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    Destiny [D2] Trials of Osiris Megathread [2020-04-24]

    Destiny [D2] Trials of Osiris Megathread [2020-04-24]


    [D2] Trials of Osiris Megathread [2020-04-24]

    Posted: 24 Apr 2020 10:02 AM PDT

    Trials of Osiris are LIVE

    This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

    FAQ

    What is Trials of Osiris?

    • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.

    • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).

    • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.

    • It uses Win Based Matchmaking, which means you'll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.

    • There is NO fireteam matchmaking. You need to team up yourself!

    • Power Level matters, however bonus power from the artifact is not enabled.

    How Long do the Trials of Osiris last?

    • Event Starts: Every Friday at Daily Reset (1700 UTC).

    • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

    Where do I go to find Guardians to compete with in the Trials?

    • You can head over to /r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

    What if I have a question about another piece of armor/weapon or general Trials question?

    • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven't ask right below.

    Trials of Osiris Map

    The Burnout

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Chest
    • 5 Wins (Powerful): Eye of Sol, Sniper Rifle
    • 7 Wins (Pinnacle): Exile's Curse, Fusion
    • Flawless (Pinnacle): Chest

    Bounties

    Name Description Cost Requirement Reward
    Sweep the Field Defeat opponents. Multikills and streaks in the Trials of Osiris grant the most efficient progress. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token
    Stormbolt Alignment As a fireteam, defeat opponents using Arc damage in the Trials of Osiris. 1000 Glimmer 100 [Arc] Arc XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from completing and winning Trials matches. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
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    Daily Questions [2020-04-25]

    Posted: 24 Apr 2020 06:00 PM PDT

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome 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


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Hunters winning the first day and then not even competing the next two days is the most hunter thing there is

    Posted: 24 Apr 2020 10:49 AM PDT

    Hunters showed up in force to say "hey here we are, now have fun grinding bounties lol" disappearing and then titans dominating at least the next two days in retaliation is definitely how I feel this would go in real life.

    Meanwhile warlocks slowly pick up momentum as they get tired of hearing about Titan dominance and will soon take the lead.

    Edit* thank you for the silver!

    Also I may be a hunter main, but y'all are crazy if you think only titans are deleting and recreating characters.

    submitted by /u/Troc_Nosretep
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    Bungie could you talk about raids during one of these TWABs?

    Posted: 24 Apr 2020 09:11 AM PDT

    It would be really great to hear about some of the feedback some people have had on the raids. Some of this includes a weekly raid rotator, enabling a contest mode option on raids for double drops (or 'adept' or materials) and maybe an emblem, and getting better loot from the raids. The mention of an 'adept' mod slot on trials weapons sounds awesome, and I would love to see raids get the treatment. Perhaps if you complete last wish with contest enabled you get an 'adept' weapon at the end and some more materials (golf balls/prisms). Raids are in my opinion the best part of Destiny, and I would love to see them improve. Finally, could you comment on weather there will be a raid this summer? I don't think anyone really thinks there will be, but a yes or no would be fantastic!

    Edit: As pointed out in the comments I should tag /u/Cozmo23 and /u/dmg04

    submitted by /u/Phoenix41902
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    Bungie, just because an invader breathed on me 5 seconds ago doesn’t mean they should get credit when the boss kills me after they’ve already left.

    Posted: 24 Apr 2020 11:28 AM PDT

    I'm tired of the primeval being healed because an invader put one bullet in me doing 5% of my health when the primeval or some other enemy is the one that actually kills me 5 seconds later. The amount of time they get credit for the kill is far too gracious.

    submitted by /u/CallMeNardDog
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    "The Fallen are chattering about this on every feed. As much as I hate to admit it, we have a common goal when it comes to protecting this place. It's their home, too."

    Posted: 24 Apr 2020 03:31 AM PDT

    YEAH, WELL, LIKE, THE ALMIGHTY WILL BLOW UP THIS HOME OF THEIRS IF THE MARAUDERS DONT LEAVE MY PLATES ALONE.

    submitted by /u/AdrunkGirlScout
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    alright fellas, there is one important question about Heir Apparent, is the Arc shield affected by Match Game?

    Posted: 24 Apr 2020 12:12 PM PDT

    i don't have the gun yet, i am taking my time to get it but watching videos about it, one question kept coming up in the back of my head

    Does match game affect the Arc shield?

    We know the arc shield we get is pretty much the same shield enemies have around them

    sooooooo if i have this arc shield around me in a match game activity, can i just stand spinning the gun and laughing in the face of enemies as they do barely anything to my shield?

    i am hoping a fellow guardian can test this cause i am dying to know and i don't have the gun to test it myself

    Edit: it has been tested and it doesn't work sadly, thanks to Marx2077 for testing it out

    submitted by /u/SirDancelotVS
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    Let Thunder Reign Again - Thunderlord needs a buff: revert the 21% boss damage nerf it received with Season of the Drifter

    Posted: 24 Apr 2020 05:27 AM PDT

    Prior to this nerf, Thunderlord was in a fantastic place. It could hit like a truck against both ads and bosses but struck a careful balance between magazine size and damage values. Back then, this may have seemed overpowered and a fair argument could have been made to tone it down. However, the "overpowered" issue was mostly due to the increased ROF for sustained fire stacking with auto reloading, which was addressed in Shadowkeep.

    As a result, Thunderlord has effectively been hit twice and feels like a shell of its former self. Xenophage and (now) Heir Apparent are both viable options in endgame and trivial activities while Thunderlord is outclassed throughly by 21% Delirium, a legendary. That should not be the case and NO, this is not an argument to nerf the Delirium - it is the perfect example of what a pinnacle weapon should be IMO. Thunderlord needs some love so it can compete again. The first step would be removing an outdated handicap.

    submitted by /u/Commander_Prime
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    Since we all love Eververse and bounties, can Tess have a weekly bounty that awards a random ornament from a previous season that we don't have?

    Posted: 24 Apr 2020 06:00 PM PDT

    Title. Those bounty rewards should include ornament s from events as well.

    submitted by /u/poec04
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    Bounties like those found in Guardian Games make "cooperative" activities unbearable

    Posted: 24 Apr 2020 02:15 PM PDT

    Teammates in strikes leaving you dead so that they can get the kills and the laurels, teammates blatantly ignoring strike mechanics in the hopes that someone else will go back and get the trigger so that they can be the first through the door to get more kills and laurels, teammates in Gambit running around with 15 motes when you need 3 to summon because they'd rather tick off their bounty than win the match. Stop with these garbage bounties, quests, and events that encourage players to screw over their teammates.

    submitted by /u/Bcock
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    While sliding down into the Warmind Bunkers, have you ever thought, "I wonder how long this slide is"?

    Posted: 24 Apr 2020 08:15 AM PDT

    No? Just me? Damn, quarantine must really be getting to me…

    I was very surprised by how well-received my post about the Almighty was. (Thanks for that, by the way!) It inspired to consider more problems to tackle, but the ones that immediately came to mind (such as how fast the Pyramid Ships had to move in order to reach the edge of the Solar System) have little to no concrete data behind them, which makes even starting them a daunting challenge. That said, I found something more down-to-Earth to figure out: How long are the ramps leading down into the Warmind Bunkers? I hope this is an interesting little diversion from the general salt-fest happening right now. Without further ado... let's get technical.

    Fortunately, we can model this situation as a standard introductory physics problem: a block sliding down an incline. The first thing we need is a recording of the slide down, which you can view for yourself here. You'll notice this is the Moon Bunker. I did tests using the ramps on Earth and the Moon, and though the results were similar, I chose to use the cleaner ramp on the Moon. Since every destination in the game uses the same "gravity", it shouldn't really matter which we decide to go with. (This is also my excuse for not doing this a third time in the Io Bunker)

    As always, there are a couple key assumptions we're making to simplify things:

    • In-game "gravity" is Earth's surface gravity (g = 9.81 m/s2). This is likely not the true in-game value, but trying to measure that value would be a significant challenge unto itself. Some other time, perhaps.
    • Friction is negligible... kind of. See below.

    Here's a curveball: If you watch the video closely, you'll notice that after about a second of sliding, my Guardian doesn't speed up anymore. He reaches a "maximum speed" of sorts. We can hand-wave this away as friction suddenly "turning on" (drag, perhaps?) and perfectly cancelling out the acceleration down the ramp due to gravity. Let's add this to the assumption list:

    • My Guardian only accelerates for 1 second. In math terms, t1 = 1.0 s, which makes t2 the remaining time spend sliding at "maximum speed".

    Now, onto the physics. (Titans, beware: math words and spooky numbers lie ahead) All we need here is a simple force diagram, Newton's 2nd law, and a couple kinematic equations. We'll use these to derive an equation for what we want: The length of the ramp. You can see the diagram and the complete derivation here. (Aside: Reddit doesn't allow me to write subscripts, and without them, equations can be a little difficult to read. This is why I've included the derivation separately from this main post) The variables should hopefully be pretty self-explanatory. If you're only interested in the final equation, it is:

    L = gsin(θ)t1(t1 + t2) = gsin(θ)t1(t)

    The only unknowns here are the total time it takes to slide down the ramp (t) and the angle of the ramp (θ). I was tempted to just assume that the angle is 45 degrees, but it never hurts to be thorough. To check, I stood on the left side of the hole and took a screenshot while looking across with my sword. The sword crosshair is a pair of Y-shapes, and it just so happens that the angle between the short arms of the crosshair is 90 degrees. I used my expert GIMP skills to move the crosshair over to this position. If one short arm is parallel with the lines going down the ramp and the long arm is parallel with the ground, then the angle of the ramp is indeed 45 degrees. You may be thinking, "That's a lot of work just to prove your gut assumption," to which I say, "...Yeah, probably."

    To measure t, I did things the old-fashioned way: I timed the video, starting when my Guardian touched the ramp and ending when I heard the "grunt" from landing. I don't have any video editing software to count the exact number of frames, unfortunately. (If someone does and wants to measure this accurately, I'd love to see the result) I averaged multiple measurements to get t = 5.49 s.

    Finally, time to plug in the numbers! Using everything we now know, we get L = 38.08 meters (or, for my fellow Americans, just under 125 feet). As a sanity check, let's ask: Does this answer seem physically correct in-game? The only method we have of accurately measuring distances in-game is with D.A.R.C.I… which we conveniently can't use here. We can still use it to get a comparison, though, as I've done here. It may be a little hard to see, but I'm standing right at 38 meters away from my target in the left screenshots. Based on that comparison, I'd say our answer is reasonably close!

    If you watched the video really closely, you might catch something else interesting: The "grunt" from landing doesn't occur at the exact bottom of the ramp. In the Moon Bunker, you can climb back up the ramp a short distance before you start to slide back down. My Guardian seems to land on top of this climbable geometry, which means the measured time (and therefore our calculated distance) is slightly short. If we take this into consideration, I think we can safely round our answer up to 40 meters (just over 131 feet).

    TL;DR: The ramps leading down into the Warmind Bunkers appear to be at least 125 feet long, but they're likely closer to 130 feet long or about the distance that Hunter with Stompies just jumped over you before shotgunning you with Mindbender's

    If you enjoyed this post and/or have suggestions for future things to investigate, let me know! I'm also happy to answer any questions you may have.

    submitted by /u/IDZeta99
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    It may have gone unnoticed with the Guardian Games, the GM Nightfall and the harder version of the Seraph Towers, but I think the "Escort the Warmind Frames" is a nice little addition to the world.

    Posted: 24 Apr 2020 03:37 PM PDT

    Basically title.

    We were trying to complete the Seraph Tower in the EDZ, when my clanmate and I noticed an unusual text at the bottom of the screen, something like "Rasputin is deploying his frames on the field to secure an asset".
    Then we spot two warmind frames transmatting and fighting off Fallen on the road. We immediately jump in and protect the frames against those pesky dregs, vandals and shanks. At the end of the road, we get to a warmind box (like those on Mars), from which we get... let's be honest... basic loot.

    It's not much, but damn was it refreshing to escort friendly AIs, instead of the old-fashioned ball-tossing and plate-standing we are used to in this game.

    Anyone else enjoyed that little thing ?

    submitted by /u/TheOtterVII
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    If Heir Apparent's catalyst doesn't let us STOMP when fully spun up we riot.

    Posted: 24 Apr 2020 11:34 AM PDT

    /s

    But actually I think that would be a cool feature. Press melee when fully spun up for stomp action. Maybe like a 2m-3m radius?

    submitted by /u/KlausHeisler
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    Hi Bungie, if you're going to give me a bounty to get Arc Soul kills, please let them count as a grenade/ability kill and drop laurels.

    Posted: 24 Apr 2020 04:51 AM PDT

    Thank you.

    Signed, a lifelong Arc Warlock

    submitted by /u/Talhearn
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    I made a Minecraft resource pack that replaces the bow with One Thousand Voices

    Posted: 24 Apr 2020 09:49 AM PDT

    here's a picture of it and here's the download link. Complete with sounds and mild animations, all completely vanilla. Enjoy!

    submitted by /u/saw-mines
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    Update on the Minecraft Vault of Glass

    Posted: 24 Apr 2020 12:39 PM PDT

    I finished the "rough draft" of the Oracles, and I made this video commentary going over what I added/changed, as well as an in-depth look into how I made the encounter work with redstone and command blocks.

    ​

    Also, I know a lot of you want to help build the map or program the mechanics, and I hear you! My first post/video got way more traffic than I ever could have expected or hoped, and I'm grateful for it, so I want to figure out a way to get people to collaborate on this.

    ​

    I want to make a Realm to build the raid (just the structures/environment, not the mechanics), but I don't know if it's best to build everything by hand or start with map/world editors. I think I'm going to use world editors to get the general terrain figured out, and then once that's done I'll put a sort of skeleton frame of all the individual encounters, and THEN I'll invite some people on to help me build it (hopefully I don't end up with trolls/griefers lmao). I don't have a timeframe for when this will all happen because I'm still busy with school and work, but I'll do what I can, when I can! And once I'm ready to create the Realm, I'll let you guys know.

    ​

    For now, if anybody wants to build some of the spaces on your own worlds and on your own time, I'm sure there's a way to merge worlds, so we can sort of "stitch" this whole thing together. But I'm not expecting anybody to do an entire playspace all by themselves. I would much prefer a lot of the heavy building to be done on the Realm, so we can have a much more collaborative experience.

    ​

    Anyways, thank you guys for the great support, I can't wait to get this thing finished!! Peace out

    submitted by /u/cowsaysmoo51
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    I'm a Titan. Why is Eva giving me silver today?

    Posted: 24 Apr 2020 10:03 AM PDT

    Titans won by a large margin yesterday, why am I getting a Silver reward?

    EDIT: Looks like they corrected it now.

    submitted by /u/MrSloppyPants
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    I think Heir Apparent is a very well-balanced exotic and it is also extremely fun to use. Good job.

    Posted: 24 Apr 2020 01:54 AM PDT

    I just want to say that we were on a roll of either generic "Lmao an exotic that is a weapon type in a slot it shouldnt be in!" exotics or overall dissapointing exotics but Heir Apparent is something different.

    The gun is an absolute ad clear machine. One of the best if not the best. Great magazine and reserves. Awesome look, satisfying sounds. They nailed all of those but the best thing about it is... The shield. When I heard the perks I was like "Ehh its Bungie the shield will probably break when the enemy breathes on me" but the actual shield is pretty strong. It works like a pve arc shield, but its very strong in both pve and pvp.

    You feel like a tank, thats awesome. The game needs more things like these where you feel like... Something. Some specific thing. Also the fact that in pvp arc weapons countering this shield also balances it very well. So you don't run around tanking everything.

    Overall, good job Bungie. Decent dps. Very good total damage. Good ad clear. Good looks, sounds and perks. To be honest I did not expect that.

    Edit: Btw does anyone know if this gun has catalyst in the database or something? I really want to know what it does considering lately Bungie are adding unique perks with each catalyst.

    submitted by /u/taklamaka11
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    If a Gambit invader is killed while invading, it would heal their primeval instead.

    Posted: 24 Apr 2020 02:16 PM PDT

    The Anti-Champion System Needs an Overhaul

    Posted: 24 Apr 2020 04:02 AM PDT

    Allow me to preface this by saying that I personally have no issue with Champions themselves. Whether you think they're a good addition to PvE is another debate. How we combat them, however, is a major pain point for me (or rather how limited our choices are). To illustrate this, look at the current season:

    Anti-Barrier: Sidearm or SMG, (Eriana's Vow). 5 primary weapon types excluded from Anti-Barrier capabilities, all legendary specials, all legendary heavies, and all but 1 exotic.

    Unstoppable: Handcannons or Inferno Whip, (Devil's Ruin), (Leviathan's Breath). 6 primary weapon types excluded from Unstoppable capabilities, all legendary specials, all legendary heavies, and all but 2 exotics.

    Overload: Sidearms/Handcannons, Auto Rifles/SMGs, Swords, (Divinity), Surge Detonators. 4 primary weapon types excluded from Overload capabilities, all legendary specials, all but one legendary heavy type, and all but 1 exotic.

    If we also take into account the Solar Melee and Arc Grenade options this season, than all but one grenade element and one melee element are excluded from Anti-Champion play as well this season.

    This system is choking all variety out of endgame PvE, as I've hopefully illustrated above.

    What are some possible solutions to this lack of variety?

    1.) Remove Anti-Champion mods from Artifacts entirely, and turn them into general mods, mostly for primaries (e.g. Counterbalance Stock or Backup Mag). We should have a general Anti-Barrier mod applicable and always available to all primaries, a general Unstoppable mod applicable and always available to all primaries, et cetera.

    2.) Almost all exotics need to have some Anti-Champion mod intrinsic to them, regardless of weapon type, it's an exotic weapon for Christs sake. All but 4 exotics are ineligible for Anti-Champion play. Some of them are so damn obvious too; Why does Arbalest not have Anti-Barrier? Why does Heir Apparent not have Anti-Barrier? Or Sweet Business not having Overload Rounds (just a few examples). Almost all exotics need to have the potential to shine in the endgame sandbox.

    3.) Bring Anti-Champion mods to specials and heavies as well. Whether I would generalize these mods like I would primaries is a bit of a different story. I'm unsure if a special weapon should have access to all three Anti-Champion mods, or if we have them specialize a particular Champion. The same goes for heavies as well, but I'm more open to having their mods generalized than specials.

    4.) I think Inferno Whip and Surge Detonators are good ideas for mods, and that we can build on them. Have more grenades and melee abilities carry Anti-Champion capabilities. You base this off element or even the nature of the ability. Shoulder Charges could stagger Unstoppable Champions for example, Throwing Knives could break Barrier Champions shields, et cetera. You could even throw our supers into the mix: Thundercrash, Blade Barrage, and Nova Bomb could stagger unstoppables. Arc Staff, Fist of Havoc and Stormtrance could be used against Overload champs, et cetera.

    I'm not sure if Bungie should consider implementing all of these, mind you. I'm not even sure if they should implement any more than 1 or 2 of these suggestions. If you have too many options to deal with Champions they become a bit too impotent. Not enough options and you get what GM Nightfall load-outs have been reduced to. (Seriously the only two energy weapons I've seen used in GM Nightfall's is Recluse and Eriana's Vow, the lack of variety is depressing).

    TL:DR: Please give us more ways to deal with Champions, Bungie.

    submitted by /u/HeavyINHALE
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    Felwinter's Helm inconsistent now? Hope it's just me

    Posted: 24 Apr 2020 07:53 PM PDT

    So now im using felwinters and whenever i proc it, some enemies seemingly in radius are now affected.

    submitted by /u/AllegedGames
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    I completely forgot that the 2020 Olympics was supposed to happen soon but got cancelled. The timing of the Guardian Games makes a whole lot more sense now.

    Posted: 23 Apr 2020 11:10 PM PDT

    Anyways, here's the score so far:

    CLASS DAYS WON
    TITAN 2
    HUNTER 1
    WARLOCK 0

    GO TITANS!

    submitted by /u/Kahiyao
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    Heir Apparent made me realize why Valus Ta'aurc was so damn hard to beat in D1

    Posted: 24 Apr 2020 08:55 AM PDT

    Whether we wanted it or not.mm

    submitted by /u/Ramstine
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    We need more horns on Titan helmets

    Posted: 24 Apr 2020 10:08 AM PDT

    Make it happen

    submitted by /u/SexuaIGremlin
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    Getting Loot Means Nothing If You Aren't Enjoying Yourself

    Posted: 24 Apr 2020 10:03 AM PDT

    If you fear missing out on an item, don't. Missing out on an item is ok. There isn't any point in staying up to date if its a game you aren't enjoying. If you find yourself forcing yourself to play an activity that you hate for a gun, just ask yourself if that gun is worth the trouble. There are plenty of other guns to chase after.

     

    There was a post yesterday claiming that the game punishes you for leaving. If you are not enjoying the game, then the "punishment" should not matter. The only punishment is the one you place on yourself by making the game a chore.

     

    Its not like there wont be anything new to earn when you return. Don't stress it. Think about how many guns you have, how many you use, and if missing out on a few is really that scary.

     

    ~someone who is enjoying this crappy season because he skipped Dawn

    submitted by /u/DontLetMeTalkPolitcs
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    Hey Bungie, can you make it so that Ikelos weapons proc Warmind Cells too?

    Posted: 24 Apr 2020 03:16 PM PDT

    I mean, it makes perfect sense.

    submitted by /u/Azurephoenix99
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    Warlocks know our place.

    Posted: 24 Apr 2020 06:22 AM PDT

    We Warlocks are letting the Titans have this, because we know it'll be good for their self-esteem. Constantly being called the Crayola Crew certainly isn't good for them, they can have this. We also want to knock the Hunters down a peg, because they're far too arrogant for their own good. We Warlocks already know we're the best, because we're the anchor on the fireteam that ensures the raid succeeds. We're the ones surveying the battlefield, we heal you and empower you, we prop you up so you can succeed. We're also the ones with the power to choose to forgo healing you, we can choose to let you die when you're getting a little too cocky. So as we always do, we're going to help you succeed, and we're going to ensure you fail.

    Guardian Games is rigged, you say? Well Warlocks, I guess the secrets out, they're onto us.

    submitted by /u/reicomatricks
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