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    Sunday, February 28, 2021

    Destiny Destiny 2021 Update: The Road to The Witch Queen

    Destiny Destiny 2021 Update: The Road to The Witch Queen


    Destiny 2021 Update: The Road to The Witch Queen

    Posted: 25 Feb 2021 10:02 AM PST

    Source: https://www.bungie.net/en/News/Article/50124


    Hey Guardians,

    As some of you know, I didn't work on Destiny before it shipped in 2014. I started out as a Guardian. I got hooked on running the Vault of Glass, trying to get my Truth drop in a Nightfall, and, yes, sometimes trolling my fireteam with inopportune Ward of Dawn placements.

    After playing for just a few short weeks, I knew I wanted to do whatever it took to work on the game. Destiny changed my life. Back then, I knew Bungie had just begun the journey of what Destiny could be – and what it could mean – to so many Guardians like me. When I walked through the doors of Bungie for the first time, The Dark Below had just shipped and the team already had their eyes up, outlining ambitious plans for the future. It was clear that everyone at Bungie loved Destiny fiercely and believed in its future as much as I did.

    Flash forward to today. Season of the Chosen has launched, and it's incredible to see how far the game has come. Right now my Guardian is crushing Battlegrounds, perfecting a new build for Master Lost Sectors, gilding titles, progressing Seasonal Challenges, working on catalysts for some of the most unique Exotic weapons we've ever added to the game, and experiencing more Seasonal narrative progression in Destiny than ever before. It's humbling to think how much of these systems and this content didn't exist two years ago, last year, or even last month.

    Though going to work these days includes video calls, guest pets and kids, what continues to humble and motivate me since my first day is how this team still looks at Destiny with fresh eyes every day. We see possibility in Destiny at all levels on the team and working on this game has really become life-changing for many of us. Destiny, this friendship-maker-and-sometimes-temporary-friendship-breaker; this catalyst to make memories; this universe that we all love. We're lucky to be here and share these moments with you.

    Destiny has so much to offer to so many different types of players, and even more than that, it means something different to each player. It's complex, intricate, and demanding, and that makes it an awesome challenge to work on. As massive as Destiny is, we believe there is so much more potential to unlock in this amazing game, stories to finish and new stories to come, and that will keep driving us to make it better every week, every season, every year.

    The Witch Queen, Lightfall, and Beyond

    Last summer, we outlined our ambition for the next era in Destiny 2 by announcing the full arc, starting with Beyond Light, followed by the Witch Queen and Lightfall. As we began to scale production on the Witch Queen last year, we made the difficult but important decision to move its release to early 2022; we also realized we needed to add an additional unannounced chapter after Lightfall to fully complete our first saga of Destiny.

    We've long thought about moving Destiny's annual release to the early half of the year primarily for the health of the team, but the Witch Queen and not being tied to legacy expectations allowed us to make this choice early for three important reasons:

    • The Witch Queen represents an important evolution in the ongoing story of Destiny 2. Beyond Light built the foundation and allowed us to weave the world-building of Destiny and Destiny 2 together, but The Witch Queen will light the fire on a strongly interconnected narrative across Lightfall and beyond, unlike anything we've ever attempted before, with characters, arcs, heroes and villains that persist over multiple future releases. Even more importantly, the conclusion of these releases will also conclude the "Light and Darkness Saga," the conflict we first introduced with the launch of Destiny many years ago. As we've been developing The Witch Queen, we realized that we needed this release to be the first of many moments crucial to the story of Destiny. With so much leading to and dependent on what happens in The Witch Queen, we wanted to make sure that we gave ourselves enough time to build out this journey in the right way, starting with an exceptional first chapter in The Witch Queen.
    • With Destiny now committed to being an everlasting evolving world, we want to make sure we are still taking the time to upgrade the systemic foundation of Destiny 2 to support everything we want to do in the future. Our ultimate vision for Destiny 2 still stands – a definitive action-MMO, a unified global community where you can play Destiny anywhere with your friends. For 2021 this means upgrading our approach to keeping Destiny's weapon and armor game fresh, refining our vision for PVP, implementing transmog, and adding Crossplay. More below.
    • Finally, and the most important reason, we are proud to be uncompromising when it comes to our commitment to the health of our teams. With COVID-19 keeping us away from the office, and the large amount of work on our plates, we needed to move the date in order to make sure that both this year's updates and The Witch Queen were both delivered at the quality we strive for, and on a schedule that made sense for everyone involved.

    Making this choice is not one we took lightly. Believe me, as someone close to The Witch Queen's progress, there's no one more than us that wants to get it out as soon as it's ready. But at the end of the day, we know we're making this call for The Witch Queen and future chapters in Destiny 2 for all the right reasons, ones that puts our team first and our game at the quality bar we strive for ourselves.

    We'll have more to share on The Witch Queen and beyond in the late summer of this year.

    But today we need to talk about what's happening in 2021.

    Let's get to it.

    Rewards That Matter

    With Season 11, we introduced infusion caps, an iteration on infusion designed to keep Destiny's gear game fresh from release to release and to create a healthy ecosystem for our aspirational content. While we still believe in these goals, it's clear our execution was off the mark.

    Infusion caps helped us meaningfully shift the meta in Beyond Light and create a rewards ecosystem that was manageable to balance and monitor, but the system has also made our rewards feel like they have an expiration date and have frequently made playing our legacy content feel shallow. We want the rewards you've earned in Beyond Light and its subsequent seasons to feel like valuable tools you can use in the incredible challenges you'll face in The Witch Queen. So, we're making a change.

    We've made the decision that any weapon or armor that can currently be infused to max Power will continue to be able to reach max Power permanently. Starting in Season 14 we won't be capping the infusion on any weapons or armor that have not already reached the cap as of the start of Season 13. This means you'll be able to take your Trustee, your Falling Guillotine, and all the high-stat armor you've earned this year to take on the raid in The Witch Queen.

    While we still strongly believe that Destiny needs a method to shift our meta in the game's most challenging activities, we don't believe that infusion caps are the right answer. We're taking time this year to research and validate a plan that creates a fresh and balanceable ecosystem for our most aspirational content, one that doesn't make our rewards feel like they have an expiration date. We've learned a lot this year and don't want to rush finding the best plan, so don't expect to hear anything more about this until after The Witch Queen.

    Because we won't be capping any more of our weapons, we must consider more variables in the game balance of our upcoming seasons and releases, so expect to see tuning when it comes to our biggest outliers in PVP and PVE. Yes, I'm looking at you, Felwinter's and Warmind Cells.

    This is a big change for Destiny and one that we did not make lightly. However, we believe there's nothing more important in Destiny than getting our rewards right.

    Power Play

    Now that we've talked about rewards, let's talk about Power. Last year we started a paradigm where we raised the overall Power cap by 50 each season. While this helped ensure that infusion caps shifted the meta, it also made each season feel like a significant reset to the Power you had accumulated.

    To combat this, we will be experimenting with a new Power level cap. Starting in Season 14, we will only be raising the Power cap by 10 for each non-expansion season. This means if you reach the maximum Power in Season 13, when next season rolls around you will be directly in the 10-point Pinnacle band of the Power pursuit. This Power increase should feel familiar to anyone who played Season of Dawn last year, and we're excited to see how this progression feels alongside our new systems.

    We believe this change will make it even easier to pick up and enjoy Destiny each season, while still allowing us to have a deep RPG Power pursuit when we launch The Witch Queen.

    Angels of Death

    Like many of you, I am passionate about PVP in Destiny 2 and it's clear that we haven't had a consistent message around these modes. So, I'd like to share our high-level vision for the Crucible:

    Direct player versus player competition is essential in Destiny as an option to express mastery of your Guardian and showcase the strength of your arsenal against other players.

    It's a simple vision, but it's one that's crucial to making the game feel like a real place for those players that crave that showcase, where the rewards you've earned, the skill you demonstrate, and how you've built your Guardian all matter. So, let's talk about what we're doing this year for PVP, starting with our two priorities: improving gameplay sandbox balance in the Crucible and upgrading the experiences of our most aspirational game modes.

    When it comes to balance updates, these can be divided into three major buckets.

    First, in Season 15 we will be addressing "three-peeking" in Trials and Competitive. In these modes, emotes will be disabled and players will be unable to pull out any third person weapon that doesn't have ammo. Third person experiences are part of what make Destiny's gameplay feel so good, but it was clear in our most competitive arenas that these mechanics were being used in ways we did not intend. This is a tricky problem to solve in Destiny's complicated sandbox, but we think this is a good starting point.

    Second, over the next several seasons, we will be making changes to Stasis and Light subclasses in order to achieve a healthier balance of subclasses in the Crucible. Across Season 13 and 14 we will be adjusting Stasis in the Crucible in order to bring its overall effectiveness in line with our Light subclasses. Here are some of the changes you can expect coming to updates this Season and next:

    Behemoth Titan:

    • Decrease Super damage reduction.
    • Increase Super energy cost when performing light attacks.
    • Remove freeze AOE on Super cast.

    • Reduce travelling efficacy of Shiver Strike when slowed.Revenant Hunter:

    • Decrease Withering Blade damage and tracking.

    • Decrease slow stacks applied to targets.

    • Remove Shatterdive damage reduction.

    Shadebinder Warlock:

    • Fix bug where Iceflare Bolts wouldn't track towards targets immediately on creation.

    • Fix bug where Shadebinder Super projectiles were not tracking until a certain distance travelled.

    General:

    • Decrease crystal shatter damage.

    For Season 15 we are also looking at universal adjustments to Stasis by increasing damage reduction when frozen to provide more survivability for the victim.

    Following this Stasis tuning, in Season 15, we will also focus on Light subclasses and release a set of targeted buffs to our most underutilized specializations. The goal of all these changes is to keep Stasis feeling great in PVE and to bring its representation in PVP more in line with our Light-based abilities.

    Finally, we want to continue to adjust weapon archetype performance and introduce new perks that shift the meta in the Crucible. I think the team has done a great job in this area over the last several months, introducing balance changes both at the seasonal boundaries and at the mid-season, and we want to continue to drive down this path to diversify the types of loadouts you encounter from season to season. In addition, at Season 15 we will also be looking to adjust overall ability usage rates to make sure guns and gunplay are always key to success in the Crucible.

    Of course, gameplay balance only matters when the underlying playing field is fair, and unfortunately cheating continues to be a significant issue, especially on PC. We're always working to maintain security as new exploits emerge, and as always, we don't want to talk about a lot of those improvements for fear of empowering the bad guys. A few areas we can talk about are:

    • We're aiming to nearly double the size of the Bungie game security team this year, reflecting our long-term commitment to fair play.
    • We've begun regular surveys to better understand your experiences with cheating and to measure our progress. This new data enriches our existing streams from player reports (thank you for reporting!) and game instrumentation. If you receive one of these surveys, please share your experiences to help us fight cheating.
    • We've begun a strategy of aggressive legal action against cheat developers. You may have seen news articles about some of our early actions here, and we will continue to pursue those who undermine fair play using every tool at our disposal, both in partnerships with other studios and under our own flag.

    We'll share more security news when we can.

    Beyond gameplay balance and security, we also want to adjust the structures of our most aspirational PVP modes in order to make them a better experience for our players.

    First up, we're targeting an overhaul of the Trials of Osiris rewards structure and matchmaking paradigms, to release before the end of this year. With this update we specifically want to target a few things:

    • Improve the overall health of the Trials matchmaking pool, both by incentivizing a wider audience to engage, and better defining separation of skill tiers.
    • Rebuild the Trials reward structure so that it encourages more players to stick to their active cards longer. Our current structure encourages a lot of recycling cards after a single loss, meaning the first games of your Trials card has a high chance of being incredibly challenging. We want to build a reward structure that continually pushes higher skill players to want to progress deeper into their card even after a loss, making 3-5 wins a more achievable goal for more players.
    • Investigate opportunities for solo players to participate in Trials regularly. We believe this will not only make the matchmaking pools healthier, but also will also encourage more players to see what Trials is all about and hopefully form social connections with other PVP-loving Guardians.

    After Trials, we will be targeting a similar in scope refresh to Iron Banner. While there is a lot do when it comes to supporting the Crucible, we want to target our efforts around global PVP balance and our most aspirational modes first.

    Praedyth's Revenge

    In Season 14, the Vault of Glass will return. The team will have a lot more to say about it before launch, but there are a few things I'd like to clarify now. Our philosophy behind bringing things out of the Destiny Content Vault is to keep them feeling like the content you remember while updating them to meet Destiny 2 difficulty and raid standards. So, while the high-level experience remains the same, you should expect the raid team to have a few tricks up their sleeves when you tackle the depths of Venus this summer.

    Vault of Glass will also launch with both a Contest mode in the first 24 hours and a World First race. Since this is a reprised raid, we're going to do World First a bit different. Players looking to claim the belt will not only have to complete the raid, but also a curated list of challenging Triumphs. And while only one fireteam will walk away with a belt, there will be plenty of opportunities for players to earn the ability to purchase some sweet real-world loot through Bungie Rewards.

    Image Linkimgur

    One last thing. Before the end of the year we are also looking to add a Master version of Vault of Glass. We've been really excited about how Master and Grandmaster difficulty have altered Nightfall strikes, increasing the potency of combat and the importance of executing mechanics. We'd like all our future RAD (raid and dungeon) content to offer Master difficulty versions, where players can earn Adept raid and dungeon gear, and while we aren't able to commit to a Season 14 timeframe for Master VoG, we do want to take the time to develop a sustainable structure that allows us to ship these closer together in future releases.

    Getting Reacquainted with Adelaide

    In Season 14, Ada-1 is returning to the Tower, and with her comes the ability for players to take any armor they have in their collections and turn it into a universal ornament. In Destiny 2 we will call this transmog system "Armor Synthesis."

    Every season Ada will offer players a set of bounties that highlight various activity types. Players can complete these quests and receive the materials they need to power up Ada's Loom, which can turn any piece of armor in your collection into a permanent universal ornament. Players short on time will also be able to purchase Synthesis tokens for Silver.

    Once you've acquired some new universal ornaments, you will want to head over to the new appearance screen in the character menu, where you can manage the ornaments on all your gear in one place. You'll also find that you can apply shaders here individually or on all pieces of your equipped gear with one click. To make it even easier to try out a bunch of new looks in Season 14 we've also changed shaders to be permanent unlocks, meaning you no longer will need to hold onto stacks of shaders in your inventory.

    At the beginning of Season 14 we will be including a starting supply of Synthesis materials as reward for completing the Seasonal onboarding quest. We know many of you have been looking forward to Synthesis for a long time and want to frontload your ability to create some of the looks you've been looking forward to showing off.

    Image Linkimgur

    Combined Fire

    We've still got a few quick things to cover, but I wanted to make sure we didn't end without taking the time to recognize how incredible the team is here at Bungie. It's enormously difficult to make a game like this from home, but the team comes at it every day with unmatched enthusiasm and talent. One of the reasons why is that our team is full of Guardians: conquerors, Lighthouse frequent-flyers, lore masters, and people that just love to get in a strike or two with their family. All the work they do is because they believe that Destiny 2 can be the definitive action MMO on consoles and PC for years to come. So, without spoiling our plans for The Witch Queen and beyond, let's talk about a few more things the team is working on this year.

    • Crossplay is coming to the masses in Season 15. We'll be doing some internal rollouts and alpha tests in Season 14 to prepare for a widespread launch this fall. With Crossplay, you'll be able to play with all your friends no matter what platform you call home. And don't worry, we won't be matching console and PC players together in the Crucible unless PC players specifically invite their console friends to play with them in the PC Crucible pools.
    • Some of you have noticed that Ikora Rey has not been nearly as present recently in Destiny 2. We've missed her as well. Not only will you see Ikora again in Season 14, she will be playing a pivotal role in The Witch Queen.
    • In Beyond Light, we introduced Stasis subclasses. Like Solar, Arc, and Void, Stasis will continue to evolve into a fully supported damage type. In Season 15, we will introduce our first round of Legendary Stasis Energy and Power weapons. There will be a lot more info here as we get closer to the fall.
    • More recently in Season 13, we rolled out phase one of our new gilded title system, where players can gild our ritual titles like Conqueror, Unbroken, Dredgen, and Flawless each season. In Season 14, phase two of gilding titles will roll out. When players gild a title, it will now also display how many times that title has been gilded in the past.

    Image Linkimgur

    I can't overstate how excited I am for what the team has planned for this year and beyond. What we're doing this year is about multiplying our potential for years to come, and while I promised not to spoil any of the things we will reveal for The Witch Queen later this year, I feel like I owe you a little treat for sticking with me after all this text. So, here's an early concept at one of the wild armor sets you'll be able to earn in our next annual release.

    Image Linkimgur

    Thanks for reading,

    Joe "Joegoroth" Blackburn

    Assistant Game Director Destiny 2

    submitted by /u/DTG_Bot
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    Daily Questions [2021-02-28]

    Posted: 27 Feb 2021 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!

    We also have a nice collection of useful resources below "Useful links" in the sidebar / top menu.

    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.

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    Taeko-3 was ahead of her time.

    Posted: 27 Feb 2021 07:33 PM PST

    She discovered the extra 6-player glitch back in year 1.

    submitted by /u/Yawanoc
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    This game just became SO MUCH more enjoyable now that I can play with my favorite guns and not be worrying about them leaving

    Posted: 27 Feb 2021 05:36 AM PST

    It honestly feels like a weight off my shoulders when I'm playing. I don't have this thought in the back of my head saying "yeah you enjoy your bite of the Fox while you still can" or being worried about when my Night Watch becomes obsolete.

    It's said quite a bit, but it is legitimately refreshing to play this game now. Didn't realize how much sunsetting of weapons had me bummed.

    submitted by /u/KentuckyBourbon94
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    Now that Sunsetting is being sunset... we're probably going to be having the "Vault Space" conversation a lot on this sub again, aren't we?

    Posted: 27 Feb 2021 04:34 PM PST

    Just saying, as someone who has seen the lifespan of this franchise in its entirety... this is nothing new.
    I like a lot of guns and have trouble getting rid of them but maybe addressing this early as a community can help resolve it before it gets salty in the future like the previous iterations of this topic...?

    submitted by /u/meesta_chang
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    3 wins feels like flawless

    Posted: 27 Feb 2021 02:30 PM PST

    title. nothing to say other than I'm at 2 wins rn and I think I'd call my mom if we actually got the third.

    Edit: narrator voice: "They didn't"

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    Every time I switch weapons, I change mods. I don't want to be penalized for that in Glimmer.

    Posted: 27 Feb 2021 05:03 PM PST

    Let's take today, for example. Working on some bounties:

    • Doing sniper stuff in BGs, put on 2x Sniper Ammo Finder, 1x Sniper Reserves, 1x Sniper Scavenger

    • Swapping to Bows, put on 2x Bow Loader, Bow Targeting

    • Worked on Dead Man catalyst, swapped to 2x Scout Loader, Scout Targeting

    And that's just for maybe an hour's worth of BGs. Not even. I have my gambit setup, my crucible gear, etc. Like a lot of other people do.

    When I swap back to my main load out (usually Anarchy/Ikelos SMG/Heritage) I go GL finder/scav/reserves and overload mods. I do this several times a play session. I play a lot throughout the week.

    Why do I swap my mods? BECAUSE I LIKE THE GUNS.

    I'm a bounty ho, so I swap frequently. But as I have many god rolls, I do like to use different guns as there are a lot of viables to play with. Every time I have to switch around my mods I get irritated - I feel like the game is missing a fast load out system and to NOT PENALIZE ME FOR SWITCHING.

    Seriously there is no need for it, there's plenty of expense and grind in Armor 17.0 already, please lift this silly expense for mod switching.

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    The Last Warlock Post You'll Ever Need To Read

    Posted: 27 Feb 2021 09:06 AM PST

    Over the last while on this subreddit the topic of Warlocks being underpowered and unfairly nerfed has been rampant. After commenting on a lot of posts I decided I would just put everything I have read and commented about the Warlock discussion into one post. As a Warlock main but also an avid player of the other two classes here we go...

    Part 1: Class Identity (lack of)

    It is important to first define and explain the core of the problems with Warlock in the state of Destiny right now, the community doesn't understand class identity.

    In a recent comment that I made I used an example of a bottom tree gunslinger Hunter, bubble Titan, and slova bomb Warlock who all have the same gun, same roll for example purposes. In both PvE and PvP the Hunter will be able to make the best use of that gun, the titan second, and the warlock third. Why? It comes down to class identity. Hunters as a class have their perks focused on making their gunplay and foundational gameplay better. In bottom tree gunslinger your perks are about you hitting precision shots to buff your gun to do that more. As a defender titan, your focus is on getting a melee kill to increase your defense to better be able to shoot the enemy with that gun. However, as a slova warlock my goal is to charge and use my grenade, then use my melee, which charges my grenade.

    This is an example that demonstrates a contrast between Warlocks and the other two classes. Warlocks are ability focused and therefore it is easier to 'see' them. If you get killed repeatedly by a hunter in PvP using perhaps a similar loadout and gun to yours, then you would just draw the conclusion that the player is better than you, not that it is class-related. But if a Warlock charges up a handheld supernova and hits you with that repeatedly then you draw the conclusion that the ability is just OP. In reality, if the hunter player attempted to do the same things on a warlock it simply wouldn't work as well and if the warlock attempted to use a hunter grenade to the same degree then that wouldn't work as well. The community was able to call out the warlock stasis melee so quickly because they could clearly 'see' it. We have to remember that balance is not all 1 class, but different but equal classes.

    Of course, there will likely be people in the comments pointing out a bunch of exceptions to this. However, that does not change the general class identities that we see in the game. All classes can do damage and have damage dealing subclasses. Hunters tend to have more and have possibly some of the best lethality, titans are the tanks, and warlocks can heal as well. But there is also the gameplay identities that can be summarized like this:

    Hunters: Neutral game improves neutral game (examples: dodge reloads gun which allows for better gunplay, precision hits increase stability)

    Titan: Abilities improve the neutral game (examples: sunspots buff damage and some ability regen, defender melee buffs other melees)

    Warlock: Abilities improve abilities (examples: bottom tree storm caller melee gives ability energy, top tree nova melee gives grenade energy)

    Yes, we can point to MANY examples where these cross over (specifically where hunters and titans cross) but overall we all know that warlocks are meant to be the ability-based class.

    So why is this relevant? Well by having the ability to change our cooldowns via stats with armor 2.0 Warlock ability energy generation isn't exactly unique anymore. Sure it does help but it's not as class defining as it was previously. Demolitionist and Wellspring don't help either. Sure they can turn Warlock into even more of an ability user but it does take away class identity. It also doesn't help that everyone wants recovery and so we don't even have that going for us. If resilience was better for titans then they might want to run that instead.

    Part 2: Stasis

    Before I even start, let's face it Warlocks our melee ability for stasis at launch was overpowered. It did need a nerf, that isn't the issue here. We have 3 main issues. The first is that the other classes haven't received nerfs nearly as quickly or to the degree that we did. Behemoth titan is a massive issue as is revenant hunter. Neither has gotten nerfed as quickly or as dramatically as we have. The second reason is that our super isn't that great and the rest of our aspects don't feel great to use. The third is the one that I haven't seen anyone talk about but is likely a big issue and factor in this whole thing. All classes have the same grenades. In light subclasses, warlocks have the best grenades or at least the best selection of options. Very few Warlock grenades are bad and we always have at least 1 really solid one. Hunters have far worse grenades than we do and titans have some but not nearly as many. By having everyone have the same grenades it inherently devalues the warlock. Think of it like this, if only warlocks could use the dusk field grenade would your thoughts on the subclass change?

    Part 3: 'Free'

    I touched on this earlier but I want to further explain it. People assume that abilities and ability kills are simply 'free'. They are not. The reason our grenades and melees tend to be better is that is how the classes are supposed to be balanced. We inherently have less in other areas and therefore we are supposed to get more in the ability department. Earlier I mentioned being able to 'see' the effect of an ability more clearly but also abilities are just given to the player and not earned like an exotic or another weapon. Therefore people think that they are just OP but in reality, what the other classes are given is also free it just isn't as easy to 'see'. What Bungie has done, especially with stasis, is brought warlocks down in their abilities such that they are actually, in net outcome, weaker than other classes.

    I just hope that when Bungie says that they are going to buff some weaker light subclasses they buff warlocks in the process.

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    With ada-1 coming back they should reissue the black armory weapons

    Posted: 27 Feb 2021 03:04 PM PST

    Id love to have things like my hammerhead back

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    Since sunsetting is yeeted, can we get legendary weapon ornaments back?

    Posted: 27 Feb 2021 02:39 AM PST

    Xûr currently has like, 3 places to sell his stuff on the weekend. Give him spots on the other planets.

    Posted: 27 Feb 2021 05:17 AM PST

    In D2Y1, Xûr could sell his wares on every planet. This was never updated with a DLC, and at this point, he only goes to EDZ, Nessus, and The Hangar. Let my boy Xûr have more diversity. Let him see the world. Or at least the cosmodrome.

    submitted by /u/SpaceD0rit0
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    Now that sunsettings gone can we please get the class swords back once and for all?

    Posted: 27 Feb 2021 06:14 AM PST

    Twice these poor guys have been effectively sunset... I just wanna be a speedy run boi on my hunter.

    Edit: While your at it can us warlocks finally get a unique frame?

    submitted by /u/TheRealPowcows
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    Midnight talons shader makes season of the chosen weapons 100% black

    Posted: 27 Feb 2021 12:25 PM PST

    This may be easy for some but this was very time consuming and difficult for me and I'm very excited. I got my first seal!

    Posted: 27 Feb 2021 02:58 PM PST

    12 man raids weekend feels like a “moment” kinda like Laser Tag and Lord of Wolves weekend. Would be cool to get an emblem to celebrate being there like those other two!

    Posted: 27 Feb 2021 12:09 PM PST

    Basically title

    I don't believe this bug will get past next reset, so would be nice to get an emblem to remember such a crazy fun way to play raids, even if for a small time.

    submitted by /u/BernieDabs
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    Would like to see more Kinetic special weapons

    Posted: 27 Feb 2021 03:54 PM PST

    There are some really good and fun exotic ones, but the legendary pool is really shallow.

    Which sucks because there are so many cool energy weapons added this season, but it is hard to pair them without having use double primary.

    submitted by /u/IneptlySocial
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    Just realized a small problem with The Witch Queen expansion...

    Posted: 27 Feb 2021 10:22 PM PST

    Subreddit rules say no witch hunting.

    Guess you're off the hook this time, Savathûn.

    submitted by /u/Razedin
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    Dear Bungie, please don’t nerf Stasis in PvE

    Posted: 27 Feb 2021 04:47 PM PST

    Title. We are all very aware of the terrifying experience of Stasis in crucible, and I am gladly welcoming the changes coming to Stasis from a pvp perspective. With that said though, I'm praying these changes don't carry over into pve. Stasis is already at a disadvantage in pve because of the lack of stasis shields (which will probably come in season 15 if I had to guess), plus it's lack of healing perks doesn't make it any better. Now, I sure as hell don't want to see any hunters healing off of a glacier+shatterdive combo, but I also still want to feel powerful in pve. I am already at a disadvantage by running Behemoth over Sentinel or hammers, and I don't want to be punished further by using new subclasses.

    submitted by /u/alqudsi117
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    Vault 2.0 - a Revamped Vault UI (Concept)

    Posted: 27 Feb 2021 09:26 AM PST

    Hello everyone :)

    Yesterday, I created a thread with the intent of gathering feedback on people's relationship with the in-game Vault. Based on those suggestions, I've decided to take it upon myself to work on what could be a possible redesign of this feature.

    While I appreciate the work of inventory managers like DIM and Ishtar Commander (and I use it every day), I still see plenty of people in-game using the Vault in the Tower, and I'd imagine that it's still a very utilized feature. I think that now that sunsetting is gone, we might need a few changes so its relatively future proof. So my ideas with this re-design were simple: Organize and subdivide the Vault into a more streamlined UI with more features that are accessible on any platform. My objective was to keep the UI clean and consistent across all subcategories - adding features like sorting and filtering by character class, item polarity, energy type and so on.

    So, when you open the Vault 2.0, you would be greeted with this main screen. As you can see, I've increased the Vault space to 1000 just to future proof it a little bit. These 4 badges contain categories in which I believe would be the most useful, with the "All Items" badge just being a general overlook of all your items, like what we've got now. There's also a Search bar, so you can search for any item at any time, and a visual warning of your vault space, which is consistent across all subfolders.

    Once you open a category, like in this instance Armor, here's what you would see. I've tried to transfer the look of the new transmog system into the vault, allowing you to filter your Vault by which armor piece you want (or you can select all of them). You can also select the [Filter]https://i.imgur.com/o7w4ZSj.png) and Sorting options, which allow you to order stuff and find what you want more easily.

    Here is what the Weapons menu would look like with the same system:

    Vault - Weapons Menu/Filtering

    Weapons Sorting

    Another cool feature would be the ability to hold your Transfer button so you could "Tag an Item as Junk". This would carry across all categories as an option within the Vault, allowing you to mass delete items at any point.

    I've played around the idea of creating a set amount of player loadouts, although that might be asking too much for now so I didn't include it here, but for sure it remains a possibility.

    In conclusion, I believe that with these changes, the Vault could become a much more organized place to go to in-game to sort your stuff between all characters. More features could be added down the line, like filtering by perks or stats, but I think this would already be a good start.

    Let me know what you think, and thanks for your time reading this! :D

    submitted by /u/lvnna
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    If your idea of playing trials is leaving the fireteam at the first round loss, please stick to regular crubicle

    Posted: 27 Feb 2021 06:38 AM PST

    I do chill lfg runs, no sweat, just to have fun, but come on, that is just disrespectful.

    submitted by /u/Johnnyboo906
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    12-man raid weekend is going to go down in Destiny history as one of the most memorable moments of the game series' life.

    Posted: 27 Feb 2021 06:20 PM PST

    Right up there with Xur selling Gjallarhorn in week 2 of D1, Trials of the Nine laser tag weekend, Niobe Labs, and the Last Wish raid race.

    submitted by /u/IllustriousGoat831
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    Towerthought: Being an enemy in this game must suck and come with major PTSD

    Posted: 27 Feb 2021 07:14 AM PST

    Imagine this

    Be me

    Fallen Captain

    LikeABoss.Hologram

    Take my Vandals and Dregs out for some wholesome Cabal hunting fun with our servitors

    Cabal are easy pickings anyway

    Suddenly 3 figures come running out of thin air towards us at ridiculous speeds

    The Large one tackles my best friend and turns him into Ash

    The Floating one throws a giant fuck off spirit bomb at my brother killing him instantly

    The Salty Skinny one kills our servitors, leaving us resourceless and bound to go insane

    I manage to get away by teleporting into a building with only a scrap left

    The Salty one is angry because the engram my Brother was carrying was apparently a "Bad Roll"

    Motherfucker he earned that engram to give to his son on his birthday

    They all start dancing on the corpses of my friends and brothers

    My mind is a glass pane slowly cracking at this point

    Need to find this "Mithrax" and join up if not just for safety

    Like seriously imagine what enemies must go through when they see the shit we do to them

    submitted by /u/StarAugurEtraeus
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    Get divinity RIGHT NOW

    Posted: 27 Feb 2021 11:47 AM PST

    this is the easiest it's ever gonna be, just load in with a 12 man and have at least 6 people who know what they're doing.

    destiny 2 sanctuary is one of the best places to find a team if you're shy/disabled/not the best at videogames. Also destiny lfg, but if you want a team quick I'd just use main destiny website.

    It might take a bit to load in but it so very worth it.

    REMEMBER TO DO THE STARTING PART OF THE QUEST FIRST! BEAT UP THE VEX BY THE PORTAL ON THE MOON TO GET THE FIRST ITEM.

    submitted by /u/T_Gamer-mp4
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    After all this time... Bergusian Night

    Posted: 27 Feb 2021 09:09 AM PST

    I gave in and sharded my last Blast Furnace, the gun that carried me through so many encounters, both pvp and PVE. The last forge weapon in my vault. And it gave me the shader I've been looking for for years. Thanks for all the memories my sweet prince

    submitted by /u/acnx1
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    Announcing a delay this early is great, as not 1 season will suffer from an over-extension (i.e Arrivals)

    Posted: 27 Feb 2021 01:13 PM PST

    If Bungie has planned out the rest of 2021 taking the delay into account, rather than dump the months of delay into one season like what happened with Beyond Light, each season maybe a month at most longer each.

    Thoughts?

    submitted by /u/AllegedGames
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    Instead of flooding our inventories with blue garbage, just give us the gunsmith materials directly.

    Posted: 27 Feb 2021 01:47 AM PST

    Or you know, reshuffle rarities so they actually mean something.

    submitted by /u/Caneb
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    When Inspecting a weapon from collections it should have a list of all available perks, similar to light.gg

    Posted: 27 Feb 2021 07:18 PM PST

    Would help hunt down god rolls

    submitted by /u/Mark21247
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