• Breaking News

    Saturday, November 23, 2019

    Destiny Destiny Server issues / Downtime / Revenge of the Weasel Megathread [2019-11-21]

    Destiny Destiny Server issues / Downtime / Revenge of the Weasel Megathread [2019-11-21]


    Destiny Server issues / Downtime / Revenge of the Weasel Megathread [2019-11-21]

    Posted: 22 Nov 2019 03:21 PM PST

    Hey Guardians,

    As you all may have experienced right now, Destiny is having some issues with maintaining a steady login causing the queuing, disconnects and something that can only be described as a giant pickle.

    We're creating a Megathread now to provide 24/7 coverage of the great disaster itself and provide updates from Bungie here as soon as they become available.

    Possible explanation for the issues?

    Please direct all Downtime discussion to THIS Megathread, try not to clog up /new as users are still trying to post regarding other topics and/or questions.

    Link to earlier Bungie Replies direct on Reddit


    Bungie Updates

    Latest update via @BungieHelp @ 05:06 AM UTC:

    https://twitter.com/BungieHelp/status/1198105563839614976

    At this time, Destiny 2 services are back online. Players can now log in normally on all platforms and we expect no further service interruptions.

    Players who observe issues should report to the Help forum: https://t.co/9lcpiG3pif?amp=1

    https://twitter.com/BungieHelp/status/1198112071478464513

    Destiny 1 services are back online and Clan features on http://Bungie.net and Destiny the API have been restored.


    DMG has explained a bit more about what has happened @ 12:43 AM UTC:

    https://twitter.com/A_dmg04/status/1198036959010050048

    This is a system-wide issue on the Destiny services side. It wasn't caused by any specific platform.

    https://twitter.com/A_dmg04/status/1198039247090900992

    What started as a memory issue deep within our services expanded to something that impacted numerous aspects of Destiny, and how it handles clans, loot, and more.

    After the issue was addressed, we ran into a few more hiccups as we started bringing the game back online.


    We hope you are all doing well in this time of crisis and have not eaten any of your own limbs while waiting for the golden age to return.

    While the issues are preset please consider staying active in body and mind. We suggest the following:

    • Go for a walk

    • Make Lemonade

    • Tell us your guilty pleasure song

    • Hug a loved one

    • Adopt a Dog

    • Go for a cool salad and a long walk on the beach

    • Para sailing

    • Learn to play an instrument

    • Wonder if Sand is called Sand because it's between the Sea and the Land

    • If DMG likes bread so much doesn't that make him part Duck 🦆

    • Whats up with Titans anyway

    • Eat a Sandwich with a new filling

    • Watch the Mandalorian (No spoilers here)

    • Nap

    • Get a job

    • Donate to charity

    • Reach out to an old friend

    • Bacon

    Eyes up Guardians. Love, Mod Team <3

    submitted by /u/DTG_Bot
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    [D2] Xûr Megathread [2019-11-22]

    Posted: 22 Nov 2019 09:02 AM PST

    Xûr, Agent of the Nine

    Description:

    A peddler of strange curios, Xûr's motives are not his own. He bows to his distant masters, the Nine.

    Location:

    we're searching!

    beep boop failed to fetch


    What's a Xûr?

    Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector in each of the Worlds, depending on the current Flashpoint. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

    TL;DR: He's the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it's coal.

    When does Xûr visit?

    Xûr visits every Friday at 17:00 UTC and departs at reset. If you would like to see all the live conversions of Time Zones, please follow this link here.

    Sort comments by New to join the conversation!

    submitted by /u/DTG_Bot
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    [Easter Egg] New Borderlands 3 Weapon “Good Juju”, comes with the signature Bad Juju perk and a few more references

    Posted: 22 Nov 2019 04:08 PM PST

    Link to Video

    Burst fire, reloads on kill, even the flavor text is, "Kinda sorta wants to end all existence," as a reference to the Bad Jujus, "If you believe your weapon wants to end all existence, so it will."

    Not sure if mods will delete this but I thought it was a cool reference to share.

    submitted by /u/white-bread_
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    You can still die while having the Undying Title Equipped

    Posted: 22 Nov 2019 07:57 AM PST

    Bingo fix this immediately

    This shouldn't happen

    Obligatory edit: damn never thought I would get gold

    submitted by /u/WhyDoYouCaree
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    Ikora's construction project made the Undying Mind literal time-gated content.

    Posted: 22 Nov 2019 02:04 PM PST

    It's been right in front of us this whole time!

    submitted by /u/A_Lurking_Emron
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    What your Garden of Salvation loadout says about you

    Posted: 22 Nov 2019 07:30 AM PST

    What your Weapons say about you:

    • Izanagi's Burden + Recluse + 21% Delirium/Wendigo: You are playing Garden of Salvation

    edit: So many responses and so many interpretations of this post. Thanks for all of them and for the record it was strictly intended as a joke about the ubiquity of this loadout in LFG groups.

    Thank you for coming to my tedX talk.

    submitted by /u/d3l3t3rious
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    Should Bungie Do an Exotic week?

    Posted: 22 Nov 2019 12:16 PM PST

    Should Bungie Do an Exotic week. Similar to Arc and Solar week; where they tweak/adjust exotics?

    I feel as some exotic armor should be reworked.

    submitted by /u/Saint_Meech
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    Destiny is finding ways to mess with me that I never even imagined

    Posted: 22 Nov 2019 01:55 PM PST

    I open the game and pick up a nostalgic engram

    I get the rust punk shell. Sick. Didn't have that.

    I get disconnected because server man is not in on Fridays. Log back in.

    Nostalgic engram has yet to be claimed.

    Think game duped my engram. Cool.

    I get a random purple ghost shell.

    I go back to my inventory.

    The rusk punk shell is gone.

    Thanks Tess.

    submitted by /u/TheHomesteadTurkey
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    Why did Bungie change the raid jacket sleeves from what it was advertised?

    Posted: 22 Nov 2019 08:35 AM PST

    Does anybody know why they changed the sleeves on the Crown Jacket to match the sleeves of the Garden of Salvation Jackets?

    I'm not trying to be that guy, I just wanted to know. We paid for it so they should at least tell us

    Photos Here

    Edit: Here is a actual view of the jacket comparison Comparison Photo

    submitted by /u/LunarNeos
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    'Twas the hour before Weasel...

    Posted: 22 Nov 2019 06:54 PM PST

    'Twas the hour before Weasel, when all through the clients

    Guardians were grinding seals and triumphs.

    With nerfs on horizon, Xur would appear,

    Last gift for beef blueberries yet to deliver.

    Eliksni of Tangled Shore, the Hive on the Moon,

    The Queen of Twitter herself, Savathun;

    Who knew that humanity's most menacing threat

    Would come to us all with the Daily Reset.

    The upcoming buffs for solar subclasses

    Caused a bloody meltdown on the servers of Architecs.

    Some gibberish IT jargon aside,

    API decided to commit suicide.

    For years the Darkness feared the Guardian's might,

    But Weasel just took and snuffed out our light.

    A system-wide issue on services' side,

    A moment of weakness. The ugliest sight.

    It seemed for a bit that things went to normal,

    At times you could even successfully log in.

    However, the second you dismantled an item

    A black and red ribbon was looking straight at you.

    A queue was created a few hours later.

    And finally, after thousands of players have waited,

    As max NF boss was on its dying breath,

    A message popped, 'ONGOING GAMES WILL END'.

    What was it? The curse of the One-Eyed Mask?

    The Vex perpetrating their perpetual hex?

    Or maybe it was the Will of the Nine

    That brought much discord to players alike?

    Perhaps it was just what Ikora intended:

    An ultimate time-gate for players to enter.

    Zavala, in loneliness, thought of war and Cabal.

    Defenseless he felt, with his Vanguard bygone.

    The maintenance was to be finished just soon.

    The City felt safe, as its enemies loomed.

    This day of November is one for the stories,

    Judging by panicking Bungie employees.

    submitted by /u/Jacksuit
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    We are investigating issues affecting Destiny 1 and Destiny 2. Please standby for updates.

    Posted: 22 Nov 2019 05:28 AM PST

    Bungie Help just confirmed current probems with servers...

    https://twitter.com/BungieHelp/status/1197868894838345728

    edit 16:00 UTC / 8:00 AM PST: still down but some progress "We are continuing to investigate this issue and are making progress towards resolution. Thank you for your patience while we provide further updates."
    https://twitter.com/BungieHelp/status/1197907929904533504

    submitted by /u/fossi_iman
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    Can we stop getting blue stuff?

    Posted: 22 Nov 2019 04:24 AM PST

    It'd be really good that, once you've reached a certain power level, you stop getting blue gear.
    I seem to spend hours having to dismantle blue weapons or armour and it's infuriating. I'm not going to keep any of that stuff, so I'd rather get less drops, but all Legendary instead. Even most legendary stuff goes in the bin now anyway, but it'd be less admin if there was no more blue shiz.

    submitted by /u/tobylh
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    If armor 2.0 stays as it is, at least massively overhaul the vault to let us manage all items

    Posted: 22 Nov 2019 05:56 AM PST

    The vault needed a massive overhaul basically since release, but with armour 2.0 it became more important than ever.

    We now have elemental affinity, 6 different stats for different purposes, seasonal armours with mod slots for taken/fallen/hive and this current season, even more armour next season.

    So many rng layers on top of each other, so many possibilities yet no features to make managing those items easier. What needs to be done with the vault?

    1. Increase the vault size to at least 1000

    With the elemental affinity you basically tripled the amount of armour we need to keep. The element of the armour determines which mods you can apply, hence limiting your playstyle to certain weapons, and which nightmare/raid mods you can apply. If you would like to keep the same stat distribution for all 3 elements, just in case you maybe want to switch your weapon build sometime, you need to have 3 items just for one slot.

    2. Filter by type and more options, add a search bar

    Just having a "sorting" option is no help. If you want to manage your boots, you have to scroll some pages until you get there and if you then check your inventory what kind of boots you have equipped, you can scroll again! And because all items of every class are displayed, you must scroll longer than you would actually need to.

    There needs to be a way to filter items by:

    a. all items of all classes / the items for your class you're currently logged into

    b. kinetic / energy / power weapons

    ------ i. maybe go a step further and display a certain weapon type only?

    ------ ii. Or display weapons of a certain element?

    ------ iii. Combine i. and ii.?

    c. helmet- / arm- / chest- / leg- and class-items

    ------ i. maybe go a step further and display a certain elemental affinity only?

    ------ ii. Display items with a minimum amount of X points in a certain stat?

    ------ iii. Combine i. and ii.?

    And please don't argue that DIM already does it. If you need third party tools to fix problems with your game, you have to reconsider said problems and fix them on your own. Not everyone has multiple monitors or devices to switch around items just because bungie failed to introduce a decent vault system.

    submitted by /u/nudeldenbaer
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    I hope this server downtime is a cover for adding imago loop to the vex offensive

    Posted: 22 Nov 2019 10:50 AM PST

    Title, im hoping with all my heart.

    edit: i think some people didnt realise that i know it isnt intentional downtime lol

    edit 2: holy shit i come back and this is full of comments, people flaming me for being optimistic and coming up with a silly little fantasty lol. a couple nerds in here actually wrote PARAGRAPHS that i am obviously not going to read. if someone's optimism ticks you off then you need to go find some help XD

    submitted by /u/imeir
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    You acknowledged in the TWAB that some abilities were designed with the game's original sluggish pacing in mind. Perhaps it's time to take a look at class abilities.

    Posted: 22 Nov 2019 08:03 AM PST

    Honestly, dodge feels fine but barricades and rifts deploy slow and are situationally limited. If the abilities are functioning as intended then maybe it's time to add some more class abilities to the game. Preferably some "always useful all of the time" abilities like the reload dodge, but for Titans and Warlocks, and maybe something interesting and situational for Hunters.

    submitted by /u/NoctisNoctua
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    Despite its flaws I still love this game and community with all my heart, and for my birthday I thought I’d celebrate both with my first tattoo

    Posted: 22 Nov 2019 03:59 PM PST

    The Attunement of Sky changes don't sound like a buff

    Posted: 22 Nov 2019 12:56 PM PST

    I'm hoping I'm interpreting these changes wrong, because I was really excited to potentially see non-middle tree Dawnblade getting some love. I love the concept of being a living attack helicopter, flying around rapidly and raining death from above. However as I go over exactly what's being added and what's being taken away, I can't help but get a little worried.

    Let me explain what I mean. Let's list out what Attunement of Sky is gaining during Solar Week:

    1. Ranged melee (with AoE maybe? Wording is unclear)
    2. Longer glide and built-in Icarus Grip (if you consume your grenade)
    3. Can cast melee while gliding (uh... nice I guess? Depends on the new melee)
    4. Dodge faster in super, with an extra charge (very nice!)

    Looks pretty cool! But unlike the Hunter and Titan changes, the existing perks weren't baked into the new ones so they're also losing a bunch of stuff. Here's what's being lost in the rework:

    1. Movement and reload speed on melee (fair trade for range, I guess)
    2. Extra movement speed on burst glide while in super (frustrating, but I guess they're saying the dodge changes balance this out...)
    3. Grenade energy on airborne kills (Why? This would have had really great interaction with the new grenade consumption mechanic!)
    4. All abilities refreshed on casting super (Again, WHY? This wasn't broken and made things feel a lot smoother!)

    If you ignore the improvements that just cancel out nerfs, we're losing two very strong traits (grenade regen on airborne kills and a full ability refresh on super) in exchange for... the ability to melee while gliding, a temporary Icarus-Grip that you have to spend your grenade to get, and an extra charge of Icarus Dash.

    That... seems like more of a reshuffling than any sort of buff. I just don't understand why these existing abilities couldn't be baked into the new subclass, as was the case for Hunters and Titans. Why is Dawnblade alone getting things -taken away- in a patch that's supposed to address the fact that the subclass already feels janky.

    None of this is even touching on the fact that this will be the first 'consume grenade' based subclass that has absolutely no way of regenerating grenade energy. Are we just supposed to play without the fun new abilities most of the time? Is built-in Icarus Grip truly so strong it has to cost us a grenade just to be temporarily active?

    I can't shake the feeling that even after these changes, a single titan exotic (Lion Ramparts) does a better job of fulfilling the 'death from above' playstyle than an entire warlock subclass dedicated to the idea. That feels pretty shitty, honestly. It's not like Attunement of Sky has been a powerful, popular subclass until this point either. Quite the contrary, it's probably the subclass I've seen played the least in the entirety of Y2/Y3. I'll hold final judgment until we see how the melee works but I'm really worried even that's just going to be a flame-flavored version of ball lightning, complete with the inability to activate most 'on melee' perks.

    TL;DR read the bold

    PS: Attunement of Flame is also kinda wacky, what with not having any neutral game at all and none of the abilities having anything to do with one another. Wouldn't have minded a bit of attention there if you're going to nerf the only good thing about it.

    submitted by /u/Mordenn
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    My friend drew lord shaxx eating a bagel.

    Posted: 22 Nov 2019 09:47 PM PST

    https://imgur.com/gallery/4IzR4Z3

    By lizard hats on tumblr, she doesn't have a Reddit account (https://lizard-hats.tumblr.com)

    submitted by /u/Endersquid123
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    Massive Breakdown of the Garden of Salvation Raid Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

    Posted: 22 Nov 2019 07:36 AM PST

    If you'd like to hear more in-depth discussion, check out the Massive Breakdown Podcast!

    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.


    Pulse Rifle

    Aggressive

    Sacred Provenance - Kinetic

    Pros - High range. Above average stability, recoil direction, and mag size.

    Neutral - None.

    Cons - Below average reload speed. Low aim assist and handling.

    • Time-to-Kill: 0.73s (2 bursts, 6 crit 2 body), 1.60s (3.25 bursts, 13 body)
    • Rate of Fire: 450
    • Impact: 35 (27 crit, 16 body)
    • Range: 72
    • Stability: 61
    • Reload Speed: 42
    • Handling: 32
    • Aim Assist: 48
    • Recoil Direction: 70
    • Mag Size: 40

    Recommended Random Perks:

    • Sight - Arrowhead Brake, Polygonal Rifling, Smallbore, Fluted Barrel, Chambered Compensator, Corkscrew Rifling, Hammer-Forged Rifling
    • Magazine - Light Mag/Ricochet Rounds, High Caliber Rounds
    • Trait 1 - Rapid Hit/Outlaw, Rangefinder
    • Trait 2 - Kill Clip, Quickdraw

    Long story short, Sacred Provenance is a good weapon, especially if you haven't managed to nab yourself a Blast Furnace yet. It has very good base stats, with high range and stability compared to the other legendary pulses, not to mention high for the impact-archetype aim assist of 48. The recoil direction is average at 70, which means you won't have to fight too much side-to-side sway, especially if you throw on a Counterbalance mod, which I highly recommend.

    As far as perks, thanks to the high base stats you can kind of look at the barrel options as a luxury. I personally like to look for more stability, since I'm on console and the base range is already excellent, but with the recent range nerf maybe some will find themselves wanting a bit extra. Recoil direction is also a possibility if you'd like to use a mode other than Counterbalance, and Arrowhead Brake can boost it right up to 100. In the mag slot we again have a couple different options, with Light Mag or Ricochet Rounds being my two preferences. Light Mag gives a small bonus to range and a small bonus to reload speed, while RR gives a medium bonus to stability and a small bonus to range.

    In the first trait slot there aren't a ton of options, but both Outlaw and Rapid Hit are top tier. Rangefinder is okay as well but not necessary by any stretch of the imagination.

    In the last trait slot Kill Clip is obviously a fantastic option, pushing the TtK in Crucible down to 0.60s. The standard optimal TtK is already pretty fast at 0.73s, but Kill Clip shaves two shots off of that time, needing only 6 crits to kill. So, in conclusion, I definitely recommend this weapon.


    Bow

    Precision

    Accrued Redemption - Kinetic

    Pros - Above average accuracy and handling.

    Neutral - Average draw time, reload speed, and aim assist.

    Cons - Below average stability.

    • Draw Time: ~667 ms
    • Impact: 76 (151 crit, 101 body)
    • Accuracy: 80
    • Stability: 49
    • Reload Speed: 46
    • Handling: 60
    • Aim Assist: 70

    Recommended Random Perks:

    • String - Polymer String, Natural String, Tactile String, High Tension String, Flexible String, Elastic String, Agile String
    • Arrow - Straight Fletching, Helical Fletching
    • Trait 1 - Archer's Tempo, Quickdraw, Rangefinder, No Distractions
    • Trait 2 - Rapid Hit, Moving Target, Rampage

    I'm really liking this bow option from the raid, in particular because of the awesome combination of perk traits it can roll in the last two slots, with Archer's Tempo and Rapid Hit. Those two combine to give you faster draw time and faster reload speed (the speed at which arrows are put back into the bow after you fire) with every critical hit, making this thing a monster for add clear or PvP usage. For the string and fletching, I try to increase accuracy as much as possible because it makes the weapon feel a lot easier to hit crits with, but I want to do that without hurting the draw speed, so I like Polymer String and Straight Fletching.

    As far as stats go, it has decent base accuracy and handling, but average draw time, reload speed, and aim assist. Another reason to not go with an option like Elastic or High Tension string to get more Accuracy, when they could push your base draw speed down to a level you don't want and force you to rely on Archer's Tempo for follow up shots, with no help on the initial draw.

    Hand Cannon

    Adaptive

    Ancient Gospel - Energy (Solar)

    Pros - Very high recoil direction. Above average mag size and handling. High stability.

    Neutral - Average range, assist, and reload speed.

    Cons - None.

    • Time-to-Kill: 0.87s (3 crit), 1.73s (5 body)
    • Rate of Fire: 140
    • Impact: 78 (70 crit, 47 body)
    • Range: 47
    • Stability: 63
    • Reload Speed: 49
    • Handling: 51
    • Aim Assist: 74
    • Recoil Direction: 100
    • Mag Size: 11

    Recommended PvE Perks:

    • Barrel - Polygonal Rifling/Chambered Compensator, Smallbore, Corkscrew Rifling, Fluted Barrel
    • Magazine - Tactical Mag, Steady Rounds, Drop Mag
    • Trait 1 - Outlaw, Rapid Hit, Slideshot
    • Trait 2 - Dragonfly/Swashbuckler

    Recommended PvP Perks:

    • Barrel - Hammer-Forged Rifling, Polygonal Rifling, Smallbore, Corkscrew Rifling, Chambered Compensator, Fluted Barrel
    • Magazine - Accurized Rounds, Steady Rounds, Tactical Mag, Drop Mag
    • Trait 1 - Outlaw, Rapid Hit, Slideshot, Eye of the Storm
    • Trait 2 - Kill Clip/Rangefinder

    Been grinding for a god-rolled Austringer but haven't had any luck yet? Fortunately for you, Ancient Gospel is basically a clone of that weapon, albeit with ever so slightly worse stats. 4 less range, 1 less stability, 2 less reload speed, 1 less handling, 1 less aim assist. Barely anything in the grand scheme of things, especially if you can get a good roll.

    Perk-wise, this gun is really interesting in that I find it very difficult to recommend a single god-roll. Instead, I find myself thinking of a few distinct ways to use the gun, all of which seem fun. For starters, range is still important for Hand Cannons in PvP, just not as much as it was before the nerf, so I recommend still trying to get at least one of the previous two best barrel and mag perks, Hammer-Forged Rifling and Accurized Rounds. I don't think both are absolutely necessary unless you want to really tighten your accuracy cone (less needed after the recent animation changes), which frees up one slot to try to improve stability, which really makes a pretty big difference in how this archetype of hand cannon feels in rapid-firing situations. Either Polygonal Rifling or Steady Rounds can help there. For PvE I'd probably take Tactical Mag as the first choice in the mag slot, barrel is up to personal preference.

    All of the perk choices in trait slot one are solid. Outlaw and Rapid Hit are both self explanatory and pair very well with Kill Clip or Dragonfly for PvP or PvE. Slideshot gives bonus range and stability and partially reloads the gun on slides which is incredibly useful in either mode. And Eye of the Storm is great for dueling in PvP. In trait slot 2 you have the old standards for PvP, Kill Clip and Rangefinder. Kill Clip allows the gun to kill in 1 body shot and 2 crits or 4 body shots, just like back in D1, and Rangefinder is one of the few perks that allows you to bypass the current range cap for damage drop off. In PvE. both Dragonfly and Swashbuckler are excellent for add cleanup.

    Basically, no matter what you get you seem to be guaranteed to get a good roll, so get the jump on this gun.


    Auto Rifle

    Rapid-Fire

    Reckless Oracle - Energy (Void)

    Pros - Very high mag size. Above average stability, reload speed, and aim assist.

    Neutral - Average handling.

    Cons - Very low range. Below average recoil direction.

    • Time-to-Kill: 0.83s (9 crit 2 body), 1.27s (16 body)
    • Rate of Fire: 720
    • Impact: 18 (19 crit, 13 body)
    • Range: 33
    • Stability: 60
    • Reload Speed: 60
    • Handling: 48
    • Aim Assist: 75
    • Recoil Direction: 59
    • Mag Size: 51

    Recommended PvE Perks:

    • Barrels - Chambered Compensator, Polygonal Rifling, Smallbore, Corkscrew Rifling, Fluted Barrel, Hammer-Forged Rifling, Arrowhead Brake
    • Magazine - Light Mag/High-Caliber Rounds, Ricochet Rounds
    • Trait 1 - Auto-Loading Holster, Outlaw
    • Trait 2 - Swashbuckler, Demolitionist, Kill Clip

    Recommended PvP Perks:

    • Barrels - Chambered Compensator, Polygonal Rifling, Smallbore, Corkscrew Rifling, Fluted Barrel, Hammer-Forged Rifling, Arrowhead Brake
    • Magazine - Ricochet Rounds, Light Mag, High-Caliber Rounds
    • Trait 1 - Outlaw, Under Pressure
    • Trait 2 - Kill Clip, Swashbuckler, Demolitionist

    Atheon's Epilogue, anyone? Been a while since we've seen a nice little void rapid-fire AR. In general I actually like the 720 ARs for casual play (I use them over every other AR except SUROS Regime in fact) thanks to their massive mag sizes and generous aim assist, but unfortunately at a higher level they suffer from the same ailments that plague most ARs: Poor engagement range and bad stability (on console at least, due in part to the poor recoil direction), and necessitating line-of-sight for the duration of engagements. As such, I don't really recommend this gun for competitive PvP. Even as far as Rapid-Fires go I think Misfit is may be a better option thanks to the ability to roll with higher zoom scopes, which make a huge difference in terms of engagement range and stability. It does have the ability to roll Ricochet Rounds, Outlaw, Kill Clip which is a great perk-set for PvP, which is the one advantage it has over the other Rapid-Fire ARs, so if you happen to get that roll give it a shot.

    For non-endgame PvE on the other hand, I had a decent bit of fun using this weapon. Like Ancient Gospel I find it hard to pick out a single best set of perks, as really any of the barrel options that increase stability will do. Likewise for the magazines, Ricochet Rounds gives a nice stability bonus, Light Mag gives a reload speed boost, and HCR flinches targets with ease, so for PvE all have good usage that is up to personal preference.

    In the trait slots, slot 1 has Outlaw, which is nice but admittedly is not as useful on an AR as it would be on a pulse, HC, or scout, Auto-Loading Holster which is an excellent PvE perk, Under Pressure which wouldn't be super useful in PvE, and Mulligan which just kind of exists on a weapon like this. Slot 2 has better options, with Kill Clip and Swashbuckler both having good use for add clean up, and Demolitionist actually being a small personal favorite of mine for how quickly it allows me to get back grenades without having to sacrifice my armor perks. Triple Tap isn't super useful unless you're trying to use this gun for boss DPS, which I don't recommend.

    All in all not a great gun, but could be a fun change of pace.


    Fusion Rifle

    Rapid-Fire

    Zealot's Reward - Energy (Void)

    Pros - Very fast charge time. Very high handling, inventory, and mag size.

    Neutral - Average stability.

    Cons - 6 bolts to kill. Very low range, aim assist, and recoil direction.

    • Charge Time: ~540 ms
    • Bolts to Kill: 6
    • Impact: 55 (35 per bolt)
    • Range: 30
    • Stability: 35
    • Reload Speed: 53
    • Handling: 60
    • Inventory: 52
    • Aim Assist: 37
    • Recoil Direction: 49
    • Mag Size: 7

    Recommended PvE Perks (Red Bar Add Clear):

    • Barrels - Extended Barrel, Chambered Compensator, Arrowhead Brake, Smallbore, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel
    • Magazine - Accelerated Coils,
    • Trait 1 - Auto-Loading Holster/Feeding Frenzy
    • Trait 2 - Rampage

    Recommended PvE Perks (Shielded Enemies):

    • Barrels - Extended Barrel, Chambered Compensator, Arrowhead Brake, Smallbore, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel
    • Magazine - Accelerated Coils
    • Trait 1 - Shield Disorient
    • Trait 2 - Disruption Break

    Recommended PvP Perks:

    • Barrels - Extended Barrel, Chambered Compensator, Arrowhead Brake, Smallbore, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel
    • Magazine - Projection Fuse, Particle Repeater, Accelerated Coils
    • Trait 1 - Under Pressure
    • Trait 2 - Backup Plan

    Let me start off by saying flat out, I generally do not really like Rapid-Fire Fusions. Never been a fan of them, I think they don't quite have a place in the ecosystem of the game and they take far more effort than they're worth to be good with them, and I think, for PvP at least, Zealot's Reward is no exception. They seem like they're designed to play like shotguns, with slightly longer range at the cost of having a charge time. However, in practice, as long as Erentil exists with Back Up Plan, there's really no need to deal with all the downsides of running a Rapid-Fire Fusion when you can have lightning fast charge times AND massive range for Crucible.

    All that being said, it does look like they went out of their way to make this weapon more of a gun designed around PvE add clean up or yellow bar assault, and I think it does have a place there.

    For barrels, you can choose to help with stability, range, or recoil direction. I tend to prioritize recoil direction because the base value of 49 is horrendous, and I don't want to waste a mod slot on Counterbalance here. Range by default is also poor, and stability is just okay, so either one of those two getting buffed by the barrel won't hurt. Generally, higher skilled fusion users will be able to control the recoil manually and so range is the preference, while more novice users won't find range to be helpful when they can't control the bolt spread. For the battery, I think Accelerated Coils makes the most sense by far for PvE, with range and stability being less helpful comparatively when you can get right up in your enemy's face.

    For the traits, I'd take Auto-Loading Holster or Feeding Frenzy in slot 1 if I was looking for add cleanup, or Shield Disorient if I wanted to use it against void shielded enemies, which pairs especially well with Disruption Break in trait slot 2. If you just want to stick to clearing red bars, Rampage is definitely the best option there. I can honestly say the idea of having a Feeding Frenzy and Rampage Rapid-Fire Fusion for add clear is really appealing for when I want to charge in and evaporate things, but stay a little further away than when I use my shotgun. In addition, thinking about having a Shield Disorient and Disruption Break void fusion would be supremely useful for Gambit particularly taking out the envoys, and I'm very much looking forward to giving that a shot too.

    Definitely something to try if you're looking for something different in PvE.


    Sniper Rifle

    Rapid-Fire

    Omniscient Eye - Energy (Solar)

    Pros - High reload speed, mag size, handling, aims assist. Low base zoom.

    Neutral - None.

    Cons - Low range. Below average stability.

    • Time-Between-Shots: 0.43s
    • Rate of Fire: 140
    • Impact: 55 (326 crit, 101 body)
    • Range: 43
    • Stability: 42
    • Reload Speed: 61
    • Handling: 73
    • Inventory: 44
    • Aim Assist: 72
    • Mag Size: 5
    • Zoom: 40

    Recommended PvE Perks:

    • Barrels - Fluted Barrel, Corkscrew Rifling, Arrowhead Brake, Smallbore, Polygonal Rifling
    • Magazine - Tactical Mag, Appended Mag, Steady Rounds, Flared Magwell, Alloy Mag
    • Trait 1 - No Distractions, Mulligan, Outlaw, Genesis
    • Trait 2 - Rampage, Multikill Clip, Dragonfly

    Recommended PvP Perks:

    • Barrels - Fluted Barrel, Corkscrew Rifling, Arrowhead Brake, Hammer-Forged Rifling, Smallbore, Polygonal Rifling
    • Magazine - Accurized Rounds, Tactical Mag, Steady Rounds
    • Trait 1 - No Distractions/Mulligan
    • Trait 2 - Snapshot Sights

    There was a period of time where 140 RPM snipers were the hot thing to use in PC PvP for the dirty double body taps, but that time seems to have come and gone with the changing of the seasons. That being said, if you've been a fan of Alone as a God, Twilight Oath, or The Supremacy, you may want to give Omniscient Eye a shot. Best in class base range of 43, combined with decent stability, very high base handling, low zoom, and high aim assist makes this gun a winner nearly across the board. Interestingly, when looking at the perks it seems that whoever built the rolls for this weapon really, really wanted to push people to use it for hitting soft targets in PvE, similar to how they conditioned Zealot's Reward.

    In the second trait slot, we're given a host of options that all seem to benefit players who attack multiple targets rapidly, with Dragonfly, Multikill Clip, and Rampage all pushing in a similar direction. In the first trait slot, we are offered Outlaw, Mulligan, No Distractions, and Genesis, which again says to me that this gun wants you to engage without fear. No Distractions can help with the flinch from damage received, Outlaw pushes you to get headshots on targets you can kill and move on from, and Mulligan makes it less painful to miss the aggressive shots. Genesis is really the only perk here which would push your towards engaging harder targets, and is kind of a strange outlier but could pair well with Dragonfly in the last slot. All in all, I have to give this weapon bonus points for trying to push players to do something different with it's perk set in PvE, but I don't know how popular it will be.

    For PvP Mulligan and Snapshot or No Distractions and Snapshot may be your best bets for traits, so it's not what I would consider to be the best sniper for a great player, but it can be useful for those who need a more forgiving option on their way to getting Revoker.

    In the barrel and mag slots I like to give myself a bit of range for PvP to get the stickiness up at longer distances, and then prioritize handling and stability as much as possible. For PvE, you might as well just go with handling and stability for the barrel, the range won't really be necessary. And for the mag, try to increase that mag size or make the reloads faster.


    Shotgun

    Precision

    Prophet of Doom - Energy (Arc)

    Pros - High range and aim assist. Above average stability and inventory.

    Neutral - Average reload speed.

    Cons - Below average handling and mag size.

    • Time-Between-Shots: 0.93s
    • Rate of Fire: 65
    • Impact: 70(19.5 per pellet)
    • Range: 70
    • Stability: 52
    • Reload Speed: 52
    • Handling:41
    • Inventory: 48
    • Aim Assist: 73
    • Mag Size: 5

    Recommended PvE Perks (Red Bar Add Clear):

    • Barrels - Barrel Shroud, Smallbore, Corkscrew Rifling
    • Magazine - Tactical Mag/Appended Mag, Assault Mag
    • Trait 1 - Feeding Frenzy
    • Trait 2 - Rampage

    Recommended PvE Perks (Shielded Enemies):

    • Barrels - Barrel Shroud, Smallbore, Corkscrew Rifling
    • Magazine - Assault Mag, Tactical Mag, Appended Mag
    • Trait 1 - Genesis
    • Trait 2 - Shield Disorient

    Recommended PvE Perks (DPS):

    • Barrels - Barrel Shroud, Smallbore, Corkscrew Rifling
    • Magazine - Assault Mag, Tactical Mag, Appended Mag
    • Trait 1 - Full Auto
    • Trait 2 - One-Two Punch

    Recommended PvP Perks:

    • Barrels - Full Choke, Rifled Barrel, Smallbore, Corkscrew Rifling
    • Magazine - Accurized Rounds, Light Mag, Assault Mag
    • Trait 1 - Full Auto
    • Trait 2 - Opening Shot

    Now this is a great shotgun, right here. Going to be in the running for best PvP shotty for awhile with DRB and Mindbender's. Just a bit better stat-wise nearly across the board compared to its Precision Archetype companions, it has 1 higher range and stability, 5 higher reload speed, and 10 higher inventory, with only 2 less aim assist and 5 in the mag compared to 6 (which is not an issue for PvP).

    Stats are one thing, but I'm more excited about the fact that it can roll with Opening Shot and Full Auto, a combination which previously we couldn't get with either of the other two Precision shotties. Not to mention One-Two Punch for PvE. For the barrel perks, as is tradition Full Choke is the best option for PvP, and I like Barrel Shroud for rapid-fire in PvE. Accurized Rounds is the best bet for PvP in the mag slot, with Assault Mag being excellent to increase DPS in PvE. You could also use Tactical or Appended Mag to increase the mag size for more rounds before reloading.

    Strangely, this gun seems to have four defined rolls it could be used it, with different perk sets for each. Genesis and Shield Disorient would make the weapon great at attacking shielded enemies. Feeding Frenzy and Rampage would be phenomenal for red bar add clearing. Full Auto and One-Two Punch is great for DPS or yellow bar enemies. And Full Auto and Opening Shot is darn near the best roll for PvP.

    Definitely recommend trying to get a version of this shotty that suits your playstyle.

    TL;DR

    Must Have

    1. Ancient Gospel - Solar Energy Adaptive Hand Cannon
      • PvP - Hammer-Forged Rifling, Accurized Rounds, Outlaw/Rapid Hit/Slideshot, Kill Clip/Rangefinder
      • PvE - Stability Barrels, Tactical Mag, Outlaw/Rapid Hit/Slide Shot, Dragonfly/Swashbuckler
    2. Prophet of Doom - Arc Energy Precision Shotgun
      • PvP - Full Choke, Accurized Rounds, Full Auto, Opening Shot
      • PvE (Red Bar Add Clear) - Barrel Shroud, Tactical Mag/Appended Mag, Feeding Frenzy, Rampage
      • PvE (Shielded Enemies) - Barrel Shroud, Assault Mag, Genesis, Shield Disorient
      • PvE (DPS) - Barrel Shroud, Assault Mag, Full Auto, One-Two Punch
    3. Accrued Redemption - Kinetic Precision Bow
      • All - Polymer String, Straight Fletching, Archer's Tempo, Rapid Hit
    4. Sacred Provenance - Kinetic Aggressive Pulse Rifle
      • All - Barrel for Recoil Direction, Stability, or Range, Light Mag/Ricochet Rounds, Rapid Hit/Outlaw, Kill Clip

    Pretty Good

    1. Omniscient Eye - Solar Energy Rapid-Fire Sniper Rifle
      • PvP - Fluted Barrel, Accurized Rounds, No Distractions/Mulligan, Snapshot Sights
      • PvE (Red Bar Add Clear) - Fluted Barrel, Tactical Mag, No Distractions/Mulligan/Outlaw, Rampage, Multikill Clip, Dragonfly
    2. Zealot's Reward - Void Energy Rapid-Fire Fusion Rifle
      • PvP - Barrel for Recoil Direction, Stability, or Range, Projection Fuse/Particle Repeater/Accelerated Coils, Under Pressure, Backup Plan
      • PvE (Red Bar Add Clear) - Barrel for Recoil Direction, Stability, or Range, Accelerated Coils, Auto-Loading Holster/Feeding Frenzy, Rampage
      • PvE (Shielded Enemies) - Barrel for Recoil Direction, Stability, or Range, Accelerated Coils, Shield Disorient, Disruption Break

    Okay

    1. Reckless Oracle - Void Energy Rapid-Fire Auto Rifle
      • PvP - Barrel for Recoil Direction, Stability, or Range, Ricochet Rounds, Outlaw, Kill Clip
      • PvE - Barrel for Recoil Direction, Stability, or Range, Light Mag/High-Caliber Rounds, Auto-Loading Holster, Swashbuckler/Demolitionist/Kill Clip
    submitted by /u/Mercules904
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    Here's what's going on with the flashpoint rotation.

    Posted: 22 Nov 2019 07:31 PM PST

    TL;DR: The rotation changed with Season of Opulence, and there have been several weeks that were manually changed for various reasons. There is still a consistent rotation though, and it is this:

    EDZ / Tangled Shore / Io / Mercury / Nessus / Titan / Mars

    Mercury will probably be up on December 10th.

    The rotation hasn't made sense for months, and there have been several posts asking wtf is going on. I've seen that a lot of people are frustrated because they need Mercury stuff for Wayfarer. I also know a lot of us want another Tangled Shore week so we can grind 2.0 baron gear. Anyway I looked at the flashpoints all the way back to January, and I think I know what's happened.

    In Forsaken, the rotation was this:

    EDZ / Nessus / Tangled Shore / Io / Mercury / Titan / Mars

    The final full Forsaken rotation began on March 19th. On May 7th, it should have reset to EDZ again, but Bungie subbed in Titan because of the quest for Zero Hour. The next three weeks were normal, but then Season of Opulence launched so they subbed in Nessus instead of Mercury. After that, the next two weeks were, again, normal. So it appeared nothing had changed.

    Then it got weird; Nessus didn't come back up when it was supposed to. Instead, the rest of the rotation continued as normal, skipping Nessus until all the other locations had come up. So basically Nessus became fifth, after Mercury, instead of second, after EDZ.

    So the new rotation became this:

    EDZ / Tangled Shore / Io / Mercury / Nessus / Titan / Mars

    Only thing is, Mercury has been up just once in the last seven months. So wtf? On September 3rd they subbed in Mars because of the Mars community challenge. This did not change the rotation though. Then on October 22nd they randomly subbed in EDZ, because there was apparently a bug with the Mercury adventures - I found this comment from dmg. The last four weeks have continued as normal, so it appears this has not affected the rotation either.

    That all said, it's currently EDZ, so barring further shenanigans, you can go get your Scorned Baron Robes next week. Unfortunately if your waiting for Mercury, it's going to be another three weeks. RIP

    Here's a spreadsheet of the last 43 weeks if anyone wants to see it.

    submitted by /u/LavaMinotaur
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    Monte Carlo is honestly the best part of Undying

    Posted: 22 Nov 2019 07:23 AM PST

    Vex Offensive was a wash, as much as I like my Feeding Frenzy/Multikill Clip Adhortative. Vex invasions are similarly a wash, Leviathan's Breath is underwhelming and what else is there for Undying as a season?

    Monte Carlo.

    A gorgeous, fan favorite returning weapon that got a new perk that doubles as a damage and reload perk and synergizes beautifully with the melee focus the gun has. It encourages builds, makes older exotics like Sunbracers more powerful and is in general a great gun.

    And the fact that it's the best part is really sad.

    submitted by /u/Nukesnipe
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    Something should be done about exotic elemental affinities. There’s too many layers of RNG.

    Posted: 22 Nov 2019 08:10 AM PST

    I love sniping. I love stompees. When I started playing D2 again during Forsaken I bought a pair of stompees from Xur and again towards the end of the season to get traction. Those are the only two pairs I have ever gotten. Now that armor 2.0 is a thing I will only ever be able to snipe efficiently if I use 1.0 scavenger perks, which aren't even available to new players.

    My main grief and the point I want to emphasize is that I don't have a viable path to get the loot I want. There's no light at the end of the tunnel or boss I can just farm to give me a good shot at getting what I want. I even sucked it up and farmed a good 15 950 nightfalls over this last week and I got one exotic the entire time, a Borealis. On the off chance I get a pair to drop there's still another 1/3 chance that it'll be what I want. Please give us the means of changing the affinity or removing it from exotics entirely. Is disheartening to have an item you want and having it be possible that you not ever see it in the entire lifetime of a game.

    TL;DR: Exotics are rare as heck and when I get one there's still only a ~1/162 chance(I think there's ~54 world drops for hunter at my count and a 1/3 chance of the element of choice) of it being what I want.

    submitted by /u/BreakStep_x
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    Big shoutout to the bungo team for working for 7 hours to try and get this fixed

    Posted: 22 Nov 2019 01:00 PM PST

    Title

    I can't even imagine what they are doing and facing right now, let alone try to help them, so hats off to bungie for putting in more than 7 hours of work (as of right now) into trying to fix this issue And if any of the team sees this your doing a great job, keep it up!

    submitted by /u/biggaygoaway69
    [link] [comments]

    Just a quick reminder that Xûr will sell two different weapons today

    Posted: 22 Nov 2019 04:50 AM PST

    Due to the time bug related to daylight saving time, Xûr's weapon inventory will reset one hour after the daily reset. Therefore you should make sure to check out Xûr's location and inventory two times today 👽

    UPDATE: It's confirmed guy's, I jinxed it.. sorry 🤷🏻‍♂️

    UPDATE2: The weapon you are missing out on is the THE WARDCLIFF COIL, so no biggie.

    UPDATE3: Xûr is standing on a ledge in Winding Cove, EDZ. The weapon did not change (they fixed it).

    INVENTORY: The Wardcliff Coil, Verity's Brow, The Sixth Coyote, One-Eyed Mask.

    submitted by /u/XurDestiny2
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    A return of the Daybreak modifier would actually make me consider spending time in the Strike playlists

    Posted: 22 Nov 2019 12:09 AM PST

    Daybreak (a.k.a mayhem style fast super, grenade and melee recharge) was hands-down my favorite strike modifier in Destiny 1.

    The memories of raining non stop Nova bombs and Hammers in strikes made what I normally view as a boring.. repetitive activity.. a fun one. Wish it makes the transition to D2 at some point so more ppl. can experience it.

    submitted by /u/pjmara5
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    It would be great if High Lift gave a bit more kidney than it does now

    Posted: 22 Nov 2019 02:11 PM PST

    As we know, High Lift is the version of Lift (for Titans) that increases the kidney of Lift, which is great, but it could still go just a bit higher. If its kidney was increased, that would be great.

    submitted by /u/The_New_Arrow
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    Why Can My Console Handle Mayhem But Not Moving a Cursor In the Menu? lol

    Posted: 22 Nov 2019 04:30 PM PST

    Title. Mayhem no worries, utter carnage, fine... but want to move the cursor in the menu and it drops to 2-3 fps lol Always makes me laugh

    submitted by /u/Cinobite
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