Honestly? I almost quit during the tutorial. The screen was flashing a dozen icons, my character kept falling off cliffs, and those alien bugs... ugh. But then something clicked – literally, when I discovered the grappling hook mechanics – and suddenly The First Descendant gameplay transformed from frustrating to fantastic. If you're diving into this free-to-play looter shooter, you need to know what makes its combat loop tick, where the real challenges begin, and why certain Descendants can make or break your experience. Let's break it down together.
Core Gameplay at a Glance
Third-person shooting meets Destiny-style loot chasing with Warframe's mobility. You control superpowered "Descendants" battling insectoid aliens across sci-fi wastelands. Runs smoothly at 60fps on PS5 (30fps on base last-gen consoles). Matchmaking works best for 4-player co-op missions. Daily login bonuses help F2P players.
Movement and Combat Mechanics
Movement isn't just running here – it's your survival toolkit. During my first Vulgus Outpost mission, I got swarmed because I forgot about the double jump. Big mistake. The mobility options include:
Grappling Hook Essentials
Bind it to an accessible button immediately. You can:
- Swing across chasms (saves 20+ seconds per traversal)
- Yank enemies off cliffs (instakills regular mobs)
- Cancel fall damage if timed right
Cooldown: 8 seconds base. Can be reduced with modules.
Weapon Handling Truths
Shotguns feel overpowered until you fight flying enemies. Critical spots vary wildly:
- Humanoids: Headshots (2x damage)
- Beetle-types: Underbelly (1.7x)
- Floaters: Core (3x but tiny hitbox)
Pro tip: Always carry one automatic weapon for swarm events.
Your ability rotations matter more than raw aim. In one failed Void Intercept run, our squad wiped because our Ajax player didn't pop his shield dome during the boss's laser phase. Abilities aren't just damage tools – they're survival mechanisms. Managing cooldowns separates decent players from raid carries.
Warning: The "Sticky Situation" achievement requires killing 50 enemies with adhesive grenades. Takes hours because grenade drops are rare early on. Save your sanity and tackle this mid-game.
Descendants Breakdown: Who to Main
I mained Bunny for 20 hours thinking her speed was OP. Then I tried Gley's healing and felt stupid for ignoring support roles. Each Descendant dramatically changes playstyle:
Descendant | Role | Key Ability | New Player Friendly? | Endgame Viability |
---|---|---|---|---|
Lepic | Assault | Cluster Grenade (AOE stun) | Yes | A-tier (great burst damage) |
Viessa | Crowd Control | Ice Shackles (freeze) | Moderate | S-tier (mandatory for raids) |
Ajax | Tank | Orbital Barrier (team shield) | Hard | S-tier (must-have for bosses) |
Bunny | Speed DPS | Lightning Emission (chain damage) | Easy | B-tier (squishy in late content) |
Gley | Healer | Life Transfer (HP sacrifice) | Very Hard | A-tier (great for hardcore runs) |
Viessa's freezing ability saved my squad during the Devourer King fight. When the boss enrages at 15% health, locking him down for 8 seconds lets you unload rockets safely. Worth grinding for early.
Unlocking New Descendants
Here's where new players hit paywalls. Unlocking additional Descendants requires:
- Completing story missions (takes 12-15 hours)
- Farming specific boss materials (e.g., Pyromaniac drops from Firestarter)
- Spending "Genetic Materials" (time-gated currency)
Spend your free premium currency on Descendant slots first. Weapons come easier through gameplay.
Essential Progression Systems
Your power level doesn't just come from levels – it's layered across four systems:
System | How to Progress | Time Investment | Power Impact |
---|---|---|---|
Descendant Level | Kill enemies, complete missions | 8-10 hours to max (40) | +15% stats |
Weapon Mastery | Get kills with specific guns | 2-3 hours per weapon | +30% damage/crits |
Module System | Slot modifiers like "+crit chance" | Grind dependent | +40%+ build flexibility |
Research Bench | Craft gear using resources | Heavy material farming | Endgame gear access |
Pro Tip: Start researching new weapons immediately at the Albion hub. The 18-72 hour timers mean you'll want multiple items queued while playing.
Multiplayer and Co-op Dynamics
Matchmaking works surprisingly well, except for Void Intercepts after midnight. For smooth co-op:
- Teams need balanced roles (1 tank, 1 support, 2 DPS ideal)
- Revive tokens are limited in raids – don't waste them
- Shared loot means no fighting over drops
During the Sterile Land: Stronghold mission, our random squad wiped 7 times until we realized someone needed to equip anti-poison modules. Communication isn't required, but checking teammate loadouts prevents headaches.
Endgame Activities Breakdown
After the campaign, real challenges emerge:
Activity | Recommended Power | Key Rewards | Time Per Run |
---|---|---|---|
Void Intercept Battles | 80+ | Descendant blueprints | 25-40 mins |
Infiltration Operations | 100+ | Catalyst modules | 15-25 mins |
Special Operations | 120+ | Cosmetics, resources | Varies |
Void Intercept: Frost Walker drops are frustratingly rare. After 12 kills, our squad still hasn't seen the helmet blueprint. Prepare for repetition.
Advanced Combat Tactics
Master these to dominate late-game:
Weak Point Prioritization
Not all glowing spots are equal:
- Devourer King: Front legs (causes stagger)
- Pyromaniac: Back vents (interrupts fire aura)
- Gravity Walker: Gravity core (only when charging)
Module Synergies
Combine for multiplicative effects:
- "Shock Accumulator" + "Conductor" = chain lightning
- "Swift Reload" + "Critical Catalyst" = DPS machine
- "Energy Battery" + "Overclock" = ability spam
My Ajax tank build uses "Iron Wall" modules with cooldown reduction. Lets me maintain 75% uptime on shields during boss fights. Without this? Good luck surviving Devourer King's stomp attacks.
Loot Economy and Monetization
As F2P, you'll hit resource walls around level 30. Key currencies:
- Genetic Materials: Time-gated (20/day from dailies)
- Caliber: Premium currency ($10 = 1,100)
- Nanopolymers: Farmed from bosses (3-5 per kill)
The battle pass gives decent value at $10 but skip cosmetic-only bundles. Biggest gripe? Inventory upgrades cost premium currency. You start with only 30 slots – expect constant management.
Controversial Opinion: The "Descendant Accelerator" pack ($15) isn't worth it. The XP boost only affects one character and becomes useless at max level.
Frequently Asked Questions
Is The First Descendant gameplay too repetitive for solo players?
Early missions feel samey, but boss fights and void intercepts add variety. Still, grouping enhances everything. I soloed until level 25 before hitting frustrating walls.
What's the real grind time for unlocking new Descendants?
For Viessa? Took me 14 hours of targeted farming. You need:
- 3 Rare Neuropod drops (30% chance from Vulgus Guardians)
- 1 Frost Walker Void Intercept clear (20 minute fight)
- 18 hours of research time
Does gear carry between Descendants?
Weapons do, modules do, but each Descendant levels separately. Switching mains mid-game hurts your progression. Test characters in the firing range before investing.
Performance Tips Across Platforms
On PS5: Disable motion blur for cleaner visuals during fast-paced combat. PC players – watch your VRAM usage. My 3070 Ti hitches at max settings during particle-heavy fights. Recommended settings:
- Texture Quality: High (Ultra eats VRAM)
- Shadow Resolution: Medium
- Effects: High (crucial for visibility)
- DLSS/FSR: Quality mode
Crossplay works well but disable it if experiencing lag. Region matching prioritizes ping over skill – prepare for unbalanced squads occasionally.
Personal Endgame Build Recommendations
Role | Core Descendant | Essential Modules | Weapon Pairings |
---|---|---|---|
Main Tank | Ajax | Energy Battery, Defensive Formation | Shotgun + Rocket Launcher |
Support Healer | Gley | Rapid Regeneration, Shared Recovery | SMG + Sniper Rifle |
Crowd Control | Viessa | Frost Extension, Chilling Efficiency | Assault Rifle + Grenade Launcher |
Don't sleep on the Thunder Cage submachine gun. Its chain lightning effect clears trash mobs while you focus on elites – perfect for Bunny mains who zip through maps.
Final Thoughts After 100+ Hours
The grappling hook never gets old. Seriously, swinging across chasms while shooting airborne enemies is peak The First Descendant gameplay. But man, the resource bottlenecks frustrate me daily. If you tolerate grind, there's a slick combat loop underneath. Prioritize fun over efficiency – main the Descendant whose abilities make you grin, not just the "meta" pick. See you in Albion, freelancers.
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