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    Wednesday, April 8, 2020

    Destiny [D2] Weekly Reset Thread [2020-04-07]

    Destiny [D2] Weekly Reset Thread [2020-04-07]


    [D2] Weekly Reset Thread [2020-04-07]

    Posted: 07 Apr 2020 10:02 AM PDT

    Nightfall - The Ordeal: Broodhold

    Modifiers:

    • Nightfall: The Ordeal: Adept
      • Martyr: Exploder units have more health.
    • Nightfall: The Ordeal: Hero
      • All previous modifiers
      • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
      • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
      • Champions: Hive: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
      • Hero Modifiers: Extra Shields
      • In Anânh's Chorus: Incoming Void and environmental damage increased.
    • Nightfall: The Ordeal: Legend
      • All previous modifiers
      • Equipment Locked: You will not be able to change your equipment after this activity starts.
      • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
      • Legend Modifiers: Match Game & Extra Shields
    • Nightfall: The Ordeal: Master
      • All previous modifiers
      • Chaff: Radar is disabled.
      • Master Modifiers: Extra Champions & Match Game & Extra Shields & No Saved Checkpoints
      • Champions: Mob: This mode contains additional Champions.

    Rewards:

    • Powerful (Tier 1) reward: Get 3 points by completing runs. Higher difficulties grant more points.

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

    Legacy Nightfalls:


    FLASHPOINT: MARS

    Complete various activities around Mars, including public events, Lost Sectors, and Heroic adventures.


    Weekly Crucible Rotator Playlists:

    • Momentum Control: "You've been capturing zones and destroying your enemies for a long time, haven't you? Let's pick up the pace a bit." —Lord Shaxx - - Fight for Valor by capturing zones and defeating opponents. All weapons are more lethal, abilities replenish only on kills, and tracker is disabled.

    • Showdown: "This combat drill will test you from start to finish. Stay on your game, lest you find yourself on the wrong end of the final showdown." —Lord Shaxx - - Fight for Valor by defeating opponents and preventing revives. Win the most rounds or face off in an elimination showdown.


    Vanguard Burn: Solar Singe

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


    Moon Activities


    Menagerie Boss: Pagouri, Vex Hydra

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

    Reckoning Boss: Likeness of Oryx


    Dreaming City Cycle: Growing Curse

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

    Escalation Protocol Boss: Nur Abath, Crest of Xol

    This boss drops:


    Leviathan

    Raid Order: Gauntlet > Baths > Dogs > Calus

    Challenge: The Royal Pools Challenge

    Prestige Raid Lairs

    • Prestige: Arsenal
    • Armsmaster

    Eververse Bright Dust Offerings

    Name Description Type Cost
    Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
    Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
    Scavenger's Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
    Circadian Chill Equip this shader to change the color of your gear. Shader 40 Bright Dust
    Only the Penitent Pass Equip this weapon ornament to change the appearance of Last Perdition. Once you get an ornament, it's unlocked for all characters on your account. Weapon Ornament 700 Bright Dust
    Big Red Button I'll do it! I swear! Emote 700 Bright Dust
    Motive Force Fire on all cylinders. Vehicle 2500 Bright Dust
    Tip of the Spear "Get in there, Guardian. The battle waits for no one." —Zavala Vehicle 2500 Bright Dust
    Solar Sails It's going to be a long, cold ride. Ship 2000 Bright Dust
    Don Shades Future's so bright… Emote 700 Bright Dust
    Patty Cake How does this get us cake? Multiplayer Emote 1250 Bright Dust
    Timeline Zero Equip this weapon ornament to change the appearance of Worldline Zero. Once you get an ornament, it's unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
    Luxe Sleeves Equip this ornament on any Year 3 Legendary armor set to change its appearance. Once you get a universal ornament, it's unlocked for all characters of the relevant class on your account. Hunter Universal Ornament 1200 Bright Dust
    Nano Redux Equip this ornament to change the appearance of Raiden Flux. Once you get an ornament, it's unlocked for all characters on your account. Hunter Ornament 1950 Bright Dust
    Gleaming Boon of the Vanguard When this is used during a strike, all players receive an Eververse Gift at the end of that strike.

    Only one gift consumable may be used per player in an activity.|Consumable|150 Bright Dust Gleaming Boon of the Crucible|When this is used during a Crucible match, all players receive an Eververse Gift at the end of that match.

    Only one gift consumable may be used per player in an activity.|Consumable|500 Bright Dust Bruised Blush|Equip this shader to change the color of your gear.|Shader|40 Bright Dust Shattered Shrieker|Modifications for your ship's transmat systems, so you'll always arrive in style.|Transmat Effect|450 Bright Dust


    Weekly Bounties

    Rasputin Weekly Bounties

    Name Description Cost Requirement Reward
    Public Servant: Io Use cache codes to open Rasputin chests after successfully completing Seraph Tower public events in the Rupture on Io. Complete daily bounties or Rasputin activities to earn more cache codes. 4 Caches opened XP & Glimmer & Warmind Bits
    Legendary Spelunker: Io Eliminate Champions and use cache codes to open Rasputin chests in Legendary Lost Sectors on Io. Complete daily bounties or Rasputin activities to earn more cache codes. 3 Caches opened & 12 Champions defeated XP & Glimmer & Warmind Bits
    submitted by /u/DTG_Bot
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    Daily Questions [2020-04-08]

    Posted: 07 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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    You can use Tractor Cannon to debuff the Seraph Tower ball-target, reducing the necessary balls to charge the towers from 6 to 5

    Posted: 07 Apr 2020 11:14 AM PDT

    Reminder: 6 months into the artifact leveling system and grinding bounties for 20 mins STILL gives more XP than AN ENTIRE RAID.

    Posted: 07 Apr 2020 06:25 AM PDT

    When I first heard about the 1060 grandmaster nightfalls, I was genuinely excited. I've always loved strikes, and seeing them be true end game activities is very appealing to me. But the more I grind towards 1060, the more I realize that the game wants me to grind out bounties in lost sectors on the moon.

    I'm 1009 base on 3 characters. I could grind out pinnacles for a dozen hours or so this week and maybe get to 1010 on 1-2 of my chars, OR I could spend that time grinding bounties and probably get 3-4 extra levels on my artifact. The fact that I even have to consider that decision is stupid, and the fact that I can't grind XP while doing END GAME PVE ACTIVITIES just doesn't make any sense.

    2 months ago, cozmo said this:

    Now that we are in the second season where XP has been made much more important with the season pass we are gathering feedback from the community on improving how is XP is earned.

    The majority of feedback I am seeing from players is to increase the amount of XP is giving from activities so there is not as much of an emphasis on always concentrating on completing bounties. I'll be sure to include the suggestion that raids should have their XP gains increased as well. Thanks for the feedback!

    Now that we're in the second season focusing on bounties, it would be a great time to get an update on how that feedback is developing.

    I'll say that I respect that Bungie added the passage of wisdom to trials, so top 1% PVP players can have a way to grind XP. But 99% of us aren't top 1% PVP players, and there really needs to be some way for PVE players to grind out XP in end game content.

    And yes, I understand that grandmaster NFs are meant to be challenging, and we're not supposed to be 1060, but as a player, of course I want to get as close to that as possible. And it just feels weird that the easiest form of PVE (patrol) is way more rewarding than the most difficult form of PVE (raids/dungeons/master level content).

    submitted by /u/Supreme_Math_Debater
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    Call me crazy, but I would think legendary lost sectors would count towards a lost sector bounty...

    Posted: 07 Apr 2020 11:01 AM PDT

    Title... Wtf

    submitted by /u/AutoEuphoria
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    Destiny is becoming less like an open world action and more like a series of mini-games

    Posted: 07 Apr 2020 06:53 PM PDT

    Something which I really struggle to explain to people is what Destiny even is.

    When you first start the game, you are thrown into an open world scenario and are exploring the cosmodrome, completing a few objectives then thrown into the game.

    But what does that consist of?

    All the activities are just accessed from the director. 99% of the time you're sitting in orbit, clicking on the little icons to access a quick matchmade activity. Gone are the days of sitting and hanging in the tower - it's not a social space anymore, it's weirdly broken up and annoying to navigate. There isn't any singular area to just hang out either. It's become a bounty pickup zone that lets face it - most people want to be done from the director too.

    Long gone are the days of D2Y1 and D1 where it was open world exploration and admiring of the beautiful artwork and adventuring. Now it's just a game that looks something like this:

    Pickup bounties -> [orbit -> complete activity -> orbit] repeat.

    I just wish there was more integrated into the open world on planets (IO is particularly dull and annoying to visit, there's almost nothing to do) and less loading screens and sitting in orbit, more world building, literally, done. The moon was a cool start, but again everything now is just done from the director.

    I think we should have more open world instanced activities like nightmare hunts being something that you can just walk into like a lost sector rather than a whole new thing on its own.

    Just a thought. I know it's efficient, and how we all play now, but I can never get the thought out of my head that I'm just playing a bunch of 15min (max!) Mini-games and it feels weird.

    Edit: I know the game isn't specifically called open world, they pretty heavily emphasize "exploring the galaxy" and planets.

    submitted by /u/MrHanBrolo
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    Yet another “you had to be there moment,” Double Nightfall loot, was separate from the actual Time-gated content, but infinitely more enjoyable.

    Posted: 07 Apr 2020 09:17 AM PDT

    Title; Warden of Nothing was always a favorite strike of mine, but the harder difficulty and extra loot with the Nightfall Ordeal made me and a lot of other players appreciate it more.

    A part of me feels like this wasn't even bugged, as the Strike is one of the longest in the game, has two enemy types, and requires all forms of Champion rounds.

    Still, knowing Bungie, since we're actually having a good time, they're planning to fix WoN's loot ASAP while Felwinter's Helm is still disabled and Trials remains broken as fuck.

    submitted by /u/FC_mania
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    Reminder: If you have 3 characters, you can get 3 Pinnacle Rewards when you fully upgrade the Io Bunker after reset

    Posted: 07 Apr 2020 08:41 AM PDT

    Don't rush in and spend all your chips after spending all your bits!

    On the first character, spend your chips until you have the rank 5 reward, but don't claim it.

    Then switch over to your 2nd character and spend your chips to rank 6. Again, don't claim the reward.

    Then switch to your 3rd character and spend your chip to rank 7.

    Now all 3 of the rewards will be Pinnacle Rewards, instead of just the 1.

    submitted by /u/GreenLego
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    The problem of Destiny 2 gameplay loop aren't the bounties. It's that the activities themselves don't actually give you anything.

    Posted: 07 Apr 2020 06:28 AM PDT

    This probably wont' come out as concise as I want but I want to put this idea into people's mind when they think about the central gameplay loops within the game. This also isn't meant to be a whining "BOUNTIES BAAAAD!!!!" post as much as it's supposed to exam their impact on the core gameplay loops.

    What clued me in to the central gameplay loop problem of D2 is that a lot of people want the "post game reward screen" to come back and it made no sense to me why (outside of just nostalgia) because you don't get anything from finishing activities. And then it hit me. You don't get anything from activities. Finish a strike? Three blues. Finish a crucible match? Three blues. Finish a gambit match? Three blues. Finish a Nightmare hunt? Three blues and a weapon bounty if you're lucky. Finish a public event? Less planetary mats than you can get from Spider on a good day and a blue.

    There is no central "do activity => get loot => use loot in activity" gameplay loop. The loot acquisition has been entirely removed from completing the activities.

    In Destiny 1, you had less activities to do overall, but they (artificially) felt more "rewarding" because finishing an activity had a chance to drop something you want. Now to me this was a bad system, because there was no way to intentionally grind anything you want and you were left to the mercy or RNG which is always a bad thing. This is why random rolled vendor weapons from the end of Y3 are so fondly looked at, because that was the only way for you to reliably get specific weapons you wanted, with specific rolls.

    You NEED to have an option for targeted gear farming. That's where the token/bounty/frame system comes in. In D2, activities aren't the way you get loot. In D2 activities are ways for you to complete bounties and get tokens, and then bounties are what gets you loot and you turn in tokens to get loot. This was made as an RNG countermeasure and as a way to implement targeted farming into the game. However that created it's own set of problems and those problems are why activities feel less rewarding and more frustrating. In this system activities themselves are an obstacle to you finishing your bounties. You need to kill Fallen, but when you load into strikes you keep getting Vex strikes. You need to get sidearm skills, but when you load into an activity you teammates keep obliterating everything. You need to get crucible kills with [weapon] but you keep getting destroyed by the meta while you're forced to use non-meta weapon.

    You are now fighting both the activity itself and your team mates. This is why Gambit is a shitshow, because 9 times out of 10 everyone is hyper focusing on finishing their bounties instead of actually playing the game mode. This is why raids still feel rewarding (regardless of what you feel of the raid loot itself) because you are rewarded with loot for teamwork and for for actually finishing an encounter. You're not rewarded with a "raid weapon bounty" or with 50 tokens or anything like that. You are rewarded for finishing an encounter with a unique drop.

    Fact of the matter is, getting something from a bounty will NEVER feel as rewarding and as good as something dropping from finishing an activity. Getting drops by standing in the tower and cashing in your thousands of tokens does not feel as exciting as getting those drops after an activity. This is why Bungie themselves put in auto-decryption of engrams, because getting engrams and then having to go back to the tower to get them decrypted didn't feel good because it interrupted the gameplay flow and it felt frustrating. We are seeing that same frustration now with bounties, because they break up the flow of the gameplay too much, either by forcing you to constantly change your loadout, or to constantly change the activities you are doing. There is no "the zen of grinding" in D2 because you cannot just mindlessly grind an activity for the drops, like how you can do that in other MMOs or even similar games. Bounties cannot replace activities as the primary source of loot acquisition.

    This is why to me, we need a hybrid system. For me, the way Leviathan worked in early D2 represented the best possible gameplay loop in the game to this day and something that need to be reiterated.

    Now put down you pitchforks over how much you hate vanilla D2 and how much Leviathan sucks I know that vanilla D2 is horribly unpopular but let's think about the gameplay loop of the Leviathan.

    Doing encounters in the Leviathan granted you a weapon/armour drops and some tokens. Then if you had bad RNG, you could go to the vendor and cash in those token to go around your bad rng to get the piece of armour/weapon you're missing. This to me is a perfect way to infuse the hype of a RNG drop, with some form of RNG protection. Doing activities rewards you with direct weapon drops from said activity thus making the activity feel more rewarding. But, since there is no way for you to control your RNG, you may end up doing activities over and over again and never getting what you want. This is where vendors, the token system and bounties come in. Doing an activity should always allow you to passively complete bounties as a "second" reward in case you are disappointed with your drop. This makes bounties feel better because they end up as a "backup" drop in case your RNG sucks, and since you actively get rewarded from the activity itself, you aren't frustrated because you don't care if you don't finish up the bounty in this one run, since you plan to run multiple runs of the activity anyway. Bounties in this system are an add-on to the "do activity => get loot" gameplay loop instead of BEING the loop iteself.

    The you have the vendors. Vendor should be the final step of shitty RNG protection, where if you have enough tokens (or any other currency if you can't stand tokens as a concept) you would be able to directly get the piece of loot you want from them. The current Rasputin Bunker system is actually a fantastic implementation of this, where you can get a set weapon from the bunker, the weapon rotates daily and you use the currency you get from doing Rasputin related things. The problem of this is that it's locked behind being 92 level on the battle pass, instead of it being locked behind you leveling up Rasputin as a vendor. This is something EVERY vendor in the game should have. A way to level them up (either from bounties or from doing their activities) so they "unlock" more ways for you to circumvent your bad RNG. This again, puts more emphasis on doing the activities of that vendor, and the more you do the activity the more you'll be rewarded from both the activity itself, the bounties and from the vendor himself.

    I don't have anything to really close this off with, but what I want people to get from this isn't that "bounties bad", it's that the way bounties have been implemented into the overall reward structure of the game is bad, and it need to be reworked into something that favours doing activties themselves and doing them well, instead of incentivizing selfishly ruining everyone's gameplay experience in order to complete bounties faster.

    submitted by /u/SaltVulture
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    Lets be honest, that was decently cool

    Posted: 07 Apr 2020 10:17 AM PDT

    Whoever put the wire in the air at the bottom of the iO bunker slide, #%&$ you.

    Posted: 07 Apr 2020 10:08 AM PDT

    Title.

    Edit: in case anyone's unclear I'm only kidding I have no malice for it lol but seriously what a bummer, the other slides are super fun and this one is ruined by giant deadly wiring.

    submitted by /u/Ravenunlimitd
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    To whomever wrote the Thunderlord lore, I want to personally express my appreciation.

    Posted: 07 Apr 2020 01:58 PM PDT

    "Two they were, artist and scientist. Music flowed in their souls and rained from their lips. Not weapons of war they made, but instruments of peace."

    "The thunder fell, and they were cast apart. Their love was sundered as the world collapsed. They sang in pain and sought to reunite, but crimson eyes glowed in the dark. Their union was not to be."

    "He held death in his hands. Stars burned in his footsteps. In her, the conflagration was reborn, the funeral pyre lit."

    "And so forever after, their love fuels death. Their last words, a curse and a cry. Their names are now lost, but their love will not die."

    Already an incredibly poetic piece, the text becomes even more impressive when one realizes the deeper meaning.

    "He held death in his hands. Stars burned in his footsteps."

    This is an unmistakeable reference to the Nova Mortis, the Void variant of the Thunderlord. The flavor text for the Nova Mortis read, "From the space between I come. Fragments of stars burn in my footsteps. In my hands I hold Death. -Song of the Nova Mortis."

    "In her, the conflagration was reborn, the funeral pyre lit."

    So too, is this a reference to the other Thunderlord variant, the Abbadon. It reads, "I am one with the flame. The conflagration reborn. I am your funeral pyre. -Anthem of the Abbadon."

    "They sang in pain and sought to reunite, but crimson eyes glowed in the dark. Their union was not to be."

    The line about singing in pain makes perfect sense when one considers that the exotic quests for Nova Mortis and Abaddon were aptly named Songs of the Void and Hymns of Fire.

    Crimson eyes is likely a reference to the Red Legion's devastation of the Tower, and with it our Vaults which contained the aforementioned Nova Mortis and Abaddon. However, one escaped annihilation and found its way back to us.

    In Destiny 1, the flavor text of the Thunderlord reads:

    "They rest quiet on fields afar...for this is no ending, but the eye."

    Now, it has changed.

    "They return from fields afar. The eye has passed, the end nears. Do not fade quietly. Let thunder reign again."

    To me, this is the single greatest line of flavor text in the entirety of the game.

    Not only does it pay homage to the lost Nova Mortis and Abbadon, but it pays homage to the return of the Thunderlord itself and exhibits one of the best plays on words I've ever seen. It's such a perfect line that it makes me giddy.

    The Thunderlord. One of the most badass weapons that has cycled in and out of Destiny's spotlight but returns with a vengeance every time.

    Bravo, Bungie. Bravo to whomever wrote the tale of the three. A poetic tale of grandeur and tragedy, and a lone Lord who just will not be silenced.

    "LET THUNDER REIGN AGAIN."

    submitted by /u/dr_gould
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    For the love of Destiny, and for the 1000th time, let us choose between armor or a weapon for rank up rewards.

    Posted: 07 Apr 2020 07:35 AM PDT

    Destiny 1 had this capability and it was a huge quality of life improvement. There is no excuse for Destiny 2 to not have this in place, more than 3 years later, unless Bungie's goal is to make guardians frustrated and quit playing.

    • Saint-14 and Rasputin engrams - LET US PICK BETWEEN A WEAPON OR ARMOR. The engrams will still be random, so your love affair with RNG will continue to be upheld. Don't worry, we'll continue to get frustrated.
    • Give all the crappy Rahool and Banshee low-stat armor pieces to Ikora (she's already worthless anyway). Rahool and Banshee should have weapons only.
    • Zavala and Shaxx and Saladin - LET US CHOOSE weapon or armor
    • World vendors - LET US CHOOSE weapon or armor
    • Allow us to choose between Gambit and Gambit Prime rewards from rank ups or bounty rewards, in addition to choosing weapon or armor.

    Here's a genius idea - take allll the money you're raking in from Eververse and make the rewards system better, instead of creating half-baked new content. The game already has plenty to do and lots of fun game modes - just make them more rewarding for players instead of driving us crazy.

    Sincerely, someone who got 22 pairs of gloves from 30 Trials engrams this weekend.

    submitted by /u/DaveB585
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    After today's "cutscene" intro to the Io Bunker...all the story pieces started to fit.

    Posted: 07 Apr 2020 12:25 PM PDT

    So, I, like probably many of you, have been wondering how the hell this entire year comes together when it comes to a "connected story." I liked the seasons, by and large, but I never really cared that much about any of the story elements (besides saving Saint-14, cause COME ON!! SO GOOD.)

    But with today's intro to the Io Bunker with Zavala and Rasputin...it all clicked. Bear in mind, I'm decently well acclimated to lore, but I'm not perfect, I haven't looked at any end of season leaks, and I might have missed things or gotten things wrong. Regardless, this is how I, a relatively average player, see the story now.

    So, let's back up a bit:

    This "year" started with Shadowkeep. The Darkness (with a capital D) is BACK. They've been waiting for who knows how long inside the Moon, and they're on their way from the outer reaches of the solar system. Because of this discovery, the Hive begin erecting the Scarlet Keep, and the Vex invade the moon from the gate to the Black Garden. We never really knew "why," unless you consider the weird signal the artifact we found gave off, which we traced into the Black Garden itself in GoS. Presumably, the Vex, who WORSHIP the Darkness, wanted to see what was in that Pyramid, too. But, when we killed the Undying Mind, things got a bit...wonky.

    In the leadup to Season of Dawn, we knew that Osiris has left the Infinite Forest because of something he saw. Because the Undying Mind, well...died...the Forest became overrun with Darkness (capital D). His visions of future timelines of the City and the Tower showed the Traveller gone or defeated, and nothing but blackness around him. He knows we need help. The stuff with the Sundial seems more circumstantial, then, right? Wrong.

    Osiris lets us look for Saint-14, but doesn't count on us finding him because he never could. However, when we do, it's a nice bonus, because we're about to need ALL the help we can get. The Cabal are invading the Sundial, yes, but it seems more circumstantial. They DON'T know what's coming; they're still caught up with trying to win a war that had long been lost...but what if they DID know?

    What if (big what if) the Darkness has been "leading" the Cabal? Telling them to invade the Sundial to try to go back and steal the Light from us, not so that the Cabal could win, but so that IT could win? After all, it seemed really weird that the just suddenly FOUND it, and had a somewhat coherent plan with basically no leadership aside from the Psion Sisters. And now, in Season of the Worthy, what if the Darkness ordered the Cabal to crash the Almighty, in hopes it would decimate us before Darkness ships arrived? After all, who came up with THIS plan, since now even the Psion Sisters are dead?! (EDIT: Apparently there was a fourth sister called Amtec who did this? If so, cool, ignore my spinfoil hat!)

    That's why Osiris went to Rasputin. Osiris KNEW Rasputin would be an important ally, and he KNEW Rasputin has to be preparing. Because now, with Saint-14 making wisecracks about us defeating the Darkness in Trials, and Ana prepping Big Red to be "unstoppable," Rasputin reveals why he's been so silent, why he's growing his knowledge and why he agreed to help the Vanguard use him as a weapon - he knows this is NOT the real fight. He isn't just preparing for the Almighty, he's preparing for the Darkness. Just like Osiris was, and like the Vex were. And him sharing this with us, sharing his shame and failure, it's enough to finally convince Zavala that we're all on the same side. We all have our parts to play in the coming fight.

    Looking back now, this means that yes, EVERY season WAS important in driving this narrative. It's all been pushing the Darkness story behind our backs, while distracting us with these escapades to the Moon, or Mercury, or these Seraph Bunkers. By pushing all that to the front, we get our content, but the story was never whole...or so it seemed. But damn. Every season, they've been getting closer and closer and it's been SO OBVIOUS. I love when hidden story pushes finally make sense.

    Part by part, it's all coming together. In the next season, or expansions, The Darkness WILL be here. It's happening, finally. They're at the edges of the system and rapidly approaching. We've got a big fight ahead. And things from here will NEVER be the same.

    Bravo, Bungie, for tying it all together.

    Edit: Realized I left out a couple small things that helped to clarify my thinking. Thanks for the support so far!

    Edit 2: It appears there's a lot that I've been missing, or at least there's some more answers further hidden in other, not-as-immediate lore. That's awesome, and thank you for pointing all this out! However, I'm also glad people are still able to agree on and discuss some of my ideas or spinfoil-hat theories, too! I put this here more as a "regular/above-average player's" view of the story. I'd love to see all the pieces from those more lore-savvy eventually!

    Edit 3: Wow, apparently people actually hate this storytelling. Like, a lot. Believe me, I love Destiny's story overall, and it's a lot of the reason I play, but I also acknowledge there's things they could do better (Where the f*** Is Uldren, at least?! That's definitely the one story I want picked up the most). I personally love both forms of storytelling (both the discrete like this, and also the more straight-forward ala D2 Vanilla) so I'm content, for now. Looking back, could they have done some things better? Absolutely. But there's still some good here, and that's all I was trying to point out. Can't please everyone, I guess. Still, thanks for all the discussion!

    submitted by /u/TheMightyGonthorian
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    The Io Bunker is an example of what I want from the game. Spoiler

    Posted: 07 Apr 2020 10:49 AM PDT

    I loved the storytelling. I'd rather it be in cinematic form personally, but I was not expecting that hologram. Suddenly shadow keep is starting to come into play. Excited to see where this goes.

    submitted by /u/TheAtlasComplex
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    Double Loot Will Always Be More Interesting Than Double Valor/Infamy

    Posted: 07 Apr 2020 10:17 PM PDT

    With something like double loot in the Nightfall, or double to quadruple Menagerie loot, that brought people back to play. But not once have I been motivated to play when there's double valor or infamy, besides maybe Redrix.

    The loot incentive needs to be more of a focus rather than ranking up because those results are too delayed for players hence why the Nightfall has gotten so much attention this week.

    Just keep this in mind Bungie because when we got the Menagerie weekend of bonus loot, you said there would be more like this. In almost a full year, we have only gotten one thing, and it was a bug.

    submitted by /u/Megajoshuaw
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    I understand Bungie's approach in keeping our character silent in an attempt to have us live vicariously through them, but it simply isn't working with Destiny's story.

    Posted: 07 Apr 2020 02:18 PM PDT

    The Io Bunker scene is one such example of our Guardian being the Vanguard's drone, doing all the work only to stand in the background while the likes of Zavala, Ikora, Ana, Eris, etc. do all the talking and interacting with the world and its characters.

    We destroyed the Heart of the Black Garden. We conquered the Vault of Glass. We are the Hivebane. We are the reason the Fallen Houses collapsed in on themselves. We are the first in a new line of Iron Lords. We made first contact with the former Emperor of the Cabal after we saved all of Humanity and the Traveler by destroying his usurper. We brought Osiris back. We brought Saint-14 back. We killed a Worm God. We avenged Cayde and gained the trust of Queen Mara and the Awoken. We killed the last Ahamkara. We are bringing Rasputin back into the fight. We are why the Darkness is coming back. because it acknowledges and fears our strength.

    Destiny began with one objective, "Become Legend," t's time our Guardian was allowed to act like one, not through our Ghost's voice, but with our own. Give us dialog options, give us meaningful choices to make. Make us feel like our Guardian matters more.

    submitted by /u/SparkyGol
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    A lore inspired Thunderlord Catalyst idea

    Posted: 07 Apr 2020 03:05 PM PDT

    While bored at work (yay for being "essential") I decided to look at my D1 inventory in DIM and reminisce about the old days. While doing that I took a look at Thunderlord.

    Now many of you may not remember, or in the case of D2 Guardians who never saw it, but a long time ago, bungie our on a presentation at e3(?) where they did that cringy "the people on stage are totally playing and this isn't scripted" thing no one likes. In said presentation, after killing a Fallon Archon, the Thunderlord drops and they inspect it. As soon as a saw it I was sold on the game. It's aesthetic was and is awesome, it's sound design is fantastic, and it's power is undeniable, both in feeling and practicality. It's a hallmark weapon of the series, and a personal benchmark that I compare other exotics too.

    Back to the inventory gazing. After looking at Thunderlord and then it's different element siblings, Nova Mortis(void) and Abbadon(Solar), I compared its D1 grimorie card (how long since you thought about one of those?) and it's D2 lore entry and noticed something interesting.

    In D1, the card talks about the gun's origins being a mystery, but that the guardians who would wielded it are the next step in its legend, fitting D1's "become legend" tagline. Nova Mortis and Abbadon cards describe them of variants made by the guardian that wielded the first thunderlord.

    The item description of Thunderlord in D2 is a modification of the original weapons description, referencing the D1 version. The lore entry talks about the weapons two creators, and how the collapse separated them, ultimately killing one, and the other turning their weapon of peace into a weapon of death as vengeance. Near the end of the lore card, both Nova Mortis's and Abbadon's descriptions are used to describe the weapons purpose.

    This leads to the catalyst idea.

    How you get it:

    Eris contacts you, saying she has discovered the trace of a dead ghost that belonged to the builder of nova mortis and abbadon. The ghost is found by beating a legendary version of K1 Revelations. The Ghost gives coordinates to a hidden workshop in the cosmodrome. You now complete a heroic version of the new light mission, spawning outside the wall, fighting through it, defeating a spider Tank, then going inside to defeat an archon. After defeating the archon, you go into the steppes area and attempt to find the workshop. Inside you defeat a hive knight boss, and receive that catalyst.

    The catalyst requires With Thunderlord equipped, preform: 100 void kills 100 solar kills Defeat a hive boss Defeat a fallen boss 200 Thunderlord kills

    The Masterwork grants "Elemental Rounds"

    Elemental Rounds:

    Hold reload to change element

    Solar-continuous damage on an enemy causes them to ignite, dealing damage overtime and igniting other nearby enemies. Kills leave flaming napalm that will ignite enemies that contact it.

    Void- continuous damage on an enemy suppresses them and nearby enemies, and spawn deadly void seekers. Kills leave behind a suppressive field and spawn seekers.

    This weapon now matches your equipped subclass element when equipped

    In the same style as Cerberus+1 the mode change animation would be unique. The player pulles the charging handle back, and the revenue elemental effect activates.

    Flames around the barrel and the wires on the side burning for solar

    Void energy covering the gun and sort of dripping from the wires for void

    The final quest step would read like this "By combining the experimental parts you found in the workshop, and infusing them with both your burning and dark light, you have perfected the lovers vengeance. "They shall not fade quietly. Let thunder, fire, and death reign again."

    Return to Eris to inform her of your success.

    Eris will talk about meeting the Guardian who created Abbadon and Nova Mortis, and thanks you for completing their work and honoring the creators of the weapon.

    That's it. My combination nostalgia trip/lore dive/catalyst idea. Thoughts and suggestions are appreciated.

    submitted by /u/Timeless_Seeker
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    Since recluse has been nerfed, can you allow the tarrabah to keep its energy and ravenous beast perk when stored?

    Posted: 07 Apr 2020 09:22 AM PDT

    I grinded hard for this weapon, and it's pretty good in PvE I'd say, but it's getting held back because whenever you switch weapons, all the energy you stored from killing enemies gets reset. It would be a lot more favorable if whenever you switched weapons you could pull it right back out and use ravenous beast.

    Edit: keep in mind that tarabah almost has no usage in PvE let alone PvP, and doing this change will cause more people to use it.

    submitted by /u/Aesax
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    The Pit of Heresy is bugged - completing the boss fight only (from a checkpoint) without dying counts as a Flawless completion.

    Posted: 07 Apr 2020 03:48 PM PDT

    Got credit for 2 Flawless completions today by using a checkpoint and having no one die during the encounter.

    submitted by /u/Beleynn
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    Adding strike specific loot retroactively to already existing strikes would be a breath of fresh air for the strike playlist.

    Posted: 07 Apr 2020 06:07 PM PDT

    At the moment, the strike playlist is a way to complete bounties, and nothing else. It is in no way worth your time after you get your weekly drop and completed zavalas daily bounty challenge. If you want actual loot, you play nightfall ordeal.

    Nightfall weapons like wardens law are awesome, but in my opinion, it would be nice to have some cool, unique loot in the strike playlist as well, similar to D1 with its skeleton key system. It doesn't have to be „good" loot, maybe it just looks cool like the darkblade helm from D1.

    If there was a possibility to get a unique armor piece or weapon themed after the strike you're playing instead of the regular blues with a side of glimmer, I think I would play strikes more than three times a week.

    Although this isn't a fix for the larger issues in this game, due to the fact that pinnacles aren't a thing anymore, some sweet loot outside of nightfalls and raids would be appreciated.

    Edit: typo

    submitted by /u/Short_Circuit22
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    Thank you for putting both the bunker and the Seraph Towers on IO right next to each other AND right by the landing zone.

    Posted: 07 Apr 2020 10:56 AM PDT

    I don't know if this was planned from the start or if it was decided after all the complaints about grinding out the bounties, but it's still a nice change compared to the EDZ and Moon ones.

    submitted by /u/eddmario
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    Bungie, the bug affecting Warden of Nothing was similar to what happened with Menagerie on release and people loved it

    Posted: 07 Apr 2020 11:36 AM PDT

    Don't make the same mistake of fixing it like you fixed Menagerie. As soon as that change went through the number of Menagerie player plummeted, only to rise up when you did up the rewards again pre Shadowkeep.

    You tried to "fix" it and it wasn't well received from the community. You might have struck gold with this one. Learn from the past. Tweak it a tiny bit if you must, but don't remove this completely

    submitted by /u/PinoShow
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    Sniper Rifles don’t need to receive MORE flinch, they just need to receive it DIFFERENTLY

    Posted: 07 Apr 2020 09:09 AM PDT

    I see so many people complaining (shocking) about how Snipers are "easy mode" and how they get headshot even tho they shot first. The problem is how sniper flinch works, jumping the reticle on and off the head just means once you get a rhythm down, you can predict when to shoot.

    Sniper flinch should be random. Make where the reticle lands RNG. Aim at the head? Get flinched to the left leg. Aim for the right shoulder? Get flinched to the torso. Aim for the arm. Get flinched to the dick.

    That being said, it shouldn't be impossible for a sniper to shoot you even if you shoot first. Hitting a headshot thru flinch is a great feeling. You persevered thru oncoming fire and hit your mark. Makes for great clutch shots. Also a perk like No Distractions becomes more desirable. Unflinching perks become more important.

    People saying "increase flinch" don't understand that the real issue isn't the severity but the mechanic itself.

    submitted by /u/Stewbeef12
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    Zavala's been skeptical of Rasputin since D1, and all it took was a one-minute video to sway him completely over?

    Posted: 07 Apr 2020 04:28 PM PDT

    Bruh.

    It's not even new information, It was literally just "Do you know how old I am!? I've seen things." and Boom, Zavala's all Team Ra-ra-Razputin.

    There was a whole-ass expansion where all we did was catch heat/flak for helping Ana Bray.

    submitted by /u/Kangarou
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    And just like that who cares about the Almighty

    Posted: 07 Apr 2020 12:41 PM PDT

    I already considered it a non-threat thinking that Raspy boy was going to pew it out of the sky but now we know the Almighty is easily the least threatening thing flying around Sol.

    This is good.

    submitted by /u/DefinitelyNotThatJoe
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