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    Saturday, April 11, 2020

    Destiny Daily Questions [2020-04-12]

    Destiny Daily Questions [2020-04-12]


    Daily Questions [2020-04-12]

    Posted: 11 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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    Perspective: Activision made $164 million from selling the rights of Destiny back to Bungie. Bungie didn't give up hundreds of millions to abandon the franchise a year later.

    Posted: 11 Apr 2020 01:23 PM PDT

    https://investor.activision.com/static-files/0f4309eb-c4a5-4bb3-a2b8-d589caf16417

    This is the actual report from Activision, a legal document they could see federal charges for if it were found to be falsified in any way. We can take this document and the numbers at face value. It came out a year ago.

    This means Bungie was out millions of dollars on the front end, if not hundreds of millions, you don't make that decision to reinvest in owning a product, just to abandon that product. And yet still, even in the most upvoted thread we've had here in over a year, Alright Bungie, time for some honesty. Your only live IP right now is Destiny, and yet it's clear that Destiny is bottom of your priority list. Things are going rapidly downhill and we need some transparency 5 of the top 20 comments, with more upvotes than comments have received in is as many months as well, the prevailing opinion is that Bungie has no intention of continuing the Franchise. It's asinine, unfounded, and makes no logical sense.

    If they wanted to abandon the franchise, they would have been better off continuing to do what Activation wanted, and milk it, and they could have done that without the separation.. In fact, the funds received from Net Ease came before they split with Activision, not after. It would have been more profitable for them to do it that way, full stop. There is a difference between thinking Bungie is focused on other things, and actually thinking they are incompetent and that these puny seasons really are the best they can do. They are not incompetent, they just aren't focused on making these seasons the best they can be, because they're doing something else for Destiny.. We just want to know what that something else is.. And failing to be able to get over our short-sightedness, and let it cloud the framing of the discussion will do nothing for us when Bungie does respond. Because they will.

    submitted by /u/Brockelley
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    Remember when Luna's got nerfed for having a .67 TTK when landing all headshots?

    Posted: 11 Apr 2020 07:50 AM PDT

    And if you missed 1 shot you went to 1.0 sec TTK?

    So explain to me how .5 TTK- .7 TTK on Suros and .7 TTK with infinite range, perfect recoil and the ability to not have to see your opponent to hit them on Hardlight is fine?

    At least Lunas/NF required skill.

    submitted by /u/Hbzn
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    Many major titles are giving x2 XP, loot, game currency, and whatnot because almost everyone is at home, Destiny 2 gets double loot from a NF and the community farms NFs like never before, Bungie goes ahead and fixes the "glitch" most companies present as a feature.

    Posted: 11 Apr 2020 05:39 PM PDT

    Once in a very long time, something in Destiny 2 happened that people were actually excited to do an activity.

    This season is just another bounty simulator, it's almost impossible to play a PVP game without getting error coded and the trials system is mostly a bust.

    When will Bungie actually do something other than disabling newly released exotics and milking the eververse?

    Edit: Proof added.

    https://steamcommunity.com/gid/103582791433958877/announcements/detail/2199387653445725892

    https://steamcommunity.com/gid/103582791455826806/announcements/detail/2203891253380536248

    submitted by /u/surfacetensionx
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    MAKE ALL SHELLS HAVE GUIDING LIGHT I WANNA USE MY FUCKING CAT SHELL THAT MEOWS WHEN I TAKE IT OUT YOU BASTARDS IM TIRED OF USING THESE STUPID ASS LOOKING SHELLS THAT HAVE GUIDING LIGHT

    Posted: 11 Apr 2020 08:44 PM PDT

    If Pit of Heresy gives guarantees MW Armor, then Grandmaster NF should give guarantees MW Exotic armor

    Posted: 11 Apr 2020 05:21 PM PDT

    Like many others, the announcement of the "loot" for Grandmaster NF is just bonkers. They want this to be the ultimate challenge, yet you get "increased chance of exotic" to drop. It's completely idiotic that there would be this level of RNG for this.

    If PoH gives guaranteed MW armor, then I think at a minimum GM NF should give guaranteed MW exotic armor with 70+ stats. That would at least be something possibly worth chasing.

    There should also be GM specific loot and so forth, but that's a dead horse. And if Bungie can't even make pinnacle weapons bc they had to make a couple of Trials armor, then NF specific loot seems like a pipe dream.

    But at least a high stat MW exotic would be something to grind for. And not difficult to implement.

    submitted by /u/blueapplepaste
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    Every Shell is useless without guiding light.

    Posted: 11 Apr 2020 03:44 PM PDT

    Stop making silver exclusive good looking shells that can't have guiding light. We can pull sparrows from collections until we get transmat preloader but not guiding light.

    No way anyone is going to spend real money on a ghost shell that makes this games repetitive grind go 10% slower.

    submitted by /u/CumSpewingFromAnus
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    Bungie, never again will I purchase a season centered on zone matchmaking.

    Posted: 11 Apr 2020 07:06 AM PDT

    Lucking into a populated and active Court of Oryx instance was a chore, as was the Blind Well and Escalation Protocol, but those were mere components of larger expansions. Black Armory forges, the Menagerie, and even the previous season's Sundial had proper matchmaking so everyone was able to progress in a reasonable amount of time.

    All Season of the Worthy progression revolves around the Seraph Tower public event, which depends on zone matchmaking. Forget chasing good rolls—I'm chasing a populated instance.

    submitted by /u/Vorsos
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    We really should do a "Back to D1" event like the Dark Souls community does

    Posted: 11 Apr 2020 09:24 AM PDT

    Seriously, like a week or 2 of just playing D1 content, perhaps from Level 1 again, the Dark Souls and Bloodborne communities do this yearly with "Back to Yharnam" and "Back to Dranlegic" and they're always a lot of fun. Maybe theme it around Bungie Day - 7/7

    Plus I'm sure there's stuff in D1 a lot of us missed first time around, raids some of us never played, weapons we never used, fun to be had!

    submitted by /u/SCB360
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    Everything You Need to Know About Swords in Season of the Worthy

    Posted: 11 Apr 2020 11:10 AM PDT

    Hello guardians, the Season of Swords is now a month in and I've had time to test and process some of the numbers, acquire the rolls I wanted to experiment with, and hopefully my findings can offer concrete info about using swords after their major changes. Much of my data comes from my own testing, but a great deal comes from u/IAMADragonAMAA's excellent Damage Chart Madness as well as u/CourtRooom's fantastic Damage Catalogue, so big thanks to both of them.

    In-game there are 3 sword archetypes: Lightweight Frame, Adaptive Frame, and Aggressive Frame. The vast majority of swords, including both exotics, are Adaptive Frame, so they have the same swing speed and the same base damage. The outliers are the lightweights and aggressives. The lightweights are Quickfang and its Y2 random roll clone, Goldtusk, both Hunter exclusives, earned from completing the Red War campaign and the Heroic Menagerie, respectively. Lightweight frame swords give a secret +20 mobility when equipped (just like all lightweight frame weapons), have increased reserves, and a faster swing speed. In the Aggressive Sword category, we have Crown-Splitter and its Y2 random roll clone Throne-Cleaver, both Titan exclusives, also earned from the Red War campaign and the Heroic Menagerie, respectively. Aggressive Frames have increased damage per strike but lower swing speed and reserves. For this testing process I ignored the Y1 swords Quickfang and Crown-Splitter, since being limited to just one perk is, well, limiting.

    General DPS:

    Legendary Adaptive Frame Swords all have the exact same DPS ignoring perk combos. It should be noted that both Lightweight and Aggressive Frame swords have higher Damage Per Second and higher Total Damage than Adaptive Frame swords with equivalent perks. So if you're a Hunter or Titan, get into the Heroic Menagerie and start farming those swords. They're a random drop from the boss, so your chalice has no effect on collecting them.

    Lightweight frame swords do slightly better DPS than Adaptive frame swords but much higher total damage. Aggressive frame swords do significantly higher DPS than both other frames and, with the right blade perks, do higher total damage as well. According to Damage Chart Madness, Throne-Cleaver is actually the highest DPS heavy weapon in the game (outpaced across all weapons only by the Fourth Horseman with catalyst, which is *spicy* but not as consistent or sustainable) and with ammo conserving perks does the most total damage from its reserves as well (certain primaries have the capability for more total damage from reserves but at a much slower pace).

    I think swords are in such a good place with DPS now because their attacks can now be looped infinitely. No pauses, no reloading. I suspect that they received a slight damage buff from last season as well but it's almost impossible to know for sure since last season's damage is gone with the update.

    Overall, they're one of the best heavy options available for activities and encounters within their range, assuming one can survive proximity to bosses and majors. More on that later.

    Perks and Damage:

    First I want to talk about BLADE PERKS. They are, in order of least damage to most damage:

    1. Enduring Blade
    2. Hungry Edge
    3. Tempered Edge
    4. Honed Edge
    5. Jagged Edge

    They follow the same order from most to least ammo reserves, which in turn grants more total damage at the cost of less DPS.

    Jagged Edge (highest damage) does approximately 3.5% more damage per swing than Tempered Edge (medium damage blade) with 7 additional points of the Impact stat.

    Tempered does approximately 3.5% more damage than Enduring blade (lowest damage) with a difference of 8 points per impact.

    Measured separately, Jagged (the highest damage blade) does ~7% more damage than Enduring (the lowest) which is consistent with the difference between them being two tiers of ~3.5%.

    Taking that into account we can gather that each point of Impact grants roughly 0.5% damage increase.

    Masterworked swords (all sword masterwork stats are Impact) get +10 to Impact which is approximately a 5% damage boost. Remember, these numbers are approximate, not exact. But they should be accurate or very close.

    So when you're choosing a sword, consider the activity and what you're using it for, and the edge that you'll want with it. Fortunately, most swords let you adjust the edge on the fly, so you can quickly swap to higher damage/lower reserves or vice versa.

    ___________________________________________________________________

    Second, GUARD PERKS. This is one of the things that has changed the most with the addition of the sword energy bar. There are six Guard Perks. The following table shows my results for each Guard Perk's performance in four categories.

    GUARD PERK TOTAL GUARD DURATION RECHARGE TIME (from empty) DAMAGE REDUCTION WHILE GUARDING DAMAGE TIME*
    Heavy Guard 3.5s 5s 94% 3.17S (when Heavy Guard broke I still had plenty of health)
    Infinite Guard Infinite 4.5 82% 3.79s (I had very little health when Infinite Guard broke each time, and I almost died)
    Balanced Guard 2.3s 4.5s 82% 3.46s (Middling survival results)
    Burst Guard 1.3s 4.7s 78% 1.73s (Middling survival results)
    Enduring Guard 7.5s 4.5s 48% I died before this guard could ever break. Death was usually at about 4.1 seconds, with guard ~1/2 broken
    Swordmaster's Guard 2.4s 4.3s 79% 2.36s (I usually died after this broke, it left me very little health to get to cover)

    Once again, remember that these numbers are approximate and limited to my ability to test them but I was very thorough. The first 3 numbers in each set of guards were tested against Greg's stomp attack with identical mod setup and power level.

    *Damage time is the time that the guard can take damage before breaking. In this specific test, I guarded Greg the Ogre's void beam attack until I had 4 decent sample measurements, then I averaged them. Obviously this damage is not comparable across all the different damage in Destiny, but it is revelatory in terms of how the Guard perks compare to one another.

    Some interesting points of note is that all guard perks charge at relatively the same speed with only Heavy Guard being noticeably slower, but by less than one second! Swordmaster's Guard being a ~0.2s advantage over the other guards is minuscule since its damage resistance and duration aren't the best.

    Another interesting point is that Balanced and Burst guards lasted longer when taking damage. Blocking damage would temporarily "pause" the energy depletion even though I was still blocking.

    ___________________________________________________________________

    PERKS! There are a lot of things to consider here. I'll provide a list of all the available perks for swords and specific numbers for what they do, something I wish Bungie would provide in-game.

    • Assassin's Blade: Movement speed increase and 15% damage boost for 5 seconds on kill.
    • Relentless Strikes: Landing three rapid hits grants one sword ammo.
    • Tireless Blade: Killing two enemies in quick succession grants one sword ammo.
    • Whirlwind Blade: Consecutive rapid hits give increased damage. Max stack is 5x which gives a 30% damage boost. Each stack is roughly 6%. This buff lasts ~3 seconds and is extended on each additional hit, lasting as long as strikes continue to land. Guarding breaks the Whirlwind stack, a new addition this season.
    • En Garde: Damaging an enemy then switching to this sword will, very briefly, give a 30% damage boost, down from 50% in Season of Dawn. Duration of this perk seems to be about one second.
    • Counterattack: Blocking an enemy attack immediately after guarding grants a 50% damage buff for a period of 2 seconds. This is down from 5 seconds in Season of Dawn.
    • Shattering Blade: If a heavy attack consumes the last of your ammo (4 or less), it does 67% more damage, down from 300% (!!!) in Season of Dawn.
    • Surrounded: 25% Damage increase if three enemies are within 15 meters.
    • Energy Transfer: Blocking damage regenerates class ability energy. It's hard to nail down concrete values for how much energy is restored per point of damage taken, but I did test this against Greg's void beam and the class ability recharged from empty to full in about 1.5 seconds, which is very quick.
    • Flash Counter (new perk this season): Blocking an enemy melee attack immediately after guarding disorients and weakens enemies. This one is interesting because the perk, which claims to "weaken enemies" implies a debuff, but the Flash Counter perk is overridden by non-stacking global buffs like Well of Radiance and Ward of Dawn, so it actually behaves more like a buff to the guardian than a debuff to the enemy. However, the buff/debuff/whatever it is also applies to other guardians attacking the weakened target, so it does behave like a true debuff in that sense. It's weird. The damage increase is 20% and it lasts for 6 seconds. The disorient effect does not work on bosses. What you get is essentially a Counterattack Perk that's less than half as strong but lasts more than twice as long, and whose damage boost applies to other fireteam members for its duration.

    So let's talk about these perks a bit, and how viable they are in the current sandbox. Keep in mind that we're moving from fact into opinion, and you should use whatever perks you enjoy or that you find synergize best with your personal build.

    That said, I think the nerfs to En Garde and Shattering Blade have made them liabilities in their slot compared to the alternatives. Shattering Blade had a use, though niche, when it was a massive 300% damage boost on the last sword strike. But 67%, which is significant but only applies on a single hit, just has so few instances where it would be effective, especially when other perks are offering 30 or 50 percent for their repeatable effects. Hopefully you're not running out of reserves anyway, since Enhanced Sword Scavenger is around.

    En Garde's 30% damage boost is nice but just goes away so quickly. Extended sword use benefits very little from this perk. I was only able to land one or maybe two hits before this perk went away.

    Counterattack has also been hit hard by the changes, in particular the requirement of needing full energy to get maximum damage from a heavy attack. In order to proc this perk, the attack loop has to be broken and a block timed almost perfectly, then, if you want to follow up Counterattack with a heavy strike, you have to wait a moment for the energy bar to recharge to full, since guarding the attack to proc this perk depleted it somewhat. Even if used well, this perk interrupts the sustained DPS cycle and drains energy required for powered heavy attacks, and that's only if it's flawlessly executed. Enemy attack timing can be arrhythmic and difficult to predict. Playing with this perk I found myself false starting and missing blocks, or guarding too late because I was locked in a swing animation, almost as much as I found myself actually benefiting from the very cool 50% damage buff. It was nice last season when it lasted 5 seconds. There's a learning curve to this one but it can be rewarding to those who master it. It's still a good perk if used just right but I had a hard time getting better performance out of it than some of the others.

    Energy transfer can be very useful if you're running a build that relies on your class ability a lot.

    Surrounded is nice in that it auto-procs with nearby enemies, but that damage boost goes away as soon as only one or two remain. It may be a good choice in an add-clear roll.

    Flash Counter could be fun to play with in group activities, but like Counterattack it suffers from a bit too much complexity.

    The ammo perks, Relentless Strikes and Tireless Blade, are both excellent for getting more economy out of your heavy ammo reserves, and they pretty obviously lend themselves to Major/Boss DPS and Add-Clear rolls, respectively. Relentless will extend your reserves whether you're hacking away at a boss or carving through adds, but less efficiently than Tireless Blade if you're maintaining 1 swing per kill, easy in a group of red bars. However, Tireless will not grant any extra ammo when used on a single, high-HP target like a boss.

    Asassin's Blade is a fantastic add-clear perk. The 15% damage buff isn't much but should be plenty for red bars and even some oranges. The movement speed helps to move around areas populated with adds as well. It lasts a hearty 5 seconds and resets on additional kills.

    Finally, Whirlwind Blade, to me, remains the king of sword perks in general use. It's effective in both add-clear and Boss DPS. The 30% buff is not as high as the 50% from Counterattack or the 67% from Shattering Blade but a max stack is insanely easy to proc and it is sustained with continued strikes. The buff goes away after 3 seconds, plenty of time to land another hit, which is all that is required to extend it. The 30% damage boost really adds up in a long attack loop.

    I've had fun with all the perks this season and I think they all, or at least most of them, have a strong place in various builds and playstyles.

    EXOTICS:

    Both exotics are Adaptive Frame swords with Tireless Blade (Worldline Zero also has Assassin's Blade) and Tempered Edge (good ammo reserves). Black Talon has Heavy Guard, Worldline has Infinite Guard. Because they can't be impact masterworked or take mods, their overall damage potential is actually lower than the legendary swords, but that doesn't mean they shouldn't be used.

    Black Talon has been in my inventory all season as it has the sweet exotic ability to shoot projectiles. A single Crow's Wing heavy attack does about 59% as much damage as a Throne-Cleaver heavy attack, but Black Talon has range. Also, Black Talon can fire two heavy attacks from full energy instead of just one. The two heavies cost 8 ammo together, more than the regular 4, and do 18% more damage than a single aggressive heavy attack. However, Black Talon has a masterwork perk called Reversal. Reversal is literally just Counterattack that only works for Crow's Wings and not light attacks, but when timed just right, those double Crow's Wings do 77% more damage than a masterworked Throne-Cleaver heavy attack (Fun note: masterworked Throne-Cleaver's heavy attack with no damage perks active is almost identical to a Honed Edge x4 crit from Izanagi's Burden with catalyst, so Black Talon exceeds that by 77% as well). So with Black Talon, what you're getting is range, and insane burst damage.

    Worldline Zero's exotic perk is the Tesseract Heavy attack, which does AoE damage with a 15% damage boost. Besides that, it's another Adaptive Frame sword with good add-clear perks. It also once had a place in speedrunning, and to all the skaters, I'm deeply sorry for your loss.

    PASSIVE GUARD:

    (And Damage Resistance/Stomp Mechanics)

    The last thing I want to go over is the seasonal artifact mod Passive Guard. The text states that it gives extra damage resistance against enemies close to you when you're wielding a sword. I took the perk into Cargo Bay 3 and tested it with Greg. I let him slam me to pieces ( ͡° ͜Ê– ͡°) and with no damage resistance mods each stomp did roughly 1/4 of my total health/shields until my shields cracked, when it did slightly less. I died after 6 hits, sometimes dying on the 7th hit. I don't know what causes the inconsistency, but 6 and sometimes 7 was the clear result. I did not guard at any point during these tests.

    With Passive Guard added I died on the 13th hit. My health/shields were affected almost exactly (if not exactly) half of what they were without the mod.

    I tested the mod in a few other situations as well (though none of them as controlled or repeatable as Greg) and came to the conclusion that the Passive Guard damage resistance is about or exactly 50%. That's huge.

    I decided to keep going with Greg and tested some more mods. These aren't new, but their synergy with Passive Guard is.

    With Hive Barrier, Protective Light, Passive Guard, and five Concussive Dampener mods, it took Greg 75 hits to kill me. I was at Tier 5 recovery and I was getting some regeneration between stomps. I reckon that with this mod setup and higher recovery you could realistically make it impossible for Greg to kill you. This is without Stronghold, which adds even more resistance.

    I took Stronghold, Passive Guard, Hive Barrier, and Protective Light into the Heroic Menagerie and ran them in the Hunted encounter with a Heavy Guard sword. The Abyssal Knight, Wizard, and Cursed Thrall all together couldn't get my health below about 75% the entire time I stood on the plate, alone. This was about 45 seconds.

    The concern with swords as Boss DPS is that so many Ultras have stomp mechanics that send the player flying, often to their death. What I discovered testing these sword builds against various bosses was that in most cases, the stomp itself does far less damage than the architects--that is, flying into a wall at 120 kpm after a stomp was the deadliest part of the encounter. Swords can counteract that by either a) guarding or b) continuous strikes, both of which keep you, the player, glued to the boss. And with the right mods, the stomps you absorb will also do very little damage. Obviously we're not going to be carving up the Sanctified Mind, but there are several bosses in the game where I can see a Well or Bubble directly against them and a fireteam of swords (maybe with one Tractor Cannon or Melting Point) doing very attractive DPS. We tried it on Zulmak, the Primeval, Gahlran's Deception, and a few others with beautiful results.

    What I'm trying to illustrate is that certain sword builds this season are giving us damage resistance that I haven't seen before in the entire time I've played Destiny. Swords are powerful in the current sandbox. Experiment with some builds and give them a try where you aren't limited to long range engagements. I've been having a lot of fun with them.

    _____________________________________________________________________

    Hopefully some of this info can clear up or answer some of your questions about the efficacy of swords in the sandbox this season, as well as fill the gaps where information provided in-game was lacking specificity. Of course, my tests and data are not infallible or exact in many cases, and I can only use the tools I have to gather data about the game mechanics. I attempted to be extremely thorough with all of my methods and I have published only repeatable results. Let me know in the comments if I missed anything, got anything wrong, or if there's something else about swords you might want to know about. There is probably more to be extracted from my notes that I didn't even think about, or that I overlooked.

    Otherwise, enjoy these images of parts of my testing process, including how I calculated damage received without actual values appearing on screen (as we see with damage dealt).

    submitted by /u/OhHolyCrapNo
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    Remember when Bungie announced that the bow for Iron Banner wasn’t ready in season of Dawn?

    Posted: 11 Apr 2020 02:02 PM PDT

    Something people aren't quite seeing is that we wouldn't have had a ritual weapon this season at all if Bungie didn't decide to hold back on the bow in Dawn. It's just crappy how little effort is being put into this season with no word of what's coming in the future. Heck, looking at this bow from that point of view, it truly was a matter of trials or ritual weapons this season...

    submitted by /u/Zoomyman3612
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    Give kindled orchid and tatara gaze ornaments you cowards

    Posted: 11 Apr 2020 04:26 PM PDT

    See above

    submitted by /u/mistrmarks
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    Grandmaster Nightfalls NEED to be the return of strike specific loot

    Posted: 11 Apr 2020 02:28 PM PDT

    I am an amateur artist and spent yesterday designing what I wish the grandmaster nightfall rewards could be. Here's what I want.

    submitted by /u/RegTheJouster
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    Put the people that work in Eververse in charge of regular armor and raid armour.

    Posted: 11 Apr 2020 07:30 AM PDT

    It's amazing that D2 has been out for three years and we still don't have armour sets the quality of D1's. World drops are lackluster, I rarely see anyone wearing ANY raid armor from ANY raid, and the few desirable sets we DO have (Faction sets and, [gasp, what a surprise!] Eververse sets) are locked behind RNG and money.

    Remember those glowing Crota's End sets from Age of Triumph?

    Remember the base WotM armor?

    Hell, remember when we had all-black shader(s)?

    Remember the Trials' armour ornaments? (Add those in D2 as a flawless reward, solid chunk of "aspiration" right there.)

    If your gonna recycle content at least make the content something we want.

    (And DO NOT pull an EA, Activision, or a Bungie and put this stuff behind Eververse.

    Update the menagerie loot pool or something to include stuff.

    submitted by /u/poec04
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    Is there 1 single person that is actually excited for grandmaster ordeal?

    Posted: 11 Apr 2020 11:44 AM PDT

    This is probably going to be the most irrelevant piece of content that Destiny ever witnessed, an increase in difficulty...and that's it

    This is NOT roadmap worthy.

    submitted by /u/AngelOfDisease33
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    Interference VI is the new Edge Transit.

    Posted: 11 Apr 2020 02:28 PM PDT

    I get these 50% of the time if not more from Prime's and random legendary drops. If it's not armor, I'm getting one of these badboys. At least they are good with the right roll...

    Oh Bungo...

    submitted by /u/PaulCharles801
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    Bungie is not respecting THIS game.. so why buy their new IP?

    Posted: 11 Apr 2020 12:33 AM PDT

    If this is the pattern where they have a skeleton crew on this game while they focus on their next IP... why would you put yourself through the same shit with their next IP?

    If bungie wants to build a following through multiple IPs and develop a brand that is known as caring to their player base then they need to address the plethora of concerns that pop up every day. 'We're listening" is straight horseshit... Especially when the updates that are rolled out nearly never address the players concerns, and if they do, it is months if not years later...

    The Bungie brand is damaged everyday they are silent.

    This game has become a joke, a looter shooter with no fucking loot unless you go to eververse...

    But keep spending money... so they can build a new game where they don't respect your time....

    And before the Bungie cultists shit on me saying "play another game,"..... I am...

    ...but the bottom line is... this is my favorite game... i adore what Destiny was.... I'm just sad at what it has become...

    Fix this shit.

    submitted by /u/Auralfenix
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    Celestial Fire is Broken in Momentum Control

    Posted: 11 Apr 2020 01:55 PM PDT

    It does the exact same damage that it does in normal crucible. Every other melee 1-hits as well. My guess is they forgot to change the damage when they updated the ability.

    submitted by /u/Bcoon73
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    When is Felwinter’s Helm returning?

    Posted: 11 Apr 2020 08:26 AM PDT

    Felwinters helm was instantly my favorite new exotic of the season. Being able to debuff and suppress enemies is super useful for activities as a solo player to help boost survivability and increase damage output. I've looked for updates in the TWAB and known issues and it isn't even mentioned. Has there been any news on when it can be used again?

    submitted by /u/tmal2010
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    The Dreaming City's Corsair Down patrol quests are so pointless and boring they might as well be removed and free up some space in the game.

    Posted: 11 Apr 2020 06:37 PM PDT

    They award absolutely anything but a drop any player past the first few quests in the game will need. There isn't even a triumph for doing them all.

    submitted by /u/killadrill
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    The Fact That After 3 Years I still Can't Choose To Get A Weapon Or Armor Piece From A Package Turn In Is Absurd.

    Posted: 11 Apr 2020 05:23 PM PDT

    F#*king stupid. Turned in well over 300 Trials tokens this weekend alone and Saint has yet to give me a chest piece. (I have the title done so its in my loot pool) But no, the game seems to think I need a million Eye Of Sols with Firmly Plated and Boxed Breathing, or The Scholar with Slideways and Celerity. Ffs Bungie we've only been asking for this back since this game came out.

    submitted by /u/GotGalaxy99
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    Bungie, with the current population in PvP it’s time to let the throttle up a bit for SBMM. Load times, Lag, unfilled lobbies, join in progress, regional mismatches are now the standard not the exception.

    Posted: 11 Apr 2020 02:19 PM PDT

    I would consider myself a moderate/fair player (1.3), but I do like Crucible. It's always been my main mode, even though I do raid every week for gear. Lately it's just been plain terrible. There's really no other way to put it.

    As stated in the title so many matches take forever to start (console), start lopsided, and I'm routinely matched with other players outside my geographic location (country even) making for terrible matches. I mean the gameplay itself is terrible.

    To make matters worse, with no exaggeration, after waiting 5 minutes to join nearly half the time I'll be put into a losing match in progress. Destiny players are not unfamiliar with this occurrence, but the fact it's the NORM is unacceptable.

    And here's the thing... it's not like SBMM is even working anyway. I can't tell you the last time I've had a "nail biter". Nearly every match is a blowout one way or another. People quit because of lag/getting stomped etc, only to have those spots filled by some other poor sap that waited 5 minutes for a control match to be put in when the Doomsday Alarm is going off and the enemy has full supers.

    So at the end of the day, I'd rather have CBMM brought back for all modes. If I'm gonna get stomped regardless, I'd at least like to get quick games of full lobbies that actually start at the beginning. I'd would be nice that during that match my bullets didn't have to wait to hit someone is South America or that 3 players have the added perk of teleportation. Thank you.

    submitted by /u/Golandrinas
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    Remember when every meta weapon ever was complained about constantly on reddit?

    Posted: 11 Apr 2020 02:05 PM PDT

    Let's get it strait...this game is impossible to balance...but meta shifts are easy. Bungie shifts the meta on major sandbox updates and meta always lands with multiple weapons between .67 and .8 optimal TTK. That is where meta lives in this game. It's consistent...and it's the right TTK numbers.

    Sure the meta will shift to things that you aren't good at using...at the same time it might shift to what other players are good at using. You might not even like the meta...it doesn't matter...it will change again. No meta means that people who are good with those weapons are trash...they are just better with the weapon type than you are. Suck it up...they were on the other end of your Luna's howl a year ago.

    That's the thing...if the meta doesn't change...there is no point in all the guns that exist in the game. They can't all have .67 TTKs. The meta has to change or the PvP will get boring.

    The following weapons have been good in something like this order: Auto rifles (450s) SMGs (Antiope) Side arms (Last Hope) Handcannons (180s Luna's etc) Pulse (450 4 burst) SMGs (Recluse) Pulses (390s) Shotguns + handcannons (mind + rations 150s) Snipers + handcannons (beloved + rations 150s) Side arms (lots of them) Auto rifles (600s ALL of them)

    It will all come back around...That's how they keep the game fresh ~912 days after release.

    submitted by /u/_Sense_
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    We may be approaching a time with Destiny where Luke Smith should “wonder if Bungie will survive” again.

    Posted: 11 Apr 2020 12:13 AM PDT

    The game is at an extremely sad low point currently. Bungie is adding more activities at a low success rate and not utilizing any of the existing content. It's a damn chore logging on to slum through bounties for hours with nothing to truly show for it other than an artificial light power bonus on top of your gear. The serious lack of meaningful reasons to do any of the content presented in the game right now is disheartening.

    Trials relaunched and was awesome, until teams went flawless and found out the rewards are not anything different than the standard drops at 3,5 & 7 (If you even get them). Bungie launched the season with 1 single ritual weapon, a bow, from iron banner none the less.. The PVE side is given a phenomenal story, that we sadly haven't done much to advance or really bring it into the gameplay at all. The bunkers appear to be a reskin of the obelisks but instead of a standalone match made activity they pair with a public event. The new weapons lack good or truly exciting perk combos, however the mods can be fun to use at times. But are kinda gimmicky IMO.

    Now with the announcement of the GM Nightfalls not containing any form of prestigious loot other than "bragging rights" it just feels as if this season was thrown out the door at the last minute in an attempt to make the calendar date.

    We've done nothing but lower the potential new loot season after season while the number of reskins skyrocket almost as fast as the eververse store inventory. People argue that the game should be played for fun and that's 100% true. But Gladd (& many other just as influential streamers) leaving at this point is a serious sign that something is off. These guys grinded Destiny everyday for unhealthy hours during its darkest days. Yet this season they have hit a tipping point and branched out.

    I love this game, I really do and have spent way too many hours playing it. I still get the urge to play daily but can't force myself to stay on for more than maybe an hour on a good day. I just pray that the "and more" on the road map is signifying some significant content or I fear the game is only going to continue to hemorrhage players.

    submitted by /u/Jroby9
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