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    Monday, March 29, 2021

    Destiny Focused Feedback: Seasonal Challenges

    Destiny Focused Feedback: Seasonal Challenges


    Focused Feedback: Seasonal Challenges

    Posted: 29 Mar 2021 06:26 AM PDT

    Hello Guardians,

    Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.

    We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.

    This Thread will be active until next week when a new topic is chosen for discussion

    Whilst Focused Feedback is active, ALL posts regarding 'Seasonal Challenges' following its posting will be removed and re-directed to this thread. Exceptions to this rule are as follows: New information / developments, Guides and general questions

    Any and all Feedback on the topic is welcome.

    Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas

    A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the sub as time goes on.

    submitted by /u/DTG_Bot
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    Daily Questions [2021-03-30]

    Posted: 29 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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    Masterworked armour should be able to freely change elements

    Posted: 29 Mar 2021 03:38 PM PDT

    Title.

    Once an item is masterworked it should be freely able to change elements so there's even more of an incentive to masterwork items.

    This could go even further to just remove elemental affinity as it serves zero purpose but to sick currency into changing.

    Just my 2 cents.

    submitted by /u/KevlarZach
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    Please Bungie, if we do form a proper alliance with Caiatl's Cabal and Mithrax's House of Light, give us a strike where we work together as a joint task force to fight the Hive.

    Posted: 29 Mar 2021 11:25 AM PDT

    Hell, give us two strikes! One featuring our Cabal allies in the real world and one featuring House of Light Eliksni in the Ascendant Plane. (The Coup de Grace mission has already established Eliksni can get there, and if we need any more of an explanation we could go with tincture of queensfoil.) Separate strikes, but with an interwoven arc. One strike team works with Cabal and demolishes Hive alongside them in a battlefield in the system. The other team is tasked with invading the throne worlds on the Ascendant Plane with Eliksni support to kill the Ascendant Hive who've already been killed in the real world before they can return. Hand them their final deaths.

    So you can get the gist of it. We are driving the Hive into the Ascendant Plane and into the waiting crosshairs of our strike team there. The only way to make sure Hive leaders stay down is to kill them in the Ascendant Plane. Kill the most powerful Hive leaders in their thrones, and they're dead for good.

    So, lets have strikes that not only showcase the new allies we hopefully are getting, but also shows that we can push back and win against the Hive. The story this season has been phenomenal. A well written and well implemented pair of strikes like these would be epic. Bungie could even throw in a rotating list of Hive boss types, an Ascendant Ogre, Wizard or Knight. Just so it feels like we are taking part in multiple joint strikes against the Hive. Have some intertwined dialogue, with the NPC dialogue reflecting the dual nature of these attacks. Mind you, they don't have to happen in tandem, it's just written and implied that there's another strike team working alongside you. Honestly, I'd love this. What do youse guys think?

    submitted by /u/Agueybana
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    Why not just make rasputin cells invulnerable to guardians who do not wear rasputin mods?

    Posted: 29 Mar 2021 09:51 AM PDT

    If you somehow still don't know - if you destroy rasputin cell without wearing corresponding mods they do absolutely nothing, not even small blast. This one small change will make builds with void rasputin mods much less frustrating in matchmade activities.

    submitted by /u/AliceSchuberg
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    To the crew of Bubble Titans using Sweet Business that stomped us last night...

    Posted: 29 Mar 2021 05:24 AM PDT

    I loaded that game seeing your matching emblems and just expected a blowout. What you gave us was so much more.

    Bullets everywhere.

    Edit: apparently there are a bunch of you out there memeing your way to victory. This was on PC. I'll upload an image of the emblem they were all using later. It was memorable.

    Edit2: Awards? Y'all shouldn't have. I'm just here trying to spread the message of Sweet Business.

    Edit3: the culprit's have come forward, please direct any further awards to u/tonylucente . It was an honor to get crushed by those folks.

    submitted by /u/takanishi79
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    For fun I combined Destiny and Magic The Gathering and came up with some cards

    Posted: 29 Mar 2021 11:16 AM PDT

    https://imgur.com/a/loQwU97

    I had a lot of fun making these, and honestly if Bungie came out with a TCG I would spend hundreds on it!

    submitted by /u/shtam3932
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    With the power level only jumping by 10 in future seasons, can you release the Grandmaster Nightfalls earlier in the seasons going forward?

    Posted: 29 Mar 2021 08:24 AM PDT

    There is definitely a reduction in the grind with the power level only being raised by 10 each season going forward. With that logic, that would mean we would only have to be 1335 assuming we are only moving up by 10 power next season. With that being the case instead of a 65 power jump just to do GM like this season, we should only have to move 25 power at the beginning of next season. This means less of a time consuming grind and can allow the GM to open a few weeks sooner (assuming people still grind out all pinnacles and no changes occur to xp and rewards). Is this within the realm of happening?

    submitted by /u/genred001
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    Remove the Glimmer cap?

    Posted: 29 Mar 2021 03:09 PM PDT

    250,000 is not enough I wanna be a billionaire!

    That, and the fact that there are already so many excess currencies in the game makes Glimmer feel kind of arbitrary. In my humble opinion, there shouldn't be material caps period. Ascendant shards, prisms, cores, etc.

    There being a physical cap on how many materials the players can get means that Bungie can artificially keep the playerbase poor, even if there are ways to marginally circumvent it.

    Edit: Thanks for the silver, kind stranger!

    submitted by /u/ILoveSongOfJustice
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    Hunter Build w/ 100 stats in everything

    Posted: 29 Mar 2021 05:04 PM PDT

    Edit: This is a temporary buff for 20 seconds. But I completed several strikes and every time I was in combat, this buff was on my screen. The only down time was when I was transitioning to the next fight sequence. In battle grounds, this buff was always on my fire team. However again, it is temporary.

    Basically the title. Earlier I saw a post about this concept and decided to immediately try it out. Thanks to u/offspring13 for the idea.

    So here's the build.

    You need:

    -Bottom Tree Nightstalker -100 discipline. -100 Strength -Omnioculus -Radiant light -Heavy Handed Mod -Font of wisdom Mod -Elemental charge Mod -Elemental Ordinace Mod

    Using your armor stats and mods alone, make sure you get around 90-100 Discipline & Strength. I was lucky enough to have them in my vault w/o needing to grind any armor.

    The premise is that you can spam your smoke to consistently have Heart of the Pack x3. This gives you 100 in mobility, resilience, and recovery. Plus max reload and handling on all weapons.

    The well mods allow you to stay charged with light by your grenade and getting kills and picking up the wells that drop. This keeps font of wisdom at 100 intellect. The charged with light allows you to throw two smoke bombs and get a third for free. This means you'll have heart of the pack immediately x3. Plus your grenade almost or completely back. Then you throw your grenade which refuels the melee. Get your melees all over again and profit.

    This cycle is so cool and such a fun build. You can use whatever weapons you want. It is viable in end game as well. You can throw in the melee dodge as well to help with cool downs. And the grenade itself builds the melee. You can spam all day.

    I made this post on my phone so sorry for the editing.

    submitted by /u/Skyruxdrakeo
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    Destiny's patrol zones should have world bosses

    Posted: 29 Mar 2021 07:49 PM PDT

    After the sabotaging salvation mission in Beyond light I couldn't help but think how cool it would be for big tanky world bosses to appear in the patrol zones that people could gun down with the combined help of guardians in the area. Huge brigs on Europa. Giant spider tanks on the Cosmodrome, Gatelords on Nessus etc. Id love to have a friend franticly message me saying the gate lord just spawned on Nessus and transmatting in for a huge world boss fight that has some sweet drops.

    submitted by /u/Thoklos
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    When you melee, you should NOT teleport back to the location you started.

    Posted: 29 Mar 2021 09:47 AM PDT

    It makes no sense. Ever try to shoot the guy punching your friend? Its so wonky to see someone get melee'd and the dude just flash back and forth. If you wana superman punch a dude in the face, you should stay up in his business.

    Is this by design or just a side effect?

    Edit: Just to clarify, I'm whining about discussing the 'rubber band' effect of melee. Not the actual lunge.

    Forward lunge good. Backward lunge bad.

    I have been vehemently informed this has nothing to due with networking.

    not really, yal have been surprisingly chill

    Silver? Damn. Usually when I suggest things I'm told I'm a moron. Thanks!

    submitted by /u/SmityMcTitty
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    What’s the point of running long range weapons if a HC can just outrange you and out damage you without even trying?

    Posted: 29 Mar 2021 06:37 PM PDT

    Like what's the point of scout rifles and snipers if a HC can have maxed out range just by aiming (rangefinder)?

    submitted by /u/termsandservice01
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    Now that the Shadowkeep hand cannon range nerfs have been mostly reverted, I feel like pulse rifle range should be brought up as well.

    Posted: 29 Mar 2021 12:46 PM PDT

    While I think that it's fairly widely accepted that 120rpm hand cannon range is a little overkill, even 140 hand cannons are starting to tread on the feet of pulse rifles. With the introduction of adept palindrome next week, the game will have a 140 hand cannon capable of hitting full damage at up to 37 meters on a good roll. The normal palindrome can already hit in the 35 -36 meter range. This is already very close to the higher range pulse rifles, with the messenger hitting from around 36-39 meters. Other pulses in non high impact or aggressive archetypes like chattering bone and timeworn basically require perks or sights that increase their already higher zoom in order to reach or approach this new peak 140 rpm handcannon range. Without these perks, they are either equal or in many cases lower in effective range. Now that premonition no longer rolls with rangefinder, only Sacred Provenance and time worn spire can compete with 120 handcannon range, but require a 2x zoom magnification to do so, gimping their close-mid range usability. Low zoom pulses like cold denial have essentially been left in the dust with low 30m ranges at best. Given the many advantages that hand cannons have over pulse rifles in pvp (peek shooting, burst damage, in air accuracy, low zoom), I think that pulse rifle range needs to be pushed out by a few meters to preserve the pulse rifle's identity and usability as a mid range weapon.

    submitted by /u/Fluffyduf
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    This might be a stretch but could we get one, just one, for testing, one sniper rifle with a cross/small dot as a crosshair on its scope instead of a circle?

    Posted: 29 Mar 2021 01:10 PM PDT

    I just watched the cinematic of the Zavala assassination attempt and I saw the little dot on the sniper the Psion was using and I wondered why don't we have crosshairs on copes like that in the game? It feels both willful yet arbitrary, I most certainly prefer the old Gambit snipers, Dreaded Venture, Lonesome (and by extension bite of the fox) that gave a much sharper point of aim thanks to the little angle used to aim those.

    submitted by /u/TheBitwolf
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    I miss the cool abilities that artifacts (D1 Era artifacts) used to give and I think they should come back.

    Posted: 29 Mar 2021 03:56 PM PDT

    Towards the end of D1 we got "iron lord artifacts" that gave different abilities or made cool game changes and I think we need something like that again.

    One artifact got rid of your super and made it so you had double of all of your abilities and another artifact gave you the ABILTY TO CONVERT ENEMIES INTO ALLIES.

    I miss cool stuff like that, stuff that changed the game in a fundamental way.

    submitted by /u/trueGator89
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    I just did solo flawless prophecy and it was awesome!

    Posted: 29 Mar 2021 10:15 AM PDT

    My hands are still shaking, but I really wanna share my experience! It was a mix of pain, anger, despair and I went through all 5 steps of accepting death, but it was really worth it (I mean, have you seen the emblem and the ghost shell?)

    I did this on a void top tree hunter with the 6th coyote exotic (the one with 2 dodges), but I also tried warlock and titan. Two invis dodges on demand imo are much more reliable than the rift or barricade. You can disengage, dunk safely, save the situation when you accidently f'ed up. I tried bottom solar titan (with bubble on first boss), but I found that sunspots and heals are not that consistent. Void warlock with devour also works (with well on fist boss and mote phase on Kell), but I guess I am not that good at it yet.

    Also, why not bottom tree void hunter - I find that invis on melee sometimes launches you in a knights face instead of dropping a smoke bomb, also you need to focus on dodges for refreshing the CD. Pressing one button anywhere on a short CD was much easier for me.

    Weapons:

    1st boss: Witherhoard, Ikelos SMG and Falling guillotine. Mods: sword ammo finder, scavenger, 2xconcussive dampener, passive guard seasonal mod, warmind protection, wrath of rasputin, burning cells and global reach (I dont have protective light or rage). Took me two phases. Kill psions asap, spam witherhoard and jump around avoiding damage.

    Warlocks and titans can 1 phase this boss with either well or bubble.

    Wasteland: Switched to succession (to kill hobs), Ikelos SMG and Anarchy (1 anarchy shot kills blights, couple anarchy shots also help with minotaurs). DO NOT HURRY, kill everything you see just in case.

    Cube room: Succession, Ikelos SMG and Xenophage. Switched all mods for machine guns and passive guard for Power of Rasputin. Hide behind pillars, well placed warmind cell can blow up the snipers), try to dunk while invis, because snipers can focus you down really fast. After you dunk the mote you can stay in the room and farm redbars for ammo. Snipers and knights do not spawn after dunking. Bosses are easy, but I managed to die once to a stomp. Look under your feet, some rooms have places where you can fall. I did :D

    Sparrow puzzle: I ran all the way to the second pyramid, then jumped down the platforms, found it much safer than sparrow. Kill snipers, take it slowly.

    And Kell Echo: I had two loadouts: for mote part I used witherhoard, Ikelos SMG and Falling guillotine again with the same mods (same as the first fight), except I had grenade launcher mods on (scavenger, finder, load). The main difficulty are the first waves on each phase, with 3 bosses, 2 knights and hella lot of psions shoooting at you. Get rid of psions asap, finish knights with witherhoard (or sword if they stand close), dunk the motes, ALWAYS kill OGRES and now you have a safe place to hide.

    After cleansing 3 pillars I switch to: Succession, Ikelos SMG and Anarchy. Farm some red bars before entering the damage phase (every 30 or 45 secs 3 packs spawn, you can kill them for ammo).

    During damage phase: focus on killing snipers and watching your entropy stacks. Shoot boss with anarchy here and there, but always stay either close to him or in front of him (what you like more). Kill snipers, avoid dark clouds, don't hurry with dps, I did this in 4 phases. Before jumping the platform switch back to witherhoard and the sword, you can also shoot all SMG and witherhoard ammo and wait for the auto regen (you can leave your heavy ammo untouched). Rinse and repeat.

    Here are the important things:

    1. My successful run took 1h20mins, so have enough time. You will have places to take rest between encounters, but when you decide to give it another try - be ready to spend at least 2 hours there (just in case)
    2. Prepare for sudden deaths and disconnects. I died once on the first boss while sliding down from the pillar after cleansing it (thanks, architects), I had anteater error while being already on a spaghetti part. Cube room glitched and did not TP me to the next phase. There were a lot of things that ruined my runs that were not my own stupid mistakes, it can totally break your spirit.
    3. Take your time! DO NOT HURRY! PLAY SAFE! Yes, you can get that last mote in the middle of the room to cleanse the last pillar, but you will die! Better collect all 5, but from a safe distance. Wait for your super to regen. Farm redbars for ammo. Take breaks between the encounters.

    It really feels like an accomplishment, although bugs and other issues are really disappointing and heartbreaking, there should be some protection against that. But it is a great dungeon, the rewards are wonderful and the experience is awesome! Believe in yourself, take it slow, watch some Eso videos and do it! I'll try to answer any questions if you have them :)

    Good luck, gamers!

    submitted by /u/blackice4434
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    Bungie, can we cut the crap with weapon mods and make things like rampage/surrounded/dragonfly spec baseline for the perks?

    Posted: 29 Mar 2021 07:39 PM PDT

    We haven't gotten any new static weapon mods (adept excluded) to use since black armory, and the quality of perks like swashbuckler/one for all/frenzy/chain reaction have all very much shown you're not afraid of making powerful periks, so why do these other perks require mods to get the most out of them?

    If you're not keen on making new mods to improve other perks, then please, just remove those mods, make dragonfly's explosion bigger, rampage last 4.5 like the other damage perks, and give surrounded it's extra damage/time once not surrounded. the is honestly no reason several perks should just continuously mean i have to sacrifice a mod-slot to get the most out of them when i can just go for another perk combination on the weapon that doesn't require those mods.

    and on a side note, the idea of mods on guns to improve older perks is a terrible idea. if you feel the perk is lacking, just improve the perk, not put a band aid on it. Band-aid solutions to problems only allow them to fester

    submitted by /u/thebakedpotatoe
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    "I'm... alive." - Uldren/Crow I did after the face reveal cutscene came out

    Posted: 29 Mar 2021 10:14 PM PDT

    https://imgur.com/a/Obam1Pj

    I got a drawing tablet in February and I've been experimenting with different digital media while drawing fanart . As a huge Uldren and Crow simp, this just HAD to be done.

    submitted by /u/ayanae
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    I Miss Momentum Control

    Posted: 29 Mar 2021 07:12 PM PDT

    Anyone else?

    I'm not a PvPer, in fact, I actively avoid PvP.

    but when MC came on for a week, I played 10+ games per day. every day.

    It was my favorite mode. Please, bungo...

    submitted by /u/AValiantSoul
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    Recently started playing again

    Posted: 29 Mar 2021 04:35 AM PDT

    And the mission where Ghost is imitating the Drifter is by far the funniest thing I can ever remember in this game.

    submitted by /u/Dude1089
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    Box Breathing and Trench barrel unnerfs

    Posted: 29 Mar 2021 09:00 PM PDT

    I think its been long enough, its been over a year, maybe even close to 2 years since box breathing and trench barrel were nerfed, mainly because of auto reloading, and considering its been over a year since thats been essentially removed, i feel like they should be unnerfed and brought back to their former glory....

    Box breathing especially, whenever i get a sniper with one I usually just infuse or dismantle it because its not worth it for dpsing when vorpal weapon exists...

    Trench barrel is still fairly good but its really only ideally used on the ikelos shotgun because of it being the only 140 (out of 2 of that firerate available atm) that has it, and honestly again its better to just use vorpal because you can continue the dps without having to melee...

    I know this has probably been made a bunch of times but im kinda sad i have a seventh seraph shotgun in my vault with trench barrel that doesnt have any use, and same could be said about any sniper with box breathing....

    submitted by /u/arceus227
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    The Squall Tornado should disappear after the hunter dies.

    Posted: 29 Mar 2021 09:36 PM PDT

    There's already a mechanic similar to this with the Ward of Dawn. Titan dies? It's gone. Can't make this argument for Well, but I think it kinda gets a pass since the Warlock plants a physical item into the ground that the enemy can shoot to make it disappear. Plus the warlock has to stay in it to get any benefits. Titan can have weapons of light after leaving the bubble so I guess it makes sense that it disappears after they die. However, this tornado doesn't make sense to me. I killed the frosty boi who panic threw his super at me. Why is his tornado able to then kill me and control an area of the map after he dies? It's purely offensive where as Well and the Ward are offensive and defensive. Maybe it's just me but I think it would make sense.

    submitted by /u/YaBoiMike16
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    Exotic Heavy Weapons need a buff.

    Posted: 29 Mar 2021 10:36 AM PDT

    It's crazy how legendary rockets/precision slugs are just plain better then 95% of all the other heavy/special exotics out there. I just can't understand why anyone would be running an Eyes of Tomorrow when they can run a Vorpal Weapon First in last out and a Royal entry with impact casing and lasting impression. And I don't want Bungie to nerf them either, they're great but no op. I just want exotics to be slightly better than the legendary counter parts so that it warrants that exotic slot. For example the total damage of a Royal Entry with 8 reserves (using lasting impression and impact casing) is around 1mil. Eyes of tomorrow's total damage over 8 rockets is literally like 850k. Wtf bungie? I'm not asking for it to be Gjorn but atleast make it have a 1,100,000k total damage output. Same with One Thousand Voices, Sleeper and plenty of other exotics that where really cool but not just feel like shit. I feel like raid exotics should be especially better, imagine doing 30 runs to get that 1k Voices and then finding out it's just a collectors item bc it's shit?

    I love the perks you've given to our legendary weapons and I don't want them to get nerfed just make our exotics FEEL like exotics and perform like one too.

    submitted by /u/LedFarmer_
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    I've now completed a grandmaster as a titan, warlock and hunter as well as solar, void, arc and stasis abilities

    Posted: 29 Mar 2021 10:14 PM PDT

    I'm so fucking pumped, there was one point where I thought I would never complete a single grandmaster

    My gameplay has improved so much ever since I did my first grandmaster. If you've never done one I would suggest doing one before the season ends

    I'm open to any questions on helping you complete any in the future but I dunno how great my suggestions are(just not sure how much better I would be compared to Google)

    submitted by /u/ShowMeAssNTitties
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    Made some Class Icons showing off super abilities, as a small art project

    Posted: 29 Mar 2021 06:53 AM PDT

    Like the title says, I've been working on some art stuff, mostly using Procreate. Normally I've done Pokemon stuff in the past, but decided to do some of my favourite game, being Destiny 2.

    I took each class icon and got my clan mates to use Light supers while I recorded it. I then got some good looking snapshots and put them over the class icons, leading to these:

    Hunter

    Titan

    Warlock (My favourite class, but tricky to make it's icon look good)

    Just wanted to share to the community on here :D

    submitted by /u/Razedin
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