if the players are playing the Takedown before its release, there will be a countdown until the Takedown activates. In the first 24 hours after the Takedown is released, the Takedown will begin when the countdown timer reaches zero. After that 24-hour period, players can activate a switch to begin the Takedown when they want.
List of TakedownsEdit
TriviaEdit
- Takedowns in Destiny are similar in structure to an activity of the same name from Borderlands 3.[1]