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    Thursday, March 18, 2021

    Destiny Daily Questions [2021-03-18]

    Destiny Daily Questions [2021-03-18]


    Daily Questions [2021-03-18]

    Posted: 17 Mar 2021 08:00 PM PDT

    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 Season of the Chosen 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.

    submitted by /u/DTG_Bot
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    Bungie, don't you dare make Transmog currency time gated, it's a cosmetic, let us farm for it.

    Posted: 17 Mar 2021 12:40 PM PDT

    There's a lot of armor to unlock in the collections

    submitted by /u/SleepTac
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    Towerthought: Seeing how many Guardians die to Cabal's drop pods during Battlegrounds activity, the idea of dropping Almighty on the Last City doesn't sound so ridiculous now.

    Posted: 17 Mar 2021 02:22 PM PDT

    Ok it still sounds ridiculous, but it might have worked, if we didn't deal with it.

    submitted by /u/NeoChomik
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    The Challenger's Proving Quests feel like waiting a week for a new episode of a tv show and I really like that.

    Posted: 17 Mar 2021 06:59 AM PDT

    So I'm here to be the 777th person to suck off the seasonal story telling, it's great. It keeps me coming back every week to learn more developments. I'd compare it to any weekly tv show, which isn't so common nowadays, with some exceptions. It's a cool feeling and every week brings in something substantial, as if time is passing and I'm experiencing it in game.

    I'm seeing the events happen as they unfold and come around to see the results of them. It's not just text in a quest telling me what happened, it's not lore, I'm experiencing it all first hand as it happens, and it's fantastic. Great stuff Bungie, can't wait to see how this style evolves.

    Edit: fixed phrasing so as to not imply Mandalorian and Wandavision were the only weekly shows lol.

    submitted by /u/TheOneTrueDargus
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    Bungie please can we have an auto use feature for Finest Matterweave, Rainmaker and Pure Matterglass lens.

    Posted: 17 Mar 2021 10:53 AM PDT

    Hopefully I'm not the only in the community that does this. But I find myself stock piling these consumables by simply forgetting that they're there. In my opinion it would be a nice little quality of life improvement if we were able to have them auto enable, either after they run out or you get the enhancement core drop. Obviously we should have the option to enable it or disable it if you want to stock pile them. I understand that it's incredibly lazy and that it's no more than a 5 second inconvenience. But this guardian would be pretty happy if it got implemented.

    Please forgive the formatting I'm on mobile.

    submitted by /u/Mr_Roqers
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    How much work would it take to have Gambit motes just levitate off the ground like that stasis residue that gives you melee energy?

    Posted: 17 Mar 2021 06:26 PM PDT

    If it's not a lot, can that just happen? Because I pick those melee shards up like it's nothing. Smoothest pickups in the game, unlike these pyramids that play Whack-a-Mole with half the terrain.

    submitted by /u/Kangarou
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    Put overshield below health bar. For clarity

    Posted: 17 Mar 2021 04:08 PM PDT

    I main Defender Titan and I've baited myself many times over the years by taking fights while my health is ~0.

    Overshields stop me from knowing how much health I have and it would be a great quality of life buff to see actual health as well as overshield health.

    Thanks for reading my dreams that will never, ever happen.

    submitted by /u/Dollahs4Zavalas
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    I refuse to accept Crow as the Hunter Vanguard

    Posted: 17 Mar 2021 05:38 AM PDT

    Ikora shall remain the Vanguard member with the longest hair, I will not be moved on this motion!

    submitted by /u/TheBitwolf
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    The core playlists don’t **just** need more. They need innovation.

    Posted: 17 Mar 2021 03:28 PM PDT

    Title. It doesn't matter how many strikes or gambit maps Bungie adds when the experiences themselves are stale.

    Crucible is the only playlist I can think of where maps may hold people over, but even then, I REALLY think more modes are necessary there too, and it won't hold people over forever.

    Addendum: I post this because I don't believe I saw much in the way of core playlist innovations coming soon

    submitted by /u/AS345
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    The Unknown Solo Flawless Prophecy Meta (a Guide)

    Posted: 17 Mar 2021 08:17 AM PDT

    Recently, I decided to tackle solo flawless prophecy. That emblem is just too cool. I'm a solidly above average player, maybe even good - I've failed Day 1 raids, solo flawlessed Pit (with ball duping*), and have done a solid number of raid runs. But I'm certainly not elite. So, I wanted to figure out the easiest loadout/strategy for actually getting it done. Online guides seemed like a solid start.

    So, I went about and read all the guides available online - most from before Beyond Light. Most of them said to use some combination of Anarchy, Mountaintop, Blinding Grenade Truthteller, Xeno, Witherhoard, etc. That seemed reasonable to me – Anarchy/Witherhoard are great DPS options for the kell echo, Xenophage melts knights, blinding grenades can help with the adds, and so on. Then when I was actually trying it, I felt like I was trying to juggle too much in my head to maintain staying alive. Especially in the beginning of the encounters with all the adds spawning at once, I just couldn't get the encounter under control quick enough to stay alive. Mote timers, managing add/boss positioning, not dying to adds and clearing them before psions split too many times, and so on.

    I thought to myself, how can I make this a bit easier? I decided that at the end of the day, all the encounters are a lot more manageable if you completely delete the minor adds from the equation. On the phalanx, you only have to worry about knights and the boss so it's a lot easier to find pockets to heal yourself without psions peppering you with little shots all the time. In the cube, likewise if you're only worried about the knights/hobgoblins, no acolytes and such, the encounter is trivial. For the final boss, I felt like DPS was always a pretty easy part and I didn't mind doing a ton of phases as long as I could get through the initial rooms reliably – and in that room, again, only worrying about the kell echo copies and knights would make it a lot easier.

    So that all sounds great, and the loadout was pretty apparent: I needed add clear. So I started testing some runs with Trinity Ghoul as the exotic of choice.

    The result is this guide. I included a lot of encounter guide text/tips, because there are certain small details that I realized are key to making the encounters manageable, or even easy, as I continued to do runs.

    The Loadout

    Kinetic: Heritage w/ Reconstruction (sub: Sniper for wasteland if desired)

    Heritage will be your main knight killer – that'll be pretty much its sole purpose. Within range, it'll stagger knights on a precision hit and takes two precisions or one precision two body to kill the knights.

    Energy: Trinity Ghoul w/ Completed Catalyst (mandatory)

    Your add deleter. However, it's important to know how to make use of Trinity Ghoul since it isn't really like any other weapon. If lightning rod isn't procced, your first goal is to kill an add with it ADS/hipfire – you'll have to aim. Once it is procced, your goal is to keep it procced. For enemies that take more than one shot to kill (hobgoblins in cube, for instance), make sure you still kill it with Trinity to get the perk to proc again. The biggest benefit of lightning rod is that it'll remove entire groups of psions while hardly aiming – even if they've split a million times. Once lightning rod is procced, you really shouldn't be ADSing all that much. If you have the extra time to, sure, go ahead, but at the beginning of encounters with a lot of hectic adds, don't. In fact, don't even fully draw the arrow. The arrows don't need to hit or do maximum damage, they're really just vehicles for your palpatine energy. In fact, less draw lets them spread out more. Using it this way is what really lets you focus on the other parts of the encounters – mechanics, staying alive, and knights – without really worrying about the adds. As long as every shot kills at least one enemy, as long as you don't completely whiff on a very forgiving shot, lightning rod will remain procced.

    Heavy: Falling Guillotine (sub: Machine Gun for wasteland if desired)

    Your DPS. Can be used for knights if they're standing in the right light in cube, but wouldn't risk it for other encounters.

    Armor

    We'll be deleting adds as soon as they spawn, for the most part, but getting to the point where the knights/bosses are all that remains requires some good survivability. Because we're running TG, we don't have a reliable way of spawning warmind cells. So we go all in with a Protective Light build:

    2x Void Armor: Protective Light, Stacks on Stacks

    2x Solar Armor: Supercharged, Charged Up/Supercharged

    Any Armor: Taking Charge

    Class Item: Passive Guard (optional, makes DPS easier)

    Also Great: Recuperation (couples well with taking charge and protective light - you may take damage running after orbs, particularly during phalanx - and the health will keep protective light from immediately having to proc if your shields are broken when you pick up the orb)

    Taking Charge is great here because Trinity Ghoul is an orb making machine. Rarely should you go lower than 4x stacks with the above loadout unless your shields have just broken, in which case you'll have 20+ seconds to heal and go make more orbs.

    The rest below will focus encounter strategy, with some Warlock specific notes (I highly recommend Warlock for the easiest solo flawless runs due to devour and well).

    Encounter Notes

    Initial Caves

    This is pretty easy, clear the thrall with trinity ghoul to get some orbs for protective light and then go ape the knights. Use the last 2 knights in the first area (after a respawn) to bring dark motes into the second area since that's much easier than making dark motes within the second part.

    Phalanx

    Subclass, Mods: Well of Radiance, 2x Concussive Dampener

    Adds:

    · Three knights – they only respawn when all three are killed

    · Groups of psions spawn every time motes are dunked

    · Goblins spawn halfwayish through DPS

    General Notes:

    Like other guides recommend, for the majority of this encounter you'll be running loops around the edge. Trinity Ghoul will delete psions in groups very easily and make plenty of orbs of light to maintain protective light's availability. When all four knights are up, try to take one out with trinity ghoul before trying to shotgun them. Rushing four with heritage gets dicey, even with protective light. Trinity ghoul is nice here because without having to aim, it's pretty easy to keep on the move and quickly turn towards the groups of enemies and fire off some lightning.

    On that note, since the knights spawn separated a bit, it can be easy to immediately take one out as it spawns with heritage which makes it all more manageable (do this every time they respawn).

    Anyway, pre-dps cycle goes like this: kill psions with Trinity Ghoul, picking off a knight with heritage if the opportunity arises in a relatively safeish area, ensure you have stacks of CwL, shotgun 1-2 more knights to get the motes required to dunk, go dunk, and repeat.

    Remember none of the adds are on a timer in this encounter. In a pinch, you can always just drop your well and then delay DPS until you have it back up.

    Only other tip is if you get booped off, try and turn around and glide towards the edge. You'll get "joining allies" and should be able to delay until the timer runs out – but you'll lose CwL stacks and lightning rod.

    DPS Notes:

    As other guides mention, drop a well so goblins can't shield, and lay into the phalanx with your sword. This will result in a 2-phase after the sword nerfs. If you want to 1-phase (it's tight), you can take a quarter to a third of the phalanx's health off before dropping the well (using passive guard, concussive dampener, and protective light to stay alive), then drop the well and continue DPS. If you're 2 phasing, feel free to rip into the goblins with your sword once the phalanx only has a third or so of its health left – the multikills will create a bunch of orbs for CwL.

    Wasteland

    Subclass, Mods: Well of Radiance or Devour Voidlock, 1x Sniper 1x Concussive

    Adds:

    · Groups of thrall at each set of bubbles

    · 3x Hobgoblins on pillars at each set of bubbles

    · 3x of varying major adds at each set of bubbles – Captains, Phalanxes, Hobgoblins, Centurions, etc.

    General Notes:

    A nice easy break after the phalanx, just don't turn your brain off. Usually there's a minotaur somewhere nearby the bubbles – you don't necessarily have to kill it, but be wary of it. Start each set of bubbles by picking the hobgoblins off at a distance with TG. Then you can either drop a well near the major adds and shotgun/sword them, or proc devour and go at them. Use the thrall to keep devour procced as needed (TG or sword works). Just take it slow. You can also swap to a sniper and pick off majors from distance too.

    Cube

    Subclass, Mods: Devour Voidlock, 1x Sniper 1x Concussive

    Adds:

    · 2x groups of acolytes at beginning of each room and then on a timer

    · 2x Major Hobgoblins / 2x Major Knights – kill hobgoblin, knight spawns; kill knight, hobgoblin spawns

    General Notes:

    Surprisingly not too bad of an encounter with devour coupled with trinity ghoul. At the start of each room, quickly check what mote type you need and then go into one of the corners (try and choose one with a pillar or two for cover from hobgoblins but don't worry too much). While going to that corner, proc devour with your grenade.

    Once in the corner, use trinity ghoul (which is hopefully already procced) to quickly eliminate the majority of the acolytes before too many eyes spawn. This will also make a ton of orbs for CwL and keep your health high from devour.

    Next, use 2-3 ADS trinity ghoul shots to take out each hobgoblin. If all arrows crit, it'll only take two. You should be left with only the two knights left, which is easy to manage. If you're feeling confident, didn't take a long time clearing the adds/hobgoblins, and the knights are sitting in or are near the right light, just go sword/shotgun them real quick before the next group of adds spawn. Otherwise, just whiddle their health down and let the next group of acolytes spawn, kill them (trinity ghoul), then you have plenty of time for the knights.

    Try to end each room with (1) lightning rod procced, (2) at least 4x CwL stacks, and (3) grenade up for devour. If you do all that, surviving the first part of each room is trivial, and once you have the adds and hobgolbins gone, it's no harder than the first encounter (before the phalanx).

    DPS:

    Please, just nova one of the centurions and then sword to finish and sword the other. No tricks needed, it's cheese.

    Wasteland Pt 2

    Only giving this a section to mention sparrow to the rainbow road using the ridge to the left to shield you from where the adds spawn (bow out a bit to the left). Worst part of a solo flawless run would be dying because the adds spawn and explode your sparrow.

    Rainbow Road

    I see a lot of advice to take the platforms and jump down – which sure, do that if that's what you're comfortable with. But the only time I did that I missed a jump and died, since I had never gone that route and was used to sparrowing. So I just sparrowed it as normal, with the caveat where any time I felt even a little dicey I (a) stopped boosting or (b) jumped off sparrow and glided to middle of track.

    Use the thrall at the end to proc lighting rod and get max CwL stacks.

    Kell Echo

    Subclass, Mods: Devour Voidlock, 2x Concussive, Sword and Shotgun ammo finders

    Adds:

    · 2x Knights, respawn whenever both killed

    · 3x groups of psions, respawn on timer

    · Ogre whenever deleting a kell echo

    · Sets of 2x hobgoblins during DPS that spawn as boss teleports each time

    General Notes:

    Perhaps the 2nd hardest encounter, which is annoying since it comes at the end. The most important thing is to start each non-DPS room with max CwL stacks, a grenade for devour, and ideally lightning rod procced (though you can get by without that).

    You goal on entering a room is to go to the cover along one of the triangle edges, proc devour while adds are spawning in, then palpatine the shit out of all of the psions. Ignore the knights.

    Once the psions are all dead, quickly go shotgun the knights. Unless you have 3 of the same required mote type, it doesn't matter where they're standing as long as you get the same type of mote from each. Immediately go dunk them – deleting a single kell echo makes the room very manageable.

    After the first dunk, you should be able to reproc devour and sword the ogre. If more psions are spawning by now, go shotgun the other 2 knights – try and do so within the devour window. If they are, kill them first and then do the knights. With only a single kell echo left, you should be able to shotgun the knights and dunk it before the third wave of psions spawn. No biggie if not, since with only one kell echo, there's plenty of safer areas and you have palpatine on your side. Just try not to dunk with a hoarde of psions around you.

    So, just remember: sword ogres as they spawn, keep devour up as much as possible (not as difficult as it seems with trinity ghoul and shotgunning a knight down only taking 2-3 shots), if you need a breather chill in an area you already dunked with devour up.

    Remember there's no timer so before going down to DPS, you can always wait for psions to spawn and farm ammo. Like with the phalanx, if you're caught without a grenade and need/want devour to proc, don't hesitate to nova bomb some psions or knights. You can always DPS without it or wait to DPS until its back up.

    DPS:

    Before getting to the nitty gritty details of how to run this, the general flow is: stay ahead of the boss, kill hobgoblins as they spawn, avoid boss teleport attacks, and then DPS with sword at the end.

    As you enter the room, nova bomb the boss. It'll take a few tries to get used to the aim, but after that it's always the same and a good way to start DPS off. Then immediately jump to the left platform (where the first hobgoblin will spawn in) while avoiding the boss's teleport. On this platform, the short little pillar will shield you from his teleport for the most part. When the hobgoblins spawn in, shotgun the one on the platform you're at and a single TG shot should kill the one across. The boss will teleport shortly after that.

    When he teleports, you should be able to pick off at least one (preferably both) of the two new hobgoblins before he uses the teleport attack. You basically have time to get two bow shots off. Once you do, jump diagnolly right and finish off a hobgoblin if left over. Spend the rest of the time until more hobgoblins spawn in avoiding the boss's teleport.

    Continue this all the way down the room. You should be using the lull during his teleports to pick off hobgoblins, and then when you hear him do the teleport attack, jump up ahead to be closer to him or even past him. There should never be more than two hobgoblins up at a time, and ideally even when there is two only one should be able to get a shot off. While jumping down the room, don't worry about DPS – at most, just throw a grenade or pepper him with some bow shots if you have time.

    Once the last hobgoblins are up on the final platform, kill them with TG but don't shoot TG anymore at the boss – you want the lightning rod for the next room. If you're quick, you can create an orb of light while killing them – save this orb to get CwL just prior to going back up the lift.

    You should be getting to the final platform before the boss. Once the boss teleports to the final platform, just go sword him – I only used light attacks for consistency. If you can, attack him from an angle such that his stomp – if it does happen to bounce you – only bounces you up the steps rather than off the map. With the combination of 2x concussive, passive guard, and protective light (if your shield breaks), you don't need any healing to do damage. In fact, you can sometimes finish without even having your shields broken.

    Using this DPS structure – Nova Bomb, then minimal damage until sword on last teleport – you should be getting 20-30% of damage each phase. That's not ideal for a solo flawless – with other loadouts some people reliably 3-phase – but again, the goal here is surviving in the other rooms. Which this loadout excels at. 4-5 Phasing isn't too bad given how much easier TG and devour makes the first room.

    Once the boss leaves, don't leave the room until your grenade is up. You can take some time to gather yourself as well, your CwL and lightning rod doesn't have a timer so if you need a bit of time take it.

    The only run killer in the DPS room I'll mention is panicking while getting teleported. You will mess up and get teleported at some point – that's no big deal. You can catch up, and usually still beat the boss to the final platform. What is a big deal is panicking when it happens. If you get hit, immediately stop pressing any buttons until your vision comes back. You don't want to accidentally drop off a ledge.

    If you somehow get teleported mid sword swing – it happened once or twice to me – you may come back midair. In this case, strafe guide and pressing it immediately when your vision comes back will let you safely get back to a platform (may have to mantle). Still, don't panic and you'll be fine.

    submitted by /u/mandy7
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    Bungie, can you block the ability to put “twitch” in the “fireteam name” field on the app?

    Posted: 17 Mar 2021 08:24 PM PDT

    These guys don't even invite through the app, they just self-advertise, wait for you to sub to them, and then invite you from twitch. It's as bad as the recovery and carry posts.

    Meanwhile the app is flooded with these posts while the rest of us trying to find people who actually use the app to matchmake suffer.

    submitted by /u/platotudes
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    It is ironic that unstoppable champions are largely the easiest to stop without a mod.

    Posted: 17 Mar 2021 08:28 PM PDT

    Title.

    Just found it funny. No crazy regen mechanics just tons of health so they are relatively easy to put down without a perk. Go figure.

    submitted by /u/Swish3rTwist3r
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    Meanwhile at the HELM...

    Posted: 17 Mar 2021 09:54 AM PDT

    Osiris : "Perhaps Zavala should face Caital in ceremonial combat, she must accept or face losing support"

    Me: "Mmm, interesting thought, that's actually a good ide-"

    Osiris : "Humanity's champion versus the cabal's. The winner dictates the future."

    Me : "Wait what, uhhhh"

    Zavala : "If Caital submits, there's no guarantee the others will"

    Saladin : "And if you lose, Caital won't exactly be merciful"

    Me: "... Guys, are you serious"

    [Continued Serious Conversation]

    Me: "I've killed too many gods to be ignored like this, for the likes of big baldy" (downs entire bottle of liquor)

    submitted by /u/AllegedGames
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    In Destiny, stats matter. They don't matter A TON. The gambit prime armor had right idea to incentivize people to grab specialized armor.

    Posted: 17 Mar 2021 08:03 PM PDT

    Basically, title. Raid armor is good now, as it accepts raid mods. Activity armor is the way to incentivize players to grind for specific armor. The only problem with gambit prime armor was that you earned it thru reckoning. I want armor I earn through PvP to help me in PvP and the same for PvE.

    EDIT: As I just got back to look this, vault weapons doing extra oracle damage is awesome. Nightfall weapons that hurt champions more and further buffed raid weapons, just for raids, would be really cool.

    submitted by /u/destinyvoidlock
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    Twelve 0-power Traveler's Chosen (damaged) vs. Void-shielded red bar Minotaur - 4m44s World Record!

    Posted: 17 Mar 2021 01:45 AM PDT

    Title pretty much says it all. just some of the stupidest fun we had during the clown car event!

    https://www.youtube.com/watch?v=qZ7PGlb7GYI

    submitted by /u/HoldenAGrenade
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    Hey all, I'm a returning player and have a question about the moon.

    Posted: 17 Mar 2021 06:41 PM PDT

    Is it still haunted?

    submitted by /u/cjohn3b
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    Why do vendors sell sunset gear? Why is the game rewarding things with sunset gear at all?

    Posted: 17 Mar 2021 01:25 AM PDT

    Why does Failsafe sell sunset gear? What is the purpose of that gear even appearing on screen and existing in the game? Not even a New Light player would benefit by getting them since playing for 20 minutes will reward you with gear that is at current level.

    Why did Insight Terminus award a sunset Long Goodbye? Why couldn't it be a reworked newer version?

    These are just a couple examples. I just don't understand. If this is intentional, what is the purpose of this? If this isn't intentional, why isn't anything done about it? It just makes the game look so cheap and not looked after.

    submitted by /u/NikolasP92
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    Rat King + Omnioculus interaction removal was unnecessary

    Posted: 17 Mar 2021 09:38 AM PDT

    This was a very cool interaction that made Rat King go from okay to amazing. It was not broken in any way. Whether or not it was intended is irrelevant. It was really awesome synergy, and it's the kind of thing we've been asking for more of.

    If Necrotic Grips + Thorn is okay by Bungie, there is no reason this should have been changed.

    submitted by /u/Omega8Trigun
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    Possibly a bug? Tyranny of Heaven has statistically the second lowest reload speed stat of all bows in the game, the only slower one is Leviathan's Breath

    Posted: 17 Mar 2021 03:01 PM PDT

    For reference, Tyranny of Heaven, the Solar Recurve Bow from Last Wish, has a reload speed stat number of 28

    For comparison, here are the reload stat numbers of other bows, both sunset and still available ones:

    • Spiteful Fang: 64
    • No Turning Back: 46
    • Whispering Slab: 64
    • Arsenic Bite 4b: 64
    • Hush: 46
    • Biting Winds: 46
    • The Vow: 64
    • Subtle Calamity: 46
    • Point of the Stag: 46
    • Imperial Needle: 64
    • Holless-IV: 64
    • Accrued Redemption: 46

    Showing that the speeds are consistent across archetypes, with Recurve Bows having a stat of 64 and Compound Bows having 46 across the board. Here are also the ones from the Exotic ones for the record:

    • Trinity Ghoul: 55
    • Wish Ender: 37
    • Le Monarque: 46
    • Ticuu's Divination: 64
    • Leviathan's Breath: 10

    So in conclusion, for whatever reason, Tyranny of Heaven has over less than half as quick of a reload speed than other Recurve Bows which quite honestly makes it really sluggish-feeling to use, even if it may have good draw times such as the Curated version

    I wonder if this is intended or a bug, but my personal gut feeling veers more towards the latter since every other recurve bow in the game has a reload stat of 64, save for Wish Ender which is 37, but that's still more than Tyranny of Heaven

    submitted by /u/Valeriezenbonzakura
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    VII. The Dive. Slowly but surely illustrating the Books of Sorrow, starting with my favorite entires one at a time! Artwork by myself (MyManOryx)

    Posted: 17 Mar 2021 01:35 PM PDT

    ++YOU MUST TURN BACK—

    —SAVE YOURSELVES FROM THE DEEP++

    ++SAVE THE WORLD FROM YOURSELVES—

    —YOU MUST TURN BACK++

    https://cdnb.artstation.com/p/assets/images/images/035/834/363/large/mymanoryx-the-dive-small.jpg?1616013294

    submitted by /u/flying-changes
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    Rotating the pinnacle dungeon weekly would add much needed diversity to the game.

    Posted: 16 Mar 2021 09:40 PM PDT

    I just find prophecy getting drier and drier by the week, and feel like if we had a real good reason to do the other ones, it would add some spice to the game.

    Edit: Thank you to the kind guardians who gave me their upvotes and awards, also ran PoH today per peoples suggestions and got 68 stat armor so thank you again!

    submitted by /u/gogetemfrenchfry
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    Are We Ever Going To See Zavala At Full Strength?

    Posted: 17 Mar 2021 07:02 PM PDT

    We saw Cayde using multiple supers in a row in his Forsaken cinematic.

    At the start of the Red War, campaign, we see Ikora nuke a cabal ship with a nova bomb.

    Zavala... shot at a psion and didn't even kill it fast enough. Oh, and he tossed a grenade that was more of a flashbang, I think...

    We've heard tales of Shaxx's fury, and know of Saladin's strength, and both of their personalities lend themselves well to powerful guardians.

    Zavala feels not well fleshed out. He's tactical, and cautious, perhaps even to a fault. He's all about safeguarding a people we've never met (I wanna wander the Last City, please Bungie.). He seems like a Ward of Dawn guy... oh wait, we did see him use Ward of Dawn. Twice. In the least spectacular way possible, the second time. Nither uses are found in game anymore to my knowledge (thanks, sunsetting)

    I really want to see Zavala mad... or angry, or anything other than calm and collected. I want to see Zavala running Mauler, murdering cabal legionnaires.

    I want Zavala to be not so boring, his personality is so bland, and we've never really seen him do much of anything cool, or useful.

    submitted by /u/AValiantSoul
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    The Current Way Lives and Multi-Kills Work in Survival is NOT Acceptable.

    Posted: 17 Mar 2021 09:05 PM PDT

    Let me set the stage with a scenario:

    Your team is out of reserves. It is just you and your teammate against the world. The opponent has 1 reserve life left, and all you two have is your grit and determination. Your teammate pulls of a nasty double kill with a well-placed cloudstrike shot at the same time you get a dirty flank with a felwinters. The three fall. Now it's only a 2v1. You can taste the victory. And then all three opponents respawn.

    This very scenario happened to me tonight, and I'm sure similar ones have happened to you. Got a sick double kill on the enemy team with 1 reserve only to find both of them come back? All you can think of is how irritating it is that this bug exists. Except it's not a bug, it's intentional.

    You read that right. Here are Cozmo's exact words:

    I spoke with the dev team and this is by design. We were trying to address the problem of when you have 1 shared life left and everyone dies at once through a Multikill, who gets to come back and use that last life for the Team?

    When a Multikill happens, there is no simple way to understand who died first, so we don't know who "deserves" to come back. Instead of being frustrated at the teammate who got magically chosen to be brought back in, we decided it was better to revive everyone. It is an infrequent edge case, and we felt it was a better team experience to not have to be angry at your teammates because they got in and you didn't.

    [Source](https://www.reddit.com/r/DestinyTheGame/comments/dvdzna/survival_mulitkills_only_removes_1_live_from_the/f7ch0pm/?context=3&st=k30itv67&sh=9667ad7b)

    While I certainly see the good will behind this mechanic, it is completely unfair to the team that got the multi kill. Why should a team be rewarded because they got outplayed? This isn't a small buff either, this is extra lives in a live-based game mode.

    In my eyes, this shouldn't be a mechanic, and these scenarios happen far more frequently than Cozmo's post says. I am hoping Bungie realizes how backwards this mechanic is and removes the "feature". I love the idea of this playlist, and I want to see it be an even better experience.

    submitted by /u/softgeese
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    I know everyone's a little irritated with the PvP sandbox right now, but man. The PvE sandbox is in an AMAZING state.

    Posted: 17 Mar 2021 09:09 PM PDT

    I feel like there's so many different weapons I can use without putting myself at a disadvantage. Previous seasons I felt like I had to stick to a certain loadout to do well, especially raids and nightfalls.

    The addition of stasis is also a welcomed addition. I understand the hate of stasis in PvP, but it's really great in almost everything PvE and makes for some really interesting builds.

    submitted by /u/Sp0r_r0w
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    Pro tip for easy devil’s lair, run the exotic bow trifecta

    Posted: 17 Mar 2021 07:26 AM PDT

    Trinity ghoul, ticcu's divination, and le monarque. Overload bow. All elements covered. Easy overload stuns and consistent damage with all three bows. Ticcus for more consistent and stacking damage. Trinity for add clear (one shots shanks even with chain lightning). Le monarque for servitude shields and DOT splash damage with perfect draw crits on overloads.

    After stunning an overload, just continue plinking away with bows and preventing health regen.

    Pair these exotics with snipers and rockets for an easy, low stress clear this week. Play it safe from a distance and get your clears.

    submitted by /u/rpck
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    All joking aside, the story direction is and has been provoking some great discussion.

    Posted: 17 Mar 2021 07:07 AM PDT

    I mean, look at where we are now. In Destiny 1 we conquered the Vault, repelled crota's incursion, then oryx and discovered the taken. Then we dealt with the scourge of the Iron Lords, SIVA.

    Then comes Destiny 2, you have the red War knocking us on our asses, stripping our light, and introducing us to the full might of the cabal empire. We would go on to discover more secrets, go through the loss of cayde 6, discover more about the awoken and learn a little bit about paracausal entities. All while fighting these supposedly mindless, faceless, brutal enemies.

    Now we've teased and tasted the darkness, dealt with the Fallout of the red War being the almighty, and the Darkness has arrived.

    Now we are dealing with eliksni and cabal essentially trying to establish new homes in our solar system all while contending with the arrival of the dark Fleet.

    I think that the conversations we are having, mirrored by some of the Battlegrounds banter between Crow, Osiris, Saladin, holiday are all incredibly poignant.

    How far are we going to go to assure Humanity survival? Which strategy do we take? Obviously I think we're building towards an alliance between eliksni, Cabal and Guardians. But it remains interesting to see where people draw their lines in the discussion.

    It's interesting to see that we have Guardians siding with Crow and saying that these are just other sentient beings trying to survive, then you have players who have survived the events of the past stating that they remain jaded towards the Fallen and towards the Cabal.

    Just got to give props to the story team because these discussions(though they do seem like arguments that times) are definitely thought-provoking.

    Thanks all, and sorry for my war mongering Titan thoughts. Haha.

    submitted by /u/j0324ch
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