• Breaking News

    Tuesday, June 2, 2020

    Destiny Focused Feedback: Season 10 Artifact

    Destiny Focused Feedback: Season 10 Artifact


    Focused Feedback: Season 10 Artifact

    Posted: 01 Jun 2020 08:12 AM PDT

    Hello Guardians,

    Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.

    We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.

    This Thread will be active until next week when a new topic is chosen for discussion

    Whilst Focused Feedback is active, ALL posts regarding 'S10 Artifact' following its posting will be removed and re-directed to this thread. Exceptions to this rule are as follows: New information / developments, Guides and general questions

    Any and all Feedback on the topic is welcome.

    Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas

    A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the sub as time goes on.

    submitted by /u/DTG_Bot
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    @Bungie: “Black Lives Matter”

    Posted: 01 Jun 2020 02:54 PM PDT

    https://twitter.com/Bungie/status/1267574135850299392?s=19

    When words are not enough, only action can bring about change. Taking a stand against systemic racism, injustice and prejudice is everyone's responsibility and it begins with education and engagement.

    Here is a list of suggested organisations that we encourage you to visit and donate to.

    • BlackLivesMatter.com
    • Showingupforracialjustice.org
    • Antiracismcenter.org
    • Eji.org
    • Colourlines.com

    We at Bungie are making a commitment to stand up on behalf of our Black community including our Players, Developers, Fans and Neighbors. Racial justice surrounds us and we need to help create positive change.

    Bungie is making financial contributions to these organizations and matching the donations made by any of the people on our team. This will not be our only contribution to the fight for justice in our country, and globally.

    We have a platform, and we plan to use it

    Black Lives Matter

    submitted by /u/DTG_Bot
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    i have video of the next chapter in destiny 2 teaser

    Posted: 01 Jun 2020 01:13 PM PDT

    https://imgur.com/a/fRJgpUN

    I have found it on the Instagram page it got deleted almost instantly

    Edit: My friend is astartes_m41 so we have decided to spread the word this way thanks guys

    Edit: https://www.instagram.com/p/CA5xHhbAqAj/ This is the original insta its still not fully live

    submitted by /u/Dragonsdoom_2014
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    Require New Light Players to do the Red War campaign. It will help them understand the game, instead of just being thrown into a load of content.

    Posted: 01 Jun 2020 12:55 PM PDT

    Doing the red war campaign introduces you to the characters (Zavala, Ikora, etc), it helps you test out weapons at a slower pace, and it helps you practice the mechanics in a structured manor. It also introduces you to the different locations and unlocking the subclasses at a slower rate allows people to get use and understand each one better. This would solve a lot of the problems where people want a tutorial when they jump in. I know the point was to allow people to jump right into the content but it seems at the cost of not understanding the game, and people then just uninstalling it.

    submitted by /u/hifromjarrod
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    Don’t lock the Campaigns after one playthrough please

    Posted: 01 Jun 2020 09:05 AM PDT

    If there's a reason why they did it, I'd like to hear it. Honestly this is one of the first few times I've seen a game lock out story elements after one playthrough.

    Sometimes I play them because I missed out on the campaigns and wanna see what I missed. Sometimes the cutscenes are very well executed and wanna take a screenshot of my guardian who's looking good. Sometimes I play them because I just love the story.

    Can you guys not lock the campaign after one attempt? It's an incredibly odd choice and for a person who just enjoys the story, it's annoying to not be able to replay The Red War and not know how my guardian was able to get these super abilities like Golden Gun, Thundercrash and Nova Bomb

    Also want to add Seasonal Story missions too. Biggest example was Saint 14's story. Some people (myself included) joined back late into the season and I missed the story, so I don't really know how we saved Saint or what we did. It feels weird to see Saint in the tower and have him say thanks to me when I know damn well I wasn't there to rescue him. Credit to u/bats6560 for bringing this up since I forgot that there are some seasonal story missions that can't be replayed

    Above all, this adds some replay ability to the game. Some players just wanna feel like a walking force of nature. Killing enemies in one shot and just massacring armies with nothing but their trusty hand canon and shotgun.

    Thank you for reading. I know you guys have a lot on your plate but I have high expectations for next season!

    EDIT: for people asking "can't you go to Amanda and replay them?" Yes you can. BUT you can only replay them once and then it locks it out. Also the added fact that Subclass missions aren't there so if you wanted to know a bit of background story to Golden Gun, Nova Bomb etc. you'll have to go to YouTube and look at it

    submitted by /u/Gatorkid365
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    Raids Do Not Deserve the Sunsetting Treatment

    Posted: 01 Jun 2020 04:58 AM PDT

    Let's go back to D1. At launch, the game was... uhhh.. sufficient? Sure, it played kinda well and the concept of a guardian powered by the light was cool and stuff. However, Destiny had a pretty rough start. The end game was non-existent and the gameplay became stale pretty fast for most. What ended up saving D1 to a large extent, however, was the release of Vault of Glass. The combination of FPS and MMO that Destiny aimed to be shined the brightest with the release of the Vault of Glass. It was clear that Destiny had found its niche in making the best FPS raiding experiences any game has to offer and stands strong with that niche to this day.

    Coming back to the now, with GoS and LW being the only raids not getting their drops sunset. Now, I am not going to get into sunsetting, and whether or not world gear, in general, should be sunset. There are a million other Reddit posts and YouTube videos on it arguing for either side. What I do see a problem with is sunsetting the loot of all other raids. Raids in Destiny are exceptional content drops that have more than a hundred thousand people tuning in on twitch channels to see the day 1 raid race. The multiple challenges such as two manning (and sometimes even soloing) an encounter or whole raids or the fun of long raid nights make Destiny an irreplaceable game for many guardians. The need to get the raid loot is what many guardians log on for every reset. Even though not powerful drops, getting that perfect roll threat level or even the amazing static roll on the midnight coup feels amazing knowing that they are still usable in endgame content after infusing to a higher power.

    Essentially, sunsetting takes away most drive behind playing old raids. Having played through all the raids numerous times alongside my clan to grind for the perfect rolls, sunsetting content from raids leaves an extremely sour taste. Furthermore, I also believe that the hard work that has been put into making raids on your part Bungie should not just be left behind. Raids deserve better than this.

    submitted by /u/Doomsday20
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    Put champions in the tribute hall.

    Posted: 01 Jun 2020 03:46 PM PDT

    we need it.

    submitted by /u/_SteelWolf_
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    Alright, now that next season around the corner, can we PLEASE have a landing zone in a hangar?

    Posted: 01 Jun 2020 03:35 PM PDT

    Considering the hangar is LITERALLY a hangar, you'd think we'd be able to fly our ship into that zone. Since season 11 is next week can you sneak that in with the trials update.

    submitted by /u/4Oldfarmln
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    Can we give new light players the option to " adventure through " or to "skip and jump into the recent fray"

    Posted: 01 Jun 2020 03:19 PM PDT

    Basically after going through all the character customisation let new light players decide weather they want to skips through or play through all the stories etc.

    So

    Adevnture throught Details: you start at 10 power level and you have to power your way throught the game completing campaign is mandatory

    (They play like how it was before new light)

    Jump in to the recent fray Detail: you start at 750 all activities are unlocked completing campaigns is optional

    (Basically the new light available now)

    Edit1: thank you for the silver I'm glad you like the idea:)

    submitted by /u/alpha-123
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    Le Monarque can give Hunters a functionally instant dodge cooldown

    Posted: 01 Jun 2020 08:22 AM PDT

    Video Demonstration

    In case you dont want to watch the video, the reason this is possible is because of two things: The perk Burning Edge which gives dodge energy while targets burn and the fact that Le Monarques poison is considered in the game as "burning."

    The obvious combos with this are with Wormhusk, Dynamo, Bombardiers, Aeon Swift (I'm not kidding) and Sixth Coyote if you like having two dodge charges. Unfortunately, Gemini Jester has a cooldown between flashes (you have to wait for the Misdirected Enemy notification to fade out) but theres a lot of fun build potential here nonetheless.

    Something to note is that the poison isnt intended to be doing this. It does substantially more damage compared to Knife Tricks burn. The Knife Trick burn is low damage specifically to help get you the cooldown, while Le Monarque is supposed to be killing with it. This means that this effect is really only useful the tankier enemies get, like against bosses or in endgame content.

    Additionally, the poison damage is considered Weapon Damage so anything that buffs your weapon damage (WoL, Empowering, High Energy Fire, Inertia Override, etc) will buff the DOT.

    EDIT: So far, the list of weapons that I can confirm work are: Le Monarque, Jotunn, Polaris Lance (Perfect Fifth, but it's also bugged) and Prometheus Lens, and Prospector (the grenades also apply a burn effect.) Thorn DOES NOT work.

    Out of all of these, Le Monarque is the only one that can get you your entire cooldown back off of one single hit, though I also tested this with Tier 3 Mobility so i'm not sure if that affects it.

    submitted by /u/ovra-az
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    Can Eriana’s vow become a world drop?

    Posted: 01 Jun 2020 07:33 AM PDT

    I get that it was a seasonal exotic. But, like myself, tons of other people returned this season, and we don't have access to a gun that is the meta in high level nightfalls. It seems unfair that there is now no way to get it. It would be really nice if in season 11, it could become a world drop.

    submitted by /u/grahamunderscore
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    It would be pretty funny if Bungie kept increasing the power requirements for Nightmare hunts past Season 12 so that you can't use any of the sunset moon guns in them anymore

    Posted: 01 Jun 2020 01:48 PM PDT

    Imagine completing a 1110 master nightmare hunt and you get an essence for a gun that drops at maximum 1060

    submitted by /u/imakesubsreal
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    Recreated the True Colors emblem in Animal Crossing

    Posted: 01 Jun 2020 10:26 AM PDT

    https://imgur.com/gallery/smO4Cjh

    Bringing my two favorite games together

    submitted by /u/lyssasaurus
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    Felwinter, you ain't special

    Posted: 01 Jun 2020 05:57 PM PDT

    Rasputin kills me with warsats ALL the time, and then expects me to protect them too.

    submitted by /u/eggfacemcticklesnort
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    [Spoilers] Happy Cake Day Anon the Nine

    Posted: 01 Jun 2020 05:21 PM PDT

    Pretty ironic that he's the guy who put Europa in our heads in the first place

    wonder where he's at now

    submitted by /u/CrappieJig
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    Give us a mission in a populated area of the city

    Posted: 01 Jun 2020 10:04 PM PDT

    Title. Would be nice to see what we're protecting that isn't a giant floating ball.

    submitted by /u/rotomington-zzzrrt
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    In the Shadowkeep ViDoc, it was said that everything comes together in season 11, and it will be like no other time in Destiny history.

    Posted: 01 Jun 2020 09:50 AM PDT

    Well? Here we are, days away from this content drop, and the game is about as exciting as counting grains of sand on the beach. We know this isn't going to be a Forsaken/Shadowkeep sized expansion but rather one similar to the past underwhelming seasonal content. Is the revolutionary, franchise changing addition going to be new bounties? More public event-based activities maybe? Lore implications that a portion of the community may not even understand/care about? If they thought they hyped up this season effectively, they're dead wrong.

    I'm sure the Fall expansion will be big and great and game changing with a ton of new engaging things to do. But as for this new season, I don't think it can possibly live up to what Bungie made it sound like almost a year ago. New raid? Unlikely. New strikes? Don't think so. Shake up the Crucible meta and add more (viable) drops to the loot pool? We'll see!

    I hope I'm wrong and this season is great. I hope it holds my attention and sets me up for a great Fall DLC. I hope it brings people that left after this unbelievably dry season back to the game. I just don't understand what they could do to justify these earlier statements, and I'm getting tired of waiting for something that feels fun.

    submitted by /u/ebenecke53
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    Why isn't the Destiny logo centered for the subreddit?

    Posted: 01 Jun 2020 09:52 PM PDT

    It looks off, like it's been shifted too far upwards.

    submitted by /u/SmashEffect
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    Bungie should embrace the joke by making a periscope emote where we put a little paper periscope around the corner.

    Posted: 01 Jun 2020 10:10 AM PDT

    You can't really remove emote-peeking with the emote system as it is, so why not make a joke about it? Sword peeking should go, though.

    submitted by /u/Colovance
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    ok I will admit it: Bungie I was wrong, Warmind Cells are a lot of fun!

    Posted: 01 Jun 2020 02:09 PM PDT

    Took me wayyyy too much time to start playing with them, I initially found them pretty boring, shoot a big ball for damage, yawn.

    But then some build videos started coming out, found this Post on Reddit and wow there is a lot of fun things to do with them. Just last night I experimented with a striker titan, tyrant surge, void suppression, and solar explosions and oh la la did we clear these waves rapidly.

    I even found myself using the Seraph weapons.. I know crazy!

    Anyways I was wrong about them, they are a lot of fun and hopefully they will be built upon next season. I will miss you Tyrant Surge!

    submitted by /u/cka_viking
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    One of my favourite parts of destiny is definitely the "kill as many birds with a single stone" part of it

    Posted: 01 Jun 2020 02:08 PM PDT

    I've recently got back into destiny after a couple of season, life just got in the way, but now that i'm stuck in lock down I've realised how much I've missed this feeling of so much progress in one go. currently playing gambit and managing to:

    -grind bounties for next season

    -progress felwinter's lie shotgun kills

    -progress python shotgun kills

    -play catch-up with power level

    and all that is being done, i'm sure many people may disagree, or even hate this part of the game but personally i really enjoy it.

    submitted by /u/Harry_mcpotter
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    Will rose get retired

    Posted: 01 Jun 2020 01:11 PM PDT

    Rose requires you to play activities that have increasing power level (night fall, and gambit)

    submitted by /u/Snivyland
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    I'm really curious to see how they don't grow the game forever if they leave the old content around but have no reason to run it

    Posted: 01 Jun 2020 08:50 PM PDT

    I look at activities like the dreaming city, shattered throne, Leviathan raids and season pass activities. If their loot will always be capped and provide no real value, after people who want the ornaments get them, they will be like vault and crota in year two of d1. It seems like a waste having those activities on the disk forcing the game to be huge but having such a small crowd interested in running them.

    submitted by /u/destinyvoidlock
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    D1 vs D2: PvE Endgame damage comparison

    Posted: 01 Jun 2020 03:48 AM PDT

    Hello there.

    Since Sunsetting weapons & perks became a trending topic, the Community had many discussions about weapon feeling and Damage Enhancing Perks, usually pointing towards D1 or Forsaken as the most satysfying Sandboxes. Being curious, a few days ago I collected some data regarding Primaries in the starting areas of D1 & D2 (here in case you are interested). But as low Light Level ennemies in base areas aren't a proper threat, to collect endgame-relevant data I went into high end activities in both games, hoping to see if the results obtained can tell us more about the state of a Sandbox.

    So, I jumped back in to do more data collecting, this time in activities where our gear is properly tested. Here were the rules I followed :

    • Tests were done on similar ennemies (Red Bar Goblins) from the first area of the highest LL raid available (Confluxes in 390 Vault of Glass & Moon Door in Garden of Salvation)
    • As in the previous tests, I used all archetypes of Kinetic Primaries. Again I took the liberty to bend this rule once as D2 sadly does not have any Pea Shooter style AR, so I used SMGs for that rate of fire comparison (Pea Shooter vs 900rpm Adaptive & 900rpm Lightweight)
    • Primaries archetypes exclusive to D2 (eg 180rpm Hcs) were added this time.
    • Tests were also expanded to include all Special & Heavy Weapons shared by both games, with the Special weapons I used in D2 being all Energetics.
    • Mid testing I realized that Goblins in the Vault of Glass had around 12,000 HP, while being around 5,500 HP in Garden of Salvation.
    • As purely comparing damage value in both games was then pointless, I decided to add a column "Shots to kill" on several weapons, to give a better understanding of a weapon's potency within its own Sandox
    • To further evalutate sandboxes against each others, I simulated the amount of Shots to Kill if Primaries were using D1's Crit Multipliers (2.6 for Ars, 3.0 for all the others). I didn't used Forsaken values here as both BS & HS damage were changed in Shadowkeep thus making simulation near impossible
    • To further try to understand the power balance in the Sandboxes, at times I pitted similar weapons family against each others (eg Snipers vs Scouts)
    • Not a single gun had a damage enhancing perks (Rampage, Crowd Control, Kill Clip, etc) nor Range enhancing ones (Rangefinder, Opening Shot, etc) active during testing.
    • D1 tests were done on a 400 LL character, with all weapons at 400 LL.
    • D2 tests were done on a +1000 LL character, with all weapons at +1000 LL.
    • Tests were done at CQC distance (+-10 meters) in order to avoid any possible damage fall-off. Except Rocket Launchers, obviously.
    • Rounding errors will of course exist, between in-game UI & percentage rounding in Excel. But I would call that marginal.
    • For curiosity I also tested a few weapons against GoS's Orange Bar Minotaurs, but they had the exact same damage values & Crit Multipliers as Red Bar Goblins. They appear to simply have a lot of HP.
    • Tests were done with the current latest version of each game (Rise of Iron & Season of the Worthy), both on PS4.

    • Auto Rifles

    Destiny

    Frame Weapon Body Crit Multiplier Shots to Kill
    High Impact Genesis Chain Focused 1,534 3,987 2.6 3C1B
    Mid Impact Zero-Day Dilema 1,197 3,112 2.6 4C
    Low Impact Haakon's Hatchet 916 2,380 2.6 5C1B
    Pea Shooter Doctrine of Passing 662 1,721 2.6 7C

    Destiny 2

    Frame Weapon Body Crit Multiplier Shots to Kill StK with x2.6
    High Impact Pluperfect 748 1,199 1.6 4C1B 3C
    Precision Bt Werewolf 579 927 1.6 6C 4C
    Adaptive Montecarlo 536 859 1.6 6C1B 4C
    Rapid Fire Steefeather 456 682 1.5 8C 5C
    Adaptive SMG Conqueror 597 801 1.3 7C 4C
    Lightweight SMG Showrunner 547 901 1.6 6C1B 4C

    All D2 Auto-Rifles take more bullets to kill Goblins, but would be more lethal than in Destiny if they used D1's Crit Value

    • Scout Rifles

    Destiny

    Frame Weapon Body Crit Multiplier Shots to Kill
    High Impact Badger CCL 2,817 8,449 3.0 2C
    Mid Impact Vision of Confluence 2,347 7,041 3.0 2C
    Low Impact MIDA 2,128 6,384 3.0 2C
    Spam Gun Inward Lamp 1,714 5,141 3.0 3C

    In the starting area, all Scouts but IW could OSK Vandals. In VoG though, none are able to.

    Destiny 2

    Frame Weapon Body Crit Multiplier Shots to Kill StK with x3.0
    High Impact The Scholar 1,499 2,630 1.8 2C1B 1C1B
    Precision Call to Serve 1,334 2,138 1.6 3C 1C1B
    Lightweight Nightwatch 1,196 2,100 1.8 3C 2C
    Rapid Fire Randy 1,079 1,828 1.7 3C 2C

    If we simulate D2 Scouts to have the same Crit Multiplier as in D1, again as with ARs they would be more potent.

    • Pulse Rifles

    Destiny

    Frame Weapon Body Crit Multiplier Shots to Kill
    High Impact NA NA NA NA NA
    Mid Impact Nirwin's Mercy 1,127 3,380 3.0 4C
    4-shots Burst Steel Medula 874 2,620 3.0 5C
    Low Impact Hawksaw 954 2,861 3.0 4C1B
    Very Low Impact Clever Dragon 874 2,620 3.0 5C

    Unfortunately I had not enough Legendary Marks to purchase a Parthian Shot, thus I couldn't get data for High Impact Pulses. If a kind soul is willing to provide said data, I'd be happy to edit it in.

    Destiny 2

    Frame Weapon Body Crit Multiplier Shots to Kill StK with x3.0
    High Impact Redrix 742 1,189 1.6 5C 3C
    Adaptive Bygones 671 1,076 1.6 5C1B 3C
    Aggressive Blast Furnace 547 927 1.7 6C 4C
    Lightweight Chattering Bone 530 874 1.6 6C1B 4C
    Rapid Fire Time Worned Spire 495 838 1.7 6C2B 4C

    The tendency is confirmed here, when we simulate the same Crit Value D2 Pulses are more lethal, making definitive that D2 sandbox has more important base Bodyshot damage compared to D1.

    • Hand Cannons

    Destiny

    Frame Weapon Body Crit Multiplier Shots to Kill
    High Impact First Curse 4,365 13,094 3.0 1C
    Mid Impact Eyasluna 3,945 11,835 3.0 1C1B
    Low Impact How Dare You 3,526 10,576 3.0 1C1B

    In the starting area, all HCs could OSK ennemies. In VoG, only High Impact ones can.

    Destiny 2

    Frame Weapon Body Crit Multiplier Shots to Kill StK with x3.0
    Aggressive Loud Lullaby 2,419 4,356 1.8 1C1B 1C
    Adaptive Austringer 2,250 3,365 1.5 1C1B 1C
    Lightweight Dire Promise 2,032 3,257 1.6 1C1B 1C
    Precision Service Revolver 1,839 2,750 1.5 2C 1C

    In the starting area, Loud Lullaby was the only HC able to One Shot Head Shot ennemies. In GoS, not a single HC can. With their higher Bodyshot damage, Adaptive & Lightweight HCs perform as well as their D1 counterparts, making them the only Primaries maintaining the same level of lethality between both games. And if we give HCs the same x3.0 Crit Multiplier as in D1, all Hand Cannons in D2 would OSHS Goblins, which might be unbalanced (why use a 110 if a 180 is as efficient?).

    • Sniper Rifles

    Destiny

    Frame Weapon Body Crit Multiplier BS vs Scouts HS vs Scouts
    High Impact Ex Machina 10,339 51,964 5.0 x3.7 x6.2
    Mid Impact LDR 5001 8,665 43,325 5.0 x3.7 x6.2
    Low Impact Defiance of Yasmin 7,633 38,163 5.0 x3.6 x6.0
    Very Low Impact Glass Promontory 5,958 29,786 5.0 x3.5 x5.8
    Excruciatingly Low Impact Weyloran's March 5,585 27,924 5.0 NA NA

    Not a single Sniper Rifle was able to Bodyshot Kill an ennemy, even the Highest Impact ones. I took the liberty here to compare Snipers with a Primary version of long distance precision weapons, Scout Rifles, to evalutate their potency within the Sandbox. On average a SR crit is worth 6 crits from a Scout of the same archetype.

    Destiny 2

    Frame Weapon Body Crit Multiplier True Multiplier BS vs Scouts HS vs Scouts HS vs x3.0 Scouts
    Aggressive Trophy Hunter 11,142 36,718 3.3 3.0 x7.4 x12.7 x7.4
    Adaptive Beloved 8,997 29,662 3.3 2.9 x3.7 x12.2 x6.5
    Rapid Fire Omniscient Eye 5,681 22,075 3.9 3.2 x5.3 x9.9 x5.6

    Contrary to D1, every SR in D2 is able to Bodyshot kill an ennemy. But there's a big caveat at the moment of calculating their Crit Multiplier, as all weapons in D2 do extra damage when the killing blow is a Crit. So with SRs killing Goblins in a single Crit, the results were skewed. For that reason I did extra tests against the Simulated Vandal & the Ogre Boss in the Tribute Hall, each time getting the same Multiplier. I then used that "True Multiplier" to simulate the comparatives HS vs Scouts.

    Against Scouts, and despite a lower Crit Multiplier than in D1, thanks to their higher base bodyshot damage D2 SRs are much more potent : a single Crit from Trophy Hunter is basically worth a full clip of an Aggressive Scout. If we simulate D2 Scouts to have D1's x3.0 Crit value without changing the one on D2 SRs's, the latter would still be a tad more powerful than in D1, again thanks to their higher Bodyshot damage.

    • Shotguns

    Destiny

    Frame Weapon Lowest Highest Total Highest Low vs AR Body High vs AR Crit
    High Impact Matador 64 1,777 3,556 42,672 x1.2 x0.9
    Mid Impact Found Verdict 1,743 3,558 42,696 x1.5 x1.1
    Low Impact Swordbreaker 1,447 2,966 35,592 x1.6 x1.2

    Fallout was right, shotguns are inconsistent. So after a while I admitted defeat and gave up trying to record a consistent Crit value and instead went for Lowest & Highest Damage recorded. In case of a perfect RNG spread I added the Total Highest Possible Damage Value (=Highest x 12 pellets). All archetypes are obvious OSK. Here I took the liberty of comparing them with another CQC weapon type, Auto-Rifles. And D1 SGs don't seem to offer that much, especially compared to D2's.

    Destiny 2

    Frame Weapon Lowest Highest Total Highest Low vs AR Body High vs AR Crit
    Aggressive Python 1,774 2,198 26,376 x2.4 x1.8
    Precisions Prophet of Doom 1,575 1,843 22,116 x2.7 x2.0
    Slug Shotties Good Bone Structure 13,935 25,672 NA NA NA
    Lightweight CQC 12 1,461 1,766 21,192 x2.7 x2.1
    Rapid Fire Badlander 966 1,273 15,276 x2.2 x1.9

    Using the AR damage comparison, it is clear that D2 SGs are more valuable in their sandbox than in D1.

    • Fusion Rifles

    Destiny

    Frame Weapon Lowest Highest Total Highest Low vs SG High vs SG
    Very High Damage Praetorian Foil 2,778 5,555 38,885 NA NA
    High Impact Saladin's Vigil 2,776 5,551 38,857 x1.6 x1.6
    Mid Impact Susanoo 2,498 4,996 34,972 x1.4 x1.4
    Low Impact Ether Nova 2,132 4,263 29,841 x1.5 x1.4

    Here I decided to face their Lowest, Highest & Highest Total against SGs, as both are OSK weapons in medium/short range. With FRs having more Range than SGs, it make sense why they offer less Total damage. But with their inherent inconsistency (projectile travel time) and their charge time, they don't seem that interesting to use in D1 PvE.

    Destiny 2

    Frame Weapon Lowest Highest Total Highest Low vs SG High vs SG
    Big D### Energy Charged L.Question 4,337 5,336 37,352 NA NA
    High Impact Regular L.Question 3,254 3,602 25,214 x1.8 x1.6
    Precision Emperor's Envy 2,846 3,319 23,233 x1.8 x1.8
    Adaptive Timeline's Vertex 2,776 3,075 21,525 x1.9 x1.7
    Rapid Fire Zealot's Reward 2,180 2,700 18,900 x2.2 x2.1

    Thank to being hitscan in D2, FRs became more consistent which was a relief for testing. Loaded Question with Reservoir Burst is the obvious King of the Hill, hitting amost twice as strong as the next best thing. We will miss it. With Highest possible damage similar to SGs of the same archetypes, their inherent extra Range and with their projectiles being hitscan, FRs too became stronger than in D1 PvE-wise, able now to properly rival SGs.

    • Machine Guns

    Destiny

    Frame Weapon Body Crit Multiplier Shots to Kill vs AR Body vs AR Crit
    Very High Damage Bonekruscher 2,844 7,108 2.5 2C x1.5 x1.5
    High Impact Quillim's Terminus 2,313 5,783 2.5 2C1B x1.5 x1.5
    Mid Impact Baron's Ambition 1,851 4,626 2.5 3C x1.5 x1.5
    Low Impact Corrective Measure 1,321 3,301 2.5 4C x1.4 x1.4
    BRRRRRRR If Materia 962 2,405 2.5 5C x1.5 x1.5

    Being AR on steroids I decided to pit them against each others, again archetypes vs archetypes.

    Destiny 2

    Frame Weapon Body Crit Multiplier Shots to Kill vs AR Body vs AR Crit
    High Impact Bane of Sorrow 2,086 3,083 1.5 2C x2.8 x2.6
    Adaptive Hammerhead 1,806 2,536 1.4 2C1B x3.4 x3.0
    Rapid Fire Edgewise 1,121 1,454 1.3 4C x2.5 x2.1

    It seems that D2 HMG are basically as strong as D1's, when looking the amount of Shots to Kill on each archetypes. But as they live in a Sandbox with weaker Primaries, their lethality against ARs is much more important, make them way more valuable. Their reduced Crit Multiplier limits them to ad clear though.

    • Rocket Launchers

    Destiny

    Frame Weapon Lowest Highest
    High Damage Hezen's Vengeance 17,137 29,976
    High Impact Tormod's Bellow 15,944 29,606
    Mid Impact Warpath 9,437 29,976

    D1 RLs are more reliable, but that might be thanks to the perk Grenade & Horseshoe that I have on every one of them.

    Destiny 2

    Frame Weapon Lowest Highest
    High Impact Tomorrow's Answer 2,776 38,698
    Aggressive Mos Epoch III 1,367 37,386
    Adaptive Bellowing Giant 353 38,730
    Precision Pyrochlastic Flow 539 37,277

    Direct impact seems more powerful on D2, especially when put into the context of its Sandbox. Their shorter blast radius make them less consistent, thus less interesting against a group of ads if your RL doesn't have Cluster Bombs as a perk.

    • Swords

    Destiny

    Frame Weapon Swipe vs Melee
    The only Legendary that I had Dreadfang 12,185 x2.2

    I couldn't gather data on Raze-Lighter's Uppercut, as all Goblins in VoG die in one tick of damage. So I just have Damage for a single Swipe. A D1 Sword Swipe, be it Exotic or Legendary, does the same amount of Damage, equivalent as much as 2.2 Melee attacks.

    Destiny 2

    Frame Weapon Swipe vs Melee
    Adaptive Night Terror 17,955 x4.0

    A D2 Sword Swipe is worth 4 time what a Punch does, making them more valuable in bulletless fights. Plus they have access to Damage Enhancing perks, contrary to D1.

    • Abilities

    Destiny

    Ability Highest Cooldown Lowest Cooldown Damage vs Fatebringer HS
    Celestial GG 5:00 4:00 593,068 x50
    Fist of Havoc 5:00 4:00 73,110 x6
    Lance Nova 5:00 4:00 85,295 x7
    Melee 1:00 0:25 5,416 x0.5
    Tripmine 1:00 0:25 16,789 x1.4
    Flashbang 1:00 0:25 15,164 x1.3
    Axion 1:00 0:25 19,496 x1.6

    To the surprise of no-one base cooldowns are shorter in D1, as well as Max Discipline & Max Strenght. To try to evaluate their Damage output I compared them agains D1's most popular Endgame Primary, a Mid Impact Hand-Cannon. All abilities, even Nova & Fist of Havoc, appear only marginaly more potent than a single regular Head Shot. In fact you do more damage with a full Fatebringer clip than with a FoH. Celestial GG on the other hand is clearly the uncontested Alpha of all Supers.

    Destiny 2

    Ability Highest Cooldown Lowest Cooldown Damage vs Better Devils HS
    Celestial GG 7:12 3:48 376,934 x112
    Thundercrash 7:12 3:48 124,641 x28
    Cataclysm Nova 7:12 3:48 94,927 x37
    Melee 1:43 0:32 5,416 x1.3
    Tripmine 1:43 0:32 21,675 x6.4
    Flashbang 1:43 0:32 21,429 x6.4
    Axion 1:43 0:32 14,730 x4.4

    To maintain the same scale again I compared damage with a Mid Impact Hand Cannon, and I was surprised to see that relatively to their Sandbox, the majority of D2 abilities are way stronger than they were in D1. It is now pretty impactful to use a Grenade or a Melee rather than shooting with a HC, when it was barely better in D1. I was surprised to see Thundercrash doing bigger numbers than Nova Bomb, especially with how it's lauded by the Community. But after 5 tries on each Supers, just like in Guardian Games Titans came out on top every single time. Go Team Crayons! Celestial GG got turned down a bit in D2: it used to be 7 & 8 times stronger than Nova & FoH, now in D2 it's only 4 & 3 times as strong as Warlocks & Titans's versions of a One Shot Super. But compared to its D1 counterpart, it's twice as strong.

    • Bonus Round:

    These 2 were the D1 meta in terms of Precision Based Exotic weapons, so how powerful are they relatively to their respective Sandboxes ?

    Destiny

    Weapon Crit Multiplier vs Goblin Crit Multiplier vs Boss vs Crit Sniper Boss
    Sleeper Simulant 2.5 1.2 x1.7
    Black Spindle 5.0 2.5 x0.98

    It's important to note that D1 Primaries & Specials saw their Crit Value halved against Bosses, when I did the test Ex Machina had a 2.5 Multiplier instead of its usual 5.0. If we simulate as in D2 SRs maintaining their original Multiplier, both Sleeper & Spindle would do less damage than Ex Machina against a Boss, even if Spindle also had its regular Multiplier.

    Destiny 2

    Weapon True Crit Multiplier vs Crit Sniper Boss
    Sleeper Simulant 1.2 x2
    Whisper 3.5 x1.2
    Whisper Breathing 4.7 x1.6

    These 2 suffer the same issue as all other weapons when facing Red Bars (when the killing blow is a Crit it does extra damage), and as with Snipers a Crit from them on a Goblin is obviously always a kill. So again, I did extra tests in the Tribute Hall for their true Crit Value. In terms of their raw power within the Sandbox, both seem to be a more interesting Single Shot option than their D1 counterparts.

    Toughts :

    • All this testing was wayyy more tedious & longer than I anticipated, by a pretty big margin. I already had a lot of admiration for Fallout, Mercules & all the other data gatherers of the Community, but now that I've been through that I respect their work even more. Kudos gentlemen!

    • Goblins in D1 were pushovers. They just stand there & shoot. In D2 those mofo' go prone as soon as they receive a Crit, making them harder to kill, and thus making my life harder when I had to calculate the amount of shots to killl.

    • Primaries are factually weaker in D2 than in D1: they have higher Bodyshot damage, but their lower Crit Multiplier hurt their lethality a lot. All archetypes & sub-archetypes took more bullets to kill similar ennemies in D2 Endgame activities, the only exception to this rule being Adaptive & Lightweight Hand Cannons.

    • Special weapons on the other hand appear stronger. I decided to pit them against Primaries of their own sandbox to judge their strenght, and every time they seemed more valuable to use than in D1. It's maybe a result of having weaker Primaries. Again it's important to note that D1 weapons saw their Crit Multiplier halved against Bosses, while D2 weapons maintain the same values.

    • Heavy also seem to be more powerful in D2.

    • Abilities are without a doubt strongest in D2, their damage output in D1 was laughable.

    • TLW: Truth be told, I was going through that testing with the biased idea to prove that D1's sandbox was way above D2's. But after seeing the results, I'm really not so sure about that. Yes, Primaries were stronger relatively to their Sandbox, that's factual. But that's it. All the rest of our D2 arsenal is more potent, thus our Guardians are more powerful. On paper.

    • In reality, you can 100% agree with the above point only if you never deal with Champions. With Anti-Champion Mods being unavailable on our powerful Specials & Heavy (except Sword this season), it forces us to use weaker weapons to dispatch them, fostering this feeling that we aren't strong. And given that NF have the highest LL difficulty of the game, going in these activities with the weakest guns of our arsenal isn't what I would call "Power Fantasy". On its own the concept of GMNF is dope though, don't get me wrong.

    • Conclusion:

    It is my belief that if Bungie would give our Specials the ability to wield Anti-Champion Mods, and bump a bit the Crit Multiplier for all Primaries, we would have no doubts who is the clear winner in the battle of the most powerful Sandbox, be it in terms of Weapons or Abilities damage. We had that feeling before, but now with factual numbers there are no doubts about it.

    If you read all this, you're a kind soul.

    TL;DR: Primaries were stronger in D1, but all the rest is stronger in D2.

    edit: grammer & stuff, english isn't my mother tongue.

    submitted by /u/fantino93
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    Who is your guardian? Have any of you given your guardian a name, your ghost a name? What is their personality? I'd love to know :)

    Posted: 01 Jun 2020 05:06 PM PDT

    My cousin and I are going back through the Destiny 1 story line with a twist, if we get a wipe screen, we delete our characters right then and there. To make it more meaningful we decided to name our guardians, name our ghosts and give them a backstory so that if they did end up having their final death it would be all the more painful. Strike missions are way more intense with the possibility of losing everything looming over your shoulder. This got me thinking.

    Does anyone else integrate their guardian into the story of destiny? Does anyone else dive into the roleplay? My main that I've carried through destiny beta all the way through destiny 2 is my human huntress Lycoris or Dregen lost ever since she took up the title, I've been playing her pretty noble untill Cayde bit the dust, since then she has gone down a darker more reckless path since she never really got over losing her boss, hence why she gravitated to the drifter, giving her a place to blow off some steam. In a way she wishes she still had that vibrancy that Saint brings to the tower but ultimately she is planning to fight the coming darkness with anything she can, using the benefits of both the light and the dark.

    I want to hear about your guardian. Who are they, what is their personality? What exotic armor piece connects best with them as a character? Chuck your game mechanics out the window and tell me about your guardians story. 😉

    EDIT: Wow what an awesome response from you guys! I love all the different stories here, it honestly makes the world feel larger knowing that there are guardians with tales to tell out there. If anyone is looking to write any fan lore this now is a fantastic resource to pull from.

    This has also given me a pretty wild idea, Destiny universe TTRPG. I want to see if you can take destiny and work it into 5e DnD, if you have a passion for telling stories and love the destiny lore and universe, message me and maybe we can make something really really cool. It's just an idea at this point 😉

    Please keep sharing these tales! I am having a blast reading through all of these!

    submitted by /u/Haggis_pk
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    Mithrax is like a 'teammate' in a high school project.

    Posted: 01 Jun 2020 01:43 AM PDT

    So the guy wants my help with something. I reluctantly say okay...

    We start our project (Zero Hour), and he shows up and flamboyantly kills a poor, defenseless dreg. Then, just as mysteriously as he arrived, he vanishes...*poof*

    After his 10 seconds worth of 'contribution' I proceed to go through about another 19 minutes and 50 seconds of suffering, involving killing a bunch of fallen walkers and running away from a crazed Roomba.

    Finally, after all my effort, just as the 'project' is finishing, guess who decides to show up again? Our boi Mithrax, who came back to steal some of my glory and shove the fact that I played myself in my face...At least I got an exotic out of it.

    Frigin Highschoolers.

    submitted by /u/Samurai_Shark
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