Editing Legendary
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==Summary== | ==Summary== | ||
[[File:Halo 3 - Legendary Symbol.png|thumb|The original Legendary shield.]] | [[File:Halo 3 - Legendary Symbol.png|thumb|The original Legendary shield.]] | ||
In the original ''Halo'' trilogy, legendary difficulty is symbolized by an [[Sangheili|Elite]] skull with a bullet | In the original ''Halo'' trilogy, legendary difficulty is symbolized by an [[Sangheili|Elite]] skull with a bullet-hole through one side, two crossed [[Combat knife|combat knives]] and a shield bearing the ''[[Marathon]]'' symbol, though the symbol is not visible behind the skull. In ''[[Halo 3: ODST]]'', the symbol is adjusted to a [[human]] skull with two crossed [[M7S Caseless Submachine Gun|Suppressed SMGs]] in front of the same shield with the ''Marathon'' symbol, now slightly visible behind the skull. In ''[[Halo: Reach]]'' and ''[[Halo: Combat Evolved Anniversary]]'', the original legendary symbol returns, but these games, along with future titles, lack the ''Marathon'' symbol on the shield. In ''[[Halo 4]]'', the shield and the combat knives have been redesigned while the skull of a [[Promethean Knight]] replaces the previous skulls. | ||
Legendary is regarded as a significant challenge, even for veteran players. Overwhelming enemy firepower, superior enemy numbers, and increased enemy intelligence make up most of the challenge, but several specific changes, varying throughout games, also add to the difficulty. Most allies are practically useless aside from creating distractions. The player must play cautiously and conservatively to succeed, but even with appropriate tactics and practice, the player will die very often and may require some luck to succeed. The increased difficulty does not come without rewards; many details, such as pieces of dialogue, cutscenes, and music, can only be heard or seen on Legendary; in particular, most Halo games feature an additional scene in the ending cutscenes, which is only shown on Legendary, often referred to as "Legendary Endings". ''Halo: Combat Evolved'', ''Halo 3'', ''Halo 3: ODST'', ''Halo: Reach'', ''Halo 4'', and ''Halo 5: Guardians'' feature such endings. Several [[achievement]]s, [[challenge]]s, [[commendations]], and [[Halo Waypoint#Awards|career awards]] reward players for accomplishing various tasks on Legendary difficulty in addition to the achievements for simply completing every mission on Legendary. | Legendary is regarded as a significant challenge, even for veteran players. Overwhelming enemy firepower, superior enemy numbers, and increased enemy intelligence make up most of the challenge, but several specific changes, varying throughout games, also add to the difficulty. Most allies are practically useless aside from creating distractions. The player must play cautiously and conservatively to succeed, but even with appropriate tactics and practice, the player will die very often and may require some luck to succeed. The increased difficulty does not come without rewards; many details, such as pieces of dialogue, cutscenes, and music, can only be heard or seen on Legendary; in particular, most Halo games feature an additional scene in the ending cutscenes, which is only shown on Legendary, often referred to as "Legendary Endings". ''Halo: Combat Evolved'', ''Halo 3'', ''Halo 3: ODST'', ''Halo: Reach'', ''Halo 4'', and ''Halo 5: Guardians'' feature such endings. Several [[achievement]]s, [[challenge]]s, [[commendations]], and [[Halo Waypoint#Awards|career awards]] reward players for accomplishing various tasks on Legendary difficulty in addition to the achievements for simply completing every mission on Legendary. | ||
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*Virtually all Sangheili encountered are Majors. Unggoy Majors are also far more common. | *Virtually all Sangheili encountered are Majors. Unggoy Majors are also far more common. | ||
*Elite Ultras are now a very common sight. The player will encounter up to four in some parts of the game. They have the most powerful energy shields in the game and can survive four head shots from a [[Sniper Rifle System 99C-Series 2 Anti-Matériel|Sniper Rifle]] or a [[Sulok-pattern beam rifle|Beam Rifle]]. | *Elite Ultras are now a very common sight. The player will encounter up to four in some parts of the game. They have the most powerful energy shields in the game and can survive four head shots from a [[Sniper Rifle System 99C-Series 2 Anti-Matériel|Sniper Rifle]] or a [[Sulok-pattern beam rifle|Beam Rifle]]. | ||
*When playing as the [[John-117|Master Chief]], the player has to face large numbers of | *When playing as the [[John-117|Master Chief]], the player has to face large numbers of Elite Zealots. They always wield Swords and can slaughter large groups of Marines with ease. | ||
*Enemies are extremely adaptive and intelligent in tactical action. They rarely fall victim to being outsmarted. | *Enemies are extremely adaptive and intelligent in tactical action. They rarely fall victim to being outsmarted. | ||
* | *Grunts retreat less often when a leader is killed. | ||
*Marine allies are much stronger. They have more health and their AI is increased significantly. They are still highly vulnerable though. | *Marine allies are much stronger. They have more health and their AI is increased significantly. They are still highly vulnerable though. | ||
**Marines can withstand one shot from a sniper jackal without dying. | **Marines can withstand one shot from a sniper jackal without dying. | ||
*Melee attacks received from Elites and Flood combat forms are practically always one hit fatalities, however moving to the side will reduce the damage concurred from such attacks. | *Melee attacks received from Elites and Flood combat forms are practically always one hit fatalities, however moving to the side will reduce the damage concurred from such attacks. | ||
**Melee attacks from Heretic Elites are glitched, so the player will not take any damage from them. This can be used as a saving grace in otherwise bad situations. '''''This does not apply when a Heretic Elite is holding an Energy Sword'''''. | **Melee attacks from Heretic Elites are glitched, so the player will not take any damage from them. This can be used as a saving grace in otherwise bad situations. '''''This does not apply when a Heretic Elite is holding an Energy Sword'''''. | ||
*Enemies normally have upgraded weapons. For example, | *Enemies normally have upgraded weapons. For example, Brutes that usually had [[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]]s would now carry [[Vostu-pattern carbine|Carbines]] or have the deadly Brute Shot equipped. | ||
*Enemies will often notice the player sooner and prove to be more alert. | *Enemies will often notice the player sooner and prove to be more alert. | ||
*[[Kig-Yar Sniper]]s will appear more often than on any other difficulty. They can kill the player with only one shot regardless of where it hits. Players should think twice before sticking themselves out into the open. | *[[Kig-Yar Sniper]]s will appear more often than on any other difficulty. They can kill the player with only one shot regardless of where it hits. Players should think twice before sticking themselves out into the open. | ||
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===General differences=== | ===General differences=== | ||
*Shields are 50% their Normal power and a few hits even from a Plasma Pistol will drain them completely. | *Shields are 50% their Normal power and a few hits even from a Plasma Pistol will drain them completely. | ||
*Enemies are much more resistant to damage. (E.g. The player needs three body shots or two headshots for a fully shielded [[Jiralhanae Captain| | *Enemies are much more resistant to damage. (E.g. The player needs three body shots or two headshots for a fully shielded [[Jiralhanae Captain|Brute Captain]] to take it down instead of one headshot or two body shots with a sniper or beam rifle). | ||
*Headshots are the only means to get a quick kill on enemies like Jackals and Grunts, aside from assassinations. | *Headshots are the only means to get a quick kill on enemies like Jackals and Grunts, aside from assassinations. | ||
*Nearly all enemy forces are promoted by one rank. This can be changed with the effects of the [[Halo 3 skulls#Thunderstorm|Thunderstorm Skull]], which promotes enemies even higher. In addition to this promotion, Brutes will not carry [[deployable cover]]s. | *Nearly all enemy forces are promoted by one rank. This can be changed with the effects of the [[Halo 3 skulls#Thunderstorm|Thunderstorm Skull]], which promotes enemies even higher. In addition to this promotion, Brutes will not carry [[deployable cover]]s. | ||
*Enemy numbers double or sometimes triple in the case of Flood encounters. | *Enemy numbers double or sometimes triple in the case of Flood encounters. | ||
*Enemy AI improves dramatically, enemy vehicles will be significantly harder to hijack and enemies will be nearly impossible to stick with grenades. | *Enemy AI improves dramatically, enemy vehicles will be significantly harder to hijack and enemies will be nearly impossible to stick with grenades. | ||
* | *Jackal Snipers, one of the rarer enemies in ''Halo 3'', will appear with greater frequency, though not nearly as much as in ''Halo 2''. | ||
*Enemies fire much faster and more accurately, and toss grenades more often and with greater accuracy. | *Enemies fire much faster and more accurately, and toss grenades more often and with greater accuracy. | ||
*Turrets, such as [[Rizsheda-pattern Shade|Shades]], are frequently encountered, even in places in which they did not appear in lower difficulties. Gunners will also fire more aggressively. | *Turrets, such as [[Rizsheda-pattern Shade|Shades]], are frequently encountered, even in places in which they did not appear in lower difficulties. Gunners will also fire more aggressively. | ||
* | *Brutes will wield Brute Shots more often. They will fire them faster and more accurately. They will also frequently go berserk. | ||
*The "linked lives" system from ''Halo 2'' is removed but can be achieved with the [[Halo 3 skulls#Iron|Iron Skull]] activated. | *The "linked lives" system from ''Halo 2'' is removed but can be achieved with the [[Halo 3 skulls#Iron|Iron Skull]] activated. | ||
*Almost all Sentinels have shields, including allied ones. | *Almost all Sentinels have shields, including allied ones. | ||
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**The ending cutscene of the level ''[[Halo (Halo 3 level)|Halo]]'', following the game's [[Halo 3 credits|credits]], has a Legendary-only scene [[Requiem|foreshadowing]] ''Halo 4''. | **The ending cutscene of the level ''[[Halo (Halo 3 level)|Halo]]'', following the game's [[Halo 3 credits|credits]], has a Legendary-only scene [[Requiem|foreshadowing]] ''Halo 4''. | ||
*''Halo 3: ODST'': | *''Halo 3: ODST'': | ||
**In the level ''[[Prepare To Drop]]'', a photo of the [[Rookie]]'s girlfriend can be seen in his [[ | **In the level ''[[Prepare To Drop]]'', a photo of the [[Rookie]]'s girlfriend can be seen in his [[Single Occupant Exoatmospheric Insertion Vehicle|drop pod]]. | ||
**In the ending cutscene of the level ''[[NMPD HQ]]'', blood sprays out of [[Kojo Agu|Romeo]]'s chest. | **In the ending cutscene of the level ''[[NMPD HQ]]'', blood sprays out of [[Kojo Agu|Romeo]]'s chest. | ||
**The ending cutscene of the game, at the end of the level ''[[Coastal Highway]]'' and after the [[Halo 3: ODST credits|credits]], has a Legendary-only scene. | **The ending cutscene of the game, at the end of the level ''[[Coastal Highway]]'' and after the [[Halo 3: ODST credits|credits]], has a Legendary-only scene. | ||
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* Plasma projectiles travel faster than on other difficulties. | * Plasma projectiles travel faster than on other difficulties. | ||
* Shade turrets fire and turn several times faster than physically possible by the player. | * Shade turrets fire and turn several times faster than physically possible by the player. | ||
* [[Sangheili General]] appear more often, usually wielding Covenant heavy weapons. | * [[Sangheili General|Elite Generals]] appear more often, usually wielding Covenant heavy weapons. | ||
* [[Sangheili Minor]] | * [[Sangheili Minor|Elite Minors]] seldom appear; less than five are encountered in the entire campaign, with the exception of Banshee pilots. | ||
* Similar to Elite Minors, very few [[Kig-Yar Minor]] | * Similar to Elite Minors, very few [[Kig-Yar Minor|Jackal Minors]] appear through the whole campaign. | ||
=== Specific differences === | === Specific differences === | ||
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* Enemies deal more damage and are more resistant to damage, with Elites taking at least [[seven]] direct headshots from a [[M395 DMR|DMR]] to lose their shields. | * Enemies deal more damage and are more resistant to damage, with Elites taking at least [[seven]] direct headshots from a [[M395 DMR|DMR]] to lose their shields. | ||
* More [[Promethean Knight]]s are featured, especially higher-ranking ones. | * More [[Promethean Knight]]s are featured, especially higher-ranking ones. | ||
* [[Crawler Snipe]]s are more dangerous as their built-in [[Z-750 binary rifle]]s almost always kill the player in one hit, regardless of where it hits. | * [[Crawler Snipe]]s are more dangerous as their built-in [[Z-750 binary rifle|Binary Rifle]]s almost always kill the player in one hit, regardless of where it hits. | ||
* Promethean Knights' and [[Promethean Watcher]]s' shields recharge much faster. | * Promethean Knights' and [[Promethean Watcher]]s' shields recharge much faster. | ||
* Knights also throw [[Z-040 pulse grenade|Pulse Grenades]] even more often. | * Knights also throw [[Z-040 pulse grenade|Pulse Grenades]] even more often. | ||
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=== General differences === | === General differences === | ||
{{Expand-section}} | {{Expand-section}} | ||
* Enemies deal more damage and are more resistant to damage. Two shots from an enemy wielding a [[Z-250 lightrifle]] will down a player. | * Enemies deal more damage and are more resistant to damage. Two shots from an enemy wielding a [[Z-250 lightrifle|LightRifle]] will down a player. | ||
* [[Promethean Crawler]]s' tracking shots from their built-in weapons exhibit virtually pinpoint accuracy. | * [[Promethean Crawler]]s' tracking shots from their built-in weapons exhibit virtually pinpoint accuracy. | ||
* [[ | * [[Promethean Soldier]]s use slipspace translocation even more often to confuse or avoid players and throw [[Z-400 splinter grenade|Splinter Grenades]] more often. | ||
* [[Knight Commander]]s wielding Incineration Cannons fire charged shots even more often. | * [[Knight Commander]]s wielding Incineration Cannons fire charged shots even more often. | ||