Destiny This Week At Bungie 3/12/2020 |
- This Week At Bungie 3/12/2020
- Daily Questions [2020-03-13]
- Ok...Overload Captains need to settle down. They're WAY too spastic with the teleport, and they take far too long to stun
- I submit to you the following: Bungie knows
- Bounties should either be a supplement to the activity you're doing or be something you go to when you've done all you can in a weekly lockout and just want to grind for the sake of grinding
- Instead of playing the new season, I designed some new Warlock armour sets!
- I wish rewards on bounties wouldn't just say "XP", "Warmind Bits", Glimmer, etc. Why not just tell us how much XP or Glimmer or how many Warmind Bits we're rewarded with?
- I'm disappointed as much as the next guy, but can we stop misquoting the Director's Cut?
- Can we pause the salt for a second - Arcstrider is bugged and refunds super energy when killed in super, on all trees and with or without the new exotic. This is a HUGE bug the day before Trials and I haven't seen Bungie even acknowledge it. (Video proof inside)
- As we asked in Undying, Dawn, and now Worthy - please allow just Artifact Mods on Exotic Weapons.
- The Garden of Salvation Seal no longer requires a Flawless clear to earn the title. This is apparently not a bug, they just forgot to remove the Flawless shader from the collections badge for six months. Nice.
- Certain modems may legitimately impact your Crucible performance
- Hate aside... PC version takes minutes to quit
- Please increase BIT rewards from the Sereph event. Currently it’s a bounty farm and many people are not interested in clearing it because bounties are worth more
- We can spin sparrow models. I'd like to do the same with ships.
- Dear Bungie, if you’re going to replace a public event with a Seraph Tower, make them count as flashpoint progress.
- Leveling is Not Content
- Might just be me, but I for one am *thrilled* to finally be in something other than a handcannon meta. Autos feel great right now and I'm having an absolute blast going up against something other than the HC/shotty meta we've had for nearly 2 years.
- I prefer Warmind style content over seasons
- Menagerie is still the most fun activity in the game for me.
- You rarely get to play how you want anymore
- I love that getting 2 kills with linear fusions in crucible rewards 50 warmind bits from a bounty but the new 980 public event rewards 6...
- The only thing I did not like from the Zavala & Ana cutscene is we didn't get to see Zavala tear shit up with Fist of Havoc
- The server is not stable enough for trials
- The Fighting Lions been nerfed hard, the blast radious has been around halved =/
- A note on Autos in PVP currently.
- Observation of the situation to the beat of We Didn't Start the Fire.
Posted: 12 Mar 2020 03:15 PM PDT Source: https://www.bungie.net/en/News/Article/48847 This week at Bungie, a collision course was set. With the launch of Season of the Worthy, Guardians are heading into the wild to discover lost Seraph Bunkers and power up Rasputin's defenses to take on this new threat. Here is a quick look at some of what you can expect during the new Season of Destiny: Before we embark on the first TWAB of the new Season, we'd like to acknowledge some feedback that we've been seeing in the wild. We had a large change to emblems and stat trackers, which we'll be talking about later in the TWAB. We're also seeing some discussion on the new weapons of the season, and lack of Ritual Weapons for Vanguard, Crucible, and Gambit. The team is currently reviewing and discussing the feedback, and we will be looking to talk about our goals for weapons in a future TWAB. There are a variety of other topics, from Eververse to armor mods, which we're collecting feedback on and discussing internally as a team. While we don't have any specific changes to announce at this time, we wanted to make sure you know that we see the feedback and are actively discussing this internally. Once we have more information, we'll be sure to let you know. It's been a wild launch week, but we're just getting started. Tomorrow's Friday and the day isn't just reserved for Xûr anymore. Trials returns, and we've got a bit to talk about to get you prepared. Trials ReturnsIn case you still haven't heard. Trials of Osiris returns this Season. The first weekend of action-packed high-stakes PvP starts tomorrow. Let's set the mood, shall we? For everyone not familiar with Trials of Osiris, here's a quick rundown of what to expect. The game mode is 3v3 Elimination, using the same rules showcased in the last few Seasons. The key difference is that Saint-14 will be calling the matches, and now your Power matters. You must be 960 Power to participate. Your Trials Passage, or "card" is your ticket in. Try to get as many wins as possible before you hit three losses and have to start over. Earn a flawless victory by winning seven matches with no losses. You can reset your Trials Passage at any time by accessing the item in your quests, or on the Trials of Osiris activity node. One change from the previous Trials of Osiris is that there are no Boons that you will need to purchase and apply. Instead, there will be five different Trials Passages you can choose from that offer different bonuses built in like forgiving one loss per run or granting bonus experience from wins that increase with the number of wins on a ticket. Players will also be able to earn Trials Tokens to turn into Saint-14 to increase their reputation and earn Trials Engrams. Any Tokens that a player doesn't spend that week will be removed when Trials ends at the next weekly reset so spend them if you got them. We have more details on these features and how Trials of Osiris will work in our full Trials of Osiris help article. Trials of Osiris will match you with opponents based on your connections and how many wins you have logged on your current Passage. To submit yourselves to these Trials, you must form your own Fireteam. Now go and shine bright as beacons of light. B&In preparation for Trials of Osiris, our security team has been hard at work protecting the integrity of the Crucible. We're always working to improve our defenses against cheats and other malicious activity. Recently, we've improved our methods for combating those who feel like they don't have to play by the rules. We will be keeping a close eye on Trials of Osiris, where the stakes are even higher. New server-side security features have been deployed specifically for Trials of Osiris, and we hardened our network layer to make it more resilient to network manipulation. We've also increased our staffing to be able to handle the review and banning of cheaters. Because the ongoing battle with cheating is fought primarily with information, we can't go into exact details on our methods which might tip off would-be cheaters on ways to get around them. We can assure you we take cheating seriously and will continue to work to both prevent it and punish any offenders. If you do come across anyone you suspect of cheating, please report them in-game as well as online with our Suspected Cheater Report Form. Eyes up… Tracker TrackingIn Season of the Worthy, all emblems have been converted to use our new stat trackers. That means all emblems will be inspectable and can have trackers equipped or not. When designing this system, our overall goal is to provide players more ways and options to show off their accomplishments. Our first selection of stats were determined by prioritizing stats that represented a skill that could be improved week-over-week or Season-over-Season and be an accomplishment that players would want to display that was meaningful to other players. Because of that, some stats that couldn't be completed or improved any longer weren't included. We believe in these requirements in principle, but strictly applying them retroactively unfairly removed your ability to show off accomplishments that you could flaunt in Seasons prior. It was a change made with good intention, but was the wrong way to roll out a new system. We've identified some stats that can be added back in a future patch, and wanted to share them with you. We are currently planning to add these stat trackers back in an update later in the Season. Seasons
Account
Crucible
Destinations
This list isn't complete yet and we plan to add to it before the update is released. As a note, none of the stats that were previously tracked have been lost. We're still storing them all. Some stats would take a bit more work to return to the fold, and we'd love to see more player feedback to help us prioritize which you'd like to see return in the future. Feel free to sound off on the Bungie.net forums, DTG Subreddit, or even Twitter. We've got eyes … everywhere. Which emblem stats did you find most valuable, and why? As always, thank you for the feedback surrounding this feature. We're excited for players to mix and match different stats with different emblems, and are eager to improve the feature in future updates. Merci BeaucoupThis past week several players from the French community showed the kindness and generosity of Guardians by putting on a charity event. Here is our Community Manager Epyon with a quick recap of the event.
Player Support TitleA new season brings new things to do and new things to learn. The Player Support team has info you may be in need of. This is their report.
ClutchLast week, we asked you to share your favorite clips from Destiny's Trials of Osiris in honor of its return. We have been digging through the #TrialsReturns hashtag to pick out a few of our favorites to share with you. Oh, and as a bonus, everyone mentioned below is taking home a MOTW emblem. Just make sure you reply to the tweet you shared with you and your fireteam's Bungie.net profiles so we know where to send them. So on the eve of Trials returning, let's reminisce. Movie of the Week: Stay down
Honorable Mention: With Your Final Breath
Honorable Mention: Hone Your Craft
Honorable Mention: Counter Super
Here we go. One more sleep until Trials of Saint-14 … err, Osiris makes its long-awaited debut. Do you have your fireteam ready? You only have a few more hours to make ready. We'll be watching as teams face off in hopes of earning a visit to the new Lighthouse. Good luck out there and make Saint-14 proud! <3 Cozmo [link] [comments] |
Posted: 12 Mar 2020 06:00 PM PDT New player? Please read the New Light FAQBought the DLC? Shadowkeep FAQNeed Guidance? Collection of selected guidesShadowkeep & New Light known issuesWelcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities! Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself! Be sure to sort by new to see the latest questions! Rules
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Posted: 12 Mar 2020 10:01 PM PDT Last season, the Overload Minotaurs were perfect. Literally 100% perfect. Their teleports and the time it took to stun them were very appropriate for their intended difficulty. Now this season we come across Overload Captains in the daily bunker and they cannot be described as anything other than a JOKE. Their teleport is ridiculous. All over the place. And they take FAR too long to stun. My guess is it's a 300-400% increase in the time to stun over the Minotaurs. Tone it down Bungie. You went just a little too intense with the Captains, which already were the most annoying enemy in the game, because of their bitch ass teleport and how they turn into little bitches and run from a fight!!! [link] [comments] |
I submit to you the following: Bungie knows Posted: 12 Mar 2020 03:44 PM PDT I'm here to tell you that Bungie knows. They know that you aren't happy with the way content has changed. They know that cosmetics and the Eververse store are scarce in the open world and expensive otherwise. They know the dust economy is stingy. We see community managers posting all the time with "we see you" and "we're listening"...and it's the truth. We, however, need to be doing some inferred listening on our own end: Destiny is not the same game as when it launched, either in its first or second installation. The biggest change came with New Light...rather than have a paid base game with paid expansions, we were converted to a free to play experience where all the trimmings are extra. Like me, you've probably though something along the lines of "I've paid in the past and pay for the season pass, so why do I get the same Eververse treatment New Lighters?" After some thought, your season pass is a cover charge, entitling you to enter with a free drink. The reason why the best looking Worthy armor sets are sitting on Tess' shelf? Money. Scarlet Keep cosmetics? Money. 90% of the new ships, sparrows, ghosts? Money. Emotes? Finishers? Projections? You get the picture. We've entered a stage in Destiny where it is trying to capitalize on current gaming trends. Investors see micro transactions and short term, battle pass fueled seasons as huge money makers. Why have all players spend $30/year when you can make the best looking bling only available in a premium shop and make that much on two items? Bungie is listening, but it's to determine our breaking point. It's to find out how far they can push this business model. It's easy for veterans to brush this issue off by thinking they don't know the effect these choices are having. The harder path is for us to realize that the future that Bungie et al see for Destiny is not the one that we saw back in Destiny 1. At this point, there aren't many ways forward for players to get out of this model. We would need to stop buying seasons and silver. We would need a dramatic drop in player participation and engagement. We would have to show Bungie that this path just doesn't work for us with both our wallets -and- connection time. After that, who knows? If anything, we'd either go back to a version of what we had before or was for Destiny 3 and hope that this whole experience was just a bad time for the series. But never forget, Bungie knows and it's about time that we do too. [link] [comments] |
Posted: 12 Mar 2020 05:36 AM PDT Bounties were perfect in D1 - they were a bonus on the side of the activity you were doing, NOT the sole purpose for doing the activity as they are now. If you didn't pick them up in D1 then it wasn't really a big deal. Now we find ourselves in an environment where bounties are the main content. It's crazy how this has happened over the last few seasons. Potentially unpopular opinion but I thought the challenges in D2Y1 that replaced bounties was a much better system. It totally cut out all of the messing around of having to fly to the tower twice to obtain and then hand in bounties. The only thing I would have changed about challenges is to have them replenish when you completed one (dailies only). That way you could fly into a zone and just shoot shit if you felt like it - to me that truly is playing the way you want. [link] [comments] |
Instead of playing the new season, I designed some new Warlock armour sets! Posted: 12 Mar 2020 01:22 PM PDT All the chat about armour designs in Destiny 2 (Particularly my No1 Space wizards, Warlocks) made me want to try my hand at designing a few sets! Hope you guys like! :) Here's the link: https://i.imgur.com/KEg8jJS.jpg From left-to-right: - Hive/Darkness inspired Set - General World Armour Tech - Iron Lord inspired set [link] [comments] |
Posted: 12 Mar 2020 01:00 PM PDT Other bounties state these values. Bounties should show actual rewards. I understand they can't do this when it says things like Legendary Engram or similar. But for Glimmer, XP and other currencies, there's no reason it can't state the actual values. It already does this for some things, like Vanguard Tokens, Mod Components, etc. [link] [comments] |
I'm disappointed as much as the next guy, but can we stop misquoting the Director's Cut? Posted: 12 Mar 2020 07:06 AM PDT Pretty much title. Luke Smith made it very clear that this season, and even possibly the next, are already finished and that all the changes he was talking about in the DC are for Y4 content and onwards. As I said, I'm disappointed in this season too believe me lol (I've gona back to WoW... Destiny is the game that made me stop playing WoW in the first place - imagine that) but asking to fire Luke Smith because you're misquoting the Director's Cut is beyond ridiculous. [link] [comments] |
Posted: 12 Mar 2020 08:49 AM PDT Super energy return: https://twitter.com/Lachegga/status/1237563208958787585 Super return part 2: https://www.youtube.com/watch?v=_j2efR0v-A8 Bug # 2: Infinite Guard: Yeah, edit, there's also an infinite blocking glitch. Yay. It also appears that when cancelling the super with the exotic Arcstrider keeps almost all of their remaining super energy, not drop to max of 33% like warlocks. Hoping this is a bug too because that's ridiculously strong. This could get ugly if Bungie can't patch a fix in asap. Edit: Bungie has disabled the exotic but the guy in the first video is NOT using it, so it's not addressing the bigger issue of getting all your super energy back on death. Edit again: I'm in communication w Bungie's German community manager on twitter, I think they're aware. He's asking if this is still a bug now that the exotic is disabled. I can't test, can anyone do that for us and respond? https://twitter.com/Maurice_BNG/status/1238183487561236481 Edit: Speaking of glitches, y'all got any of that bug fix for sentinel hit registration and not suppressing properly? ;) u/Cozmo23 you asked for another video clip, here's one from frosty: https://youtu.be/aJAhDmvEfqY?t=740 and another one: https://www.youtube.com/watch?v=rCfxqRqjSew [link] [comments] |
As we asked in Undying, Dawn, and now Worthy - please allow just Artifact Mods on Exotic Weapons. Posted: 12 Mar 2020 01:18 PM PDT Why most Shadowkeep-onward endgame/rewarding PvE content is built around the Artifact Mods and their corresponding Champions yet literally all but fucking 2 exotics can't even affect them is absolutely baffling. This was not fun in Undying. This was not fun in Dawn. And it still is not fun in Worthy. Why this is still a problem that Bungie REFUSES to look over for now 3 seasons despite all the feedback regarding the lack of barrier/overload/unstoppable mods for Exotic Weapons? There was probably a thread about this same exact problem posted last night, maybe even another one this morning, and you can bet your ass there will be more after this one. This will be our 3rd season of this shit. Bungie, you made a game that is literally about shooting and collecting guns. For 3 seasons people have just been wanting to use their favorite guns. That's it. That's all people want to do. Use the stuff they like in the game they like playing. You've already forced anyone who cares about upgrading their gear to live in 980 Nightfalls. Please, just let us use the artifact mods on Exotics. What is the fucking point of even making Primary/Energy Exotics if we can't even use them meaningfully in harder, post-Shadowkeep content? Bungie, why is this so hard? [link] [comments] |
Posted: 12 Mar 2020 08:05 AM PDT Link to tweet by dmg confirming the shader in the collections was a bug: https://twitter.com/A_dmg04/status/1237815879083020288?s=20 For me as someone who did get the flawless clear and earned the title the day the fourth challenge went live and my clan that was interested in getting the title, this just feels like disrespect to anyone who wanted to go for the seal. It's now the easiest raid title in the game being the only raid seal not to require flawless. It's killed any motivation of my clan getting the title alongside me as there's no longer any challenge or prestige in it. Hopefully this change gets reverted — not only because it's disrespectful to nullify such a prestigious and difficult task six months down the line, but also because this "bug" was apparently in the game for six months with zero comment whatsoever from Bungie before getting "fixed," still no official word outside this tweet. EDIT: Some decent discussion stemming from this thread plus a Bungie response. To clear up any misconceptions, my biggest gripe with this whole scenario is that there was ZERO communication on this issue for over six months. Many of you have brought to light that the raid doesn't need flawless because both the triumphs and the challenges are more difficult than other raids, especially the Sanctified Mind. I can agree with that to an extent, but removing a flawless clear requirement after many people had to go through it inherently devalues what those people — myself included — went through to show off their dedication and achievement. [link] [comments] |
Certain modems may legitimately impact your Crucible performance Posted: 12 Mar 2020 01:23 PM PDT With Trials on the horizon, I thought I'd share a PSA about certain modems and how they can impact online gaming and your latency. I know this isn't a networking subreddit, but latency does have a direct impact on your gameplay within Destiny 2. I'm no networking expert, but I've spent the last few months trying to diagnose personal rubber-banding and latency issues across a number of games and finally found a solution that surprised me. The TL;DR is that a lot of modems are based on an Intel chipset called Puma that regularly spikes your latency. In my case, I was getting a consistent 100-200ms latency spike every 40 seconds. These spikes end quickly, so at times you don't even notice, but it's regular enough to impact clutch moments of gameplay. Here is a Ping Plot of my Arris modem (with the Puma chipset) running a route to Google's server. You'll notice that once or twice a minute the latency will spike up to around 150-250ms, then drop back down again. Today I installed a new modem based on the Broadcom chipset, and here's how the same test looks. As you can see, the latency is completely stable and consistent between 25-30ms. There is a lot of information on the technical details behind why this happens, as well as a list of impacted modems here: https://badmodems.com/. You can also use this tool to check your own modem out, as well as looking for it on the list of impacted modems. Unfortunately many cable providers are still giving these modems out by default, so you'll likely have to buy your own to avoid the problem. This issue hasn't been discussed much, but if you have one of these modems there is a good chance it could be introducing unnecessary latency issues into any game you're playing. As far as I can tell, there is no way around the issue aside from switching to a modem not based on the Puma chipset. There is an ongoing class-action lawsuit due to this issue, and despite firmware updates (which are completely up to your ISP to provide), the problem persists. In the early days the latency spikes were much more frequent, but with the upgraded firmware you'll still see them happening once a minute or so. I'm unable to determine if every single Puma modem faces this issue, but from what I've gathered, you can assume that if you have a modem based on the Puma chipset, you're experiencing this latency problem. We can't blame all of our Crucible failures on latency issues, but if you have one of these modems, some of your whiffs may be legitimately caused by your hardware. If you want the best Trials experience, you may consider looking into switching to a Broadcom based modem, and avoiding the awful issues that Puma modems exhibit. Hope this helps, and good luck in Trials this weekend, everyone! [link] [comments] |
Hate aside... PC version takes minutes to quit Posted: 12 Mar 2020 05:30 AM PDT Is anyone else having troubles closing/quitting the game (PC)? Sometimes it take minutes at a time to close the game. I have not seen a thread about this on this subreddit. Me and my friends (all PC) have to wait minutes before the game properly closes when exiting to desktop. [link] [comments] |
Posted: 12 Mar 2020 05:50 AM PDT Title ^ Clears need to be the incentive to this event The number of players I've seen not involved but chasing kills then leaving once the bounties are complete are honestly making this a headache My team of 3 can only do so much but in this early stage all the help we can get would go along way and also actually feel like a real community event [link] [comments] |
We can spin sparrow models. I'd like to do the same with ships. Posted: 12 Mar 2020 07:28 PM PDT |
Posted: 12 Mar 2020 05:33 AM PDT I failed a Seraph Tower as I was doing it alone, which is near impossible under leveled. I got no progress towards my flashpoint. I could've easily one maned the public event that was removed in place of the seraph tower, but instead, I got bungied. Update: It gives 15% for successfully completing it, but 0 for failure. That's 6+ minutes you could be spending doing something else to up the progress. If it had not removed one of the public events, i wouldn't have complained, but it did, so it should give progress even if you don't get it all the way complete just like a public event does. Update 2: Some people are missing the point so I just want to clear it up. No one is being a sore loser and expecting something out of utter failure. I'm saying since it removed a public event, it should give the same progress as the public event did, otherwise it's wasted time for a solo player. Also would like to point out that not everyone is coming on a planet with a full stack of fireteam members. Some people like to play solo, and some people (like me) don't randomly get 8 blueberries to do the new event with. Giving progression to flashpoint would be just another incentive to play the activity. Im not asking for Seraph Tower rewards, i'm asking for flashpoint progression. Escalation Protocol didn't remove public events, it added them in as rounds when they came along. What's different about this? [link] [comments] |
Posted: 12 Mar 2020 08:44 AM PDT Short Version - See title above. There is no reason to make new activities inaccessible to people who have paid and come back to play the new content. You should never entice people to come back and them have them go through leveling hurdles to play the new activities. We went through this in the black armory expansion and Bungie admitted that that it was an error on their part. We are now back to square one (maybe not square one, but at least a major setback). Bounty grinding and RNG gear drops are also just stale. If you are going to require us to level to play the content, then there needs to be either a smart leveling system or make it just experienced based. EDIT: And this goes so much further than this season. Bungie has admitted that it's terrible game design and yet here we are again. Power level means absolutely nothing so why are we putting so much emphasis on it? Leave the artifact in so people can can grind out high level as much as they want (even thought that doesn't matter either with power level caps). EDIT 2: Maybe inaccessible was the wrong word choice, but regardless, why shouldn't the core seasonal activity be easily completed by new players to drum up excitement? End game content requiring time investment is fine(if it wasn't total rng; make it experience based maybe), but not for the repeatable public activity. [link] [comments] |
Posted: 12 Mar 2020 01:53 PM PDT That's about it. Well done Bungie. Also, IMO, it feels balanced b/c of HC's ability to peek shoot, do chunk damage, and play well in the air. Autos having a slightly faster TTK helps offset all of HC's other advantages. That said, I still expect the absolute highest levels of play to be nothing but HC, but it's really refreshing to go into other gamemodes and use other weapons. [link] [comments] |
I prefer Warmind style content over seasons Posted: 12 Mar 2020 04:31 PM PDT Curse of Osiris was pretty bad, but I would rather see Bungie get their act together and produce two pieces of content of the same quality and size as Warmind, than three lackluster grindy seasons. Warmind featured both content to experience in the form of playing through the campaign and exploring Mars and finding its secrets, but it also featured content to grind in the form of Escalation Protocol, the additions to the strike playlist, the raid and so on. It had character and scope and wasn't just doing bounties with weapons you didn't want to use, to upgrade a vendor, to make it easier to upgrade the vendor fully, to finally be able to grind for a terribly rolled piece of gear. [link] [comments] |
Menagerie is still the most fun activity in the game for me. Posted: 12 Mar 2020 08:09 PM PDT When I want to play the game, but realize none of the other activities excites me, I always look forward to Menagerie. It's just this activity where it lasts long enough and casual enough to really enjoy using different weapons that I have in the vault. It's more rewarding than strikes in the sense that I know what loot I'm aiming for; it's less intense than PvP because I ain't a PvP person; it's certainly less infuriating than Gambit because, well, it's Gambit; and it's less tedious than whatever Black Armory requires us to do. It's the place where I can't steamroll it, but at the same time, every loadout is still viable because there are five other people covering for you. And can I just say that I love the way they handle the loot system. It's not as direct as the Sundial, and it's not as annoying as Black Armory. It hits this sweet spot where you need to collect easily collectible things (runes) in order to get loot you actually want. And you can specify what loot you want! And farming for interesting rolls and god rolls doesn't make you go "This is so annoying" or "This is too easy". To me, Menagerie is a core activity like strikes and gambit, except it's way more fun! There are so many combinations of levels that you can go through, and there's a rotation of different bosses! What's not to love! It's just sad that Bungie won't ever update the Menagerie to be even more fun. I genuinely feel like if this activity is the only new activity for an entire year while updating loot to include older and new weapons as well as increasing the types of levels to go to, I don't think I'd complain. But, that's just me. I'm sure a lot of people would get sick of it after like a month, but when you can play the way you want, I think people would get less bored of it. (Looking at you, you stupid champion mod system) [link] [comments] |
You rarely get to play how you want anymore Posted: 12 Mar 2020 01:12 AM PDT You rarely get to play how you want anymore. A lot of the powerful and pinnacle weekly quests rely on you using a subclass or weapon loadout you either don't prefer or straight up dislike. A lot of this has to do with the quest objectives needing you to get kills with a specific element, or to use specific guns (mainly bounties but also activities that contain champions). What is the point of "perfecting your monster killing machine" if you don't even get to use that loadout half the time. e.g. "I got this god roll Austringer and I love to use it. It's snappy, sounds and feels great, and is really satisfying to shoot, especially when it synergizes with the hand cannon mods I have in my armour set, buuuuut this bounty says I need arc damage kills and bow kills... so I guess I have to use this shitty Arsenic Bite I have in my vault..." The proposition of just jumping into an activity becomes at least five minutes of loadout planning. The introduction of champions further exacerbates the problem, being forced to use whatever gun the seasonal artifact dictates you need to use to incapacitate this season's champion mob type. Not to mention champions being spread to more weekly activities (lost sectors, seraph public event), it all just starts to get exhausting. Exhausting having to figure out which loadout to use for every single activity type just to fulfil the weekly objectives. Exhausting to have to switch mods around to cater for this change in loadout. I miss the days when I could just set a loadout and subclass and just churn out weekly content without having to switch things up. I am all for freshening the meta by buffing and nerfing specific archetypes season-on-season. But when you literally have to change your entire loadout not just going between activities, but also mid-activity, it starts to just get a bit tiresome... I just wish the quest objectives for easier activities (strikes, gambit, non-competitive crucible) were generic enough that you could use whatever "perfected" loadout you have come up with. e.g. Instead of Bow kills in crucible, how about just kills. Instead of arc kills in gambit, how about just elemental kills. Instead of using a specific subclass in strikes, how about just no. Restrict heavy loadout planning to pinnacle activities (nightfall ordeal, raids, trials, comp). This post came off pretty ranty, but the main goal is to just give feedback as to what I feel has caused me to burn out the fastest over the last season and a half. [link] [comments] |
Posted: 12 Mar 2020 06:28 AM PDT Just because something is fun doesn't mean you have to take the reward away 🙄 [link] [comments] |
Posted: 12 Mar 2020 07:16 PM PDT Such a tease we see his fist start to glow.....and nothing. Bungie owes us some footage!!!! [link] [comments] |
The server is not stable enough for trials Posted: 12 Mar 2020 11:32 AM PDT Constant error codes and boots to orbit/title screen is not a good sign for tomorrow. You know multiple people will get kicked mid game ruining the experience, which is the last thing Bungie needs. [link] [comments] |
The Fighting Lions been nerfed hard, the blast radious has been around halved =/ Posted: 12 Mar 2020 09:03 AM PDT I would have loved to see this in the patch notes but fuck it, also is RoF is the exact same as before. [link] [comments] |
A note on Autos in PVP currently. Posted: 12 Mar 2020 03:45 PM PDT Yes, autos have recieved a significant QoL buff to all archetypes beside 360 RPMS. Yes, they are incredibly potent and exotics like Hard Light, Suros, Monte, and Tommy's are very very good right now. However, Autos are not annoying/too good as some are starting to claim and its really simple as to why. The ttk of these weapons is dependant on sustained dmg/target tracking. This in short means you need to hit all of your shots mostly crits and avoid things like targets dipping into cover or corner peaking with HCs and avoid flinch to maintain ttk. This big thing is why HCs have and will remain as the dominant weapon type in destiny's history. You do a chunk of dmg in a single shot as opposed to equivalent dmg in many shots with autos or pulses. Smart play around cover and abusing high cals and flinch neuters autos extremely. Also in close range its often a lot harder to track and similarly guts ttk. In short, autos are finally viable in D2 again but they are in no way OP. While Hard Light can be annoying to deal with its not at all broken and I would hate to see changes revereted so early. We need to allow the meta to develope further. Im willing to 100% overturn my opinion if it somehow becomes a situation where autos outstrip the entire metagame, but I think thats very unlikely and the current high usage is really down to new toy syndrome. [link] [comments] |
Observation of the situation to the beat of We Didn't Start the Fire. Posted: 12 Mar 2020 10:49 AM PDT Bungie closed, season pass, many say the seasons ass Day 1, lost stats, bunkers barely get a pass
Nerfs abound, no new strikes, communities a big yikes Eververse is here to stay, what more do I have to saaaaaaaay....
The TWAB won't give us answers Now the salt is flowing Discontent is growing The TWAB won't give us answers Reddit's always yearning The silence concerning
Just giving the sub a little humor, no salt intended [link] [comments] |
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