So I was trying to do the whisper to farm mint retrograde with it being featured. At grandmaster level it's not a problem dealing with the enemies but only getting three lives to start the mission with with only one champion to kill to get a fourth one at the beginning is so annoying when the first half of the dungeon is all jumping puzzles made to be as annoying and kill you in stupid ways of you just landing wrong or bumping the wall knocking you off course or the geyser blasting you or this stupid projectiles jolting you out of the wall.
Before the portal the only thing that mattered for whisper was the timer it was just a race against the clock and you could die as many times as needed to accomplish as long as you got done in the time frame.
Seems kind of weird to put an arbitrary three lives on a mission that was designed to kill people annoying ways.
Maybe content like this that was never designed with limited revives in mind should not have your deaths during transition periods such as jump puzzles count but once you get to the points where you're dealing with fighting enemies then have it affect you
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Edited by Podman46: 8/28/2025 5:15:26 PMI'm not saying that the mission is too hard and that it needs nerfed or anything like that and I'm not saying I can't do the mission I can I'm just saying it's not a fun mission for one thing because I despise jumping puzzles. But I'm emphasizing the point whisper was never created for limited lives. Skill issue or not there's a lot of people that play this game granted less now than in the past and not all of them are movement gods and able to eager edge their way through everything and Icarus dash tangle grapple meta speedrun. A lot of average people that just get on for a couple hours after work can have some issues with jumping puzzles and jumping puzzles are designed to slow you down and kill you pretty much nothing in the game with a jumping puzzle before edge of Fate ever had limited lives at best they would have timers and your death was just slowing you up from meeting the time but you didn't get kicked orbit just because you fell a couple times. That's the big problem with the portal system is they just do this blanket thing for this amount of light it's grandmaster and you get three lives to start and they don't take an account how that interacted with the content that they placed into that. This is especially noticeable in whisper because you only get three lives to start and you only get one champion to kill for one extra life max and now if you're in a fire team every single person in that fire team if they have a botched jump just put the entire fire team at risk of wiping. So even if you are a jump puzzle god and you're doing an LFG to get through if your teammates die a few times even if you made it through unless you pull them to you before they continued falling to their deaths You're all getting kicked orbit almost making it more incentivized to run solo which again is something destiny themselves are complaining that everybody's running things solo. I don't think anything really needs to be done or changed for it with grandmaster other than just implement something where deaths during the jump puzzles don't count to your limited revives something similar to the darkness zone mechanic but not exactly darkness zone because whisper doesn't make you reset when you die you just keep going but just something to differentiate the jump puzzle section from the enemy fighting section. It's not that maybe just double the starting lives give six lives to be able to make it through the jumping section even that I don't know if it's still necessarily the right way to go with it normally if you're making it through the puzzle section You're not really struggling for lives by the time you finish after killing all the champions and everything. So many of my falling deaths have always felt so arbitrary the largest cause of them is when my Titan lands he does a little bounce on the ground that tends to make you slip off the edge and your jump's still on cooldown and you can't get back. Another huge cause of my jump deaths is the game refusing to mantle and grab onto ledges that I am clearly in position to be mantling onto it just doesn't do it and I fall to my death. And then the one that annoys me the most is at the beginning of the jumping puzzle the slight angled wall coming down to the first platform as I'm coming in for my landing I even so much as graze the wall it knocks my character off to the left and because my jump is on cooldown as I was coming in for my landing I can't do anything to redirect back onto the platform. It's like why does just touching the wall just shoot you to the side.