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    Saturday, June 27, 2020

    Destiny [D2] Trials of Osiris Megathread [2020-06-26]

    Destiny [D2] Trials of Osiris Megathread [2020-06-26]


    [D2] Trials of Osiris Megathread [2020-06-26]

    Posted: 26 Jun 2020 10:02 AM PDT

    Trials of Osiris are LIVE

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

    FAQ

    What is Trials of Osiris?

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

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

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

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

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

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

    How Long do the Trials of Osiris last?

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

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

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

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

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

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

    Trials of Osiris Map

    Surprise! (beep boop please report)

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): The Scholar (Scout Rifle)
    • 5 Wins (Powerful): Arms
    • 7 Wins (Pinnacle): Tomorrow's Answer (Rocket Launcher)
    • Flawless (Pinnacle): The friends you made along the way (Unknown, please report!)

    Bounties

    Name Description Cost Requirement Reward
    End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token & 1 Trials Engram
    Arsenal of Light As a fireteam, defeat opponents using abilities in the Trials of Osiris. 1000 Glimmer 100 Ability XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
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    Daily Questions [2020-06-27]

    Posted: 26 Jun 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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    Hey Bungie, Luke Smith said to keep asking about SRL...so I'm going to do just that.

    Posted: 26 Jun 2020 10:09 AM PDT

    Before anyone butts in with "tHeY aLrEaDy SaId ThEy ArEn'T bRiNgInG iT bAcK" because not enough people played it to justify the cost of making it or whatever, I'd like to point out that:

    1) They said that years ago, things change.

    2) The current seasonal model has been the creation of content that gets taken out of the game three months later.

    3) Luke Smith literally said in an interview with DrLupo, just after Season of Arrivals launched, they don't have plans to bring it back currently, but he acknowledged that people want to see it return and he outright says to keep asking about it, meaning it's not off the table.

    SRL should be brought back because:

    • It's fun, as evidenced by the positive feedback Bungie has received for the Servitor chase in Scourge of the Past, and the Rainbow Road in Prophecy.
    • It gives us a place to show off our Sparrows.
    • It's an excuse to give Amanda Holliday some actual functionality as a vendor.
    • It's an excuse to bring back Sparrow Horns.

    Suggestions on how to make the mode more dynamic:

    • Scourge of the Past's button mechanic could be reused as a way to open up shortcuts in tracks?
    • Definitely have one of the tracks be like the Rainbow Road in Prophecy, Nine-themed and everything.
    • Use the opportunity to improve on the minor Sparrow Customization the horns provide. Maybe give us Boost Trails too?
    • Maybe its own Rank like Valor and Infamy? Maybe you could unlock more customization items the more points you get in a specific season.
    • Reintroduce Overdrive Sparrows, VoG is coming back, so bring on the Timebreaker.
    • This last one's definitely going to be controversial, feel free to disregard it if it's too far from what you believe SRL should be, but what about powerups? One could plant a pair of Anarchy bolts right behind you (so they're chaining lightning to each other), another could fire a Wolfpack Round straight ahead, maybe another could summon a temporary Heir Apparent-style overshield to protect you from harm.

    EDIT: Because more than one person has asked in the comments, SRL stands for Sparrow Racing League. It was an activity in D1 that was first introduced as the winter event...I think during The Taken King. If I'm remembering this right, It was around for a couple of weeks and then it went away, then when the Dawning became the winter event the following year SRL came back as a part of it, and remained in Private Crucible matches after the event was over.

    submitted by /u/Azurephoenix99
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    Bungie, please allow us to use Vanguard and Crucible boon in orbit.

    Posted: 26 Jun 2020 10:42 AM PDT

    Title

    submitted by /u/Unomeh
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    Aeon armor should give fireteam members charged with light buff.

    Posted: 26 Jun 2020 04:28 AM PDT

    As long as they're wearing their aeon armor it should also give them extra energy.

    submitted by /u/The_ApexRedditor
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    Played the Broodhold strike today and it occurred to me...Spider sure talks a lot of shit to a guardian who cleaned up the ENTIRE TANGLED SHORE for him.

    Posted: 26 Jun 2020 12:58 PM PDT

    Just a passing thought (and it probably not even original).

    Maybe one day we'll actually see him get his Jabba the Hutt ass up and do something.

    Carry on.

    submitted by /u/benboscroggins
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    The Temptations Hook sword should use less ammo for its heavy attacks.

    Posted: 26 Jun 2020 05:33 PM PDT

    Temptations Hook currently uses 8 ammo for its heavy attacks. Comparatively to regular damage this is pathetic on a per ammo used basis. Especially when Guillotine uses half the ammo for double the damage.

    Obviously it should do less damage due to the fact it is ranged, but the ammo usage cripples it too much.

    If it was up to me, I would make it use 6 ammo per shot, as that would actually make it worthwhile to use as a close range weapon with ranged capabilities. Or buff its ammo capacity, as for some reason it carries less ammo than it's much better counterpart, Falling Guillotine.

    And no, I do not believe this would make Black Talon useless.

    submitted by /u/bo0MXxXsplatter
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    I just got used for my body

    Posted: 26 Jun 2020 07:34 PM PDT

    There I am hanging out with Eris just messing around minding my own business when this Hunter loads in, invites themselves into my fireteam, blows through bounties to level up, and then dips.

    I've never felt more violated in my Destiny career.

    submitted by /u/DefinitelyNotThatJoe
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    Champion mods should be universal for any weapon and exotic weapons need a mod slot.

    Posted: 26 Jun 2020 06:02 AM PDT

    There is no reason they shouldn't be. We should be able to use any weapon type with any mod. For example right now if you want anti barrier rounds your only choice is auto rifles and smg's.

    Currently if an exotic is a primary and doesn't have intrinsic barrier/overload/unstoppable (which includes all of them made before shadowkeep) is bad in PvE because you want to be running a special weapon as well, and special weapons don't have champ mods. (Except for divinity and eriana's vow)

    It's a problem with the seasonal artifact as well, it's very restrictive. The champion mods in there should just be available as regular mods that you can have regardless of the season.

    Same problem with exotic armor too. They only have 3 mod slots so you can't do any charged with light/warmind cell stuff with them. (I think these mechanics are awesome and so much fun, they should definitely be expanded upon! I wish I could get more warmind cell mods, I missed out on season of the worthy :( )

    submitted by /u/Seek_Seek_Lest
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    After 3 days and 35 failed attempts, I'm giving up on trying to flawlessly soloing the Prophecy...

    Posted: 26 Jun 2020 01:36 PM PDT

    Sike! I went in a 36th times and did the thing!

    I'm not going to give you a long list of tips, many good threads have already been made. Here they are:

    https://www.reddit.com/r/DestinyTheGame/comments/hg3ua9/warlock_solo_flawless_prophecy_preparation_and/

    https://www.reddit.com/r/DestinyTheGame/comments/h7pnbt/tips_on_prophecy_solo_flawless/

    https://www.reddit.com/r/DestinyTheGame/comments/hb02s8/prophecy_solo_flawless_guidetips_for_warlocks/

    https://www.reddit.com/r/DestinyTheGame/comments/hb9vqe/i_just_beat_prophecy_solo_flawlessly_and_it_was/

    https://www.reddit.com/r/DestinyTheGame/comments/hbibp3/solo_prophecy_dungeon_the_experience/

    What I will do though, is giving you the tracking of all my deaths.

    Wednesday

    Run# Encouter Cause
    1 Heaven/Hell shot by a Knight
    2 Hexahedron fell into a hole trying to picky up a mote
    3 Heaven/Hell shot by a Knight
    4 Heaven/Hell shot by a Goblin
    5 Heaven/Hell shot by a Knight
    6 Wasteland 1 shot by a Captain
    7 Heaven/Hell shot by a Knight
    8 Boss Fight sniped by a Hobgoblin
    9 Hexahedron Mountaintopped myself against a wall
    10 Boss Fight died by Entropy x10
    11 Wasteland 1 shot by Minotaur
    12 Boss Fight swarmed by Psions
    13 Wasteland 2 sparrow exploded while searching for the Emissary...
    14 Heaven/Hell Bumped by the Boss
    15 Heaven/Hell shot by a Knight

    Thursday

    Run# Encouter Cause
    1 Hexahedron sniped by a Hobgoblin
    2 Boss Fight shot by an Ogre
    3 Boss Fight sniped by a Hobgoblin
    4 Boss Fight missed a platform during DPS
    5 Boss Fight shot by a Knight
    6 Boss Fight shot by the Boss
    7 Boss Fight sniped by a Hobgoblin
    8 Boss Fight died by Entropy x10
    9 Hexahedron fell into a hole trying to pick up a mote
    10 Boss Fight died by Entropy x10
    11 Heaven/Hell bumped by the Boss
    12 Ribbon Road missed an easy jump
    13 Starting Area shot by a Knight. At least that was a quick one
    14 Heaven/Hell shot by a Knight
    15 Boss Fight Mountaintopped myself against a Psion
    16 Boss Fight sniped by a Hobgoblin
    17 Ribbon Road didn't get beamed

    Friday

    Run# Encouter Cause
    1 Hexahedron sniped by a Hobgoblin
    2 Heaven/Hell didn't killed the boss in 2 DPS phases instead of the usual one, so out of frustration I bailed
    3 Boss Fight sniped by a Hobgoblin

    I gave up there & started to look for videos about that Boss Fight, as I was getting nowhere. I found this one that was extremely useful for this key point: always be moving ahead of the boss, instead of trailing behind him. I practiced a bit with the checkpoint I had unlocked, and was getting consistent solid DPS phases.

    And so with that renew confidence I went in through the whole ordeal. Though to be completely honest, after finishing the second DPS phase with barely a third of the Boss's health remaining and seeing my goal finally achievable, all my confidence went through the drain and I spent the last minutes of the fight with my hands shaking.

    Thankfully I didn't choked, and got myself a sick emblem!

    TL/DR I died. A lot.

    submitted by /u/fantino93
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    No Powerful or Pinnacle drop should ever be a waste in terms of power increase

    Posted: 26 Jun 2020 09:23 AM PDT

    Using this season as an example, if any of your slots are below 150, getting a powerful drop should 100% guarantee a drop for a slot where it'd cause some kind of increase, no matter how small. If you get a drop at 1040 and there's only one slot that's below that power level, it should force a drop for that slot.

    Same with Pinnacles. If you get a Pinnacle drop, it should never drop for a slot where you've already got something the same level or better unless all your slots are already 1060.

    This alone would make the power grind much less tedious and frustrating.

    submitted by /u/Azurephoenix99
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    With sunsetting starting next Season, here’s a list of all of the different Weapon archetypes that will be missing Weapons in those slots that can meet the new Season Power Cap:

    Posted: 26 Jun 2020 08:33 AM PDT

    Auto Rifles:

    • Adaptive Frame (600 RPM): Arc
    • Precision Frame (450 RPM): Solar, Void
    • Rapid-Fire Frame (720 RPM): Arc, Solar
    • High-Impact Frame (360 RPM): Arc, Solar

    Scout Rifles:

    • Precision Frame (180 RPM): Kinetic, Arc, Solar, Void (yikes)
    • Lightweight Frame (200 RPM): Arc, Solar, Void
    • High-Impact Frame (150 RPM): Arc, Solar, Void
    • Rapid-Fire Frame/VEIST Rapid-Fire Frame (260 RPM): Kinetic, Arc, Solar, Void (yikes)

    Pulse Rifles:

    • Adaptive Frame (390 RPM): Kinetic, Solar
    • Lightweight Frame (450 RPM): Solar, Void
    • Rapid-Fire Frame (540 RPM): Kinetic, Arc, Solar, Void (yikes)
    • Aggressive Frame (450 RPM): Arc, Solar, Void
    • High-Impact Frame (340 RPM): Arc, Solar, Void

    Hand Cannons:

    • Adaptive Frame (140 RPM): Arc, Void
    • Lightweight Frame (150 RPM): Solar, Void
    • Precision Frame (180 RPM): Arc, Solar
    • Aggressive Frame (110 RPM): Arc, Solar, Void
    • Aggressive Frame w/ Twin Fire (110 RPM): Kinetic, Arc, Solar, Void (yikes)

    Submachine Guns:

    • Precision Frame (600 RPM): Kinetic, Solar, Void
    • Aggressive Frame (750 RPM): Solar, Void
    • Lightweight Frame (900 RPM): Arc, Void

    Sidearms:

    • Precision Frame (260 RPM): Arc, Solar, Void
    • Aggressive Burst (325 RPM): Arc, Solar, Void
    • Lightweight Frame (360 RPM): Kinetic, Arc, Solar
    • Rapid-Fire/OMOLON Rapid-Fire (491 RPM): Kinetic, Solar, Void
    • SUROS Rapid-Fire (450 RPM): Kinetic, Arc, Void
    • Adaptive Frame/OMOLON Adaptive Frame (300 RPM): Arc, Solar, Void

    Combat Bows:

    • Precision Frame (684 Draw Time): Solar, Void
    • Lightweight Frame (612 Draw Time): Void

    Shotguns:

    • Rapid-Fire Frame (140 RPM): Arc, Void
    • Lightweight Frame (80 RPM): Arc, Void
    • Aggressive Frame/Aggressive Frame w/ Shot Package (55 RPM): Arc
    • Precision Frame (65 RPM): Kinetic, Solar, Void
    • Precision Frame (slug) (65 RPM): Kinetic, Solar, Void

    Grenade Launchers (Breech-Loaded):

    • Lightweight Frame (90 RPM): Kinetic, Arc, Solar
    • Wave-Frame (72 RPM): Kinetic, Arc, Void

    Fusion Rifles:

    • Adaptive Frame (660 Charge Time): Void
    • Precision Frame (740 Charge Time): Solar, Void
    • Rapid-Fire Frame (540 Charge Time): Arc, Solar
    • High-Impact Frame (860 Charge Time): Void

    Sniper Rifles:

    • Rapid-Fire Frame (140 RPM): Arc, Void
    • Adaptive Frame (90 RPM): Arc, Solar, Void
    • Aggressive Frame (72 RPM): Arc, Solar

    Swords:

    • Adaptive Frame: None (hurray!)
    • Caster Frame: Solar, Void
    • Vortex Frame: Arc, Solar
    • Aggressive Frame: Arc, Solar, Void
    • Lightweight Frame: Arc, Solar, Void

    Grenade Launchers (Drum-Loaded):

    • Rapid-Fire Frame (150 RPM): Arc
    • Adaptive Frame (120 RPM): Solar, Void

    Rocket Launchers:

    • Adaptive Frame: Void
    • High-Impact Frame: Arc, Solar
    • Aggressive Frame: Solar
    • Precision Frame: Arc, Void

    Linear Fusion Rifles:

    • Precision Frame (533 Charge Time): Void

    Machine Guns:

    • High-Impact Frame (360 RPM): Solar, Void
    • Adaptive Frame (450 RPM): Arc, Solar, Void
    • Rapid-Fire Frame (900 RPM): Arc, Solar, Void

    There are a few things to note here:

    • When Beyond Light releases, Stasis will be introduced as a new Element, which means that there will be even more competition in each slot for Elemental Weapon types.
    • Some Weapon types, like Wave-Frame Grenade Launchers, will probably only get a new Weapon in this archetype every once in awhile, due to it's uniqueness.
    • Some of these Weapon Types still have yet to ever receive a Weapon throughout the entirety of D2, such as an Arc or Solar 110 RPM Hand Cannon.

    Now obviously I don't expect all of these Weapon Types to be filled with new Weapons come Beyond Light (hell, I'd be surprised if even half of them were). I think it just says a lot about what to expect next Season. We need A LOT of new Weapons, Bungie. If you have to rerelease a few oldies, then okay, just make sure you do it the right way. Make sure they're not 1:1 rereleases of old versions that had the exact same random rolls. Don't be afraid to reuse some D1 Legendary Weapons too.

    If I made any mistakes in this post, please let me know and I'll update it.

    submitted by /u/iblaise
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    Eris revealed she was working with Mara at the end of the taken king in 2015. We still haven't seen them on screen together.

    Posted: 26 Jun 2020 08:48 AM PDT

    I'm pretty sure there's been some lore entries on it since, but I'm not a huge lore reader. It would be nice to get some of the story setup in game instead of just the BIG moments. I hope this happens in beyond light.

    submitted by /u/destinyvoidlock
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    Next Week In Destiny

    Posted: 26 Jun 2020 10:28 AM PDT

    • Continue fighting the Taken in the Cradle and learn more about the Darkness from Eris.
    • Light the fire pits when Iron Banner and extra Valor return.
    • Defeat Nokris in the Strange Terrain Nightfall Ordeal.
    submitted by /u/ThundaTed
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    What the hell is going on with strikes right now?

    Posted: 26 Jun 2020 09:57 AM PDT

    It feels like glass became a permanent modifier, but without the increased health regeneration. Add to that that most guns feel very weak right now and the game just plays very weird where you take immense amounts of damage very quickly but need more than a full magazine for bigger enemies like Knights or orange bars.

    I can't find anything being mentioned in the patch notes, and there was a thread about it on the frontpage already without any notice from Bungie.

    I'm 1060+ light, so that isn't the issue.

    Edit: some people are saying they're still breezing through, this experience was mainly on my warlock. Did the strike milestone on all three characters, didn't notice anything out of the ordinary on my Titan and can't really remember how it went on my hunter. So it seems to be weirdly inconsistent.

    submitted by /u/Hal0ez-
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    Champions should be a part of gameplay instead of a part of our loadout

    Posted: 26 Jun 2020 10:08 AM PDT

    I think most people will agree that the champion system in it's current state is not super fun to deal with. It's not that the enemies are too hard or anything it's just that it forces us in to certain loadouts and part of the fun of Destiny is choosing what weapons we want use. Maybe it's just me but I'd find it so much more bearable to sit down and grind Nightfall Ordeals if I could switch my gear around and play with whatever weapons I want.

    I keep seeing posts from people begging Bungie to continue to make the mods part of armor in the future so they can apply to exotic weapons, but I really think that's the wrong thing to ask for. What I propose is removing the mods entirely and instead make it so primary weapons break barriers, special weapons stun Unstoppable champions and heavy weapons stun Overload champions. I don't think the Champions themselves are a problem and actually would add an enjoyable additional challenge to gameplay if we didn't have to worry about having the right thing equipped.

    Now I know some people will immediately think, "What about exotics like Eriana's Vow and Leviathan's Breath that come with Champion mods inherently?"

    I say keep them as is! It would just make those niche exotics a little more desirable to use. Imagine Leviathan's Breath during a Nightfall like this week if it could handle both Unstoppable and Overload! Imagine Eriana's Vow breaking barriers and stunning Unstoppable champs! And the best part is that you don't feel forced to use it. It's great incentive to use these weapons but by no means necessary. I think that freedom of what we use is crucial for replayability.

    The only downside I could see is that we'd lose the extra benefits from AB rounds being able to shoot through Knight shields and Hobgoblin barriers but honestly, we went four years without that and I think the pros greatly outweigh the cons. I'd love to hear what other people think though!

    submitted by /u/Djeff991
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    Either get rid of power level grind or make it actually meaningful

    Posted: 26 Jun 2020 09:42 AM PDT

    Last night I ran the weekly mission in the cradle (can't think of its name of the top of my head) and I noticed it was set to a power level of 800, I am currently at 1036 power. Yet lots of acolytes and knights had the red icon with a sword next to their name meaning they are dangerous but I can still kill them. This would mean that they would probably be around 1040 power (not completely sure what their power would be but I think that's a safe assumption). So that means that a mission set for power level 800 had enemies approximately 240 power above the recommended. If enemies are going to scale that much they why do I have to bother grinding power in the first place. My rewards are the same everywhere (except nightfalls which have other modifiers to make them cancerous) and the difficulty is the same if I'm at 800 or 1060.

    So bungie, either remove the power grind all together and gate you new activities behind something else. OR add different level of difficulty that give higher rewards and actually make power level relevant and feel like I'm getting stronger. For example at 1036 I should be able to run through a 750 nightfall and lottery just shrug off the damage, I should be able to sand in an ogre's eye beam and survive because I'm almost 300 power stronger. The thing that forces people to play the more difficult one is the prospect of better loot (whether or not is that much better is an argument for another time). You could do a similar thing you did to nightfalls with raids, the higher the power level of the enemy, the harder the raid, the better the loot. But if you want to teach people the raid take them through the 800 version, less loot, weaker enemies, but you can carry the team more as you are just stronger and the new players can focus on learning the mechanics. However if you do this, DO NOT, I repeat DO NOT add more champions and other terrible modifiers that made everyone hate grandmaster difficulty.

    Long story long, fix my power level and make me feel like I'm getting stronger, not just managing to stay on par or below the enemies.

    submitted by /u/Steff_164
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    Stats needs to be based on percentage, not tiers.

    Posted: 26 Jun 2020 10:56 AM PDT

    It's annoying to be at 98 or 99 in a stat.

    submitted by /u/Accrd2MyCalc
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    3 man raids(Dungeons) are the future of Destiny PvE; Bungie needs to commit to them.

    Posted: 26 Jun 2020 08:37 PM PDT

    Instead of new strikes and throwaway seasonal activities, Bungie should focus on making two to three Dungeons and one Last Wish or bigger sized full 6 man raid per year. On top of that, Prestige/Heroic modes genuinely need to be added to both raid types.

    Now that'd be nice, but how about going further and integrating 3 levels of raiding as the primary PvE "ladder"?

    Imagine if each week there was a rotating featured playlist with one 3 man and one 6 man raid. Both 3 and 6 man raids would have a lower difficulty match made LFR mode activated, on top of a full suite of challenges being enabled in the Prestige/Heroic versions of both 3 and 6 man raids. The bounty system from Hawthorne just doesn't feel right, and a lot of the challenges feel uninspired.(Shuro Chi anyone?)

    The LFR modes activated for both raid types will also be a seperate pinnacle lockout, this will encourage new players to attempt them and experienced raiders to do them as well. The Prestige/Heroic version of both featured raid types will also drop pinnacle while they are featured; for instance, Shattered Throne(Normal) will never drop pinnacle but Shattered Throne(Prestige) will drop pinnacle if Shattered Throne is the weekly featured 3 man raid.

    Now on top of this rotating playlist, Ikora would sell bounties pertaining to both featured raids. These would include encounters cleared, enemies defeated, new players sherpa'd, LFR/Prestige completed, Guardians resurrected, Boss damage dealt etc. The bounties would drop gear from both featured raids, and every five bounties completed you could pick a specific piece of gear out of the loot pool for both featured raids. There would be 10 bounties a week that would count towards this for two guaranteed items of your choosing per week. There would also be repeatable bounties that would award the usual materials.

    All of these changes would also be in conjunction with all raids receiving Prophecy style lockouts; the first clear of an encounter each week rewards unique drops, any subsequent clear rewards drops from the gear you own from that specific raid. This would keep the LFR playlists highly populated.

    A system like this I honestly feel would put the PvE grind and endgame in the best and most focused environment it will ever be in. A way and reason for people of all skill levels to get into and experience raids, the content that truly makes Destiny unique.

    submitted by /u/NormallyBloodborne
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    Sure Destiny may have it's flaws, but I think we can all agree that The Drifter saying "yum yum yum yum" is the greatest thing ever.

    Posted: 26 Jun 2020 08:38 AM PDT

    Make Mida's catalyst increase stability instead of outlaw.

    Posted: 26 Jun 2020 03:15 PM PDT

    It's catalyst isn't really hard to get but boy, it sucks. Why outlaw on one of the fastest reloading weapons of the game? Give it range or stability or restore the original 21 mag, anything, but why outlaw?

    submitted by /u/Yeisen
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    The SEASONAL public event should have a small guaranteed drop of the SEASONAL crafting material

    Posted: 26 Jun 2020 10:34 AM PDT

    Maybe I'm in the minority, but I get inordinately more umbral engrams than I get altered element to focus them. I only maintain one character, so I only do a single batch of the daily bounties, but I find the drop chance of the mat way too low for other activities, especially with forge farming gone (different discussion, not here to debate that). With the daily bounties I can do a single tier 2 focus. With the number of weapons I'm looking to get god rolls of this is a pitiful amount. I think it was Cammy that made a good point in one of his videos that we should be able to perfect our builds fairly early in the season so that we can use them in high level, and late game activities like GM Nightfalls. I actually really enjoy the new public event, though I wish it was a bit harder now that I'm nearing pinnacle cap (1054 gear). It seems silly to walk away from a single run of the event with almost a full inventory to engrams and exactly zero of the material to use with them. So in summary the SEASONAL public event should have a guaranteed drop of maybe 25 altered element, 50 if Bungie wants to be generous. This way 1 run of the event gets you 1 tier 1 focus, 2 runs a tier 2, and 5 for the stat focused armor. I realize this could funnel players into a single activity for focusing, but gaining engrams from general play, and then participating in the SEASONAL activity that ties into what the Drifter is doing, and presumably relates to the Recaster in some way, makes a lot of sense to me. This is by no means a total or exact solution so please discuss options and share your secrets if you're not having any issues with altered element flow, and maybe send some good RNG my way so I can get some consistent drops.

    submitted by /u/one_more_redditor
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    I understand boss mechanics aren’t always obvious to everyone, but if a boss has an immunity shield DON’T just keep shooting, and hope it works

    Posted: 26 Jun 2020 12:41 PM PDT

    Seems like common sense but doing this weeks Contact heroic boss proved to me that most people don't seem to understand this. Watching blueberries unload their entire arsenal on immunity shield is hard to watch, and especially annoying when they hinder the mechanic (which if you didn't know you have to get the bosses in close proximity to break the shields). Simply put: Immunity shield = don't shoot, no shield = shoot

    submitted by /u/Big_Melon_
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    I'm gonna be honest, Prophecy is the definition of non-stop chaos if you're solo.

    Posted: 26 Jun 2020 06:23 AM PDT

    https://imgur.com/a/HPZ8hCf

    Finally completed my solo runthrough of Prophecy and while it wasn't flawless, I can say I'm damn proud of myself. I've never in my life of this game been in a constant state of, "This is absolutely insane, I'm going to die at any second", more than I ever have in this dungeon. Prophecy makes every other part of this game seem like a cakewalk.

    All I can say is, Witherhoard and Hush were the backbone of this project. Without them, this never woulda got finished. I'm going to miss Hush when it gets sunset, it's one of the only bows that feels truly good.

    submitted by /u/Transcept
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    Prophecy dungeon final encounter changes after the 6th damage phase

    Posted: 26 Jun 2020 08:14 PM PDT

    Been working on a solo run of the dungeon. I have really bad DPS and it takes me many phases to kill the boss - turns out that after the 6th damage, you are sent back to the ad room as usual but an ogre is spawned at each corner of the room right away.

    It also turns out that when this happens, the portal in the middle of the room is active immediately - you don't have to kill the ogres, all you have to do is make it to the center portal and you're back to damage phase on the boss.

    I was very confused when this happened to me, and was VERY lucky to accidentally run over the portal and get pulled in, rather than panicking and dying to the many, many ogres. Hopefully this helps some other poor soul going for the solo clear themselves.

    submitted by /u/mackjjr
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