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    Destiny [D2] Trials of Osiris Megathread [2020-12-25]

    Destiny [D2] Trials of Osiris Megathread [2020-12-25]


    [D2] Trials of Osiris Megathread [2020-12-25]

    Posted: 25 Dec 2020 09:02 AM PST

    Trials of Osiris is LIVE

    This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

    FAQ

    What is Trials of Osiris?

    • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.

    • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).

    • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.

    • It uses Win Based Matchmaking, which means you'll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.

    • There is NO fireteam matchmaking. You need to team up yourself!

    • Power Level matters, however bonus power from the artifact is not enabled.

    How Long do the Trials of Osiris last?

    • Event Starts: Every Friday at Daily Reset (1700 UTC).

    • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

    Where do I go to find Guardians to compete with in the Trials?

    • You can head over to /r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

    What if I have a question about another piece of armor/weapon or general Trials question?

    • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven't ask right below.

    Trials of Osiris Map

    Javelin-4

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Shotgun
    • 5 Wins (Powerful): Rocket Launcher
    • 7 Wins (Pinnacle): Helmet
    • Flawless (Pinnacle): Shotgun

    Bounties

    Name Description Cost Requirement Reward
    End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token & 1 Trials Engram
    Sweep the Field Defeat opponents. Multikills and streaks in the Trials of Osiris grant the most efficient progress. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
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    Daily Questions [2020-12-26]

    Posted: 25 Dec 2020 07:00 PM PST

    New player? Please read the New Light Guide & Gameplay Guide

    Want to buy the DLC? Beyond Light Guide

    Returning and not sure what was vaulted? Destiny Content Vault: Year 4

    Unsure what you need to pay for and what's free? Check out the Beyond Light & Season of the Hunt Calendar

    Top Known Issues List by Bungie


    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 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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    To all my fellow Guardians who may be playing alone today...

    Posted: 25 Dec 2020 12:55 PM PST

    I sincerely hope you have fun and have a very Merry Christmas and Happy Holiday. I've been sending a 'Merry Christmas' message to every person I've been put into strikes with. I don't know if it makes a difference, but maybe it made one person smile. Even if you play alone, your fellow guardians are here for you. Happy Dawning.

    Edit- Wow- I made this post and went away for a few hours and came back to all these upvotes and awards! You are all so amazing. Thank you all so much. I'm fairly new to Reddit so this is pretty overwhelming. Once again, a very Happy Dawning to all of my wonderful fellow Guardians :)

    submitted by /u/dancingst4rs
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    Today Xur will actually "be the Santa Claus of Destiny"

    Posted: 25 Dec 2020 04:44 AM PST

    Happy holidays guardians. May Santa Xur bring you what you want!

    Edit: Typical Inventory of his...... Xur (for context)

    submitted by /u/InvadingBacon
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    Adept Backup Mag is atrocious.

    Posted: 25 Dec 2020 10:42 AM PST

    You get 3 more bullets in the AR than normal backup mag and you lose a TON of handling.

    These adept mods are doodoo.

    submitted by /u/StatusCalamitous
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    Please don't pay anyone to carry you through The Deep Stone Crypt!

    Posted: 25 Dec 2020 11:13 AM PST

    I use the Bungie Fireteams app. I see a lot of people offering guaranteed carries. Don't pay these guys to help you finish this raid.

    The raid is not difficult to do, the ads are a bit of a joke and the mechanics are simple to learn and carry out. If you use something like the Bungie team builder, Just be clear that this will be your first try.

    I always just use 'Chill DSC' so if anyoe comes with you and gets angry when you fail it's their own fault when you kick em. It's easy to replace a lost member (and to be fair I haven't seen anyone rage in my lobbies to date anyway)

    I'd also mention right from my first run when I knew nothing - There seems to be a few guys in every raid team I've found who don't really know what theyre doing and try to avoid roles. My first game I ended up having to learn scanner and suppressor because no one else wanted to and everyone panicked, So you're not likely to be the only person in most groups who's just starting out, even if you only started raiding today.

    It's a fun experience and you're missing out by not trying it.

    submitted by /u/iSnipedAgain
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    Increase the amount of time D.A.R.C.I. takes to analyze a target, but make bullets fired towards an acquired Enemy aggressively curve towards their crit spot as if they were mini-Truth rockets. Additionally, rework the Target Acquired Perk to work around this effect.

    Posted: 25 Dec 2020 11:19 AM PST

    First, buff its base damage somewhat, and increase the magazine size to 6.

    PLEASE Bungie, poor D.A.R.C.I. needs some help.

     

    Then, have it work the following way:

     

    Personal Assistant

    Aim at an enemy to analyze it, locking on to them and causing bullets to aggressively seek out their visible weak spots. While locked on, critical information about the target is revealed.

    Target Acquired

    While Personal Assistant is active, precision damage is greatly increased against analyzed targets. This bonus is reduced when bullets have to alter their course to hit a target.

     

    In summary:

    • Analyzing a target takes 1.25s. If you unscope and lose the lock-on, reacquiring the same target takes 0.5s instead.

    • Edit: In order to prevent D.A.R.C.I. from becoming a Gambit Nightmare, the Analysis Time increases with range, from 1.25s at 0~65m from your target, up to 3s when beyond 100m.

    • When you lock on to a target, you gain the Locked On Buff and x100 Stacks of the Target Acquired Buff.

    • Locked On reveals critical information and causes Bullets to curve towards the target, while Target Acquired is a buff to D.A.R.C.I.'s Critical Damage against that target.

    • Allowing the target to leave line of sight for more than 0.75s or Unscoping removes both Buffs.

    • While Locked On, shots will do whatever it takes to hit their targets, so as long as you can see their Crit Spots. If you can see their head, IT WILL BE HIT.

    • As such, if a target leaves your sight for a split second, you won't have to worry about losing your aimlock, but firing while the target is behind cover won't make your bullets curve.

     

    And finally, regarding the Target Acquired Perk and its Stacks:

     

    • Shooting at the target but missing their crit spot removes 10 Target Acquired Stacks per shot. Every consecutive "would-be bodyshot" increases the amount of stacks removed by 10.

    • Aiming completely off-target removes 30 Target Acquired Stacks per shot.

    • And last but not least, if you manually target and hit the target's Crit Spot, you restore 15 Target Acquired Stacks if any have been lost.

    • Losing stacks reduces the damage of subsequent shots. As such, if you aim completely off-target while holding 100 Stacks, you will deal max Damage for that shot, but will have reduced damage for subsequent bullets. The same logic applies when restoring stacks.

    • If you run out of Target Acquired Stacks, your bullets will still curve towards the Locked On target and deal D.A.R.C.I.'s unbuffed headshot damage, but you will be unable to restore any more Stacks unless you unscope and reacquire the target.

     

    This way D.A.R.C.I gains a purpose:

    It becomes the Heavy Sniper Rifle that can consistently hit headshots no matter the context of a given situation, but that also rewards skillful and accurate use.

    I believe this is a much better way of handling D.A.R.C.I., and gives it an identity and function.

     

     

     

    EDIT

    To anyone worrying about how this would be extremely difficult on a technical level:

    There is no need to actually have bullets "curve", or depend on Bullet Magnetism in this case. Simply because you don't necessarily need bullets at all.

    Much like Symmetry's Alternate Firing Mode that is activated by a manually triggered, persistent Buff, D.A.R.C.I. would work with a hidden firing mode that would remain active so as long as you were under the effect of the "Locked On" Buff.

    Place an invisible debuff on analyzed targets, and when the trigger gets pulled, run a simple line of sight check to their crit spot. If unobstructed, have the debuff cause direct, guaranteed damage so as long as the target is not Immune. This way you aren't actually firing any bullets.

    Then, use the crosshairs to determine where the imaginary bullet landed, adjusting the number of Stacks as intended.

    Lastly add a curving "smoke trail" from the barrel of the gun to the target's head to convince onlookers that there is actually a bullet being fired at all, and that it is actively "curving" towards the target. Considering that DARCI is already able to determine how far away its target is, its all a matter of centering the curvature at the halfway mark between the two.

    All this is to say that when making games, you don't always have to be 100% "honest" with whoever is playing. Sometimes, using visual/psychological tricks to naturally convince Players that things work the exact way they are described is much better than having them coded to work word-for-word as you say they do.

    Behind the scenes, most games have a lot of mechanics that are straight up nothing but smoke and mirrors.

    This is what I'm talking about.

    And of course, you could also simply use some immensely powerful Bullet Magnetism and add a smoke-and-mirrors smoke trail, but hey, let's code some entirely new, bullet curving tech into the game, cause why not? /s

    submitted by /u/Kialand
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    Drewsky's deleted video highlights the wrong in this community.

    Posted: 25 Dec 2020 08:27 AM PST

    His latest video talking about Hunter shatterdive was recently deleted due to toxic comments and feedback and to me this just highlights everything wrong with this community.

    The fact that as soon as someone mentions a Hunter having a dominant neutral game they're shouted into the ground but when it's other classes all hell breaks loose and it simply cannot be allowed.

    Let's look at the Warlock for example, so fast was that nerfed yet we're a few weeks in and the Hunter/Titan meta is once again showing itself.

    Once again, favouritism is being showed, and the community openly encourages it.

    Warlocks have a slower base melee which results in deaths, it has no form of suppression outside of stasis (hunter an titan can suppress in void tree's) we have no player highlighting exotics or subtree's yet somehow we're always the first to a nerf.

    You're literally not allowed in this community to highlight anything strong about a Titan or a hunter.

    submitted by /u/IDeZarC
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    Gambit feels like a demo of the old Gambit

    Posted: 25 Dec 2020 10:54 AM PST

    The new version of Gambit feels like it is a demo/incomplete version of the older modes. I would have much rather Bungie did what they originally said and kept either regular Gambit or Gambit Prime(my pick).

    Edit:

    For those who prefer the current version of Gambit because "it's shorter", I feel ya, but I also don't think you're the type of player the mode should focus on if you don't like playing Gambit to begin with.

    submitted by /u/RobertdBanks
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    Banshee selling strength of rasputin. Merry Christmas

    Posted: 25 Dec 2020 09:01 AM PST

    Title.

    submitted by /u/Bsooks
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    Patrols in a Nutshell

    Posted: 25 Dec 2020 06:43 PM PST

    I know there are probably quite a few new people with it being the holiday season, so here is an image summarizing patrol icons in a nutshell. I've had this for over a year or more, and still use to this day 😁

    submitted by /u/Mpax4059
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    Shatterdive is considered a bad word by PSN

    Posted: 25 Dec 2020 08:20 AM PST

    I shared a clip from PS5 to Twitter of shatterdive surviving a pointblank Handheld Supernova, and had to space out the words shatter & dive because it wouldn't let me post it as one word.

    Even PSN knows shatterdive is dirty.

    /s

    submitted by /u/TheDecafDude
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    My little niece gave me a very cool christmas present

    Posted: 25 Dec 2020 09:14 AM PST

    Well of Radiance overwrites Lucent Blade buff

    Posted: 25 Dec 2020 10:53 AM PST

    If you want max damage, you should not use Well of Radiance with Lucent Blade. Use only Lucent Blade.

    Well gives 25% and Lucent 35% buff. These buffs do not stack; so, if you have both, you must have the highest - 35%. But in this case you will have 25% instead, i. e. less, if you have only Lucent Blade buff. This was the issue in the previous season and still is true now. Proof.

    Answering on potential questions:

    1. Lucent Blade activates after 1st sword hit. Thus, 1st hit have not buff and 2nd has.
    2. After I placed Well of Radiance I still had 1 Charged with Light, i. e. Lucent blade was activated. You can see this in buff status bar: I had "Кладезь Света" and "Отточенный" ("Well of Radiance" and "Keened" respectively).

    Edit: if you do not care about max damage, you can still use both together: Well for healing and shields bypassing and Lucent Blade for faster energy sword regen (do not forget to equip Ark mod).

    submitted by /u/PT153
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    Deep Stone Lullaby 4K Cinematic

    Posted: 25 Dec 2020 02:59 PM PST

    True Ultrawide Cinematic of Bungie's Destiny 2

    The Deep Stone Crypt - Deep Stone Lullaby

    I like many others was in awe of the beauty of this section of the raid. Especially because it was the prize for defeating Atraks-1. I had wanted to make a piece that recaptures that amazement. So here I made a true native 21/9 cinematic to show you. This is one of my first videos. I am very proud of it and hope you enjoy it. Contains Spoilers for a section of the DSC.

    https://www.youtube.com/watch?v=TTB0THLPJBE

    This video is a Cinematic of the jumping puzzle section of the Deep stone crypt accompanied by everyone's favorite - Deep Stone Lullaby Soundtrack.

    submitted by /u/TheeAdeptBranch
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    I really hope my boy Calus is doing ok

    Posted: 25 Dec 2020 02:40 PM PST

    I miss my thick boi

    submitted by /u/BlastBeatsKeepMeSane
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    COMMINITY REQUEST! Is there a 'Status, Calamitous' tone for phone download?

    Posted: 25 Dec 2020 02:59 PM PST

    Pretty much the title. I NEED it in my life, but im not tech savvy enough.

    submitted by /u/RuttaMutt
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    How To Go Flawless - The ONE Thing You Should Always Be Doing

    Posted: 25 Dec 2020 01:09 PM PST

    Posted this on the pvp subreddit, ppl seemed to like it so I thought some guardians here might find this useful as well. Video Format is in the TLDR if you prefer.

    ***

    What's the one thing you can do to greatly improve your chances of going flawless? In my opinion, it's the ability to...

    PLAY THE RES

    Playing the res is the most impactful thing you can do in trials and elimination. It allows you to hold and push your advantage, and it can also negate a disadvantage. So knowing how to play the res is a must. But obviously, you also want a good foundation, so I'm going to assume you have a good base to work with. But in my opinion, our ability or inability to play the res will often decide the outcome of the round, the match, and ultimately it will be the difference between you going flawless or resetting your card. So let's get to learning what play the res means.

    STOP THE RES

    Stop the Res refers to, as you've probably guessed, stopping the enemy team from resurrecting their ally. And why is this important? Well I mean, the main objective is to wipe the entire team, so obviously that's going to be impossible to do if they keep resurrecting their allies... In essence, stopping the res is just literally how you win rounds.

    Another reason it's important is that it helps you maintain an advantage. If a 3v3 becomes a 3v2, then your team now has 50% more health and firepower. If it's 2v1, then now you have double the health and firepower. That's a really big advantage. And since you work hard to get these advantages you should want to keep them. Losing numbers advantage makes it easy for the enemies to make a comeback, and potentially swing the round in their flavor. So we need to prevent this, and we do so by Stopping the res.

    So how do we Stop The Res?

    PUSH THE RES

    It's obviously going to be much harder for them to get the res, if your team is already in that area and you're in a position to shoot anyone nearby. If you're on the other side of the map, or not pushing towards the res, it basically means they're likely to get a freebie and negate the advantage you just got. And since we know the res timer is very short on the first kill, we need to make sure you push the res as fast as possible. However, that doesn't mean we should throw our life away just to push the res. If you're away from your team, you have to be careful when pushing so as to not give the enemies an easy 1v1. An easy way to avoid this, is simply pushing with your team.

    If you see two pings on the radar, one on the left and one on the right, then you should push whichever is closest to the res. The other person is simply a distraction.

    Pushing the res also implies you know where to go. And ideally, you will. But the only way that's going to happen consistently and with confidence is GOOD COMMUNICATION. Communication is its own beast, but for now, in trials, just work on making res call-outs. And fast! If you get a kill, call it out. Ideally, you'll also say where. But just saying I gotta a kill, should ping everyone that they need to mobilize and capitalize on that. Now onto the second way to stop the res.

    USE YOUR ABILITIES

    Zoning nades like solar, vortex, void wall, etc are all great when you place them DIRECTLY on to the ghost. Ideally, you will wait until they are actually GETTING the res. Otherwise, they can just ignore it and wait until it runs out. And yes, that does buy you some time, which is useful. But, if you do it properly, you could get some free damage in as well. So, make sure you wait until that res is available before using your abilities, since you aren't stopping the res if it isn't even up yet.

    Other abilities can also be used. Barricades can be SUPER useful here to block doorways that lead to the res, or just shut down a lane. Rifts near the res can allow you to stay there longer, which is really helpful. Supers can also be used to stop the res, but generally, I would only use my super that way if things were looking really dicey. So in general, use your abilities to stop the res.

    And I kind of joked about it at first, but yes, killing the remaining enemies is a great option when it comes to stopping the res, though this mostly only applies if you have the numbers advantage.

    PUSH YOUR NUMBERS

    If you have the numbers, you can definitely push them to close the round. Just make sure the direction you're pushing doesn't allow them simply walk up to the res. ALSO when your team is pushing from multiple angles, make sure your 'strong side' is the direction of the res.

    If you have 3 ppl up, send two in the same direction of the res, and the solo side can flank. Though the flanker should still play safe since they are alone. Ideally, the solo player will wait until the other two starts the engagement. If they try to push the solo flanker, the solo can just retreat until the other 2 catch up and pinch them. It's really important to avoid giving the enemy team a 1v1.

    So if you only send one person in the direction of the res, you risk them getting and winning an easy 1v1 and then getting the res, not only negating your advantage, but also putting you at a disadvantage. So make sure you push the numbers. Sometimes you won't be able to fully stop the res. In that situation, you should...

    Get Some Damage In

    If the enemy getting the res is visible, you need to prioritize that guardian as you can still stop them from finishing the res. And while they can shoot you, the person getting ressed can't. So the person resing is the initial threat. But if you can only see the person being ressed, make sure you put in as much damage as you can. You can kill them during the res animation, before they can do anything, which also makes their next res timer that much longer. In essence, you're kind of stopping the res if the guardian gets killed immediately, so don't waste that time, and get some damage in.

    How To Stop The Res:

    • Push The Res
    • Use Your Abilities
    • Push Your Numbers
    • Get Some Damage In

    GET THE RES

    So just as stopping the res is the way in which you win the round, GETTING the res (as in picking up your teammate) is your way of preventing your team from losing a round. The enemy can't win the round, if you keep resing each other.

    And just as stopping the res helps you maintain an advantage, getting the res can negate a disadvantage. If you're the last guardian standing against two enemies, that is a pretty rough scenario. But if you get a res, that suddenly could easily go either way. Not only that, in 2v2 situations, getting a res means you now have the advantage. So getting the res can negate a disadvantage and also help you gain an advantage. Needless to say, getting the res is extremely important in trials and is a valuable skill.

    So how do we do that?

    Well, these should all feel very familiar. We will again...

    PUSH THE RES

    We obviously can't get a res if we're across the map doing our own thing, and the res timers are very short. But because they're so short, if we're able to push the res quickly, we can often get a free res. Thereby negating that disadvantage. So when someone goes down, get there quickly. You don't have to stand on the ghost if the timer isn't up yet. But you want to be nearby for when it is available.

    Again, when pushing to the res, you don't want to throw your life away just to get there. If your route is not looking good, it's fine to take a different angle. Playing with your team is still a great option here.

    Just like before, this also implies you know where to go. This one is a little bit more obvious, but it still helps out to call out when you die, and ideally where. The more pings someone gets, the more likely they are to react to it. So call out your death, or any ally's death as quick as possible.

    USE YOU ABILITIES

    Abilities are a type of advantage, and the best way to use them is to leverage them to get MORE advantages or negate a disadvantage. So if we can use our abilities to zone enemies off the res location, and ensure that we get the res, that is a good use of your abilities. Landing some good damage with your nades can ensure they either back off or fight while weak, which means you now have a good opening.

    Again things like Barricade are EXTREMELY useful here. Putting them right on the ghost is SO STRONG. JUST USE IT. All the time. Abuse the hell out of that shit. Rift can again be useful, though I wouldn't put it ON the res as you can't interact with the res during the rift animation and it leaves you open. So I'd still just use it nearby. Again, supers are very good for getting the res since you will likely have damage resistance and it'll be harder for the enemies to stop you.

    PUSH YOUR NUMBERS

    Another mirror is also just using the numbers in your favor. If you can get an easy kill, I would go for it. If it's 2v3 and they send one flanker alone, it can be a good strategy to push that lone target, making it 2v2. That's one less piece on the board which can make it easier to get the res. So try to look for easy kills. And if you happen to be the Last Guardian Standing, you should definitely try to look for a 1v1, as every other option is basically playing at a substantial disadvantage.

    Also, if presented with a choice between two directions or two enemies, you almost always want to push towards your res. If you push the enemy that is towards your res, that can potentially turn into more numbers for you later on, which again, is a good advantage. However, if you push away from your res, it's just going to be harder to recoup your numbers. So I can't stress this enough, Push the Numbers, even if they're on the floor...

    PROTECT THE RES

    If we DO get the res... PLEASE! Make sure you aren't letting your teammate get farmed. i.e don't go in for a quick unsafe res just because you can. If you don't look for snipers, or you just run away after getting the res, you're basically leaving your teammate totally exposed for the duration of that animation. Your ally can EASILY get killed but NOW they have an even longer res timer and on top of that, the enemies now have more super energy. So if you're getting a res, you want to make sure it's safe.

    If it's risky you'll at least want to Get Some Damage in as the animation happens. One tactic is to hide behind cover while you get the res, and then peek out once the animation starts to happen. This can often catch ppl by surprise since they thought they'd have an easy shot but now you're shooting them. Another tactic could be to slide into your ally, which causes their character model to move around which can make the enemy's shots harder. Either way, you need to protect the res.

    So those are some ways we can Get The Res, they are a mirror of the first so they should look familiar.

    How To Get The Res:

    • Push The Res
    • Use Your Abilities
    • Push Your Numbers
    • Protect The Res

    Now that we have some info on how to play the res, I think it'd be helpful to go over some likely scenarios that deal with playing the res, and how you should properly deal with them. So first up

    Should I super to play the res?

    It really depends on how easy the res's are to cover, and if you can secure a kill while also playing the res. See, your super is a REALLY big advantage. Popping a super near the beginning of a round can often lead to an easy win for that round, so it would be really bad to waste it on just getting one person up or just getting one kill. So my general rule of thumb is if you can move the round 2 numbers in your favor, it's probably worth it. Two numbers in your favor would mean something like getting two res's, or getting one res and one kill, or getting two kills, etc So if you think you can do that, I say go for it (However, this is assuming your team didn't already use other supers in that same round, as that would kind of be a waste). Also if it's the last round, obviously use your super. Nothing worse than going to orbit with your super...

    If it's 2v1, should we push or should we get our res?

    Unless your team's res is SUPER easy, I say push. And this is mostly a numbers thing. Like I mentioned, if it's 2v1 you have DOUBLE the health and firepower. If you try to get the res, you essentially risk the enemy getting a res and it can easily become a 3v2. And that means you'd only have 50% more health and firepower, which isn't as good. AND it's more variables on the map to worry about. If you leave your teammate to get the res, it's even worse cz now the enemy gets a free 1v1 and if he wins that 1 and you get the res, you're just back to your original 2v1 again, which we obviously don't want.

    So it's generally better to push the 2v1. And when you are pushing, make sure you're both able to shoot at roughly the same time. The reason this is so crucial is that if you're not shooting together, you're just risking giving the enemy an easier 1v1. And while it can be a good idea to push the same lane together, it can also backfire, as they now have no one to stop them from running away. So it's usually better to push from two angles, but you don't want to engage until you're both ready to shoot. So, generally, push the 2v1 However, if the res is SUPER safe and you don't have to go far for it, obviously, just get it. But in my opinion, it's often better to just push the 2v1.

    Given the option, is it more important to STOP the res, or GET the res?

    Well, it's context-dependent. Where are the locations, how far are you etc. But again, it's just a numbers thing. If you have a numbers advantage, you should stop the rez, since you are already closer to winning the round than the enemy. If you're at a numbers disadvantage, you should probably try to GET the rez as you are closer to losing. If it's even, then usually it's just whichever is closest.

    There are obviously a huge amount of scenarios that can happen, but these are ones I think you'll encounter pretty regularly. And hopefully, that gives you a better idea of what to do and what not to do in those situations.

    Final Thoughts

    So now you should understand Play the Res, and it's two main categories, stopping the Res and Getting the Res, as well as their four subcategories. These guidelines should give you some tools and tips that can bring you closer to that tough win, and one step closer to the lighthouse. In my opinion, Playing the Res is the biggest determining factor between a team that doesn't know how to play trials, and a team that goes flawless. Thanks for taking the time to read, and I hope this was helpful.

    ***

    Useful Details About The Res:

    For starters, we need to know some details on how res's work. Cause if you don't know how they work, you won't know how to play them properly, and you'll likely lose some engagements because of it. I know details aren't always sexy, but this just shit we need to know. Anyway, here go:

    Res Timer:

    After a guardian's 1st death, the res becomes available after 6 Seconds. For every death after that, you just add another 7 seconds. So...

    After the 2nd, it's 13 Seconds. After the 3rd, it's 20 Seconds. After the 4th, well... You've got bigger problems at that point, but it is available after 27 Seconds. And yes, it does keep going...

    Also, these timers are individual so your teammate's death doesn't affect your timer and vice versa.

    When getting a res it will take about 1.5 seconds for the interaction to complete (How long you have to hold the button down) and it will take about 1.75 seconds for the res animation to complete (aka how long before the person being resed can move). So it's a total of around 3.25 seconds to have a fully successful res.

    When someone does get the res, it'll give both Guardians an over shield.

    Things that will reset the progress meter of the res:

    Moving too far from the res
    Taking Damage
    Using Barricade
    Using Rift
    (The Following Supers)
    Silence and Squall
    Tethe
    Blade Barrage
    Nova Bomb
    Chaos Reach

    Things that will NOT reset the res:

    Shooting and Strafing (plz do this, obviously don't strafe too far)
    Using your nade
    Dodge (tho obviously don't go too far)
    Most Supers (see excluded list above)

    Alright, I know that's a lot of somewhat dry and boring information, but as I said, we just need to keep those details in mind if we plan to play the res properly.

    TLDR:

    PLAY THE RESWhen someone goes down in trials, ally or enemy, you need to know what to do.

    Stop The Res (Don't let enemies res) + Get The Res (Try to res your allies)

    To do this, you need to:

    • Push the res
    • Use Your Abilities
    • Push Your Numbers
    • Get Some Damage In / Protect The Res

    Video if you prefer: https://youtu.be/6fVVSNyakDk

    submitted by /u/GodinGaming
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    Thanks for the hospitality Destiny players! Happy Holidays!

    Posted: 25 Dec 2020 05:07 PM PST

    Early 30's Destiny 1 player here, I've recently separated from US active duty military and have been on paid time off before my next chapter of life begins. For the last two weeks I've found myself with much needed freetime and I purchased the Destiny 1 collection on my hand-me down PS4.

    I've never been much of a committed or skilled gamer but I use to play N64, Xbox, Halo, CoD, WoW and Diablo years ago. I wanted to take a minute and say thank you to the dozen or so players that have mentored me and guided me in my Destiny 1 adventure thus far.

    I've found the community welcoming and wholesome. I decided to purchase Destiny because Bungie was responsible for Halo. I find the storyline and worlds to be mesmerizing in Destiny. The best part is definitely the players. We've encountered a couple of sour apples, but overall the entire experience has been wonderful. In my years in the military I was married to my job, I never developed or made friendships. Never married or held many hobbies.

    The players I've met on here are quick to send invites or join my fireteam when I log on. Sometimes they'll send messages ahead of time to coordinate games. I'm also sorry that my warlock is slow, can't glide or aim. I'm practicing that even though I'm level 40. I'm not crying, you're crying. Merry Xmas yall! palehorse1215

    submitted by /u/artefakt2013
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    Thank you Bray security frames

    Posted: 25 Dec 2020 04:36 PM PST

    Beat my first Master Lost Sector at 1272 light. Those frames did most of the work. Had no lives and two minutes left, but those heroes saved me and got me a great Christmas present, the triumph needed for the seal. Now I just need the scanner and penguins!

    submitted by /u/K_Cobalt
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    Thorn and necrotic grips is just really fun.

    Posted: 25 Dec 2020 02:04 PM PST

    Try this combo. It really is a blast. Eay to go whoever made these two exotics work together.

    submitted by /u/nataxradiator
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    Give our girl Ikora something to do

    Posted: 25 Dec 2020 12:53 PM PST

    I propose we bring back missions that involve experiencing the past

    But not past content

    THE past.

    Let us experience the battle of the twilight gap, or the invasion of the moon, or Karen Wards protection of Palamon. Let us step into the shoes of Eris as she ventured into the Hellmouth on the moon, let us fight and die alongside the Iron Lords in an assault on the Warmind bunker.

    The grimoire talks of so many legendary events through Destiny's history famous and infamous..

    It would be cool to experience them

    submitted by /u/varric_
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    Make D.A.R.C.I a kinetic exotic sniper.

    Posted: 24 Dec 2020 10:35 PM PST

    It can be so much more than a tape measure. Plus we can use more kinetic exotic specials, anyways.

    submitted by /u/RossLocke18
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    [D2] Xûr Megathread [2020-12-25]

    Posted: 25 Dec 2020 09:02 AM PST

    Xûr, Agent of the Nine

    Description:

    A peddler of strange curios, Xûr's motives are not his own. He bows to his distant masters, the Nine.

    Location:

    Tower Hangar


    Exotic Gear:

    Name Type MOB RES REC DIS INT STR Total Cost
    D.A.R.C.I. Heavy Sniper Rifle 29 Legendary Shards
    The Sixth Coyote Hunter Chest Armor 7 9 18 6 2 22 64 23 Legendary Shards
    Ashen Wake Titan Gauntlets 2 12 18 2 14 16 64 23 Legendary Shards
    Karnstein Armlets Warlock Gauntlets 7 14 9 10 14 6 60 23 Legendary Shards

    Exotic Ciphers:

    Name Type Cost
    A Question Quest Step

    What's a Xûr?

    Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

    TL;DR: He's the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it's coal.

    When does Xûr visit?

    Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

    Sort comments by New to join the conversation!

    submitted by /u/DTG_Bot
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    It's okay to win Survival by Life Advantage

    Posted: 25 Dec 2020 08:08 PM PST

    I've been running Comp for the higher level drops lately and see many teams lose due to giving away the game in the last twenty to thirty seconds.

    If you have Life Advantage, there's no shame in falling back, and securing the win.

    submitted by /u/AnonymousFriend80
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    Overload Champions

    Posted: 25 Dec 2020 10:23 AM PST

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