• Breaking News

    Friday, June 26, 2020

    Destiny This Week At Bungie 6/25/2020

    Destiny This Week At Bungie 6/25/2020


    This Week At Bungie 6/25/2020

    Posted: 25 Jun 2020 02:46 PM PDT

    Source: https://www.bungie.net/en/News/Article/49294


    This week at Bungie, we pause to reflect.

    Before we talk about the game, we are going to talk about the incredibly important conversation that is taking place online and the events that lead to it. Many courageous women have come forward with stories of harassment and abuse. There has been a lot of pain laid bare in story after story told by these survivors.

    Some of us have not experienced this pain first-hand and can't truly understand it. Yet, there are many people in our community feeling empathy, sadness, and anger when confronted with the truly awful harassment and abuse that so many of our friends have had to endure. Sadly, this wasn't isolated to our corner of the world and has also affected men and non-binary folks as well. In the days that followed the initial revelations, we witnessed more people who have been similarly affected coming forward. This is a bigger issue that the entire gaming industry needs to face. Together, we can take action to make the spaces we share better for everyone.

    Amidst all of this heartache, it has been inspiring to see these stories met with a wave of love, belief, and support that is turning into momentum for more change. Thank you for reaffirming that, though every community has problems, ours doesn't shy away from confronting them and banding together to overcome them head-on.

    We have reaffirmed our commitment to enforce the standards of our code of conduct on the platforms and channels we control. We are currently working on other ways we can help combat toxicity and abuse in the gaming community. This is going to take time, but we pledge our support to help make things better.

    Now, let's talk about the game we have made, in the hopes that it might further inspire friendship.


    Strike While the Iron's Hot

    There is a time for harmony among players and a time for honorable battle as well. The venerable Lord Saladin will see to it himself. Next week, he'll return to the Tower for the first Iron Banner of Season of Arrivals.

    Bonus Valor will also enabled throughout the week.

    Iron Banner and Bonus Valor

    Begins: 10 AM PDT on June 30

    Ends: 10 AM PDT on July 7

    The event will work similar to last Season with a few new rewards. We will be adding two reprised weapons and curating the weapon reward pool down to eight weapons.

    • Reprised Weapons

      • The Forward Path
      • The Fool's Remedy

    Image Linkimgur

    All weapons listed below are considered "reissued" and will have Season of Arrival Max Infusion Caps.

    • Shining Sphere
    • Swarm of the Raven
    • Talons of the Eagle
    • Bite of the Fox
    • Orewing's Maul
    • Crimil's Dagger

    The Forward Path and The Fool's Remedy will also be updated to have two additional perks specific to these Iron Banner weapons. Here is a look at what they do:

    • Iron Grip - Improves weapon stability at the cost of reload speed.

    • Iron Gaze - Improves weapon target acquisition at the cost of stability.

    The armor set this Season will be a reprise of the Iron Fellowship set. Here is a look at it with the new shader as well as the new emblem for this Season:

    Image Linkimgur

    Image Linkimgur

    We also want to remind players that skill-based matchmaking has been disabled in Iron Banner this Season.

    Speak with Saladin after the reset and then get out there and prove your worth to the Iron Lords of the past.


    Be Heard – Now Available for Pre-Order

    On Juneteenth, we shared an article announcing our Be Heard – Black Lives Matter pin and spoke about the significance of the day. Go read it if you haven't had the chance to yet.

    Image Linkimgur

    Pre-orders for the pin are now live on the Bungie Store. All profits from the sales of the Be Heard Collectible Pin & Emblem will benefit the Equal Justice Initiative (eji.org). All pre-orders will include the "Be Heard" emblem that will be emailed within 24 hours of your order.

    Image Linkimgur

    We have already had tens of thousands of Guardians showing their support. Thank you so much for supporting this cause and showing your support in game.


    Twitch Prime

    This week we rolled out our sixth straight month of Twitch Prime Rewards. If you have an active Prime subscription, visit this page to link your Bungie.net account and claim your rewards. After that, they should be available at Amanda Holliday in the Tower. Here's a look at what you can get this month:

    • Cerebral Explosion – Exotic Emote
    • Burnout – Exotic Sparrow
    • Plasma Shell – Exotic Ghost Shell
    • Stellar Pavements – Legendary Ship

    [[data-content-id='49295' data-template-type='Inline' ]]


    Helpers

    Image Linkimgur

    It's time now to hear from the Player Support Team on what issues they are seeing and what fixes we have recently rolled out.

    This is their report.

    GCX EMBLEMS

    Players who have donated to St. Jude through the GCX Stream will receive their emblem later this Season and will be notified through a separate email. We will announce when these emails have been sent out, so please follow us @Bungie on Twitter to keep up-to-date on these emblems and our latest news.

    PROPHECY DUNGEON

    Due to an exploit, we have disabled the final checkpoint in the Prophecy dungeon's final room which occurs after the boss has been defeated. Players who had a checkpoint in the final room will have their checkpoint removed.

    RESOLVED ISSUES

    On Tuesday, June 23, we released Hotfix 2.9.0.2. to players. This hotfix included fixes to the following issues:

    • Gear could drop at 750 Power instead of near player's actual Power.
    • The "Upgrade Gift Ranks" Triumph wasn't tracking gift ranks purchased at the Prismatic Recaster.
    • The "Prophecy Dungeon Solo" Triumph wasn't unlocking when players solo the Prophecy dungeon.
    • Console players were experiencing blacked out emblems, invisible ships, and a Power Level of 0 in orbit.
    • The Almost Mighty Exotic Ghost Shell and the Saint's Vocation Exotic ship were appearing invisible.
    • The Tommy's Matchbook Catalyst quest had been removed from player inventories.

    CURRENT KNOWN ISSUES

    While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

    • Players who have previously completed the Tommy's Matchbook Catalyst quest are being given the quest again.
    • Characters are unable to pick up the Means to an End quest from the Prismatic Recaster.
    • The Masterworked Trinity Ghoul Exotic Bow is not tracking enemies defeated using chain lightning damage.
    • Jade Rabbit's Fate of All Fools perk is no longer activating.
    • The Rival Warlock Shell from the Guardian Games doesn't show Ghost Projections.
    • Players may freeze when respawning in Gambit.
    • Players who purchased the "Be Heard" collectible pin and receive an emblem code that states "contact merchant for license" should reach out to Bungie Store Customer Service.

    For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


    Movie Time

    Image Linkimgur

    Every week we deliver the movies that you create. It's kind of like Netflix, back when they actually mailed you physical movies. Remember that? Weird, right? Well, we don't actually mail you these movies, we just link you to the video – which is actually more like Netflix now. What were we talking about? Oh yeah, here are the winners.

    Movie of the Week: Doesn't Hurt to Ask

    Video Link

    Honorable Mention: Pass the Ghost

    Video Link

    As always, the creators of these videos will be awarded a special emblem in the game. If you won, congrats! Make sure you add your Bungie.net profiles in the description of the video or a comment so we know that you are you.


    The intro was pretty heavy, but those things needed to be said. We also want to remind you all that we're immensely proud of you as a community. Last week saw some truly inspiring triumphs to talk about as well. You donated over $800,000 dollars during our four-hour block for St. Jude Children's Research Hospital. Donors went on to raise more than $6 million for the entire marathon.

    We want to thank our friends at GCX for creating a platform where we can all join forces to make the world a better place – like Guardians do. Thanks to everyone who participated and donated. When you come together, you all do amazing things. Keep doing them.

    <3 Cozmo


    Message from the Mods: Please note that all subreddit rules remain in effect.

    While the actions of the accused are horrific, Reddit has a strong policy against witch-hunting. Subreddits which do not adequately prevent witch-hunting, calls to action, and harassment can face discipline from the Reddit admins. We cannot risk the subreddit over naming predators who are already beginning to face the justified consequences of their monstrous behavior.

    The discussions will be allowed to continue so long as they remain civil and rule-abiding. Like the Black Lives Matter pin post, if the moderation team feels the conversation has shifted well into rule-breaking territory, comments will be locked and the discussion will be read only.

    submitted by /u/DTG_Bot
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    Daily Questions [2020-06-26]

    Posted: 25 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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    If a weapon is reissued with a new power cap but no new perks, previous versions should be updated to the new cap as well, full stop.

    Posted: 25 Jun 2020 03:44 PM PDT

    If a Gnawing Hunger I got in June last year has the same rolls and stats as one I get this season, there's no justifiable reason why I should have to farm for a new one. The community is already wary of sunsetting and this just confirms people's worst fears. Bungie needs to come out and clearly communicate why they feel this is necessary and if this is what to expect going forward.

    EDIT: Thanks for the gold! What I'm really looking for is Bungie's rationale on this issue. If they need to sunset certain guns to give them freedom to create cool stuff, fine. But that doesn't explain why you could have two weapons with the exact same perks, but one is only good until September and the other is good for another year.

    submitted by /u/largothegalka
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    For charged with light to really become core, exotics need a universal season mod slot

    Posted: 25 Jun 2020 07:54 AM PDT

    So a week or so ago, somebody made a great post about why more people would benefit from a few simple charged with light mods.

    I made a charged with light last season (and the one before) and it was fun, but not my primary set.

    I decided now that I have a full set of 65+ armor, I'd made a new set. But I realize now why I almost never used my past sets and likely will barely use this one.

    Because depending on what I'm doing, I'll have a different exotic equipped, and sometimes that breaks my charged with light set. I put one mod on my class pieces of course, cause that never changes, but, for example, on my lock..

    I want to use Nezarec's cause I want a dps super, I give up my DPS boost (more damage when charged)

    Or if I want to use Lunafaction/Geomag, I lose out on my second way to get orbs

    Ophidian and I lose out on my other charged build mechanic

    I didnt put anything on body, assuming I'll be running well most of the time anyways, but if it's a DPS push like last boss of Prophecy, I'll run luna's...

    I could go on but you get the picture...

    Exotics are so apart of our builds, that swapping them around to fit needs of the content, means our "combos" for charged break. Makes me now want to even bother.

    submitted by /u/alvehyanna
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    I love farming prophecy and getting non powerful drops. Can we do that with raids?

    Posted: 25 Jun 2020 09:19 AM PDT

    Especially the ones that are leaving.

    submitted by /u/destinyvoidlock
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    The Prophecy Dungeon Loot Cycle should be the standard for end game activities moving forward

    Posted: 25 Jun 2020 12:05 PM PDT

    It's incredible this wasn't implemented yet. If you do an endgame activity to its completion, there is no reason why you shouldn't get loot again. Countless other MMO/RPG's do this.

    For those unacquainted with the dungeon: After each checkpoint you get a loot drop with the final boss being a pinnacle. After you complete the Dungeon, you can do it again for more chances at better rolls on the gear you just got (or previously got) but it drops at base level instead of a higher level.

    If you love endgame activities that take 30min to an hour to complete, why shouldn't you be rewarded with loot (AND XP FFS)? It's an endgame activity not a simple story mission or strike. And it goes back to playing the way that you want but also being rewarded for it. From a game design perspective...kind of a no brainer as long as it doesn't continue to reward you pinnacles.

    Hope this is the standard moving forward for dungeons and raids.

    submitted by /u/modaareabsolutelygay
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    Please have players start with full ammo for all weapons in all Nightfall strikes.. regardless of difficulty.

    Posted: 25 Jun 2020 01:46 AM PDT

    Title. This would be a huge time saver and general quality of life change.

    P.S. Thank you for implementing this in Grandmaster Nightfall.

    Edit : I see a bunch of people suggesting that addition of a Rally flag at the start of a Nightfall. While it theoretically works, it's probably easier for them (Engineering wise) to take GM Nightfall's "start with full ammo" code and apply it to other difficulties.. as opposed to having someone go in to each supported Nightfall and add a banner location somewhere at the beginning. That's just my guess.

    submitted by /u/pjmara5
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    Why do I always have to fight with my fireteam for bounty progress?

    Posted: 25 Jun 2020 11:30 AM PDT

    I'm really tired of loading into the strike playlist to get some bounties done and having to fight my fireteam members for kills. I'm really tired of people drifting off going into lost sectors to farm enemies. I'm really tired of people physically making the activity harder cause they end up using very suboptimal gear.

    Please, whenever possible, could we get a rework on how bounties work? I personally haven't had the chance to play Trials but I heard all its bounties have shared progress between fireteam members. I would very much appreciate this being a thing for every bounty in the game. I feel like this would increase the overall enjoyment of the game a lot.

    EDIT: I'm very aware there's a script on PC which basically just excludes you from matchmaking. I personally decided to not use a third party script like that, and that's besides the point that console players can't make use of something like that. I'm hoping for a permanent solution, not to temporarily avoid a bad situation.

    submitted by /u/Kumakobi
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    Bungie, if you rerelease the same gun unchanged let us at least keep our killtrackers

    Posted: 25 Jun 2020 03:23 PM PDT

    Your swarm of the raven has 2000 kills? Nah, you need to start all over with this new (but unchanged) swarm of the raven with 0 kills!

    Please no.

    submitted by /u/Zambolino
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    If we’ve only got limited pinnacle sources each week, we really need some sort of dupe protection system for it.

    Posted: 25 Jun 2020 08:08 AM PDT

    Or if we already have it, it needs to be a lot more effective.

    I swear the amount of 1055 gloves I have received this week from pinnacle activities is an utter joke. I've hardly progressed at all. It feels horrible and completely unrewarding.

    submitted by /u/Princ3w
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    Should masterwork materials drop from raids and dungeons too?

    Posted: 25 Jun 2020 11:24 AM PDT

    I'm not sure what constitutes a activity to have masterwork materials to drop, but I'm sure it has to be endgame activities. And dungeons and raids are endgame activities so should they drop those materials or would it dilute the economy. I would like to hear your guys's thoughts

    Sorry for any spelling errors

    submitted by /u/mymanmcbruh
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    So many buffs in the game need timers. Most notably Rampage, Swashbukler, Multikillclip, and kill clip.

    Posted: 25 Jun 2020 02:36 PM PDT

    There are so many buffs without timers and you don't know when they end. Most buffs in the game need timers. The ones that don't are like firmly planted.

    So there are so many buffs that need timers. Most common ones are Kill Clip, Rampage, Swashbuckler, and multikillclip. Some buffs that don't need timers are like Firmly Plated because that activates when crouching and is inactive when not crouching.

    If you have been playing for a while, you probably know the time kill clip or rampage stays up for but that doesn't make up for the fact that there are no timers for some buffs. New players won't know the time for the buff.

    Other buffs that need timers are slideshot (slideways has a timer, why does slideshot not), the bad juju's perk String of curses and other stuff. Just give timers to every buff that isn't like firmly planted.

    For armor pieces, Wraithmetal Mail (the Dragon's Shadow exotic perk) needs a timer. Synthoceps after not being surrounded anymore. Wings of sacred dawn should have one too. Give transversive steps a timer for when your weapon will auto reload.

    For subclass stuff, Nightstalker's top tree needs a timer for the invisible on dodge. Top tree arcstrider needs timer on the Deadly Reach buff. Bottom tree Dawnblade needs a timer for when Phoenix dive can be used again. You get the idea. All buffs need timers.

    EDIT: Merciless's Impetus perk needs to have a timer and also needs to be shown on the left hand side of screen as a buff. As of now, impetus does not show up on the left side of the screen when activating it.

    EDIT 2: BLINK NEEDS A TIMER IN BETWEEN BLINKS.

    submitted by /u/imjonathont
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    "Those who abandon teammates are worse than scum." ~ Random Guardian

    Posted: 25 Jun 2020 09:00 AM PDT

    Playing Elimination on PS4. Team we're playing against is dominating us. After 2 rounds one of my teammates leaves. Then after another the other teammate leaves. I'm 1 and 4 at this point. The last round comes and I'm surrounded so I did what anyone would do: I sat down while my table caught fire.

    What happened next was a real class act. The other team all emoted, then downed themselves... 4 times in a row, which won the match for me. I believe in seeing things through to the end and this time it definetly paid off. The title is a quote one of the opposing guardians sent me after the match. If you guys are on here just know you made my day!

    Edit: "those who abandon teammates are worse than scum." ~Random guardian ~ Kakashi Sensei ~ Michael Scott

    submitted by /u/christmas162589
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    The umbral enhancement II upgrade that gives you shaders with every engram feels like more of a punishment than reward

    Posted: 25 Jun 2020 01:18 PM PDT

    With inventory management already being a pain I don't want to have to dismantle a load of shaders after every engrams too.

    submitted by /u/Zaxgod
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    A drawing of Xol

    Posted: 25 Jun 2020 04:58 AM PDT

    I don't know which Bungie designer needs to hear this, but please stop making elements on armour ornaments that are unaffected by shaders!

    Posted: 25 Jun 2020 01:28 AM PDT

    The new season pass ornament sets are AMAZING...

    BUT the V/little hunter logo on the hunter cape, the V on the warlock bond, and the V's on the titan mark are PERMANENTLY ORANGE rendering basically any shader that doesn't have at least a little bit of orange damn-near useless on it. (EDIT: might have actually been okay if all the other pieces had a bit of unaffected orange, but it's just the class items, so it looks completely out of place)

    Most shaders seem to have a strong accent colour (or glow on bits that glow) and it would great if it could be applied to these unaffected pieces.

    Other examples: hunter season of the forge ornament set has permanent red markings, warlock Eververse ornament set from last season has perment gold markings, hunter Eververse ornament set from last season has permanent silver markings on it, titan Omolon theme set has off-gold rivets all over the helmet, hunter Veist theme set has permanet green markings, etc... I'm sure there's more but these are the ones I've noticed most and it's really frustrating when you're trying to find a shader that goes well with the outfit you want to wear on your character.

    Might be nitpicking, but it would be a solid QoL change for us who love our Destiny fashion. Clashing is the WORST.

    Thanks for the gold, stranger!

    submitted by /u/ApriliaSRT
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    As Ehroar mentioned in his recent video, the removal of buff stacking has made team boss fights very one-dimensional.

    Posted: 25 Jun 2020 02:36 PM PDT

    Currently, damage buffing is as complex as dipping in and out of a bubble every 15 seconds and shooting a tether at the boss's feet. If you look back to the escalation protocol and spire of stars days, you'll see that multiple teammates had integral roles in buffing guardians and debuffing enemies. Now that we have weapons of light, well of radiance, oppressive darkness and many other buffs/debuffs, loadout variety could be at an all-time high as teams try to maximize their dps through these abilities. Reintroducing buff stacking would initiate a new series of metas that could change every season as buff/debuff abilities are added to different classes.

    Many people might use the solo riven kills as an example of why buff stacking should not exist, but that is simply the epitome of flawed boss fight mechanics (the riven cheese), bugs and exotic balancing that overlooks certain PvE scenarios.

    As a final note, one-phasing bosses is a fantastic reward for teams that use buff/debuff coordination, but bosses should have enough health that teams who try one-dimensional approaches like weapons of light + tether will have a harder time. The fact that one-phasing garden of salvation has become impossible makes the raid very stale, and no amount of team effort or coordination can help that.

    I'd be interested to read any rebuttals or suggestions in the comments.

    submitted by /u/MintAcorn
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    Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

    Posted: 25 Jun 2020 09:59 AM PDT

    If you'd like to hear more in-depth weapon, stat, and perk discussion, check out the Massive Breakdown Podcast!

    Several Things to Note:

    • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

    • Classes are broken down into Impact Archetypes.

    • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

    • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

    • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


    Please note: I do not have written breakdowns of the Seventh Seraph and Reckoning/Gambit Prime weapons, although I am in the process of making them for a later post. If you would like some info now, I have broken them down in the Massive Breakdown Podcast Episodes linked below:


    Sidearm

    Aggressive Burst

    Breachlight - Kinetic

    Pros - High range, aim assist, and mag size.

    Neutral - None.

    Cons - Very low stability and recoil direction. Below average reload speed. Low handling.

    • Time-to-Kill: 0.73s (2.5 bursts, 3 crit 2 body), 0.83s (3 bursts, 6 body)
    • Rate of Fire: 325
    • Impact: 56 (45 crit, 33 body)
    • Range: 53
    • Stability: 43
    • Reload Speed: 31
    • Handling: 41
    • Mag Size: 24
    • Recoil Direction: 82
    • Aim Assist: 83

    Recommended Random Perks:

    • Sights - Chambered Compensator, Polygonal Rifling, Smallbore, Corkscrew Rifling
    • Magazine - Tactical Mag, Flared Magwell, Steady Rounds
    • Trait 1 - Hip Fire Grip, Under Pressure, Demolitionist
    • Trait 2 - Quickdraw, Vorpal Weapon, Multikill Clip, Rampage

    Returning from the Sundial and Season of the Dawn, Breaklight is a decent, easy to use sidearm that's very comparable stat-wise (almost across the board) to Smuggler's Word. I personally like to try to max out stability on these sidearms, being that I'm a console player and it's one of the archetypes defining weakness, and range only adds fractions of a meter to damage drop off for each point. Chambered Compensator and Tactical Mag can help with that, and Chambered Compensator will also help with the low recoil direction stat. For the traits, Hip Fire Grip makes it so that you can basically take your pick of ADS or hip firing within the optimal range, especially after the buffs to the perk in the most recent patch, and there are several decent perks in the last slot. Multikill Clip and Rampage are both okay for engaging multiple consecutive targets, and Quickdraw makes the gun feel excellent. Vorpal Weapon makes the gun surprisingly lethal against supers, but you're still opening yourself up to a lot of risk being near enough to supers to kill them with a sidearm.


    Hand Cannon

    Precision

    Optative - Energy (Void)

    Pros - High recoil direction and stability. Above average reload speed.

    Neutral - None.

    Cons - Below average range, aim assist, and mag size. Low handling.

    • Time-to-Kill: 1.00s (3 crit 1 body crit), 1.67s (6 body)
    • Rate of Fire: 180
    • Impact: 78 (57 crit, 38 body)
    • Range: 41
    • Stability: 60
    • Reload Speed: 58
    • Handling: 33
    • Aim Assist: 67
    • Recoil Direction: 97
    • Mag Size: 9

    Recommended Random Perks:

    • Barrels - Hammer-Forged Rifling, Extended Barrel, Smallbore, Corkscrew Rifling, Polygonal Rifling, Chambered Compensator
    • Magazine - Accurized Rounds, Steady Rounds, Tactical Mag, Appended Mag, Flared Magwell
    • Trait 1 - Rapid Hit/Outlaw, Underdog, Under Pressure, Fourth Times the Charm
    • Trait 2 - Kill Clip, Opening Shot, Zen Moment, Shield Disorient, Demolitionist

    Man, I used to really love the 180 RPM HCs in general, but the changes to the recoil animation of 150s really set the bar for good handcannons higher, and 180s at the moment struggle to stack up. They feel phenomenal to use, but the slow TtK leaves a lot to be desired in PvP. They're pretty forgiving, with an easy 3 crits and 1 body needed for optimal TtK (2C2B against lower resiliency players), and they feel sticky and accurate within their admittedly short optimal range. Stat-wise, they also have pretty great recoil direction and stability by default, and Optative compares pretty favorably to Trust with slightly higher range, stability, and reload speed, but slightly worse handling and aim assist. Because the stability and recoil direction are so good by default, I don't mind recommended range perks here, as they help a bit more, IMO. As such, I'd still definitely recommend options like Hammer-Forged Rifling and Accurized Rounds, especially since there are a number of perks in the trait slots that will still offer ways to boost stability. Speaking of traits, 180 RPM HCs are probably the only archetype of HCs that I don't feel like really benefits from Opening Shot, specifically because I always found myself being accurate without it. It's still great if you get it here, as it basically guarantees you'll hit the first shot, but I'd go with Kill Clip as the best option in the second slot, especially if you can get Rapid Hit or Outlaw in the first trait slot (which is basically the roll everyone used to chase on the Kinetic Service Revolver).

    Keep in mind, most of this recommendation is for PvP, and the gun can be used with some success in Quickplay gametypes outside of hyper-competitive games where you can't count on the slow TtK to net you many victories against faster killing options, and that's because I'm not really a huge fan of 180 HCs in PvE. I've tried to give them a shot, but I just feel like they never have quite the stopping power I'm looking for when critting adds or trying to take down yellow bars.

    If you've been looking for another 180 RPM HC to add to your energy slot, with maybe a bit more potential lethality than Trust, this weapon is an okay choice.


    Grenade Launcher

    Single Shot

    Martyr's Retribution - Energy (Solar)

    Pros - Very high blast radius. High velocity, reload speed, handling, inventory, and aim assist.

    Neutral - None.

    Cons - Low stability. Only one shot per reload.

    • Rate of Fire: 90
    • Blast Radius: 55
    • Velocity: 76
    • Stability: 32
    • Reload Speed: 67
    • Handling: 69
    • Inventory: 57
    • Aim Assist: 72
    • Mag Size: 1

    Recommended Random Perks:

    • Launcher Tube - Quick Launch/Volatile Launch, Linear Compensator, Smart Drift Control, Confined Launch
    • Magazine - High Velocity Rounds
    • Trait 1 - Auto-Loading Holster/Field Prep
    • Trait 2 - Rangefinder, Elemental Capacitor, Moving Target, Demolitionist, Lead from Gold

    A very interesting intrinsic perk that I personally find to be a little bit like using a Sunbreaker's Thermite grenade, and I kinda like the utility of it. The hit box for the solar blast is relatively forgiving, and I don't have much issue hitting people, even when they were slightly behind cover. I generally like to try to max out velocity on these launchers for PvP so direct hits are a little easier, so Quick Launch and High Velocity Rounds are my go to perks in the first two slots, but there is something to be said for going for max blast radius and trying to deal out as much splash damage as possible. In that case, you'd want Volatile Launch in the barrel slot. I also think Auto-Loading Holster and Field Prep are both great perks in the first trait slot, I prefer ALH a little more but Field Prep give a nice boost to reload speed and inventory that shouldn't be overlooked. In the last slot Rangefinder also helps with the velocity, so I'm good to go there, and Elemental Capacitor can be nice if you don't get ALH and you're on a Solar subclass for the faster reload speed.


    Machine Gun

    Rapid-Fire

    Temporal Clause - Heavy (Void)

    Pros - High reload speed. Above average mag size.

    Neutral - Average handling and aim assist.

    Cons - Very low range. Low recoil direction. Below average stability and inventory size.

    • Time-to-Kill: 0.47s (8 crit), 0.67s (11 body)
    • Rate of Fire: 900
    • Impact: 25 (24 crit, 18 body)
    • Range: 33
    • Stability: 38
    • Reload Speed: 67
    • Handling: 39
    • Aim Assist: 68
    • Recoil Direction: 59
    • Mag Size: 75

    Recommended Random Perks:

    • Barrels - Smallbore, Chambered Compensator, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel, Arrowhead Brake
    • Magazine - Ricochet Rounds (PvP), Flared Magwell/Light Mag/Appended Mag (PvE), High-Caliber Rounds, Armor Piercing Rounds, Alloy Mag, Extended Mag
    • Trait 1 - Firmly Planted/Auto-Loading Holster/Ambitious Assassin, Genesis, Quickdraw, Pulse Monitor
    • Trait 2 - Rampage/Surrounded/Rangefinder, Eye of the Storm

    If you're looking for a Void Rapid-Fire LMG to complete the elemental trifecta (Edgewise is Solar, 21% Delirium is Arc), then look no further. By far the easiest to acquire with the new Umbral focusing abilities, Temporal Clause is the only one of the three that can randomly roll, which has its positives and negatives, but unfortunately has some pretty glaring weak spots in its baseline stats that need to be addressed. Range comes in a lackluster 33, worst in the LMG class, with stability being little better at 38 (third worst in the class). Thankfully, the handling and aim assist are average at 39 and 68, the mag size (75) and reload speed (68) are both good, and the not so great recoil direction of 59 can be easily fixed with a Counterbalance mod.

    So looking at perks, for the barrel and magazine we know we need to address range and stability in some way (yes even in PvE where the recoil and range are so bad it can actually hurt your DPS if you miss shots or suffer from damage drop off). That makes the magazine perk selection easy, as Ricochet Rounds does both, but options like HCR, Light Mag, or Flared Mag that do one or the other are better for PvE, too. For the barrel, I like Smallbore the most since it helps both, and personally if I could only have one or the other I'd prioritize stability over range for controller, and vice versa for MnK, so Chambered Compensator and Polygonal Rifling are my next two up, or Hammer-Forged Rifling. I always say this for controllers, but all the range in the world doesn't matter if you can't keep your aim on target. However, if you do get a stability MW or Ricochet Rounds in the mag, Hammer-Forged Rifling wouldn't be terrible in the barrel even for a controller player.

    For the trait slots, you've got some pretty great options depending on how you want to use this gun:

    1. For PvP - Firmly Planted and Rampage or Rangefinder
    2. For ADD clear - Ambitious Assasin and Rampage or Surrounded
    3. For Boss DPS - Auto-loading Holster and Surrounded

    For PvP, there aren't a lot of great perks in trait slot 1, but Firmly Planted will at least give you bonus accuracy and stability if you crouch or slide while shooting. Rampage keeps the TtK the same at 0.47s but takes it from needing 8 crits to kill to only needing 6 crits and 2 body shots, which is much easier to hit. I actually low-key think that Rapid Fires are some of the best LMGs for PvP with a really fast body shot TtK of 0.67s at close range and when you have the ammo (which is rare since in 6v6 bricks are split now), but Hammerhead dominates the PvP scene and you'll be hard pressed to compete with the range and ease of use.

    For ADD clear, Ambitious Assassin is a clear winner in trait slot 1, allowing the magazine to be overflowed when you reload after multikills, and Rampage or Surrounded will both work for damage boosting in trait slot 2. Surrounded passively activates when three or more enemies are in close proximity and gives a sizable immediate damage bonus, whereas Rampage activates on kills and increase up to 3x. I generally prefer Rampage since it doesn't require close proximity to activate, but with the low range of Temporal Clause you're pretty likely to be up close and personal, which makes Surrounded more attractive.

    For Boss DPS, Auto-Loading Holster is tier 1: Fire off a full mag, swap to special, fire off that mag, and swap back, no reloading necessary. In the second trait slot you'll probably want Surrounded if you're doing DPS in an area that allows ADDs to be around you.

    All in all, an interesting gun with lots of options for the discerning player, but part of a weak archetype that on the whole needs some love.


    Rocket Launcher

    Aggressive

    Bad Omens - Heavy (Void)

    Pros - High velocity and reload speed.

    Neutral - Average RoF, inventory, and mag size.

    Cons - Very low blast radius, stability, and handling.

    • Rate of Fire: 25
    • Blast Radius: 55
    • Velocity: 72
    • Stability: 27
    • Reload Speed: 61
    • Handling: 20
    • Inventory: 35
    • Mag Size: 1

    Recommended Random Perks:

    • Launcher Tube - Volatile Launch (PvP), Hard Launch (PvE) Linear Compensator, Confined Launch, Quick Launch, Smart Drift Control
    • Magazine - Black Powder (PvP), Implosion Rounds (PvE), High-Velocity Rounds, Alloy Casing
    • Trait 1 - Tracking Module/Auto-Loading Holster
    • Trait 2 - Cluster Bomb, Genesis, Kill Clip, Quickdraw

    Masterworked Perks:

    • Launcher Tube - Volatile Launch
    • Magazine - Impact Casing
    • Trait 1 - Tracking Module
    • Trait 2 - Cluster Bomb

    Stat and archetype-wise, unfortunately this launcher is a bit lacking. The blast radius is minimal, and needs a lot of help from perks if you want to do any kind of AoE damage (although this can be beneficial for PvE boss damage with Cluster Bombs). The velocity is high, as is the RoF (not that that matters since we no longer have auto-reloading rifts or rally barricades), but the handling is brutally bad and the inventory size is just average. So, all that being said, I definitely do not recommend this weapon for Crucible.

    It does, however, have one activity where it can shine a bit, and that's in Gambit. Thanks to being a Void weapon, it's perfect for taking down the Envoys and then helping to DPS the Primeval, which I believe was the intent of the Masterwork roll, which comes with increased blast radius and direct hit damage, as well as the God-Roll of Tracking Module and Cluster Bomb. If you happen to get a randomly rolled Bad Omens, you can still get Tracking and Cluster, or for the more discerning PvE player, Auto-Loading Holster and Cluster. If you don't get Cluster, Kill Clip and Genesis can actually help burn through the Envoys pretty quickly as well, but Kill Clip plays very strangely on launchers and Genesis only gives its bonuses while the shields are up. Quickdraw would help with the poor handling, but that's basically a wasted perk on a launcher. Unfortunately Impact Casing is no longer an option for the mag perk, but if you're using it for boss DPS and you want the clusters to stay tight, minimizing blast radius with Implosion Rounds is your best bet. Volatile Launch stays at the top of the tubes if you want to splash damage adds, but for boss damage with Cluster you'll move to Hard Launch for the blast radius penalty.

    submitted by /u/Mercules904
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    Bungie we need more machine guns.

    Posted: 25 Jun 2020 08:30 AM PDT

    That is all.

    submitted by /u/mrGunslingerman
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    Rocket Launchers need love, attention, and a full rework

    Posted: 25 Jun 2020 02:02 PM PDT

    For a long time now (since the auto-reloading perks were completely removed from the game) rocket launchers have been borderline unusable (aside from Truth and Wardcliff... But at this rate you're gonna be using a sword, GL, Whisper, Izanagi or some other exotic.

    Buff suggestions to all rockets

    1 Flat 30 to 50% damage buff in PvE

    2 All non-exotic RLs have 2 rockets per magazine (up to 4 with Clown Cartiage)

    3 2 extra ammo in reserves by default.

    Exotics: Wardcliff Coil now holds 6 ammo and 2 in the magazine

    2-tailed fox: Reload speed buff 30%

    Truth: Unchanged

    Even with just 2 of those buffs, Rockets instantly become more useable in any content and aren't just instant dismantles for the majority of players

    submitted by /u/sovietafro
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    I recently started a series of illustrations based on D2 exotics - here's my second one: RAT KING

    Posted: 25 Jun 2020 03:53 PM PDT

    We are small, but we are legion

    https://i.imgur.com/7uD8VrC.png

    submitted by /u/GOpencyprep
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    Thank you Bungie for not only bringing back Dark drinker and Bolt caster but making them legendary

    Posted: 25 Jun 2020 02:18 AM PDT

    Best decision for these weapons.

    Bungie has released some really good exotics these past few seasons and this allows us to use them and have a powerful sword. I have been having insane amounts of fun dropping void nades, and blasting bosses with 4th horseman then switching to dark drinker 2.0 and spin it to win it.

    The guys at Bungie have worked hard to make swords a viable option and this season you can feel it. Mix in the charged with light and sword mods and you have amazing burst dps.

    This is the first Destiny season pass that I truly cared about grinding through to get an amazing weapon, and I can't wait to unlock the pulse so I can unlock the ability to farm Falling guillotine rolls.

    Bravo to those at Bungie who worked hard on this. Bravo.

    submitted by /u/SithAzzazzin
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    Do I have to point out that Prophecy, one of the best pieces of engame content this year, has NO champions.

    Posted: 25 Jun 2020 11:09 PM PDT

    It's my favorite piece of content this season and I could't help but notice it is lacking something. Don't say that it lacks challenge because of this because the solo flawless is a pretty tough challenge and doesn't force weapon types on you. It's tough to hear people say champions add difficulty to the game because it simply isn't true. They are just annoying enemies that force you to use certain weapons for no reason. When you use the correct weapon they are a joke to defeat and don't really constitute as a "mechanic" in my opinion, but rather an arbitrary method of making us use certain weapons. Please make champions force us to play differently, not use different weapons.

    submitted by /u/astrowhale98
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    It’s kind of crazy that a Ghost Projection costs more Bright Dust than an Exotic Ornament.

    Posted: 25 Jun 2020 08:14 AM PDT

    Title. On the front page of the Eververse Store, the Mindjack Projection costs 1,500 Bright Dust, while the Polemology Exotic Ornament (for The Queenbreaker) costs only 1,250 Bright Dust.

    I get that The Queenbreaker isn't so hot right now, but seriously. A Ghost Projection from the same Season costs eight Weekly Bounties of Bright Dust currently?

    submitted by /u/iblaise
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    Raid weapons need to be special again

    Posted: 25 Jun 2020 04:24 PM PDT

    So, we see a lot about raid gear needing higher stat rolls, raids needing endgame materials and dupe protection. What I'm surprised we don't see more of is bringing raid weapons back to their former glory.

    Back in Destiny One, raid weapons were legendary, not by rarity, but by reputation. Fatebringer, Blackhammer, Smite of Merain. These weapons weren't just powerful, but unique to the raid. Year one raids had elemental primaries, and years 2 and 3 had perks and buffs that were beneficial to the raid itself.

    Right now, we have raid mods. These are, fine. But equipping Taken spec is nowhere near as cool as having weapons that specifically tailored to the raid itself.

    I really, extremely hope that Beyond Light brings raid weapons back to form.

    submitted by /u/Tucker_Design
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    Raise your hand if you meant to go to the Annex but went to Prophecy instead

    Posted: 25 Jun 2020 08:14 PM PDT

    This guy right here.

    submitted by /u/Schwarzer_Exe
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    Bungie, please give us more control over the stats in our armor. Armor sunsetting means that my reward for playing the game is the removal my best end-game gear without a clear replacement.

    Posted: 25 Jun 2020 10:16 AM PDT

    My best piece of gauntlets that I use in all of my hunter builds is from the Season of Undying. After roughly 7 months of playing the game almost every day since that time, I have yet to get another drop that can replace them. Now with armor being sunset, Bungie is effectively taking away my best gear for new end-game content, which means a lot of my time and resources over the past year are going to be wasted.

    Once the new expansion arrives in the Fall, I will essentially be rewarded for playing the game by having to use gear with worse stats that isn't masterworked (b/c of the cost). I'm tired of relying so much on RNG for armor with decent stats. Bungie, please consider developing a system that lets me have more control in the stats of my gear that isn't tied so much to RNG. I don't play Destiny to grind out gear. I want to min/max different builds, and I want to take full advantage of all the mods you have created. But even with the focused armor engrams this season, we are only guaranteed a drop with at least 10 points in our chosen category. These engrams will be very expensive, and there's no guarantee that the cost will be worth it in the end.

    One suggestion that might be easier than developing an entirely new system would be to guarantee that the category that we choose in the focused-armor engrams is always the highest stat category. This would provide more value to the cost while still providing future opportunities for improvement in the other armor stats if we choose to invest. I'm open to other ideas as well.

    submitted by /u/ObliviousCorrelation
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