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    Friday, February 21, 2020

    Destiny This Week At Bungie 2/20/2020

    Destiny This Week At Bungie 2/20/2020


    This Week At Bungie 2/20/2020

    Posted: 20 Feb 2020 03:08 PM PST

    Source: https://www.bungie.net/en/News/Article/48743


    This week at Bungie, all eyes are on Stage 7.

    Time and time again, this community humbles us. A few weeks ago, you were challenged with the Empyrean Foundation, requiring billions upon billions of Fractaline donations to light a beacon of hope. You've strategized your investments, brought riches to our dear friend Spider, and smashed six goals faster than we could have imagined. Here's an update on your shared progress:

    Image Linkimgur

    Whether you've been donating or investing, this has been a community-wide effort from the get go. Your combined efforts are paving the way to success. Soon, the final Triumph for the Savior title and a fancy new shader will be available for everyone, and it's all thanks to you.

    Now, let's shift gears. A few weeks back, we promised some Sandbox previews leading up to Season of [Redacted]. Let's get to it.


    Taking a Pass

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    This week, we're putting the magnifying glass on weapons. While Swords were given a bit of an overhaul in functionality, other weapon archetypes are seeing some finer tuning. Damage values, ranges, and even reload canceling are on the table this time around. We know one of the first questions on your mind will be, "Is this a Crucible-centric update, or will PvE get changes this Season as well?"

    While the following changes will be coming out at the beginning of Season of [Redacted], some are in preparation for a new PvE challenge coming later in the Season. A new Nightfall difficulty, officially dubbed "Grandmaster," will test even the most proficient Guardians. We'll have more details about this new ordeal in the coming weeks. But for now, we have information from the Dev team on changes being made to ensure that we strike the right balance between challenge and reward.

    Dev Team: For Season of [Redacted], we've adjusted quite a few weapon archetypes alongside the changes to Swords that were announced two weeks ago. While these are not all the changes in the release, we're covering some important conversation pieces here.

    Izanagi's Burden

    Since the removal of auto-reload effects from Rally Barricade and Lunafaction Boots, as well as the introduction of a catalyst for Izanagi's Burden, it's seen a significant uptick in use. Izanagi's Burden solidified itself within the majority of endgame builds due to its excellent burst damage, sustained damage, ammo economy due to Special ammo, and safety due to being a Sniper Rifle. The Outlaw trait was swapped out for No Distractions to be more in-line with the fantasy of the weapon and to ensure the trait on the weapon would still work with Honed Edge.

    • The animation speed of Honed Edge is no longer affected by the reload stat
    • Outlaw has been replaced with No Distractions

    Sniper Rifles

    We gave Sniper Rifles an increase in PvE damage back in Shadowkeep. We're removing that change for a few reasons. Sniper Rifles have a lot of utility and safety due to their range and the increased damage was giving them too much of a leg-up on their closer range counterparts. That gulf only widens as the difficulty of any given encounter goes up. The direct changes to Adaptive and Rapid-Fire Snipers were to make the differences in the sub-archetypes more impactful again as well as to give some amount of parity with the adjustments to Shotguns and Fusion Rifles.

    • Damage to Major enemies and above have been reduced to pre Shadowkeep values (~-20%).
    • Adaptive Snipers precision multiplier has been reduced from 3.25x to 2.95x.
    • Rapid-Fire Snipers base impact has been reduced from 100 damage to 90 damage.

    Grenade Launchers

    Through a combination of archetype adjustments and new perks being introduced, Grenade Launchers have been quite powerful ever since Season of the Drifter. We've changed the Aggressive frame sub-archetype to the Rapid-Fire sub-archetype to be more in line with other weapon's established conventions and slightly reduced their effectiveness on Powerful enemies to give other weapons some more breathing room.

    • Aggressive Frame grenade launchers are now Rapid-Fire Frame Grenade Launchers.

      • Rapid-Fire Frame Grenade Launchers have had their damage reduced to account for their Rate of Fire (0.8x), but now also have increased reserves.
      • Previously, Aggressive Frame Grenade Launchers fired faster than Adaptive but had the same damage.
    • Damage to Major enemies and above by Power weapon Grenade Launchers reduced by ~10%.

    Lord of Wolves

    The ease of use granted by changes to Release the Wolves made it very difficult to approach and made the margin of error extremely large. We've pushed the two states apart via accuracy to ensure that the default state is the norm, rather than the exception. With this change, Release the Wolves should be used at extremely close ranges against large targets instead of just being a better version of the default behavior.

    • Release the Wolves now significantly reduces this weapon's accuracy while active.

    The Last Word

    When reintroduced in Season of the Forge, The Last Word became quite dominant due to its extremely forgiving maximum time-to-kill (TTK). We're adjusting the way the weapon works to focus it back as a hip-fire based weapon while also improving that side of the experience for both controller and mouse and keyboard inputs. We also made it a little less forgiving so that you still have to concentrate on your aim while wielding the weapon.

    • Fan Fire now adjusts the precision scalar while hip-firing.
    • Fan Fire impact values have been adjusted.

      • Precision Hip/ADS adjusted from 67.95/67.95 to 68.27/52.2.
      • Non-Precision Hip/ADS adjusted from 50.01/50.01 to 38/38.
    • Aiming down sights no longer provides additional effective range (damage falloff).

    • Reduced stability for Mouse and Keyboard input.

    • Reduced the effective range.

    • To improve the experience, adjusted the way target acquisition is handled while hip-firing.

    Shotguns

    One issue we've been waiting to fix before adjusting Shotguns again was an oddity in the way our aim assist system works with weapons that don't care much about precision damage. As an example for Shotguns, at certain distances between players, the aim assist system would prioritize the head, causing the entire spread to deviate from center mass and make the player miss out on the kill. With that issue out of the way, we made more adjustments to Shotguns to give other weapons a little more time to react to them.

    • Target acquisition for non-slug Shotguns has been adjusted to no longer account for precision locations.

      • Previously, target acquisition could actually cause the player's spread to deviate from the intended aim vector, causing most of the spread to miss.
    • Cone angle is now adjusted on a per sub-archetype basis and is no longer adjusted by the range stat.

    • Aiming down sights no longer adjusts effective range for this weapon archetype.

    Fusion Rifles

    Similar to the issue noted above with Shotguns, Fusion Rifles also suffered from some target acquisition related oddities that we've since fixed. Most of the changes here are adjustments focusing on the High Impact sub-archetype. Backup Plan was an Exotic perk in the original Destiny release, and it was placed on Legendary Fusion Rifles in Destiny 2 due to them being Heavy ammo weapons at the time rather than the Special ammo weapons they currently are. When weapons were shuffled around in Forsaken, the perk came along with them, and we've decided to adjust it alongside the archetype itself to have it fall back in line with other Legendary perks.

    • Target acquisition for Fusion Rifles has been adjusted to no longer account for precision locations.

      • Previously, target acquisition could actually cause the player's volley to deviate from the intended aim vector, causing most of the volley to miss.
    • Damage falloff for this weapon archetype can now floor at 0.5x (Previously 0.75x).

    • Effective range and the impact of the optics stat for this weapon archetype has been reduced across the board.

    • Backup Plan

      • Backup Plan now adjusts impact to match the Rapid-Fire sub-archetype while active.
      • Charge time is now set to match the Rapid-Fire's sub-archetype * 0.85 while active.

    Auto Rifles

    Some small tweaks have been made to give Auto Rifles a small boost in efficacy for the Crucible—though they also influence PvE. The nature of the way Destiny is played tends to have Semi-Auto based weaponry be more effective in general and so we're compensating for that with these tweaks. These are fairly modest changes intended to give Auto Rifles more of a chance in an open fight without attempting to drag the TTK of the entire game down.

    The following impact values have changed:

    • High-Impact Frame

      • 22/35.2 Default/Precision (Previously 22/33)
    • Precision Frame

      • 17/27.2 Default/Precision (Previously 17/25.5)
    • Adaptive Frame

      • 15.75/25.2 Default/Precision (Previously 13.75/22)
    • Rapid-Fire Frame

      • 13.4/20.1 Default/Precision (Previously 12.5/18.75)

    These are some of the biggest changes coming to weapons, but be sure to check out the official patch notes in early March for the full list. We'll also have a preview of Exotic armor changes, along with tuning to your Supers and abilities in the coming weeks. Stay tuned.


    Balancing Act

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    When processing the #Help forums, Destiny Player Support is tasked with distributing need to know information to players in need. Help articles, workarounds, and general troubleshooting are the keys to success.

    XBOX NEGATIVE SILVER BALANCE

    Earlier this week, Destiny Player Support noticed an increase in reports about negative Silver balances on Xbox that we are continuing to investigate. Players who are still running into this issue on Xbox should reboot their console and log back into Destiny 2 to verify their Silver balance.

    Players experiencing negative Silver balances due to refunds or chargebacks should refer to our Destiny Silver Purchases Guide.

    "IN THE VALLEY" CRIMSON DAYS EMBLEM

    On Tuesday, Destiny Player Support received reports that code generation and redemption for the "In the Valley" Crimson Days emblem had ended approximately nine hours earlier than expected. To ensure players who had already generated a code had a chance to redeem their code or a friend's code, the deadline to redeem was extended until Wednesday's daily reset.

    CURRENT KNOWN ISSUES

    While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

    • Full Hymn of Desecration stacks are being removed from player's inventories upon earning the final one.
    • World chests in the Dreaming City are not dropping Glimmer.
    • The Aeon Safe Gauntlets list the incorrect requirement to activate the Aeon Energy perk in the armor inspection screen. Players need to get melee kills to activate the Aeon Energy perk.

    For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


    They Believed They Could Fly

    Image Linkimgur

    Titans like to punch things, right? Sometimes, things aren't within reach of their fists. This week's winners bridge the gap with some killer editing that really drove it home.

    Movie of the Week: Titans Just Want to Punch Things

    Video Link

    Honorable Mention: An Perfectly Average PvP Montage

    Video Link

    Honorable Mention: Wedding in the Dreaming City

    Video Link

    Let's say you want a cool emblem. You should do what this week's winners did: make a cool video and submit it to the Creations page on Bungie.net.


    I'm still having a bit of trouble processing the fact that you've all raised billions of Fractaline in the last few weeks. On top of that, you've completed countless Timelost weapon bounties in the process. Spider is swimming in shards. Your XP gains are overflowing.

    I can only hope to one day own a successful business like our Fallen friend.

    While all this has been happening, Osiris confronted an old ally(?) to provoke them to pick a side. Have you seen the new cinematic in the game? It's out there. In the weeks to come, your victory over the Red Legion on Mercury will be complete. A new Season is on rapid approach and with it comes new mysteries, threats, and activities to plunder for rewards. If you're enjoying those Obelisks, you still have time to farm their resonance levels and weapon bounties before the next Season begins. We'll share more with you real soon…

    Cheers,

    Dmg04

    submitted by /u/DTG_Bot
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    Daily Thread - Lore Thursday [SPOILERS AHEAD]

    Posted: 20 Feb 2020 01:00 AM PST

    Welcome to Lore Thursday! Let's discuss the lore and story in Destiny.

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

    In need of more Destiny Lore? Come visit /r/DestinyLore!


    Rules


    • All top-level comments must be genuinely lore-related. This is a serious thread for discussion of the worlds of Destiny.
    • All spoilers must be marked. To mark a spoiler type >!Your Spoiler!<. Example: You'll never guess who The Speaker is. Bill Nighy!
    • THIS INCLUDES DATAMINED INFORMATION. Comments containing unmarked datamined information will be removed.

    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    “Two hours to the wall. Two hours back.”

    Posted: 20 Feb 2020 08:24 AM PST

    …is Kadi 55-30 talking about Tower loading times?

    submitted by /u/kapowaz
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    Taken Captains are much more annoying & harder to deal with due to their BS darkness orb, blink, etc. SO BANK THISE MOTES AT 10 GUARDIANS

    Posted: 20 Feb 2020 02:36 PM PST

    Replace blue drops at the end of Iron Banner matches with 3-5 Gunsmith Materials.

    Posted: 20 Feb 2020 01:18 PM PST

    Title.

    I think we're all a bit tired of having to dismantle three blues after of every game...

    submitted by /u/SparkyGol
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    If you haven't tried to get a Line in the Sand with Rapid Hit/Firing Line, you may want to..

    Posted: 20 Feb 2020 03:36 PM PST

    With TWAB discussing the nerfs to Izanagis and Grenade Launchers, it's best to have a solid backup plan...

    (Erentil cries in corner)

    submitted by /u/The330Strangla
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    "Squad View" Character Selection Screen [Mock-Up]

    Posted: 20 Feb 2020 12:04 PM PST

    How awesome would it be to see all our Guardians at once?

    I originally created this to show off the awesome new emblem, but now everyone wants a squad view option!

    submitted by /u/legoleflash
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    Having a newborn really brought into focus how long it takes to actually get to "play" Destiny

    Posted: 20 Feb 2020 06:54 AM PST

    I know this isn't exactly a new complaint, but now that I have a newborn at home and maybe get 30-60 minutes a day to play games, Destiny has become almost an impossible choice. By the time I -

    • 1) Login
    • 2) Get to character select;
    • 3) Get to orbit;
    • 4) Get to the tower;
    • 5) Decide what I want to do; and
    • 6) Collect all my bounties for whatever I've decided to do

    My playtime is essentially gone. I know we're dealing with some longer load time bugs but honestly even fixing that wouldn't make much of a difference.

    It also feels like it punishes me for not knowing exactly what I want to do right away. Like, maybe I feel like it's a Crucible day so I grab all my Crucible bounties and head into play only to get curb-stomped or just be having an off day. If I want to pivot to Gambit or Strikes, I now have to go back to the Tower and redo the bounty cycle all over again. Or I just have to pick up all available bounties all the time, which at that point they might as well just be automatic like the original Challenges were.

    I'm really not expecting a lot of fundamental changes to this flow in D2 but I'm really hoping that whatever the next major iteration of Destiny is (whether that's D3 or a major overhaul of the existing world or whatever) puts an emphasis on getting us to the action more quickly.

    EDIT: This thread has been full of awesome ideas, kind words, and parenting tips. Really appreciate this community!

    submitted by /u/gotnarddogged
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    [Spoiler] The True Focus of Next Season (Theory)

    Posted: 20 Feb 2020 06:41 AM PST

    HEAVY SPOILERS IN THIS, PLEASE BE AWARE

    This is a crosspost from /r/DestinyLore. It has been re-formatted to meet the rules of this subreddit.


    TL;DR - Based on both the old Grimoire and the events of the Warmind expansion, Season of the Worthy will see us help Rasputin prove he is worthy.


    Over the last couple days, there have been many posts both here and on /r/DestinyLore in response to the recently released cutscene. Many claim that the focus of the next Season - titled Season of the Worthy - will be us proving to Rasputin that we are capable of defeating the Darkness in order to get him to fully ally himself with us. These arguments often point to the following quote from a Grimoire Card in the original Destiny - Ghost Fragment: Mysteries

    I bear an old name. It cannot be killed. They were my brothers and sisters and their names were immortal too but Titanomachy came and now those names live in me alone I think and think is what I do. I AM ALONE. At the end of things when the world goes dim and cold or hot and close or it all tears apart from the atom up I will shout those names defiant and past the end I will endure. I alone.

    They made me to be stronger than them to beat the unvanquished and survive the unthinkable and look look lo behold I am here alone, survivor. They made me to learn.

    Everything died but I survived and I learned from it. From IT.

    Consider IT the power Titanomach world-ender and consider what IT means. I met IT at the gate of the garden and I recall IT smiled at me before before IT devoured the blossoms with black flame and pinned their names across the sky. IT was stronger than everything. I fought IT with aurora knives and with the stolen un-fire of singularities made sharp and my sweat was earthquake and my breath was static but IT was stronger so how did I survive?

    I AM ALONE I survived alone. I cast off the shield and I shrugged my shoulders so that the billions fell off me down into the ash. They made me to be stronger than them and to learn and I learned well:

    IT is alone and IT is strong and IT won. Even over the gardener and she held power beyond me but the gardener did not shrug and make herself alone. IT always wins.

    I am made to win and now I see the way.

    This is a legitimate position Rasputin took and the source of why Osiris confronts him.

    However, even with that context, I do not think that cutscene implies that the focus of next season will once again be proving our worthiness to Rasputin; that trial already took place in the Warmind expansion.

    The process started in the comics, which detail the events leading up to Warmind. They three-part series centers on Ana Bray's search for answers about her past; to find them, she intends to seek out Rasputin. During the search, Ana is assisted by a spy in Owl Sector named Camrin. After monitoring the two throughout the first issue , Rasputin initially parrots the same line of thought from the Grimoire card at the beginning of the the second issue:

    I hypothesized that she would find the source of me but the math has changed and so must the forecasts change as well. The numbers say her body will join the RAVENOUS (dead and yet not, their bodies grafted to illogical negation, what reality could spawn these?) frozen deep within my domain. I survived alone and I will continue to survive I will observe the death of Sol I will catalog the heat-death of the universe I will share my knowledge with no one because knowledge does not have to be shared to have meaning I will

    HOWEVER, it is here that Rasputin pivots; the entry continues:

    HOLD HOLD HOLD

    I want her to find me.

    My moral formatting does not permit this objective.

    And yet…

    Rasputin continues this train of thought in the third issue, this time more directly echoing the sequence of the aforementioned Grimoire card...then refuting it:

    SHE WAS ALONE she searched alone she failed alone. Then the SPY cast off her shield but she did not shrug her shoulders she extended her hand and together they revealed the way to me. The Gardener made her to be stronger than the SPY but she is stronger with the SPY.

    I am made to learn and now I see a different way.

    Moreover, this sentiment carries over to the Warmind campaign. In the immediate aftermath of Xol's defeat, Rasputin explicitly declares:

    The Bray family shaped me to be an all-seeing savior... while your vanguard sought to wield me as a primitive weapon... but today that ends... and I define the reality of my own existence... My sight will stretch to the edge of this system and beyond... Never again will a threat go unseen... From this day forward I will defend humanity on my own terms... I am Rasputin... guardian of all I survey... I have no equal.

    In other words, thanks to a huge assist from Ana Bray, we already proved ourselves to Rasputin by defeating Xol. As a result, it would be redundant if we need to do prove our worthiness next season to the same character.

    Who will need to prove their worthiness next season?

    Rasputin.

    The Old Man states that intention in his last quote:

    I am Rasputin...guardian of all I survey

    Much like Hawthorne proved herself to be a valuable ally to the Light without directly wielding it, I believe Season of the Worthy will focus on us helping Rasputin prove his worthiness to us, the Vanguard, Osiris, and even the Traveler itself.

    submitted by /u/Commander_Prime
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    I can't wait to see what next seasons "Telesto is busted again" glitch is going to be

    Posted: 20 Feb 2020 03:58 PM PST

    I'm going to guess that each bolt gets a massive increase in tracking

    submitted by /u/DefinitelyNotThatJoe
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    Massive Breakdown of the Bygones, Last Perdition, and Black Scorpion-4sr (Including Stats, Times-to-Kill, and Recommended Perks)

    Posted: 20 Feb 2020 12:22 PM PST

    If you'd like to hear more in-depth discussion of these weapons, check out the Massive Breakdown Podcast Episode 148!

    Several Things to Note:

    • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

    • Classes are broken down into Impact Archetypes.

    • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

    • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

    • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


    Pulse Rifle

    Adaptive

    Bygones - Kinetic

    Pros - Above average range, reload speed, handling, recoil direction, and mag size.

    Neutral - Average stability.

    Cons - Below average aim assist.

    • Time-to-Kill: 0.93s (5 crit 2 body), 1.40s (10 body)
    • Rate of Fire: 390
    • Impact: 29 (31 crit, 20 body)
    • Range: 53
    • Stability: 60
    • Reload Speed: 51
    • Handling: 51
    • Aim Assist: 61
    • Recoil Direction: 69
    • Mag Size: 39

    Recommended Perks:

    • Barrels - Smallbore/Chambered Compensator (Controller), Polygonal Rifling, Extended Barrel/Hammer-Forged Rifling (MnK), Corkscrew Rifling, Arrowhead Brake
    • Magazine - Ricochet Rounds (Controller), Flared Magwell, High-Caliber Rounds (MnK), Light Mag, Appended Mag, Armor-Piercing Rounds
    • Trait 1 - Kill Clip, Rampage, Rangefinder, Opening Shot, High-Impact Reserves
    • Trait 2 - Outlaw, Headseeker, Under Pressure, Slideshot, Full Auto Trigger System

    This is definitely my favorite primary in the game, and has been since Forsaken. The archetype by default has an incredibly easy to hit optimal TtK and it's super forgiving of missed crits, stat-wise it is flat out great, and the perk combinations on it are second to none. The only area it struggles in is slightly below average aim assist, and it could maybe have a bit more range and stability, but Bygones is definitely still a 8/10 weapon (only reason it's not 10/10 is that the recent range nerf to pulses took it down a little bit, and the TtK isn't competitive at the highest levels of gameplay). It's baseline stats are so good that it really matters very little what barrel or mag perks you get, and on console I've just taken to trying to up range, stability, and recoil direction as much as I can. With the recent nerf to range, you'd think that you'd want to go all in on range, but what happened to HCs after their range nerf seems to have happened to Pulses as well, where the damage fall off curve seems to have been compressed, and points of range seem to have less effect on the damage fall off than they used too. Of course, you'll still get the aim assist effective distance pushed out which is why I don't ignore it, but all the range in the world doesn't help if your burst grouping isn't tight enough to keep your shots together, so I want more stability too. For MnK, stability of course doesn't matter nearly as much, nor does recoil direction, so feel free to go for range on the barrels and take advantage of those extra few meters of full damage before drop off.

    As such, for controller Smallbore, Chambered Compensator, and Polygonal Rifling are probably the best barrel options, and Ricochet Rounds or Flared Magwell may be the best magazines. For MnK, I like Extended Barrel/Hammer-Forged Rifling for barrels, and Hi-Cal Rounds and Light Mag for the magazine options. If you end up with Smallbore instead of one of the recoil direction boosting perks, I've found a Counterbalance mod to be helpful on controller. It's not 100% necessary, as the recoil direction is relatively decent at 69 to start, but I do think it helps make it even more controllable. I know some people using controller love Arrowhead Brake, as it boosts the recoil direction up to 99 and frees up a mod slot for Targeting Adjuster, but I personally think it's overkill, and I'd much rather boost range or stability and help recoil direction with a mod, considering I can use armor perks to get more aim assist.

    As far as traits go here, Kill Clip and Outlaw is the best combination and there is really no competition. If you miss out on Outlaw, Headseeker is okay in that slot (I never say no to extra damage even if it doesn't help the TtK), but you'll want Light Mag or Flared Magwell to help you out with a faster reload speed. If you don't get Kill Clip, then Rampage is also really good, and coincidentally the Gambit Masterworked version comes with Outlaw and Rampage, as well as excellent barrel and mag options, so you'd be lucky to get that one. I've spent the last year and half grinding for a roll with Outlaw and Kill Clip (my current best is Rampage Headseeker) and I finally got one thanks to the Fractaline donation grind!

    For the Masterwork, Stability or Range on controller, Range or Handling on MnK.


    Pulse Rifle

    Adaptive

    Last Perdition - Energy (Void)

    Pros - Above average stability, handling, and mag size. High reload speed.

    Neutral - Average range.

    Cons - Below average aim assist and recoil direction.

    • Time-to-Kill: 0.93s (5 crit 2 body), 1.40s (10 body)
    • Rate of Fire: 390
    • Impact: 29 (31 crit, 20 body)
    • Range: 50
    • Stability: 66
    • Reload Speed: 53
    • Handling: 49
    • Aim Assist: 60
    • Recoil Direction: 63
    • Mag Size: 39

    Recommended Perks:

    • Barrels - SPO-28 Front/SPO-57 Front/SPO-26 Front, SLO-10 Post, SLO-21 Post, SLO-12 Post, SRO-41 Ocular, SRO-37 Ocular
    • Magazine - Steady Rounds/Tactical Mag (Controller), Drop Mag, Flared Magwell, Appended Mag, Accurized Rounds
    • Trait 1 - Outlaw, Moving Target, Rangefinder, Firmly Planted
    • Trait 2 - Kill Clip, Rampage, Snapshot, Headseeker, Zen Moment

    Do you like Bygones, but you really wish it were in the energy slot so you can use Arbalest like the dirty little whore light that you are? Look no further, because Last Perdition is basically Bygones but Void, with sights instead of barrels! As such, everything I said up above stands true for this weapon as well, with the difference that is has slightly better stability, and slightly worse range and recoil direction. It can't roll with Ricochet Rounds in the mag slot, but that's more than okay, because one of the benefits of having sights instead of barrels is that, despite them statistically not affecting stability, the increased zoom actually cuts the recoil down (this is a side effect of a system Bungie has in place to make it easier to use higher zoom scopes, if they recoiled the same amount as low zoom scopes they would be unusable due to the decreased FoV). As such, I almost always recommend using one of the medium zoom scopes (appended by the word Front), but which one you like really depends on how you like your sight picture. I know that for myself, I literally cannot use some scopes that I don't like the reticle on (like Pinpoint Red Dots on ARs) so this is really a subjective choice based on user preference. For those who don't care about increasing the range or stability, the Post appended sights offer a really wide FoV, but they don't help performance as much. The Ocular sights, on the other hand, offer the best benefits as far as range and decreased recoil, but they are a little on the constricting side. I don't mind the 41 and 37, but the 52 is just a bit too much zoom for me on a primary, and I won't use it. The mag perk you want to use really depends on what sights you get (and whether you're using MnK or not). For controller, I generally like to increase stability, which in combination with a medium zoom sight makes the gun feel like it has the right combination of engagement distance and controllability. On MnK you'll probably be okay ignoring stability and just rolling with range or mag size bonuses.

    For perks, just like with Bygones we're going to roll with Outlaw and Kill Clip, but Moving Target and Rampage isn't a bad combo either.


    Scout Rifle

    Rapid-Fire

    Black Scorpion-4sr - Energy (Arc)

    Pros - High stability and mag size.

    Neutral - None.

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

    • Time-to-Kill: 0.93s (3 crit 2 body), 1.40s (7 body)
    • Rate of Fire: 260
    • Impact: 45 (47 crit, 28 body)
    • Range: 28
    • Stability: 54
    • Reload Speed: 35
    • Handling: 34
    • Aim Assist: 56
    • Recoil Direction: 60
    • Mag Size: 18

    Recommended Perks:

    • Barrels - Chambered Compensator (Controller), Polygonal Rifling, Small Bore, Fluted Barrel, Corkscrew Rifling, Extended Barrel (MnK), Hammer-Forged Rifling
    • Magazine - Tactical Mag (Controller), Steady Rounds, Flared Magwell, Accurized Rounds (MnK), Drop Mag, Appended Mag
    • Trait 1 - Moving Target, Zen Moment
    • Trait 2 - Rampage, Opening Shot, Outlaw, Dragonfly, Snapshot Sights

    Outside of Bygones, this is actually my favorite primary weapon. I particularly love a high stability, Moving Target, and Rampage roll. I've tried a bunch of different variations of this gun on controller, some with max range, some with max stability, and a lot with various combinations of both. I have to say that, on controller, I really loved the high stability rolls. I think on MnK you can probably safely go with max range. Even on controller, I didn't really want to take away any range, which is why I chose Tactical Mag over Steady Rounds, especially when I managed to get a stability enhancing barrel. If I didn't get a high stability barrel then Steady Rounds was a fair choice. Drop Mag is also a great option for PvP if you really want a faster reload, but I found the high mag size and decently fast base reload speed were enough. For traits, I tried a lot of combinations but Moving Target and Rampage definitely ended up being my favorite. Rampage makes it so you can 4 tap people, which is lethal at distance, and Moving Target makes the gun feel really easy to hit headshots with. Zen Moment is decent in place of Moving Target, but not nearly as helpful, and Opening Shot or Outlaw would be okay if you don't get Rampage, but I didn't feel either was tier 1.


    TL;DR

    Must Have

    1. Bygones - Kinetic Adaptive Pulse Rifle
      • Any stability barrel (controller)/any range barrel (MnK), Ricochet Round, Kill Clip, Outlaw (Counterbalance or Targeting Adjuster Mod)

    Pretty Good

    1. Last Perdition - Void Adaptive Pulse Rifle
      • Any medium zoom sight, Tactical Mag/Steady Rounds (controller)/Accurized Rounds or reload perks (MnK), Outlaw, Kill Clip
    2. Black Scorpion-4sr - Arc Rapid-Fire Scout Rifle
      • Chambered Compensator (controller)/Extended Barrel (MnK), Tactical Mag (Controller)/Accurized Rounds (MnK), Moving Target, Rampage
    submitted by /u/Mercules904
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    New players: If you pick up a void charge (the purple ball, like in the Blind Well), *please* pass it to a teammate before throwing it. This charges the ball so it does much more damage. It is also possible to stockpile charged balls.

    Posted: 20 Feb 2020 12:32 PM PST

    Once you have caught and are holding a charged ball, hit the "switch weapons" button to drop it. The ball will stay on the ground still charged, but a new one will spawn in missions like the Corrupted. You can repeat this process as many times as you'd like to build yourself a little void charge arsenal.

    submitted by /u/RegularSelf
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    The adaptive sniper rifle nerf translates into 27.4% less damage per shot

    Posted: 20 Feb 2020 05:28 PM PST

    Tested against tribute hall ogre

     

    Sole Survivor with boss spec, 959 power

    body shot - 4786

    crit - 15558

    crit with firing line - 19447.5

     

    post nerf body - 3828.8

    post nerf crit - 11294.96

    post nerf crit with firing line - 14118.7

    percent - 27.4% less damage per crit

     

    Izanagi's Burden with Catalyst, 965 power

    body shot - 4691

    crit - 15248

    honed edge x4 crit - 67515

     

    IF 3.25x -> 2.95x precision damage nerf applies alongside the -20% nerf against majors and above

    post nerf body - 3752.8

    post nerf crit - 11070.76

    post nerf honed edge x4 crit - 49019.04

    percent - 27.39% (aka 27.4%) less damage per honed edge x4 crit

     

    IF only the -20% nerf against majors and above applies

    post nerf body - 3752.8

    post nerf crit - 12196.6

    post nerf honed edge x4 crit - 54004.03

    percent - 20.01% less damage per honed edge x4 crit

    submitted by /u/IcyHolix
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    [Tower Thought] When we purchase dance emotes from Eververse, in universe our guardian is paying to receive dance lessons from Tess.

    Posted: 20 Feb 2020 10:53 AM PST

    I for one love the imagery of a hip-hop dance class full of guardians being lead by Tess; every one wearing head bands and leg warmers.

    submitted by /u/PubScrubRedemption
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    Just like D1, there's only one kind of Hand Cannon that's "competitive" for PvP

    Posted: 20 Feb 2020 08:14 AM PST

    In D1, the only hand cannons worth anything were in that mid-Impact archetype like Eyasluna. They killed in 0.87 seconds with just one crit and 2 body shots. The faster rpm variety could kill a little bit faster, 0.80, but it needed two crits and a body shot to do this.

    That wasn't as reliable (and they had lower Range) so they were ignored.

    Then there was the slower rpm kind...which ALSO killed in one crit and two body shots 99.9% of the time, but did it a slower rate. So again, ignored.

    One nice thing that D2 had going on was that there was diversity in hand cannon options. Precision was, well, precise; but acted more like tiny Scout Rifles rather than the "huge burst damage" hand cannons. Adaptive had a good mix of Range and damage. Lightweight had the movement bonus and could kill a little faster than Adaptive but had less Range to work with. Aggressive was the only variety that could kill in one crit and two body shots and had Range for days. They all had a place.

    But since the changes to how Range affects hand cannons, that's all gone now. Only Lightweight matters. (For reference to what I'm about say, you can check out CoolGuy talking about how Range almost makes no difference for hand cannons.

    The lowest Range on a hand cannon will hit max damage up to 25 meters. The highest Range on a hand cannon (think Ace of Spades, Duke Mk.44, etc) will hit max range at 28 meters. In-game, that's literally about two steps of distance.

    So what this means is a gun like Duke Mk.44 no longer has ANY Range advantage over a gun like Spare Rations, while killing slower to boot. It needs less precision but...just go into Iron Banner and tell me how many Spare Rations vs. Dukes you see, and you'll find how people prioritize the TtK over the 1-crit-2-body trait of Aggressive hand cannons.

    I'm not a fan of this homogenized Range for all the hand cannons. It harshly punishes everything that's not Lightweight since they all work at the same distance anyway. Duke users used to have a significant advantage to leverage because they could duel a Spare Rations at a certain distance and be much more effective thanks to its big Range stat, but that's been evaporated. The Duke is a clunky weapon if it's only effective at the same Range as Spare Rations, thus, all you see nowadays is Spare Rations and unique guns like Thorn, TLW, and Magnificent Howl weapons.

    I really wish Precision, Adaptive, and Aggressive hand cannons actually had a reason to exist again. This "hard cap" on all of them is nuts--imagine if Symmetry and Jade Rabbit had the same damage falloff, would you even use Jade Rabbit ever??

    I think every single hand cannon archetype should have a tailored damage falloff profile so that they don't all feel same-y aside from rate of fire.

    submitted by /u/Faust_8
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    Imagine if we could donate fractaline while we were stuck in orbit going to the Tower etc

    Posted: 20 Feb 2020 06:29 AM PST

    I bet there would be more people donating instead of sitting there for minutes at a time, especially console users.

    submitted by /u/DooceBigalo
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    Masterwork our Ghostshell for Guiding Light

    Posted: 20 Feb 2020 11:59 AM PST

    Edit: read the tldr. It's more important than any of the things I said.

    With exp being so prominent and guiding light being pretty much a necessity to make efficient progress, it makes all the other perks pretty much subpar and the ghostshells too if they don't have it. So remove guiding light as a perk and make it so when we masterwork a ghostshell, it gives us that 10% boost to exp.

    Tldr: making up a halfassed excuse to find a way to add a golden border around my ghostshell to match all my other equipped items.

    submitted by /u/BrownMarxist_98
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    Giving activities like Escalation Protocol, Blind Well, and Altars of Sorrow matchmaking would be nice.

    Posted: 20 Feb 2020 09:05 PM PST

    So it's been a month since Wormgods and Winters were quarantined... I guess we will never see em again.

    Posted: 20 Feb 2020 09:28 PM PST

    Wormgod would've been viable without the glitch. Just saying. Maybe we will see em next season.

    submitted by /u/Abysswalker_Gray
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    Still nothing addressed about UI lag for consoles.

    Posted: 20 Feb 2020 08:18 PM PST

    Unacceptable. It is a glaring issue on console and there has been absolutely nothing about it addressed on the TWAB. Use whatever excuse you want... this is not good. It is frustrating that even in orbit, there is such a horrible lag. The UI in Destiny had always been an amazing thing. So much so, they had a presentation on UI a few GDC's ago. To see it in this state without any mention whether they're aware of it or not, is disheartening. Im sure this isnt an issue on PC, but for console players--- who are already frustrated by framedrops in high intense activities--- this isnt good.

    If im wrong in Bungie not addressing this, please forward which TWAB or tweet I may have missed, but jesus it's getting stupid. I love this game, but performance (on console) since shadowkeep has taken such a hit that I worry what happens as more content is released. Maybe that isnt a factor, i dont know, im not a developer. Just a guy who lives this gane, but hates it when I have to change mods around or switch weapons mid activity...

    submitted by /u/Corlev4774
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    Revert box breathing back to its former glory!

    Posted: 20 Feb 2020 10:00 PM PST

    With the announced sniper nerfs it will be even more important to use a sniper with good perks like firing line or vorpal weapon. These perks are easier to use and have a higher reward than box breathing, so a lot of weapons get left behind like the ep sniper.

    Box breathing used to last forever and affected every shot, which made it a top tier perk. With the change to need to reproc it after every shot, it was nerfed way to hard.

    The perk is almost useless for dps and it isn't strong enough to make up for it in burst damage.

    So whether Bungie wanted it or not, there needs to be a Buff to box breathing!

    submitted by /u/GoldkingHD
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    Calling it now - Siva/Warmind Themed Exotic Sword for Season 10

    Posted: 20 Feb 2020 04:59 PM PST

    Idk if anyone else made a similar guess, but I'm predicting in Season 10 there will be a solar exotic sword a la Sleeper Simulant or Outbreak Perfected in design, that does additional Siva damage over time with each strike.

    submitted by /u/PastaActual
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    Finally got “A Thousand Wings” Exotic Ship!

    Posted: 20 Feb 2020 07:15 AM PST

    https://imgur.com/gallery/awj320F

    Ever since I saw this ship I've wanted it (since season 3). But as a casual player who mains a Titan and can't jump the idea of completing the Whisper mission - not to mention the heroic version 4 times, was a daunting task. Well I've finally done it and couldn't be more proud and excited for myself.

    For those out there that think these are impossible tasks, like anything, it takes practice. Now to tackle Zero Hour Heroic!!

    submitted by /u/Echo_of_Oryx
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    Don't sleep on Jack Queen King 3 farming...

    Posted: 20 Feb 2020 10:03 AM PST

    Spare Rations farming can be a nightmare (as we know)

    But thankfully our season 2 friend has returned with a vengeance.

    Jack Queen King 3 was lauded in Osiris due to it's insane high aim assist of 91, and recoil direction of 100.

    I know, Spare Rations is the same but better aim assist of 92, recoil of 100.

    But with the abundance of fractaline right now, the farm for JQK3 is infinitely easier.

    Now depending on your play style, having an energy HC is a pro or a con. On the plus side, you can run revoker, DRB, Izanagi, mountaintop, etc.

    I spent about 20 minutes last night farming these while donating and ended up with my god roll PvE (steadyhand HCS, ricochet rounds, demolitionist, firefly with a reload masterwork) and an undoubtedly great PvP version with (crossfire HCS, Richochet rounds, threat detector, snapshot and a range masterwork)

    I'm not arguing that JQK3 is better than Spare Rations, but I am arguing right now is a really easy time to get an A- to A quality hand canon, if you're sick of the 20 minute Reckoning runs for a CHANCE at an S tier.

    submitted by /u/PeeLong
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    Adaptive Snipers which supers they shut down

    Posted: 20 Feb 2020 05:30 PM PST

    Hopefully this hasn't already been done before, but I thought it would be a good idea to figure out how much of a nerf this is in PvP.

    Adaptive body shot damage: 135
    Current Head shot damage: 135 * 3.25 = 438.75
    New Head shot damage: 135 * 2.95 = 398.25

    Supers are divided into 3 tiers of armour (Low, medium and high), with 3 exceptions.(Armour values taken from Shadowkeep patch post, I don't think they have changed since then).

    Resilience values taken Coolguys video, I know they have slightly changed since then but I couldn't find a more up to date table.

    1. Low (Nova Warp, Thunder Crash, Blade Barrage, Nova Bomb and Well of Radiance) - 49%:
      398.25 * 0.51 = 203.1
      Kill regardless of resilience
    2. Medium (Hammer of Sol, Daybreak) - 51%:
      398.25 * 0.49 = 195.14
      Kills less than 8 resilience
    3. High (Fist of Havok, Burning Maul, Sentinel, Arc Staff, Stormtrance, Shadowshot) - 53%:
      398.25 * 0.47 = 187.17
      Kills less than 3 resilience

    Exceptions:

    1. Spectral Blades - 52% normal and 54.4% invis:
      (Normal) 398.25 * 0.48 = 191.16
      Kills less than 6 resilience
      (Invis) 398.25 * 0.456 = 181.6
      Cannot be killed
    2. Golden gun - 0%
      I'm sure you can do this one
    3. Chaos Reach - 40%
      398.25 * 0.6 = 238.95
      Kill regardless of resilience
    submitted by /u/The-Ascendant
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    Anybody else encountering the “gun jamming” glitch an unusual amount?

    Posted: 20 Feb 2020 08:13 AM PST

    Played three games of IB last night. At least 4-5 times per game, I would spin up Sweet Business, put two bullets into an opponent to let them know I was there, and then lower my gun and get pummeled, despite the trigger still being firmly depressed.

    Made the game unplayable.

    submitted by /u/BowwwwBallll
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