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Recon Trifecta

I, like many others, enjoy progression and unlocking new codex entries in the game.

Lately, my grind has been focused on achieving 100% completion with the Runner shells, specifically, unlocking each shell's respective Shadow Index skin.

During that grind, however, I have encountered several inconsistencies within these challenges. Some do not merely encourage queuing into Trios—they actively encourage players to work against their own team. Let me explain.

Assassin  
Hidden Strike Defeat a Runner with a knife shortly after leaving Invisibility.
High Diver Smoke Dive from a great height.
Near Death Salvation Reboot both crew members after almost being eliminated.
Home-Field Advantage Quickly down 3 Runners inside smoke.
Opportunist Defeat a Runner after going Invisible using a rival's smoke.

Most of these challenges can be completed naturally by using Assassin’s abilities as intended. Home-Field Advantage, however, is different.
The challenge requires you—and only you—to personally down three Runners inside smoke within a short period. If your teammates damage or down those players first, the attempt may be invalidated. In Trios, actively pursuing this challenge can therefore encourage you to split from your crew or wait for your teammates to be downed before making an attempt yourself. You then have to hope all three enemy Runners remain grouped inside the smoke long enough for you to down them alone. That is not teamwork. Ironically, Home-Field Advantage can be completed more reliably in Solos. A player can bring several Mercy Kits and smoke grenades, repeatedly revive an enemy Runner, and manufacture the required downs.

Thief  
Shattered Hopes Defeat a Runner after grappling through glass.
Escape Artist Use your Grapple Device at critical health to escape and heal.
Accomplished Pickpocket Steal from 3 different Runners in one use of Pickpocket Drone. (has been reworked from Runners to Hostiles)
Life Taker Steal a Self-Revive from a downed Runner with your Pickpocket Drone. (has been reworked from Self-Revive to simply just stealing while using a Self-Revive)
No Target Too Great Hack a priority hostile.

Thief’s challenges also require some situational setup, but most can still be completed naturally by using the shell’s abilities. More importantly, Bungie has already reworked some of them. These changes demonstrate that Bungie can revise overly restrictive challenges so they fit normal gameplay more naturally. They reduce the need to abandon your team, manipulate enemy players, or force specific queue conditions.

Recon  
Target Rich Environment Ping 10 or more hostiles with an Echo Pulse.
Reversal of Fortune Defeat a Runner within 30 seconds of detecting a ping.
Splash Hit 3 hostiles with a single Tracker Drone.
Trifecta Defeat 3 Runners with a single Echo Pulse activation.
Nowhere to Hide Hit a hostile with a Tracker Drone while a TAD is active.

Trifecta is the clearest example of the problem. You—and only you—must defeat three Runners during the roughly 15-second duration of a single Echo Pulse activation. Echo Pulse is Recon’s Prime ability and takes a considerable amount of time to recharge. Completing this in Solos is extraordinarily unrealistic. In practice, Trios is almost mandatory. Even then, you may need to tell your teammates not to finish enemies, not to interfere, or not to engage at all while you attempt the challenge. Once again, the challenge becomes harder when your teammates help you. This does not promote teamwork, and Bungie would not need to completely redesign the challenge to fix it. Simply allowing assisted defeats to count would solve most of the problem. Doing so would encourage Recon players to activate Echo Pulse during real team fights instead of hoarding it for a highly specific setup. It would reward coordinated pushes, proper ability usage, and participation from the entire crew.

Shell challenges should encourage players to master each Runner's abilities. They should not encourage abandoning your crew, asking teammates to stop dealing damage, or exploiting Solos through repeated revives.

Difficulty is not the issue. The problem is that some requirements punish cooperation.

Bungie has already shown through the Thief reworks that these challenges can be improved. Assassin's Home-Field Advantage and Recon's Trifecta deserve the same treatment.

At minimum, assisted downs and defeats should count. That would preserve the difficulty while rewarding teamwork instead of undermining it.

I love this game and want to see it succeed. However, artificially restrictive challenge conditions can make progression frustrating rather than rewarding.

For those of you invested in the lore of this game, and enjoy reading the codex entries as you unlock them, I ask you to consider whether these requirements truly align with the description for the Shadow Index skin.

The Shadow Index is an elite Runner collective. The identities of its founders are unknown and membership is limited to an exclusive selection of Runners with proven mastery of the skills needed to not only survive, but thrive, in hostile Zones. The Shadow Index has no real influence beyond reputation. They don't trade in Faction wars or sell memberships to the highest bidder. They simply monitor contested Zones for Runners pushing the limits of their shells, and when they are suitably impressed a Shadow Index shell schema is delivered through clandestine channels as a welcome to the Index. There are few known instances of a Runner turning down the invite to wear Shadow Index colors.

These challenges should prove that a player has mastered their shell, not that they were willing to fight both the enemy team and their own teammates to satisfy an arbitrary condition.

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