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    Destiny [D2] Weekly Reset Thread [2020-01-14]

    Destiny [D2] Weekly Reset Thread [2020-01-14]


    [D2] Weekly Reset Thread [2020-01-14]

    Posted: 14 Jan 2020 09:03 AM PST

    Nightfall - The Ordeal: The Pyramidion

    Modifiers:

    • Nightfall: The Ordeal: Adept
      • Shocker: When defeated, Goblins spawn Arc pools that causes damage over time.
    • Nightfall: The Ordeal: Hero
      • All previous modifiers
      • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
      • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
      • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without an Anti-Barrier or Overload mod, respectively.
      • Hero Modifiers: Extra Shields
      • Genesis Algorithm: Incoming Void and environmental damage increased.
    • Nightfall: The Ordeal: Legend
      • All previous modifiers
      • Equipment Locked: You will not be able to change your equipment after this activity starts.
      • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
      • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
    • Nightfall: The Ordeal: Master
      • All previous modifiers
      • Chaff: Radar is disabled.
      • Champions: Mob: This mode contains additional Champions.
      • Master Modifiers: Extra Champions & Locked Loadout & Match Game & Extra Shields

    Rewards:

    • Powerful (Tier 1) reward: Get 5 points by completing runs. Higher difficulties grant more points.

    • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

    Legacy Nightfalls:


    FLASHPOINT: TANGLED SHORE

    Complete various activities around the Tangled Shore, including public events, Lost Sectors, and Heroic adventures.


    Weekly Crucible Rotator Playlists:

    • Clash: "The Crucible is a strange thing when you think about it. We die over and over, that we may live in the end." —Lord Shaxx - - Fight for Valor by defeating opponents.

    • Breakthrough: "Deploying the Breaker makes a wager with your opponents. Don't let them call your bluff." —Lord Shaxx - - Fight for Valor by deploying the Breaker and hacking the opposing vault or by defending your own vault.


    Vanguard Burn: beep boop failed to fetch

    The other modifieres rotate Daily, check out the Daily Reset Thread for them!


    Sundial Boss: Tazaroc, the Sun Eater

    • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Cabal: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
    • Solar Singe: Solar damage increases slightly from all sources.
    • Brawler: Melee abilities deal more damage and recharge much faster.

    Moon Nightmares


    Menagerie Boss: Pagouri, Vex Hydra

    • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Attrition: Regeneration is greatly impaired. Defeating enemies may create wells of Light.
    • Arc Singe: Arc damage increases slightly from all sources.

    Dreaming City Cycle: Growing Curse

    • Petra is at Divalian Mists.
    • Weekly Mission: The Oracle Engine - The Taken threaten to take control of an irreplaceable Awoken communications device.
    • Ascendant Challenge: Cimmerian Garrison, Chamber of Starlight
    • Blind Well: Hive, Plague: Cragur

    Escalation Protocol Boss: Naksud, the Famine

    This boss drops:


    Leviathan

    Raid Order: Gauntlet > Baths > Dogs > Calus

    Challenge: The Royal Pools Challenge

    Prestige Raid Lairs

    • Prestige: Arsenal
    • Armsmaster

    Weekly Bounties

    Weekly Obelisk Bounties

    Name Description Cost Requirement Reward
    Grand Finale Use finishers on Fallen combatants, and defeat Fallen anywhere in the system. 1000 Glimmer 300 Fallen & 10 Finisher 1 Major Fractaline Harvest
    A Grand Adventure Complete adventures anywhere in the system. 1000 Glimmer 3 Adventures 1 Major Fractaline Harvest
    Steal the Show Use finishers on Cabal combatants, and defeat Cabal anywhere in the system. 1000 Glimmer 300 Cabal & 10 Finisher 1 Major Fractaline Harvest
    Hand of the Vanguard Defeat bosses in strikes. 1000 Glimmer 5 Bosses 1 Major Fractaline Harvest
    Lost to Time Clear Lost Sectors anywhere in the system. 1000 Glimmer 5 Lost Sectors 1 Major Fractaline Harvest
    Making the Rounds Complete patrols anywhere in the system. 1000 Glimmer 9 Patrols 1 Major Fractaline Harvest
    Reporting for Duty Complete patrols anywhere in the system. 1000 Glimmer 9 Patrols 1 Major Fractaline Harvest
    Hero's Journey Complete a Heroic adventure, and defeat enemies anywhere in the system. 1000 Glimmer 1 Heroic adventures & 300 Enemies 1 Major Fractaline Harvest

    Werner 99-40 Weekly Bounties

    Name Description Cost Requirement Reward
    Imperial Bestiary Defeat enemies of all species. 1000 Glimmer 40 Cabal defeated & 40 Vex defeated & 40 Hive defeated & 40 Taken defeated & 40 Scorn defeated & 40 Fallen defeated Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
    Trial by Wits Complete Gambit daily bounties. 1000 Glimmer 8 Daily bounties completed Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
    The Imperial Salute Defeat enemies with class abilities. 1000 Glimmer 100 Ability final blows Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
    Spoils of War Collect lost treasures by defeating enemy combatants anywhere in the system. 1000 Glimmer 350 Treasures collected Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
    submitted by /u/DTG_Bot
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    [D2] Daily Reset Thread [2020-01-14]

    Posted: 14 Jan 2020 09:06 AM PST

    Daily Vanguard Modifiers

    Affect Strikes, Menagerie, Heroic Missions & Adventures

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

    Daily Reckoning Modifiers

    Affect all three tiers

    • Void Singe: Void damage increases slightly from all sources.
    • Heavyweight: Power weapons deal more damage, and more ammo is available.

    Daily Heroic Story Missions

    • Payback (PL 750) - Earth. Time for Zavala's grand entrance—finally attacking the Red Legion base in the EDZ head-on.
    • Larceny (PL 750) - Earth. Break into the Red Legion base and steal the personal shuttle of Thumos the no-longer-Unbroken.
    • 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.
    • Ace in the Hole (PL 750) - Titan, Moon of Saturn. Track down Cayde's personal stash so you can repair the Ace of Spades.

    Daily Forge: Izanami Forge


    Gunsmith Inventory

    • Boss Spec: Increases damage against bosses and vehicles.
    • Sidearm Reserves: Increases the amount of Sidearm ammo you can carry.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Simulation Seed & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Etheric Spiral & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Simulation Seed & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Seraphite & 50000 Glimmer)

    Spider Material Exchange

    • Purchase Enhancement Cores (1 for 10 Legendary Shards)
    • Purchase Legendary Shards (1 for 10 Seraphite)
    • Purchase Glimmer (10000 for 20 Alkane Dust)
    • Purchase Alkane Dust (5 for 1 Legendary Shards)
    • Purchase Simulation Seeds (5 for 5000 Glimmer)
    • Purchase Datalattice (5 for 5000 Glimmer)
    • Purchase Baryon Boughs (5 for 5000 Glimmer)

    Bounties

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    One Shot, One Kill Defeat enemies with precision damage. 25 [Headshot] Precision XP & 5 Vanguard Tactician Token
    Fast and True Defeat enemies in strikes with any Bow. 25 [Bow] Bow XP & 5 Vanguard Tactician Token
    Rocketing to Prominence Defeat enemies in strikes with any Rocket Launcher. 10 [Rocket Launcher] Rocket Launcher XP & 5 Vanguard Tactician Token
    Show Them the Light Defeat enemies with your Super in a strike. 5 Super ability XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    By the Code Defeat opponents. 10 Opponents XP & 5 Crucible Token & 15 Valor Rank Points
    The Nothing Defeat opponents using Void damage from any source. 5 [Void] Void XP & 5 Crucible Token & 15 Valor Rank Points
    Into the Light Defeat opponents using your Super ability. 1 Super ability XP & 5 Crucible Token & 15 Valor Rank Points
    Process of Elimination In Elimination, win individual rounds. 1 Wins XP & 5 Crucible Token & 15 Valor Rank Points

    Saint-14, Titan Legend

    Name Description Requirement Reward
    Fallen Down Defeat Fallen anywhere in the system. 50 Fallen XP & 1 Moderate Fractaline Harvest
    All Powerful Defeat powerful Cabal enemies. 15 Challenging enemies XP & 1 Moderate Fractaline Harvest
    Cleansing Fire Defeat enemies with Solar damage. 30 [Solar] Solar XP & 1 Moderate Fractaline Harvest
    Void Strike Defeat enemies using Void melee abilities. 15 [Melee] Melee ability XP & 1 Moderate Fractaline Harvest

    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
    Gun Runner Using a Submachine Gun, rapidly defeat enemies in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Fallen Aquiver Defeat Fallen in Archer's Line 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
    Nothing to Fear Defeat enemies in Nightmare Hunts with Void damage. 20 [Void] Void XP & 1 Phantasmal Fragment
    Dark Communion Find the Lost Sector K1 Communion and dispel the Nightmare within. 3 Nightmares XP & 1 Phantasmal Fragment
    Titanic Nightmares Defeat Nightmares in Lost Sectors on Titan. 8 Nightmares XP & 1 Phantasmal Fragment

    The Drifter, Gambit Prime

    Name Description Requirement Reward
    INVADER: Guardian Killer Defeat opposing Guardians in a single Gambit Prime match. 7 Guardians defeated 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Light-Based Killer Earn any Super multikill medal in a Gambit Prime match. 1 Medal earned 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: 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: Supercharged Invader bounty. Defeat Guardians with Super abilities in the Crucible. 3 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 from Incursions Collector bounty. Complete Heroic public events in the EDZ or on Nessus. 2 Public events completed 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: Sentry Duty at Pace Sentry bounty. Rapidly defeat three Taken Psions or Taken Thrall. 3 Multikills 1 Sentry Synth & 50 Infamy Rank Points

    The Drifter, Gambit

    Name Description Requirement Reward
    Fistful of Motes Bank Motes in Gambit matches. 25 Motes banked XP & 30 Infamy Rank Points
    Line 'Em Up As a fireteam, defeat enemy Guardians in Gambit. 5 Guardians 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
    Face-to-Face Summon Primevals in Gambit by filling up your team's bank. 2 Primevals summoned XP & 30 Infamy Rank Points

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Pulse Rifle Calibration Calibrate Pulse Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Pulse Rifle] Pulse Rifle XP & 2 Mod Components & Enhancement Core
    Sniper Rifle Calibration Calibrate Sniper Rifles against any target. Earn bonus progress with precision and against opposing Guardians. 100 [Sniper Rifle] Sniper Rifle XP & 2 Mod Components & Enhancement Core
    Rocket Launcher Calibration Calibrate Rocket Launchers against against any target. Earn bonus progress against opposing Guardians and for additional targets defeated with each shot. 100 [Rocket Launcher] Rocket Launcher XP & 2 Mod Components & Enhancement Core
    Kinetic Calibration Calibrate Kinetic weapons against any target. Earn bonus progress with precision and against opposing Guardians. 100 Kinetic weapon XP & 2 Mod Components & Enhancement Core

    Ada-1, Black Armory

    Name Description Requirement Reward
    Secure the Lost Forges Defeat enemies while participating in the ignition of a lost forge. 50 Enemies defeated 1 Modulus Report
    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
    Black Armory Shield Drones Destroy the Black Armory shield drones protecting the Forge Saboteur. 9 Drones destroyed 1 Modulus Report
    Forge Saboteurs Hunt Eliminate one of the Forge Saboteurs roaming around the lost forges. Track them down in the Outskirts and the Gulch in the EDZ, and in Artifact's Edge and the Hallows on Nessus. 1 Forge Saboteur defeated 1 Modulus Report
    Field Evaluation Complete patrols or adventures with at least one Black Armory weapon equipped. 3 Activities completed 1 Modulus Report

    Spider, Tangled Shore

    Name Description Requirement Reward
    Sharpshooter Get 25 precision final blows on the Tangled Shore. 25 Precision kills XP & 5 Etheric Spiral
    Flotsam and Jetsam Defeat Hive in the Jetsam of Saturn. 35 Hive defeated XP & 5 Etheric Spiral
    Shoreline Scavenging Harvest Etheric Spirals on the Tangled Shore. 5 Resources gathered XP & 5 Etheric Spiral
    Lost on the Edge Explore the Lost Sector Shipyard AWO-43 near the Jetsam of Saturn on the Tangled Shore. 1 XP & 5 Etheric Spiral

    Devrim Kay, EDZ

    Name Description Requirement Reward
    Front Line Defense Defeat Cabal in the EDZ. 30 Cabal kills XP & 10 Dusklight Shard
    Public Works Complete public events in the EDZ. 2 Public events completed XP & 10 Dusklight Shard
    Salzwerk Scavenger Loot chests in the EDZ. 5 Chests looted XP & 10 Dusklight Shard

    Sloane, Titan

    Name Description Requirement Reward
    Clean the Deck Defeat enemies on Titan. 50 Enemies defeated XP & 10 Alkane Dust
    Make It Rain Generate Orbs of Light on Titan. 10 Orbs generated XP & 10 Alkane Dust
    Spirit of the Sun Get Solar kills on Titan. 30 Solar kills XP & 10 Alkane Dust

    Failsafe, Nessus

    Name Description Requirement Reward
    Super Awesome Defeat multiple enemies with a single Super while on Nessus. 3 Super multikills XP & 10 Microphasic Datalattice
    Super Powerful Get Super kills on Nessus. 20 Super kills XP & 10 Microphasic Datalattice
    Pinpoint Accuracy Get precision kills on Nessus. 10 Precision kills XP & 10 Microphasic Datalattice

    Asher Mir, Io

    Name Description Requirement Reward
    "Vanguard" Outpost Complete patrols on Io. 2 Patrols completed XP & 10 Phaseglass Needle
    Gunning for a Promotion Complete public events on Io. 2 Public events completed XP & 10 Phaseglass Needle
    Handcrafted Get melee kills on Io. 15 Melee kills XP & 10 Phaseglass Needle

    Brother Vance, Mercury

    Name Description Requirement Reward
    Lighthouse Keeper Defeat enemies on Mercury. 50 Enemies defeated XP & 10 Simulation Seed
    Superlative Get Super kills while on Mercury. 20 Super kills XP & 10 Simulation Seed
    Arc-robatics Get Arc kills on Mercury. 30 Arc kills XP & 10 Simulation Seed

    Ana Bray, Mars

    Name Description Requirement Reward
    Defrosted Defeat Hive on Mars. 30 Hive defeated XP & 10 Seraphite
    Martian Melee Get melee kills on Mars. 15 Melee kills XP & 10 Seraphite
    A-void-ance Therapy Get Void kills while on Mars. 30 Void kills XP & 10 Seraphite

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

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

    Osiris has a new mission for you!

    Posted: 14 Jan 2020 09:19 AM PST

    ***Going to Sleep, wont be updating this until I wake up***

    For up-to-date news on the quest, visit https://www.reddit.com/r/raidsecrets/comments/eoob1x/new_quest_on_osiris/

    If you want to watch Live - Datto and Gladd are still streaming it.

    See you guys soon, thanks so much for hanging out!***

    It shoots you back into the Corridors of Time.

    If someone figures out the path, let me know

    These codes were found at the planetary obelisks. It seems like they refresh hourly. You start at "1`clock" and go clockwise and end with the middle symbol.

    Start the mission, and run through the door with the following symbols:

    Solutions for lore:

    #1: Plus, Snake, Clover, interlocking hexagons, snake, plus, diamond with 3 plants

    #2: Clover, Clover, Hexa, Hexa, Plus, Diamond, Snake

    #3: Plus, Clover, Diamond Plant, Diamond Plant, Snake, Diamond Plant, Diamond Plan

    #4: Diamond Plant, Clover, Plus, Hex, Clover, Hex, Clover

    #5: Diamond Plant, Plus, Snake, Hexa, Hexa, Diamond Plant, Plus

    #6: Diamond, Hex, Snake, Hex, Clover, Clover, Plus

    #7: Diamond, Plus, Clover, Hex, Snake, Hex, Snake

    #8: Clover, Plus, Clover, Hex, Clover, Diamond, Snake

    #9: Clover, Clover, Clover, Snake, Diamond, Hex, Diamond

    #10: Plus, Hex, Clover ,Hex ,Plus ,Diamond, Hex

    #11: Snake, Hex, Snake, Hex, Diamond, Hex, Snake

    #12: Hex, Snake, Plus, Hex, Snake, Hex, Plus

    #13: Clover, Plus, Clover, Diamond, Snake, Snake, Hex

    #14: Hex, Diamond, Snake, Plus, Hex, Plus, Plus

    #15: Clover, Hex, Plus, Diamond, Plus, Snake, Diamond

    #15: Snake, Hex, Hex, Hex, Plus, Diamond, Diamond

    Code for an emblem:

    Diamond Clover Snake Plus Hex Hex Plus Hex Diamond Clover Snake

    If a code is not working for you, some people reported that running them backwards will fix that.

    Thanks for the awards! Will keep updating when new solutions are found!

    Quick Shout-out to all my favorite Speedrun friends (not you Secvill) and Eddie on his 3man Petras Run post Shadowkeep!

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

    The menu lag is insane, this is with a SSD

    Posted: 14 Jan 2020 08:33 AM PST

    Lag as I try to change the dexterity on my legs midmatch in Crucible. I ended up just giving up because it kept locking up even after this. To be clear as well, I'm moving my cursor the entire time - the times it completely stops moving is due to the game, not me.

    This is with a Solid State Hard drive on an X1

    Edit: So, from the responses to this thread this seems to be a problem mostly with consoles regardless of it being a 1X or PS4Pro. Others are saying they also have the issue on PC regardless of having a high end rig while others are claiming that shouldn't be possible.

    Either way, this is obviously an issue and hopefully it is one that can be resolved sooner than later as it really makes going into these menu systems a frustrating experience.

    Have also had multiple people point out that an SSD isn't something that factors into loading a menu system like this, which I'll take your word for it - but, it's still worth mentioning as it stops the "get an SSD" conversation before it happens.

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

    The Sleeper catalyst is a lengthy endeavor for an underwhelming reward.

    Posted: 14 Jan 2020 09:03 AM PST

    The sleeper simulant is currently an underwhelming weapon, and even with the catalyst it isn't very great. But given the laundry list of requirements to finish it, one would assume it's good right?

    Anyways to exemplify how drastic the cost versus reward is, I will list the requirements to get the gun and upgrade its catalyst.

    •Complete the sleeper's quest and get the gun (obviously)

    •Obtain the sleeper's catalyst from PRESTIGE SPIRE OF STARS the hardest raid activity in the game (which has a 5% drop rate from any loot source).

    •Grind Escalation Protocol to get all three of the IKELOS weapons (keep in mind some weapons are unavailable during certain weeks).

    •Then you need to get 1500 IKELOS SMG, 1000 IKELOS Sniper, and 1000 IKELOS Shotgun kills.*

    •Then you need to complete the whisper mission on normal.

    •Then you need to find all 5 secret chests and complete the Oracle puzzle in the Heroic version of the whisper mission.

    •And Finally, you have to get 500 kills with the sleeper itself.

    ALL THAT, for a faster charge time and more ammo for a lackluster gun.

    The Sleeper really needs a damage buff again, because as it stands right now, it is very low on the list of viable boss damage weapons.

    TL:DR Buff Sleeper

    *Edit: For the IKELOS weapon kills you simply need them equipped to progress the catalyst step.

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

    Can Exotics just come with Kill Counter built in separate from a catalyst?

    Posted: 14 Jan 2020 07:09 AM PST

    People like to track history with a gun, but having no counter on newer exotics without a catalyst makes me wonder how much I actually use the exotic. There once was a way to glitch a kill counter on Ace of Spades way before the catalyst came. If it is possible to just get the kill counter to come with exotics without it linked to the catalyst. Can we just get a kill counter straight with an exotic? The catalyst can stay along with orb production be tied to the catalyst, just want a kill counter with the exotic.

    submitted by /u/genred001
    [link] [comments]

    Weapon telemetry is useless

    Posted: 14 Jan 2020 05:36 AM PST

    Telemetry data has long been useless:

    1. Fall rarely
    2. Give less progress than weapons-grade materials
    3. Why do we need telemetry data when we have gunsmith materials?

    Nevertheless, in the shells of a Ghost to this day there are perks such as "Favourite Banshee's" and "Omni-telemetry"

    Maybe should add something else instead of this perk? For example, get additional planetary materials or a couple of extra legendary shards.

    As someone who really likes Ghost shell designs, it makes me very sad to see that they are often very useless.

    What are your suggestions for this perk? Strengthen or replace?

    UPD: No, I didn't spot the idea for discussion in Datto's new video, his video came out later. It's just that geniuses think the same way :)

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

    The Artificial Devil's Ruin Quest

    Posted: 14 Jan 2020 05:07 PM PST

    Hey kids; do you like quests? Are you disappointed that Devil's Ruin was a short fun quest that brought up interesting character interactions and included the greatest Shaxx moment known to man instead of requiring you to do 30 games of Crucible?

    Then look no further than the Artificial Devil's Ruin quest! It's a bunch of quest steps I made up so you can pretend you spent time getting this thing!

    Step 1: Complete the Sundial and acquire the Timelost frame.

    Step 2: Stabilize the frame by getting rapid sidearm multikills in Nightfall: The Ordeal [0/75]
    (To complete this step, take any sidearm into Nightfall: The Ordeal and get 3 rapid kills repeatedly]
    Ghost: Saint-14 thinks he can help figure out what this thing is, but he needs us to stabilize the time anomaly first. Something about "manifesting it's nature properly."

    Step 3: Charge the empty frame with solar final blows in Crucible. Precision kills and sidearm kills grant bonus progress. [0/200]
    (Solar kills grant one point. Precision kills grant 2. Solar sidearm precision kills grant 4.)
    Saint-14: I saw a dreg attempt to stab Ana Bray in the back while she fought. It made the mistake of stepping into one of the pools of Light she left behind. After that, no more fallen tried it.

    Step 4: Acquire "Redjack Override Tokens" by completing matches of Gambit Prime. Wins grant bonus progress. [0/10]
    (Losses grant 1, wins grant 2)
    Saint-14: I do not like this "drifter". But I need to access the redjacks destroyed at Twilight Gap, and Shaxx still hates me.

    Step 5: Dismantle fusion rifles to acquire a "Pocket Core" [0/21] (Blues grant one point, legendaries grant 3. Fusion rifles pulled from collections do not count)
    Saint-14: I have heard many guardians mourn the loss of a Golden-Age weapon, destroyed by the Red Legion in their attack on the Tower. I only hope this assuages some of their grief.

    Step 6: Complete a 950 Nightfall: The Ordeal with two or less fireteam members.
    Saint-14: This weapon we are crafting... it is a weapon from another time, another age. One that didn't even exist here before. It was lost at Twilight Gap, it's guardian dead. It was a weapon born of great adversity, and only through equal adversity can strength be maintained. I learned that from you.

    Step 7: Kill Fallen with sidearms. [0/500]
    Saint-14: Did you know the Fallen are actually insectoid, chitonous? Break their shells beneath your boot, guardian.

    Step 8: Generate orbs of light. Super and solar kills grant bonus progress. [0/100]
    (Regular masterworks grant 1 point per orb. Masterworked solar weapons grants 2. Super kills grant 3. Solar supers grant 5)
    Saint-14: I was once told that the light lives in all places, in all things. That you could block it, try to trap it. But the light would find a way. Let us bring this guardian's light back.

    Step 9: Return to Saint-14 with the completed Timelost frame.
    Saint-14: You have done so much is so little time. I'm sure this guardian, gone as he is, would appreciate what you've done.

    Step 10: Retrieve Redjack parts from Twilight Gap. [0/10]
    Saint-14: A weapon such as this, fixed as it is, requires a small piece of home to stay in a foreign place. The Redjacks are by the battle extensively- they should be attuned to the place enough. Plus, it'll give them a use besides being Targeting dummies for the fallen.

    Step 11: Listen to Shaxx's Beautiful Singing. [0/1]
    Saint 14: That was terrible.

    This was a lot of fun to think up! Hope yall enjoy, feel free to attempt if you hate yourself.

    submitted by /u/stephanl33t
    [link] [comments]

    The blanket nerf to Hand Cannon range has made 110RPM, 140RPM and 180RPM Hand Cannons irrelevant

    Posted: 14 Jan 2020 09:17 AM PST

    Previously in this subreddit I've discussed and added suggestions how to make bows relevant now that people are finally aware of bows (Wish Ender in particular). You can check the topic here here if interested. And now I came to discuss something else - Hand Cannons (HC).

    It's no secret that with the release of Shadowkeep Bungie has applied a blanket nerf to all hand cannons' range. What used to be difference in ~10 meters from lowest range HC to highest range HC now is somewhat between 2 and 3 meters (not counting for Opening Shot, Rangefinder and Slideshot perks). And I believe this blanket nerf to effective range is what made some Hand Cannon archetypes near extinct in both PvE and PvP activities.

    Before we dive further let's analyze the stats for the different HC types. Not gonna go into much detail, so forgive me if I miss something out.

    110rpm

    • 2 precision (P) shots and 1 body (B) to kill => ~1.1s to kill in Crucible
    • Aim assist in the 60s
    • High Range
    • Low Stability
    • Low Handling
    • Low Reload Speed

    140rpm

    • 3P to kill => ~0.86s to kill
    • Aim assist in the 70s
    • Mediocre to High Range
    • Mediocre to High Stability
    • Mediocre Handling
    • Mediocre Reload Speed

    150rpm

    • 3P to kill => ~ 0.8s to kill
    • Aim Assist in the 80s, with few above 90
    • Mediocre Range
    • Mediocre Stability
    • High Handling
    • High Reload Speed

    180rpm

    • Between 2P2B and 3P1B to kill depending on resilience => ~1s to kill
    • Aim assist between high 60 and high 70
    • Mediocre to High Range
    • High Stability
    • Mediocre Handling
    • Mediocre to High Reload Speed

    From the stats we can see that 150rpm hand cannons are absolute winners, were it their base stats, time to kill or aim assist. While strong, that was still fine before the range nerf to all HCs because hey, range matters. Other hand cannon archetypes worked well because they could kill quicker the further enemy was. But now that's all gone. A difference of 2-3 meters is just that, a few steps, or a slide. Get rangefinder on Spare Rations and match 110s and 140s range, EZ PZ.

    But of course, I'm not suggesting a nerf to 150rpmg hand cannons. God no. NO! They're perfect where they are. However, buffs to the 110s, 140s and 180s should be in order.

    Here are a few suggestions I've seen across the Destiny 2 social spaces, and some of mine:

    1. Increase effective range for 110s, 140s and 180s, or remove the range nerf for these archetypes.
    2. Increase aim assistance for the 110s, 140s and 180s so they're more consistent.
    3. Increase damage for 110s, 140s and 180s in the following way:
      1. 1P2B to kill for 110s at any resilience
      2. 2P1B to kill for 140s
      3. 2P2B to kill for 180s at any resilience
    4. Increase base stats for 110s, 140s and 180s such as handling, stability, reload speed.
    5. Bonus suggestion: add more exotic energy hand cannons.

    Of course, don't take these suggestions as take it all or leave it. But 1 or 2 suggestions implemented would be already huge.

    What is the public opinion on this? Are you happy where 110s, 140s and 180s Hand Cannons stand right now? I'm looking to hear other opinions and suggestions.

    submitted by /u/Sandbox_Hero
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    I am looking foward to next season's Telesto glitch

    Posted: 14 Jan 2020 10:13 AM PST

    I used to say i am looking foward to next season's pinnacle. I have accepted that pinnacles weapons will never return.

    submitted by /u/Ultimobubble263
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    My ideal way to finish out D2 would be a raid on the Pyramid

    Posted: 14 Jan 2020 08:05 AM PST

    I feel like I am setting myself up for disappointment, but I have this vision in my head that the end of the last season should feature a raid on the pyramid to face the darkness.

    Not just us, an all out assault from the Tower. The culmination of the season manifesting itself in an army of guardians descending on the moon. Osiris, Saint-14, all the major guardians combining forces to push into the pyramid and face down some array of nightmares and close out the end of D2, with someone major dying along the way.

    I dunno, let's pick at random eeny, meeny, miny, Tess, it's Tess. Tess dies, not even inside the pyramid. She falls out the dropship on the way because she forgot to buckle in or something.

    submitted by /u/Craigaleg2
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    Optimized Bounties For 1/14/2020

    Posted: 14 Jan 2020 10:02 AM PST

    Guardian's Log. Stardate 33.2.049.5.2387.11.1.11111.1.1.1111.1.1.1.1.1.1.1.?.Q.Beep.<(oo<).629.76

    Space Abuela is gone. We've been trying to ration our remaining cookies, but Jenkins snuck into the canteen last night and ate our remaining Sha-Dough. We're down to a handful of burnt Edge Transits and a single Alkane Dragee. Morale is low. Fireteam is currently debating the merits of cannibalism. The only thing holding us together right now... is bounties.

    Let's get started!

    Step 1 - Eat Jenkins.

    Step 2 - It's Tuesday reset, and that means Weeklies! I'm only listing ones that can be completed through general play. No element/weapon specifics. Pick up all of these Weekly and Daily bounties:

    • Saint XIV Daily - Fallen Down - Defeat 50 Fallen
    • Saint XIV Daily - All Powerful - Defeat 15 Powerful Cabal
    • Zavala Weekly - Thin the Horde - 3 Strikes, 150 Hive Kills in Strikes
    • Zavaila Daily - One Shot, One Kill - 25 Precision Kills
    • Zavala Daily - 5 Super Kills in a Strike
    • Shaxx Weekly - Quantum Mechanic - Complete 5 Matches (fewer with Void kills)
    • Shaxx Weekly - Step Into the Light - Complete 5 Matches (fewer with Super kills)
    • Shaxx Daily - By the Code - Defeat 10 Opponents
    • Shaxx Daily - Defeat 1 Opponent With Super
    • Obelisk Weekly - Grand Finale - Kill 300 Fallen, 10 With Finishers
    • Obelisk Weekly - A Grand Adventure - Complete 3 Adventures
    • Obelisk Weekly - Steal the Show - Kill 300 Cabal, 10 With Finishers
    • Obelisk Weekly - Hand of the Vanguard - Kill 5 Strike Bosses
    • Obelisk Weekly - Lost to Time - Clear 5 Lost Sectors
    • Obelisk Weekly - Making the Rounds - Complete 9 Patrols
    • Obelisk Weekly - Reporting for Duty - Complete 9 Patrols
    • Obelisk Weekly - Hero's Journey - Complete a Heroic Adventure, Kill 300 Enemies
    • Banshee Daily - Kinetic Calibration - 100 Kinetic Kills
    • Banshee Weekly - Field Calibration - Kill Stuff in Matchmade Activities
    • Drifter Weekly - On the Grind - Kill Enemies, Bank Motes
    • Drifter Weekly - Might of the Traveler - Cast Supers, Create Orbs
    • Drifter Daily - Fistful of Motes - Deposit 25 Motes
    • Drifter Daily - Line 'em Up - As a Fireteam, Kill 5 Guardians
    • Drifter Daily - Summon 2 Primevals
    • Spider Daily - Sharpshooter - 25 Precision Blows on the Tangled Shore
    • Spider Daily - Flotsam and Jetsam - 35 Hive Kills in the Jetsam of Saturn
    • Spider Daily - Clear Shipyard AWO-43 Lost Sector (Jetsam of Saturn)

    Step 3 - Take a deep breath and try not to get freaked out about the massive list of Bounties up there. We're gonna get through this, Guardian!

    Step 4 - Follow these steps:

    1. For some silly reason, we have two weeklies for 9 patrols. Patrols on the Tangled Shore give us Ghost Fragments, which we can use for better Spider Bounties later this week. For now, go to Thieves Landing and clear the "Kill Anything" patrol and the two "Kill Stuff to Collect Stuff" patrols. Then go to Soriks Cut and do that. Then go to the Jetsam of Saturn and do that, followed by the Lost Sector. This will begin chipping away at the Fallen/Cabal weeklies, and put you in Jetsam to finish your three Spider bounties. It will also clear your two "9 Patrols" weeklies and give you 9 Ghost Fragments that we'll use later this week. (15-20 minutes). (In general I hate to recommend something like doing nine patrols in a row, but the benefits more than justify the time investment. That said, these are weeklies, so if you want to split your time up and do these later, there's no real downside.)

    2. While doing the above, complete the Heroic Public Event in Soriks Cut for the 15 Challenging Cabal Daily. (5 mins) We'll worry about that 300 one later, when Saint has some more Cabal Bounties for us.

    3. Play "The Trickster" Heroic Adventure. (no idea - 10-15 minutes?)

    4. Play two Gambit Prime matches. (20 minutes)

    5. Play one Crucible match. (10 minutes)

    6. Run the Exodus Down Strike (15 minutes)

    Total Non-Elemental Non-Weapon-Specific Bounties Cleared: 13 Daily, 3 Weekly

    Total Time: 75-90 minutes.

    Note 1: Wow, I was not expecting to pick up every Obelisk Weekly. They have some really obnoxious ones like the Scout Rifle rapid kills, but this week is full of easy stuff. You should knock out three of them (Patrols, Patrols, Heroic Adventure + Kills) today.

    Note 2: If you don't have enough room for all of these, I'd recommend taking them in chunks. For example:

    • Grab the 2 Patrol Weeklies, head to Tangled Shore, do them with Spider Bounties, clear them all.
    • Go back to Tower, grab Drifter bounties, play Gambit, clear the dailies.
    • Go back to Tower, grab Shaxx bounties, play Crucible, clear the dailies.

    It sucks having to make several trips to the Tower, but if you have limited space, this is your best play.

    Note 3: You should have enough Ghost Fragments now to pick up a few Spider Wanted bounties. As soon as we can match some up with good Planetary Dailies, we'll knock those out later this week, which will clear out the Lost Sector weekly as well.

    submitted by /u/DeerTrivia
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    Gunslinger's anticipation emote, difference in silver prices

    Posted: 14 Jan 2020 09:52 AM PST

    Oddly when I started the game after reset I was greeted with a prompt for the newly tweaked solar subclasses and solar emotes. That aside. A new featured store page was in the Eververse for the solar emote and finisher and I noticed the Gunslinger's Anticipation costed 800 silver while I recall it costing 500 silver before reset.

    Sure enough, in the Seasons tab it's still 500 silver. Was planning on getting it either way and bought the 800 to see if it was not a typo/graphical thing, but indeed I lost 800 silver. Refunded it and got the 500 silver one, which did in fact still cost 500.

    https://imgur.com/AEDs5kV

    I truly hope it's a bug..? Given the recent outrage towards the EV. Haven't taken the time to see if this also applies to Titan and Warlock.

    Edit: same with Titan and Warlock.

    submitted by /u/HundredTai
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    "Many Naked Titans Meeting Intellectually" will help you remember the Flash Point Order.

    Posted: 14 Jan 2020 11:53 AM PST

    Researching the order of flashpoints it currently seems to be:

    Mercury - Many

    Nessus - Naked

    Titan - Titans

    Mars - Meeting

    EDZ - Every

    Tangled Shore - Tuesday

    Io - Intellectually

    There was a bit of a hiccup with Mercury but I'm told that's fixed for upcoming FP's.

    submitted by /u/DoublePointMondays
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    Current legendary engrams are a byproduct of static rolls. We need D1’s better system back

    Posted: 14 Jan 2020 06:16 PM PST

    Back in D1, engrams didn't just differentiate between armor and weapon, but they even specified the slot. Now we're stuck with a generic engram that has everything stuffed into it.

    When D2 released this made sense bc the D1 engram system would mean players would have everything very quickly. This would not work well with static rolls. Now that we have had random rolls back for well over a year, I think it's time to go back to D1's more targeted engram system.

    submitted by /u/HellNaw98
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    Solo Flawless Pit of Heresy tips from a decidedly average PVE player - you can do this! [Season of Dawn tips/mods/weapons to breeze through]

    Posted: 14 Jan 2020 12:41 PM PST

    TLDR

    I finally solo flawless'd the pit last night and wanted to share my learnings as a VERY average player. For context - I was at one point unable to solo Vorgeth (let alone flawless shattered throne) even during the revelry when all abilities were off the charts boosted. (I did eventually do it, but only once I had some different gear). Anyways - read on for some tips and links to other posts from someone who finally did this after many, many many tries. (on a warlock - which, yes, is probably easiest - will try other classes next!)

    First things first: This post from u/regis_rulz is IMO the most useful. To you kind guardian - this post was my bible as I worked through how to make the dungeon work for me. I'll restate a little bit of it, but would like to point out some lesser-mentioned items that are specifically season of dawn relevant that made this dungeon more doable for me.

    Loadout / general tips

    • Wendigo is my personal swiss army knife. I used it during 1st, 3rd, and 4th encounter. The blinding grenades are incredible for buying yourself a few moments of peace and finding cover. It was also how I finally got by Vorgeth (same logic). Its DPS is great, but Blinding grenades are an undersold feature. You could get a blinding GL in a few other places too if you don't want to take up your heavy slot (orewing's maul can roll with it I believe).
    • Dawn mods are better than people give credit for. Protective light was my savior - this means using a void dawn armor coupled with something that gives you charges of light. Basically whenever you go red your health is "full" again (I forget the numbers but it's a big deal. Really hard to die when it's active). I used the solar dawn armor perk that allows you to get charges of light with grenade multikills given I was always using either Wendigo or Anarchy. If I wasn't carrying charges, getting some was my top priority. This philosophy carried me through the whole dungeon.
    • Hive mods. Everyone says it. They're right. Armaments & barrier for every encounter. Invigoration for the 3rd one to provide yourself with rift/invis/barricade. I wasn't using an exotic armor for 3rd or 5th encounter due to prioritizing the dawn mods + these. They're easy to get.

    Encounter based tips.

    First encounter: Necropolis

    • Nothing too challenging here. Take your time, prioritize the ogres.
    • I used Jotunn primarily so that I would have a good option for the wizard room to take out the extra dudes. Sleeper is a great option too, but I main Wendigo so that was generally my heavy choice.

    Second encounter: Ogres

    • I found this video from a smaller content creator named "Rustopholis" that details what is "the best path" through the ogre maze and one more important tidbit (below). I think most posts say go left to right (cliff to red wall), which is what I typically did, but I fairly frequently would get trapped in that goofy elbow on the left path and just sit there forever. I found the path suggested in video typically faster which was great due to every time I had to reset dying on the third encounter.
    • The other bit that video taught me is that you can flirt with ogres more than you realize. You can "swing" the ball as you pass the ogre to avoid dying or being flung too far when they stomp. Learning this was huge and made me much more daring. You can also hug the "opposite" walls as you run to effectively dodge their long distance laser.
    • Finally - season of dawn mods "molten overload" (solar grenades cause disruption and lower combatant incoming damage) and the one that improves molten overload can be a lifesaver & make you more daring. I was running a well lock so I had solar nades to use - these ogres are immune but the molten overload grenade does disrupt their damage. I didn't test for specific values but after tagging them with a nade you can withstand an ogre stomp (long as you have hive barrier, some resist mods - at least that's what I had on). If the ogre refused to move from my door forever I finally just started grenading its feet and then sprinting away. Survived every time.

    Third encounter: Totems

    • Wish-ender/Marty/Wendigo
    • Everyone's right - this is where it's make or break. I didn't use ball duping (couldn't get the hang of it) but I did use Wish-ender just to secure myself a clear. I'm no good with Izzy while getting pummelled by arc blasts on that center plate so wish ender helped a lot - but I think a regular bow is probably still the way to go. I'll be trying again post wish-ender patch probably with a kinetic bow & anarchy to take down the knights. Sounds like patch was delayed I think so you may have a few more days to give it a try. This is the only encounter I used it though.
    • My secret weapon: Marty's Retribution. Autoloading/Demolitionist. When I wasn't whittling down the yellow or clearing the middle from a distance, I was using those lanes to chunk these glorious flaming wavenades. Again coupled with charges of light coming on grenade multikills, this kept my grenade always up and kept the lanes clear. You can also chuck one up at the Juliet knights (the ones on balcony) and it'll usually bounce around to impact them a bit. This thing is incredible in this encounter.
    • As mentioned above, Wendigo is my go-to for the blinding. It was good both for getting charges of light as well as just jumping and chunking a blinder straight down on that middle totem if I was getting bum-rushed too much. The most important part was keeping stacks of charges of light up such that protective light was always keeping me alive.

    Fourth encounter: Just don't die. Enough said. You've made it this far. Nothing hurts worse than dying on the stupid spike silo after the grind you went through at Totems

    Boss fight

    • Exit strategy / Marty Again / Anarchy
    • Devour lock again, mostly to have the option to use nova bomb with From the Depths artifact mod (increased super damage when critically wounded). Having protective light makes this a very viable way to boost your damage. I wouldn't necessarily *try* to get hurt, but I would wait a bit during DPS to chuck my nova in case an explody-boi snuck up on me.
    • Otherwise, Just putting a few anarchies at my back to protect me from sneaky thrall and nailing the boss with a few anarchies then jumping around like mad was all it took to 4-phase this guy. He's not too hard, just keep your distance.
    • A lot of people would go mountaintop here but maybe you don't have it - either way I used Marty because all I had to do was tag the floor from a distance; the solar wave will do 3 things - 1) take out some thrall probably, reupping your charges of light if you lost them 2) reup your grenade if you needed it assuming you have a demolitionist marty and 3) tag the boss for good damage. Wait no 4 things - it's really hard to kill yourself by point-blanking an enemy with Marty. This is VERY EASY to do with mountaintop and felt too risky at this point in a flawless run. You get basically the same DPS as MT without the risk and frankly it's easier to use.

    Misc other thoughts

    • I used a lot of resist mods in my loadouts. Know what enemies you're fighting. Did you know they stack, also? Two major resists give you greater benefit than one - I tested it. The third encounter, most of your threat is coming from red-bars, so I was running three minor resists there.
    • It's rare but occasionally I noticed my armaments mod wasn't working. Unapplying and reapply it to my armor made it work again within a run.
    • Go slow. You can do it.

    Hope you enjoyed. Would love to hear any tips you have!

    Edit: Forgot to link the post I mentioned upfront.

    Edit2: My first gold! Thank you, kind guardian!!

    submitted by /u/thegreatredbeard
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    Rahools inventory / Legendary Engrams Loot Pool feels a bit bloated now, can we take the Tangled Shore gear out of them?

    Posted: 14 Jan 2020 03:49 AM PST

    Love that it's a decent loot source but I would find Legendaries a lot more satisfying if it had more emphasis on new and/or returning gear (Last Hope, Old Fashioned etc).

    For anyone who didn't know, Rahool did get an injection of some returning Weapons from years past. Last Hope in particular a strong addition to his wares

    As it's really rare to get a high stat roll piece from them also, it's perfectly fine for it to just carry the Phantom set that came with Shadowkeep and a host of Weapons

    Tangled Shore / Forsaken Gear can stick to the Tangled Shore and Forsaken content to loosen up the Loot Pool and give us more chances towards the newer item inventory.

    I do think this could lend a hand to making Rahool / Legendary Engrams a bit more exciting again. I'd be far more excited to see a potential Last Hope on the floor than an old low stat armour piece or older weapon

    An alternative would be like the old Faction Packages where we could pick Weapons or Armour for our drop chance when trading Shards

    submitted by /u/RiseOfBacon
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    Armsday should return with Banshee offering a new reprised Year 1 weapon every week.

    Posted: 14 Jan 2020 09:15 AM PST

    With Season 9 we got a few new weapons left over from Year 1 brought back. They're nice, but they're really hard to grind specifically for unless you've got tons of spare Legendary Shards to burn at Rahool. I think a good way to bring them back would be to bring back Armsday where every Wednesday we would get a new reprised Year 1 weapon that we can grind copies of like the Timelost weapon bounties. After it's initial week the weapon would then go into a rotator list that updates every week allowing people to complete more weapon bounties to get rolls on different Year 1 weapons like the Suros Hand Cannons or Hakke Scout Rifles that nobody remembers even existing.

    submitted by /u/i_forget_what_i_do
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    Saviour of the Past Emblem Code

    Posted: 14 Jan 2020 09:47 PM PST

    Final Maze Code: Diamond, Clover, Snake, Plus, Hex, Hex, Plus, Hex, Diamond, Clover, Snake (this one will give you the emblem)

    Pic

    Enjoy

    submitted by /u/ShiteContentHere
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    Finally, I can run around the Tower again at full speed

    Posted: 14 Jan 2020 05:06 AM PST

    No more getting slowed down by snowballs to the face from you pricks in the Tower. Your time is up. You had your fun. Picking on the innocent just trying to access their vault, or turn in engrams. Back to 50 degrees and partly cloudy at the Tower. Til next year Grinch's'! /s

    submitted by /u/HotCupofNasty
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    [CONCEPT] “Augment” Weapon Mods – Bringing More Variety to Weapon Builds while Adding New Endgame Rewards (with graphic)

    Posted: 14 Jan 2020 09:12 AM PST

    CLICK FOR THE GRAPHIC VERSION

    ABOUT THIS MOCK-UP:

    While it has its flaws, Armor 2.0 completely improved the way we can customize our builds, perks, and stats on our armor. This, along with the seasonal mods (both artifact and non) have really been expanding the RPG elements of Destiny. It is clear that we are going in a "mod"-oriented direction. I believe this can be a great thing in the long run as long as it continues to improve in the right ways.

    Following this trend, I quickly did a mock-up concept of the "augment mod" slot on legendary weapons. This slot is reserved for mods catered towards each weapon type, rather than the "general" mods in the primary slot. The idea is that these mods can be powerful enough to change the way you use a weapon. Therefore, I feel it would be best for these to drop from endgame sources, where fresh loot is much needed. The mods should be rare and also come with a cost to use (enhancement mats possibly?), in order to balance out their power. Note: I know my proposed cost of applying the mod may be controversial and there are definitely alternate options in terms of which currencies to use.

    Furthermore, having the option to add an additional mod can make some natural weapon perks much less of a necessity (rampage, outlaw, you all know the rest...)

    I feel if something like this were ever to be implemented, about 3 mods per weapon type would feel about right in terms of variety and filling the loot pool.

    (The portion of the post below can be found in the graphic I made for this concept)


    THE PURPOSE & GOALS:

    • Create new, unique & useful weapon type-specific mods
    • Add more variety to weapon builds
    • Bring new rewards to endgame content
    • Indirectly make other weapon perks more viable
    • Stimulate enhancement material economy
    • Encourage new gunplay strategies

    POTENTIAL DROP SOURCES:

    • High difficulty ordeal nightfalls
    • Legend version of current seasonal activity
    • Raid & dungeon encounters
    • Xur
    • Very rare drop from crucible/gambit
    • Guarantee 1 per week with special gunsmith bounty

    EXAMPLE AUGMENT MODS:

    Leeching Round – Hand Cannon Augment Mod

    One random round in the magazine is guaranteed to deal bonus damage and will restore a small amount of health on kill.

    Overpressured Launch – Rocket Launcher Augment Mod

    Getting a multikill with this weapon will grant greatly increased velocity and blast damage on the next shot.

    Variable Zoom – Sniper Rifle Augment Mod

    Allows an for an additional zoom level of one-half the magnification of the currently equipped scope.

    Explosive Rations – Auto Rifle Augment Mod

    Rapid precision kills have the chance to turn the remaining magazine into explosive rounds.

    Elemental Storage – Sword Augment Mod

    Rapidly blocking multiple energy types grants bonus damage to your next heavy attack.

    Ranger Rounds – Pulse Rifle Augment Mod

    Defeating a major enemy or higher with this weapon temporarily gives it no damage range dropoff.

    Corrosive Energy – Fusion Rifle Augment Mod

    Grants a chance to apply a damage over time effect when all projectiles hit the target.


    As always, let me know what you think and please feel free to contribute your own ideas!

    submitted by /u/Tiredness
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    I got robbed of my Dance Party due to an olive error.

    Posted: 14 Jan 2020 09:07 AM PST

    My team did a prestige Levi, and I got my first ever Loot-A-Palooza key. Nobody in the group had ever seen one before (including myself).

    We start the mini-event, and immediately me and two others get "olive" errors which kick us out. We rejoin the other two in the tower, but the event cancelled when I got kicked, key was consumed, therefore no Dance Party for us.

    submitted by /u/zoompooky
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    Can we get a digital/analog clock ghost projection?

    Posted: 14 Jan 2020 10:56 AM PST

    Like one that shows the actual time in the players time zone? I just want to pull my ghost out to see the time it is instead of looking at my phone, watch, and console menu. (I'm just lazy)

    submitted by /u/Fritzography
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    Uhh... Bungie, you might be a bit late on these news.

    Posted: 14 Jan 2020 09:09 AM PST

    To whoever designed the CoS Jacket, Thank You for the Sleeve Pocket Pin Thingy

    Posted: 14 Jan 2020 05:48 PM PST

    I can finally safely wear my title medals and know they won't fall off. Such a perfect way to display them, these two stripes sewn in are the perfect height apart to line up four on each. Super excited for more pins to come in the mail, hope this is on the GoS jacket too. (Photos Here for Context) - edit; i know my title formatting is whack please ignore <3

    submitted by /u/SeanGotGjally
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    If you need to farm Heavy kills (especially a Rocket Launcher) for whatever reason, just a heads up that 'A Mysterious Disturbance' is the Shadowkeep campaign mission on the Moon this week

    Posted: 14 Jan 2020 11:28 AM PST

    Heavy ammo crates and infinitely spawning Hive at the beginning of the mission make this a pretty good farm for Heavy weapon kills.

    EDIT: sorry, not quite 'infinitely spawning', but once you clear that first part you can simply restart the mission.

    submitted by /u/Toffe3m4n
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