• Breaking News

    Tuesday, October 29, 2019

    Destiny Focused Feedback: 950+ Power Level Climb

    Destiny Focused Feedback: 950+ Power Level Climb


    Focused Feedback: 950+ Power Level Climb

    Posted: 28 Oct 2019 06:50 AM PDT

    Hello Guardians,

    Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.

    We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.

    This Thread will be active until next week when a new topic is chosen for discussion

    Whilst Focused Feedback is active, ALL posts regarding '950+ Power Level Climb' following its posting will be removed and re-directed to this thread. Exceptions to this rule are as follows: New information / developments, Guides and general questions

    Any and all Feedback on the topic is welcome.

    Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas

    A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the sub as time goes on.

    submitted by /u/DTG_Bot
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    [D2] Daily Reset Thread [2019-10-28]

    Posted: 28 Oct 2019 10:05 AM PDT

    Daily Vanguard Modifiers

    Affect Strikes, Menagerie, Heroic Missions & Adventures

    • Solar Singe: Solar damage increases slightly from all sources.
    • Grounded: Damage taken while you are airborne is greatly increased.
    • Brawler: Melee abilities deal more damage and recharge much faster.

    Daily Reckoning Modifiers

    Affect all three tiers

    • Void Singe: Void damage increases slightly from all sources.
    • Brawler: Melee abilities deal more damage and recharge much faster.

    Daily Heroic Story Missions

    • Sacrilege (PL 750) - Io. Since the loss of her Light, Ikora has many questions—and she's not leaving Io without answers.
    • Larceny (PL 750) - Earth. Break into the Red Legion base and steal the personal shuttle of Thumos the no-longer-Unbroken.
    • A Deadly Trial (PL 750) - Earth. Brother Vance says there's a Temple of Osiris in the EDZ where you can revive Sagira.
    • Beyond Infinity (PL 750) - Mercury. It's time to enter the Infinite Forest and find Osiris. Be prepared for anything.
    • Ace in the Hole (PL 750) - Titan, Moon of Saturn. Track down Cayde's personal stash so you can repair the Ace of Spades.

    Daily Forge: Volundr Forge


    Gunsmith Inventory

    • Targeting Adjuster: This weapon gains better target acquisition.
    • Unflinching Submachine Gun Aim: Reduces flinching from incoming fire while aiming Submachine Guns.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Alkane Dust & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Helium Filaments & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Phaseglass Needle & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Baryon Bough & 50000 Glimmer)

    Spider Material Exchange

    • Purchase Enhancement Cores (1 for 10 Legendary Shards)
    • Purchase Legendary Shards (1 for 10 Etheric Spiral)
    • Purchase Glimmer (10000 for 20 Microphasic Datalattice)
    • Purchase Dusklight Shards (5 for 1 Legendary Shards)
    • Purchase Simulation Seeds (5 for 5000 Glimmer)
    • Purchase Etheric Spiral (5 for 5000 Glimmer)
    • Purchase Helium Filaments (5 for 5000 Glimmer)

    Bounties

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    Vanguardian Defeat enemies in any strike. 50 Enemies XP & 5 Vanguard Tactician Token
    Elegant Weaponry Defeat enemies in strikes with any Sword. 10 [Sword] Sword XP & 5 Vanguard Tactician Token
    The Inner Storm Get Arc kills in a strike. 25 [Arc Kill] Arc damage XP & 5 Vanguard Tactician Token
    Finish Them Defeat enemies with your finisher in strikes. 5 Finisher XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    All in a Day's Work Defeat other Guardians in the Crucible. 15 Opponents XP & 5 Crucible Token & 15 Valor Rank Points
    Show 'Em What You Got Defeat Guardians of other classes in the Crucible. 10 Opponents XP & 5 Crucible Token & 15 Valor Rank Points
    Overcharge Land final blows using Energy weapons in the Crucible. 10 Energy weapon XP & 5 Crucible Token & 15 Valor Rank Points
    Avenger Land the final blow on a player who just defeated one of your teammates in the Crucible. 1 Opponents XP & 5 Crucible Token & 15 Valor Rank Points

    Ikora Rey, Vex Fanatic

    Name Description Requirement Reward
    Overcurrent Defeat Vex using Arc abilities. 15 [Arc Kill] Arc ability XP & 1 Vex Mind Components
    Supercollider Defeat Vex with your Super. 10 Super ability XP & 1 Vex Mind Components
    Null Vector Defeat Vex with Void damage. 50 [Void Kill] Void damage XP & 1 Vex Mind Components
    A Display of Impunity Defeat Hydras in the Vex Offensive. 3 Vex Hydras XP & 1 Vex Mind Components

    Eris Morn, Moon

    Name Description Requirement Reward
    Lunar Defender Complete public events on the Moon. 2 Public events XP & 5 Helium Filaments
    Deathless Auto Using an Auto Rifle, rapidly defeat enemies in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Unscathed Deathdealer Using any Power weapon, defeat enemies in streaks of 3 or more without taking damage in between. 10 Defeated in streaks XP & 5 Helium Filaments
    Final Termination Use finishers to defeat Vex on the Moon. 7 Finisher XP & 5 Helium Filaments

    Lectern of Enchantment, Moon

    Name Description Requirement Reward
    Security Blanket Defeat enemies with grenade abilities in Nightmare Hunts. 10 [Grenade Kill] Grenade ability XP & 1 Phantasmal Fragment
    Orbweaver Generate Orbs of Light in Nightmare Hunts. 10 Orbs of Light XP & 1 Phantasmal Fragment
    Dark Communion Find the Lost Sector K1 Communion and dispel the Nightmare within. 7 Nightmares XP & 1 Phantasmal Fragment
    Which Moon Is Haunted? Defeat Nightmares in Lost Sectors on Io. 8 Nightmares XP & 1 Phantasmal Fragment

    The Drifter, Gambit Prime

    Name Description Requirement Reward
    INVADER: Mote Piñata As a fireteam, deny Motes in Gambit Prime. 15 Motes denied 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Light-Based Killer Earn any Super multikill medal in a Gambit Prime match. 1 Medal earned 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: Leave One on Their Porch Send Blockers in Gambit Prime. 7 Blockers sent 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: "Security!" Defeat Blockers in Gambit Prime using Fusion Rifles, Shotguns, or Sniper Rifles. 7 Blockers defeated 1 Sentry Synth & 50 Infamy Rank Points
    INVADER: Supercharged Invader bounty. Defeat Guardians with Super abilities in the Crucible. 3 Guardians defeated 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Reaping with the Basics Reaper bounty. Defeat enemies with weapons that use Primary ammo. 30 Enemies defeated 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: Collecting in the EDZ and Titan Collector bounty. Loot Lost Sector caches found in the EDZ or on Titan. 2 Caches looted 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: Sentry Duty at the Well Sentry bounty. Complete Blind Well encounters in the Dreaming City. 2 Encounters completed 1 Sentry Synth & 50 Infamy Rank Points

    The Drifter, Gambit

    Name Description Requirement Reward
    All Right, All Right, All Right Complete a Gambit match. 1 Matches XP & 30 Infamy Rank Points
    Big-Game Hunter Eliminate a high-value target in Gambit. 1 Targets XP & 30 Infamy Rank Points
    Elite Executioner Defeat challenging enemies in Gambit. 10 Challenging enemies XP & 30 Infamy Rank Points
    Fistful of Motes Bank Motes in Gambit matches. 25 Motes banked XP & 30 Infamy Rank Points

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Bow Calibration Calibrate Bows against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Bow] Calibration XP & 2 Mod Components & Enhancement Core
    Linear Fusion Rifle Calibration Calibrate Linear Fusion Rifles against any target. Earn bonus progress with precision and against opposing Guardians. 100 [Linear Fusion Rifle] Calibration XP & 2 Mod Components & Enhancement Core
    Arc Calibration Calibrate Arc weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Arc Kill] Calibration XP & 2 Mod Components & Enhancement Core

    Ada-1, Black Armory

    Name Description Requirement Reward
    Harvest Time Harvest resources in any destination. 15 Materials collected 1 Modulus Report & 1500 Glimmer
    Meyrin Tribute Pay homage to the Black Armory's French heritage by defeating enemies with Bows, Submachine Guns, and Hand Cannons. 50 Enemies defeated 1 Modulus Report & 1500 Glimmer
    Hammer and Tongs Throw batteries at the forge to successfully charge it. 2 Charges completed 1 Modulus Report & 1500 Glimmer
    An Ancient Fire Complete a forge ignition by successfully stoking the forge and eliminating the Forge Warden. 1 Forge ignited 1 Modulus Report & 1500 Glimmer
    Public Event Evaluation Complete public events with at least one Black Armory weapon equipped. 10 Public events completed 1 Modulus Report & 1500 Glimmer

    Visage of Calus, Triumph Hall

    Name Description Requirement Reward
    Annihilator Earn multikills against enemies of the Traveler without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 15 Multikills 1 Boon of Opulence & Glimmer
    Make Your Mark Earn precision kills in the Crucible without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 2 [Headshot] Final blows 1 Boon of Opulence & Glimmer
    King of the Shore Complete public events on the Tangled Shore without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 2 Public events completed 1 Boon of Opulence & Glimmer
    Forge Ahead Defeat enemies guarding a forge without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 20 Enemies defeated 1 Boon of Opulence & Glimmer

    Spider, Tangled Shore

    Name Description Requirement Reward
    Thin the Herd Defeat enemies on the Tangled Shore. 50 Enemies defeated XP & 5 Etheric Spiral
    Patrol the Shore Complete three patrols on the Tangled Shore. 3 Patrols completed XP & 5 Etheric Spiral
    Treasure Hunter Loot treasure chests on the Tangled Shore. 5 Chests looted XP & 5 Etheric Spiral
    Lost on the Edge Explore the Lost Sector Shipyard AWO-43 near the Jetsam of Saturn on the Tangled Shore. 1 XP & 5 Etheric Spiral

    Devrim Kay, EDZ

    Name Description Requirement Reward
    Exterminator Defeat Fallen in the EDZ. 30 Fallen defeated XP & 10 Dusklight Shard
    Marc's Man Get Sniper Rifle kills in the EDZ. 15 Sniper Rifle kills XP & 10 Dusklight Shard
    Salzwerk Scavenger Loot chests in the EDZ. 5 Chests looted XP & 10 Dusklight Shard

    Sloane, Titan

    Name Description Requirement Reward
    Traveler's Chosen Get Super kills on Titan. 20 Super kills XP & 10 Alkane Dust
    Kaboom Get Power weapon multikills on Titan. 3 Power weapon kills XP & 10 Alkane Dust
    Fist of Judgment Defeat Hive on Titan. 30 Hive defeated XP & 10 Alkane Dust

    Failsafe, Nessus

    Name Description Requirement Reward
    War Machine Get Power weapon multikills on Nessus. 3 Power multikills XP & 10 Microphasic Datalattice
    Cabal or Nothing Defeat Cabal on Nessus. 30 Cabal defeated XP & 10 Microphasic Datalattice
    Cache Out Loot chests on Nessus. 5 Loot chests on Nessus. XP & 10 Microphasic Datalattice

    Asher Mir, Io

    Name Description Requirement Reward
    "Vanguard" Outpost Complete patrols on Io. 2 Patrols completed XP & 10 Phaseglass Needle
    Power Lifting Get Power weapon multikills on Io. 3 Power multikills XP & 10 Phaseglass Needle
    Lost Expedition Acquire cache codes in Lost Sectors on Io. 2 Cache codes acquired XP & 10 Phaseglass Needle

    Brother Vance, Mercury

    Name Description Requirement Reward
    Lighthouse Keeper Defeat enemies on Mercury. 50 Enemies defeated XP & 10 Simulation Seed
    Short Fuse Defeat Minotaurs on Mercury with a Fusion Rifle. 10 Minotaurs fused XP & 10 Simulation Seed
    Take It Orb Lose It Generate Orbs of Light on Mercury. 10 Orbs generated XP & 10 Simulation Seed

    Ana Bray, Mars

    Name Description Requirement Reward
    Super Thermodynamics Get Solar kills on Mars. 30 Solar kills XP & 10 Seraphite
    Vengeance of Valhalla Defeat multiple enemies at a time on Mars using the Valkyrie. 5 Valkyrie multikills XP & 10 Seraphite
    Martian Melee Get melee kills on Mars. 15 Melee kills XP & 10 Seraphite

    Unfortunately, Petra daily bounties can't be fetched through the API. Feel free to share them in the comments!

    submitted by /u/DTG_Bot
    [link] [comments]

    Arbalest should have Anti-barrier rounds by default.

    Posted: 28 Oct 2019 09:54 AM PDT

    The whole concept of the weapon is to have a kinetic weapon that eats away shields, and makes the enemy weak to kinetic precision damage. It would only make sense to give it Anti-barrier rounds by default, similar to how Eriana's vow has it by default.

    Some less used year 1 and 2 weapons could/should receive these type of ammunition (Anti-barrier, Unstoppable, Disruption), but non as much as Arbalest.

    For example: -Izanagi's Burden with Honed Edge 4x should be Unstoppable.

    -Sturm Overload rounds should also be unstoppable.

    -I could see Jötunn "burning away armour", thus being anti-barrier, but this would be really stretching it... (Catalist?)

    -Thunderlord should disrupt, similar to how auto-rifles and smg-s disrupt.

    That's all I can think of my head. There could be more weapons that would make sense.

    submitted by /u/CatchingSpark
    [link] [comments]

    The Leviathan's Breath reprised strike is a matchmade activity. Please make the other exotic quest reprise strikes matchmade as well.

    Posted: 28 Oct 2019 12:42 PM PDT

    Suggestion is in the title. I'm an antisocial weirdo, so it's hard for me to group up without matchmaking, but I still want the weapons. Please make the reprised strikes matchmade activities.

    submitted by /u/Gravelsack
    [link] [comments]

    Change Glimmer from dropping on ground to auto pickup

    Posted: 28 Oct 2019 04:52 PM PDT

    With Shadowkeep glimmer dropping on the ground is becoming an issue. We have mods from the artifact that drops extra glimmer by killing x enemies.

    This is an issue as you have to run and collect said glimmer.

    During the raid this glimmer does not vanish between wipes and on console we have some considerable frame issues in the new raid at specific points.

    Glimmer would surely be impacting this in a way as it is using memory keeping this on the ground in the heavily detailed vex milk. I am sure other encounters also have this issue on the base consoles.

    Surely it would just be easier to give all glimmer drops straight to the player instead of making them a world drop. At the very least it could alleviate some issues and make it a lot more convenient for users.

    Just a suggestion I'm sure everyone can get behind.

    submitted by /u/TheOneDove
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    I designed an ornament for the Celestial Nighthawk

    Posted: 28 Oct 2019 07:07 PM PDT

    Boom.

    I based it on modern military helmets and the helmets from the anime series Gatchaman. I know someone could make a much better version, but I think this is an awesome idea ans I'd definitely rock it in-game.

    submitted by /u/itsthelag_bud
    [link] [comments]

    Humanity is totally fucked, and Zavala is the only one mature enough to realize it.

    Posted: 28 Oct 2019 04:04 AM PDT

    Every Guardian begins as a newborn creature. When their Ghost raises them from the dead, they have no memory of their past life, and must start over from scratch. Their identity is shaped by their experiences, and for most of them, they only experience they have is being a super-powered unkillable god. Guardians suffer no consequences upon dying, and cannot remember a time when death was something to be afraid of.

    The longer you think about this, the weirder it gets. Think about the Crucible for a minute, what's actually happening in those matches. Allied Guardians, who are all on the same side, shoot and kill each other for practice. Not even that, because most of the time, we shoot and kill each other just for fun. Guardians slaughter each other every single day, and no one cares, because death is meaningless to the Risen. Ghaul was right: we're not brave, we've just forgotten the fear of death.

    And when death is a joke, life becomes hard to take seriously as well. In interacting with other guardians, we've seen some shockingly petty disagreements, and some unbelievably selfish and short-sighted decisions. Many of the heroes we've heard legends about have seemed extremely immature once we actually met them. But why wouldn't they be? People only mature as far as their life forces them too, but the usual things that force mortals to grow and develop as individuals don't really apply to the Risen. Guardians live forever: they don't have to worry about survival, which means they don't have to worry about careers or planning for the future. They cannot have children, and so do not need to take up the responsibility of a parent. Guardians can spend all their time shooting each other and dancing in the tower because they don't have to truly care about anything.

    But that apathy is going to doom us all, and humanity with us. Because in all our our strikes, crucibles matches, and sparrow racing, there seems to be two facts that have slipped under the radar. Everyone knows them, but we Guardians don't seem to live our lives as if we believe they are true. Two facts will determine humanity's destiny, and it seems like only Zavala truly understands their implications.

    Fact One: Guardians are not invincible. It takes very specific circumstances or some awful luck, but Ghosts can be killed. And when that happens, Guardians die like anyone else.

    Fact Two: There are no more Ghosts. Every Ghost that exists was released with the Traveler's dying breath, and not a single one has been created ever since. There are a finite amount of them, which means there are a finite amount of Guardians. Every Ghost that dies is an irreplaceable loss, and another step towards the total extinction of the Risen.

    When taken together, this means that the minute the Traveler died, humanity was given an expiration date. The Ghosts made Guardians to protect humanity, but we could not and will not protect them forever. The Traveler created us to buy humanity time, a last bit of grace to help us get back on our feet. But we have wasted that borrowed time, and now it's too late to make things right.

    Think back to the foundation of the city. Most of the famous Guardians we know of were raised in those earliest days, and they began guiding people to the Traveller. The most powerful Guardians were there in the beginning, when the walls were first raised around the Last City. And that meant when the Fallen tried to wipe us out in the Battle of Six Fronts, they faced us at our very best. Cayde-6, Wei Ning, Ana Bray, Saint-14, Zavala, Ikora Rey, Andal Brask, Osiris, Shaxx, Rezyl Azzir, Saladin, Felwinter, and the Iron Lords, plus thousands of others. We've never seen a line-up like that since. The battle was close, but we did it. Not a single front broke, and the peace and safety of the Last City was secured for the immediate future.

    If we Guardians had been smart, we would have expanded. We would have founded new cities and fortified them. We would have trained the humans to fight instead of letting them cower behind our walls. Once we had a large enough population, we would have deployed regular people as soldiers, in the exact same way as the Cabal and the Fallen do. Knowing we could not defend them forever, we should have made humanity strong enough to endure on their own once we were gone. With a limited supply of Ghosts, that was our only hope.

    But we didn't do any of that. We retreated behind our walls and sent out only the occasional strike team to fight the darkness. We stopped trying to empower the humans, and allowed them to live in peace while we took all the risks. And that was when it all began to go wrong.

    The Fallen rebuilt their numbers, and in time they attacked the city again. But while they were growing, we were losing Guardians, and mostly because of our own stupidity. Sure, the Iron Lords could not have known what awaited them in the Cosmodrone, but still, hundreds of Guardians were killed that day. Osiris, the most powerful Guardian to have ever lived, is consumed by his research and exiled from the city. Wei Ning and thousands of others are slaughtered by Crota on the moon, in a battle that never should have happened, that even Shaxx knew was a bad idea.

    By the Battle of Twilight Gap, the city had lost some of its best defenders, and it showed. The full might of the Fallen smashes against the city, and this time, they break through the walls and come within a hairsbreadth of victory. The situation was so bad, Saladin actually gave the city up for dead and ordered a full evacuation. It was only luck, and the courage of Shaxx and his fireteam, that saved the day. By the end, the city still stood, but it was extremely close, and even more Guardians were killed.

    You would think that would sober us up, but after Twilight Gap, we kept losing Guardians to recklessness and irresponsibility. Saint-14 ran off to die alone with no support, leaving Zavala to fill his shoes. Ana Bray decides her personal life is more interesting than the continued survival of humanity, and disappears with no way to contact her. Rezyl Azzir decides to solo the entire moon alone and unaided, and goes on a killing spree before he can be put down. Andal Brask is murdered, and Cayde-6 must take his place. Over and over, the most powerful Guardians of the City Age die or abandon humanity, and though new Guardians are still being raised, they are not on the same level and cannot make up the difference.

    Zavala was there from the very beginning, and he's seen the City's slow decline. At Six Fronts, he was just a regular soldier. After Twilight Gap, he became the Titan Vanguard. That's not because he grew more powerful, it's because everyone greater than him died or fucked off. And Zavala knows that: he's the only one who seems to take his role as a Guardian seriously. He's the one who is thinking about humanity, and what is going to happen to them if we fail our duty. He has a reputation for being stiff and humorless, but that's because he's the only one aware of the burden that rests on us. Which makes it so much crueler when he has to preside over the city's fall.

    The Last City won at Six Fronts, and it barely survived Twilight Gap, but by the time of the Red War, it's skeleton crew of defenders is no match for the Red Legion. Thousands of Guardians are killed, and God alone knows how many humans die as well. Our entire species is on the brink of extinction, and how do we, humanity's protectors, respond? Well, Ikora Rey gives up completely and runs to Io like a mopey teenager. Cayde-6 decides the best thing to do is try and jump Ghaul like a mugger in an alley, without his light. Only Zavala keeps his head in the game and manages an orderly retreat to Titan.

    Of course we manage to reclaim our Light and take back the city, but both the Guardians and the regular populace have been decimated. This is the latest step in a clear pattern, and Zavala knows the next major assault on humanity will be the last. And sure enough, history repeats itself. Cayde-6, who escorted refugees to the Last City back when it was just a camp, is killed when he tries to take on eight Scorn Barons with no backup, in a place he shouldn't even have been in. And then our Guardian asks Zavala to launch an assault on the Awoken, the closest thing humanity has to an allied power.

    Zavala refuses, and that decision turned many Destiny fans against him. They're fools, with no ability to see the big picture. Cayde had no business being at the Prison of Elders, and now, because of his ego and immaturity, there will be one less Guardian to defend humanity in the next battle. And we want to follow Cayde to our own death. Keep in mind, Zavala doesn't know we're the protagonist. Rampaging around the Tangled Shore on a rage-fuelled vengeance kick, against extremely powerful foes, with no allies and no backup, is a stupid fucking plan. That's the kind of arrogance that got Rezyl Azzir and Saint-14 killed, and the exact same kind of selfish myopia that caused Ana Bray and Osiris to abandon the City when it needed them.

    All of the strongest Guardians were in the first generation: ours is one of the only ones who were raised later that can match their prowess. Amanda Holliday says Zavala never shuts up about us, and that's because we give him hope. He's seen powerful Guardians dwindle down for centuries: how long has it been since a new one stepped forward? And now we're going to throw our lives away because we have the impulse control and emotional maturity of a twelve year old. If we die, who else in the new generation is going to take our place? Uldren Sov?

    In that moment, in front of Cayde's body, Zavala looks at us and sees the end. He thinks of the day Ikora Rey will run off alone on some stupid, passion-filled tangent and get herself killed. He sees the time when Shaxx will receive a cryptic message from Mara Sov and disappear without telling anyone, never to be seen again. He sees the day when he will be the last Guardian left, when all the others have died because they forgot they could be killed, and did not care what would happen to humanity after their deaths.

    Will Zavala be able to safeguard the people and guard all six walls of the city by himself? Will be be able to fight off the Darkness with Redjacks, Devrim Kay's politeness, Suraya Hawthorne's attitude, and his own two hands? No. He'll fight to his last death to protect humanity, but it won't be enough. And he knows it won't be enough. At this point, it's just a matter of time.

    Think about that the next time you feel like Zavala needs to lighten up.

    submitted by /u/Palidane7
    [link] [comments]

    30 Unique Exotic Weapon Perk Ideas (between every weapon type). [Includes detailed graphics!]

    Posted: 28 Oct 2019 08:07 AM PDT

    Hi,

    Arguably one of the best parts of Destiny is trying out new exotic weapons and getting to experience the unique abilities they bring to the table. Whether it is buffing your allies with Lumina, smothering a boss with Wardcliff Coil, or creating swarms with Outbreak Prime, the exotic perks on weapons take Destiny's gunplay to a whole new level. I always find myself thinking of ideas for new exotics that can fit into the sandbox.

    So I took some time to make some nice visuals and share these ideas with the community (a reddit wall of text is not as enjoyable though I included a text version below). Included are 2 exotics for each weapon type (1 each for hand cannon and bow, which did not make it into the graphics). Links to images directly below:

    EXOTIC INTRINSIC PERK IDEAS PART 1

    EXOTIC INTRINSIC PERK IDEAS PART 2

    EDIT: Wow, thank you all for the rapid support, it truly means a lot. I am interested in doing this same thing for exotic armor, so please let me know if there is an interest and I can eventually work on that!


    Why?

    One thing that lead me to make this was upon realizing the pinnacle weapons this season do not really have any unique perks like in the previous seasons. I know the reason was due to previous pinnacle weapons being a bit too strong (Recluse being the main culprit). However, I feel we can still have unique perks without them being too strong.

    These previous pinnacle weapons showed us that Bungie was more willing to put unique, exotic-like perks onto legendary weapons. Don't get me wrong, the current pinnacle weapons are definitely great, but it feels like a step back in terms of them bringing something unique to the table. So these proposed exotic perks could totally be implemented onto legendaries in a less-powerful way.

    Overall, I feel even just a handful of new exotics added to the world drop pool could've added a substantial amount of excitement into the endgame of Shadowkeep. As far as I know, Monte Carlo was the only new (to Destiny 2) exotic added to the world drops.

    What did I take into consideration when coming up with the perks?

    • They had to have a clear role and a reason to be used.

    • They should creative as possible without being too complex.

    • They should be something that doesn't seem weak, but also not way overpowered to the point will overshadow other similar weapons.

    • They had to have matching stats that fit the perk (I listed vague stats and elements though they may not be perfect).

    I know it takes a lot of work designing an exotic, between the coding and graphics. And maybe my expectations on desiring more are slightly too high in regards to how many new ones Bungie can dish out within a DLC (I partially blame other games for this). Regardless, I thought it would be nice to have an open discussion and share ideas. Feel free to contribute!

    NOTE: Weapon types are not really in a specific order, it was somewhat of an arbitrary order that happened as I was creating ideas. In hindsight I regret this, but it's too late to go back.

     

    TEXT VERSION BELOW:


    Submachine Guns

    Perk (Toxic Spores):

    Hipfiring this weapon releases slow, tracking projectiles that stick to targets. Aiming and firing at the projectiles will detonate them.

    Element: Void | Notable stats: High impact, low RoF, low reload

     

    Perk (Splintering Rounds):

    Fires ricochet rounds that split into 3 projectiles upon an angled impact. Staggers enemies when they are hit from a ricochet.

    Element: Kinetic | Notable stats: High RoF, fast reload, low stability


    Scout Rifles

    Perk (Anarchist's Skewers):

    Fires spikes that chain electricity between 2 points or 2 enemies. Enemies affected by this take increased kinetic damage for a short time.

    Element: Arc | Notable stats: High stability, mid impact, low RoF, low mag

     

    Perk (Rage Transference):

    Precision kills with this weapon allow the rest of the magazine to buff allies' damage when they are shot (buff lasts 3 seconds).

    Element: Void | Notable stats: High impact, great range, moderate RoF, low handling


    Fusion Rifles

    Perk (Hardened Energy):

    Fires horizontal burst of shards that overpenetrates targets and inflicts damage over time.

    Element: Kinetic (first of its kind) | Notable stats: High impact, long charge time, mid range

     

    Perk (Versatile Fuel Tank):

    Hold reload to swap between 2 fire modes: Short range void burst that weakens enemies and mid range arc beam that stuns enemies.

    Element: Void/Arc | Notable stats: Varies based on fire mode


    Rocket Launchers

    Perk (Mach-ets):

    Extremely high velocity and fire rate. Final rocket in the magazine can deal precision damage.

    Element: Arc | Notable stats: Very high velocity/RoF, large mag, low splash radius

     

    Perk (Fireworks):

    Holding the trigger allows rockets to bounce off surfaces up to 3 times. Each bounce creates an additional mini rocket. Let go to detonate all rockets.

    Element: Solar | Notable stats: High blast radius, moderate velocity, small mag


    Sidearms

    Perk (Hypnotic Rounds):

    Precision damage turns rank-and-file enemies into allies for a short period of time. Continue firing to heal them and increase their damage output.

    Element: Void | Notable stats: Moderate impact, high reload, low recoil, low RoF

     

    Perk (Permasleep Darts):

    Shots are silent and do not alert enemies. Deals massive damage to enemies from behind. Damaged is increased for each consecutive kill from behind (stacks up to 3).

    Element: Kinetic | Notable stats: High RoF, high handling, high reload, low mag


    Sniper Rifles

    Perk (MLG PRO):

    Deals massive damage when hipfiring or when firing immediately after aiming. Precision kills grant an increased chance for enemies to drop energy ammo.

    Element: Kinetic | Notable stats: High stability, high handling, short range

     

    Perk (Sunray Rounds):

    Shots deal more damage the further away the enemy is. Land consecutive shots to apply a burn effect.

    Element: Solar | Notable stats: Very high range, high RoF, high recoil


    Grenade Launchers

    Perk (Nade Addict):

    Grenade ability kills greatly increase this weapon's rate of fire and blast radius. Dealing damage while this effect is active replenishes grenade ability energy.

    Element: Solar | Notable stats: High RoF, high handling, long reload, moderate velocity

     

    Perk (Wormhole Explosives):

    Two consecutive shots will create entrance and exit portals. Enemies that go through a portal take increased damage. Allies that go through a portal gain an overshield.

    Element: Void | Notable stats: High blast radius, low mag, low RoF


    Auto Rifles

    Perk (Calibration Complete):

    Damaging 5 enemies in a single magazine automatically reloads the magazine, increases fire rate, and makes rounds track enemies

    Element: Void | Notable stats: High stability, high mag, moderate impact  

    Perk (Acceleration Rounds):

    Kills increase handling, sprint speed, and jump height (stacks up to 3 times). Rounds shot immediately after sprinting or jumping deal increased damage.

    Element: Arc | Notable stats: Very high RoF,fast reload, low range


    Shotguns

    Perk (Spread the Flames):

    Fires a wide burst of multiple flames that inflict a burn effect to enemies. Enemies nearby a burning target will also catch on fire. Enemies that die from this leave behind a puddle of flames.

    Element: Solar | Notable stats: High impact, high mage, low range, low reload

     

    Perk (Mesmerizing Orb):

    Fires a large, slow moving void slug that distracts enemies and explodes after a short time. Shoot this with another weapon to detonate and deal additional damage.

    Element: Void | Notable stats: High impact, high range, low RoF


    Linear Fusion Rifles

    Perk (Triplet Beams):

    Fires a quick pulse of 3 beams. Landing the first 2 beams guarentees increased precision damage on the final beam.

    Element: Arc | Notable stats: Quick charge, moderate impact, moderate stability

     

    Perk (Apportioned Pain):

    Damaging an enemy with a shot reflects damage to 3 nearby enemies. This effect is increased to 5 enemies if it is precision damage.

    Element: Kinetic | Notable stats: High impact, high range, slow charge


    Pulse Rifles

    Perk (BXR):

    Dealing melee damage to a target reloads this weapon and temporarily grants it massive damage to the same target.

    Element: Kinetic | Notable stats: Very high handling, high impact, low range

     

    Perk (Save or Spend):

    Hold reload to swap between fire modes: High rate-of-fire 2 round burst that grants overshield on rapid precision kills or low rate-of-fire 5 round burst that can chain lightning

    Element: Arc | Notable stats: Stats vary based on fire mode


    Swords

    Perk (Absorb and Release):

    Blocking stores all incoming elemental damage. Use a heavy attack to release all absorbed damage on a target.

    Element: Solar | Notable stats: High defense, high impact, moderate efficiency, low ammo

     

    Perk (Ol' Reliable):

    Heavy attack swings forward in a wide, horizontal cone. Killing major enemies or higher with another weapon will add ammo to the reserves of this weapon.

    Element: Void | Notable stats: Great efficiency, high ammo reserves, great speed


    Trace Rifles

    Perk (Skywriter):

    Deals additional damage and consumes less ammo when fired while in midair. Kills increase movement and jump speed of yourself and nearby allies.

    Element: Void | Notable stats: High reload, good stability, mid range, slow handling

     

    Perk (Hyper Beam):

    Beams reflect off surfaces and overpenetrate enemies. Precision kills cause enemies to explode.

    Element: Solar | Notable stats: Great impact, good handling, low mag, slow reload


    Heavy Machine Guns

    Perk (Power Drill):

    Extremely high rate of fire. Kills partially refill the magazine. Bonus damage to enemies that are within melee distance or closer.

    Element: Solar | Notable stats: High RoF, high mag, moderate impact, low reload, low range

     

    Perk (Finishing Meteors):

    Rate of fire slows throughout magazine. When held, the final 5 shots in the magazine become explosive and deal bonus damage. Kills with this effect partially restore super energy.

    Element: Void| Notable stats: Great range, good reload, good stability, low handling


    Hand Cannon

    Perk (The Follow-Up):

    All weapon stats are greatly increased and rounds become explosive for a short time after using a finisher.

    Element: Void | Notable stats: High RoF, fast reload, moderate impact, low recoil


    Bow

    Perk (Light Arrows):

    Arrows emit a blinding light that continues to blind enemies in a small radius around the arrow's landing point. Blinded enemies take bonus precision damage.

    Element: Solar | Notable stats: High impact, high accuracy, moderate draw time

    submitted by /u/Tiredness
    [link] [comments]

    I'm looking forward to this One Eyed Mask and Bottom tree Striker nerf like it's a new DLC

    Posted: 28 Oct 2019 07:54 PM PDT

    Shit is out of control.. Half of the community is going to be lost

    submitted by /u/4000x
    [link] [comments]

    Saw Some Strange Activity at the Vex Gate

    Posted: 28 Oct 2019 10:14 AM PDT

    Came across this strange occurrence going into the raid. Idk if anyone else has seen this. Too much stuff happening lately with Spooky Season around the corner.

    Enjoy <3 https://www.youtube.com/watch?v=mvssOSccnKc&t=2s

    Edit: Thank you all for the feedback <3 Its what I want to read, and THANK YOU for the awards!!
    Thank you for the Plat <3

    submitted by /u/tryhardtristan
    [link] [comments]

    Festival of the Lost 2019 Trailer

    Posted: 28 Oct 2019 10:19 AM PDT

    Masterworking should track both PvP and PvE kills

    Posted: 28 Oct 2019 11:48 AM PDT

    Like the title says, why do we have to choose what kind of kills we wanna track, why not both?

    submitted by /u/Sad_Bimmys_Inc
    [link] [comments]

    Massive Breakdown of the Season of the Undying Season Pass Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

    Posted: 28 Oct 2019 11:12 AM PDT

    If you'd like to hear more in-depth discussion of the Season of the Undying Season Pass weapons (and Momentum Control!), check out the Massive Breakdown Podcast Episode 137!

    Several Things to Note:

    • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

    • Classes are broken down into Impact Archetypes.

    • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

    • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

    • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


    Auto Rifle

    High-Impact

    Pluperfect - Kinetic - Season Pass Level 30

    Pros - High range and recoil direction.

    Neutral - None.

    Cons - Very low stability and mag size. Below average reload speed, handling, and aim assist.

    • Time-to-Kill: 0.83s (5 crit 1 body), 1.33s (9 body)
    • Rate of Fire: 360
    • Impact: 33 (36 crit, 22 body)
    • Range: 75
    • Stability: 24
    • Reload Speed: 41
    • Handling: 41
    • Aim Assist: 54
    • Recoil Direction: 89
    • Mag Size: 31

    Recommended Random Perks:

    • Barrels - Chambered Compensator, Polygonal Rifling, Smallbore, Corkscrew Rifling, Fluted Barrel, Hammer-Forged Rifling, Arrowhead Brake
    • Magazine - Ricochet Rounds, Flared Magwell, Light Mag, Appended Mag, High-Caliber Rounds, Armor Piercing Rounds, Alloy Mag
    • Trait 1 - Slideways (PvP)/Zen Moment (PvE), Outlaw, Rangefinder
    • Trait 2 - Kill Clip (PvP)/Rampage (PvE), Dynamic Sway Reduction

    I wanted this gun to be good, so badly. I've been searching for a Legendary Kinetic alternative to SUROS Regime for months that would be better than what the Halfdan or Gahlran's Right Hand currently offer, and I thought maybe this gun could be it. Alas, no dice. Stat-wise, the range is the worst out of the high-impact ARs at 75 (GRH and HD are at the high end at 82) but still fantastic for an AR, and the stability is middle of the road at 24, compared to 28 at the high end and 18 at the low end. The reload speed is good at 41, though that would be considered below average when compared to ARs as a whole, and the handling is the same. Aim assist is 54, which is not great for any AR, and the mag size is quite low at 31. Granted, thanks to the slow RoF and low Shots-to-Kill in PvP you would rarely be running out of ammo anyways, but it definitely doesn't help. Recoil direction is a slight saving grace at 89.

    When we talk about weaknesses of an archetype, high-impact ARs are the perfect example of having one glaring flaw that is so bad that it pretty much determines what perks are necessary to make the weapon usable. In this case it's stability (which in fairness is more of a major issue with controller than it is on MnK). SUROS Regime has long been the only high-impact AR (with Dual Speed active in ADS) that feels acceptable to use in the Crucible, and in large part that's thanks to the base stability of 49, which is more than double that of Pluperfect's base, not to mention the addition of Tactical Mag and Hand-Laid Stock which brings it up to 62. The goal of almost every high-impact ARs perk selections should be to try to get the stability up as high as possible, because all the range in the world doesn't matter if you can't keep your aim on target.

    Currently, the best in class Halfdan relies on a combination of Steady Rounds in the magazine (+15 to stability) and Tap the Trigger in trait slot 1 to accomplish this due to there being no way to boost stability with any of the scope/sight options. Gahlran's Right Hand requires a barrel perk with +10 stability like Polygonal or Chambered Compensator in addition to Ricochet Rounds (+10 stability), and then Tap the Trigger again in trait slot 1, but the lower base stability and lack of steady rounds as a randomly rollable perk more than negates the extra +5 stability granted by having a barrel. I was hopeful that the combination of a stability boosting barrel perk, middle of the road base stability, ricochet rounds, AND Slideways (which boost stability for 2 seconds after sliding) Pluperfect would be able to surpass what the Halfdan could offer, but unfortunately after using it in game I still think Tap the Trigger provides more of a benefit than Slideways. Don't get me wrong, Slideways helps (as evidenced by wall shot comparisons of bullet groupings with and without), but the fact that you have to manually activate it by sliding means your timing has to be on point, compared to Tap the Trigger which is a passive perk activation.

    As for why I recommend Slideways over what would seemingly be the no-brainer option of Zen Moment for PvP, it's because Zen Moment seems to activate not based on the amount of damage dealt, but based on the number of damage instances. As such, with the weapon needing only 6 shots total to kill (and thus 6 damage instances), you're unlikely to experience the best effects of Zen Moment until it's too late in the engagement. Zen Moment is a far superior option for weapons that fire a lot of bullets very quickly, like SMGs or faster RoF ARs or PRs. In addition, ARs have a unique recoil pattern where they jump the most on the initial few shots, then settle down as fire is sustained, so they most stability is needed early on, which is what Tap the Trigger and Slideways provide.

    In the last trait slot for Pluperfect, Kill Clip is the obvious selection for PvP, and Rampage works best for PvE. With Kill Clip active in PvP, the TtK drops down from 0.87s with 5 crits and 1 body to 0.67s with 3 crits and 2 body shots, which is blazingly fast AND easy to hit. Rampage drops it to 0.67s as well, but requires 5 crits which is far less easy to get.

    Long story short, if you tried Pluperfect and liked it, hunt for a Halfdan roll with Steady Rounds, Tap the Trigger, and Kill Clip and you'll probably like it even more because it will have a similar feel with a much easier to activate perk.


    Machine Gun

    Rapid-Fire

    Temporal Clause - Heavy (Void) - Season Pass Level 45

    Pros - High reload speed. Above average mag size.

    Neutral - Average handling and aim assist.

    Cons - Very low range. Low recoil direction. Below average stability and inventory size.

    • Time-to-Kill: 0.47s (8 crit), 0.67s (11 body)
    • Rate of Fire: 900
    • Impact: 25 (24 crit, 18 body)
    • Range: 33
    • Stability: 38
    • Reload Speed: 67
    • Handling: 39
    • Aim Assist: 68
    • Recoil Direction: 59
    • Mag Size: 75

    Recommended Random Perks:

    • Barrels - Smallbore, Chambered Compensator, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel, Arrowhead Brake
    • Magazine - Ricochet Rounds, High-Caliber Rounds, Flared Magwell, Light Mag, Appended Mag, Armor Piercing Rounds, Alloy Mag, Extended Mag
    • Trait 1 - Firmly Planted/Auto-Loading Holster/Ambitious Assassin, Genesis, Quickdraw, Pulse Monitor
    • Trait 2 - Rampage/Surrounded/Rangefinder, Eye of the Storm

    If you're looking for a Void Rapid-Fire LMG to complete the elemental trifecta (Edgewise is Solar, 21% Delirium is Arc), then look no further. By far the easiest to acquire, Temporal Clause is the only one of the three that can randomly roll, which has its positives and negatives, but unfortunately has some pretty glaring weak spots in its baseline stats that need to be addressed. Range comes in a lackluster 33, worst in the LMG class, with stability being little better at 38 (third worst in the class). Thankfully, the handling and aim assist are average at 39 and 68, the mag size (75) and reload speed (68) are both good, and the not so great recoil direction of 59 can be easily fixed with a Counterbalance mod.

    So looking at perks, for the barrel and magazine we know we need to address range and stability in some way. That makes the magazine perk selection easy, as Ricochet Rounds does both, but options like HCR, Light Mag, or Flared Mag that do one or the other are passable too. For the barrel, I like Smallbore the most since it helps both, and personally if I could only have one or the other I'd prioritize stability over range, so Chambered Compensator and Polygonal Rifling are my next two up. I always say this because, especially on controller, all the range in the world doesn't matter if you can't keep your aim on target. However, if you happen to maybe get a stability MW or Ricochet Rounds in the mag, something like Hammer-Forged Rifling wouldn't be terrible in the barrel.

    For the trait slots, you've got some pretty great options depending on how you want to use this gun:

    1. For PvP - Firmly Planted and Rampage or Rangefinder
    2. For ADD clear - Ambitious Assasin and Rampage or Surrounded
    3. For Boss DPS - Auto-loading Holster and Surrounded

    For PvP, there aren't a lot of great perks in trait slot 1, but Firmly Planted will at least give you bonus accuracy and stability if you crouch or slide while shooting. Rampage keeps the TtK the same at 0.47s but takes it from needing 8 crits to kill to only needing 6 crits and 2 body shots, which is much easier to hit. I actually low-key think that Rapid Fires are some of the best LMGs for PvP with a really fast body shot TtK of 0.67s at close range, but Hammerhead has dominated that scene for so long, and 21% Delirium is relatively rare, so they don't get much play time.

    For ADD clear, Ambitious Assassin is a clear winner in trait slot 1, allowing the magazine to be overflowed when you reload after multikills, and Rampage or Surrounded will both work for damage boosting in trait slot 2. Surrounded passively activates when three or more enemies are in close proximity and gives a sizable immediate damage bonus, whereas Rampage activates on kills and increase up to 3x. I generally prefer Rampage since it doesn't require close proximity to activate, but with the low range of Temporal Clause you're pretty likely to be up close and personal.

    For Boss DPS, Auto-Loading Holster is tier 1, especially with the recent changes to auto-reloading mechanics like Lunafaction and Rally Barricades. Fire off a full mag, swap to special, fire off that mag, and swap back, no reloading necessary. In the second trait slot you'll probably want Surrounded if you're doing DPS in an area that allows ADDs to be around you.

    All in all, a pretty good gun with lots of options for the discerning player.

    submitted by /u/Mercules904
    [link] [comments]

    Forsaken is on sale.

    Posted: 28 Oct 2019 10:15 AM PDT

    On steam forsaken is on sale for $15 (40% off) if u haven't grabbed it now is your best chance at grabbing. So worth it for that price.

    submitted by /u/ModdedGun
    [link] [comments]

    Raiding 101 in Destiny 2 for New Players, and surviving the LFG experience.

    Posted: 28 Oct 2019 12:48 PM PDT

    So, you've heard all the buzz about raiding experience in Destiny 2, but you don't know where to start? This a short guide containing my own tips and thoughts about the experience, especially in regards to LFG.

    Before we begin, I must clarify that I do have a clan and I participate with them regularly, but since they are based in America, and I am British, I find myself LFGing the majority of my raids. This post will focus on the raid experience on PC - I have no experience of console.

    First off, what can you gain out of raiding? Let's get the basic facts out the way.

    Raids are a six-man activity that require completing encounters with mechanics, requiring effective team coordination and communication to complete. Every raid in Destiny 2 contains 3 to 6 encounters including at least one transition section involving either parkour or ad-clear.

    Each player in the team has a defined role in an encounter, and must carry out their role correctly else the encounter cannot be completed.

    If a players dies, a short timer appears - around 2/3 minutes - with which the players must be revived within, unless everybody wipes. Players are also granted a revive token which can be used to revive another player, which can only be used once and are preserved (but cannot be used) when they die, with a few exceptions.

    There is NO raid matchmaking in-game (Guided Games doesn't count), so groups must be made externally.

    Raids are challenging experiences that take time, however, mostly, reward unique and useful weapons and armour as a result.

    Loot is gained once per week per character, meaning up to three loot-obtainable full clears of a raid per week.

    There are two raid-lairs and four raids, though two are considerably shorter. Eater of Worlds and Spire of Stars are considered raid-lairs as they are shorter than normal raids. Leviathan, Scourge of the Past, Crown of Sorrow and Garden of Salvation are normal raids but Scourge and Crown are considerably shorter than the rest.

    Great, but what is the experience like?

    Raids are hard. There's no way around it. Raids are seen as the pinnacle activity in Destiny 2, and as such cannot be taken lightly. You will wipe if you are inexperienced, and you should go into a raid expecting it to be an uphill battle. If you aren't willing to deal with messing up, or would prefer to blitz your way through hordes of enemies and be showered in loot, Vex Offensive or Menagerie are fantastic raid-esque experiences without the difficulty.

    Raids require communication. Each player in a raid has to carry out a role, and in order to do so they must communicate with fellow teammates. This begs the ultimate question. Are mics required? No. Are they helpful? Absolutely. What if I am uncomfortable speaking a lot? Don't. Only call-outs are necessary. Strictly one-two word answers are enough to pull your end of the raid. If you prefer not to speak, it is best to let the team know. Some fire-teams are more than willing to raid with mutes, but others aren't. If your team says no, then that is their decision. That being raid, communication is vital in raids, so if you prefer not to speak, the rest of the team will be expecting you to be attentive and at least reply with ingame chat.

    Raids are long. I cannot stress this enough. Raids take time! You cannot expect to finish a raid in 30 minutes (unless it's Scourge I guess) let alone an hour on your first clear. Set aside time for the raid. Leaving part-way through a raid is a huge burden on the team. 5 minute drink breaks are great. 50 minute dinners are not. Life happens, and if something unexpected forces you to leave, then let your team know. if you are not willing to spend several hours on your first clear of a raid, then raids are not for you my friend. They take time, it just be like that.

    Raids require people. This seems obvious, but with frequent posts about toxicity in raid LFG groups, if you prefer not to interact with randoms on the internet, again raids are not for you. As with real life, people will always be people, and in a team-communication heavy raid, sometimes the worst of individuals can spring out, and that's just something you have to accept.

    Raids are fun. The experience of blasting through ads while executing roles in synchronization with your team is an experience hard to find outside of raids. I still remember the rush when we cleared the 2nd encounter in Day One Garden of Salvation when only one guy was left alive, having to avoid waves of suicide harpies, thinking we would succumb to the revive timer only to beat the encounter with 3 seconds left to spare. Epic gamer moments are no more frequent that in raids.

    Raids are rewarding, but not always in loot. If you are raiding for loot purely, you'll be disappointed. Yes, they can reward bad-ass looking armour and select god-tier weapons, but you'll have to endure an often cruel RNG system that can lead to getting the same armour piece multiple times, or endless terrible weapon rolls. The real reward comes from the experience itself. Nowhere else in destiny can you experience the grandiose adventure and soundtrack of Last Wish, nor the (in my opinion) beautiful vistas in Garden of Salvation, or I guess Gahlran's fat ass in Crown of Sorrow. That, to me, is the real reward, and is as important as loot.

    Okay. If you have decided that raids aren't for you, that is perfectly fine. Destiny is a big game. There are a plethora of amazing activities outside of raids. But if you are like "yeah I want to give it a shot!", venture on guardian.

    Where do we begin?

    First and foremost, play the game. Get yourself familiar with the controls and the "feel" of the game's movement and shooting. Power level only matters in Garden of Salvation, where you ideally want to be 930 or higher.

    Get geared up. Most don't take players equipped with blue and green weapons seriously. Get a good set of legendary armour and weapons, and preferably grind out the quest-line for Izanagi's Burden (although it's a little finicky now with Shadowkeep) or Whisper of the Worm. Hopefully through playing you'll run into exotic armour such as Hallowfire Heart, Lunafaction Boots, Orpheus Rig or Helm of Saint-14 as they are the main-stays. If not, look out for Xur who appears from Friday to Monday selling exotics, and grab the ones you don't have. Make sure you have all sub-classes fully unlocked for your character, including the middle-tree. With those pre-requisites, most groups will take you seriously.

    Learn the general raid terms:

    Raid Clears: The number of times someone has completed a raid.

    Adds: General red/yellow tier enemies that are put as a means to end your life. Open fire.

    Add-clear: Unleashing your fury into all those trashy ads.

    KWTD: Know-What-To-Do. Put in run titles to signify that they only want people on the team who know how to clear the raid, and often players with existing clears are expected.

    Wipe: Everyone in the fire-team dying. Often used as a call to restart an encounter.

    DPS: The damage per second dished out by the team, often just used to mean "damage".

    DPS-Phase: The phase of a boss where you bring out the big guns and pound the boss with as much damage as quickly as possible.

    Sherpa: Somebody who teaches the raid mechanics to newer players. NOT a carry.

    Sherpa run: A run where newcomers are expected and the raid is taught. Will take longer than a KWTD run.

    Carry (in this situation): Some person/group who is taking a group through a raid without teaching them the proper mechanics and often assigning them to ad-clear duty.

    Buff/Debuff: A status effect shown on your screen that usually ties into raid mechanics.

    Cheese: A quick and dirty method of completing an encounter which isn't the intended way, but works.

    Rez Token: The small diamond token in the bottom right of your screen signifying if you can revive a downed player.

    LFG: Looking-For-Group. Sites that allow players to group up to run activities such as raids. Notorious for toxicity but not as bad as many think.

    Read or watch a guide IF IT IS EFFECTIVE FOR YOU. There are many brilliant raid guides online through Polygon, or through YouTube content creators such as Datto. Some are better than others however, and it is up to you to decide which make the most sense (Rick Khackis is a community dislike, but he isn't terrible imo). Furthermore, guides don't work for everybody. I could read a raid guide and still have no clue what to do. In that case, learning by experience is the best, leading onto...

    Find yourself a sherpa run, or a chill run. You can find these groups here, in particular through my personal favourite - where I have learnt and taught many raids, r/DestinySherpa, which has many sherpas very willing and able to teach raids where newcomers are expected. This is my go-to for newcomers. Absolutely check that subreddit out if you are looking to learn a raid. One clear is usually enough to learn the mechanics, but if you are unsure, absolutely go for multiple sherpa runs.

    Be prepared to die. Ask if you are unsure on mechanics. Sherpas are more than willing to clear up confusion on your end, and it makes the run go smoother. If you are struggling, mention it!

    OWN UP TO MISTAKES! Even amongst experienced players this is a common issue. Mistakes happen to the best of us. Acknowledging that you messed up allows others to point out where you went wrong, and makes the team aware that you understand. A simple "yep, I missed that. My bad", can go a long way in instilling confidence with the rest of your team.

    Fantastic. You now know x raid[s], what now? Enter the world of LFG!

    If you play solo or do not have a clan, LFG is your best bet. I linked above all the best sites to LFG, and I will focus on the PC experience as that is the platform I use the most.

    As an LFGer, you have to temper your expectations a little. LFG is a risky place because you sign up to activities with people who you have likely never met, and are anonymous to you. As such, it is very, very easy to encounter toxic players who are particularly cruel to new players.

    In the Destiny 2 PC LFG Megadiscord, finding a group is easy through multiple subsections and an active community. The hard part is working effectively with that group of randoms to ensure nobody gets upset and riots don't ensue. The LFG experience is a tentative one. Toxicity is very much relevant, and if you join a KWTD run asking for multiple clears, you will most likely be expected to do your part. That being said not everyone is an entitled asshole on the server. Yes, you heard me right - some of us like to have fun! The devil is in the details when you first join a group.

    Let's say you hear these phrases from a teammate during a raid. TAKE THESE EXAMPLES WITH A GRAIN OF SALT, YOU SHOULD USE YOUR OWN JUDGEMENT WHEN DECIDING IF A GROUP IS SUITABLE FOR YOU:

    Player: Alright I hope you guys aren't shit like my last team. F***ing bunch of retards.

    Just leave. don't bother. Don't try to deal with toxicity on that level.

    Player: xxEdgyGamer69xx you are so bad with ads, how can someone be this trash.

    Again, leave immediately. Basic toxicity management.

    Player: Some guy joined my KWTD run and had no idea what he was doing lol.

    This is more complicated. The player is not necessarily being toxic, because the notion is that you join a KWTD run only if you know what to do. You will have to make your own judgement whether to stay or to leave based off your "vibe" of the group.

    Player: <insert offensive comment here>

    This is up to your discretion. If you're not bothered by it, then go ahead, but if you are, it's best to take your leave.

    Group: <insert loud noise in the background here>

    Groups where one person has loud background noice (e.g baby crying or dogs barking) are up to your own judgement. I personally don't care, but if it's clear others are irritated, it's best not to stay.

    Group: <crippling silence with maybe some small hellos and sounds of keyboards>

    Nothing wrong with these, but be warned that most people will likely be there for a quick fast run rather than a more chilled run.

    Player 1: Are y'all ready to bust up Calus' fat cheeks?

    Player 2: Hell yeah bro! Let's go.

    This is a great sign of at least two players who want to have a good time and clearly have a sense of humour. If the group echoes this, then you're in luck because you've found a great LFG group with chemistry! The ONLY caveat is these runs will likely take longer - but you'll enjoy them.

    Those were some short examples of my own experience in Destiny 2's PC LFG discord, yours may vary. It's unfortunate that lesser-skilled players are often made fun of and bad-mouthed by others in the discord but that is unlikely to change, so if it is too much for you I would suggest sticking to chill runs or finding a clan who are more open to you.

    My own stories with LFG have included, at times, toxic runs and belittling of players that made a mistake, however they are not the be-all and end-all of the LFG experience. A good group with good chemistry can have a fantastic time clearing a raid/raids together, and many have found their clans through LFG. A significant portion of my destiny friends have come from LFG, from runs where nobody gave a shit if we done goofed, and we were laughing the whole way. The main issue that drives people away from LFG is the unpredictable nature of others players, and you have to learn to deal with not knowing what to expect and adapting accordingly. If that aint for you, then that's perfectly understandable.

    EXTRA

    Raid.report is an extremely useful site for keeping track of your raid clears.

    DIM and Ishtar Commander are almost must-have tools for transferring load-outs quickly.

    To sum it up, the lows are low, but the highs are damn high.

    Be brave guardians, and go clap Calus'/Argos'/Val Ca'uor's/Insurrection Prime's/Gahlran's/Sanctified Mind's fat cheeks.

    SIDE-NOTE: Damn this makes me want to go back to sherpa-ing.

    EDIT: Spelling/Grammar - the usual.

    EDIT2: Added a little section on mistakes.

    submitted by /u/yapx
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    Really happy how this commission I worked on turned out, wanted to share with the Destiny community here, hope you guys like it!

    Posted: 28 Oct 2019 07:00 AM PDT

    It was a cute gimmick to associate sword types with classes when the game launched, but I think it's time to see some sword variety in the game.

    Posted: 28 Oct 2019 09:52 AM PDT

    I really just want a heavy sword to smash into things.

    submitted by /u/NoctisNoctua
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    Legendary rocket launchers suck right now and need a buff

    Posted: 28 Oct 2019 10:54 AM PDT

    It's not news that legendary rocket launchers suck, they've sucked for a long time besides the Riven cheese back at the beginning of Year 2. However, now with the removal of auto-reloading, rockets suck even more. They just can't compete with grenade launchers and heavy snipers when trying to get high amounts of damage out. Obviously, rockets aren't good for clearing out ads either like swords and machine guns (not that they should). In PvP things aren't much better. Grenade launchers and machine guns are still better thanks to the ammo economy. If it wasn't for Wardcliff and and Truth, rocket launchers in general would never be used.

    Why Bungie refuses to give rocket launchers more than 1 rocket per reload is beyond me. Rockets had multiple shots per reload in D2 and they weren't game breaking.

    Rockets also have terrible perks. Field prep, tracking and cluster bombs is about the best it gets for perks and cluster bombs aren't even that good anymore after the nerf several months ago. How about giving rockets the ability to roll extended mags for more than 1 rocket per reload? Or create creative rocket launcher specific perks. Give rockets box breathing or firing line to make their perk pool more interesting.

    Rockets could be so much better, but currently they are just collecting dust in many guardians' vaults, including myself. Bungie please give legendary rocket launchers some love.

    submitted by /u/AuBirdMan
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    Add 50-150 dust/level post 100 on premium track

    Posted: 28 Oct 2019 09:33 AM PDT

    That's it. A way to give paying playing a more simple way to farm dust compared to f2p players.

    submitted by /u/DemonikRed
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    I understand why Bungie took out many powerful reward sources, but now most activities are just abandoned.

    Posted: 28 Oct 2019 08:56 PM PDT

    I think it would be a great idea if most locations had even just one powerful reward for doing so many completions of something.

    I'd love for Escalation Protocol, Shattered Throne, Blind Well and Reckoning had even just one powerful reward per week. I wouldn't even mind if it was a tier one reward, just something to actually play it!

    submitted by /u/solprimeval
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    I kinda hope there's something wrong with the Xenophage tomorrow

    Posted: 28 Oct 2019 08:37 PM PDT

    just so i have an excuse to say that it's.....

    bugged...

    I'm not sorry.

    submitted by /u/deadlyflame17
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    And you thought your armour was lit?

    Posted: 28 Oct 2019 07:21 PM PDT

    A Confessional From the Guy Who Left Your LFG Team

    Posted: 28 Oct 2019 09:59 PM PDT

    Longtime lurker. I don't raid a lot, but I'm decent at it. Whether I'm doing raids or Crucible, I try not to ditch my team. If I join in on a 2v6 - I stay, because the match will end at some point and I'll maybe make some friends by emoting. In a raid, I stick it out and tend to avoid being the, "This is my last run," guy.

    I just spent forty-five minutes enduring what has to be the worst LFG experience ever - and I've sherpa'd five Korean friends through Vault of Glass with very little comms (pretty fun!).

    I got Divinity the night before, but still had a boss checkpoint on my second character. I figured, "Why not try for a second roll on the sniper?"

    I join in on a group to clear the boss in Garden of Salvation. The second - and this isn't an exaggeration - the second I join the party, I hear: "I checked this guy out on Raid Report, blah blah blah, got carried to his Divinity".

    Okay. Whatever, not gonna waste my time correcting whatever that is. Let's just do this.

    For the next forty-and-some minutes, the same friendly fella decides to berate me for every tiny little thing. Now, remember: I'm decent at raiding. Considering my job amounted to higher-stakes Gambit, it really isn't difficult. But when I'm running Randy's Throwing Knife and Divinity - and this whiny wiener is running Recluse - he decides to critique the speed of my killing. I reminded him of my loadout as an explanation, but he denied any disadvantages entirely. Because, y'know, Recluse isn't even that good.

    Minutes pass, and it's time to initiate the damage phase! That's fine, we've got our respective teams set to use the child safety rope for our victory.

    Oh, except our beloved wiener decided not to bank his motes. That's fine, I'll run in and get fi- Oh. You want to go back in. Okay, go ahe-

    What followed was the ultimate one-liner. The perfect zinger. The absolute monster of a comeback to an insult that was never thrown out.

    "Shut up, frog, I'll get the motes you lost." ..well, no. You lost them, but that's okay. We can recover if you get back in time. Just tell us when you have-

    "I checked you out on Raid Report, so you only have two clears, so shut the fuck up." I offered to leave, but before I could finish, good 'ol wiener just has to request for my involuntary dismissal.

    "Boot this frog."

    I asked if anyone wanted me gone, no one said a word.

    And for the entire next minute: "Just boot him! Boot him. Boot him! Bro, boot this frog. For real. Bro, boot the frog. Boot the frogggggggg."

    Some of the other fireteam members pipe up and ask him to chill out, and for us to just wipe this run and get a cleaner run going. "Fine, but if he messes up again, you better boot him."

    Again: didn't think it was worth it to correct him. So, we get going again. We go in, get our bedazzled triangles and get out. I start to help rebuild a platform, but not to fear! Wiener is here!

    "Frog, quick fucking up the tether." Er, I think you might've messed it up when you came over. Let's just try it again after this next wave.

    After the next wave, we go for it again - and huzzah! Wiener saves the day again. "Get the fuck out of my tether, I got this." Oooookay. All you man.

    And that was when the Cyclops decided to show its sense of humor (or mercy? Maybe both) in killing our dearest wiener.

    "Bro, who fucking left the Cyclops up?" Somebody in the team started to admit to missing the Cyclops, but don't you worry! I got the blame again.

    To make a long story a liiiittle shorter, we failed a run due to some other missteps (for once, it was actually on me), and then another. So, I left the instance and the party.

    My main point I want to get across by posting this is how sorry I feel for anyone in their first foray into raiding who runs into someone like this. No one should experience such bullshit, whether it's your second or your hundredth run.

    And to Mr. Wiener: ribbit ribbit, fuck you.

    submitted by /u/WiseOldGiraffe
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    Bungie Rewards is an amazing idea

    Posted: 28 Oct 2019 06:47 PM PDT

    I've been grinding out titles for a while and I ordered the pins for all of the ones that I have, as well as a Gambit jersey and put them together to make an awesome display.

    https://imgur.com/5IVSq1t

    Now I want to get every pin, and complete the display.

    It is so awesome to have a little price of the game in real world to show off what I have done, this is how you really create a sense of pride and accomplishment with a game

    I really hope they make pins for the new seals.

    The raid jackets are also a superb idea and I finally got one for the recent raid.

    submitted by /u/SherylFromHR
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    Zavala's Prelude, for anyone that never saw this amazing trailer back before D2 launched

    Posted: 28 Oct 2019 10:38 AM PDT

    https://youtu.be/xI5poBxV_-A

    I love Lance Reddick. In a game chalk full of famous actors doing VA for characters, him and Lennie James as shaxx have always been my favorite two.

    This trailer blew me away when it came out, and even today, in my opinion, it's the most powerful trailer there is in this game and lore. I'd watch a whole damn movie of this.

    "They WILL fail. And we will make them pay for trying." ~ Commander of the Vanguard

    submitted by /u/jaythebearded
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    Pro Tip for players who go negative in Survival

    Posted: 28 Oct 2019 05:46 PM PDT

    Sit back, stop eating up your entire team's reserves. If you're losing the same way over and over, stop trying the same thing over and over. Sitting back and tapping someone once with a scout rifle is more of a helpful thing than you may realize. You don't have to be Rambo.

    submitted by /u/RobertdBanks
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