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    Destiny Daily Questions [2020-06-01]

    Destiny Daily Questions [2020-06-01]


    Daily Questions [2020-06-01]

    Posted: 31 May 2020 06:01 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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    Fun but useless fact, Vex Cyclops have a hidden radiolaria Container on their back that isn’t a weak point and it bugs me to no end.

    Posted: 31 May 2020 11:38 AM PDT

    https://imgur.com/gallery/Gzw7JPr

    Take a look. It should be a weak point that does extra damage like Cabal jet packs. This is probably the most nit picky complaint in the world, but I'd thought I'd share it.

    submitted by /u/lukesmithpoopydiaper
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    Bungie - It's ok to admit it....... You can't support 4 seasonal content drops each year for various reasons.

    Posted: 31 May 2020 08:29 PM PDT

    And it's not a bad thing either.

    Reality is, the seasonal model needs attention and it needs manpower. And for COUNTLESS reasons to both you and gamers, it's ok to admit this schedule is a mistake. And it's ok to fix the mistake before things get worse.

    And yes, I get you're a business. You're on your own without Activision, you have a second IP in the works.......... and burnout is a very real issue with the studio. Plus the COVID pandemic is making things even more difficult, but just look at what the playerbase deals with when you rush content for the sake of a quarterly release:

    Story: It's all over the place. Your annual Fall release keeps up the over arching plot, but the seasonal drops really lose focus. This season is a great example of the Almighty coming towards us, and we're playing the bounty Olympics. We have characters that literally do NOTHING every other season. Ikora was key in season of Undying, now she doesn't do shit. Drifter had great lore in his season, now he does nothing. Asher could have helped with the Vex, didn't even get another dialogue line. Saint-14 (the greatest Titan of all), doesn't seem to give 2 shits about a planet killing ship heading our way. Osiris just walks into Rasputin's house with a gun.................. and then..................... what? What happened? Did he just start at the glowing ball and walk back out? The stories are disjointed and too fragmented to tell a cohesive narrative.

    Loot: This is the second straight season where my season pass armor was never surpassed in rolls while playing activities. It's nice to get a 65+ rolled set of armor, but it would be cooler to actually get that as a random drop. Otherwise, what incentive do the activities offer outside of getting the seal/title?

    Sandbox balance: Fixing the sandbox has always been a slow process for you. And it's even worse when you do it basically 4 times a year, and only work on the outliers in the middle of the season for nerfs. Because let's be honest here, you nerf guns to oblivion, overcompensate buffs to other weapons and wildly swing the meta each time you make a major pass. Sleeper has been useless for over a year (yet was a Warmind weapon!). Oxygen SR3 has never been viable in the game. Hardlight and Suros got a great buff and immediately took over the crucible because everything else was nerfed too hard. Not to mention there are significant PC/console differences that you never take into account. You worry about players using something too much, and that's mainly a fault of your major balance patches. Instead of making minor adjustments and seeing the data, we get major swings in meta that last for 3-4 months until you wildly swing it another way.

    Feedback loop: This is painful. You say you're "Always listening", cool story bro. But we provide feedback on a season and don't see changes for 3-4 seasons if ever at all. Take for example Champions in Nightfall. Good concept, horrible implementation. You want us to use different weapons each season, yet you put the mods on primary weapons only. Thanksfully, 2 of the 3 seasons had the Recluse (more on sunsetting later), but GM Nightfalls are basically Eriana's Vow or fail. We complained about the artifact being restrictive when Shadowkeep launched. Yet, not a single peep all year about how to improve this. Players complained about Trials immediately and the fixes are coming no faster than 6 months down the road. Again, you have work on your plate.......... which is most have a team work on a future content, because active/current content never feels like it's being updated within that season.

    Raids: The pinnacle PvE activity. Although the data shows play numbers are low, those that do raid love raiding and figuring out puzzles. This year we only got 1. Garden is not a bad raid (it's actually pretty good)...... but it's not Kings Fall. It's not Last Wish. It's not a raid that can hold it's own for an entire year without another raid to support it. Plus, you leave the other raids behind, so Garden had to fend for itself for an entire year without a raid lair or something to co-exist with it. Part of that is the story telling issue (although stopping the Almighty via raids would have been an awesome answer), but instead, we get 1 raid this year that only had 2 bosses.

    Core playlists (Strikes, Gambit, Crucible): Aside from Trials, what was added this year to your main playlists? No really, you highlight these activities with Powerful Rewards each week on the director, you tout them as your core gameplay loop, yet they're embarrassingly ignored.... and have been ignored for years! Strikes are on the same modifier rotation ever since you removed glass 1 year ago. Gambit hasn't received a new map since Gambit Prime released. Nor a review of the most glaring issues like invaders, heavy ammo, blocker setup etc. At least the crucible receives patches to adjust for guns, but it's not like we received a new mode or original maps. Just reskinned D1 maps. So while you make new events, the activities you want us to keep playing haven't been touched at all.

    Glitches: I don't have to rub this one in, but there are just WAAAAAAAAY too many bugs and issues lately. And these are things that happened before COVID forced you to work from home. I'm sure it sucks when gamers find your errors, and get stuck trying to get Felwinter.... or 2 exotics get disabled.....or Telesto once again breaks the game. But you're not testing the game. We know you're not testing the game, because if you WERE playing your content, you would see Seraph Tower matchmaking was a bad idea. Increasing the difficult was a bad idea. Trials loot system was a bad idea. Hardlight's performance was a problem. These are things that didn't take the community long to find. It was literally us just playing the game and getting screwed over.

    Sunsetting: There are plenty of threads on this. Plenty of thoughts for and against it, plenty of discussion and feedback. HOWEVER, the overwhelming majority of the arguments against sunsetting, are driven directly & indirectly from your season model idea. I am not going to rehash EVERY argument...... but some like activities will be worthless (menagerie, forges), are an indirect problem of the seasonal model. Lack of player customization (ie, attunements rarely changing), tied to seasonal model time crunch. Armor investment.... tied to seasonal activities. Each case that players make against sunsetting, has it's roots in your seasonal model.

    I don't want to say the solution is simple, because it's not. I don't want to say there is only 1 way to fix this, because there isn't. But what I can say is that these issues have existed in Destiny before. But they're exacerbated by the seasonal model schedule.

    Yes, you don't want large gaps without paid content. You don't want the playerbase wandering off to other games and need FOMO to keep people playing. But here's the thing. When players miss out on content (for various reasons like time, money, other games, life, or just don't like the content) AND start falling behind on the game......... that leads them to not coming back. To not playing as much.

    Perfect examples: Izanagi & Erianas. If someone skipped Black Armory, and now seasons the task of getting Izanagis, they might not bother. And in doing so, they probably lost out on raiding. Nightmare hunts. Nightfalls for 100K Legend loot etc. So missing 1 season now puts them at a disadvantage in newer seasons. Same for Erianas. Missed it during Undying? You probably won't be well liked in Grandmaster NF. Missed out on Felwinter? Hopefully you have a god roll Mindbender!

    Point is, instead of filling each season, each month, each week with low effort content, go for better content less often. Yes, players will ask for more and always want more content than you can produce. But do you want Destiny to be about quantity? Or quality? The seasonal model doesn't work for you, doesn't work for the players and doesn't work for Destiny. It's ok to admit this.......................and fix it.

    EDIT - 1 more thing I forgot to mention. Iron Banner. We basically got a year of reskinned content, and a bow that felt like someone was doing their homework at 8:20 in the morning before their 1st class. It felt like the dude who rushed his PowerPoint presentation, 10 minutes before he had to make a sales pitch. Iron Banner has needed an overhaul for a while now, and the seasonal model doesn't seem to allow time for that. It's just plopped out each month, with a TWaB that pretends this is a prestige event these days, with the same problems for the past 3 years. It's another issue that just seems to be ignored with minimal effort put into it.

    submitted by /u/JLoco11PSN
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    The Bright Engrams Should NEVER Give Duplicates

    Posted: 31 May 2020 01:47 PM PDT

    Back in Forsaken, kind of up to Opulence, you were given an engram with current eververse loot, and it was every 300k xp, along with a 5x or 3x buff (I forget) to xp for your first three levels. Now, each level is 100k but you need 5 To get an engram, and the weekly boost gives double xp for 5 levels.

    So, we went from one every 300k with a 5x boost for the first 3, to one every 500k with a boost of 2x for the first one only, along with the fact that it gives no current loot.

    I am currently at level 254, I have grinded roughly 90 ranks in the last 5 days and I am completely done with this bs. I have earned roughly 60 engrams and still get tons of duplicates. There is no reason I should have to grind 1 Million xp only to get two trash legendary ships in a row, both that I already had. The bounty fatigue is already enough, but the amount of work now required for one engram with old loot and sometimes gives dupes, id just not worth it. You don't even get bright dust!

    My Fixes for this:

    Make the engram for every 3 rank ups, or leave at the normal amount, and make it 3 for any rank after 100

    Make it so it only gives unacquired loot

    Make dismantles give bright dust for gods sake, or at least make any dupe be turned into bright dust, because we have collections, any dupe is 100% utterly useless

    Lastly, make the ornaments drop more often, I have every single one of those trash ghosts, ships and sparrows, but i've gotten barely any ornaments

    Thanks :)

    submitted by /u/Megajoshuaw
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    Console load times absolutely NEED to be improved.

    Posted: 31 May 2020 05:43 AM PDT

    Hey all, I'm sure this has been brought up already, but seriously. It is bad.

    From a dev's perspective I know that this is much, much easier said than done, and I'm sure the folks over at Bungie are at the very least aware of this issue and even have had updates, fixes, and have had people try to improve and fix it. I wouldn't know since I'm not a player since Y1, but what I do know is this issue is such a big turn-off to so many new players that there's a possibility that this is causing the game to actively deplete or rather prevent its own player base from growing by a small amount. I don't have data, but what I do know is 3 out of my 8 friends who tried picking up the game just chose to stop after a couple days of playing because of this one reason.

    Sure, it looks promising so far, but I don't want to wait 15 seconds every damn 5 minutes just to look at my inventory.

    Wtf, why does it take so long for me to see my quests.

    I think my game is hanging.

    Why tf does it take so long to queue multiplayer (pvp) matches in a game that supposedly has millions of players?

    Warframe may not have pvp and shit but it sure as hell doesn't have this kind of issue.

    Damn, I love you guys, but I just can't deal with shit wait times like this.

    These may not be 100% verbatim but are definitely some of the comments they've shared. And I know they're not exaggerations, because I myself (and I'm sure other console players as well) think such things all the time. I just love the game too much to let it bother me enough to make me stop, but you can bet all console players get aggravated about it a LOT.

    For additional context, we come from a country where internet speed is extremely slow. Yet we're able to enjoy a lot of online multiplayer games with no problem at all. So upon searching this sub and seeing other people, whom I assume are from the US or countries with better speeds, have the same problem, I can't help but feel frustrated.

    Edit 1: Grammar

    Edit 2: So after reading a lot of replies, a lot of people mainly mention two things: one, that the solution would be to buy an SSD, and two, about how this isn't an issue with the game, but all on the console - for being an ancient 7 year old hardware running on stock hdd.

    On the first point, thank you all for the suggestion and I have been considering for about a week now on buying one. The only thing holding me back is considering having to spend for literally one game, as I don't see the need at all for any other game to be improved. But I'll probably get it as I'm willing to invest in this game anyway. But I would like to point out that the typical, casual player shouldn't go through such lengths just to be able to have a decent experience in any game.

    On the second point, sure, phrasing it that way would make it sound like any large, multiplayer game on console would be bad, but the reality is no other game (aside from maybe GTA V apparently) comes even close to the load time issues this game has on console. Size can't be the deciding factor either because I have Call of Duty which is definitely larger than d2 but experience no such issue with the load time in any point of the game. Obviously, the design of the games are different which means that they simply can't be compared directly, but my point is I don't think it makes sense to conclude that these load times will stay insane simply because of the hardware. Some comments say the load times got noticeably worse when Shadowkeep released. This means that it can still be improved. The game definitely can still be optimized, it's just that it isn't a priority for Bungie right now. I'm just hoping I can help shed light on how big of an issue it actually is in terms of affecting player base; addressing this could potentially earn them a lot more. Anyway, whatever the reason is, and I mentioned this in a comment below, but as players and consumers, we should not have to even worry about such things to be able to simply enjoy a game without abysmal problems plaguing the experience right out of the blue. This is a real problem that needs to be addressed.

    Edit 3: Pinning this comment from u/Riablo01, an actual software developer, as proof that d2 is definitely NOT at its best with the limited hardware, and absolutely CAN still be improved:

    I used to work in software development and I've felt the console versions of Destiny 2 suffer from poor hardware optimisation. I feel like hardware optimisation is a dying art in the games industry. Gone are the days when someone like Iwata could cram 2 Pokemon games into one Gameboy cartridge.

    I've read a lot comments in the past that suggest the PS5 or Xbox Series X would fix these issues but I don't think that is the case. A lot of PC gamers at the moment are playing Destiny 2 with machines that probably rival the next gen consoles in terms of specs. They still experience performance issues and horrible glitches.

    I read a really comment a while back that suggests redesigning the UI and UI code would fix a lot of the lag problems. Also I reckon they need to look at their instance loading code. In the past when they've enabled the option to load all players at once, it's created all sorts of horrible performance issues and horrible load times. When they've enabled the option to load players individually, it's an improvement but not by much.

    This suggest to me that the real culprit is bottlenecking on the server. I wouldn't be surprised if the servers don't have enough ram or bandwidth. Several years ago, at my previous software job one of the apps I was supporting was experiencing performance issues. When I investigated the issue, it turned that the virtual machine the server had been running on was only allocated 1 gig of RAM. The data centre we were using was notorious for this sort of thing. Anyway we increase the RAM to sensible levels and the performance issues went away.

    Big fixes and optimisations generally aren't high on the priority list for game developers. They don't prioritise technical debt the same way as business software developers do. I reckon a full rewrite of the engine probably isn't needed but there is a decent amount code optimisations that could be applied. For example, does the game engine properly utilise multi core CPU/GPUs? Does the game over rely on hardware caching when there is extra RAM available in PC and Xbox One X? There's probably a lot of improvements that could be made to the game with a proper, old school software developer.

    submitted by /u/badjuju5
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    We need faster TTK for all primary archetypes in PVE

    Posted: 31 May 2020 04:08 PM PDT

    Title. We need faster TTK for primaries body shots. The difference is staggering between D1 and D2, (though precision damage in D2 is higher) and it shows in gameplay, the fact that we're leveling our power level doesn't make us any more powerful, the TTK for primaries is still too low for us to breeze through things like D1. I hate having to head shot a Vandal twice with a scout even though after the first shot his health is as low as a grain of sugar. Clearly the there should be a new balance between body shots and Precision shots, but it's clear that body shots are overly annoying in D2, leaving me extremely unsatisfied after needing to reload though the enemy has a sliver of health.

    submitted by /u/GalaxyGuyYT
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    Since armors will be sunset, dismantling should give the shards back.

    Posted: 31 May 2020 10:32 AM PDT

    I think that'd be a fair deal, Bungie.

    submitted by /u/yowsick
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    A Comprehensive Guide to the ‘Reckoner’ title: The Do’s and Don’ts of Gambit Prime.

    Posted: 31 May 2020 06:11 AM PDT

    Do: Something else

    Don't: Even bother

    submitted by /u/orionpax1997
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    Traveler’s Chosen Exotic Idea

    Posted: 31 May 2020 08:14 AM PDT

    Traveler's Champion

    You were chosen for a reason.

    Exotic Kinetic Sidearm (260, 300, or 360 rpm)

    Intrinsic: Not Alone: This weapon can be equipped alongside another Exotic weapon. Fires full auto.

    Barrel: Fluted Barrel/Polygonal Rifling/Full Bore

    Magazine: Accurized Rounds/Appended Mag/Steady Rounds

    Trait: Precision Conversion: Changes this weapons fire rate to a slower, more precise firing pattern. Recoil is more vertical with this Conversion equipped.

    Adaptive Conversion: Changes this weapons fire rate to a easily controllable firing pattern. Increases reload with this Conversion equipped.

    Lightweight Conversion: Changes this weapons fire rate to a faster, lighter firing pattern. Move faster with this Conversion equipped.

    Trait: Shine Bright: Picking up Orbs of Light automatically reloads this weapon and increases damage for a short time.

    Catalyst: Orbweaver: Killing multiple enemies in quick succession drops more Orbs of Lights than normal.

    Weapon stats:

    Impact: 51, 49, 43

    Range: 42 Max: 67 Min: 37

    Stability: 55 Max: 80 Min: 45

    Handling: 54 Max: 69 Min: 49

    Reload: 40 Max: 70 (With Adaptive Conversion)

    Aim Assist: 77

    Recoil: 80 Max: 100 (With Precision Conversion)

    Mag Size: 15 Max: 18 (With Appended Mag)

    Lore Entry:

    *Do you remember when I first rezzed you? I remember. Old Russia, the Cosmodrome. We're lucky we made it out with our lives, those Fallen were out for blood. But we made it out, we made it back to the Tower, the Last City.

    I don't think I ever told you how resilient you really are, how... powerful you are. You've killed gods, god pretenders, murderous robots, nightmares...it's amazing that didn't die doing any of that. You deserve a little praise, here and there.

    After all you've done, I think I finally know why I revived you, so long ago. I didn't really know for the longest time. Was it because you were a hero in your old life? Was it your bravery? Your confidence? Maybe it was your combat abilities... I didn't know then, but I know now. I revived you because you're one of a kind. There isn't any other Guardian like you, that's a fact.

    You know, there's something I've been meaning to say since we got out of that Pyramid: thank you. The Traveler created me to help you, to guide you, protect you, but recently...I don't know, I think it's been the other way around. Sure I heal you, revive you when you're downed, trasmat your sparrow, but you're the one who does the fighting, the protecting. I feel safe when I'm around you. For while I was worried, after Cayde died. I was...scared, I'm not gonna lie. Learning how, fragile we can be...it's scary, horrifying really. But we're still here, still living, still breathing, still fighting.

    We're resilient. We fight for the Light and it wasn't our time yet. It might be soon, or not, who knows? I sure don't. So until then, let's just do what we always do: Become Legends.*

    -A transmission from Ghost to you, it says it was rewritten 7 different times.

    Edit: Thank you all for the kind words and compliments. Y'all are amazing!

    submitted by /u/TheCraneBane
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    I got to thinking about how much of the Hive 'Royal Family' we've decimated and ended up making a family tree for 'The Osmium Court'

    Posted: 31 May 2020 07:49 PM PDT

    Hope you guys like the design and find it easy enough to read.

    The Osmium Court Family Tree

    Couple of things of note:

    • In the absense of any information about mates, I have excluded them entirely, which means that Omnigul is actually the only Hive on the tree to have 'married into' the family.
    • I have chosen to only include Hive that are described in Lore/Grimoire entries as being relations, not just any Hive/Taken that have 'Daughter' or 'Son' in their in-game titles as I don't believe there is enough evidence that conclusively proves them to be related as opposed to just being given a title. Examples include Xavan, Tir Balok & An Ragaar (children of Xivu Arath), and Mysik, Zyrak & Thyshik (related to Oryx).
    • For Hive that we have not encountered in-game, I have used either offical artwork (such as from the Grimoire Anthologies) or just used a placeholder image of the same enemy type.

    I'd love to hear what folks think; if you like it and would like a more detail version with more information then let me know!

    submitted by /u/Cr4shdown
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    Next Tuesday Reset is 99.9% going to be Interesting.

    Posted: 31 May 2020 03:04 PM PDT

    We know we have been wearing sun glasses for the past week-ish. The Almighty will have to be dealt with soon, most likely the weekly reset. It'll either be blown up and the tower gets destroyed a bit from the remains of the almighty. Or, Rasputin pulls a felwinter betrayal and boom. Tower is destroyed.

    Not only this, we might see a cutscene in-game similar to Eris with that ball dunking it into that goo? I have no clue, most confusing stuff ever. Last season, we had Osiris going to Rasputin all mad at a AI bot. We also almost guaranteed to be getting trailers and reveal streams for S10, S11 and beyond.

    Also some unlikely outcomes. Nothing happens. Maybe a new 20 min secret Misson, whisper esc.

    That's it from me, thanks for reading, this is more of a speculation post for the bright future of Destiny. As always, stay safe and goodbye.

    submitted by /u/Dan88xD
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    Comic page about Felwinter (art)

    Posted: 31 May 2020 12:20 PM PDT

    Hello guys! When i red about Felwinter, i wanted to capture the moment when Felwinter killed himself. Here is my vision of that moment in comic version. I hope you will enjoy it!

    Read it here

    PS. As all pictures of Felwinter are with his known helmet, i decided to imagine, how he could look without it. It was a beginning if his life, and he might not have a helmet at this moment.There is a describtion from Radegast:

    "Felwinter stood next to him, silent, unreadable. Unlike other Exos Radegast had seen, he didn't seem to have any emotion mods beyond the factory setting defaults. It was unnerving. "

    So i imagined that his head looks maximum solid, without mechanical eyebrows or cheekbones , and a bit threateningly. And one of Mike Jensen's Exo concepts was like this desribtion.

    PSS. Dont know why imgur made a mess in red =\
    Sorry for that

    PSSS. I forgot there was a mantion of a Felwinter's color. Thanks to pek217
    " An Exo, eyes glowing in its sleek black skull, stood just beyond them."

    submitted by /u/Alikamoon
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    Striker 2.0 concept for Destiny 2

    Posted: 31 May 2020 12:56 AM PDT

    https://preview.redd.it/dlfb4rd6l7151.png?width=3840&format=png&auto=webp&s=8b03e7f2c958a455189d5e0b8738579e5a2ccb6d

    The Brutality of a Striker

    The Striker was a bit more of a headache to create interesting and powerful perks for. This subclass is very much a one dimensional class. You are a brawler. You slam head first into battle and you don't stop until you get stopped. Because a lot of the perks require closing the gap on an enemy, you are constantly putting yourself in risky situations, so the reward had to be great. My idea is to maintain aggression at all costs.

    Big changes

    Just like my other 2.0 subclasses, the Forsaken Supers can be activated by holding your Super buttons, similar to the current Ward of Dawn on top tree Sentinel Titan.

    Inertia Override and Frontal Assault have been changed. Since both of these abilities currently buff weapon damage, they do not play nice when stacked together and would have been woefully unbalanced. To mitigate this, I changed Frontal Assault from its own melee ability to a perk that can be used by all 3 melee abilities. Inertia Override will no longer grant its own damage buff, but will instead grant Frontal Assault when sliding over ammo. Because Frontal Assault has been changed to a perk, Strikers will be receiving a new melee.

    Understanding the new layout

    The grenade and jump node remain unchanged. The node directly to the left of the central node is the Super node. The node directly to the right is the melee node. When reading the tree, I use directions like on a compass while reading it in a clockwise fashion.

    Super node

    1. Blast Off - Casting Thundercrash creates a massive explosion and increases flight duration.
    2. Terminal Velocity - Same, but now Thundercrash does more damage when you crash towards the end of its duration. (Within 25% of your Super left)
    3. Trample - Same

    Melee node

    1. Ballistic Slam - Same
    2. Seismic Strike - Replaced the Arc explosion with a blinding blast.
    3. Static Blow - This melee gains increased damaged depending on how many enemies are near you. Stacks 5x. (10% increase per stack)

    North node

    1. Unstoppable - Kills while Frontal Assault is active extends its duration. (Adds 5 seconds)
    2. Aftershocks - Kills with grenades and damage-dealing fields increases their damage and extends their duration. (Damage-dealing fields are left when using Thundercrash or Terminal Velocity. This only buffs the active grenade i.e. Pulse or Lightning.)
    3. Discharge - Striking an enemy with a melee ability creates Arc explosions. (Current Seismic Strike has this ability. I have replaced the Arc explosion with a Blinding flash..)

    Northeast node

    1. Shockwave - Activating a Barricade creates a concussive blast. Enemies that pass through your Barricade become disoriented. (This is an area of effect blast, not a wave blast. Anything within 10 meters of line of sight will be concussed)
    2. Transfusion - Damage dealt to your Barricade charges your abilities. (Charges your abilities based solely on health removed. If the Barricade times out, it will not grant ability energy.)

    East node

    1. Reversal - Receiving melee damage briefly increases melee damage. Melee kills trigger health regeneration.
    2. Resolute - Increases the duration of your Barricade. Grants an Overshield when casting your Super. (This perk is currently on the "Eternal Warrior" Exotic. I would adjust that Exotic to have 3 perks, one for each subclass, one of which would be Resolute)
    3. Momentum - Increased sprint speed. You can reload while you sprint. (This doesn't just refill the magazine like "Transversive Steps", you actually have to do the animation of reloading)

    Southeast node

    1. Impact Conversion - Damaging enemies with charged melees grants grenade energy.
    2. Amplify - Damaging enemies with charged melees grants Super energy.

    South node

    1. Inertia Override - Sliding over ammo reloads your equipped weapon and grants Frontal Assault.(This buff lasts for 5 seconds. Lasting any longer would be far too beneficial, especially in the Crucible.)
    2. Knockout - Same
    3. Headstrong - Damaging an enemy with Thundercrash or Ballistic Slam creates a Barricade. (I'm not sure if this should only create just one Barricade or one for each enemy you damage. I lean more towards one for each enemy. Would be very potent in end game PvE content)

    Southwest node

    1. Rally Barricade - Same
    2. Towering Barricade - Same

    West node

    1. Frontal Assault - Damaging an enemy with a charged melee reloads your weapon and grants increased weapon damage and stability.
    2. Reckless - Increased ability damage when critically wounded. Ability kills while critically wounded grants health. ( The damage increase is 25% in PvP, 50% in PvE. Damage is dictated on when you activated the ability. If you regenerate your shields, the ability will maintain its damage increase. The health increase does not regenerates shields, enabling a bit more tanking when using Fists of Havoc.)
    3. Juggernaut - Grants an Overshield when sprinting at full health with a fully charged Barricade. (The shield would be between 75-100 health. This will stack with "Mk. 44 Stand Asides".)

    Northwest node

    1. Overload - Grants an additional melee charge. Damaging enemies with melee abilities charge your Barricade.
    2. Magnitude - Same

    A lot of effort getting this one out. Hope you guys enjoyed it. I have other 2.0 skill trees on my profile.

    Follow the link for a more in-depth breakdown on how leveling would work: https://www.youtube.com/watch?v=WsYkUgUhK1c

    submitted by /u/imyourblueberry
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    I made a Shaxx Emblem in Photoshop. Posting here to see if you folks like it

    Posted: 31 May 2020 10:16 AM PDT

    Finally got the Platinum Starling

    Posted: 31 May 2020 05:52 PM PDT

    here it is in all it's glory, and let me tell you, it was a pain to get here. 100 weapon forges is no joke. But I finally did it and I love it even more because of that.

    Just wanted to share.

    submitted by /u/Rhundis
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    "Hey Google, where is Xur this weekend?" actually works.

    Posted: 31 May 2020 08:31 PM PDT

    Not sure about Siri but worth trying. Saves me approximately 50 seconds every weekend

    submitted by /u/dwight_k_III
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    Please Bungie: can we preview shaders on armour ornaments?

    Posted: 31 May 2020 11:52 AM PDT

    Makes choosing what to buy and what not to buy with bright dust quite hard when you have no idea how it'll look with a certain shader.

    submitted by /u/Crimsonmansion
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    That double-loot glitch got me thinking of small, live events Bungie could do on a week-to-week basis.

    Posted: 31 May 2020 03:07 AM PDT

    Like during one week, nightfall loot is doubled, the next it might be gambit with the doubled loot. They could make the final iron banner of the season reward double loot, etc.

    It's an untapped opportunity for the game that could work out in the long run.

    submitted by /u/Shaun_Person
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    I'm going to preface this by saying that I don't expect it to ever be added into the game but it would be so funny to have an all exotics strikes playlist.

    Posted: 31 May 2020 04:39 PM PDT

    What if there was a strike playlist that was enabled only while Xur is active on weekends?

    Like, a super-duper hard playlist for strikes that has high level enemies. Now, imagine, you are allowed to use ALL EXOTIC WEAPONS AND ARMOR with accelerated super regen.

    I would call it...

    The clusterf**k playlist.

    submitted by /u/OccamsRazor1207
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    Right now we have 7 raids that are worth doing. Come September that number will only be 3.

    Posted: 31 May 2020 01:30 AM PDT

    What are raids and why are they important?

    Raids are the pinnacle PVE activity in Destiny 2. Right now all 7 raids are capable of dropping gear able to be infused up to the cap (I'm counting EoW and SoS as raids as well). Bungie has already said all raid gear currently in the game will be sunsetted with an exception to LW and GoS gear which will be sunsetted later (presumably when the year 5 dlc comes out).

    Why should we keep them relevant?

    My gripe with this is that the gear looks sweet and some gear is actually very good. However, the lack of infusibility might turn new players off from playing the old raids. My personal experience with this is when I started playing D1, the only relevant raid was Kings Fall, so that is the only raid I ever wanted to do. I had friends who were Y1 players so they got me to do VoG and CE once each but I never had the desire to do it again until Age of Triumph. All this cool gear Bungie made like the Levi armor or the cool encounters for each of the raids isn't going to be played anymore and this cuts into the longevity of the game.

    Other ways to improve raid rewards

    A good solution would be to update Levi and the lairs with random rolls that have a higher infusion cap and not the sunset any of the raid gear. Come September instead of a potential 8 raid activities groups can choose from we will only have 3. That seems very counter intuitive to having a large end game. Adding new weapons and ornaments for armor would be a quick and relatively easy way to increase endgame content without creating brand new activities. The EoW ornaments from S2 of Y1 show this very well.

    Dungeons

    In addition this can be extended to the dungeons, which incorporate special areas specifically created for the activity. Adding special armor sets and weapons will breathe new life into the activity once sun setting rolls around, because right now these activities only drop the planetary gear.

    Please Bungie don't let these cool activities be almost useless to us, you put so much effort into making them and many players enjoy them a lot and to see them become almost worthless is sad to us.

    Edit: Split the wall of text into individual paragraphs to make it easier to read. Also thanks for the silver kind stranger!

    submitted by /u/-Shpawn-
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    Why i dont like proximity and health based perks on most weapons.

    Posted: 31 May 2020 10:05 AM PDT

    To start off, this isn't a rant about these perks, just their usefulness in endgame content (PVE in particular)

    I usually scrap any guns that i come in possession of that have perks that require me to be close to enemies or to take damage. Perks like Underdog, Threat Detector, Pulse Monitor, Surrounded, are all nice perks, but require you to be close to enemies or in critical health. Their benefits are ok at best (aside from surrounded, which is exceptionally better than the rest), but the risk required to activate them is too high.

    The way i see it, if you are in the position where these perks will activate in a high end PVE activity such as a Grandmaster Nightfall, chances are, you're going to die. 9/10 times if i proc Underdog, im about to be incinerated by a Barrier Knight, so that buff to reload speed won't help me if im dead.

    Maybe a change to the proximity to activate perks like Surrounded and Threat Detector, or decrease the amount of damage required to activate Underdog and Pulse Monitor. I have a really nicely rolled Fixed Odds with Threat Detector + Surrounded, but i cant take it into the Nightfall most of the time, since its perks will never be active because im constantly running from enemies that are way higher power than me.

    Thanks for coming to my TED talk, please discuss

    submitted by /u/mrcatz05
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    In an interview a few years ago, Luke Smith said that prior to the development of Destiny 2, they still hadn’t decided what “the Darkness” actually was.

    Posted: 31 May 2020 08:38 AM PDT

    I thought this was really fascinating when it first came out. Now it's interesting to think about how it has evolved into everything currently going on in the narrative.

    Smith: "So, I think that at a point, just totally candidly? We had no idea what it was. Straight up. We had no clue."

    "We didn't know what it was, and we, for a period, we chose [that] we're going to lump all the races [in together], and you see this in the tooltips in the game. "Minions of the darkness." And we had taken all the races and said, "Ah, they'll just be The Darkness." But that's not what the IP deserves. It's like, literally not."

    The Verge did a pretty good summary:

    https://www.theverge.com/2017/6/16/15819680/bungie-destiny-2-the-darkness-luke-smith-interview-e3-2017

    And the original video can be seen here:

    https://kotaku.com/destiny-2-director-answers-our-questions-about-the-open-1796139202

    submitted by /u/RegularSelf
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    I think the biggest thing I want in future Destiny releases are more weapon rigs/reload animations

    Posted: 31 May 2020 12:31 PM PDT

    Ignoring all the other problems with the game (since they've been talked to death), the biggest thing I've wanted since D1 have been more weapon reloads or animation rigs for legendary weapons. Right now, we the default, universal reload, and then we have Veist reloads for autos, scouts, SMGs and snipers. We have a second reload animation that's rarely used for handcannons and then... that's it. Things are a bit better with exotics, but I'm not talking about them right now.Different rigs make weapons feel distinct and help communicate their intended role, but all we have are the Veist weapons that have the side/top loading magazines, evocative of the P90's high capacity and fast handling. And that's good! I just don't like how other foundries all share the exact same reloads. Yes, I get that new rigs and animations are more costly and difficult, but that's no excuse, that is literally their job. Look at any other game with Destiny's level of clout (or even less), they can do it! Why can Killing Floor 2 give six different reload animations for akimbo Deagles, but Bungie can't make a different animation for a pulse rifle?So, here's broadly what I think the best system would be, if Destiny 3 ever materializes. The big thing is that different weapon archetypes have different animation rigs, to further differentiate them. For instance, let's look at handcannons:

    • Precision frame handcannons could have a model and rig based off something a cross between the Mateba MTR-8 and Unica 6 Autorevolver, in that the cylinder is mounted in front of the trigger, and it fires from the lower position. I mean, handcannons in Destiny don't really have cylinders as we know it, but bear with me. The reason for these designs IRL was to reduce recoil, since the barrel is more in line with your grip, rather than above it. This fits the precision frame's focus on low-recoil shots. For the reload, the entire cylinder can fall out the bottom, and a new one is inserted into place.
    • Lightweight handcannons can use the break-action reload that guns like Spare Rations or Zhaouli's Bane have. We don't need new rigs, just a reason for them being used.
    • Adaptive handcannons can keep the current swing-out rig and reload that is the default.
    • High-impact handcannons can instead steal the reload animation for Sturm. They fire bigger, heavier bullets, so it makes sense that they use a magazine.

    This is just an example for one weapon type where you really can't go crazy on feed systems, since revolvers are... well, revolvers. So here's some other examples of ideas for other individual archetypes:

    • Aggressive frame sniper rifles become bolt-action
    • Side-loading magazines for lightweight SMGs, like a lot of WW1/2 era guns (Sten, Type 100, MP18, etc.)
    • Swing-out or breech-loading grenade launchers instead of exclusively break-action
    • Rapid-fire shotguns lose the pump at the very least, but could maybe have detachable box magazines, instead of tubes. If they keep the tube, they can reload from the opposite hold, like so.

    And finally, weapon foundries can be made more unique by having their own rigging, like how Veist weapons are all unique. Some examples could be:

    • Tex Mechanica has break-action shotguns and lever-action rifles, as well as slow-firing, hard-hitting single-action revolvers.
    • Omolon weapons load from rounded batteries, instead of traditional magazines. Either that glass thing in the receiver is changed out, or a battery in the forward grip or stock gets changed out.
    submitted by /u/Nukesnipe
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    Towerthought: The sole purpose of the weekly bounty "A House Divided" is to discourage people from immediately dumping out of the Exodus Crash strike when it pops up in the playlist.

    Posted: 31 May 2020 04:28 AM PDT

    I know it's the only time I do that one.

    EDIT: "A House Divided" requires 150 fallen kills in strikes. It's not the Fallen bosses one. Also, most of us are already aware that you can just queue up the vanilla Exodus Crash strike, but the premise of the post is you're already doing the playlist for other reasons, such as other bounties, or you actually enjoy murdering everything with Black Talon on Void/Heavyweight day, or Xenophage on Solar/Heavyweight day.

    submitted by /u/unblessedpants
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    Titan dungeon?

    Posted: 31 May 2020 11:29 AM PDT

    Ngl, when I first played the mission on Titan where we go deep into the arcology and we end up in the massive dome with all the vegetation, I had thought to myself; this looks like it would be a dope entrance to a Raid going deeper into the Arcology.

    Like we only got to pretty much the entrance and transmatted out. I wish we couldve discovered more. Hopefully my suspicion is right and we get it before they destroy Titan.

    Edit: If they destroy Titan. :)

    submitted by /u/obamathelastairbendr
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