• Breaking News

    Tuesday, November 26, 2019

    Destiny Focused Feedback: Vex Offensive

    Destiny Focused Feedback: Vex Offensive


    Focused Feedback: Vex Offensive

    Posted: 25 Nov 2019 02:10 AM PST

    Hello Guardians,

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

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

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

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

    Any and all Feedback on the topic is welcome. Possible discussion questions :

    • What is your general feedback on the vex offensive activity?
    • What did you think about the method this activity was unlocked?
    • What do you think about the rewards from this activity?
    • Should this activity have also included a more difficult vesion with a pinnacle drop?
    • What are your thoughts on the time-gated version with the undying mind as an alternative boss unlocked 3/4 of the way through the season? If this version dissapointed you, why was that?
    • What are your thoughts on the bounties ikora offers - discuss daily/weekly bounties and the weapon bounties that can be bought for vex coins?
    • How do you rate the replay value of this activity? Do you feel motivated to play it every week? If not, what could be changed to increase its replayability?

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

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

    submitted by /u/DTG_Bot
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    [D2] Daily Reset Thread [2019-11-25]

    Posted: 25 Nov 2019 09:04 AM PST

    Daily Vanguard Modifiers

    Affect Strikes, Menagerie, Heroic Missions & Adventures

    • Void Singe: Void damage increases slightly from all sources.
    • Iron: Enemies have more health and are not staggered by damage.
    • Heavyweight: Power weapons deal more damage, and more ammo is available.

    Daily Reckoning Modifiers

    Affect all three tiers

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

    Daily Heroic Story Missions

    • Sacrilege (PL 750) - Io. Since the loss of her Light, Ikora has many questions—and she's not leaving Io without answers.
    • Chosen (PL 750) - Earth. The Almighty is finished. Time to go home, save the Traveler, take back the City, and end this war. Be brave.
    • The Gateway (PL 750) - Mercury. Osiris's damaged Ghost appeared on Mercury—along with a Vex army. That can't be a coincidence.
    • Ice and Shadow (PL 750) - Mars. A friendly Guardian has requested assistance on Mars. Help her investigate falling Warsats and battle a new threat.
    • High Plains Blues (PL 750) - The Tangled Shore. Search the Tangled Shore for Cayde's killers.

    Daily Forge: Volundr Forge


    Gunsmith Inventory

    • Counterbalance Stock: Reduces recoil deviation for the weapon.
    • Scout Rifle Dexterity: Faster ready and stow speed for Scout Rifles.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Phaseglass Needle & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Seraphite & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Helium Filaments & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Etheric Spiral & 50000 Glimmer)

    Spider Material Exchange

    beep boop failed to fetch


    Bounties

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    The Harder They Fall Defeat minibosses and bosses in any strike. 10 Challenging enemies XP & 5 Vanguard Tactician Token
    Long Distance Plan Defeat enemies in strikes with any Sniper Rifle. 10 [Sniper Rifle] Sniper Rifle XP & 5 Vanguard Tactician Token
    Controlled Destruction Defeat enemies in strikes with any Grenade Launcher. 10 [Grenade Launcher] Grenade Launcher XP & 5 Vanguard Tactician Token
    Elegant Weaponry Defeat enemies in strikes with any Sword. 10 [Sword] Sword XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    Forged in Fire Complete matches in any Crucible playlist. 1 Crucible matches XP & 5 Crucible Token & 15 Valor Rank Points
    Fire and Fury Land Solar final blows in the Crucible. 5 [Solar] Solar XP & 5 Crucible Token & 15 Valor Rank Points
    Throwing Shade Land Void final blows in the Crucible. 5 [Void] Void XP & 5 Crucible Token & 15 Valor Rank Points
    Thunderstruck Land Arc final blows in the Crucible. 5 [Arc] Arc XP & 5 Crucible Token & 15 Valor Rank Points

    Ikora Rey, Vex Fanatic

    Name Description Requirement Reward
    Infinite Regress Defeat Vex with Void weapons. 30 [Void] Void weapon XP & 1 Vex Mind Components
    Violent Opposition Defeat Vex with Energy weapons. 30 Energy weapon XP & 1 Vex Mind Components
    Null Vector Defeat Vex with Void damage. 50 [Void] Void XP & 1 Vex Mind Components
    Colony Collapse Defeat Goblins in the Vex Offensive. 35 Vex Goblins XP & 1 Vex Mind Components

    Eris Morn, Moon

    Name Description Requirement Reward
    I Said What I Fragment Collect Phantasmal Fragments by defeating Nightmares. Nightmares can be found in Sorrow's Harbor and Lost Sectors. 2 Fragments collected XP & 5 Helium Filaments
    One-Way Ballistics Using any Kinetic weapon, defeat enemies in streaks of 3 or more without taking damage in between. 15 Defeated in streaks XP & 5 Helium Filaments
    Double Draw Using a Hand Cannon, rapidly defeat enemies in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Cut the Anchor Defeat Fallen in Anchor of Light on the Moon. 25 Fallen XP & 5 Helium Filaments

    Lectern of Enchantment, Moon

    Name Description Requirement Reward
    Shock Therapy Defeat enemies in Nightmare Hunts with Arc damage. 20 [Arc] Arc XP & 1 Phantasmal Fragment
    Orbweaver Generate Orbs of Light in Nightmare Hunts. 10 Orbs of Light XP & 1 Phantasmal Fragment
    Dream Logic Find the Lost Sector K1 Logistics and dispel the Nightmare within. 7 Nightmares XP & 1 Phantasmal Fragment
    Curse of the Centaur Defeat Nightmares in Lost Sectors on Nessus. 8 Nightmares XP & 1 Phantasmal Fragment

    The Drifter, Gambit Prime

    Name Description Requirement Reward
    INVADER: Mote Piñata As a fireteam, deny Motes in Gambit Prime. 15 Motes denied 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Get Rich Quick Neutralize high-value targets in Gambit Prime. 2 Targets neutralized 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: Bank Robber As a team, drain Motes of Dark from the enemy bank in Gambit Prime. 15 Motes drained 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: "Security!" Defeat Blockers in Gambit Prime using Fusion Rifles, Shotguns, or Sniper Rifles. 7 Blockers defeated 1 Sentry Synth & 50 Infamy Rank Points
    INVADER: Invading with Power Invader bounty. Defeat Guardians with Power weapons in the Crucible. 5 Guardians defeated 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Reaping for the Vanguard Reaper bounty. Defeat multiple enemies without dying during Vanguard strikes. 30 Enemies defeated 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: Collecting Resources Collector bounty. Gather planetary resources from patrol zones throughout the system. 10 Resources gathered 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: Sentry Duty from Afar Sentry bounty. Defeat Taken Vandals or Taken Hobgoblins from long range. 10 Enemies defeated 1 Sentry Synth & 50 Infamy Rank Points

    The Drifter, Gambit

    Name Description Requirement Reward
    Elite Executioner Defeat challenging enemies in Gambit. 10 Challenging enemies XP & 30 Infamy Rank Points
    Fistful of Motes Bank Motes in Gambit matches. 25 Motes banked XP & 30 Infamy Rank Points
    Sun Charred Use Solar abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Solar] Solar ability XP & 30 Infamy Rank Points
    Lest It Stare Back Use Void abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Void] Void ability XP & 30 Infamy Rank Points

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Hand Cannon Calibration Calibrate Hand Cannons against any target. Earn bonus progress with precision and against opposing Guardians. 100 [Hand Cannon] Calibration XP & 2 Mod Components & Enhancement Core
    Shotgun Calibration Calibrate Shotguns against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Shotgun] Calibration XP & 2 Mod Components & Enhancement Core
    Void Calibration Calibrate Void weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Void] Calibration XP & 2 Mod Components & Enhancement Core

    Ada-1, Black Armory

    Name Description Requirement Reward
    Rasmussen Tribute Pay homage to the Black Armory's Norse heritage by defeating enemies with Power weapons and Shotguns. 50 Enemies defeated 1 Modulus Report & 1500 Glimmer
    Satou Tribute Pay homage to the Black Armory's Japanese heritage by defeating enemies with Swords, Sniper Rifles, and Bows. 50 Enemies defeated 1 Modulus Report & 1500 Glimmer
    Lost Forge Power Kills Defeat enemies with Power weapons while participating in the ignition of a lost forge. 10 Power weapon kills 1 Modulus Report & 1500 Glimmer
    Heroic Evaluation Complete a Heroic adventure with at least one Black Armory weapon equipped. 1 Heroic adventures completed 1 Modulus Report & 1500 Glimmer
    Chrysopoeia Complete a Black Armory weapon frame and claim its rewards. 1 Weapon frame tempered 1 Modulus Report & 1500 Glimmer

    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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    Happy Birthday, dmg04!

    Posted: 25 Nov 2019 12:13 PM PST

    Hope you enjoy some delicious birthday bread today!

    submitted by /u/airhoppz
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    Please keep the Menagerie relevant.

    Posted: 25 Nov 2019 12:35 PM PST

    It's in my top 3 of activities in the game behind raids/crucible. It's fun, rewarding, can be done solo or in squads, not too long, has enough mechanics to keep it interesting, it's like a strike but 100x better.

    Literally adding 1 new encounter and updating gear each season could keep it going indefinitely. Hell, wanna get crazy and throw in a new boss or 2 even better.

    I'd hate for this activity to get left behind , it's everything I personally enjoy in destiny.

    submitted by /u/teach49
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    I have run Pit of Heresy solo-flawless 12 times and on all three classes. Here are some things I've learned along the way (including some tips you might not read in the many, many guides).

    Posted: 25 Nov 2019 03:37 PM PST

    Some things about me: I am not a streamer, pro gamer, or the type of player who does this stuff first-day, second-try while eating a barbecue sandwich. More often than not, it takes me a bunch of attempts, but I figure it out. My point: If I can do it, so can you.

    For the skeptical, here are links to videos of some of my successful runs. I do not, and have never, orb-duped at the third encounter:

    Warlock: https://www.youtube.com/watch?v=qxKpiOVebf0&t=22s

    Hunter: https://www.youtube.com/watch?v=TjxSiOGLHUc&t=22s

    Titan: https://www.youtube.com/watch?v=7Hnw1Ikw160&t=33s

    This is not intended to be a step-by-step guide; there are already many of those out there, and a lot of them are quite good. I'm attempting to explain/describe a few concepts that are perhaps not readily apparent. If you've already completed this challenge, maybe you'll see something here that will help you with a future attempt. Please feel free to add to the list(s).

    First Encounter

    1. You don't need to kill every add that spawns. In each area, take out the Pit Knight and go to work on the mini-bosses.
    2. You don't need to kill the ogres during the Oracle (shrieker) encounter. You'll get a lot of screen shake, but as long as you keep the Oracle targeted while blocking, it will die and you'll be fine. The only thing you have to be careful about is if an acolyte tosses a fire grenade under your feet from the doorway--those do damage even if you're blocking.
    3. Sleeper Simulant is fantastic for this encounter.
    4. The wizard is tricky if you leave her two assistants alive. I highly recommend taking them out with Sleeper (one shot does the job) before working on the main.
    5. If you get the "Circle"/"Burger" venue, you're going to have to deal with two ogres, one on each side. Make sure to prioritize them before going after the knight or you'll be looking for the good ol' reset button in no time.
    6. When all three mini-bosses are dead, sword-fly to the top of the exit and snipe the Pit Knight through the hole in the roof with Sleeper. Wait a few seconds and all of the adds will despawn. No need to take any extra risks at that point--accept the W.

    Transition Glitch

    I have died to the glitch in the past, but I have observed some interesting things. On hunter and titan, if I lower my refresh rate to 30 fps and jump through the transition, I don't die. On warlock, I don't have to lower my fps, only jump, to avoid the glitch-death.

    Second Encounter (Ogre Maze)

    1. If you have Anarchy, use it.
    2. Use exotic leg armor that gives you a mobility boost UNLESS you are on hunter. Sixth Coyote and top-tree Nightstalker make this encounter go by really fast.
    3. Work left to right (cliff side to wall side). The route is shorter. If an ogre catches you by surprise on the far left (cliff side), don't hesitate to the drop to the ledge below to avoid him.
    4. The AI on the ogres is weird. If one is blocking you, just wait. It will move eventually.

    Third Encounter (The Moment of Truth)

    1. Hunter is the toughest, but you have a lot of options. I like Sixth Coyote because I can go invisible to heal. Here is a really smart arc build (I wish I had thought of it; it starts around the 22:30 mark): https://www.youtube.com/watch?v=N-A6t1ulGrs&t=1982s
    2. Keep the middle clear. You can get away with some add build-up on the left and right, but it's crucial to keep the middle clear.
    3. As is the case with all challenges, you have to find a build that works and that is comfortable for you. For titan, I went with Mask of the Quiet One, but Gladd, for example, uses Armamentarium for the extra grenade. Each/own.
    4. If you are on warlock, it is hard to debate the loadout. Bottom tree void (devour) and Nezarec's Sin are golden.
    5. 21% Delirium is an absolute Swiss Army knife in this fight, so I highly recommend it. You should also acquire and equip Hive Armaments, too.

    Fourth Encounter (Jumping Maze)

    1. If the third encounter has raised your heart rate/blood pressure/ire, take a break before you begin this part. This section isn't the most challenging, but it punishes carelessness. Grab a drink, take a brief walk, etc., but make sure not to time out.
    2. Sleeper and a solar sniper (I use Omniscient Eye) work really well here. You can clear a lot of the Wizards and acolytes from distance.

    Fifth Encounter (Final Boss)

    1. Clear all of the acolytes before you take on any mini-bosses. There are six in the middle at the beginning, but they do not respawn after the first round. Be thorough and patient during that initial round--things get a bit easier as you go.
    2. Be patient. While this fight might at times seem chaotic, you have a ton of cover to work with.
    3. If a green sword knight is prowling around where you want to slam an orb, hit him with an orb melee. He'll be stunned for a few seconds, and you can deposit the orb in (relative) peace.
    4. During dps, don't over-rely on your Well or Bubble--they don't make you absolutely invincible. Zulmak is surprisingly quick for a big man. Move, keep jumping, and incrementally clear the exploding thrall.
    5. If you don't kill all of the exploding thrall during dps, they'll continue to wander around the map. FYI.
    6. Don't push dps phases. There is no enrage, so if one of them doesn't go according to plan, it's not that big of a deal. You can afford to be conservative.

    I hope you see something useful here. As always, I'm interested in knowing more about what works for you!

    EDIT: Many thanks for the gold!

    submitted by /u/regis_rulz
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    I'm really going to miss Oppressive Darkness after the season ends.

    Posted: 25 Nov 2019 09:35 AM PST

    I'm not usually one to focus on builds, I just get my LL up as far as I can after a DLC drops, participate in the new activities, and then play something else until the next DLC. That's all I really expect from D2, and so far, I have been (mostly) satisfied.

    But then Shadowkeep came out, and with it, the Oppressive Darkness mod. And, with that mod, came... an addiction.

    As soon as I saw this mod, I knew that I wanted to spend an ungodly amount of time building around it. And boy howdy, is it worth it. Paired with bottom tree Nightstalker, I have a mini tether up almost every half minute. Combine this with Breach Refractor and Anti-Barrier mods, and you will be the one man support that your fireteam never knew they needed. Any group of ads clumped too closely? Gone. Boss standing in your way? Goodbye.

    I really hope Bungie takes notes on these mods and gives us ones that are just as good and fun to use next season. I can't think of a time (except for maybe back in D1) that I've had this much enjoyment with Destiny. It keeps me up at night. Thoughts of debuffing everything. I DON'T HAVE A PROBLEM

    EDIT: Obligatory front page-reaching NO YOU HAVE A PROBLEM thank you.

    submitted by /u/TheRoadToEldurrino
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    What's your favorite Public Event spot, and why is it Winding Cove?

    Posted: 25 Nov 2019 04:34 AM PST

    I just had a kid and D2 time is limited - I find myself jumping on for 15-20 mins and either hitting a public event, checking mars for EP, or checking moon for Altar. This got me thinking, is it just me or is Winding Cove easily the best spot for public events; I know I instinctively check there if I need one. Seems to have the right mix of factors:

    -Not too far from the spawn

    -Easy, fast PE you can turn heroic solo

    -Fun little obstacle to maneuver (sliding, on your sparrow etc) - that tree

    -Easy, reliable patrol (I feel like the one on the hill is always salvage, and I think there are just pure kill ones too)

    -Not one not two but _three_ wanted/HVT enemies that spawn fairly regularly

    -Kind of a cool lost sector!

    I dunno why, but for me it's as second nature as loading trostland to try out new guns. Do people have another favorite? My silver medal is always Artifact's Edge, it has almost all of the above plus a saboteur

    Edit - lots of people bringing up Artifact's Edge, and it's definitely my 2nd favorite (especially all the stupid stuff you can do with the portal), for me personally there's just a little negative association after making a lot of trips to Gofannon grinding out Blacksmith.

    I think that's part of the purity of Winding Cove - you never really _have_ to go there besides Xur. And who doesn't want two Riskrunners.

    Edit 2 - wow this really blew up! Glad everyone can enjoy the little things in this game - especially simple stuff you can just naturally find. Grinding stuff out is great, but chilling out and just having fun in patrol zones can be pretty underrated

    submitted by /u/curdburglar
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    An Open Letter to Blueberries who don't know what Banner Shield is:

    Posted: 25 Nov 2019 11:35 AM PST

    If you see a friendly banner shield titan in their super, blocking next to you, don't move away from my shield! I'm not trying to block you from getting a perfect shot, I'm helping you get it!I'm here to help you, but in order for me to do that, you gotta stay behind me.

    But first, what is Banner Shield/Code of the Commander?

    Code of the Commander (which we'll just call Banner shield from here on out) is a Void Subclass Tree for the Sentinel Titan. To Identify if someone is using Banner Shield, simply just look at them when they block, if they project a massive void wall in front of them, they're using Banner Shield. When they do this they will have a small zone around them that, by standing in the zone, gives you a whole host of benefits. You can also shoot through it.

    But that isn't the only thing Banner Shield does.When a Banner Shield titan damages anyone/thing with any ability, they attach a void detonator to that thing. Shooting the enemy who has a detonator attached will blow it up after enough damage, dealing Area-of-Effect damage to any other enemy near them, as well as spreading more detonators around. On top of this, by killing something that has a detonator attached to it, you and anyone near you at the time of the kill gets a small bump to health/shields, and Grenade and Melee energy. What does a void detonator look like? Like this.

    In fact, by standing behind my shield, you get a number of benefits:

    • Weapons of Light: Increased weapon damage, allowing you to kill someone in a body shot with a High Impact Snipe (This includes Revoker, Bite of the Fox, Show of Force, Tatara Gaze), Kill supers in one headshot with a Rapid Fire Snipe (Twilight Oath, Persuader, Omniscient Eye), Two-Tap with a 110 (Duke Mk.44) or Ace with Mori, Three-Tap with a 180 (Trust, Service Revolver), One-Tap with Eriana's Vow, get extended range on shotguns, and quite a lot more! By standing behind me, I benefit every style of play!
    • Full protection from nearly everything, including Blade Barrage and other supers, in fact, blade barrage barely chips at my wall, so don't be afraid to open fire on em'. Well of Radiance might heal you fast, but it doesn't block everything like I do!
    • Standing inside also extends the amount of time I have to block, and increases your reload speed! So call your friends over too, and we can keep on firing for a very long time.

    So please, let me make your crucible life easier. Shoot at the purple-glowing enemies and I can give you free health and ability energy! This doesn't just apply to the crucible, we exist in PvE too! So don't be afraid to stand next to us, we don't punch. ᵃᵗˡᵉᵃˢᵗ ⁿᵒᵗ ᵃˢ ᵐᵘᶜʰ ᵃˢ ᵗʰᵒˢᵉ ˢᵗʳᶦᵏᵉʳ ʷᵉᶦʳᵈᵒˢ... Oh and to anyone from bungo reading: please buff, it's getting harder each patch to keep on doing this without feeling obsolete...thanks for listening

    .-... .-. .. -. --. -... .- -.-. -.- - .-- .. .-.. .. --. .... - --. .- .-. .-. .. ... --- -.

    EDIT: Went more in-depth into Code of the Commander and what it does, and gave some named weapon examples for the Weapons of Light explanation. Lemme know if there's anything else that would be good to see

    EDIT 2, Banner Boogaloo: I see alot of people in the comments trying to argue the use of Banner Shield and it's value and if it's better than x subtree. Lemme tell you right now, this post isn't arguing that. The post was made to educate people on what Banner Shield is, and what it does. Not once did I go and say: "Banner shield is better than bubble." So please stop trying to argue what's better. Not everything is endgame content, and this post is not discussing endgame content. Please move along.

    submitted by /u/PlasmaCoral
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    Want Strike Specific Loot? Just slap "House of Meyrin" Shader on Unfinal Shapes and you got your own"Scarletkeep Ship"

    Posted: 25 Nov 2019 02:26 PM PST

    Bungie, no one wants to solo a forge...

    Posted: 25 Nov 2019 01:36 PM PST

    Please stop matchmaking me into forges alone. Wait longer if you have to. A forge should NEVER start unless there are 3 people.

    Thank you

    submitted by /u/MrSloppyPants
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    Solo Queenswalk

    Posted: 25 Nov 2019 01:13 PM PST

    video: https://www.youtube.com/watch?v=VbqzTMPU_Ss

    This is made possible through a bug that allows you to return to the location you were in before being teleported to a new area. To do this, you need to finish an enemy right as the game tries to teleport you. It can be used pretty much anywhere. example: https://streamable.com/wxq4i

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

    Old Raids weekly pinnacle system (rotation)

    Posted: 25 Nov 2019 04:57 AM PST

    Well the title says pretty much, the idea would be every season along with the weekly pinnacle raid drop we would have another older raid also dropping pinnacle gear (changing weekly). It would be awesome and so helpful!

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

    I tested which armor 1.0 & 2.0 mods actually stack

    Posted: 25 Nov 2019 02:37 PM PST

    I've seen a lot of confusion about which mods stack together in the new armor 2.0 system (especially with armor 1.0 and 2.0 mixing together) so I created a short video testing many of the popular mods. Here are my results. In the video I tried to draw on screen to illustrate exactly how much of an effect the mods had by going frame-by-frame.

    Video link: https://www.youtube.com/watch?v=UjEC6H4tjFQ

    Here's the quick TL:DW version:

    Note: For shorthand, A1 = Armor 1.0 mod/perk, A2 = Armor 2.0 mod

    Scavenger: NOPE ❌

    Armor 1.0 and Armor 2.0 don't give extra ammo when stacked together. For snipers, fusions and shotguns you 1 extra bullet per armor 1.0 scav perk, and 2 extra bullets for armor 2.0 mods. Stacking 1.0 + 2.0 doesn't seem to give extra ammo. Weapons with other ammo amounts per brick (like Eriana's Vow) seem to follow the same rules.

    Dynamo

    • A1+A2 NO ❌
    • A2+A2 YES ✔️

    Distribution

    • A1+A2 NO ❌
    • A2+A2 YES ✔️

    Perpetuation

    • A1+A2 NO ❌
    • A2+A2 YES ✔️

    (Perpetuation data from testing on hunter)

    • 5x Para: 10:44s
    • 5x Para + A1: 10:14s (-0.5s from base)
    • 5x Para + A1 + A2: 10:14s (-0.5s from base)
    • 5x Para + A1 + A2 + A2: 9:44s (-1.0s from base)

    Enhanced Bomber

    • A1+A2 NO ❌
    • A2+A2 YES ✔️

    Pump Action - NO ❌

    Remote Connection - NO ❌

    Light Reactor - NO ❌

    Ashes to Assets - NO ❌

    • Regular AtoA (helm) + Enhanced AtoA (class item) - NO ❌

    Hands On - NO ❌

    10 Intellect vs 100 Intellect - Seems to give same kill reward for super gain. Intellect stat just boosts the passive super regeneration rate.

    TL:DR

    So bottom line is that as far as I can tell, no Armor 1.0 + 2.0 mods stack together. However Armor 2.0 and 2.0 seem to stack when able to do so (like 2x Dynamo), seemingly doubling the effect.

    submitted by /u/pattycakespc
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    Tower Thought: Real life is our guardian's throne world.

    Posted: 25 Nov 2019 09:26 AM PST

    That said I don't need anyone showing up to my place trying to kill me for loot.

    submitted by /u/philphil126
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    I know players don't want Destiny 1 content to come back. But, dammit, I want the luminescent shaders to come back.

    Posted: 25 Nov 2019 08:30 AM PST

    EDIT: Personally, I'd want many things from Destiny 1 to come back. I usually just get downvoted for asking for Destiny 1 content to return. Here's a post that I created a couple days ago. It advocates for Eververse to become a vendor for fan-favorite cosmetics from Destiny 1, while all new content is earnable in-game, for free. Anyways, back to the post.

    Favorite Shaders I'd Pay For:

    Glowhoo (Raid)

    • Bright Luminescent Turquoise

    Ascendant Plane (Raid)

    • Bright Green/Black

    Weldfire (Raid)

    • Bright Orange/Black

    Aaru's Passage (Trials of Osiris)

    • Gold/Black

    Abydos Common (Trials of Osiris)

    • Gold/Silver

    Barrage (Eververse)

    • Red/Brown

    Shimmer (SRL)

    • Blue/Black/White

    Phosphorus (SRL)

    • Red/Black/Orange

    Krokos (SRL)

    • Purple/White

    Midnight Lumos (SRL)

    • Hot Pink/Black

    Midas (Eververse)

    • Fully Gold

    Chatterwhite (Raid)

    • Fully White

    Superblack (FotL)

    • Literally just... super black. Lol

     

    I don't care if they're exactly the same as Destiny 1. I'd pay for them. I want them back.

    submitted by /u/HiddnAce
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    Aztecross' knowledge on the crucible

    Posted: 25 Nov 2019 05:29 AM PST

    Just finished watching Aztecross' recent video on the OEM changes and I can't help but feel that this guy should really be approached by Bungie on his thoughts on the crucible.

    I've seen devs do this with other games, most recently Runescape, where they invited the top PvM players to help design their new high level content and it ended up being some of the best content in the game and I can't help but think Aztecross and other top crucible players would have this effect on the state of play.

    Myself and many others are sick and tired of this stale meta that we have within crucible and I really wish this "focus on the crucible" would be felt, because as of right now, it seems like I've been playing the same old crucible for the last year.

    EDIT:

    I see people asking for information on what Aztecross has been saying and also recommending other content creators, I think it'd much more worth your while if you check him out for yourself as you can then create your own opinion on what he has to say. As for the other content creators, there are a number of others that should 100% be included in this topic, I just used Aztecross as an example as he was the one I just finished watching a video on.

    EDIT:

    This isnt exclusive to Aztecross, there are a number of content creators that could be involved, it was just Aztecross' video that triggered the thought.

    EDIT: Ok this blew up on my way home from work, I would love to reply to everyone, it seems like everyone has very strong opinions on this and it's great to see. Just clarifying a few things:

    • This isn't an Aztecross plug (as great of a content creator he is) he and many others have a very level headed and fair opinion when it comes to balance

    • I understand that we can't take what these content creators have to say as the 100% right path to follow but they are worth listening to as they spend most of their time with Destiny

    • I know that we shouldn't balance the crucible around specifically high end play but listening to these high end players would put the state of the crucible in a much better state compared to how it is now, I'm all for catering to the average player but the die hard fans shouldn't be ignored either.

    submitted by /u/JaxBizzle
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    2 weeks until Season Of Dawn

    Posted: 25 Nov 2019 03:51 AM PST

    ...and we've not heard anything yet, that I'm aware of. Any news? Speculation?

    submitted by /u/Bibb5ter
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    It feels almost impossible to justify exotic primaries now in hard content that requires artifact mods. PLEASE add them to exotics

    Posted: 25 Nov 2019 10:24 PM PST

    Title. I miss my thorn

    submitted by /u/Andromeda3011
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    Seasonal weapon mods need their own mod slot

    Posted: 25 Nov 2019 04:42 AM PST

    At present, the mod slot on the "seasonal" weapons (Recluse, Auto Rifles and Hand Cannons), is dedicated to the seasonal mod of choice, mainly "Unstoppable" and "Anti-barrier".

    As a result, almost every other mod is suboptimal or basically unusable, especially in most end game content.

    What I propose is that the seasonal weapons receive a seasonal mod slot, in addition to their general mod slot which should be reserved solely for general mods (counterbalance, minor spec, back up mag etc).

    Firstly, this small change will not break the game in any way. For example, if pulses are meta next season and you can equip two mods, having counterbalance and anti-barrier will not break the game. In fact, I cannot think of any combination of mods that would. What it will do is allow for slightly more optimisation. Sticking with pulses as an example, some pulses rely on a CB mod for better recoil, especially on console.

    Anyway, I hope I have made a good point. I look forward to reading your opinions fellow Guardians, so fire away!

    Edit: My sincerest thanks for the silver my fellow Guardian.

    Edit: Something I forgot, exotics should at least receive a seasonal mod slot. For example, at moment we can't use Huckleberry in endgame due to the fact that it can't take a mod :(

    submitted by /u/IggDawgg
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    A 'Thank You Note' from a New Light player.

    Posted: 25 Nov 2019 12:45 PM PST

    TL;DR - How Destiny 2 has been helping me through some tough times and giving me a new purpose and outlook towards video-games.

    Like many kinderguardians here, I too was introduced to Destiny 2 when it went free-to-play. I had no clue what the fuss was about and certainly did not understand anything which was going on with the game. Nevertheless, I jumped into the game to 'try it out'. 50 hours later, Destiny 2 isn't a game I play; its kind of a hobby now.

    Some background - I am a 22-year-old guy studying Human Centered Design. Going to graduate next year and wish to work with video-games some day. Anyhow, as a student of Design I come across a lot of games and analyse 'what went right' and 'what should be absolutely thrown away, burned' when it comes to User Interface and Experience design. Destiny's solid design always caught my attention and hooked me to the game.

    I played other games too, but none of them had the expansiveness of Destiny's lore, characters and loot-system. I honestly haven't spent so much time (solo) on a game which was designed to be multiplayer-oriented. This shows how hard the developers have worked on the charm and effectiveness of it's game design.

    In my mere 50 hours, I have come across few really helpful people who invited me to their Clans and let me do few strikes with them. I am almost done finishing the campaign missions but really want to try out Raids, however that's where the real life, not-so-effective social skills come into play.

    Even though I have close to no friends in real life, let alone people I would invite the game to play with; Destiny 2 keeps surprising me with it's rich content even when I play this game alone. Recently, I am going through some trouble with my life (college, girlfriend, the usual) and Destiny is a breath of fresh air.

    I am the kind of person who adores creativity. Standing at the edge of the Tower, observing around or stepping into a planet I haven't discovered much of, trying out new weapons and discovering loot, understanding the lore behind the quests and characters... its all beautifully overwhelming. It's the kind of Epic I won't mind reading if Destiny was on my bookshelf next the The Lord of the Rings, The Kingkiller Chronicles, The Stormlight Archive and A Song of Ice and Fire.

    Though the game has its oopsies (how poorly it introduces new players to the actual campaigns), its all forgivable to the point where the game makes you feel lost.... happily so. And that's why I keep coming back - to discover more, evolve my purpose to keep playing and form connections with the endless guardians I come across.

    Thank you, Bungie.

    submitted by /u/tanaysharma97
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    Iron Banner starts tomorrow and...

    Posted: 25 Nov 2019 08:12 AM PST

    Here's to hoping Bungie doesn't give us the ability kills bounty again this week.

    There are 7 bounties available and we only get 4 a week now. So shelve An Arsenal of Tricks.

    Wishful thinking.

    submitted by /u/Redditted_Already
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    If Vex Offensive goes away next season, it would be cool for that loot table moved into the Menagerie's loot table.

    Posted: 25 Nov 2019 10:58 AM PST

    This could be continued on with each season as they new varied activities come and go as well.

    submitted by /u/Proven536
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    I, MrDysprosium, have a plan to fix Guided Games, bring matchmaking to raids in a way everyone can agree on, and increase the number of players who attempt, complete, and ultimately enjoy raid content.

    Posted: 25 Nov 2019 10:36 PM PST

    Raid matchmaking was a heavily debated topic before and during the Destiny 1 era. Though the consensus was that raids were too difficult to try and throw 6 potentially random and mic-less guardians in, there was still obviously a problem as many guardians never stepped foot in a raid throughout the entire life of Destiny 1.

    GUIDED GAMES: THE COMPROMISE

    Guided Games, in case you didn't know, was Bungie's attempt to bridge the gap between the "raids are too hard for MM" and "but I don't have friends that raid" groups. It had two options, you either joined as a sherpa group of 5 guardians who had already completed the raid you were queuing for at least once, or you joined as a solo player. The sherpa group would be paired with a solo player and thrown into the selected raid automatically. If the veteran group of 5 took their kinder-guardian all the way through the raid, they would be rewarded with a blue aura around their heads (and an emblem, I think?). If the veterans quit before the blueberry downed the final boss, they would be punished with an "Oathbreaker" temp ban from the system. However, there was no punishment for the vets if the solo player quit first.

    This sounded good on paper, but in practice this system proved to be a complete failure. Queue times for solo players reached over an hour very quickly after release.

    If you think about it, this outcome is pretty easy to understand. If you are the type of person who can find a group of 5 people to get together for a raid, what's stopping you from just going through to find a 6th using whatever method you did before (/r/Fireteams, work buddies, Discord LFG, etc....)? My clan only did a few Guided Games, each time was pretty exciting, and we used it mainly as a recruitment tool. While it had its perks, Guided Games still only ever meant to us that we would be kicking one of our own out for the sake of a random. We are a group of Fathers and Mothers, 9-to-5-ers and college students. We wanted to get the raids done effectively because, for many of us, a quick raid run was all the time we had. We tried to do Guided Games as often as we could but there just wasn't much of an incentive to drive us to do it...

    So, Guided Games was eventually removed from the Director, and we haven't heard much since. Solo players now need to use 3rd-party tools to find groups for raids and, for unsurprising reasons, that keeps the number of players who actually get to enjoy raid content unfortunately low.

    ALAS, I OFFER A SOLUTION

    I can't think of a more easily digestible way to expound my plan, so here it is in outline form.

    • All raids will be given a matchmaking activity selector on the director, adjacent to the existing ones.
    • When selecting a raid with matchmaking, a set of three options will be available much like difficulty selections for nightfall.

    Option 1: Strength of the Wolf

    • This will be the only available option if you have 0 clears on the selected raid and are queuing solo.

    • Players who have selected this option will be matched with other players who have already completed the raid.

    • The 5 "veterans" will not necessarily be from a pre-formed group. (Explained later)

    Option 2: Strength of the Pack

    • This option will be available only if you are the leader of a fireteam consisting of exactly 5 Guardians who have all cleared the selected raid at least once.

    • The 5 veteran guardians who complete a raid under this category (with their kinder-guardian) will be rewarded with a "Sherpa" emblem that tracks the number of successful "Strength of the Pack" runs.

    • Under the same conditions, the veteran guardian will be given a large XP bonus. The amount should be comparable to what would be achievable in the same amount of time spent bounty grinding.

    • Under the same conditions, the veteran guardians will also receive an aura unlocked for the week.

    • Each raid will unlock a unique aura color.

    • New, account-wide emblems will unlock at certain clear counts. More and more impressive looking emblems with higher clear counts. (Go crazy with it, rewards spread out up to 10,000 clears...)

    • Number of players waiting in the Strength of the Wolf queue will be visible when this option is selected so clans can plan accordingly. (No need to get five people together if no one is in queue, reduce uncertainty about queue wait times.)

    (a lot of you probably don't know what an aura is in Destiny, so here's what they look like in-game. I have 2000 hours in Destiny 2 and I could not tell you if there are any currently available ways to acquire an aura...)

    Option 3: Law of the Jungle

    • This option will be the default option for all guardians with at least 1 completion of the selected raid.

    • Guardians will (usually) be matchmade with others who selected Law of the Jungle.

    • If there are guardians waiting in the Strength of the Wolf queue, Law of the Jungle matchmaking will look for high-clear-count guardians and try to form an "ad-hoc sherpa" group for the rookie.

    • In the event a sherpa group is formed and paired with a Strength of the Wolf guardian, all possible rewards from queuing as Strength of the Pack will be given if the group clears the raid with the rookie.

    • After the raid begins, Law of the Jungle will back-fill spots automatically if the raid group loses a player for longer than a given grace period (give disconnected players a chance to reconnect).

    So, there it is.

    I believe this plan will address the shortcomings Guided Games had by:

    • Increasing incentives to help new players by rewarding new flashy sherpa specific emblems and new more vibrant and raid-specific auras, and a new way of grinding experience for Artifact and Seasonal unlocks.

    • Further incentivizing multiple Sherpa runs in a single weekly reset by setting long term goals with the high clear-count sherpa emblem unlocks.

    • Increasing the chances for lone first time players to find a Sherpa group by allowing high-clear-count PUGs to act as a sherpa group.

    I firmly believe that raids are what really help Destiny stand out from the crowd, and it's a shame that a vast majority of players have never even stepped foot in one. I hope a system like this can be implemented and proves to pay for itself by increasing player engagement.

    Alright, thanks for reading, I'm going to bed.

    Obligatory /u/Cozmo23 /u/dmg04

    submitted by /u/MrDysprosium
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    Sole Survivor has the highest total damage potential for a sniper in D2

    Posted: 25 Nov 2019 12:02 PM PST

    I've seen a lot of damage comparison videos of Sole Survivor vs Tranquility as well as posts regarding 4th Times the Charm and mag perks on 90rpm snipers, etc. I wanted to point out something about these setups, and elaborate on how Sole Survivor has THE highest overall sniper damage potential in the game, even more than any exotics.

    At this point it is the only sniper that can roll with 4th Times the Charm (4TTC) in one column and Firing Line in the other. On Tranquility, the only other sniper capable of both perks, they roll in the same column. In case anyone didn't know, 4TTC returns 2 rounds back every 4th critical shot, whereas Triple Tap returns 1 back every 3. Firing Line gives a (now) 23% damage boost when standing next to two or more teammates.

    Now, when it comes to mag perks on 90rpm snipers, Tactical Mag will take the base 4 rounds to 5, but will NOT give enough of a percentage boost to take the mag beyond 6 when a Backup Mag Mod is applied as well. Extended Mag will take the mag to 7, but will also dig into your reload speed. The best mag perk on a sniper is Appended Mag, which will take the mag to 7 without affecting any other base stats. If you fire all critical shots, 4TTC will yield 11 shots in the mag total.

    However, when we fire all shots in the magazine, we can only proc 4TTC twice, on the 4th and 8th shots, leaving 3 shots left over. If we were to reload at THIS point though, we carry those 3 rounds over into the reserves to apply to subsequent magazines, allowing us to proc 4TTC many more times overall and making our ammo last MUCH longer before running out.

    At this point, Sole Survivor, Beloved, Tranquility, and Long Goodbye can all take advantage of this. With double sniper reserve perks, you can essentially DOUBLE your total sniper ammo in shots. On Sole Survivor, for example, 26 total shots becomes a whopping 50 CRITICAL SHOTS, bringing your total damage output to over 920k!

    And this doesn't even include Firing Line's 23% bonus on Sole Survivor, which then easily breaks 1.1 MILLION in total damage. For comparison, Whisper and Izanagi's both fall in the 600k range, maybe 700k with reserve perks.

    I understand this is a fairly situational bonus, but on certain bosses with huge HP numbers you can REALLY make your weapon last, and if we ever run into necessary long distance circumstances again (like the final encounter in the Whisper mission) this is an excellent option to have in your back pocket.

    submitted by /u/xarchangel85x
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    Can You just. Uhm... Separate ADS sensitivity from look sensitivity for controler ussers?

    Posted: 25 Nov 2019 11:19 AM PST

    It would be really helpful for controler ussers on console and also pc, to do so.

    I can't reconcile 10 look sensitivity and traction perk (mainly talking about pvp situation) with same 10 ads sensitivity.

    It's really hard to make that kind of option? I am struggling with this problem all the time when i enter the crucible on pc with plugged controler. Game is intensive and action is fast. 10 sens is needed but not for ads.

    submitted by /u/AlwaySTheSame738
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    Shattered Throne WR Speedrun in 4m 43s by Treezy, Clawtivity and Nr1TracerEU

    Posted: 25 Nov 2019 02:05 PM PST

    This Shattered Throne speedrun is a very optimized run, there are a few places time could be saved but only a very minimal amount. Overall I'm pretty happy with this run but will probably run this back for the sub 4m 40s, hope you enjoy this speedrun!: https://youtu.be/V-o-P4Q34L8

    Edit: Reposting because post was removed :(

    submitted by /u/isniakebxl286Jj
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