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    Monday, November 18, 2019

    Destiny Daily Questions [2019-11-18]

    Destiny Daily Questions [2019-11-18]


    Daily Questions [2019-11-18]

    Posted: 18 Nov 2019 05:00 AM PST

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!

    Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!

    Be sure to sort by new to see the latest questions!


    Rules


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    [D2] Daily Reset Thread [2019-11-18]

    Posted: 18 Nov 2019 09:04 AM PST

    Daily Vanguard Modifiers

    Affect Strikes, Menagerie, Heroic Missions & Adventures


    Daily Reckoning Modifiers

    Affect all three tiers

    beep boop failed to fetch


    Daily Heroic Story Missions

    beep boop failed to fetch


    Daily Forge: beep boop failed to fetch


    Gunsmith Inventory


    Spider Material Exchange

    beep boop failed to fetch


    Bounties

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

    submitted by /u/DTG_Bot
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    Turn the Gambit Prime armor traits into mods, and make the glows be based on the mod type.

    Posted: 18 Nov 2019 01:42 PM PST

    Title. Gambit Prime armor is the only pinnacle/seasonal activity armor that doesn't take pinnacle/seasonal mods (like raid armor). Take their traits out, and turn them into mods.

    Example

    Maybe this could happen once the highlander of gambits is selected?

    submitted by /u/Elevasce
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    You know what would make min-maxing my armor actually fun instead of a chore? Flexible, freely allocatable stat points in each of the 6 base stats

    Posted: 18 Nov 2019 04:40 AM PST

    Seeing a stat threshold almost reached on my armor, like 39 recovery or 48 intellect, makes me deeply, deeply sad.

    In year one the non-ability stats had a node that allowed you to slightly modify stats. This is an evolution of that idea. Currently, we can't make any changes to these values without completely shifting out items and disrupting our builds, so we end up wasting stat points we grinded so hard for.

    A 62 raid roll is as valuable as a 53 world drop if it takes you from 20 mobility to 29.

    We can fix this.

    Our artifact gives us an investment system in the fo of bonus power, for most people who play regularly it's probably... 10-25 right now?

    Somewhere in there.

    Now bear with me. What if, for each bonus power we got, we got a flex stat point that we could slot into any of our 6 stats, and change around at will?

    It would make a small difference overall (200-250 stat points for most people total, ranging from 50 or more on each to higher rolls with masterworks) BUT it would allow us to fill in stats to the next level, where right now it's very, very hard to optimize even two stats at the same time.

    The intent is to provide an investment system that does not add layers of randomness or regrinding, but rather removes them. Invest in a system to earn (possibly) seasonal stat points, either capped or uncapped, to top of nearly-complete stat bars.

    39 recovery? Bump it up to 40 with +1! Heck, if nothing else matters at the moment, spend 10 and get it to 50, but then you're left with other stats hanging at +6 / +7 / +8 / +9...

    Valuable gameplay decisions. Satisfying round numbers. Feeling like the armor grind will nearly always be worth it. The ability for masochists like me to try to get every stat to end in a 7. This idea has it all... Or at least to my knowledge.

    Thoughts? Improvements?

    submitted by /u/PM_SHORT_STORY_IDEAS
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    Killing Zulmak (Pit of Heresy Boss) with 7 whole punches on a Titan

    Posted: 18 Nov 2019 08:10 AM PST

    So I watched a Hunter solo kill Zulmak in one phase and it inspired me to attempt the same on other classes. There are a ton of high DPS builds with Titan (think Weapons of light +oppressive darkness), but I wanted to try something different and see just how viable a true titan build (aka punching everything) was. Here's the setup:

    • Bottom Tree Striker, utilizing Knockout, Reversal, and Frontal Assault(if timing permits)
    • Any shotgun with One Two Punch and high handling for two 12P melees instead of one
    • Wormgod Caress exotic gauntlets
    • Thundercoil mod from the Artifact
    • Tractor cannon for 30% debuff

    The hard part with this build is keeping your burning fist x5 stack, which does insane damage, but requires you to get a kill every 5 seconds and therefore requires you to leave every add alive for the potential of using it to maintain your stack during DPS. Combine this x5 with 12P, Thundercoil, and Knockout, and you have around 266,000 damage per melee.

    Video: https://www.youtube.com/watch?v=74kjA66Dpro

    submitted by /u/LVendetta
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    Actium War Rig has risen to the top of fun to use exotics for me now that it reloads machine guns as well as autos.

    Posted: 18 Nov 2019 05:35 AM PST

    Nothing quite like blasting away with Sweet Business until you've got max Heavy ammo and switching to 21% Delirium to melt everything. Don't worry about losing the Killing Tally buff since you reload Delirium automatically with the Rig or when you pick up Special or Heavy.

    Never stop shooting until your radar is clear.

    submitted by /u/EliteAssassin750
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    Y'all got anymore of them Menagerie weekends?!

    Posted: 18 Nov 2019 10:20 AM PST

    Seriously can we get menagerie weekends like we had before shadowkeep with 4-5 drops per run? People have had time to get tons of runes and there's probably some new people that could use it too. Also add Duke and remove the other 110 handcannon. =)

    submitted by /u/Mirac13
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    Add a Weekly Crucible Pinnacle Activity

    Posted: 18 Nov 2019 10:40 AM PST

    Please add any type of weekly Crucible activity that will give you a Pinnacle Reward for completion!

    As a 950 player who prefers playing PvP over PvE primarily, there is no incentive to play Crucible to further leveling up.

    I am aware that you provide Iron Banner Crucible Pinnacle Rewards, but those of us who like to play PvP every week or every day as a primary activity, I think adding one weekly Pinnacle Activity isn't asking too much.

    Feeling like I must play PvE content I have no or little interest in to get a Pinnacle reward(s) every week really bums me out. After working all day, I should be able to come home and play what I want (Crucible) and have fun while still having a Pinnacle Activity to work towards every week. Instead, due to all Pinnacle weekly Activities/Rewards being PvE content, I feel like I work all day then come home and go to work again in PvE which I consider to be unbalanced and not fun.

    Off the top of my head, here's the weekly Pinnacle Reward Activities when Iron Banner is not active.

    PvP: 0

    PvE: 5

    • 100k Nightfall
    • Pit of Heresy
    • Master Nightmare Hunts
    • Garden of Salvation Raid + GoS Challenge
    • Haunted Forest Branch 9 Completion (yes I know this one is temporary)
    submitted by /u/Berg9940
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    Bungie should add ______ to __________ and remove _________ from _________.

    Posted: 18 Nov 2019 07:37 AM PST

    Annoying, isn't it?

    Edit: Really?! This was worth silver?! Thanks, You maniac!

    submitted by /u/Deadpool27
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    A PvP game mode with set, random loadouts would be fun

    Posted: 18 Nov 2019 12:59 PM PST

    I have no idea if something like this is even possible but I think it'd be great for a few reasons:

    • Metas get stale
    • You can jump in without grinding the game
    • Forces a level playing field
    • You might find out you like a gun you never gave a chance
    • Variety is the spice of life
    submitted by /u/BreakStep_x
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    This game's pretty neat :3

    Posted: 18 Nov 2019 06:40 AM PST

    There's a lot of negativity here, as with every game, so I just wanted to say that Bungie are doing good work. I won't pretend to know what it's like to not only go independent, but also migrate everyone to Steam, create character migration systems, shift the entire business model, etc.

    On top of that, I experience fewer game breaking bugs than I've experienced in a lot of other games, free-to-play or not. Actually, not a single one in playing since Shadowkeep launch, and besides being technically proficient, this game is actually good.

    Keep up the good work, everyone :3

    submitted by /u/GO_Nyxton
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    Really going to miss oppressive darkness when the season changes

    Posted: 18 Nov 2019 07:39 AM PST

    Its made soloing content super easy and my tears are ready to fall.....That mod was top notch, well done Bungie. Bravo

    submitted by /u/Theidiotgenius718
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    There needs to be more sources for high stat gear. Pinnacles and Iron banner are not cutting it.

    Posted: 18 Nov 2019 10:40 AM PST

    Depending on RNG I'm only getting 1 or 2 60+ stat rolls on gear a week. Maybe others have had better luck.

    SO here's a suggestion-

    Powerful rewards- these have no use after you hit 950/960 update them to have higher stat drops maybe based off the tiers.

    Raids- These should be 60 or higher Guaranteed

    Forges- IF you wont add another pinnacle source here increase the chance for 60+ stat gear here as well.

    Reckoning- tier 3 completion gets pinnacle.

    Outside of Iron banner the only other place to get high stats is raids and pinnacles, and iron banner has a really high drop rate for high stats, not everyone wants to grind IB for an entire week and turn in tokens.

    submitted by /u/mrrebuild
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    Armor Stats 2.5 — Improving the Stats Experience

    Posted: 18 Nov 2019 06:03 PM PST

    It's no secret that people are frustrated with how the Armor 2.0 stats system works. There are an increasing number of posts pointing out the issues. A combination of the new affinities system for mods and the new stats system makes it particularly difficult to run the loadout you want without making sacrifices:

    • Stats feel hard to control or balance — you have little to no agency to tweak your stats, other than to completely swap an item out
    • Swapping an item — to maximise one stat, or to gain the desired elemental affinity — often completely wrecks your other stats
    • Stats are too granular, making it far too easy to end up with a very large number of wasted points — seeing x7-x9 at the end of your stat totals feels bad
    • Trying to work out how to balance all these stats at the same time as working out a loadout is cognitively overwhelming — third-party tools emerging to 'fix' the problem are a bad sign™
    • Exotics feel particularly bad in this setup, as it's hard enough having multiple rolls of the same exotic, let alone with both good stats and all the elemental affinities you want

    I've been thinking about all of these problems together, as I see them as symptoms of the same root cause, and trying to envisage a solution, which I'd like to share with you. In a nutshell, these are the objectives:

    • Make stats less granular, so that there's less wastage
    • Give players (some) control over where their stats go, to make it easier to build desirable loadouts
    • Make elemental affinities something to engage with without it affecting your stats build
    • Increase the sense of investment in individual items, so that great rolls have pride of place in your collection
    • Ensure that acquiring gear still matters, so new drops still feel exciting
    • Give exotics the freedom they deserve to ensure they can work for your loadout, rather than the other way around

    I'm going to go into a lot of detail here, so if you'd prefer the TL;DR, just visit this imgur album instead.

    Firstly, reduce stats by a factor of 3

    This doesn't affect anything's power, it just means that where previously a stat was worth 10, it's now worth 3 (or alternatively: 1 old point is now roughly 1/3 of a new point — some rounding up or down may need to happen). This means that for stat ability tiers, instead of each extra tier costing 10 points, it now only needs 3. This should help make it feel less wasteful when you're over-budget; similarly, when you're on 2 out of 3 points for the next tier, you're only a single point away from that tier — which we'll come back to.

    It also means that the difference between an item with a total stat budget of 16 and 18 will be much more significant (this is equivalent to a 48 and 54 today), making it easier to identify if a roll is good (or not). Here's what this might look like: https://i.imgur.com/vE0onZO.png

    There's a couple of other details you can see in this mockup, which I'll talk about next.

    Primary and Secondary stats

    There are six stat categories at present: Mobility, Resilience and Recovery (which have been part of the game since Destiny 2), and Discipline, Intellect and Strength (the original 3 stat categories from Destiny 1). I've separated these out into two groupings called Primary and Secondary. This is so we can give players a bit more freedom to control where their stats are distributed, but without it becoming overwhelmingly complex. You'll notice from the preview above that the stats for Recovery and Discipline have a faint border, and their final stat point has a hollow fill: these are the item's flexible stat priorities (one each for Primary and Secondary). Think of this as being a little like how the intrinsic stat mods worked on D2 Year 1 armour: you have a point in that stat, but if you wanted, you could apply that point to another stat instead.

    In our hypothetical example, we've got a total of 20 points (across all items) in Mobility, which we can visualise in a tooltip from the item screen, like this: https://i.imgur.com/SD7gz6D.png. As you can see, the stat tiers are bunched up in groups of 3 points per tier, so 20 points gives you 6 complete tiers (and two points in an incomplete tier).

    Since we're only one point away from Mobility Tier 7, we can fix this by switching the Primary stat priority from Recovery to Mobility, at which point the tooltip will update to show we've now hit that tier: https://i.imgur.com/QhIcqVz.png

    One final quick note about ability stat mods: to ensure they still reward a full tier, these now give 3 stat points instead of 10.

    Masterworking

    At present, masterworking an item to 10 Energy rewards you with 2 bonus stat points in every category. Whilst this might be useful to tip you over the threshold of a tier in some places, it's just as likely these bonus points could end up wasted. To give players another lever to dial in their preferred stat loadout, I've envisaged that instead of getting 2 points at Energy 10, you get a bonus point to assign to one primary and one secondary stat at both 8 and 10 energy. This works out as the same overall stat budget (since you currently get a total of 12 points across all categories; reducing these by a factor of 3 you get 4 points in total).

    Here's a preview: https://i.imgur.com/syCXjc0.png

    As you can see, the total stat bonus is highlighted in yellow to indicate the masterwork, and the stats where you've spent your bonus masterwork points extend those stat bars.

    Affinities

    So what about affinities, that most controversial aspect of Armor 2.0? First of all, I don't actually believe they should go away, for two reasons:

    1. They don't actually restrict builds that used to exist, given that they only apply to perks of the same type, and on the same slot
    2. Even if you got rid of affinities from armour mods, you'd have another problem to solve: there are just so many mods that the UI would slow to a crawl, and be very difficult to navigate

    The real problem with affinities isn't in the selection of mods that you have, it's that in order to swap to the mods you want, you will probably end up breaking your stats build, and then playing whack-a-mole to try and fix your loadout.

    What we really need is the ability to change the affinity on a given item, at will. Enter, Elemental Affinity mods: https://i.imgur.com/mgbL3ah.png

    As is currently the case, items will drop with an element affinity, along with an elemental affinity mod for that element. However, players can now choose to unlock additional elemental affinity mods for that item by masterworking to 4 and 6 energy. At 4 energy you get to choose your preferred second element, and at 6 the third and final element is unlocked for that item.

    Exotics

    Finally, exotics. Since exotics are meant to feel special, there are two simple changes I'd propose here:

    1. Exotics always roll with at least 6 Masterwork Energy so that all 3 elemental affinity mods are unlocked
    2. Exotics always roll with at least 20 ability points, ensuring they feel like they contribute meaningfully towards ability tiers

    Hopefully the mockups convey what I'm trying to illustrate; the most important thing for me is the underlying system rather than how the UI reflects it, but I'm certain the concept could be improved upon by Bungie's UI artists. Anyway, I'd love to hear what you think about this, what you think works, doesn't work.

    submitted by /u/kapowaz
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    Recently finished this spOoOky commision of a guardian stuck in the ascendant realm.

    Posted: 18 Nov 2019 01:22 PM PST

    Any iOS users around? I wrote a tiny iOS Shortcut that’ll have Siri tell me where Xur is each week.

    Posted: 18 Nov 2019 10:00 AM PST

    Feel free to download it here.

    Just ask Siri "Where's the Agent of the Nine?".

    All data is retrieved from findxur.com.

    Edit: For anybody unable to open the Shortcut, you'll likely need to allow untrusted (third-party) Shortcuts, which is a new restriction Apple implemented with iOS 13. Head to Settings > Shortcuts, and turn on "Allow Untrusted Shortcuts". Of course, you'll need the official Shortcuts app too!

    Edit: You may have better luck opening the Shortcut link directly in your web browser too - Thanks u/minimoni467 for the tip.

    submitted by /u/kennyheard
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    Ghost melees are the worst thing ever

    Posted: 18 Nov 2019 02:23 PM PST

    Being a melee build main, this thing is the worst. I always hear the hit and I see it to but it just doesn't register at ALL. One time I got 4 Ghost melees in a row and it was really annoying. Bungie please fix

    submitted by /u/O7SuperNova
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    One of the best additions to PVP is simply seeing the map while still loading in to the match

    Posted: 18 Nov 2019 04:57 AM PST

    While a small addition, this helps so much in getting your load out right before being thrust into battle. I know this isn't "new" but it is much appreciated.

    submitted by /u/HotCupofNasty
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    Please give a small buff to 450 auto rifles.

    Posted: 18 Nov 2019 08:44 PM PST

    The ttk is not competitive for the range you occupy. I've spent the last 2 weeks using my god roll ringing nail and it's just shy of killing people, you can do well but against the other top tier weapons in the game it's very hard.

    Inb4 people say omg they're going to make them op again. That was in year one with a very slow ttk but currently they're the slowest killing weapons in the game bar precision scouts and hand cannons which are by far more competitive.

    The ttk needs to shift up to about 0.87 seconds which would be one bullet less and put them on par with all the other auto rifles archetypes. At 0.8,0.3, 0.78 seconds. They'll still be the slowest by far but you drop the ttk too far and they'd be far to dominant with their high accuracy/stability and range.

    Also ALL auto rifles need a buff in pve.

    submitted by /u/Nnader86x
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    If you have the Premium Season Pass, get started on the Eriana's Vow catalyst quest, you may lose the boosters when it resets

    Posted: 18 Nov 2019 08:47 AM PST

    The catalyst quest boosters (unlocked at Rank 11 and 22 on the premium track) will go away when the season ends. Hopefully there will be the same (or better) boosters for next season, but:

    1. you will have to unlock them again (not a big deal, if they are in the same positions as this season),
    2. the boosters are for "objective progression earned within the Season Pass Exotic weapon catalyst quest", if there are boosters in next seasons premium track they might not apply the previous seasons weapon quest,
    3. you might not buy the next season pass and will only have the F2P track, without the boosters.

    This is all speculation and hopefully Bungie keep it in, but there is a risk of losing the quadruple boost to the Eriana's Vow catalyst quest after this season, and it already takes a lot of activities to complete the quest, so if you have time get some progress in now.

    submitted by /u/JustAnotherP0t4t0
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    If Eye of The Gate Lord doesn't play during the Undying Mind fight...

    Posted: 18 Nov 2019 01:12 PM PST

    The fight will be literally unplayable.

    submitted by /u/UnluckyAge
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    Game Breaking Glitch Makes Me Not Want to Chase Enlightened Title

    Posted: 18 Nov 2019 07:12 PM PST

    My team and I recently started on the raid grind for the Enlightened title because it will be officially obtainable in about one week. We completed most of the encounter triumphs easily and the subclass triumphs were simple. Then came the challenge, a flawless run of the raid. We set out practicing and for the past few days we have been getting closer and closer. Today we should have finished and had our work pay off, that did not happen. Here is why.

    Yesterday one of our team members caused a wipe because for some reason he could not use the tether boxes in the second encounter. It was strange and frustrating but it never happened again so no harm done. The harm came today. On our fifth run of the day we made it to the boss encounter and we were very excited. (our boss encounter is very solid we usually die to supplicants in the third encounter) The glitch decided to come back in that crucial moment and we lost out on a damage phase but we are good players and managed to avoid a wipe by quickly rotating teams so that the glitchy person would now be on motes. What happened next devastated us and caused everyone to log off for the night. We tried to pull him back only to find he was stuck on the island, full of motes, with no way to get him back. We were left to five man the boss and unfortunately we could not recover.

    This honestly has tarnished the triumph for me as well as the title. My group has decided not to raid tomorrow because we are all crushed and don't feel like destiny after the victory we worked for was torn away from us. Bungie please respond and fix this before other players are affected.

    Thank you for reading, below is proof from a fireteam member's twitch stream. Please share so Bungie will fix this.

    https://clips.twitch.tv/BlatantCleverDragonLitty

    https://clips.twitch.tv/CoyHorribleSageThisIsSparta

    EDIT- So I have people claiming this is not a glitch and saying we just want the triumph among other things. To clarify the guardian in question was a defender and had no motes. We encountered the same glitch in the second encounter where motes are not a mechanic. Lastly, we do not want the triumph we didn't complete the raid we don't deserve it. YET. This is not the last attempt we just want bungie to see this glitch it is pretty game breaking.

    EDIT2-As of two minutes ago I completed a flawless run so thank you for all the encouragement to go back in. HOWEVER this glitch is still game breaking and needs to be addressed lets get DMG on here?

    submitted by /u/Hey0ItsMayo
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    Why are the sensitivity options for controller players still this bad, after more than 2 years into the game? We need higher and split options between ADS and Non-ADS sensitivities.

    Posted: 18 Nov 2019 11:16 AM PST

    In my opinion, every shooter needs separate sensitivity options for ADS and non-ADS sensitivites, to match every playstyle. We should be able to control both of these values individually without having to use a traction mod that needs 3 energy on our boots.

    Also, to me and many people I've talked to, the 10 sensitivity is not enough, even with traction applied. It takes roughly 0.5 seconds to perform a 180° turn, which is beyond deadly in the crucible. Please bungie, split the current sensitivity option into ADS- and Sprint values and double or even triple on the amount of options.

    It would make the game so much more fun for many of us controller players, and people who don't like high sensitivity could just leave their option as it is right now.

    submitted by /u/CDTaRo
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    I've seen plenty of "Nerf OEM" but not enough "Buff Foetracer" or "Tweak Eye Of Another World"

    Posted: 17 Nov 2019 10:55 PM PST

    I do believe bringing everything down too much is detrimental, and I do believe that there are a lot of exotic armor and weapons that need a buff. I hope the next sandbox tweak or in a few patches from now we get some nice tweeks and buffs to the weapons and armor that lag behind the most. When you realize they buffed Xenophage so quick is because it was new, you should remember there are guns and armor that have been weak and awkward longer than OEM has even existed.

    submitted by /u/DarkAguni
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    Curated Vex Offensive weapons from Final Assault would be great.

    Posted: 18 Nov 2019 10:45 AM PST

    Bungie will most likely not add any new weapons or armor for the Final Assault which comes out tomorrow. It would be cool though to have the chance of getting curated versions of Vex Offensive weapons from completing Final Assault. Also fill the void of not having curated vex offensive weapons.

    submitted by /u/hifromjarrod
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