Destiny Daily Questions [2019-11-23] |
- Daily Questions [2019-11-23]
- Rule 2, "Petitions/Change My Mind," & You
- At this point, I'd like to see Heroic Menagerie get a matchmaking option
- Petition to make all weapon quests account bound instead of character bound
- The start of scourge of the past should be a combined arms map. 16v16
- Nostalgic engrams being stuffed with blue garbage from year 1 is insulting.
- Bungie, it's time to give Year 1 weapons, at least, a mod slot...
- Grinding Gambit for Delirium and tried this every time. Only pulled off this masterpiece of timing once!
- Yeeting Morgeth off the Map
- Sleeper being at its original power level wouldn't hurt the meta, it would simply add variety with the other powerful special weapons we have now
- I'm really hoping for a Whisper type mission next season. That was one of the most exciting times I've had in Destiny
- Each title should grant a unique Aura
- Bungie, a single evolving world is less important to the community than cool, replayable endgame content
- Here are some Psion variants from Destiny 1 and 2!
- Vex Offensive just needs...a trace rifle.
- Daily Tangled Shore bounties DO NOT give XP, despite the tooltip saying they do.
- Snapshot vs Quickdraw, which is better?
- This player base is so great ! Thanks !
- Hive Wizard Fanart!
- How better to celebrate my new Super Ultrawide Monitor, than to drink in the Opulence.
- Bungie could have just added the Dawnblade changes onto the existing perks
- My friend is a geology major and makes videos on geology in fiction and he made one on D2
- The Boop to end all Boops
- You ever read the lore books and think, “man, that would make a good play?”
- Why the exotic swords quest not showing?
- I made a complete movement guide for Hunters covering basics to advanced techniques like jump locks, variable jump height, and roof boosting
Posted: 23 Nov 2019 05:00 AM PST New player? Please read the New Light FAQBought the DLC? Shadowkeep FAQNeed Guidance? Collection of selected guidesShadowkeep & New Light known issuesWelcome 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
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Rule 2, "Petitions/Change My Mind," & You Posted: 23 Nov 2019 02:33 PM PST Greetings Guardians! Rule 2 has been updated to include the following terms:
Going forward, these terms will be treated as clickbait, and any posts that use them in the title will be removed. Much like other clickbait type titles (Unpopular opinion, Does anyone else, etc.) using one of these in your title does little to contribute to discussion. At best, they just add superfluous words to the title. At worst, they're an indirect form of karma farming. Regarding 'Petitions'This innocuous word started out innocent enough, but over the past several months, it's slowly increased in usage, and so have the problems associated with it:
Regarding 'Change My Mind'The idea behind 'change my mind' certainly isn't bad; you have a belief that you're uncertain about, and you want help in reevaluating it. But that's usually not what's going on.
But Why???Ultimately, we're adding these types of post titles to Rule 2 to keep the focus on discussing the game we're all passionate about. Gjallarhorn Day HijinksTM aside, the goal of any post should be to facilitate a discussion about the game or Bungie, and should not be focused on collecting internet points. Karma has its purpose in allowing the community to voice their opinion on what should be prominently displayed on the front page, but there are better places to game the system for points, if that's your thing. At the end of the day, the hope is for an atmosphere that is conducive to insightful discussion, sharing, and informing others about Destiny. We welcome your ideas, thoughts, comments, questions, and feedback on how that can be done better. Eyes up, Guardians. [link] [comments] |
At this point, I'd like to see Heroic Menagerie get a matchmaking option Posted: 23 Nov 2019 05:02 PM PST At our current levels it's easy enough that it doesn't require THAT much coordination, and the rewards in Heroic are a good way to get people back into Menagerie. With Izanagi being meta and the menagerie being a great place for newer players to farm weapons (not to mention mods), it seems like a win-win. You could even set the minimum power level to 770 (or hell, 900) for the matchmade version, but it's a shame that so many people are missing out on this. Edit: To clarify, adding a matchmaking option, not making matchmaking the only way to play. "Serious" runs would still have the LFG option, of course. [link] [comments] |
Petition to make all weapon quests account bound instead of character bound Posted: 23 Nov 2019 04:03 AM PST As an avid Destiny player I like to play all 3 of my guardians so I can fill in the gaps when my team needs me to do so. Now of course most of the quests(Like the Ritual Weapons) have been account bound for a while but some of them like Last Word, Redrix's Broadsword, etc have not been and it's just so frustrating seeing them sit in your inventory while you already got it on another character and you don't want to do it again. Now of course I know you can simply abondon the quest but then it will still be sitting in the respective vendors inventory screaming at me to complete it even though I don't want to. TLA: Make all (Exotic) weapons quest account bound and not character bound. Even for the old quests [link] [comments] |
The start of scourge of the past should be a combined arms map. 16v16 Posted: 23 Nov 2019 01:53 PM PST Scouts would be useful since theres ranges that arent ever seen in the crucible. Also dope ass open area with different ranges for all weapon types. [link] [comments] |
Nostalgic engrams being stuffed with blue garbage from year 1 is insulting. Posted: 23 Nov 2019 02:00 PM PST The last two engrams in the season pass had nothing but blue transmat effects. I'm so salty right now [link] [comments] |
Bungie, it's time to give Year 1 weapons, at least, a mod slot... Posted: 23 Nov 2019 04:03 AM PST Year 1 weapons have nearly been put out of business, since random rolls became a thing in Destiny 2. Now, with the arrival of Shadowkeep, the gap has widened even more, with Anti-Barrier, Unstoppable and Overload Rounds. We could at least get a mod slot on Year 1 weapons, to bring them a bit closer to all their Year 2-3 counterparts. I'd love to use my Ikelos SMG on so many more PVE activities, but the single fact that it's missing the current artifact mods, makes it end up back to the Vault. It's clear that I can't really use it in the Garden of Salvation, Ordeal Nightfalls and the Vex Offensive, while maintaining a certain amount of efficiency for my fireteam. I'd say it'd be nice to bring a mod slot, that can only get the seasonal artifact mods, to the exotic weapons as well, but that could be a bit too much. Come on, Bungie, such a little tweak is not that much of a gamebreaker, but it's too much of a gamechanger. Edit: typo and a bit of syntax [link] [comments] |
Posted: 23 Nov 2019 08:05 PM PST |
Posted: 23 Nov 2019 05:38 PM PST Edit: This is how to do it. I believe the bigger the enemy you finish (here: red bar taken ogre), the better the victim goes flying. [link] [comments] |
Posted: 23 Nov 2019 08:15 PM PST |
Posted: 23 Nov 2019 10:10 AM PST And I wasn't even in game. I was at work. It all started with someone posting about something strange on Io. And then it began. Everyone that was able to was jumping in, trying to figure it out. Meanwhile I was at work checking my phone every 30 seconds. Waiting for the next update. I still remember when someone posted they got to "You shall drift" I still remember people getting to the green room. Don't know if it's called the green room but I'm calling it that. And then the final room. The first completion. The first Whisper. That's what I am hoping for. A mission that just gets stumbled upon. And yes before anyone comments. I know about Outbreak but it just didn't feel the same. [link] [comments] |
Each title should grant a unique Aura Posted: 23 Nov 2019 07:05 AM PST To give people more of an incentive to grind for them, titles should each grant their own unique aura when they're claimed. Auras could also use some love too. Make them different from one another, not just in color. Halo: Reach has plenty of different armor effects that are all way cooler than the Auras in D2. The D2 Auras could definitely use the same treatment. [link] [comments] |
Posted: 23 Nov 2019 01:35 PM PST Comparing something like season of the forge to season of the undying, obviously the raid was huge but even forges vs the vex offensive. The forges had a deterministic grind and awesome endgame weapons. The undying had vex offensive and vex showing up on the moon. I get that there is burnout on the staff but if that's the case hire more people or move them over from matter. [link] [comments] |
Here are some Psion variants from Destiny 1 and 2! Posted: 23 Nov 2019 04:47 AM PST Here is the link. I have also attached the link to my ArtStation here so you can see the same image but split up and without text (just in case). Side note, I wanted to add Kargen but it turns out he literally just looks like a normal Psion so I was slightly disappointed by that. [link] [comments] |
Vex Offensive just needs...a trace rifle. Posted: 23 Nov 2019 06:44 PM PST I've seen the very valid critique that thre Vex Offensive finale is anticlimactic. Maybe some unique loot would help? I would absolutely farm for a legendary trace rifle that looks like a vex cranium/gun. Or less... just an ornament. Or more...Mythoclast. [link] [comments] |
Daily Tangled Shore bounties DO NOT give XP, despite the tooltip saying they do. Posted: 23 Nov 2019 11:35 AM PST Title basically. Is this a bug or intended? Has been bothering me for quite some time now. [link] [comments] |
Snapshot vs Quickdraw, which is better? Posted: 23 Nov 2019 03:19 PM PST Video in case you would rather watch/listen than read (a little over 3 minutes): So, my testing consisted of comparing the same Quickdraw roll to itself (each time had a different barrel) to test the theory that Quickdraw maxes out the handling stat, then comparing the Quickdraw sniper to the Snapshot sniper (each with 68 handling) to find the differences. The Apostate was used. I conducted three tests, then counted frames inside Sony Vegas (at 30 FPS). The three tests were:
Quickdraw with Corkscrew Rifling: Fire, swap, fire took 26 frames (.867 seconds). Readying took 24 frames (.8 seconds). ADSing took 7 frames (.233 seconds). Quickdraw with Smallbore (4 less handling than with Corkscrew, handling matches the SS roll)): Fire, swap, fire took 26 frames (.867 seconds). Readying took 24 frames (.8 seconds). ADSing took 7 frames (.233 seconds). We can safely conclude that Quickdraw does indeed max out the handling stat (or grants a VERY large chunk of invisible handling) Snapshot (has the same handling as the QD roll with Smallbore): Fire, swap, fire took 31 frames (1.033 seconds). Readying took 28 frames (.933 seconds). ADSing took 6 frames (.2 seconds) Things to note:
Conclusions: Quickdraw does indeed max out the handling stat invisibly (or grants a large chunk of handling). Quickdraw beats Snapshot by .133 seconds for ready speed, and .166 seconds for fire, swap, fire. Snapshot beats Quickdraw by .033 seconds for ADS speed. Which is best comes down to the user, but if I had to pick, I would recommend Quickdraw. It has been my favorite since D1 out of the two, since it gives a bonus to all areas handling is involved in, rather than just ADS speed. As you can tell, it doesn't make a HUGE difference on Apostate, with its high base handling, but it WILL make a larger difference on snipers with lower base handling, like Tatara Gaze or Beloved. With a new season on the horizon, I would keep an eye out for weapons that require you to choose between Snapshot or Quickdraw. If Snapshot is the only option, by all means, hunt it down, Snapshot is by no means a bad perk, but when it comes down to Snapshot or Quickdraw, I would recommend Quickdraw every time. Hope you guys found this helpful! [link] [comments] |
This player base is so great ! Thanks ! Posted: 23 Nov 2019 08:34 AM PST Hello guys , i am a FPS gamer playing Team Fortress 2 and Cs:Go who started Destiny 2 like 2 months ago. And i just wanted to say that Destiny 2 community is so great. The player base is such accepting and ready to help a newbie. When i was confused with something , i made some reddit posts and people replied and helped me as much they could. I got the hold of the game in under a month. Now , here's the story. Recently i have been doing LFG in steam discussions and I met a guy named Trash. ( He made a post about LFG ) and i added him . We played some Cruicible , Mindbender's farm together and he was a pretty great guy. Just like 15 mins ago we were having a conversation about Assassin's Cowl and stuff ( strategies in cruicible as hunter ) and he said that i needed Shadowkeep to get it. I told him that i would buy it in the sale . And you frickin know what ? He had gifted me Shadowkeep. I DIDN'T EVEN GET TO REFUSE . I am just so dumbfounded at what just happened. Sorry for the broken English , but i wanted to show my appreciation to all of you. Destiny 2 is such a great game with a great community. I am ready to put thousands of hours into it ! Thank you , and sorry for this long post. [link] [comments] |
Posted: 23 Nov 2019 12:08 PM PST Pic's here:) https://imgur.com/a/F8iLL3p Also my IG: https://www.instagram.com/h.u.s.h.puppy.art/ [link] [comments] |
How better to celebrate my new Super Ultrawide Monitor, than to drink in the Opulence. Posted: 23 Nov 2019 07:22 PM PST |
Bungie could have just added the Dawnblade changes onto the existing perks Posted: 23 Nov 2019 07:13 AM PST That's why so many people are unhappy with the announced changes to Dawnblade. Hunter and Titan got additions and direct buffs, Warlock however feels like a "sidegrade" because they took away features and then adding new ones, instead of just adding new features. Old: Swift Strike. Strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed and increase your accuracy in the air. New: Celestial Fire. Send a spiral of three explosive Solar projectiles. Why weren't these combined into one thing? Why am I not allowed to have a ranged melee to trigger the Swift Strike buff? Old: Heat Rises. Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy. New: Heat Rises. Consume your grenade to extend Glide time and dramatically reduce the in-air accuracy penalties for weapons. Again, why can't airborne kills help regen my melee AND grenade, in addition to letting me consume my grenade to proc an accuracy buff? Why can't both my melee and grenade have the ability to up my air game? Would that really be OP? I really, really doubt it. Plus, the huge nerf to the bottom tree, Attunement of Flame, is simply unacceptable. Currently it is the most unfun, unrewarding subclass to play until your Super is online because you can do almost nothing special or engaging until that time. But at least your Super is pretty good for anti-Guardian purposes...now it's still going to be unfun and unrewarding to play until your Super online but now Guardians can just run away from you because you're slow. Good luck invading with your Super in Gambit now, because there's no way you can cross the distance of huge Gambit maps now at speed to rain hot swords down on them, now you have to go at the regular pace. Hunter and Titan got real buffs, Warlock got at best sidegrades when they could have just combined both old and new ideas and at worst got a nerf--and in the case of the bottom tree, a HUGE nerf. Given how Guardians and most PvE enemies can just shoot you while you're in the air I really fail to see how combining the old and new ideas would create some unstoppable OP monster. [link] [comments] |
My friend is a geology major and makes videos on geology in fiction and he made one on D2 Posted: 23 Nov 2019 04:34 PM PST You can check it out here. I thought it was super interesting and wanted to share. [link] [comments] |
Posted: 23 Nov 2019 10:06 PM PST Good times are had. Edit: Alternative view from fireteam member https://streamable.com/jqcov [link] [comments] |
You ever read the lore books and think, “man, that would make a good play?” Posted: 23 Nov 2019 06:09 AM PST Reading Inquisition of the Damned, I can't help but imagine a stage in a park somewhere in the city. On the stage are human actors dressed like Moon Hive. They still have human faces and proportions, but wear masks over their eyes to give them the three eyes Hive have. It's a Shakespearean experience, especially thanks to the language of the book. [link] [comments] |
Why the exotic swords quest not showing? Posted: 23 Nov 2019 10:22 AM PST So, I have a lv40 Titan on my ps3,I already have two swords (the legendary ones) but the exotic quest isn't appearing for me, anyone can help? [link] [comments] |
Posted: 23 Nov 2019 02:22 PM PST Intro I'm back with another movement guide. Some of you may remember me from my Warlock movement guide a few weeks ago. Today I'm doing Hunters. This guide is intended as a resource for players of any skill level. In particular, if you are a new or intermediate player, you will hopefully find some new information here to incorporate into your gameplay. For veterans, this should hopefully serve as a touchstone reminder of everything that the Hunter class is capable of. I tuned the audio so that you can hear specific keypress timings to get a better feel for when you should be making specific inputs. Each section of the guide is linked to the timestamp in the video, so if you want to see demonstration of a specific technique, just click on that section. The mobility stat only affects your strafe and initial jump height. It does not boost sprint speed, nor does it directly affect ability jump height, which are common misconceptions new players hold. Even though Hunter's air jumps are actual jumps, they do not directly benefit from increased mobility. You can increase your sprint speed by other means, typically exotic armor and lightweight weapons. Keep in mind that sprint buffs cap at 2. This is important to remember for the Hunter, since you have access to 2 subclass specific sprint buffs (top Nightstalker and bottom Arcstrider). It's actually possible to change the height of each jump as a Hunter, even ability jumps. Holding your jump key through your jump will give you a little bit more height than simply tapping it. This enables much more control over your aerial positioning. Holding all 3 jumps in a triple jump will give you far more height than simply tapping each one. You can also alternate depending on your circumstances. This is important especially for reaching ledges with your base jump without using your ability jumps, which are far louder. You have 3 jump options:
High Jump is usually combined with stompees for maximum height and speed, and usually paired with a splash damage weapon that will benefit from being high in the air (hello Mountaintop). Ideal for specific loadouts in Crucible, and very tall jumps in PvE, but not much else. Triple Jump is the popular favorite, as it offers a good combination of height, distance, and control. It's the clear favorite for PvE, and a strong candidate for PvP. However, it is a bit overrated in PvP in my opinion because of the existence of jump locks. Strafe Jump is a very good PvP jump and ok in PvE. It gives you decent height, strong distance and speed, and decent control. The main reason to choose this over Triple Jump is it does not suffer from jump lock as badly. Jump lock is a mechanic that exists on every class, but is most noticeable on Hunter because of Triple Jump. When using an ability jump or a glide, you will be locked out of firing your weapon for about half a second after the input. This means that with Triple Jump, you have to take 2 lockouts where you can't fire at all to reach max height or distance. High Jump and Strafe Jump only require one, meaning they have much better uptime for firing while in the air. Jump lock is especially difficult to work with if you are using a low rate of fire weapon, like a shotgun or sniper, because missing the window to shoot means a lot of missed damage. For this reason I tend to favor Strafe Jump over Triple Jump in PvP. Anytime you encounter a low hanging roof in Destiny, you can spam your jump to bang your head into it to get a speed boost. The more you bang, the faster you go. Hunter is the best class to take advantage of this in PvP, because of the speed and spammability of the Hunter ability jumps. In PvE, you can use this anytime you have to crouchwalk through a small area to get through faster. Don't ask me why or how this works, it's just a side effect of Destiny's wonky physics. You have two dodge options:
Marksman's reloads your currently equipped weapon, Gambler's refreshes your melee ability if used near an enemy. Because this is a movement guide, I'm not going to say whether a reload or melee refresh is better. However, just looking at the dodges for their movement patterns, there is a clear winner. Both dodges travel the same distance, at the same speec and acceleration. Where they differ is animation. Marksman's does either a standing dash or a standing spin, while Gambler's is a full tuck and roll across the ground. This makes Gambler's the clear winner from a pure movement perspective, because it changes the hitbox, especially the head hitbox, instead of leaving it at head level like Marksman's does. Dodge goes in whatever direction you are strafing, which allows you to mix up and change direction on the fly. Because it is a 3rd person animation, you can also use dodge in cover to get a better view. Dodging into the wall and turning your camera can allow you to see around corners quickly without needing to stop and emote, which takes a lot longer. If you try the same thing while out of cover, you get a different technique, which is... Turning your camera with your mouse or thumbstick while in the middle of a dodge will allow you to steer the dodge mid animation and change its direction. This is a very important technique to master on Hunter, as it completely changes how flexible and adaptable your dodge can be. Use it to turn corners to get into cover, in the middle of a gunfight to mix up your movement, even while approaching to dodge a shotgun blast. This is especially potent on mouse, where you can flick fast enough to pull off 180 degree turns almost instantly. I see many players claiming that dodge is a bad PvP class ability, or even the worst PvP class ability, which just boggles my mind. However, many new Hunter players often try to treat the dodge as if it's a dodge in Dark Souls or a fighting game, with iframes that you can just use in the middle of combat to stay safe. This is not the case (unless you're running Wormhusk/Arc Battery, but dodge doesn't need that combo to be good). Dodge is primarily a tool to return to cover. If you come out of your dodge and are still out in the open taking fire, you probably used it wrong. The most common application of a dodge is to slide a corner with a shotty or snipe, take the shot and immediately dodge straight back into cover. You can also chain a dodge onto the end of a slide, which maintains your movement and keeps your hitbox compressed and evasive for much longer than any other class can manage. It goes without saying, but do NOT use it as a peeking tool. And this is all without even discussing the utility of a reload, CD refresh, better handling, stripping radar, invisibility etc. that you can get with subclass and exotics on top of the crazy movement. Something many players forget about dodge is that it also breaks tracking. This is typically more relevant on controller, where aim stickyness is a thing, but even on PC, there are situations where this applies. The main one is grenades. Many grenades use tracking, and dodging through an active tracking grenade will break the tracking and allow you to be completely immune to it, even when standing in its radius. There are a lot of obvious grenades this will work on, like Swarm and Axion Bolt, but even grenades like Arcbolt or Firebolt use tracking, and a dodge will render them useless against you. Compared to Warlocks, Hunters do not have a ton of movement options specific to their supers. You still retain your full gamut of neutral movement, so dodging and jumping works the same in super as it does normally. There are a few things to keep in mind though. Almost all Hunter roaming supers benefit from slide activation. If you slide while activating your super, you will continue the slide while you perform the super animation, which prevents you from being locked in place. This is particularly noticeable on Arcstaff and Golden Gun. Speaking of Arcstaff, anyone who plays this super should know "The Combo." This is a basic light/light/heavy attack pattern, which replaces the last swipe with an energy palm strike. Not only does this have a lot of range for a melee based super, but the palm strike will absolutely obliterate almost anything in its path, including enemy supers, meaning it's a very important dueling tool. When fighting another roaming super, it's best to do the two light attacks away from the approaching enemy, and then spin at the last second as you start the heavy to hit them with the palm strike. Spectral Blades also has a few things to keep in mind. While you are cloaked in Spectral, your super drains much slower, and you have the most damage resistance of any super (in addition to being invisible, off radar, with wallhacks and immune to tracking). However, you can move around the map very quickly by spamming your light attack. You basically have a choice, you can choose to move around the map more quickly, but lose your super faster, or you can take a more patient approach, and keep your super up longer. I also like using a light to heavy combo as an evasive maneuver. When approaching someone, you can use the light attack as a dash to move to the sides or diagonally towards the enemy. You can then chain a heavy attack immedately, which will lock on to the enemy, carrying you back toward them and killing them, and also recloaking you once more. Conclusion Hunter is by far the most agile class, but not necessarily the fastest. I see people complaining all the time that Warlocks and Titans are too fast with their skating, and honestly I disagree. For all that Warlocks and Titans win in flat out speed, Hunters are completely unchallenged in terms of overall agility and adaptability, being able to change direction at a moment's notice, whether on the ground or in the air. There's also quite a bit more nuance to Hunter movement than just "spam jump and dodge if low health" that I hope I was able to get across in this guide. Once again, I have made a guide just like this for Warlocks, so if you're interested, you can find a link to that here. [link] [comments] |
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