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    Monday, May 25, 2020

    Destiny Daily Questions [2020-05-25]

    Destiny Daily Questions [2020-05-25]


    Daily Questions [2020-05-25]

    Posted: 24 May 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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    Bungie, make Telesto's glitches an intrisic perk for the weapon.

    Posted: 24 May 2020 08:18 PM PDT

    "Beyond of our knowledge: this weapon works differently every season. Try to find how so we can fix it properly."

    It's lore tab could have a log of all the glitches that have already been patched.

    submitted by /u/skyteddy
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    Ikora once didn't speak with her Ghost for over 60 years. I miss our Guardian replying to our Little Light once in a while.

    Posted: 24 May 2020 11:53 AM PDT

    (Universal Wavefunction - ship - lore)

    submitted by /u/Marcu3s
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    It's so f*cking sad how awesome the Aeon gauntlets look on all 3 characters but have shit exotic perks tied to them.

    Posted: 24 May 2020 09:13 PM PDT

    Is there any way to make these exotic arms behave like ornaments? Or at the very least buffed? I have so many pairs with good stat rolls and they even look so good, but I can't bring myself to use them because of how crap they are.

    submitted by /u/SmashEffect
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    Petra's run.....Destiny lfg at it's finest

    Posted: 24 May 2020 07:18 AM PDT

    I hv been chasing Rivensbane since the raid came out. Sometimes I didn't hv confidence myself, other times didn't hv confidence in the raid team.

    But after all this time, I found a raid group. A bunch of patient, talented folks who were also looking to do it. DESTINY LFG at it's finest 🙂🙂

    We tried it for 3 days, 3 times we failed. Twice at Queenswalk, once at Morgeth.

    But today, we got it. It was an experience which made me realise how good Destiny can b, especially playing with friends.

    Kudos to the raid team. Kudos to this game for such a lasting memory.

    submitted by /u/VarunJoshi84
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    Lumina Should Have A Unique “Allies Healed With Noble Rounds” Tracker

    Posted: 24 May 2020 07:36 AM PDT

    I really think that Lumina should have its own unique tracker: the number of times you have healed an ally with noble rounds. Lumina isn't all about killing things like most other guns, the entire point is to play the support role, so I really think they should change it. It would be a nice touch to add to this very underused weapon (it's also my favorite weapon in the game because I play healer/support roles in games like Overwatch)

    submitted by /u/Tyra-Jade
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    Champion mods should be armour mods so we can use exotic weapons

    Posted: 24 May 2020 02:26 PM PDT

    I'm actually pretty excited for next season

    Posted: 24 May 2020 06:44 PM PDT

    After what this season has been, lot's of ups and downs, we all have our opinions and so on. I'm curious to see how the situation with the Almighty ends up and then what next season has in store, I've been bored out my mind recently so it gives me the sense of excitement for the next content drop.

    submitted by /u/Ultradeluxee
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    Not a sunsetting moan but a new sad feeling that sunsetting has caused.....

    Posted: 24 May 2020 11:44 AM PDT

    Firstly I want to say I understand Sunsetting and I am coming around to it as long as Bungie execute it well.

    However...... this week I finally got a God Roll Last Hope after thousands of shards with Rahool and a lot of searching. Usually this gives me a wicked feeling of happiness and I masterwork without hesitation and feel warm inside! This time though my mind immediately thought "don't get too attached to this gun as it will be sunsetted".

    I didn't like that feeling tbh. I miss the warm fuzzy "i just got a God roll feeling"

    Anyone else??

    Edit: my god roll was feeding frenzy/rampage..... bungie confirmed the feeding frenzy nerf a few days after too to kill the buzz even more

    submitted by /u/RedditWaffler
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    Bungie has become so concerned with making the game "watchable" they've neglected to make sure it's replayable

    Posted: 24 May 2020 11:29 AM PDT

    I've been here since D1 and while it did have its faults back then, I always wanted to play. I never felt a need to play so I didn't miss out on some FOMO bullshit. If I miss out on a season, I suddenly miss out on game changing lore and story, like how we rescued Saint, that I could never be a part of again. The worst "FOMO" we had with D1 was missing out on cheesing bosses, or the loot cave, or anything that wasn't meant to be a part of the game but was by pure accident. And those were fantastic things to be a part of and say I was there for. But now what do we have? "Hey remember that time Saint was trapped in a Vex simulation and we saved his ass while getting some incredibly deep lore about him? No you missed that because you just started playing and can never experience real lore and story implications ever again? Well, that's FOMO for ya."

    It's not even just that, D1 even had a better replayable loot grind. The Skeleton Keys were the single greatest currency Bungie brought to the loot game. On top of that was having strike specific loot be available in any instance of the strike with different odds depending on the strike activity. I wanted to grind out strikes and I wanted to farm Skeleton Keys. Sure you were guaranteed that specific strike loot, but you still had to farm rolls and it was fun knowing I could actually get the loot even if it wasn't a roll I wanted. What's not fun is running the same Nightfall over and over with only a chance to get the strike gear and then having to farm the roll on top of that. We haven't just gone two steps back from where D1 was at, we're in an entirely different state now.

    Speaking of Nightfalls, what happened to the fun modifiers? Singe is so absolutely pointless it might as well not even be a modifier on anything. Burns were an absolute blast. Knowing I could dish out loads of damage with a certain element while also receiving that same damage back. And what happened to weapon modifiers? Why can't we have modifiers to buff primary and special weapons and make them more viable in strike activities? Destiny is meant to be a power fantasy and were the Hero Guardian, yet you work to gimp us at every turn in D2 rather than make us feel like this super powerful being.

    Also, what happened to the Nightfall flame? I remember the first week of D1 running Sepiks underleveled with Arc Burn with Extinguish just being inherent to Nightfall. We spent hours upon hours running that strike just to get that flame and it felt so good when we finally did. Not only that, but Nightfalls were actually generous with end loot in D1. I got most of my exotics through running the weekly Nightfall.

    D2 is just not fun to grind, which is one of the major points of the game. I'm assuming all those steps to make grinding "easier" in D1 were removed for the sake of replayability but it's only really lowered replayability. And with the issue of sunsetting now, there's even less reason to grind for gear that will no longer be relevant. As a player, I wish you'd care about me and about Destiny rather than focusing on metrics. Stop focusing so hard on the numbers you can get on twitch or concurrently because you released some FOMO event. Trying to force those numbers up is only alienating your playerbase and making Destiny a shadow of what it once was. I promise you if you make a game for us players, those numbers will go up because you'll be making a game we want to play; not making a game you want us to play.

    submitted by /u/robotsaysrawr
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    Exotic weapon types that are lagging behind

    Posted: 24 May 2020 04:26 PM PDT

    ok so, with a new season on the way, i have wanted to stop an look a the current exotic weapon diversity and it is lacking.

    we only have ONE exotic breach loaded grenade launcher (fighting lion) which was droped in vanilla D2,

    we have TWO sidearms a weapon type that has existed since HoWs D1, and yet we have 4 bows (not complaining about those we need more)

    on the flipside we have NINE handcannons, even bungie has said that we have to many.

    basicly what i am saying is can we get more exotic sidearms and exotic BL-GL's

    for the GL's literally mountain top, maybe with a tweak or 2 to make it exotic or different but it would make an excellent exotic, maybe a supression GL or a tripmine GL (i have a lot of ideas)

    what about the Dregs promise from D1, we already have the other 2 fallen guns (QBB, and LoW). sidearms are a trickyer one due to SMG's, like ratking as a SMG, but there has to be more then 2 ideas bungie has for them?.

    sorry for the rant but felt like it was important to get out there.

    submitted by /u/THERAPTORKING54
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    I think it would be cool to hear voice lines from other players ghosts in Strikes.

    Posted: 24 May 2020 06:48 PM PDT

    We often hear our ghost in strikes, and canonically we the players are "The Guardian" in the Destiny universe, but how cool would it be if Bungie added voicelines that are supposed to come from the ghosts of other guardians in our fireteam?

    We practically get that in Sagira, but that's still technically our ghost at that time. I loved that experience. And I think it would be an awesome way to narrate the story.

    submitted by /u/Aethermancer
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    We have 2 weeks till tyrant surge is gone forever best mod I'm gonna miss it

    Posted: 24 May 2020 11:33 AM PDT

    Such a good mod

    You want 150+ kills in gambit BAM! TYRANT SURGE

    Do you want to amaze/ confuse your Raid team during the final encounter of GOS BAM! TYRANT SURGE

    Do you want to solo master content in a short time BAM! TYRANT SURGE

    I would give away all my God rolls for that nuke.. I mean mod

    submitted by /u/alpha-123
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    As of this writing (5/24/2020), Honor's Edge is the only sword that can be infused after the sunsetting rules become active.

    Posted: 24 May 2020 11:50 AM PDT

    Exotic swords not included because you can't put mods on them. Hope more options are coming up in the next 2 seasons because this is pretty bad.

    submitted by /u/pjmara5
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    For next seasons grandmaster nightfalls can you fuck off with the double barrier champions?

    Posted: 24 May 2020 12:17 PM PDT

    My fireteam have been playing tree of probabilities for an hour and every time we get hung up on the 2 barrier champions before the sparrow because they huddle next to each other and one shot

    submitted by /u/ThomasorTom
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    Just some neat Exotic Buffs and Catalyst Concepts I came up with

    Posted: 24 May 2020 07:16 PM PDT

    Hey everyone! One of my first reddit posts and wanted to share some ideas for how to make improvements to some Exotics that I've been thinking about for a little bit (especially Two-Tailed Fox). I wanted to share this with the Community and Bungie as well. If y'all like I'll do a Part 2. Also, let me know if you wanna see anything else for the sake of fun.

    Tarrabah (Even though it's been said enough) ~ Just make Ravenous Beast keep your power when the gun is stowed

    Catalyst: Predatory Action - Ravenous Beast now gains charge while dealing damage with other weapons

    Two-Tailed Fox ~ Play with Your Prey Overhaul - The Void rocket weakens and suppresses enemies in an area outside of the blast radius. The Solar rocket deals high damage in a small blast radius, and blankets napalm in a large area, dealing damage over time.

    Catalyst: Showdown Stamina - The effects of the Void and Solar rocket's now last longer.

    Weapon Function Rework

    • 1 rocket is now 2 individual rockets with larger blast radius.
    • Ammo pickups always grant 2 ammo
    • So 12 ammo total w/out reserves, 16 with max reserves
    • Void weaken effect akin to tractor cannon but lasts 3 seconds, up to 6 w/ catalyst
    • Solar rocket napalm lasts 5 seconds, up to 8 w/ catalyst
    • The 2 rockets fire back to back, like a fully auto weapon
    • The rockets don't have that stilled animation, but launch normally
    • Can be reloaded normally after firing off payload with no artificial delay

    One Thousand Voices ~ Expand reserves to hold a magazine and a half (so 6), then hold more with reserve perks (up to 8 total reserves)

    Catalyst: Firing Line - This is to play on the idea that Guardians want more power, but the twist comes in that we need to be near other people to get that power. - Also, 1K kinda needs a buff

    Anarchy

    Catalyst: Shocking Conclusion - Hold reload to convert your trip mines as bouncing shock grenades that detonate to deal high damage and blind enemies. - Remember the old Fallen Walker mines? Yeah, it's those things.

    Heir Apparent

    Catalyst: Imperial Pride - This weapon spins up faster and the Arc shield lingers after ceasing to spin up.

    Divinity

    Catalyst: Conviction - Penance activates after a shorter duration, allowing for more bursts of damage

    Leviathan's Breath

    Catalyst: Wild's Call - Decreases draw time by -118 and increases reload stat by +24

    Devil's Ruin

    Catalyst: Exodus - Pyrogenesis moves ammo from reserves to charge the laser and refill the base magazine.

    Truth

    Catalyst: Mulligan (kind of a joke, but fun if implemented)

    submitted by /u/Prophetix_
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    So does Cerberus+1 actually suck? Let's find out.

    Posted: 24 May 2020 09:43 AM PDT

    Cerberus+1 was one of my first exotics and it holds a special place in my heart. I used it a ton when I was new to the game and I still use it quite often. In the last few months, I've been surprised to hear, every time it's brought up, how trash it is. Players on my discord server, in my clan, and on this subreddit overwhelmingly dismiss the weapon. In fact, the vitriol for one of my old favorite guns has been so sharp it caused me to wonder...maybe it actually is terrible? So I went into the tribute hall, and equipped all my auto rifles and shotguns, and got to crunching the numbers. I also have plenty of field experience with the weapon, since we know that numbers don't tell the whole story, so hopefully I can present these stats with a little bit of context as well. Note that these numbers are for PvE. Later on, I may go in-depth on how it performs in PvP.

    RANGE:

    The longest range I can get on any Auto Rifle in my vault is a max range Halfdan-D. Its damage falloff starts at 33 meters. This was without Rangefinder, however, and without a scope that provides additional zoom. With both of those perks and max range you can expect to top out at around 35 to 38 meters. Low-mid 30s is a good general max range for 360 Autos. All other archetypes have lower base range so we won't compare their numbers (plus, Cerberus+1 fires at 360 RPM, so it's the best comparison).

    Cerberus' range is a little weird. Its damage falloff begins at 50 meters. It's far rangier than even the rangiest legendary Auto. However, it also has damage falloff as you get closer. At point-plank range, it does about 83% of its optimal damage, which it starts to hit at about 15 meters*. So its optimal range is about 15 to 50 meters. Any closer and you get reduced damage, though not as badly reduced as if you're too far out of range.

    Now this is weird, but can be explained by the separate barrels which all fire in unison. The farther away you are from your target, the fewer barrels you're going to hit with, as the spread increases with distance. So as you get inside of that optimal range, you lose a little bit of damage per bullet, but more bullets will connect because your target is more likely to cover the entire spread pattern of the weapon. I suppose Bungie designed it this way to accommodate not hitting shots from all four barrels in the optimum range, so its damage ramps up a little as you get to a distance where one or two of them regularly miss.

    *The "close-range" damage dropoff is a little inconsistent, sometimes starting at 15 meters and sometimes as far away as 23 meters, even on the same target. 15-23 meters is the range where you'll start to get the most damage per bullet.

    DAMAGE:

    Right off the bat, we can see on u/IAMADragon's excellent Damage Chart Madness that Cerberus+1 sits at the top tier of Primary Weapon DPS, above all except Rat King with a max stack of Rat Pack (impossible solo or in a 3-person team, requires everyone to use the same exotic), Tarrabah while Ravenous Beast is active (not sustainable), and Devil's Ruin (only the charge laser). However, there is the disclaimer that the weapon is "unlikely to be this good in real performance." That's true. To get maximum damage you have to hit all four bullets from every shot, while maintaining crits. So even though Cerberus+1's damage ceiling is higher than most other primaries, it is also much less forgiving when you're trying to reach that optimal output.

    The reason for this is that the three outside barrels rotate, so, like a shotgun, the spread has a level of randomness to it. This causes variation in the impact profile and can cause some bullets to miss even if the shot is performed identically to one that landed all four. The only way to guarantee max damage is to keep the entire spread profile within the mass of the target. Obviously this won't happen often except with a) very large targets and/or b) at very close range, where damage falloff starts to apply.

    Only the center barrel is fixed, and lines up with the center reticle both in hipfire and ADS. All four bullets in every shot do the same damage and all four can crit, even though the center barrel, the one that is under full user control, is by far the most consistent/best to aim for critical damage with. I don't know of an enemy in the game that has a naturally-occurring crit spot that is large enough to take critical damage from all four Cerberus+1 barrels at the weapon's optimal range of 15-23 meters. If you do think of one, let me know in the comments!

    Here's a table on damage from all Auto Rifle archetypes compared to Cerberus+1. These were tested on the tribute hall ogre, within optimal range all at the same power level, so my numbers will vary a little bit from those in the Damage Chart Madness, but are consistent and comparable within my study.

    Weapon 720 RPM (Rapid-Fire Frame) 600 RPM (Adaptive Frame) 450 RPM (Precision Frame) 360 RPM (High-Impact Frame) Cerberus+1
    Single shot damage (crit/body) 597/399 744/465 803/499 1,039/648 663/414
    Optimal DPS (all crits, ignoring reload time and mag size) 7,164 7,440 6,022 6,234 15,912
    Optimal DPS, center barrel crit, all other barrels body (Cerberus only) - - - - 11,430
    DPS (All shots hit, no crits) 4,788 4,650 3,742 3,888 9,936
    "Casual" DPS* - - - - 7,704

    The damage value for Cerberus is almost smack in between the 720 and 600 RPM archetypes, reduced to 360 RPM, then multiplied by four. Cerberus' max DPS is more than double any legendary auto, but this is nearly impossible in actual practice. The much more realistic value is 11,430, but even this is still difficult as it requires hitting all barrels but only one crit.

    *To simulate the weapon's performance in actual gameplay, I created the "casual" DPS figure for Cerberus, which consists of sustained damage where every other shot lands one crit and two body, and one crit and one body, respectively. A player well-accustomed to Cerberus is likely to actually do better than this in-game, as it's only averaging landing hits from 2.5 of the 4 barrels per shot. This "casual" number is 7,704. That's not nearly as outlandish as the hypothetical max values but still better than the Adaptive frame optimal numbers. One thing that makes it difficult is the circumferential nature of the spread--shots aimed for the enemy's crit area (usually the head) will cause one or two of the bullets to pass over the target, dealing no damage. With this in mind, it may be wiser, when using Cerberus, to aim for center mass, reducing the number of critical hits buts increasing the number of total hits.

    The damage summary of Cerberus is that, if used properly, it's likely only going to be outpaced by 600 RPM or maybe 720 RPM autos that are using both spec mods and damage perks like Kill Clip or Rampage, and only if they see equally proficient usage, and only at ranges that are a) within the optimal range of the Auto and b) far enough away for Cerberus to miss a significant quantity of bullets. It's very tough to say for sure, as the nature of Cerberus' spread, rotating barrels means in different situations against different enemies it will tend closer to its maximum or minimum damage output. At long range, especially, the spread of those barrels makes it difficult to land all four bullets, though ADSing helps to tighten the spread. In my experience using the weapon, it performs especially well against majors, which are usually larger and eat more of the multiple bullets that Cerberus fires, and big targets like Taken Blights and Titan Barricades. It's especially great against harpies and servitors, which have their crit spots in the center, and Cabal, which have big fat bodies and big fat heads.

    SHOTGUNS:

    But wait, there's more! Cerberus+1's Exotic Masterwork Perk gives it an alt-fire mode called Focused Fire. This is intended, I believe, to further strengthen the bridge between Auto Rifle and Shotgun that Cerberus+1 creates. It's one of the better Masterwork Perks in the game, and it's extremely satisfying to give the gun a knock on the side to quick-switch fire modes (Bungie, take notes--this is way better than requiring a whole reload animation!).

    Focused Fire basically turns Cerberus into a primary ammo shotgun. The barrel spread tightens up a lot, and rate of fire is reduced from 360 RPM to 180 RPM. Range is also reduced and fixed to a more "normal" damage falloff pattern. Falloff starts at 9 meters and everything from 8m and closer will give you max output. This is right in line with the actual shotguns in-game, although it's difficult to test them exactly as each different weapon has slightly different base range, even more different with variable perks.

    How about damage? u/CourtRooom's fantastic Damage Buff Spreadsheet lists Focused Fire as a 73% damage increase. That value is accurate for comparing both fire types at point blank range, where standard fire is reduced to 83%. It's a 44% increase in damage (2,652 vs 3,822 damage per shot) if you're comparing Focused Fired to standard fire, both at their optimal ranges. For most of these tables, we're using optimal damage numbers to give the broadest range of results, so consider these shot numbers as the 44% increase, since our previous table did not take into account the close-range damage dropoff. Thanks to u/motrhed289 for pointing out where variance comes from. Base damage per bullet on Cerberus+1 is 956 crit/793 body on out Tribute Hall Ogre, multiplied by 4, of course.

    Here's a table comparing Focused Fire with each shotgun archetype:

    Weapon Rapid-Fire Frame (140 RPM) Lightweight Frame (80 RPM) Precision Frame (65 RPM) Precision Frame (Slug)* Aggressive Frame (55 RPM) Cerberus+1 (Focused Fire)
    Single shot max damage (all pellets crit) 9,342 13,699 14,258 14,467 15,475 3,822
    Simulated DPS (excludes mag size and reload speed) 21,798 18,265 15,446 15,672 14,185 11,466

    *The slug shotgun was tested at 5 power level below all the others, so assume it gets a slight boost to overall damage at equivalent power.

    Context is important here, because shotguns are obviously not sustained DPS weapons, but the simulated DPS can give us a general idea of their destructive potential over time. In burst damage, Cerberus simply doesn't compare. It only deals out a little over 1/3 the damage of even the weakest shotguns in a single shot. However, that 11,466 number for Cerberus is looking pretty nice next to the aggressive and precision frame simulated DPS. There are two important things to remember here: 1) Cerberus+1 uses primary ammo and 2) it has a 31-round mag with a much faster reload speed than any shotgun. Cerberus can, over ten seconds, out-damage legendary shotguns.

    Also, with Focused Fire, it's a lot easier to hit all four projectiles with each shot (due to the barrels being closer together and the shooter being closer to the target), so that 11,466 number is a pretty realistic and attainable DPS. Compare that now to the damage output of the Auto Rifles, which use the same ammo type, and even though the ranges are different, the damage on Cerberus is much higher.

    SUMMARY:

    Cerberus+1 is not a top-tier exotic. It is not the best choice for your exotic slot in high-level content like Grandmaster Nightfalls. But it definitely, unarguably, does not suck. What's unique about Cerberus is the enormous gap between its minimum and maximum performance. A small amount of it is RNG. In the hands of a savvy guardian, it is an absolute beast of a primary that can shred minor and even some major enemies, outpacing most other Auto Rifles and many other primary ammo weapons. Why is has developed a reputation as a bad exotic is beyond my understanding. Perhaps guardians unable to get the most out of it were dismissive of it. Perhaps newer players are susceptible to influence from word-of-mouth and I suspect that many, who haven't actually spent a lot of time with Cerberus, too eagerly adopted the notion that it doesn't perform--possibly from more experienced guardians who never got the most out of it, or who arrogantly ostracize any weapon that isn't the Recluse or Izanagi's Burden. In any case, it can get perpetuated over time, even if it's not really true. It's certainly not the best exotic, or best primary weapon in the game, but not every gun can be Fighting Lion. And not every gun can be peak meta. I think Cerberus+1 has a place as a viable primary option in the majority of PvE content in the game. And it's a lot of fun! So if you've avoided using the weapon because you've heard it wasn't good, drag it out of your vault, or buy it from Xur this weekend, and run it through a couple strikes. You might just love it.

    submitted by /u/OhHolyCrapNo
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    Felwinter's Lie is now in your collections.

    Posted: 24 May 2020 04:15 AM PDT

    Season of the worthy calendar mentioned Seraph Tower, Rasputin Bunkers, Legendary Lost Sectors & more. More = One legendary weapon quest? Thats it?

    Posted: 24 May 2020 04:10 AM PDT

    Could have just mentioned it as - and 1 more. Felt slighly misleading.

    Downvote/upvote. Facts are facts. Would rather like to know your opinion on this!

    Edit: ok yeah there was an exotic "quest" aka busy work. Still. This season felt like almost no content. Maybe I missed something.

    Edit 2: turns out exotic quest, guardian games, trials and the rest were mentioned on the calendar as well. So i guess we only got 1 extra quest. Which was bugged. Nice!

    Edit 3: As I write this, there are 300 upvotes and plenty of comments agreeing with the facts I pointed out. Which brings me to my next point -

    Bungie, I understand you want to keep surprises. But transparency on how much content we will receive in a season is important for guardians to make a decision on whether or not they want to invest money and time on a particular season. Maybe you can, in future, mention [redacted] alongside its timeline so we know just how much content to expect. More suggestions on how to improve the season calendar is appreciated in the comments below. I believe it is important we give Bungie feedback on this. Hopefully they read this!

    submitted by /u/riseinflame
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    TIL All kinetic weapon icons face left and energy/super weapon icons face right.

    Posted: 24 May 2020 07:47 PM PDT

    Has Bungie ever given an explanation for the random Dragonfly effect?

    Posted: 24 May 2020 03:58 AM PDT

    I'm sure I'm not the only one who experiences this. You're just running around, killing stuff with a weapon that DOESN'T have Dragonfly or any similar explosive perk. Then all of a sudden, one, sometimes more, of your enemies erupt in a shower of whatever element subclass you're using. No reason behind it. Just sudden boom. Though it can still proc on top of other explosive perks. I remember this one video on Twitter. The guy got a kill with Sunshot, then the enemy blew up twice, killing the rest of the ad group.

    I've seen this happen most on Sunbreaker Titans and Void Hunters. Anyone know what's up?

    submitted by /u/FirstCurseFil
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    Showerthought: Cabal crashing the Almighty down on the City is like James Bond throwing a gun at you after he emptied the whole clip

    Posted: 24 May 2020 02:12 PM PDT

    Traveler should've just bowling ball thru the Last City when it was occupied by Cabal. Indiana Jones style.

    And if the Pyramids hack our Ghosts - we'll still be able to throw our Ghosts at them.

    submitted by /u/DrHaizen
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    I'd love for Titan to be expanded upon rather than destroyed

    Posted: 24 May 2020 11:28 PM PDT

    It's such a cool location. It's covered in oceans, there's abandoned rigs and ships everywhere, there's a giant worm under the waves, and it just has a very cool aesthetic.

    I'd love a raid against the giant worm. Imagine it dives underwater and you need to do damage while it's beached on the rig. I think it would be awesome

    submitted by /u/DWEGOON
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    If you are running out of vault space, check out DIM's Organizer tool!

    Posted: 24 May 2020 02:57 PM PDT

    If you are one of those people that is always running out of vault space (like me!) DIM has got you covered. A week or so back they added a new tool - the Organizer. It's fantastic - its like a easy to filter spreadsheet/database view of anything and everything in your vault - and with easy tools to tag / move single items and batches. For those of use looking for specific stat combos it even has a column for custom stat totals.

    Seriously - it's amazing.

    submitted by /u/goddess_eris
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    I want Bungie to discuss how the game decides where to respawn you in PVE. This detail has baffled me for the last 5 years.

    Posted: 24 May 2020 08:52 PM PDT

    Example, A: Dying at the shadow thrall pit will respawn at the beginning of the Whisper mission?

    Example B: Any strike where you die and are now back 3 encounters while your team is far ahead.

    There are many more examples, but I don't want to go to "Z".

    It is really annoying to respawn so far away.

    submitted by /u/wikiweak
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