The version with the 9 splinters is a gamble since they seem to only spawn after a certain amount of ads die and they don't spawn fast enough. Out of all of the solo ops, this is by far the worst one because of how hidden those small objectives are to find and they only get a marker when you're nearby. Also, they have multiple spots that they [b][u]can[/u][/b] spawn rather than [b][u]will[/u][/b] spawn.
At least in Creation the vex crystals are sized fairly to the size of the room usable. and all are spawned in unconditionally, in fixed locations and if you missed some when reaching the end you can backtrack and easily see them. The difficulty difference not including ad difficulty between the 2 are expert to grandmaster.
I can get through Creation without it being stressful. Salt Mines I've finished it twice in the last few days with up to 5 secs remaining at most. A nice solution would be to spawn the subjugator/tormentor immediately [u]after[/u] that room's splinters are destroyed and their death opens the way forward. Like the hydra spawn after the 11 crystals.
-
Edited by NerfPaladins06: 10/20/2025 5:21:42 AMAll Salt Mines variants are purposely intended to slow you down. Bungie knows this place would be faster than Caldera if they didn't force you to wait til your next birthday to move to the next room. Gotta make you wait on splinters, gotta wait on enemies to spawn, gotta wait on barriers to disappear, etc.