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    Destiny Daily Questions [2020-08-30]

    Destiny Daily Questions [2020-08-30]


    Daily Questions [2020-08-30]

    Posted: 29 Aug 2020 06:01 PM PDT

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!

    Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!

    Be sure to sort by new to see the latest questions!


    Rules


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    If we get an Exotic Stasis Sword

    Posted: 29 Aug 2020 11:39 AM PDT

    Will we be cracking open the boys with a cold one?

    Maybe have it shoot out ice needles that explode in an enemy and freeze them?

    submitted by /u/StarAugurEtraeus
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    "BRRAAY!! .... YA RASPUTIN!!" - Digital Art for Myelin Games

    Posted: 29 Aug 2020 05:13 PM PDT

    https://i.imgur.com/qsk2fZR.jpg

    Just imagining our lovely warmind as an exo. Based off some of the Destiny 1 exo art, but I still wanted him to look unique enough that he stands out from other exo. Due to Rasputin's age and everything he's seen, I wanted him to look tired. Like maybe he's just seen too much.

    If you'd like to check out my twitter to see more of my work you can do so here: https://twitter.com/TheGammatrap/status/1299858373886779394

    submitted by /u/TheGammatrap
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    Can we get a clear answer on why hand cannon's and fusions were tuned the way they were?

    Posted: 29 Aug 2020 03:30 AM PDT

    Forgive me if we did get an example and I just forgot. Here are some video's to illustrate what I'm talking about.

    Coolguy's Fusion Rifle video and the associated 2.8.0 patch notes

    Coolguy's Hand Cannon video and the associated 2.6.0.1 patch notes

    Background on then issue for those unaware:

    What I'm talking about is homogenizing the range of a weapon type. It two cases, there were outlier archetypes that were overperforming (150 hand cannons and high impact fusions) and in both cases, the changes nerfed all weapons in that type, but left the outlier still on top.

    The result in the case of hand cannons is that 140's and 110's have no pvp utility over 150's: they kill slower and share the same range. 150's are less powerful, but still better than their now terrible counterparts. 180's already had relatively low range, so their niche wasn't too interrupted, but still.

    Same thing with fusions. before we had usable fusions and then absolute-death-machine-high-impact fusions that could kill across the map with firmly planted, since the damage floor was high enough to allow 7 bolts to kill at any range. Coolguy explicitly mentions that 40+ meter kills had to go, and here's an example of what he's talking about.

    In their present state, no fusion can get kills past 20 meters, and all start seeing dropoff at 17 meters. high impacts are still the goto choice, now they're just the only usable choice.

    --

    So yeah. What the heck is up with that? Did we get an answer? I know there's been talk of tuning archetypes of hand cannons individually, but I can't remember if we heard anything about fusions yet

    submitted by /u/PM_SHORT_STORY_IDEAS
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    Bungie this is your like 200th reminder that Rockets need some serious love in the semi-immediate future.

    Posted: 29 Aug 2020 09:33 PM PDT

    Rockets needs some serious love. I'm going to make a bulletin list as to how I think they need help. Note, this is only meant to address Legendary Rockets and not Exotics. Not all of these are necessary as a whole to implement, but a combination of a majority should be considered.

    1) Increase Base Damage: This is a simple enough concept. Per rocket damage is pathetic when conpared to other legendary heavy weapons.

    2)Increase the Base Rockets Loaded from 1 to 2 in Certain Archetypes: This change is to revert the ideological change Rockets had from D1 to D2 to "balance" them for the overall weaker Guardian of D2 Base Game that had Double Primaries and no Special Weapons. This ideology is holding rockets back and is no longer needed in the D2 environment. Only Rockets with Intrinsic Tracking Should be limited to 1 for Crucible Balance Reasons. More reasons for this increase will also be shown in the next section.

    3)Bring back Tripod as a Perk for Future Rockets (Bipod for Rockets that will remain as Single Tube Rockets): This ties right back to the Ideology argument. However this adds more desirable Rocket Perks. It also pairs well with existing perks such as Auto-Loading Holster, Field Prep, and Ambitious Assassin by further increases DPS potential. This change and change 2 are probably the biggest change Rockets truly need in this list.

    4) Increase Base Reserves on an Archetypal Basis: This change is to increase the raw number you can hold as this is also extremely limiting to potential use. This indirectly makes Rocket Reserves a Stronger Perk consideration on Armor as well as they are all percentage based. This does not need to be an incredible amount, somewhere between 1-3 based on the archetype. This also could buff Field Prep as well indirectly.

    5)Revert the Cluster Bomb Changes: This was a bad reactionary change to try to prevent cheesing Riven and bring Rockets in line during the days of Auto Reloading with Rally Barricades and Lunafaction Rifts. The change gutted the perk almost completely removing it as a desirable option.

    submitted by /u/Crusader3456
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    I mean Traveler's Chosen is pretty cool, but I'm still waiting to get my Khovostov back

    Posted: 29 Aug 2020 06:27 PM PDT

    It wasn't the most powerful exotic (meaning not the white one) by any means, but it got me in the right places. It was fun to use, it was a great call back to when we woke up for the first time, Ghost pulling on the heart strings, and maybe since we're officially going back to the Cosmodrome we'll see it again.

    I miss you...

    submitted by /u/Revelation_the_Fool
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    Wish SMGs were easier to use on consols

    Posted: 29 Aug 2020 11:53 AM PDT

    I find myself fighting the recoil way to much for my liking in pvp and most of the time I just switch to a sidearm and call it quits.

    Props to anyone that can make them work.

    submitted by /u/Schwarzer_Exe
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    Farm up the curated Gnawing Hunger from Reckoning, before it's gone.

    Posted: 29 Aug 2020 10:58 AM PDT

    Why? It has Overflow, which is fun, but also very helpful against Barrier Champions in nightfalls (running out of magazine against BC was one of most common issues I noticed people had, when they didn't run Eriana).

    The only other ARs with this perk, which aren't getting sunset, are False Promises (360rpm not as effective as 600 imo) and The Summoner (Trials). Arc Logic (600rpm from the moon) has it but it's getting sunset. The Reckoning version of Gnawing has the Arrivals' 1360 power cap of course.

    Edit: forgot to say, you can't get Overflow on your Gnawing from the recaster or world drops, only the curated version from Reckoning.

    Edit 2: According to u/HolmBoyJay, it's possible to get the curated GH from the recaster (needs more confirmation)

    submitted by /u/Moist-Bed9553
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    My (crude) mock-up for a Nezarec's Sin Ornament.

    Posted: 29 Aug 2020 11:02 AM PDT

    So Nezarec's Sin is one of my favorite exotics for how useful it is, but I am not a fan of the more gaudy armor (and the horn's clip through the Azure Azazyel sparrow : (. . . ) I always wished for a "sci-fi/tech" ornament.

    As a warlock main who was always jealous of Knucklehead Radar I thought it would be cool to have a hard-light visor instead. So I made a crude mock-up for fun. (I realize some aspects might differ from the front and side view, I am not a great artist).

    Crude Mock-Up for the Ornament.

    So I felt like I needed to keep something similar to the "horns", so I have the visor reach up in two parts to replicate that. The thicker areas at the base of the horns I flattened and envision those being the "projectors" or where the holo-visor would come out from.

    I'd imagine the blue of the visor to change based off of the shader's glow. I chose yellow and blue for the contrast and Cayde's Dudes is one of my preferred shaders (yellow and cyan are my favorite colors). Below is just some progress and an alternative version with a shorter top area.

    Here is some progress pics, and alternatives. I made the "horns" higher to be closer to the orginal.

    Not trying to make a suggestion. I just got bored. Thank you.

    submitted by /u/Mikellow
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    Monte Carlo Needs a Catalyst

    Posted: 29 Aug 2020 03:21 PM PDT

    Can we please get an exotic catalyst for Monte Carlo? Just a simple one like extending Markov Chain would do wonders for it, just like the Bad Juju catalyst did.

    submitted by /u/Krahmon
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    If the roll can be locked for redrix how come this can't be done with the rest of collections like we've been asking for?

    Posted: 29 Aug 2020 06:42 AM PDT

    Wasn't this originally the plan for collections anyways? What happened to that plan? I think we are long overdue improvements to collections or at the very least vault space...

    submitted by /u/citrousjaguar
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    What Happened to DrCrispy93?

    Posted: 29 Aug 2020 09:43 AM PDT

    No, for real. What happened to him?

    He showed off the dark below and he was great!

    https://www.youtube.com/watch?v=PuCSRHa8mfQ&t=11s

    submitted by /u/DaftPunks
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    (Art) drawing I did based off an emote!

    Posted: 29 Aug 2020 01:05 PM PDT

    Commission I did based off the emote guitar solo! Art

    submitted by /u/Gwaver
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    Xur's Selling Contraverse Hold this weekend. If you're curious about builds or why you would want to use them then check this out!

    Posted: 29 Aug 2020 11:49 AM PDT

    So some of you know about the guides I've been working on. Luck has it that one of the best warlock exotics is on sale from Xur this weekend and if you're unsure about why you should get them, then check this guide out!

    In text format.

    The Contraverse holds with top tree voidwalker creates an increadible build for solo content like the prophecy where you thanks to the top tre voidwalker perk entropic pull can generate grenades really fast. Contraverse Holds themselves also gives you damage resistance (20%) when charging a grenade, and every hit with said charged grenade generates grenade recharge energy thanks to its exotic perk Chaotic Exchanger. So as you can imagine this can become an increadible tool for destruction.

    This also opens up the ability to work more towards faster super with the class mod Ashes to Assets, that will give you super energy on grenade kills. Stack intellect mods, use a demolitionist primary and oppressive darkness to top it off and you got a superb build

    Have a great weekend, guardians!

    submitted by /u/TCSpectre
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    Dear Mr Randal the Vandal,

    Posted: 29 Aug 2020 04:13 PM PDT

    From your adventures in the Destiny 1 Forgotten Shore,

    To your perfection in the Wrath of the Machine raid,

    Passing by the Sunken Isles in the EDZ,

    To finishing your adventure as a Nightmare in the outskirts of the Altar of Sorrow,

    I think it's time for you to return home when the Cosmodrome comes back in November.

    Thank you, Your average Destiny player :)

    submitted by /u/CaedisImgad
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    Since you brought back Felwinters lie...

    Posted: 29 Aug 2020 08:24 PM PDT

    Can you bring back Efrideets spear? A god roll on top of that? Not all of us like shotgunning and it would be cool to get back an awesome iron banner sniper for us long range folks. Thanks.

    submitted by /u/CaptPlanetsPrius
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    We made Tincture of Queensfoil from the Destiny cookbook (with a twist)

    Posted: 29 Aug 2020 04:59 PM PDT

    https://www.youtube.com/watch?v=tdxhtsVg8HE

    We added a bowl of chia seeds, because Eva's recipe was lacking the viscosity. That part of the flavor text really sticks with you, and I didn't want to miss out on the fun.

    I've made a bunch of other recipe videos as well, how to replicate or cook various enemies of humanity. I got to cut more things with my hunter knife in those ones

    submitted by /u/asylumprophet
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    Mayhem simulates open war -Shaxx, so why not give us the red war campaign with mayhem modifiers?

    Posted: 29 Aug 2020 12:15 PM PDT

    That would be a blast!

    submitted by /u/mmrrbbee
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    With PvP modes being vaulted, can we update the private match rules as an offset?

    Posted: 29 Aug 2020 09:29 PM PDT

    With modes being taken out of Private Matches it takes a lot of variety out of doing customs with friends or even customs in a more "competitive" setting. Private Matches across the existing modes we have are extremely awkward option wise at the moment.

    For Example

    Elimination Round Limit Goes: 2-3-5-6-9-10

    Showdown/Survival Limit: 3-4-6-8-10

    Control/Clash Limit: 25-50-75-100-150-200

    Luckily in Control/Clash its a bit more forgiving where 50 feels natural. 4s Elim 7 rounds may be perfect, but 9 might be a bit too much. Same goes for showdown, what "feels right" is a number we dont have access too. From playing/testing the values that are MIA are what we need.

    Same goes for Respawn Timers, Currently they are Instant, 2, 7, and 10

    What if the "right" timer is 4 or 5 seconds? 7 seconds may be too much as well, but its something we have to deal with. Big example of this was when we ran TV's PlayMyWay tourney. Doubles 2 second respawn was a bit too fast, and 7 seconds was way too slow. A value in-between was perfect, but we couldnt do anything about it.

    If there was a way it could be put on a slider, or we could just be provided the numbers in-between it would help DRASTICALLY with customs and allow more control in the players hands while we wait for more modes to release. Whether locally with friends or in more competitive settings.

    Additional Note: We have tagged those needed already, but Showdown is still bugged where it forces OT and ends at round 4 no matter what you set the score limit to. Small thing that would do wonders longterm as well.

    Hope there is a possible way to resolve this for the fall going forward.

    submitted by /u/AWendler34
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    Hunter: Flawless Solo Prophecy Guide for Scrubs Like Me

    Posted: 29 Aug 2020 12:54 PM PDT

    I'm a casual PvE player. I've never attempted Petra's run, I still haven't bothered with a Grand Master nightfall, and other than a few attempts at Shattered Throne (all ended by Vorgeth), I had never attempted a solo dungeon, much less flawless.

    I die. Not a ton, but enough to make flawless seem unattainable.

    However, with sunsetting, the extended season, and COVID, I thought I'd try to solo the Prophecy dungeon - at worst, it would keep me entertained for a bit. Two weeks later (including a diversion to successfully solo flawless Shattered Throne using things I'd learned in Prophecy - f*ck you Vorgeth!), I've successfully completed a solo flawless run.

    I wrote up a guide for my clan, and I thought I'd share it here since a lot of guides focus on warlocks and/or are aimed at players with better skills than me.

    This guide assumes you know the core mechanics already, and focuses on how to beat them solo with a hunter.

    General Advice

    First: Get the taken spec, barrier, and invigoration mods from the Last Wish raid - these are easy to get with two people, if a little time consuming. You don't need to run the raid. It took me 3 weeks to get all the mods. It took a friend one week - lucky bastard. Also get hive barrier by running menagerie. The tedium is worth the reduced frustration. Trust me!

    Take it one encounter at a time and practice them. For example, when you're about to finish the Taken Phalanx boss, just don't. Stop, die, and run it again to lock in your strategy. Do this for each encounter until you feel like you have each of them figured out.

    Take breaks between encounters, but remember that to get the solo triumph you have to complete it all in a single session (I didn't realize this, and my first completion didn't count - sigh).

    Core Strategy

    I used small variations on a single strategy for all the main encounters. I paired top tree nightstalker (for dodge invis), with wormhusk (for instant health), and a taken invigoration mod. This mod restores your class ability fully when you kill an orange/yellow bar enemy. This means you can invis, kill a knight (or sniper/ogre), immediately dodge invis again (+ WH heal), grab the motes and repeat. This is core to every major encounter, and made things very predictable.

    There's an argument for using bottom tree with gamblers dodge. It gets you longer grenades (great for oppressive darkness). I tried this, but found that my muscle memory for "oh shit" dodges, plus the instant healing from WH just saved me too many times to switch.

    Load out

    I ran the same load out for the whole dungeon, only switching my heavy weapon.

    Mountaintop let me take down knights and groups of adds from a distance. If you don't have MT, I think a low zoom high impact sniper could do the job. Gnawing hunger with kill clip and drop mag let me mow down adds at any distance, without any clumsy reloads. Taken spec on both for +10% damage.

    For armor, I used wormhusk for emergency healing, and aimed for 100 mobility (90 + hidden 10 from traction) and 50+ recovery. For the final boss, you'll ideally also want 50+ discipline so you can get two grenades out during the damage phase. I had to cobble things together based around which armor could slot the taken & hive mods I ran.

    I focused armor mods on damage reduction and ammo. 2x minor, 2x major, 1x boss resistance. Taken barrier, hive barrier, taken invigoration. 2x Grenade Launcher ammo finder, 1x enhanced GL loader, 1x GL scavenger. Oppressive darkness. Powerful friends (for the +20 mobility).

    First encounter

    Not much to say. I tried the skip, but eventually decided just running the encounter was easier. :)

    Only tip: Before you leave the first room, kill two more knights for a dark mote and bring it with you. Way faster than trying to find dark areas in the second room.

    Phalanx Echo

    Heavy: Falling guillotine with whirlwind. Bonus points for jagged edge (more damage), swordmasters guard (faster charging), and relentless strikes (more ammo).

    This encounter is super easy once you get the flow down. If you're using the strategy above, the only thing that can kill you is the boss pushing you off the map. Circle around the outside of the arena, always keeping a pillar between you and the boss. Prioritize psions, then putting one shot on each knight.

    Once that's done, take down one knight, dodge invis, drop a second knight, dodge invis, clear a well, and hide behind a pillar to heal. Clear any psions that spawn.

    If you want to be super cautious, kill the last knight and then repeat when all three knights are back. This ensures there's only ever one knight up while you clear a well. Once you're comfortable you can optimize so you're using motes from every knight.

    When you clear the last well, pop a shot at the remaining knight to kill it. Invis, run to the boss, grenade (for oppressive darkness), and hit him with a heavy sword attack. Then just bang away on him, using a heavy attack whenever it charges fully and he doesn't have his shield out. When you hear the goblins spawn, drop a tether, and keep hitting him. If a goblin still manages to shield him, dodge invis, clear out nearby goblins with your sword, and return to boss damage.

    When his shields go up, clear the last goblins, and repeat. This should remove >50% of his health for an easy 2 cycle.

    Scrounge for ammo, and head onwards.

    Wasteland

    Heavy: Doesn't really matter, but Xenophage cleans up the insanely annoying taken captains fast, and if you're lucky you'll pick up enough ammo to avoid needing a rally banner in the next phase.

    Not much to say, just be cautious. I'm an idiot, so I started swapping to a kinetic sniper to avoid accidentally blowing myself up on a thrall or blight with MT.

    Hexahedron (aka the cube)

    Heavy: Xenophage. It one shots snipers, and 3 shots knights if you're low on special ammo.

    As soon as you land, check which wall & mote you need, then kill the two snipers with Xeno. Now ignore the knights and super quickly clear a bunch of the acolytes. This was the main thing that made it so I could beat this encounter 100% of the time. Kill acolytes! You don't need to kill them all, but keep them under control.

    Now use the invis strat from above to clear the two knights, making sure you go invis right before you pick up the 5th mote. Run to the well, wait until invis runs out and clear. Run around for a couple seconds while invis finishes charging, then invis again and run across the edge of the teleporter. Hide in a corner and reload Xenophage while you wait to teleport. Repeat.

    If things get super hairy, tether. Also, it's better to lose some motes, clean up adds, and have to kill more knights, than to rush motes and get killed by the adds + snipers.

    The bosses at the end are total pushovers. Grenade the first one and kill with a few Xeno shots. Dodge invis/reload. Tether the second and kill with a few Xeno shots.

    Rainbow road

    When I play with a fireteam, I just zoom through the whole thing at full throttle (I miss SRL). But after spending 30+ minutes getting to this point solo, I'm super paranoid. I skip the ribbons and take the platform route all the way down, using Mountaintop to clear the snipers as I go. Takes a bit longer, but after a couple of dumb deaths, I decided to go slow and safe.

    Kell Echo: Triangle room

    Heavy: Anarchy. It does safe damage to the boss, and makes ogres a breeze. Don't have it? Get it, it's easy to farm now.

    Basically the same strat as hexahedron. Only differences: Rush the first two knights as fast as you can so you can immediately clear a corner before the psions get too numerous. Once you have a safe corner, take your time.

    Just like in the cube, I died a few times because I ignored adds. Clear out psions when they start adding up, even if it means having to redo a mote. As always, invis before grabbing the last mote, then run and clear a well. Crouch behind cover to one side, double tap the ogre as it spawns with Anarchy, then dodge invis. When the ogre dies you instantly get your dodge back again. Other than the first two knights in each cycle, just take your time and play super safe.

    After clearing the last corner, calm your nerves and top up all your ammo by killing psions. There's no timer, and the psions will keep spawning in. When everything is full, head to the boss room.

    Kell Echo: Boss damage

    You want to turn this into a 100% repeatable process, but be aware he'll still tag you occasionally with a teleport blob. Your goal is to stay way out ahead of him, killing snipers as soon as they spawn, dodging to get health when needed, and tagging him along the way with two anarchy shots ONLY if you feel safe. Staying moving is the best way to avoid getting teleported.

    Most of your boss damage is going to come from the first platform, the second last, and the last.

    Run down the stairs, hit him with two Anarchy shots, then jump onto the right platform, avoiding his teleport blob. Hit him with an oppressive darkness grenade, tag him with two more Anarchy shots, and hide behind the column. Reload anarchy so it's ready for later, then run forward to kill the first sniper as it spawns in. Immediately jump over to the second sniper, kill it, then run forward to kill the next two snipers without pausing.

    By now, he's on his second platform. If everything went well, turn around and tag him twice with Anarchy. If not, don't worry, it's more important to keep moving then to get a bit of extra damage. Continue forward, killing the next two snipers as they spawn in. Dodge invis/heal, and run to the last platform to kill the last two snipers. Look back - if things went well, he should be two platforms back on your left, and you can get a couple MT shots on him before he teleports to the second last platform on the right.

    When he does, tag him twice with anarchy, and toss an OD grenade at his feet. Dodge reload Anarchy, then hit him a couple times with MT. Stay near the top of the stairs to make it easy to avoid his teleport blobs.

    Right as he teleports onto the last platform, tether him for the damage buff, and tag him twice with Anarchy. Pelt him with MT or whatever until he's a couple seconds away from leaving (~8s I think?), then swap back to anarchy and double tap him. If he's still around a second later, do it again. He'll keep taking damage after he leaves, so it's important to tag him as close to the end as possible. Before you continue, take a moment to check for ammo that the snipers dropped, and dry off your gross sweaty palms.

    If you do all that perfectly, you can 3 cycle. Do it well and it's an easy 4 cycle. Get teleported a couple times like me, and it might take 5. If you do get teleported, don't worry, just run past him, clean up any remaining snipers, and start damage from the last platform.

    Eventually the boss will die. Hold your breath until the triumphs pop up, then go lie down somewhere to recover from the heart attack you almost had. Once the adrenaline subsides, check out your snazzy new emblem, mediocre new sparrow, and fun (but useless) ghost shell. Congrats!!

    Side note: With this same setup and general strategy, Shattered Throne is actually significantly easier to solo flawless than Prophecy. If people are interested, I'm happy to write that one up too. Planning to take my hunter through the Pit next.

    submitted by /u/grantskinner
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    Garden Of Salvation Appreciation

    Posted: 29 Aug 2020 05:08 PM PDT

    Despite not being the hardest or longest raid, GoS is hands down the most beautiful raid setting,

    submitted by /u/DiegoCal18
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    Evacuation crates in the tower hanger.

    Posted: 29 Aug 2020 03:29 PM PDT

    Has anyone else noticed that we have already started evacuating the other planets and the crates are in the tower hanger?

    submitted by /u/yyyyuuuuupppppp
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    Today Was A Good Day!

    Posted: 29 Aug 2020 07:30 PM PDT

    Let me start by saying, I love this game. Since the first time I played the Alpha, I knew I was going to be hooked, and by now it's almost a part of my daily routine. That be said, I've always been a solo player. Matchmaking has provided me with lots of opportunities for enjoying content, but since the beginning of D2, I've never been in the right place to run one of the raids.

    Now that some of the D2 raids are disappearing, I've found myself more motivated to attempt these endgame activities. So this morning I hopped on bright and early, and saw a post in the app for a fresh SOTP run, and figured "f*ck it!", let's do this (plus I really wanted Anarchy). Right away I got an invite, and though the fire team leader was looking for someone experienced, they were willing to give me a shot.

    I held down the map area during the first encounter, died almost immediately in the sparrow race, and held down the maps again during the final encounter. OMG, what a blast! Not only was this the easiest raid I've ever done, but it was fast and fun!

    The second run got me some kind of time attack triumph (pretty good, I guess), and the third got me Anarchy! This was the most fun I've had in a long time. Afterward, the group was praising me for figuring out CAP so quickly, which seemed easy, but felt great. Next thing I know there was a clan invite, and now here I am, with a clan!

    I've been able to play with people from England, Iraq, and all over the US... This is such a great game and a great way to unite people. I have so much appreciation for everyone out there. Thank you, Bungie!

    TLDR : Decided to finally raid, had a BLAST, got Anarchy, and joined a clan!

    submitted by /u/stoopidfuture
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    Prime Engrams should be treated like Umbral Engrams, and Master Rahool should be able to Focus them.

    Posted: 29 Aug 2020 10:43 PM PDT

    Think about it. Prime Engrams decrypt in the tower just like Umbral engrams do. You need to interact with a vendor to redeem them. This would give us SOME agency over leveling without completely removing the RNG or grind.

    submitted by /u/d1lordofwolves
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    Being a god at crucible is more about running away than being good in a gunfight.

    Posted: 29 Aug 2020 09:26 PM PDT

    I play solo for the most part and I always see people committing to gunfights that they will inevitably lose. If you are outnumbered or at a disadvantage, just get away the best you know how. I'm tired of seeing people try to stand their ground when the odds are against them. I am stubborn and aimless at times but I can't understand how some people are basically target practice when it comes to these simple rules. You gotta know when to hold 'em, know when to fold 'em...

    submitted by /u/SiikPhoque
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    I wish there were perks that change depending on if you're doing PvP or PvE

    Posted: 29 Aug 2020 09:02 AM PDT

    Ex. As a PvE player i loved luck in the chamber, but i can see why PvP players weren't a fan of it.

    It would be cool if in PvE it would be just like D1 luck in the chamber but when you get to crucible it would change to a more reliable and competitive perk.

    Another cool idea would make it to where all guns come with a crucible/vanguard changing perk (like mentioned before) that does not replace any current perk slots. However these perks could be rerolled so if you get a god roll but it's PvP/PvE perk sucks you can go to a vendor and get it changed.

    P.S. i know this idea is unlikely to be implemented into the game, but there are a lot of perks and perk ideas that were left out of D2 because it messed up the PvP/PvE balance. So this was just a thought to try and tackle that.

    submitted by /u/AMM0D
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