Destiny Dungeon Diving: Prophecy |
- Dungeon Diving: Prophecy
- Daily Questions [2020-07-29]
- Strike with 20+ people
- Change the "Kill 150 Fallen" bounty to "Kill 'insert high amount' enemies".
- Season of Arrivals has been the high point of year 3, but let's be prepared for the salt mine to explode with 105 days remaining in the season
- Anti-Barrier rounds should penetrate Taken Phalanx’s shields like they do with other shielded enemies
- Idea for new activity-Sieges
- Here are your cutoff dates for completing things before the DCV, the "oh shit" dates
- Stomp mechanics are the most fucking bruh moment mechanic in this game
- There's an error in this week's Eververse store.
- "In short, Ulan-Tan's biggest sin was telling a ruling warrior class that their war was unwinnable." The Story and Theory of Ulan-Tan,
- Bungie, Can we have a Exotic Armor Ornaments tab?
- Is Omolon gonna have stasis sauce for us to drink in beyond light?
- Arc Bolt grenades regularly do ZERO damage even when connected and the target shows the effect of being hit by it
- Raid Ring Arrived!
- Let Bright Engrams drop from random gameplay.
- Bungie, you should bring back the "Exotic Chest"
- Banshee is selling Striking Light armor mod
- Bring back sparrow horns...
- With SBMM being removed, can we at least have decent connection mm?
- Why are all Titles/Seals Purple? Lets add some long term investment (Overall Guardian Rank) for Veteran and new Guardians into 2021/2022.
- I have never hated myself more than i did at this moment
- Remember when they said no more Fallen weekly bounties?
- Bungie, please add numbers to weapon stats the way they are with armor stats....
- Guide to Season of Arrivals Solo Flawless Shattered Throne (Warlock)
- Let us buy catalysts with exotic cipher.
Posted: 28 Jul 2020 11:03 AM PDT Source: https://www.bungie.net/en/News/Article/49301 A shadow approaches. The Pyramid ship floating above Io serves as a looming reminder that we are unprepared – that we know not what the future portends. You must search for answers if you hope to face the oncoming storm. You must seek the Nine. You must hear the prophecy. And so, you find yourself standing at the doorstep of a new realm. But how did you get here? And what is "here" exactly? To answer that, Andrew Hopps (world lead) and Brendan Thorne (senior designer) – two members of Bungie's Raid and Dungeon team – take us back to the beginning. Back to when rainbow roads were for Italian speed demons and walking on walls required scrolling green text and leather trench coats. QUESTIONS, ANSWERS, AND ARRIVALSBoth Andrew and Brendan have been at Bungie for over seven years. During that time, they worked together on more than 10 raids and dungeons including King's Fall and Vault of Glass. When they started on the Prophecy dungeon, the team was searching for something art-driven and different. "The theme of new perspectives came from some early prototyping," Andrew recalls. "As soon as we started to experiment with rotating the game space, we knew we wanted to go off the deep end with an abstract style." The team started by aligning with the Creative Leadership team to figure out where the dungeon was going to take players. Andrew remembers being excited at the prospect of visiting Nine space. Placing the dungeon there would empower them to experiment with game mechanics and an art style that toyed with a lot of the rules within the Destiny universe. "We're stepping into this simulacrum," Brendan said. "The Nine made a little pocket universe for us to explore." They went to Robbie Stevens (creative lead) and Tom Farnsworth (design lead) to start discussions on how to integrate the new dungeon into the existing Season of Arrivals story. Players already knew that the Pyramid ships were approaching, and the dungeon was the perfect opportunity to explore the question: What is the Darkness? In spite of all their research, the Drifter and Eris still don't know. So, when the Season began and the threat became imminent, players had every reason to search of answers – even if they're cryptic and lying at the end of a neon-fueled abstract playground. "It's really exciting," Brendan said. "The Pyramid ships are here, and we have the sense that something awful is about to happen. What do they call those big cataclysmic events – black swan events. One that reverberates and changes everything. It feels like a sudden surprise in the moment but when you look at it in reverse you can see exactly how it was made possible." They wanted players to view Prophecy as foreshadowing. To be able to look back at this dungeon and realize that Bungie had been laying the groundwork for something massive the whole time. FINDING BALANCEWith narrative direction and an excitement to push the limits of what they could do with the Nine realm, the team turned to the world-spinning prototyping that had captured their imagination initially. "Sometimes it's a happy accident when something works," Andrew said. "We definitely prototype really bold ideas and the ones that work well together end up together."
"We start with these happy little accidents," said Brendan. "Then we find out how to layer them on top of each other for a smooth experience. We start with the core mechanic in a safe learning environment. Then we add some difficulty, a twist or two, and tie it all together. It's a solid method to make the whole experience feel cohesive." The team took all the mechanics they had and then tuned them so that, when combined, they were difficult but still manageable. "We try to find out how many plates we get players to spin at the same time," said Andrew. "We keep layering, so by the time you get to the final boss you should understand exactly how this fight is going to play out just by stepping into the room and looking around." Brendan explained how he, Andrew, Darin Lantzy (senior technical designer), Matt Turner (senior world artist), and Ben Heider (test lead) sat in an office with a giant whiteboard and diagrammed everything they had. "All the mechanics and how do they work together and support each other. It all clicked. After about an hour, we had a design." Some mechanics, like rotating the world, were things that Andrew had wanted to do previously but didn't make sense contextually. "Whenever we prototype different experiences, we end up with cool ideas that don't always fit the theme – so I'll just save them for later. When Prophecy started, and we decided we were going to the Nine realm, I was like 'Oh hey, I've got this in my back pocket. '" NOW DO A BARREL ROLL"Dungeons are not typically super mechanically complex because we want players to easily understand what's happening around them," said Brendan. "So, what Andrew did was super clever. He built a cube that players can activate to get teleported. Then the entire world turns, and the cube drops them into a new version of the world. So, players are now on what used to be a wall or the ceiling." The team went to Darin Lantzy and told him that he was empowered to do whatever he wanted to make the room spin feel cool. "He was super involved in prototyping," Andrew said. "He kept adding these effects to really sell the rotation of the world as you drop in and out of the teleporter." The mechanics were simplified to a single activation, but the gameplay that arose out of it was new and exciting. Brendan explained how suddenly the layout of every surface became relevant. "It creates these interesting combat encounters. It becomes more about how well you use the geometry and play in the moment rather than having the perfect build or perfect strategy."
Geometry as gameplay is a central tenet of Destiny 2. Where players move and what weapons to use - building encounters where spatial orientation and player position are central to the experience means the team was able to leverage the best part of Destiny's sandbox. ILLUMINATINGAnother prototype that excited the team involved fighting with actual light and shadow. "I don't think we've ever used light as a game mechanic like this," Brendan said. "Like actual volumetric lights or anything like that as a mechanic." The core concept was thematic and straightforward: players use the light and shadow in the game to succeed. "We wanted it to be a simple concept to explain," said Brendan. "You could see someone doing this fight and you would know how to do it in 30 seconds." Players would kill an enemy and depending on where the combatant was standing, they would drop a different type of mote. Enemies dropped dark motes while standing in the dark and light motes while standing in the light. Even though the mechanic sounds simple on paper, it was visually confusing and somewhat frustrating since players can't really reposition enemies. While testing, Ben Heider suggested making the dropped mote type rely on the position of the player instead of the enemy. Even though it was subtle change, the whole encounter shifted. "Suddenly the player had more agency," Brendan said. "We made that simple change, played it the next day, and wow – it was a million times more understandable." Those kinds of pleasant surprises come about a lot during the process. It isn't unusual for a team to come up with a cool idea that seems impossible, only to have an embedded tester come back with a solution. Bungie's testers are integral to the process and bring with them invaluable insight in determining the kinds of challenges a design will face, both in production and in the hands of players. But even when something ultimately doesn't end up working, Andrew's prepared to take the idea and put it in his back pocket for later. GALLERY OF THE NINEIn addition to unique game mechanics, there was clearly a distinctive art direction that the team leaned into for Prophecy. Madison Parker (senior lighting artist) made reference to an artist named James Turrell that the team looks to for inspiration. His work explores the interplay of light, color, and architecture and his focus on bold color, shape, and really simple forms that match well with the Nine's aesthetic. Knowing that the theme lent itself to the abstract, they wanted a progression of shape and color that would transition as players traveled through the dungeon. "When you start, everything looks soft and then progressively get very angular," Andrew said. "Round shapes sunset and become spheres with lines in them and then become a flat line that a monolithic square rises from, that then collapses into a triangle. If you look at the shape language from one encounter to the next, you will see this progression from soft to hard to angular shapes as you traverse the Dungeon." There were so many fantastic artists that contributed to the look and feel of the dungeon. Brendan recalls thinking of Andrew as a production designer on a movie – organizing pages and pages of brutalist architecture, moods, screenshots, and lighting concepts. "Andrew had this vision and this plan for Prophecy. I just watched in awe as him and Matt Turner (senior artist) built these shapes – it was so cool to see them come together." What resulted is very much an art-driven dungeon that doubles down on the Destiny 2 brand of geometry space as gameplay. TIME TO PLAYThe whole team is incredibly proud of how Prophecy turned out. At the time of this article, the dungeon has been live for a few weeks and players seem to be having a blast. Prior to the quarantine, it was a tradition for everyone to gather in the Bungie theater, order queso, drinks, and pizza, and watch players dive in for the first time. "The World's First race is obviously a big deal," said Andrew. "So, our whole team and a bunch of partners get together in the theater and root on the teams." For Last Wish, there were still people in the studio at 5:30 a.m. Dungeons are a little faster, but everyone still gets together in the theater to watch players experience it for the first time. Despite having to work from home, the team was still watching, "A bunch of us got together in a video conference call to watch the launch," said Andrew. For a team intimately familiar with every aspect of the dungeon, there's a special joy that comes from knowing when players are about to experience something special for the first time. "We're on the edge of our seats, ready to cheer," he said. It's akin to griefing the new player with content you've played already – a spoiler-free twist to share with friends. The Raid and Dungeon team knows that this is something of a tradition in gaming. Shared moments that build memories that endure long after the final boss learns the error of their ways. True to form, Brendan shares a gaming experience that many can relate to, "You know the Sparrow run in Scourge of the Past?" he asks. "Where two people have to hit the buttons together? I was always the raid-dad making sure everyone was ready. Coordinating everything and not really paying attention to Andrew on his Sparrow – aiming at me. As soon as I say 'go' he just charges right at me and kills me every single time." Halfway through the story, a smile that can only be conjured from fond memories forms on Andrew's face. He quickly composes himself before responding, "That's not true. I'm hyper-focused and never goofing off at all." The Prophecy dungeon is live in Destiny 2 and free for all players. Jump in today, take in the sights, and drive carefully. [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 06:00 PM PDT New player? Please read the New Light FAQBought the DLC? Shadowkeep FAQNeed Guidance? Collection of selected guidesShadowkeep & New Light known issuesWelcome 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
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Posted: 28 Jul 2020 11:46 AM PDT So i log on to D2 like normal and go to the tower from directory, the game takes a while to load until im thrown into the corrupted strike in the dreaming city? I spawn in at the bottom of the elevator section, then notice that there are 3 other people in the strike with me which is strange but then one leaves so im like, ok this is pretty strange, so i carry on with the 2 randoms i've been put with. We kill the ogres and carry on until we get to the jumping part just before the boss, I get to the final arena (no boss btw) just fine but there are no guardians in sight, i take in the view for a bit until i look up and see it, around 20+ usernames above me, then all of the sudden the boss music plays and the fight starts, at this point the 20 or so people are teleported into the arena and it's utter carnage. Supers everywhere and the boss is gone in seconds, everyone grabs their loot, celebrates and im back into orbit. Probs some grammar and spelling mistakes Edit: Cleaned up post a little [link] [comments] | ||||||||||||||||||
Change the "Kill 150 Fallen" bounty to "Kill 'insert high amount' enemies". Posted: 28 Jul 2020 08:49 PM PDT There is a single Fallen strike out of however many strikes in the game. It literally just leads to people going into the lost sectors and not even doing the strike properly (yes I'm guilty of this myself) and this is because they don't want to have to run the strike 2, 3 maybe 4 times to get it done. Everybody running Exodus Crash is probably only there to do THAT bounty. So it turns into a fight over who can get the most Fallen lol. These bounties just encourage people to play in weird, unhelpful ways focusing more on running off than the actual strike. Just make it "Kill 400 enemies" so we can do that actively as we play strikes normally. Strikes are already pretty unrewarding and, in my personal opinion, a boring slog to get through each week. Please don't force us to play them longer, and in stupid ways just for bounties. [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 06:22 AM PDT Just a gentle reminder that we still have a longer wait for the next expansion than most seasons have been in their totality. Use this time to finish up triumphs that you have been looking for, specific challenges you wanted to hit but haven't gotten around to and take breaks if you find yourself not having fun. During this time, lets talk about things we are excited for and things we think bungie could do better and not the long wait between content or the content running stale when it has to last over a month and a half longer than it was designed to. This has been the high point of year 3, but we are still in for a long wait until year 4 properly kicks off. [link] [comments] | ||||||||||||||||||
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Posted: 28 Jul 2020 07:18 PM PDT There would be weekly encounters were we attack a fortress weekly. They would have community objectives like kill x amounts of orgres in the siege. The siege could take place someplace like the moon or the dreaming city . If we complete the weekly objective the first week we get powerful rewards . The next week we move further in to the fortress. We do another community objectives and get powerful rewards. We do this for a set amount of weeks. Every few weeks there would be a personal objective. So after we complete the community objective we do a strike like activitie with a fireteam of 3. All community objectives would take place in a patrolable area that is only available for that week. If we fail the objective we restart. [link] [comments] | ||||||||||||||||||
Here are your cutoff dates for completing things before the DCV, the "oh shit" dates Posted: 28 Jul 2020 07:21 AM PDT Here are the lines: https://imgur.com/a/sD5jNdvThese are your "oh shit" lines Green (Sept 22nd) - The last flashpoint rotation, if there are heroic adventures you need, this will be the last week to do those on each destination Red (Oct 6th) - There are 5 EP bosses, this is the cutoff for getting the Worldline Catalyst completed, also your last few shots at the EP guns for Wayfarer, also the last 4 week rotation for the Levi challenges and their associated emblems/triumphs, also the last 5 week stretch to complete the Outbreak Catalyst Blue (Oct 20th) - The true oh shit line, this is the last rotation of raid challenges in Scourge and Crown, the last boss rotation in Menagerie, also the last 3 weeks to get the Whisper and its catalyst and ship Titles to worry about: Wayfarer - You can easily obtain this before it gets vaulted, the green line is the cutoff for this one, if you start after that you're sunk, focus on the Lost Prophecy weapons each week, they can be time consuming requiring amplifiers and cultures Chronicler - Obtain the books Uldren Sov, The Awoken of the Reef, and Ghost Stories before vaulting, ideally start working on them no later than the green line because some are behind heroic story missions, areas you can only access at certain times (use Braytech, it'll show you exactly what's going away) Dredgen & Reckoner - I'm adding these because it seems likely that at least Reckoner is going away. Dredgen should be "easy" and can be done in a week if you no-life it. Don't do that though, start now. Reckoner on the other hand will require at least two weeks to kill both Tier III bosses and to upgrade your mote synthesizer so you can start printing out notorious armor. The weapons are also split between two weeks. If you want Reckoner, start immediately, it is an immense grind. Dozens of Reckoning runs, hundreds and hundreds of Gambit matches, find a fireteam to do it with, and please please don't try and knock it out in two weeks. Blacksmith & Shadow - The earlier the better! For instance, Lost in the Kingdom of Sorrow requires looting the chest at the end of the second encounter 5xs, that's 5 runs (can all be in the same week), I don't see anything in here that's time gated before the blue line but don't put it off. Keep in mind you need to complete 6 Ada-1 bounties, those are rare drops and can take a long time to complete. You also need Jotunn, Izanagi's, Le Monarque, and Threat Level to clear the forge triumphs. You need to complete your chalice and socket a buttload of runes. Sure, you can probably do all of this in three weeks but its going to be a massive grind. Start now. Miscellaneous - If you want to complete the Ecdysis lore book (and I highly recommend you do), it'll take 9 weeks of completing Xur bounties. Its a bit of a drag but there's some neat content behind those. The week of Sept 8th will be the cutoff for that. The Niobe Labs puzzle requires the LMG, Bow, and Sniper so those will take at least 2 weeks to forge if you haven't touched Black Armory yet but you can knock those out in the last couple weeks if need be. The Confessions and The Chronicon lore books are from the Menagerie and Chalice of Opulence upgrades respectively. I honestly don't remember how long the Chalice took to upgrade, at least several weeks, plan accordingly. On also The Warlock Aunor might not be around once they re-arrange Gambit. Exotics - I'm sure these will all be available in some way later, but probably best to pick them up now if you can.
Edit: I see a lot of valid questions, most importantly "what are the column headers" haha might be helpful eh? I pulled that list directly from here: https://docs.google.com/spreadsheets/d/e/2PACX-1vSOSn3UC6NoaI8N0L1Ysh3L5_HZa5aPgnO6KBhKFEE5IWofAlVmpkVSFiJsOOHUJGwDH7Z8pYO_NADT/pubhtml# which was made by /u/kiki_strumm3r, I've used that spreadsheet sooo much, bookmark it, your column headers are there, and obviously all the information after Beyond Light releases is unknown. Are forges going away? Is Reckoner/Dredgen going away? No one knows (maybe not even Bungie). I'm cautious because the original assumption was that any activity linked to a vaulted destination was going away...then we learned that Scourge was being vaulted. Now I'm assuming that all seasonal content is going away (except for Gambit, which will be a different gamemode after BL). So no Red War, no Black Armory, no Joker's Wild, no Opulence. Dredgen might still slot nicely into whatever they have planned for Gambit Perfected but I wouldn't count on it, especially since Dredgen is probably the easiest to get right now. Are Lore books going away? I have no answers here either. Do they leave the lore books in while only half of the lore in some of them is obtainable? What about the lore attached to guns like The Last Word? When you buy Bastion from Rahool with a cipher it just dumps all the lore on you, maybe they'll do that? At minimum I'd collect the lore that's on vaulted destinations, I'd recommend filling out those lore books entirely, and if you actually want Chronicler, why not start the Truth to Power grind now? [link] [comments] | ||||||||||||||||||
Stomp mechanics are the most fucking bruh moment mechanic in this game Posted: 28 Jul 2020 09:27 PM PDT Like I finally solo flawless pit of heresy until the final boss and get him to under half health just to get launched off the edge of the fucking map like a chump. Like I worked so hard and practiced so much just to get launched... [link] [comments] | ||||||||||||||||||
There's an error in this week's Eververse store. Posted: 28 Jul 2020 12:50 PM PDT They're selling the August shell but if I'm not mistaking it's still July for a few more days? /s [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 10:13 AM PDT
Ulan-Tan, the controversial warlock known for his theories of Symmetry, is remembered for his arguments on the nature of "the darkness" alongside other philosophers and figures who lived to see the collapse of the Golden Age.
And now, five years later...
the transcripts of his theories are as follows...
Launching with destiny 2 was this ship echoing Ulan's theories. It seems no mater how far along we are in our story, the echoes of symmetry continue to follow us. And then, a whisper
We receive a whisper coming from the grove of Ulan-Tan. Is this just a coincidence? Could the darkness be inviting us into this mission through the doors of a guardian who preached the art of symmetry in the universe, that neither the light or the dark, that neither the host or their guest in this mission be evil? Two months later in the mission "Ace in the hole" we listen to Cayde for the last time as he speaks to his potential killers.
Clovis Bray is considered to be the man who Cayde is speaking to in this quote. Clovis heard a whisper, and with it came the secrets of the Deep Stone Crypt. With Beyond Light we will finally learn the secrets of the Deep Stone Crypt, while we do not know if this story will be directly related to the pyramid ships or not, it may be logical to think they are connected if the location of the crypt is in fact on Europa with the active pyramid ship. Let's go back to why we have been kept from embracing the darkness through grimoire that dates as far back as 2015 and as recent as today. The Silencing Of Ulan-Tan
Here begins the push back against those who follow the word of Ulan-Tan. We see here that as these theories begin to gain traction, it irritates those who work protect against what they claim to be evil, and that these theories only slow down our mission of good over evil. And who would this harm more than anyone? Our Vanguard...
An excerpt from a pamphlet filled with provocative ideas credited to Ulan-Tan, expressing the idea of embracing the darkness is cited as a pivotal moment in the extinguishing of these ideologies, specifically, with the Vanguard... And so, from the Ghost Fragment: The City Age 2015.....
Lysander, Leader of The Concordant, a faction removed from the consensus and booted from the tower for its radical ideas based on the theory of symmetry created by the great Warlock Ulan-Tan. Lysander as we learned obtaining his sparrow in Destiny 1, left the tower and it is said he still holds a small gathering outside the walls of the city. At this time we had no idea how strong the theory of Symmetry was. It has since become clear, it was enough of a threat that the Vanguard agreed to eliminate its biggest following and replace it with a faction dedicated to war, something they too are dedicated to. And with it, they hope to stop the word of Ulan-Tan and guardians from Using the darkness. Zavala and the Vanguard have been sure to keep us devoted to war and disregard the word of Symmetry.
Thank you for reading, - A Disciple of Symmetry [link] [comments] | ||||||||||||||||||
Bungie, Can we have a Exotic Armor Ornaments tab? Posted: 28 Jul 2020 11:43 AM PDT Title Edit: Exotic Armor Ornaments collections tab. I know you (Bungie) are busy right now with other things but if / when you get the time it would be nice to see it as a quality of life change. if anyone has a symbol for this or a concept image of this, feel free to post it in the comments. Im sorry if this idea already has been posted to the subreddit. [link] [comments] | ||||||||||||||||||
Is Omolon gonna have stasis sauce for us to drink in beyond light? Posted: 28 Jul 2020 01:22 PM PDT I sure hope so. My hunter can't stop downing shots of arc sauce [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 07:51 PM PDT Title This has been a thing since, well, as long as I can remember. It happens in both PvP and PvE. I am surprised that it's not a common complaint. [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 04:47 PM PDT Thanks to Cayde For Modeling. Ordered on Bungie Day and it shipped last week. [link] [comments] | ||||||||||||||||||
Let Bright Engrams drop from random gameplay. Posted: 28 Jul 2020 12:01 PM PDT Its always nice to see an exotic drop from a random Add kill, let bright engrams drop similarly. Bright Engrams/Mnemonic Engrams = whichever you prefer to call it. Edit: this is on top of the ones we get every 5 levels. [link] [comments] | ||||||||||||||||||
Bungie, you should bring back the "Exotic Chest" Posted: 28 Jul 2020 09:59 AM PDT Ever since VoG launched each raid has had the "exotic chest". A chest that had a high chance of granting you an exotic. •In VoG the exotic chest was just before the Gorgon maze at the end of the hidden route from Templar. •In Crota's End it could randomly spawn in the first encounter, inside of a door to the left of the start. •In King's Fall it was at the on a hidden platform route in the "push wall" segment. •In Wrath of the Machine it was the SIVA puzzle chest (granted it was a one time only reward). •In Leviathan it was your 3rd underbelly chest of the run. •In Eater of Worlds it was the ring puzzle chest. •In Spire of Stars it was the extra chest in the jump puzzle (the one that didn't need the ball). Then it stopped at Last Wish. The chests from that point onward only gave raid loot, the occasional mod, or some other goody. Why not bring it back in the Europa raid? That feeling of excitement hoping to get that ONE exotic that you want. Being jealous of your friends when they got what you wanted. Or how about jumping with joy, when YOU got what you wanted. It's not the most important request in the world, but I do believe it would improve the raid experience if you brought it back. [link] [comments] | ||||||||||||||||||
Banshee is selling Striking Light armor mod Posted: 28 Jul 2020 10:07 AM PDT First a season of Worthy mod, now a season of Dawn mod within a week? This one won't be back for a while I reckon, grab it while you can! [link] [comments] | ||||||||||||||||||
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With SBMM being removed, can we at least have decent connection mm? Posted: 28 Jul 2020 02:43 PM PDT Seems like every game I'm running into at least two guys teleporting. I understand coding and development in general is a helluva task, but pls I can't compete with a teleporting shotgunner. [link] [comments] | ||||||||||||||||||
Posted: 28 Jul 2020 07:01 AM PDT Now that Bungie has announced their plans for the foreseeable future with Destiny 2, Lets take a look at Seals. Forsaken kicked us off with 6 Seals.
Then, throughout Destiny 2 Y2, 4 more were added:
In Y3 with Shadowkeep, Bungie continued adding more limited seals based on Seasons. We got:
I think it's fair to say that we will be getting quite a few more Seals for the duration of Beyond Light, The Witch Queen and Lightfall. Currently, there is no way to see how many Seals a player has in game - as you can only equip your 1 favorite. What if you had an overall Guardian Rank based on the number of Seals you acquired? You can use the same Nightfall scoring system:
Under this, you pick whichever one you like to wear (Undying, MMXX, Flawless etc), but you can have the color/badge have unlock-able colors to showoff how much long term commitment. I just think that Seals should have a longer term investment that they currently do. They've been out for almost 2 years now and something like this would benefit long term players - and encourage folks to help newer Guardians in Triumphs. [link] [comments] | ||||||||||||||||||
I have never hated myself more than i did at this moment Posted: 28 Jul 2020 11:43 AM PDT After dying on rainbow road twice during solo flawless prophecy attempts i finally made it to the boss but i got a bit too eager at the end :( https://i.imgur.com/mUGOLfE.gif [link] [comments] | ||||||||||||||||||
Remember when they said no more Fallen weekly bounties? Posted: 28 Jul 2020 12:29 PM PDT It was this day "Weekly Vanguard Bounties We've had the Fallen bounty every.single.week since then EDIT: So apparently the TWAB was wrong, and the patchnotes did say that Hive, Vex, Cabal, and Scorn were removed, so we're grinding Fallen and Taken for 100 more days [link] [comments] | ||||||||||||||||||
Bungie, please add numbers to weapon stats the way they are with armor stats.... Posted: 28 Jul 2020 06:22 PM PDT It would be nice when comparing weapons to have actual numerical values instead of just the bars. [link] [comments] | ||||||||||||||||||
Guide to Season of Arrivals Solo Flawless Shattered Throne (Warlock) Posted: 28 Jul 2020 09:34 PM PDT I've been running and optimizing the solo for shattered throne, and I've came up with what I find to be the "best" setups and loadouts possible for running this at a decent pace while still being 100% safe at all times. Prerequisites or "strong recommendations" are as follows;
With that out of the way, let's get to each encounter. Miniboss Rush (First Encounter) This is by far the easiest section of the dungeon, running mountaintop with trinity ghoul and a falling guillotine can make this go by very very fast. Bottom tree void + oppressive darkness can give your grenade the ability to melt minibosses or heal yourself if there's no thrall or acolyte's around to melee to proc devour. Pre-Vorgeth Use trinity ghoul to clear nearly all the enemies in the stretch before the final miniboss that opens the door with knights, hobgoblins and phalanx's on either side. once this door opens, swap subclasses to top-tree dawnblade for some added security in the ogre room. Don't be afraid to use mountaintop to clear knights in this room, just keep at least 5-6 rounds by the time you hit the dark souls-y ogre section before the slowed thrall section. Once in the ogre tightrope walk area, clear the first two ogres that spawn for your own sanity. Your dawnblade should be up, if not, wait around for it to fully charge then proceed on until the blight blocks one of two paths. Retreat, kill the ogre that spawns, follow the ogres path and pop a dawnblade if you get into any sort of trouble and icarus dash your way to the end. ThrallwayI decided to dedicate an entire section to thrallway, as it's honestly the most important part of pre-vorgeth. Enter the thrallway with trinity ghoul, killing thrall as they spawn and hop on top of the "safe spot" right after you go up the stairs. near the front entrance. What you'll do now is throw on a special ammo finder and swap from top tree to middle tree dawnblade, killing thralls until you see about five or six special ammo drops. Then, hop back up onto the safe spot and switch to ruinous effigy, maxing out your ammo and continuing on through thrall room using transmutation orbs to heal. Once out, continue on to the boss. Vorgeth, The Run Killer(run this a few times before going for the solo flawless) I highly, highly, recommend starfire protocol for this fight. Having two max health grenades is incredibly important, as you could lose 30 minutes of progress here. My strategy is as follows: Get first wizard down to 1/3'rd with ruinous effigy/gnawing hunger/inaugural address once it spawns. Hide behind the cover to the left of the wizard, using mountaintop shots or effigy beams to kill ads. Try to use a healing rift to get some cheap shots on the ads right of the wizard that spawns where you drop down. Kill that wizard first, and then rotate left to melt the second wizards shield and it'll go down in some sustained fire + a mountaintop shot. Continue this process till all 4 are down, dunk once you're full health, shoot the axion darts and pop a well in his face and hit him with a heavy attack to make him slam so he stays stationary then get your whirlwind up and the kill should be easy as long as he's positioned well and doesn't run off. Pre-BossThrow back on the trinity ghoul, and there's a short thrall section before boop wall that you can farm for super energy/ammo. Play this extra safe, maybe pop a well on some of the solar shield enemies or even throw on a solar primary to handle them as they can be tricky. DUL INCARU, THE ETERNAL RETURN !!!!!For this encounter, you are definitely going to want mountaintop, riskrunner and a falling guillotine. If you haven't gotten a mountaintop yet, running a snapshot kinetic sniper will handle itself decently well here. Starfire protocol would also Immediately place a mountaintop shot or a snipe on each knight, then rotate right to clear ads with riskrunner or trinity ghoul. Kill the psions you can across the room, place a few more mountaintop shots on the bosses and rotate left to clear all psions. Once you have all bosses a tiny bit under a third of health, wait for witch lady to summon a crystal and melt it with whatever ammo you have. Pop a healing rift behind the psions and wipe them, using your grenade for heals whenever possible. Once you have all thralls down, wipe the bosses and plant your well of radiance on the witch and go to town. Going through this solo to get your bearings before a solo flawless is a solid idea, took me a few tries but the process is enjoyable regardless. [link] [comments] | ||||||||||||||||||
Let us buy catalysts with exotic cipher. Posted: 28 Jul 2020 03:42 AM PDT Just a thought, but for all of us players who do a lot of grinding and already have all of the exotic weapons, Bungie should offer a selection of exotic catalysts that we can also buy with the ciphers. Since we only get one a season it won't be super easy to get all of them, but it will take some of the RNG and excessive grinding out of trying to collect them. Also it would make sense for a lot of the raid catalysts for the raids that are being put into the vault. [link] [comments] |
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