• Breaking News

    Monday, April 12, 2021

    Destiny Focused Feedback: Adept Mods

    Destiny Focused Feedback: Adept Mods


    Focused Feedback: Adept Mods

    Posted: 12 Apr 2021 07:46 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 'Adept Mods' 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
    [link] [comments]

    Daily Questions [2021-04-13]

    Posted: 12 Apr 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
    [link] [comments]

    Season of the Chosen is the first season in Destiny 2’s history to not have an exotic hand cannon ornament in Eververse or the season pass

    Posted: 12 Apr 2021 04:14 PM PDT

    Every season we've had a new exotic HC ornament with 23 in total. That's 9 more then the second exotic weapon type, scout rifles. I get that we love hand cannons, but can we give our other exotics some love as well?

    Edit: I've had to fix this so many times now because of typos.

    submitted by /u/Thy_Maker
    [link] [comments]

    D.A.R.C.I is arguably the most useless exotic in the game and serve only as a measuring tool

    Posted: 12 Apr 2021 06:54 AM PDT

    I really can't think about any situation where that weapon is useful it desperately needs a buff and I think I got an idea

    D.A.R.C.I is a weapon that is about data analysis so why not use that concept and make D.A.R.C.I a jack of all trade weapon by that I mean that D.A.R.C.I will have the ability to stagger or disrupt any champions it would make it much more useful in the current meta

    Edit: this thread made me realize wow we do have some suck ass exotic that need a rework

    submitted by /u/Blupoisen
    [link] [comments]

    I use Stasis because it gives free stat boost

    Posted: 12 Apr 2021 05:42 AM PDT

    Not because it's broken. The light sub-classes have similar advantages but they don't compare in feel and visual satisfaction of a flat +10 in Resilience, Strength, and/or otherwise. I wish the other classes had some way to accomplish this sort of satisfaction, but they just don't right now (except for middle tree staff on Hunter imo, love that class).

    submitted by /u/Kingbonnett
    [link] [comments]

    Destiny: The Remastered Collection | Fan concept, grab some food, it's a long post

    Posted: 12 Apr 2021 05:49 PM PDT

    Hey Guardians,

    My twitter is SuprKeith. I've always been a Destiny fan, but lately I've had problems with Bungie's handling of aging content. So, I made a fan concept of a Remastered Collection as a suggestion to resolve issues related to vaulting and sunsetting.

    If you have any ideas of your own, or you would like to contribute to reissues of Destiny 1 and sunset gear, you can add to this post. I've done the quests up to the end of Against the Hive (Moon quest for the Speaker). I'm going to wait until if this post gets any attention to continue past that, and to get some feedback on who the Venus and Mars vendors should be.

    Don't take this concept as an absolute one package. If you think that parts of it are good, but you disagree with other parts, that's fine. Bungie can use anything and come up with their own systems.

    Backstory

    For most of Destiny's lifetime, I've been a casual player. I only started buying the expansions in Destiny 2, and only recently I've been playing Destiny 1's expansion content in order to work on this project. The Shield Brothers strike is my favorite strike, I really enjoyed it. And generally, I enjoyed D1 content a lot more than D2's. You can't sprint at sparrow speeds in D1, so the half-hour strikes were a nice change of pace (the lack of matchmaking made it that way). The Crucible was also a much better experience.

    When the pandemic hit, I decided to invest more time into Destiny 2. Then I found out that the Season of the Undying and Season of Dawn content was gone. They only lasted a few months. I learned that in order to get the best experience out of Destiny, you had to keep up with TWABs and play every week. Otherwise, you'd end up with incomplete lore books, and miss out on essential end-of-season missions and cutscenes. As someone who doesn't play by the meta, I spent nearly the entire seasons of Worthy, Arrivals and Hunt getting to level 100 on the Season Passes, and barely kept up with the content (I missed a few lorebook entries in Arrivals, but I think legacy lore books are automatically filled now). I'm only doing the story content in Season of the Chosen, I'm not bothering with any endgame content unless I get the power levels for it.

    I was frustrated with the amount of work it takes just to keep up with bits of story that expire so quickly. Hunt and Chosen content won't disappear at the end of their seasons now, which is a relief, but they will still expire when The Witch Queen releases. That's still a problem for anyone who can't commit to a weekly grind for 7+ weeks every season for the whole year, and punishes any such person who paid for the Season Pass.

    I knew that there was a fundamental problem with the way Bungie has been handling seasonal content, and vaulting made it so much worse, because you can't go back and complete unfinished content. Originally, I was going to work on a concept of D1, D2 Years 1-3 and D2 Years 4-7, similar to the Halo: MCC, and carry over unlocked gear for transmog, etc, but it would only lead to separated playlists and a more fractured community.

    I had to create a concept that unites the content under a single game, and minimizes the amount of playlists that exist at the same time. So, over the past few months I've been refining the concept of a Destiny: The Remastered Collection. Hope you like it.

    Design Philosophy

    • Natural story progression. New Light players are still bombarded with unnecessary information, and lack a proper introduction to Destiny's systems. And by systems, I don't just mean gameplay. The story is backwards for New Light players. Since Season of the Chosen content expires, Bungie is marketing the seasonal content foremost for all players because of FOMO. This is problematic, because New Light players end up seeing Crow in the Tower, to being stuck in the Reef, to murdering Cayde-6. FOMO is creating a messed up play order that didn't exist in Destiny's earlier years. When I played through Destiny 1's content the past few months, I avoided the Level 40 booster, so I was able to naturally progress through the story content. The Taken King didn't start until I complete The Black Garden, and Rise of Iron didn't begin until after I'd completed The Taken King. The leveling system allowed the expansion content to be spaced out, so I wouldn't be dumped with content on day one. So one of the core tenets of my Remastered Collection concept was natural story progression, preferably by spacing out content by quest progression, light levels, and weekly resets (for example, your first four weeks in Interference for Arrivals are always the new levels, so your week three wouldn't be the same as someone else's week three). A system that rewards playing at your own pace.
      • Returning players also can't start where they left off, because the gutting of a lot of Destiny 2's content makes it impossible for players to bridge the gaps in story. Even as early as Shadowkeep, anyone who played Shadowkeep and is returning now, there's four seasons worth of story content that was missed out on.
    • Sunset the weapon's issues but not the weapon itself. I have a strong distaste for sunsetting. Some things may dominate the meta, but that doesn't mean to discourage the gear's use to the point that it's unusable in anything beyond the first few activities in a season. Not being able to use the gear you enjoy is a slap in the face for all the work that you put in for the gear. But there's also the problem of acquiring gear that you may have wanted to use later, but are now sunset. And now that they are sunset, there are players who have emptied their vaults thinking they'd never get to use their gear ever again. One of the core tenets of this Remastered Collection concept is the ability to carry over all gear to the current meta, including those in your inventory and vault in Destiny 1. This concept includes a system for gear that sunsets perks without overriding the weapon, while also improving Collections and randomized gear so your vault space is not jammed.
    • Access to all content. Even though some destinations are taken by the Darkness right now, shouldn't mean that the content is vaulted entirely. This concept remasters the Vanguard menu to easily access any activity, even if they're no longer available in the Destinations or Map screens.
    • Ten years of content. The closer we get to Lightfall, the more players should scrutinize Bungie for vaulted and discontinued content. Lightfall (and one more expansion after that?) should show that Destiny is a game with ten years' worth of content. Bungie has no excuse otherwise. The vaulted content still exists, and I believe that Bungie could reorganize it into a Remastered Collection as early as Lightfall, with some of the things in this project for The Witch Queen.

    DESTINY: THE REMASTERED COLLECTION

    All visuals in one post: https://imgur.com/a/m2OWBJN

    Destinations screen (before starting The Taken King)

    Destinations screen (while playing Season of the Chosen)

    SYSTEMS

    Group Finder
    The Group Finder (Join / Create) was designed to be very easy to use.

    • "This Activity" will autofilter/autofill the criteria for the activity you are looking for (based on recommended settings), including filling the description box. For example, if you are looking for a Sherpa for a raid, you can select the Guided version of the raid, then hit Group Finder above the Launch button, hit This Activity, and then hit Create Listing. It will restrict the joining conditions to only one or two players, the sherpa(s), who would then use the Group Finder/etc to fill the rest of the group. The Group Finder took only three clicks, great for controller users, and you now have a Sherpa.
    • Filters are based on activity type and season. Activity types are Open World, Story, Vanguard (includes arenas and forges), Crucible, Gambit, Dungeon, Raid, All Activities.
    • The autofilter/autofill will use All Activities when in the Tower or Orbit and no activity is selected. If the player is standing around inside an activity, and no activity is selected, the autofilter/autofill is the activity your fireteam is currently in.
    • Your listing disappears 30 seconds after the fireteam limit is reached, but resets if a member leaves within those 30 seconds.

    Vanguard Menu
    The Vanguard menu has new options. The picture pretty much explains itself. This is what would happen if you click on the one-stop shop for story missions and strikes, and this is what would happen if you click on the one-stop shop for fireteam activities.

    Crucible
    Notice in the picture that there is a playlist for Dark subclasses. There are four reasons why:

    1. Players who haven't reached Beyond Light+ shouldn't have to face against these subclasses. It's a long road ahead for New Light players.
    2. Stasis has crowd control that shouldn't belong in PvP modes with Light subclasses that have no crowd control imo.
    3. The Vanguard would likely ban the use of Dark abilities in the Crucible, so Guardians could form a secret Dark Crucible.
    4. The Vanguard ban could lead to a competitive PvP activity designed specifically for Dark subclasses. Maybe in the Gambit playlist?

    The Daily Standard is where you would find Elimination, Clash, etc. Elimination doesn't need to always exist next to Survival. They're very similar game modes. The rotation allows the playlist to stay fresh.

    The Weekly Special mode is where Bungie can get creative. This is where you could find Sparrow Racing (maybe as a month-long activity once a year), Scorched, or other modes like maybe:

    • Maze Salvage (Salvage, but in the maze with TR3-VR. Spawns on opposite entrances of the map with barriers to protect spawn points. You can't camp the enemy spawn because of TR3-VR.)
      • Rescue: Guardians must respawn manually, but can be revived by teammates.
      • Super Stunted: Super abilities are disabled.
    • Sword Clash
      • Swords Only: You cannot enter this activity without a Sword equipped, and you can only change your equipment if the weapons being swapped are both Swords.
      • Slow Charge: Sword Charge Rate is only half as fast.
      • Ammo Drought: Guardians spawn with no Primary or Special ammo, and they do not drop from kills.
      • Power Ammo Abundance: Guardians start with maximum Power ammo, and Power ammo drops on every kill.
      • Extra Shields: Guardians have double overshields that replenish the same as if they were regular shields.
      • Absolutely Stunted: Grenade, Melee and Super abilities are disabled.
    • Cannons & Splatters (Clash) (Cosmodrome: Mothyards, EDZ: Sunken Isles, Venus: The Shattered Coast, Meridian Bay: Scablands, Mercury: Fields of Glass, Nessus: Glade of Echoes, Io: Cradle, Reef: Prison of Elders (Tunnels), Dreaming City: Divalian Mists, Moon: Sorrow's Harbor, Unknown Space: Wasteland, Europa: Beyond)
      • Cannon Team: Only one team can pick up Scorch, Shock and Null Cannons. Cannons have unlimited ammo and increase movement speed.
      • Vehicle Team: Only one team can drive vehicles. Vehicles emit a deadly elemental wave in front of the vehicle when using the thruster, and vehicle thrusting speed is increased.
      • Ammo Drought: Guardians spawn with no Primary or Special ammo, and they do not drop from kills.
      • Absolutely Stunted: Grenade, Melee and Super abilities are disabled.
      • (Melee kills still count towards points.)

    Artifacts
    Artifacts get a rework in the Remastered Collection. Mods unlocked from the Artifact are Artifact Mods, which are equippable through the Artifact itself. This picture shows the mod slots and what types of mods. This picture shows a reorganized version of the Bell of Conquests and what columns count as which kind of Artifact mod.

    You can equip artifacts similar to Destiny 1, but they don't count towards your Light level. Here are the artifacts you get from certain points in the story:

    • Unerring Compass (Complete the quest "Fruit of the Garden." Champion mods could be for Destiny 1 Year 1 weapons.)
    • [Taken War artifact] (Acquired from the Dreadnaught vendor or Petra Venj after starting The taken King campaign)
    • [Rise of Iron/SIVA artifact] (Acquired from Saladin, Tyra or Shiro after arriving to the Iron Temple)
    • [Red War/Leviathan artifact] (Complete Red War campaign)
    • Prismatic Heart (Acquired from Petra Venj after arriving to the Dreaming City)

    An artifact mod is only considered unlocked while you have the artifact equipped, so you can't equip artifact mods from other artifacts on the one you have equipped.

    Armor
    Legendary armor has only three mod slots, due to reworked Artifacts. The playstyle mods are only one playstyle per armor set, for better variety. Some armor, like Exodus Down armor set for example, would have one general mod slot and two armor mod slots, instead of a playstyle mod slot. Raid armor sets still have the extra slot for raid mods. Exotic armor has four mod slots, as normal, and uncommon armor gets one armor type mod slot, but not a general mod slot.

    All armor can be pulled from Collections, but you get a curated version of the stats. The curated version is always lower than what can roll on random drops.

    Under Infusions, holding Triangle, Y, or R on a keyboard over an identical armor piece that has random stats can consume that armor piece and reroll the stats for the armor piece being upgraded. You can do this regardless if the armor piece is higher than the consumed piece or not, but still requires an Upgrade Module either way. If the consumed piece has a higher level, then the upgraded piece will grow its level and reroll its stats.

    You can the Apex Harmonic armor set that I reissued as an example here.

    Weapons
    Weapon visual explanation part 1 / part 2 / part 3.

    I went ahead and reissued some Destiny 1 weapons. They're what would likely become high-impact auto rifles. You can view the excel sheet here. PDF version here. It includes the formula I used for the base stat totals and the perk pools. I don't know what Bungie's formula is, so I made my own.

    I'm not very concerned with the balance of weapons. That's Bungie's job. If you're looking for an improved system of the weapons as far as acquiring them and their usefulness is concerned, I recommend watching Kujay's Weapons 2.0 video. But for the sake of the Remastered Collection, consider that rare-tier weapons can at least use weapon mods and be masterworked (it works better for some mission rewards for the remastered Against the Hive moon quest).

    You can pull the curated version of any weapon from Collections. You can lock any perks you want to keep, and like armor, you can reroll the perks using Infusions (see above or the visual explanations). You choose your masterwork stat, which has a rising cost to switch depending on the masterwork tier.

    This version of weapons allows Bungie to sunset specific perks, so the rest of the weapon can be used without the need to impose a power limit. And then maybe rework the perk in a later update when Bungie has the time to do so.

    Vendors
    This one is tacked on as a sort-of review of Kujay's suggestions on vendors. It's great to add these seasonal rewards to incentivize patrolling, but there are a few problems With Kujay's version:

    1. These rewards would likely take the entire season to grind out, which would incentivize the easiest location to grind out bounties (Cosmodrome probably), leaving the more difficult areas (Moon, Europa) dead.
    2. Hardcore players could grind out the rewards early in the season, leaving the zones dead mid-season onwards.
    3. There are so many destinations involved, even currently, that there are too many ascendant shards to be obtained.

    Since there are even more destinations being patrolled in the Remastered Collection, I had to refine Kujay's system to make sure that there are always people patrolling destinations, and that you patrol different areas each week. The answer was actually quite easy. You can incorporate patrols into the weekly Seasonal Challenges. Cosmodrome and Nessus were already implemented into the challenges in Season of the Chosen, but imo Bungie didn't implement them very well. Only XP and Bright Dust for completing the tasks.

    Here's my version of the patrol weekly challenge:

    • Your progress is counted separately from each destination. When one destination reaches 100%, the others go down to 0%. When all reach 100%, they all reset to 0% (in case you don't have seven destinations). This way, you complete one destination each week.
    • Weeks 1-7: Complete patrols and public events from any one destination. Heroic patrols and heroic public events counts towards higher progress.
      • Week 1: Enhancement Shards, XP, Bright Dust
      • Week 2: Upgrade Modules, XP, Bright Dust
      • Week 3: Enhancement Prisms, XP, Bright Dust
      • Week 4: Destination Materials (x50 each of what is obtainable, can't get Baryon Boughs if you don't have Dreaming City unlocked), XP, Bright Dust
      • Week 5: Enhancement Prims, XP, Bright Dust
      • Week 6: Exotic Engram, XP, Bright Dust
      • Week 7: Ascendant Shard, XP, Bright Dust
    • Weeks 2, 4, 6: Complete [3] lost sectors anywhere in the system. (The game lists which ones you've already completed towards these objectives, but reset after completing them all)
      • Week 2: Enhancement Shards, XP, Bright Dust
      • Week 4: Enhancement Shards, XP, Bright Dust
      • Week 6: Enhancement Shards, XP, Bright Dust

    Rank-up Rewards
    Since there are multiple years worth of progression, your rank-up engrams for Vanguard, Crucible, Gambit and the Gunsmith contain everything that is obtainable thus far. But, instead of choosing the engram, you can choose from a list of seasonal packages on a second page. For example, I can choose Gunsmith Engram (everything), Gunsmith Package (Destiny), Gunsmith Package (The Taken King), etc. Also, when you rank up any of these vendors, for ease of use, you don't have to obtain the engram between every rank up. Every rank up grants you a credit that you can exchange on the second page for either the engram or any of the packages (not a token, the vendor just simply counts how many times you can obtain a rank up package). This allows you to rank up multiple times, and farm the rewards.

    Master Rahool
    Since there are multiple years worth of progression, and there being a Prismatic Recaster system in place, I would recommend that Bungie use Master Rahool for all of the Prismatic Recaster stuff in a Remastered Collection. You could access every expansion/season through him, and funnel with certain equipment, and perk and stat preferences. And Master Rahool can do this for any encrypted or prime engram. Maybe even reintroduce the Cryptarch rank system for progression. Besides, decrypting engrams should always be the Cryptarch's job, not the Guardian's. Master Rahool's job is being outsourced to a machine.

    Engram Drops
    Here are the types of engrams that can drop:

    Progression Basic drop Upper-tier drop Cryptarch Super-rare drop
    Until a certain light level is reached, or all Common gear has been obtained (excluding Red War gear, not obtainable yet), whichever happens last. Common Engram Uncommon Engram Encoded Engram (quest item), Encrypted Engram (rare-tier) Prime Engram
    Until The Black Garden campaign is complete, a certain light level is reached, or all non-Red War Uncommon gear is obtained, whichever happens last. Uncommon Engram Rare Engram Prime Engram Exotic Engram
    Until Red War begins. Rare Engram Legendary Engram Prime Engram Exotic Engram
    When Red War begins, regardless of previous circumstances, and a certain light level, or all Common gear is obtained, whichever happens last. Common Engram Uncommon Engram Encrypted Engram (rare-tier) Prime Engram
    Until a certain light level is reached or all Uncommon gear is obtained, whichever happens last. Uncommon Engram Rare Engram Prime Engram Exotic Engram
    For the rest of your journey. Rare Engram Legendary Engram Prime Engram Exotic Engram

    STORY PROGRESSION

    Detailed Story Content
    I had to be very meticulous about the New Light experience, so I have nearly every line of dialogue written and every quest step created for the following quests:

    • A [Class] Rises
    • Dangers in the Cosmodrome
    • Exotic Quest: A Blast from the Past
    • Exotic Quest: A Spark of Hope
    • Shape of Light
    • Enter the Crucible
    • Against the Hive

    You can find them all in text files here. Below are the rough key points for everything up to Season of the Chosen. If you would like to imagine the experience of the Remastered Collection, I recommend you read through the quests starting from A [Class] Rises, and then come back to here when you get to the end of Against the Hive. But the rough points are listed below for these quests as a TL;DR.

    New Light
    The New Light experience was changed to be a much better experience for new players. In the Beyond Light version, the game hands you an entire subclass without any time to get familiar with the abilities. And then once you head to the Tower, there's a bunch of running around to do meeting NPCs without any actionable experiences with them.

    In the Remastered Collection, the subclasses use the Stasis system of Abilities, Aspects and Fragments, but unlike the grindy quests provided by the Exo Stranger, the player's XP gains count towards Motes of Light that can be used to purchase abilities, aspects and fragments from Ikora Rey. But that's after the Cosmodrome quest. Before then, the player unlocks their first abilities gradually throughout the introductory Cosmodrome missions.

    The player reaches the Tower immediately after the first mission. Upon arriving to the Tower (the old Tower), the player only sees the Vanguard that matters to them. Then the player receives an engram to be decrypted by Master Rahool. Then the player sees Banshee-44 for a common kinetic weapon of their choice. I was iffy on putting Lord Shaxx in the NPC meet-and-greet, because the player can't enter the Crucible until Navota is defeated (due to the lack of a Super), but I agree with Ghost that no tour of the Tower is complete without Shaxx. The player then sees Amanda Holliday about their ship, and then goes to meet the Speaker. The cutscene plays.

    Dangers in the Cosmodrome
    It's at this point when the player goes to find a warp drive where they meet Shiro-4, and you battle Riksis together. You meet him in a cutscene and decide to help investigate the Fallen. The player is put into The Dark Within mission, where they kill Gotra (not Navota). The quest continues with Shiro-4, until in the mission A Piece of the Golden Age (the new version that replaces Vendetta), and the Arc charges the player collects supercharges their Light, and then annihilate a Fallen Baron, followed by using Arc rifts to continuously charge your Super to defeat Navota.

    Some other key points:

    • The game notifies the player how to use certain things at different times, when most appropriate throughout the Cosmodrome missions.
    • Shiro's bounties are not the same as Shaw's, and better reflect a New Light experience.
    • I tried my best to emulate Shiro's attitude, but Shiro treats the Guardian a lot better than Shaw.
    • There are a lot of missions in Destiny, particularly in the earlier years, where Bungie just inserts a boss at the end of a mission. I wanted Navota to be included in that kind of boss experience, so there's no mention of Navota until the time comes to fight her. And when you do, you're on your own (you get to use your Super continuously though).

    After Navota
    When the player defeats Navota, some other quests begin that properly introduce the player to the Vanguard leaders, as well as the Crucible. There's more voice acting going on in the interaction dialogue to allow the player to become more attached to these characters.

    • The Dangers in the Cosmodrome quest continues with Zavala, who commands you to complete The Devils' Lair strike. I wanted to make sure that this was the first strike the player does. If you're a veteran player, you might have enjoyed the return of The Devils' Lair, but if you look at it from an analytical point of view, it's meaningless content. There's no story quest attached to the strike, so New Light players can't get attached to it emotionally. It's existence is purely for veteran nostalgia. If you want that, just play Destiny 1.
    • Ikora has the player grinding enough XP for one Mote of Light, and then purchase an ability from her. You can grind Motes of Light whenever you have a new subclass unlocked, or when the Forsaken abilities/aspects/fragments are unlocked (retconned as part of the Red War campaign).
    • Cayde-6 has you searching for one of his stashes, to acquire Riskrunner.
    • Shaxx has you experiencing the Crucible playlists. But instead of the grindy one that exists in Beyond Light, it's a one-step grind of completing:
      • 2 Control matches
      • 1 Rumble match
      • 1 Daily Standard Mode match
      • 1 Weekly Special Mode match
      • 1 Bounty
        You complete these matches in any order you like.

    Against the Hive (Moon)
    The Moon vendor (before Eris Morn) is Benjamin 99-40, a frame that works for the Speaker. There's no concept art, but he could have white fabric for clothing. Benjamin 99-40 exists as a means to communicate with the Speaker on his missions without having to travel back and forth to the Tower. Benjamin 99-40 has general patrol bounties and destination rewards, whereas Eris Morn would have Crota/Taken King bounties and Shadowkeep bounties. Benjamin 99-40's vendor space is this spot right here, with the flag spot removed. He would stand in front of the computer. Eris Morn pops in when starting The Dark Below, and the Lectern of Enchantment pops in and the rabbit room opens when starting Shadowkeep.

    The second subclass unlocks during a story mission in this questline.

    Fruit of the Garden (Venus and Mars)
    I'm not sure who the vendor would be on Venus, but a good spot for them would be in Campus 9, since there's a space in a building and a spot on a roof that makes a decent landing pad. I was thinking Tyra Karn, but she moves around depending on the season you're playing, so the bounties would have to be passed out by another frame. By that logic, Mars would likely have a frame for a vendor and I find that not very creative. The Venus questline should involve a Cryptarch though, because one of the quest steps require the player to see a Cryptarch, and better to do so in Campus 9. There's some lore about a Cryptarch named Yareli who worked on Venus, but not much else is known.

    Mars has lore about a fireteam captain named Holborn (Titan) who's searching for signs of Rasputin. This can tie in to the in-game story, and he would make a fitting contact for bounties in Meridian Bay.

    The player would be required to complete a mission from the Vanguard leader to unlock the third subclass before entering the Black Garden.

    The Dark Below and House of Wolves
    After completing Fruit of the Garden, The Dark Below and House of Wolves become available. However, before starting one of them the game will warn the player that it is recommended that all the story quests and the Vault of Glass raid be completed before starting these campaigns. The player has to hold a button to confirm to continue anyway. This warning would not happen if these things are already completed.

    Eris Morn sets up a vendor space on the Moon and provides bounties. The Crota's End raid is converted into a dungeon.

    The Vestian Outpost opens up. All Prison of Elders modes have matchmaking, and unlocking them are separated by weekly resets.

    The Taken King
    The Taken King requires The Dark Below to be completed. Crota's End is optional, but the warning will appear before the player starts the campaign.

    The Taken War quests are separated by weekly resets. Unknown vendor for the Dreadnaught. Taken incursions happen in Taken War instances. Taken stop invading when starting Rise of Iron, but the player can enter Taken War versions of patrol destinations from the Vanguard menu, or joining other fireteams.

    Rise of Iron
    Rise of Iron requires The Taken King to be completed. The King's Fall raid is optional, but there will be a warning recommending that the player complete the raid and other story quests before starting Rise of Iron.

    The Speaker would have a Triumphs-based questline that consolidates the expansion stories up to this point to a single quest completion, with some challenging content.

    A transitional questline would be introduced that leads to the capture of Uldren Sov and leading into the arrival of the Red Legion in the solar system (concluding with a mission on Mars where the banners switch and the gate to the Black Garden is destroyed, followed by a rush to the City).

    Red War
    Red War requires all of the previous story campaigns to be completed. Optional content would be listed in a warning before starting if they have not yet been completed.

    The player's subclasses become unavailable, and unlock again during Red War missions. The abilities gained are the Forsaken abilities. All of the player's Light abilities, aspects and fragments can be unlocked during this campaign.

    There is an endgame quest to eliminate a Red Legion boss in Meridian Bay.

    Curse of Osiris and Warmind
    Curse of Osiris and Warmind become available after completing the Red War campaign. They can be completed as normal.

    Forsaken
    Forsaken becomes available after completing the Red War campaign. The player will receive a warning if Curse of Osiris and Warmind campaigns and the raids have not yet been completed.

    The player enters pre-curse Dreaming City and remains there until either the Last Wish raid is completed, or the player begins a new campaign or starts the Gambit introduction quest. Continuing without completing the raid will start a slideshow cutscene of a fireteam completing the raid and the curse happening.

    The player's first several weeks of oracle offerings will always be a Mara visit, in order to provide story content of the pyramid ships.

    There would be some new story missions on the Dreadnaught.

    Seasons of the Forge, Outlaw and Opulence
    The content from these seasons are playable once the player activates the curse in the Dreaming City.

    There are new forges in Ishtar Sink, Venus and Meridian Bay, Mars. New gear issued for these locations, as well. The player can unlock one new forge every weekly reset through quests.

    New Gambit maps for Destiny 1 locations. Gambit Prime becomes a three-round version of Beyond Light Gambit. The armor sets have a mod slot for Gambit Prime, and the old Gambit Prime perks become Gambit Prime mods. Gambit Prime rotates with Iron Banner.

    Shadowkeep
    Shadowkeep requires all Mara visits to be completed, and warns the player if Invitations of the Nine have not yet been completed. Lunar Battlegrounds is converted into a patrol zone, and can be reached from Anchor of Light and Sorrow's Harbor.

    Shadowkeep's version of the Moon has different instances than pre-Nightmare Moon. You can enter pre-Nightmare Moon from the Vanguard menu or joining other players.

    Seasons of the Undying, Dawn, Worthy and Arrivals
    Like the Taken War, Vex Invasions happen in season-specific instances. You can access the season-specific patrol from the Vanguard menu or joining other fireteams once progressing beyond it. The player stops entering these instances normally once Vex Offensive: Final Assault is completed. Lunar Battlegrounds has a new Vex Invasion portal. The player's progress through Undying is based on weekly resets and quest progression.

    Sundial arenas are unlocked from weekly resets and quest progression. There sundials disappear from their destinations once progressing beyond Season of Dawn, but the one in the Tower remains. There is a Sundial on Venus with new gear.

    Season of the Worthy requires Season of Dawn story content to be completed. The player's first Seraph Bunker is now the one in the Cosmodrome. There are Seraph Bunkers and Seraph Tower activities in the Cosmodrome and on Venus. Progression through Season of the Worthy is based on weekly resets and quest progression. There will be an activity in the Tower at the end, which will be a 30 minute version of the live event. The game will warn the player about the time commitment. After Season of the Worthy, the instances for Seraph Towers are only accessible from the Vanguard menu or from joining other fireteams.

    Season of Arrivals requires all story content up to this point to be completed, and will warn the player about not completing Invitations of the Nine again.

    The player's progression through Season of Arrivals is based on quest progression and weekly resets. There is a Contact event in Meridian Bay, Mars unlocked when the pyramids arrive on Mars. The Mars vendor would be included in the evacuation questline. More secrets to discover in Meridian Bay as well, such as Savathun's Eyes. Pre-contact and Contact versions of these destinations are available from the Vanguard menu or joining other fireteams. The destinations disappear after completing the Traveler restoration 30-minute activity in the Tower, but all of their activities are available in the Vanguard menu or from joining other fireteams.

    Beyond Light
    Beyond Light starts after completing the Traveler restoration activity and waiting for a daily reset.

    Like the mission in the Cosmodrome, there would be a story mission on Venus.

    Seasons of the Hunt and Chosen
    Season of the Hunt is unchanged, but becomes available after starting Beyond Light. I forget if this questline progresses naturally through Cryptolith Lure upgrades or not.

    Season of the Chosen requires the Season of the Hunt and Beyond Light stories to be completed. There would be new Battlegrounds arena missions on Venus and the Dreadnaught, during the two weeks when there aren't any new Battlegrounds missions, exotic quests or strikes. The player's progression is based on quests and weekly resets.

    submitted by /u/Keundt
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    As bad as Gambit is, we can at least thank Bungie for not giving it Champions

    Posted: 12 Apr 2021 05:55 AM PDT

    I think I might cry if they did.

    submitted by /u/TravellerMcree
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    No, Adding a stun to any weapon will not make me want to use it, and shouldn't always be the answer.

    Posted: 12 Apr 2021 03:10 PM PDT

    Every single time somebody mentions an exotic needing to be changed they always mention how a champion stun should be added to it, this is the laziest excuse for a positive improvement to an exotic, I'm not going to use cerberus +1 just because it can stun all champion types, and when it stuns a champion it gives you 12 gigashits worth of orbs of lights.

    Do something to the core mechanics of an exotic to make it useful other than just giving it the ability to stun champions, not every single mode in the game contains champions, just because you added champion stuns to an exotic won't actually make me care enough to use it.

    submitted by /u/DestinySeekers
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    This Week at Not Bungie - 4/12/2021 - AI Learning, Autocomplete-Generated TWAB

    Posted: 12 Apr 2021 08:00 AM PDT

    You might know how this goes by now. I run a few TWAB articles into the Botnik predictive writer, which can generate sentences in an autocomplete fashion based on what you feed it.

    Not Bungie has a website! All articles that have already seen their time on Reddit can be read over on https://notbungie.net/


    THIS WEEK AT NOT BUNGIE - 4/12/2021

    This week at Not Bungie, public transactions throughout the community will be adjusting Stasis tuning.

    You are currently investigating an issue resulting in some players who observe other PvP types. This is why Crow was not triggering health regeneration in the Crucible. Guardians have lived long enough in endgame matchmaking. Once they become tethered, instead of spawning, we will announce the winner of the most unique mod modes. Please make sure you want infusion caps removed or we will announce more coming infusion caps. This is not properly recording you in the Deep Stone Account.


    You Are Some New Perks

    Exo players from meme pipelines will be buff flex Titans. They can roll Hunters into junk livestreams specifically for Warlocks to earn additional Hawkmoons. Each ritual reset will also launch a node in your arsenal. Play to slay enough champions and our Internal Clothes Security Team will help us fight consumer products. Join us in welcoming your friends to see what sweet loot will be released when you really want to stop losing in Trials. Weapons looking to adjust their drop rates can expect a direct message from lifelong lighthouse dinosaurs. This is why you worked for Dollar Lord.


    We Are Continuing Good Things

    With the start of Season of the Latest Patch, guardians have come to know that our news articles about Palindrome are all missing. We fixed Lord Caps to help you complete flawless carries in Trials of the Deep Stone Ordeal S.A.B.E.R. Primeval Targets. If you talk about infusion caps on YouTube, we will announce more frustrating challenges that none of you can complete. Stay away from Bungie.net. You won't want to share your experiences on refining our readability.


    Uplifting Camera Movement

    Next season, we will start finishing Halo 3. All Crucible security will be released into the Vault of Shaxx. Terrifying sounds of your fireteams losing their Kevin will echo throughout the studio. Ongoing maintenance will reduce the windows of your flawless completions. Here to talk about what we're rapidly preventing from progressing past a moon bug is Senior Veteran D1 Player, Blog Jonny.

    Jonny: 10,500 flawless completions were not rewarding for our fireteam. Why is that our bottom repeatable activity? Check out this choice of happy grass!

    • Increased key talent in the studio pools. We are currently getting appropriately preoccupied with development of Halo 6.

    • Increased Titans to earn 3x the upgrade materials from endgame reports and buff their hands by 200,000 range and damage. Titans are now dinosaurs.

    • Increased Hunters using every third warsat from feedback items. Hunters can now turn into short birds.

    • Decreased Warlock name values to 4. Increased Warlock legs to 425,000 feet. Warlocks are now longer.

    • Increased Hive ogre bosses without triggering The Darkness. Hive can expect to be featured in a Trials match that takes 84,000 years.

    • This is note preview 6. Note preview 7 will have mountains.

    • Adjusted public event bosses to throw your Ghost into terrifying spider enemies and throw mountains at you.

    • Adjusted dmg04 to earn reputation from every Trials matchmaking pool that drops players.

    • Increased Cozmo to take any armor pieces you earn and refund your mods into Stasis crystals.

    • Decreased fusion rifles to make sure you start hunting for better perks on pulse rifles.

    • Increased Lord Rad Shatter to make players much better at dying in the Crucible. You will now spawn with 33 knife bombs.

    • Increased Ikora to drop your friends each season. We are home streaming your friends reaching overcrowded death pools.

    • Decreased your arsenal to 7 sidearms. But they each do anything but 30 damage.

    Thanks for all your experiences with ensuring cheating will be frozen in Stasis supers.


    Movie of the Most Competitive Feelings

    This is the full write-up of your seasonal video calls. You can expect a lot of Hawkmoon clips specifically of you dying. Here are what we believe you will still watch with your friends.

    Movie of Heresy: Deep Stone Fatigue

    Honorable Gaming Urges: Every Day Is Reissued

    Don't adjust the code in bungie.net again. We'll never let you leave orbit for the rest of the year.


    Another week, another season, another thing, another TWAB, another umbral strike on grandmaster difficulty with no reward. This is why inventory slots were removed. Thank you for taking the time to develop insane stacks applied to targets when you lost in Crucible activities. You won't want to continue your first exotic quest after next season. Stay between areas!

    <3 dmg04


    Edit: Thank you u/ChefDrizzt for the gold award! I hope this brightened your day, friend! :)

    Edit 2: These are now regularly getting so many awards that's it hard to keep up with them throughout the day, so I just want to let everyone who awards this post know that I am flattered you got enough of a chuckle or enjoyment out of this that you awarded the post.

    Between the awards, the upvotes, and especially the comments, I am very happy to have helped brighten all of your days if you enjoyed this(/these).

    submitted by /u/ChrisDAnimation
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    The Secrets of Void Light Demystified.

    Posted: 12 Apr 2021 08:17 PM PDT

    A comprehensive guide to the scientific understanding of the Void.

    Understanding the Void

    "That's right, it doesn't make sense. It's the void. " — Quantis Rhee

    Of all the many concepts the Destiny universe has introduced to us, perhaps none evoke as much confusion and mystery as the Void. Many definitions abound. Some believe the Void to be gravity or dark matter. Some believe it is nothingness or the absence. Still others believe it is the line between Light and Dark or that it is neither.

    As we will see, all of these definitions hint at a greater truth and my hopes in this post is to help make the Void a little easier to understand and grasp. Now I have spoken about the Void a few times (see here, here and here) but I wanted to dedicate this post specifically to the Void and it's understanding.

    Throughout this post, water and by extension the ocean will be a common theme in order to help make the Void easier to visualize and understand. As we will see the parallels between the two are quite apt.

    Full disclosure, this post is long, my longest by far. But stick with it and I guarantee by the time you finish reading it you will feel one step closer to understanding the true nature of the Void.

    What exactly is the Void?

    "We do not ask this question. Well, Ikora might. But I do not." —Saint-14

    The concept of the Void is well known to philosophy as "the concept of nothingness manifested)". It is also closely related to the concept of Chaos in Western cosmogony referring to the void state preceding the creation of the universe or cosmos). Thus we understand the Void to relate to both a place and a power associated with Creation.

    But like many things in the Destiny universe there is both a philosophical or spiritual element as well as a scientific element to it's understanding. Often Destiny is adept at blending the two. The Void is no exception. This post will primarily be focusing on the latter but it's important to distinguish between "The Void" proper and the more general "void".

    So why is there so much confusion?

    There is often a semantical problem in how the Void is understood and can take on different meanings depending on the context. But as mentioned the Void is both a toponym and an adjective. This means it can refer to both a place and be used to describe something.

    A perfect way to think about this would be to relate it to the ocean or the sea. Consider this sentence:

    "Seafishermen use seanets to catch seafish in the sea."

    Similarly we can write this sentence:

    "Voidwalkers use Void abilities to draw Void Light from the Void."

    But the differentiation goes deeper than that.

    The Light and Causality

    "The Light releases us from causality. It smooths the contours of what we can and cannot do."

    "Creation's Wind"

    To understand the Void we first have to understand that there is a separation depending on the causality of context. The Light for instance can be thought of as energy in a metaphysically transcendent) sense. In the same way The Void proper can be thought as a transcendent or paracausal version of the causal void.

    To illustrate, imagine a Tidal Power Station in the middle of the ocean that converts the energy of tidal waves into useful forms of power. Now the energy of those waves have multiple causes; the moons gravitation, weather conditions, tectonic activity, etc. But now imagine that out of nowhere a wave suddenly started gaining energy until it reached Tsunami proportions and hit the power station.

    That energy could potentially be considered to be paracausal since it came from beyond our reality. Some might even deify this energy as coming from "the Tide". This is a useful way to view both the Light and the Void. "The Void" in most contexts refers to the source of the paracausal energy known as the Light and is drawn from the transcendent Void.

    In fact we also have a potential parallel with "The Storm" for the source of Arc power.

    "The Storm is raw power. The trance is true understanding." — The Stormcaller's Path

    So to truly understanding the Void in a metaphysical sense we must first understand it in a physical sense. And indeed the void is quite often used in it's more general and causal sense. It was an energy that like Arc and Solar was used to power the Golden Age and is even used in the probability kilns of the Last City.

    Both the Darkness and the Nine also have associations with the physical void.

    So what does the physical void entail?

    The Quantum Vacuum

    "The universe is defined by fundamental forces. Beneath the world of light and matter lies the vacuum, and the vast dark secrets that it contains. In the understanding of this vacuum lies the secret of Void Light." — Void

    This is perhaps the most obvious give away. The Void is associated with the vacuum of space. This is actually fitting considering the origin of the word void as a noun referring to an "unfilled space or gap" and from the 18th century onwards came to be associated with "absolute empty space, vacuum".

    But what is the vacuum?

    When you think of the vacuum you probably think of the "cold, hard vacuum of space". This is a place where nothing exists, not even air. Right? Well what if I told you that even in the vacuum of space there is still something. In hard vacuum where there is literally no molecules of matter there is still SOMETHING.

    It may be hard to imagine but believe it or not even the vacuum of space still contains a vast supply of potential energy. This is known as Vacuum Energy and is the Zero-point Energy of the quantum vacuum.

    One way of thinking of this is like the elastic energy in a spring that is compressed. Even though the spring isn't moving (the motion is absent) there is still potential energy stored in that spring.

    But another way to understand zero-point energy is by imagining the universe as a vast ocean.

    Vacuum Fluctuations

    " —in the perturbation of the field that was the garden —were the detonations that made the universes. Our trampling feet made waves in the garden, which were the fluctuations around which the infant universes coalesced their first structures." — T = 0

    The ocean is a vast body of water which can hold and transfer energy using water as a medium. We often feel this energy in the rise and swell of the ocean and the direction the currents move in. We can also see it's physical manifestation in the form of surface waves.

    Now you can't pick up a surf wave and take it home with you. It's not an object that can be separated from the ocean. Rather it is intrinsically connected to the ocean and represents a transfer of energy using the water as a medium. In a way we can think of heat and light as similar phenomenon's, as waves of energy moving through the vacuum of space.

    You see as I have mentioned previously the Light is largely based on the real world phenomena described by Quantum Field Theory when applied to energy and matter. Space is composed of fundamental quantum fields, with a separate field for every particle that makes up our universe.

    In this theory, rather than particles of matter and energy being separate from each other they are actually seen as fluctuations and vibrations in quantum fields. The energy of these fields are all multiples of the baseline energy of the vacuum.

    Another interesting comparison is that when waves coalesce and collide they can form static structures in the ocean. A perfect example of this is the whirlpool where waves of energy in different directions coalesce to form a stable vortex that warps the surface of the ocean.

    In a way we can think of this phenomenon as a parallel to matter. All matter is just concentrated energy and particles like electrons and photons can be thought of as excited states or perturbations of the same underlying quantum vacuum.

    Zero-Point Energy

    "If Light connects across space and time, what is the Void? What role does the vacuum—the absence—play?" —Ulan-Tan

    So now I want you to visualize something else. Have you even gone down to the beach or a lake on a day where the water is perfectly still? I mean so still that you can see your reflection and a perfect reflection of the landscape above it. You could be forgiven for believing that the surface of the water is perfectly flat.

    The reality however is that even when the ocean is at its stillest, there is still energy, motion and movement that we can't see on the surface of the ocean, and beneath it. The surface tension of the water molecules are constantly fluctuating and exerting pressure on each other. It's one of the reasons you can skip stones over the water or some lizards can sprint across it.

    We can think of the zero-point field as like the surface of a perfectly still ocean. In any quantum dynamic system there is a lowest possible energy or ground state the system can occupy. In the vacuum of space this lowest possible energy is zero.

    The zero-point energy of the zero-point field should be... well.... zero. Right?

    Not exactly.

    Virtual Particles

    "Light is scarce in this place. But Quantis knows how to find it—how to feel for the un-ripples of the Void, to draw Light from the infinities between spaces." — Orpheus Rig

    The problem is, due to the nature of quantum dynamics, it's impossible to achieve zero energy.

    This is because of the uncertainty principle in Quantum Mechanics that states that for any given particle you can not know both the position AND the momentum of that particle. How this translates is that particles exist in states of uncertainty and probability.

    You've probably heard of Schrödinger's cat, the thought problem where a cat is both simultaneously alive and dead until observed. Similar sort of deal.

    The same thing applies at the "ground zero" of the vacuum of space. The quantum field gently vibrates and fluctuates around the zero point. Sometimes this produces enough energy to form particles spontaneously from nothing.

    The particles arising out of the fluctuations of quantum fields are called virtual particles.

    Virtual particles are usually in a particle/anti-particle pair and they are constantly fizzing in and out of existence in a perpetual state of uncertainty. Think of it like listening to the radio and there is silence but you can still hear the static. The vacuum of space has "static" or "noise". (I also like to think of it like the "fizz" on a glass of soda).

    Just like a perfectly still ocean still has micro-vibrations from the surface tension of the water, so too the vacuum of space is fluctuating with energy in the form of virtual particles.

    What space magic is this! Energy from nothing? Turn's out this has been well established experimentally.

    The Casimir Effect

    "Press two sheets of metal together in void, and their atoms cannot tell which sheet they belong to. They cross freely. The two become one." — Eris Morn on Vacuum Welding

    Grab a goldfish bowl, a vacuum cleaner and two uncharged metal plates. Stick the plates inside the bowl nanometers apart. Seal the bowl and vacuum out all the air from the bowl. Since the plates are uncharged and therefore not magnetic, we should expect no force between the two plates. Zilch. Nada. But instead we observe a very small attractive force between the two plates!

    This is known as the Casimir effect.

    The Casimir effect is a small attractive force that acts between two close parallel uncharged conducting plates. It is caused by quantum vacuum fluctuations of the electromagnetic field.

    As we discovered earlier, the vacuum contains a sea of virtual particles which are in a continuous state of fluctuation. In the electromagnetic vacuum these are virtual photons consisting of a photon/anti-photon pair. Photons (for the uninitiated) carry packets of light in different wavelengths. So red light has a wavelength of 700 nm (nanometers) and violet light has a wavelength of 400 nm

    Casimir found that by putting the two plates really, really close together, only some of the virtual photons wavelengths could even fit between the plates! What this meant was more virtual photons existed in the vacuum around the outside of the plates than between the plates.

    By squeezing the vacuum between the plates it decreased the energy density of the vacuum. With the absence of virtual particles, this negative space between created a pressure differential which in turn generated a mysterious force that grew stronger as the plates moved closer together.

    The force generated was incredibly small but it proved a couple of things. Firstly, that the vacuum of space itself exerted a pressure and secondly as a potential source of Dark Energy.

    The Negative Space

    "If the Void is negation, behold the ultimate negator." Ikora Rey

    As it turns out the energy of the vacuum plays a very important role in the universe in the form of Dark Energy. Dark Energy accounts for a whopping 70% of all the energy of space and is believed to have played an important role during inflation in the Big Bang as well as the accelerated expansion of space.

    The most important property of dark energy is that it has negative pressure (repulsive action) which is distributed relatively homogeneously in space. This is what pushes against the universe causing it to accelerate. This meant that vacuum energy was very likely a form of dark energy.

    Since we know that the energy density of the vacuum is non-zero and that the vacuum of space exerts a negative pressure, we can actually work out a ratio between the energy density and pressure of space.

    This is known as Equation of State).

    It's a very simple equation which of the pressure divided by energy density. But what's really interesting is that at any point in space this ratio is -1.

    This came to be known as the Cosmological Constant and would define the vacuum energy of space.

    But there was a problem. This constant could not account for the vast amounts of zero-point energy predicted by Quantum Field Theory. The quantum vacuum of space should be "teeming" with energy. The energy within the vacuum within a single light bulb could boil the worlds oceans.

    So where was all this unaccounted energy?

    Well this eventually led to theory that perhaps the energy of the vacuum wasn't so constant after all but was instead dynamic having energy densities that can vary in time and space.

    The Fifth Element

    "Void energy is like all things of this universe, it is Light seen through a prism. A fundamental force, the vacuum between the stars, the absence of everything else." — Toland

    Quinta essentia.

    Also known as the fifth element, or Quintessence was the fifth and highest element in ancient and medieval philosophy that permeates all nature and is the substance composing the celestial bodies. Aristotle called this the aether. It would be revived in modern physics as a way to explain Dark Energy.

    Quintessence) differs from the cosmological constant explanation of dark energy in that it is dynamic; that is, it changes over time, unlike the cosmological constant which, by definition, does not change. Quintessence can be either attractive or repulsive depending on the ratio of the kinetic and potential energy of the vacuum.

    It is considered by some physicists to be a fifth fundamental force.

    It is not a force of malice, no more charitable or heinous than gravity — Apotheosis Veil

    This energy as we will see is the likely form that Void Light manifests as. Unlike the minute Casimir force between the two metal plates, a Quintessence field can greatly affect the energy density of the vacuum of space. Many of the supers and abilities we are familiar with can be explained in terms of it's effects on the quantum vacuum.

    Draw from the Void

    "'Behold!' And he drew forth from the quantum vacuum a shrieking singularity, which he held between his hands and then telescoped down into nothing." — Savin

    We now know the type of power we draw from the Void. We are exploiting the absence created by the raw negation of one region of space. Drawing from the potential energy as the universe rushes to fill the gaping void. Now, let's see the art in what's subtracted.

    As we see in the lore tab above, a common effect of drawing on the void is producing a gravitational singularity. This is ultimately where the association with gravity comes from and why the Void is often mistakenly considered to be gravity itself.

    Make no mistaken, gravity does play a role and we are able to observe the Nightstalker Quantis Rhee "roll black holes between her fingertips" and "nock her bow with the inescapable gravities of the universe."

    But as we will see the Void is not so much gravity as it is a way to forfeit gravity.

    Think again of a vortex in an ocean. Conflicting forces keep the vortex stable and help the wall of the vortex seemingly defy gravity. While the ultimate cause of the vortex is disruptions in the ocean, gravity and the kinetic and rotational energy in the water play a major role in keeping that vortex stable and spinning. As long as energy is put into that vortex it will keep on spinning.

    Now it's no coincidence that the symbology for the Void is in fact a vortex. We also see something similar every time we throw a vortex grenade. A ball of swirling purple light kept stable for a brief moment in time.

    We can understand this vortex as the conflicting energies of gravity and repulsive dark energy.

    But just as the ocean requires water as a medium to produce a stable vortex — what medium exists to sustain a gravitational singularity in the quantum vacuum?

    Violet Particles

    "It remains a uniquely perplexing manifestation of the Light," Ikora says, gazing at a swirl of violet particles rising from the palm of her hand. She snaps her fingers, and the particles coalesce into a singularity that blinks out of existence" — Gazing Into The Abyss

    Whilst Void Light is in it's most basic sense a form of energy, we know from this lore tab it is also associated with violet particles that swirl and coalesce. It makes sense that Void Light would have associated particle just like Arc Light channels ions and supercharged electrons. But what is this particle?

    We actually get the identity of this particle on one of our grenades, the Axion Bolt.

    "A bolt of Void Light which forks into smaller bolts on impact, seeking out enemies." — Axion Bolt

    It even goes so far as to call it a "bolt of Void Light" associating the axion with Void Light itself. We see a similar void attack from the Taken Centurion in the form of the Axion Dart.

    We also get further evidence of it's use in the lore for these gauntlets:

    "Gauntlet-mounted axion condensers help a Warlock's power shape reality." — Scalpel Wing

    If the axion mention didn't convince you, this armour predates Stormcaller and is received before Sunsinger is unlocked — so it likely refers to the Voidwalker abilities. So the implication here is that the condensation of axions plays a role in wielding Void Light.

    But what's an axion?

    No Ordinary Matter

    "To harness the Void is to enter a state of tranquillity, free from the clatter of ordinary matter." —Apotheosis Veil

    Axions are a hypothetical particle believed to be a primary component of cold dark matter. What connection does dark matter have with the Void? Well first lets understand what dark matter is and we actually have a good explanation from Lavinia.

    "Kamala shows her a pane of black glass, illuminated by a faint purple fuzz that sweeps left to right. Lavinia touches it in awe. "That's dark matter?"

    "Correct." Every schoolchild knows that most mass in the universe is dark matter; but it is nothing more than mass, and it never forms structures smaller than a galactic halo. Dark matter has no charge, passes through itself, never gathers into clumps, and has no chemistry. It is only ever dust." — The Leviathan

    Indeed dark matter lives up to it's name. It is the most abundant form of matter yet is unable to interact with any of the fundamental forces except for gravity. A being made of dark matter could be next to you right now and you would never know because you can not see them, touch them or interact with them in any way.

    Speaking of beings composed of dark matter, the Nine had similar problems trying to clump dark matter together in order to form a singularity.

    If the Nine had the Light, they could seed their own minds, free themselves from the dependence on matter-life! They could gain forces beyond Gravity to structure themselves, and so become more than wraiths of dark dust.

    They have tried to gather enough dark dust in one place to form a black hole, and found it difficult: when the dark mass collapses in gravity's fist, the dust passes through itself and scatters.

    But difficult is not impossible. And there is far, far more dark matter in the universe than bright. — The Witch

    The Nine were clearly interested in our Light and in a way to gravitationally condense dark matter into singularities.

    Why?

    Lighting up the Basement

    This, er, rustic device was once an experimental axion emitter, which sprays weird particles to light up the basement of the universe. — The Wardcliff Coil

    Now is where things get interesting because as it turns out although axions only seem to interact via gravity, they also weakly interact with magnetic fields.

    The axion (named after a brand of detergent) was originally hypothesized as a particle that could "clean up" the axial electrical field of neutrons keeping them neutral. This interaction is also exploited in modern day International Axion Observatory in the search for dark matter.

    The science is simple.

    Point a vacuum tube at the Sun. Subject the tube to a very high electromagnetic field. The strong magnetic field increases the energy of the virtual photons. This increases the chance that an axion passing by will interact with virtual particle and spontaneously turn into a photon.

    This is known vacuum birefringence and exploits a phenomenon known as axion-photon coupling. You can see a diagram of the axion decay here.

    But this process can also happen in reverse.

    Candescent Shadow

    "The Void fascinated me before the accident. I cannot summon the interest any longer, but it is still beautiful to see in action." —Asher Mir | Candescent Shadow

    What's really interesting is that axions not only react with virtual photons in a strong magnetic field, but if the energy is high enough there is a chance the virtual photons can spontaneously convert into axions in a process known as magnetogenesis.

    Put both of these phenomena together and you end up with a fireworks display of magnetically induced axion popcorn!

    What's really interesting about this is it explains why we can likely see the violet axionic effects as the high energy photons emitted bleed off into the near-ultraviolet. But it also explains why the Void smells like ozone because high energy ultra-violet photons turn oxygen into ozone.

    But I can see what you're thinking. Why are we talking about magnetism? Where does the magnetic field come from?

    Well it turns out that the magnetic force is mediated by virtual particles. This means that if you pump enough energy into the electromagnetic vacuum, the vacuum itself will produce a magnetic field. This extra energy we are putting into the vacuum comes from dark energy, Quintessence.

    It requires vast amounts of dark energy being pumped into the vacuum in order for any of the above to be noticeable. Only two things can cause this. Our Light. And a Big Bang.

    In fact vacuum-induced magnetogenesis played a very important role in the early universe in order to create Primordial Black Holes.

    Primordial Black Holes

    "The dilaton field yawned beneath existence. Symmetries snapped like glass. Like creases, flaws in space-time collected filaments of dark matter that inhaled and kindled the first galaxies of suns." — T = 0

    The universe started in a very dense, very hot singularity that rapidly inflated producing all the matter and energy of the entire universe. There was a Big Bang. Then there was nothing but darkness and dust for thousands of years until the first atoms formed.

    Why do we have atoms? Because atomic matter is more stable than the primordial broth. Atoms defeated the broth. That was the first war. There were two ways to be and one of them won. And everything that came next was made of atoms. Atoms made stars. Stars made galaxies.

    That primordial broth as it so happens played a large part in the nucleosynthesis of atoms. According to Wikipedia:

    Primordial black holes formed in the very early Universe (less than one second after the Big Bang). The essential ingredient for the formation of a primordial black hole is a fluctuation in the density of the Universe, inducing its gravitational collapse. One typically requires a contrast in density to form a black hole. There are several mechanisms able to produce such inhomogeneities including axion inflation). — Primordial Black Hole

    In the high energy density vacuum of space a primordial magnetic field was all it took to seed the rapid inflation of dark matter which would then collapse once gravity took hold into dense axion stars and primordial black holes.

    In a dilute axion star, repulsive force from kinetic energy balances attractive forces from gravity and from axion pair interactions. In a dense axion star the attractive force from gravity is balanced by the repulsive force from the mean-field pressure of the axion Bose-Einstein condensate.

    If an axion star exceeds it's critical mass, its core will collapse into a black hole.

    These dark matter singularities would later go on to become the seeds of the supermassive blackholes in galaxies and kindle creation.

    Cold Twilight, Binding Gravity

    "Cold twilight, binding gravity, a guttering lantern in the gray mist. You recognize this feeling now: residual Void Light." — Fractured Arrow

    We can now appreciate what we see when we stare into a the violet glow of a vortex grenade. There is beauty in it's simplicity.

    Using the Light we are able to harness the forces of creation. The secret Light found in the absence between stars. In the vacuum. Using the Light we are able to amplify the fluctuations of the vacuum of space causing dark matter to spontaneously light up. Gravity tugs at the strings and the matter begins to coalesce.

    As the axions condense they interact with the vacuum producing vibrant near ultraviolet light. This causes the energy density of the vacuum to lower and Light drawn and this creates a negative space. A hungry void. The aether then rushes to fill this void. The fifth fundamental force. The dark repulsive forces of Quintessence inflate the singularity outwards as Gravity tries to collapse it inwards.

    This causes the singularity to begin to rotate into a vortex of energy and matter that rapidly gains more energy and accumulates more dark dust, getting denser and gaining more power.

    By controlling the amount of Quintessence energy put into the vortex, the Void wielder can shape reality or tear reality asunder. Since Quintessence is dynamic it can be used to either inflate, condense or detonate the singularity in an incredible display of purple ethereal fire.

    We will now consider two applications.

    Singularities and Supernovae

    "Channel the Traveler's Light into a bolt of energy with the power of a collapsing star. The devastating Nova Bomb scours the battlefield with ethereal fire" — Nova Bomb

    Perhaps one of the most iconic uses of the Void, the Nova Bomb is the ultimate display a Guardians mastery over the fabric of the universe. The ability to pull something so dense and so powerful out of nothingness is a marvellous feat to say the least.

    "Zavala calls it the ultimate grenade. Cayde says its a whole lot of noise. Voidwalkers call it a matter of practice." —Ikora Rey | Singularity Specialist

    The Nova Bomb really is the ultimate grenade and can be seen as an extension of the vortex grenade. Where as the vortex grenade produces a minuature axion star, the Nova Bomb takes it one step further, accreting more and more dark matter until a super dense singularity is formed.

    The density is key and it takes a lot of practice to get the balance right. If the it's too dense it become impossible to detonate.

    "The Rift match began as a Voidwalker focus exercise. We were attempting to increase the yield of the Nova Bomb. We succeeded, easily doubling the yield. But the resulting Void density was impossible to detonate." —Ikora Rey

    But it raises a good question, how do Nova Bombs detonate?

    Black Hole Bomb

    "A Voidwalker can detonate her Light in many ways. The Nova Bomb is simply the crescendo in a litany of explosions." —Ikora Rey | Erupting Void

    An axion bomb (or a "black hole bomb") utilizes how an axionic field impinging on a rotating black hole can be amplified through superradiant scattering.

    This article on space.com explains it very well.

    You start off with a black hole and then you get it rotating. Once it's spinning it drags spacetime around itself, like heavy coffee table being spun on top of a rug. That rotation transfers energy rom the rotation of the black hole to any surrounding material.

    This surrounding material thats sucked into the vortex can be either ordinary matter or dark matter — but if the dark matter is made of axions, something special happens because of that rotation.

    When the axions come close to the black hole through the gravitational forces it can trigger and instability. The axions swirl around and steal energy from the black hole. This extra energy causes them to swirl around even faster coming even closer to the black hole. That then pulls even more energy to the axions, causing them to swirl faster and faster.

    This phenomenon is known as "superradiant instability" and leads to an endless cycle of self-amplification until the singularity finally goes boom.

    So we can now see how the Void can be used to collapse and detonate dark matter but it can also be inflated into a bubble of void.

    Bubble Nucleation

    "Open a pocket in the universe, an impregnable fortress for you and your allies." — Ward of Dawn

    Finally, lets look at the how the equally iconic Ward of Dawn aka ("The Bubble") is formed.

    So if you recall, as virtual particles interact with axions this causes Light from the vacuum to be released and ultimately lowers the energy density of space. As this happens the vacuum of space decays to a lower metastable state in an event known as false vacuum decay or vacuum metastability event.

    "The great energies of the Golden Age never triggered a false vacuum decay. We'll be fine."— Metastability Event

    This results in a potential difference between two regions of space — a true vacuum and a false vacuum. Now as we have learned this is the source power from the Void but it can also be used to shape reality.

    One consequence of this is Bubble Nucleation where a small region of the universe reaches a more stable vacuum. It's a very similar process to the surface tension formed around a water bubble keeps the air pressure surrounding it from bursting it as it's inflated.

    According to Wikipedia:

    When the false vacuum decays, the lower-energy true vacuum forms through a process known as bubble nucleation. Instanton effects cause a bubble containing the true vacuum to appear. The walls of the bubble have a positive surface tension, as energy is expended as the fields roll over the potential barrier to the true vacuum.

    So in the case of void bubbles, quintessential forces cause the cosmological inflation) of the bubble. The surface tension of the domain walls then hold the back the vacuum pressure of space exerted around the outside of the bubble.

    The article further goes on to say the primordial black holes could serve as the nucleation seed for the bubble.

    "This nothingness or void results from nucleation of tiny void bubbles ("bubbles of nothing") that expand until their surfaces collide. This results in dense packing of void bubbles leaving only the vanishing interstitial regions between bubbles for spacetime to occupy. Reduces the zero-point energy density." — Wormholes, Void Bubbles and Vacuum Energy Suppression

    Conclusion

    "A Warlock asked me once why the Void forms as a shield around a Titan. He went on about seeing into the abyss, the absence of form, that sort of thing. I waited for him to stop talking, passive.

    After his mouth wound down, I just nodded at him. 'That's why,' I said."

    Gunnvor the Dawncaller

    Well this is where I stop talking. For those of you who have made it this far (Titans especially), I applaud you for your perseverance. I hope this will help you stare into the Void with a new found sense of understanding, appreciation and wonderment.

    Just like the vast oceans of Earth, the Void is a place full of untamed potential just waiting to be harnessed using our Light. The powers of creation itself were gifted to us from the Traveler, and the fluid fabric of spacetime can be wielded in many ways — to annihilate or protect.

    There are many, many other things about the Void I wanted to cover such as Thanatonautics and the Darkness' association to the Void but these things will have wait for another post. Special shout out to /u/epzi10n who helped me greatly while researching this post. Without her I probably wouldn't have discovered half the things I did.

    TL;DR: Void Light harnesses the primordial forces of creation — the dark quintessential energy of the vacuum. Using Light, vacuum fluctuations in the zero-point field cause the spontaneous magnetogenesis of dark matter axions releasing vibrant near-ultraviolet light. Gravity condenses it into a singularity. Vacuum energy density decreases creating a negative space. The aether rushes to fill this void. Dark energy and gravitomagnetic forces collide to produce stable vortices of dense dark matter. Manipulating quintessential fields, the Void wielder can shape reality or tear reality asunder.

    submitted by /u/LettuceDifferent5104
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    A Definitive Guide on How to Create PvE Builds - Armor Stats and Affinity Edition (w/ Example Builds)

    Posted: 12 Apr 2021 12:45 PM PDT

    Introduction

    Something I struggled with for a while was gearing out my stat bonuses on armor. A lot of players typically try to get as high of stat boost as possible in most all their stats such as the ones which governs your class ability, discipline, strength, and intellect. This is almost entirely unnecessary in 90% of builds. Additionally, a lot of players typically go to the total stat number on their armor to determine whether or not it's good. A legendary piece of armor doesn't have to be 68 stat total to be worth using. A helmet with 52 stat total that focuses on two important stats is much better than a randomly allocated 68 stat total helmet.

    How Armor Stats Work

    I'll keep it simple. There's a lot more complexity to armor stat allocations than you really need to know about. The rule of thumb to keep in mind is that stat allocations on armor is split into two different groups. The first group is mobility, resilience, and recovery. The second group is intellect, discipline, and strength. If you look through the armor you have right now, you'll probably notice this. Look at any stat roll you have with spiky distributions i.e., 20+ in a given stat. You'll notice that you probably have next to no armor with two 20+ stats in the same group (such as 20+ mobility and recovery), however, you probably have quite a few with 20+ stats separated across the two groups (such as 20+ recovery and discipline). This is because of how Bungie governs stat allocations. If you want to know more, look up armor plugs. I won't go into it here as I want to keep this simple. To put it simply, if you receive a piece of armor that has a high stat total in the stat that governs your class ability and one other stat from the other group, then keep it. For example, this might be 25 recovery and 15 discipline or 20 recovery and 20 intellect on a Warlock armor piece. Even if the other stats are negligible, you should keep this for reasons that will be explained soon.

    How Affinities Work

    Arc, Solar, and Void are the three affinities which limit which mods can be placed on your armor apart from weapon and general mods. You may have never noticed this, but each affinity has a theme tied to them. Take a look at the specific elemental mods on your armor as well as the combat mods, and you'll probably make a connection that you never have before. It goes something like this:

    • Arc Affinity
      • Melee Focus
        • Example: Hands On (Helmet) - Restore super energy for charged melee kills
        • Example: Outreach (Class Item) - Restore melee energy when using your class ability
    • Solar Affinity
      • Grenade Focus
        • Example: Ashes to Assets (Helmet) - Restore super energy for grenade kills
        • Example: Bomber (Class Item) - Restore grenade energy when using your class ability
    • Void Affinity
      • Class Ability Focus
        • Example: Dynamo (Helmet) - Restore super energy when using your class ability
        • Example: Perpetuation (Class Item) - Restore class ability energy when using your class ability

    Making Armor Sets for Builds

    Knowing now the basics of stat allocations and armor affinity themes, you can prepare three different armor sets that will have you covered for 90% of the builds you will ever run in this game. Let's ignore exotics for now and look at what you'll need. I'll list them first and go into advanced details for each later. If you're a casual player and simply want to know what armor sets you should work towards to mimic a content creators new awesome build, you'll be good to stop after this section. One note - I will be using Warlock as an example when listing the stats for the rest of this guide; therefore, recovery will be the class ability governing stat I focus on. If you're a Hunter, replace this stat with mobility and if you're a Titan replace this stat with resilience. Hunters and Titans may want to take higher recovery armor into consideration though because of how important this stat is in PvE. The game desperately needs re-balancing in PvE to give greater effects to both Mobility and Resilience. They are very negligible outside of restoring your class ability.

    • Arc
      • 100 Recovery
      • 100 Strength
    • Solar
      • 100 Recovery
      • 100 Discipline
    • Void
      • 100 Recovery
      • 100 Intellect

    Across your five pieces of fully master worked legendary armor, these are the stats you should aim for. Once again, this is using Warlock as an example. Replace recovery with your class ability stat depending on your class. You will want to aim for a higher stat total than 100/100, including slotting stat boosting mods, in the event that an exotic you want to use doesn't have as good of a stat allocation as your base legendary armor. This is a baseline to aim for, and a really good place to be in. Now that sunsetting is gone, these three armor sets will get you a lot of mileage within the game. If you want to stick around for more advanced breakdowns, please keep reading. I will be talking about each affinity below, how to build armor them, and how you can put together builds.

    Edit: I wanted to expand on this more after re-reading my post and reading some comments. Recovery is by and far the most important stat for PvE, and it scales disproportionally more in the later tiers than the earlier ones (70-100 recovery vs. 0-70). Ideally, you'd want 100 recovery on top of 100 in your class ability stat and other stat being focused, but that is incredibly hard to do unless you're on Warlock as you're already speccing into recovery. It is manageable on Hunter because of Powerful Friend's +20 mobility boost and lightweight weapons hidden +20 mobility boost. It is extremely hard to pull off on Titan, but it is possible. Titan's really got the short end of the stick when it comes to effective stat totals.

    If recovery is important to you, as it should be, consider dropping off points one of your two focused stats in favor of recovery if need be. You can compensate for ability regeneration with some of the elemental affinity mods (which are discussed below). Recovery on the other hand you cannot compensate for apart from armor stats and stat boosting mods (of which recovery is very expensive at 4 energy). If you're interested in seeing just how stat increases scale from 0-100, please see this post for a more detailed write up. Pay close attention to the first table in it.

    Arc Affinity

    What you have

    • A fully master worked armor set focusing on your class and strength stats
    • A series of mods focused on melee boosting effects

    Elemental Mods

    • Helmet
      • Hands On - Restore super energy on kill with a charged melee ability
    • Arms
      • Momentum Transfer - Restore melee energy when dealing damage with a grenade
    • Chest
      • Note: The chest is negligible for affinity builds having only elemental resist mods unique to each affinity. I still recommend including this with a matching affinity in your armor sets because of Combat Mods, but keep this in mind. This will be discussed more in the Mix and Match section
    • Legs
      • Invigoration - Restore melee energy on orb pickup
    • Class
      • Outreach - Restore melee energy when using your class ability

    Combat Mods

    Please note that I will only be listing some mods, the ones I deem most impactful, in this list. There is plenty more to choose from. Look at the effects of combat mods matching the affinity when inspecting your armor and see if there is something specific you'd like to add to your build.

    • Heavy Handed - Regain half of your melee when using a charged melee ability
      • Bonus: Generate fusion, shotgun, side arm, and submachine gun ammo when surrounded by enemies
    • Powerful Friends - Charge your allies with light when you become charged with light
      • Bonus: +20 Mobility
    • Radiant Light - Charge your allies with light when you cast your super
      • Bonus: +20 Strength

    Example Build - Warlock

    Exotics Needed

    • Riskrunner
    • Felwinter's Helm

    Recommend Legendaries

    • Heritage
      • Reconstruction
      • Recombination
    • Sword
      • Use your favorite

    Armor and Mods

    • All aforementioned in previous section
    • Lucent Blade
      • For bonus sword damage
    • Swift Charge
      • For easy CwL stacks when using Riskrunner

    Subclass

    • Shadebinder

    Aspects

    • Iceflare Bolts
    • Frostpulse

    Fragments

    • Whisper of Hedrons
      • Damage boost for 10s when freezing an enemy
    • Whisper of Fractures
      • Your melee energy recharges faster when you are near enemies
    • Whisper of Impetus
      • Damaging an enemy with your charged melee reloads your stowed weapons

    What does it do?

    You are built to spam your instant freeze melee ability. Unlike any other non super stasis ability, the Warlock melee is the only one that allows for instant freezes on enemies. Since you will be having a lot of uptime on your melee, and therefore constant freezes, you are taking advantage of Whisper of Hedrons damage boost. Riskrunner allows you to take advantage of extra surviability up close when going against enemies that deal a lot of arc damage (Hive Wizards, Thrall Melee, and Fallen) which pairs well as you'll be getting up close a lot for this build. Riskrunners amazing chaining ability allows you to easily rack up stacks of CwL when using Swift Charge. Felwinter's helm lets you use finishers on larger targets to debuff and disorient entire rooms. Any enemy around will be debuffed for 30% extra damage from you and your team as well as suppressed as if they are under the effects of a Hunter Tether. This utility is extremely helpful in harder content when dealing with several hard hitting adds on top of champions. As you will be getting several energy weapon kills via Riskrunner, your Heritage with Recombination will constantly reach 10x stacks for a huge damage boost on your first shot. This will do more than a charged Izanagi's Burden shot. You'll also constantly be reloading your Heritage because of Whisper of Impetus in the event you don't have Reconstruction or Autoloading-Holster on your roll. Your sword is heavy hitting whenever your Heritage doesn't have recombination stacks and pairs with Lucent blade. Get your beefier targets low with your sword and go in for a finisher to proc Felwinter's Helm. Keep in mind that Heavy Handed is Giving you more shotgun ammo for your close range kills. This is a super aggressive build with huge benefits. This may not be the best for GM Nightfalls as it has a lot of risk, but it can work; however, this build works incredibly well in Master Nightfalls where the threat of dying isn't as high. Use a Duskfield grenade for this build as it will continuously proc Momentum Transfer on your gloves to keep giving you melee energy. The rest of the mods are pretty self explanatory in how the benefit your melee and super regeneration.

    Solar Affinity

    What you have

    • A fully master worked armor set focusing on your class and discipline stats
    • A series of mods focused on grenade boosting effects

    Elemental Mods

    • Helmet
      • Ashes to Assets - Restore super energy on kill with a grenade
    • Arms
      • Impact Induction - Restore grenade energy when dealing damage with your charged melee
    • Chest
      • Note: The chest is negligible for affinity builds having only elemental resist mods unique to each affinity. I still recommend including this with a matching affinity in your armor sets because of Combat Mods, but keep this in mind. This will be discussed more in the Mix and Match section
    • Legs
      • Innervation - Restore grenade energy on orb pickup
    • Class
      • Bomber - Restore grenade energy when using your class ability

    Combat Mods

    Please note that I will only be listing some mods, the ones I deem most impactful, in this list. There is plenty more to choose from. Look at the effects of combat mods matching the affinity when inspecting your armor and see if there is something specific you'd like to add to your build.

    • Firepower - Regain 15% of your grenade energy when using your grenade
      • This mods stacks and restores 15% for each stack while only consuming 1 CwL stack. Running 4 of these mods will restore 60% of your grenade energy on each throw
    • Argent Ordnance - Increases Rocket Launcher Damage by 20% and maxes reload speed for rockets
      • This mod stacks with multiple copies albeit diminishing returns. At 4x stacks, you will receive a 35% damage increase. Consumes 1 stack of CwL per rocket.
      • This mod isn't worth stacking. The biggest benefit of this mod is the max reload speed applied to your rocket.
    • Supercharged - Allows for 2 more stacks of CwL to be held
      • Note that you can't exceed 5 stacks of CwL. Pairing this mod with Charged Up will put you at the cap

    Example Build - Warlock

    I'd like to direct your attention to a build I wrote last week that takes advantage of Solar affinity, max recovery, max discipline, and Bleak Watcher grenades.

    Void Affinity

    What you have

    • A fully master worked armor set focusing on your class and intellect stats
    • A series of mods focused on class ability and super boosting effects

    Elemental Mods

    • Helmet
      • Dynamo - Restore super energy when using your class ability near enemies
    • Arms
      • Bolstering Detonation - Restore class ability energy when causing damage with a grenade
      • Focusing Strike - Restore class ability energy when causing damage with your melee
    • Chest
      • Note: The chest is negligible for affinity builds having only elemental resist mods unique to each affinity. I still recommend including this with a matching affinity in your armor sets because of Combat Mods, but keep this in mind. This will be discussed more in the Mix and Match section
    • Legs
      • Insulation - Restore class ability energy on orb pickup
    • Class
      • Perpetuation - Restore class ability energy when using your class ability

    Combat Mods

    Please note that I will only be listing some mods, the ones I deem most impactful, in this list. There is plenty more to choose from. Look at the effects of combat mods matching the affinity when inspecting your armor and see if there is something specific you'd like to add to your build.

    • Protective Light - Gain significant damage resistance when your shields break
      • This gives a LOT of damage resistance
      • This will consume all CwL stacks you have
      • The more CwL stacks consumed, the longer the damage resistance effect
    • Stacks on Stacks - Gain double CwL stacks whenever you would become CwL
    • Energy Converter - Gain super energy when throwing a grenade, consumes all stacks of CwL
      • The more stacks you have, the more super energy is restored
      • This caps at 50% and it will not give you super energy if your super meter is already over 50%

    Example Build - Warlock

    Exotics Needed

    • Geomag Stabilizers

    Recommend Legendaries

    • Any
      • Thresh is hugely beneficial
      • Consider Bad Juju as well

    Armor and Mods

    • All aforementioned in previous section
    • Charge Harvester
      • Any kill has a chance to charge you with light when you are not currently
    • Taking Charge
      • CwL on orb pickup

    Subclass

    • Chaos Reach

    What does it do?

    You throw out more Kamehamehas than Goku, Krilin, Yamcha, and Master Rochi combined ever have. Your stats and mods are focused on restoring your super as well as your class ability. Your class ability in turn is also focused on restoring your super energy. You cast your Chaos Reach to clear out a room or chunk an enemies health while cancelling it early to retain around 20-30% of your super (I apologize for not remembering the exact number - it was changed recently). Your charge harvester will have given you stacks of CwL for getting kills with Chaos Reach which then turns into 2 stacks due to Stacks on Stacks. Throw out a grenade, and you should now be at 50% super energy, the cap for Energy Converter. Drop a rift near enemies to restore another sizeable amount of super bar while also restoring a chunk of your rift to get ready to do it again. You need to reach 85% super energy before Geomags kick in and finish the rest, but the combination of Thresh and Ionic traces will put you there quickly after doing the previous steps. Chaos Reach is your primary in this build. Protective Light is added for survivability in the event that you are targeted by enemies while casting Chaos Reach during harder content. You don't have as much damage resistance as other supers, and it's not uncommon to die while casting this, especially in GM's.

    Mix and Match

    Need Stacks on Stacks or Supercharged in your build to round something specific out, but you're not running armor with that affinity? Don't fear, your chest piece comes in here. Recall in earlier sections, I made mention that your chest piece doesn't have any significant armor mods tied to affinity on it apart from elemental damage resistances which aren't that important. If you find yourself needing a mod from a separate affinity, always switch out your chest piece first. You will have minimal impact on your build. If you need two separate mods from different affinities, consider switching out your class item next. Your class item doesn't have armor stats and therefore will be the easiest option to switch without impacting your stat totals. You'll have to sacrifice some powerful ability energy restoring mods, but trade offs always have to be made. Decide if it's worth it for your build.

    Closing Thoughts

    This is how I build my characters. I have three full legendary armor sets with the stats mentioned to round out builds dependent on what I'm running. Unless you're doing something highly specific, or are going for PvP-centric builds, this will get you by for most of the game's content. I hope this helps you out in deciding what armor to keep and what armor to master work. You rarely need to focus on more stats than these per armor set. If you have an exotic you want to use, look at its effect and ask your self, "which of my abilities does this benefit the most?" Then pair that exotic with the affinity that ability matches and slot it into your armor affinity set.

    I plan on doing more guides in this vein to complement both this one and my earlier GM build. I mostly play Warlock, and I prefer to make Warlock builds. Especially since the community likes to think that Warlocks are the weakest class. I hope I've shown to people that this is entirely untrue with my recent builds. If you have any other topics as far as build crafting goes that you'd like me to explore, please let me know and I'll work on it. I currently plan to make a guide going over Font of Light builds sometime in the near future as I feel the community doesn't know how to well utilize those yet. They can be very strong with the correct builds, and I know they'll get even stronger as Bungie adds new mods to them throughout the coming year.

    submitted by /u/I3igB
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    Solo guardian trying to do GM? Create your own lfg rules

    Posted: 12 Apr 2021 08:29 AM PDT

    TL;DR this is a story of why you should create your own lfg instead of shying away from high level content.

     

    I'm a solo player, don't have a clan by choice but also do enjoy playing with people for higher level content.

    Up until now I had never done a GM. I felt very self-conscious seeing all those lfgs with "KWTD", "must have clears" or "Show Adept weapon", "mic" etc. I would ask myself: am I good enough? Are they going to kick me because I banner shield at the wrong place? What if we wipe? Are my shaders in fashion? (Yes Titans care about shaders, we just don't talk about it)

     

    One night, having had my ass kicked in Freelance Comp, I grumbled and decided to create a new lfg type, the "Don't KWTD" type. It needed to be very clear in the title: I don't know the starts, I have no mic, we are going to wipe so be chill.

     

    I ended up posting "GM NF, 1325, Don't KWTD, no mic, Chill".

     

    Literally 10sec later I had two blueberries join up. Good start, there are people willing to play for fun and wipe in the process. We looked quickly at loadouts and mods, all looked good, then proceeded to Fallen Saber GM. The hunter was on their first GM, like me, the warlock had done one before.

    We got the warsat phase alright, died each once or twice but ok. First room was a big struggle but we managed, having just a few rez left. It's the tunnel with shanks that got us. The hunter picks the charge, the other two are on the same spot killing adds. An exploding shank comes over -> wipe.

    We actually had a good laugh in the chat, which felt good. I have been shouted at and disrespected for less than that in this game.

     

    Everyone all up for another go. We got all the way to the boss room without much problems. We talked about strats a bit, yes you can communicate via written words, then decided to stick to left stairs because it had worked in Master for me.

    We came very close to wipe a few times. At the last phase of the boss we had all run out of heavy, I just had a few clips of Risk Runner left. The boss explodes and starts his crazy arc thing. I banner shield and prey we can drop him before I run out.

    We don't, I die. The boss proceeds to hunt the warlock down, they die.

    Then everything is kind of blurred. I get rezd out of nowhere and the boss comes for me so I run. S.a.b.e.r hasn't got much HP left, can we... I hear "Guardian down", damn. The boss gets me a second later and then....explodes and I think "damn, so close!"

    Then a few triumph banners start popping up on my screen. What? The hunter comes to rez me. I was sure I had seen the "Last guardian standing" message before getting killed, but I hadn't. Round of congratulations and emotes follows and a great feeling of fun, achievement, learning.

     

    Farming NF to get loot, running being a guardian barely stopping at mobs is not why I play this game. Learning, getting better and enjoying good company is.

     

    I hope to see more "Don't KWTD" or "GM, chill" lfgs, because it's OK to not know. I'd argue that going blind in an activity makes it 10x more enjoyable. First-try-Presage kind of enjoyable.

     

    Don't be shy guardian, make your own lfg rules.

    submitted by /u/bensventures
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    I like the addition of Unstoppable to Bastion. How about more exotics so we don't just use Anarchy and Divinity 24/7?

    Posted: 12 Apr 2021 01:02 PM PDT

    Just gonna list out a reasonable Champion Mod some of the more interesting exotics could have:

    Auto Rifles:

    1. Cerberus+1 - Unstoppable (it's basically a shotgun)
    2. Sweet Business - Unstoppable (haha minigun go brrrrr)
    3. Monte Carlo - Barrier. PLEASE LET ME STAB THINGS WITH BAYONET

    Bows:

    1. Wish Ender - Barrier. It has a lot of piercing already, why not have it pierce barriers?
    2. LeMon and Ticuu - Overload (duh)

    Handcannons:

    1. Crimson - Unstoppable
    2. Malfeasance - Overload
    3. Sturm - Barrier or Overload

    Pulse Rifles:

    1. Outbreak Perfected - Overload. Nanites spread like madness, could have a similar effect to LeMon with the overload ticks
    2. No Time to Explain - Barrier. Orb Buddy go brrrr

    Scout Rifles:

    1. Symmetry - Overload for the alt fire
    2. Skyburners - Obviously Barrier

    Shotguns:

    1. Lord of Wolves - Overload/Barrier
    2. Tractor Cannon - Overload

    I know there are more exotics, but these are the most interesting ones that I enjoy using in pve from time to time. There's a lot more potential if Bungie does some fun changes to exotics that almost nobody uses in nightfalls due to meta weapons like Anarchy and Izanagi's.

    submitted by /u/FoxofIce
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    Can we please get more Crucible and Gambit maps?

    Posted: 12 Apr 2021 10:20 AM PDT

    There is a lot of debate over the state of PVP in this game right now but the lack of maps seems to be an almost universal criticism.

    I understand why older planets were vaulted but Gambit and Crucible took a huge hit with so many maps removed without any replacement whatsoever. Not making a Europa Crucible and Gambit map feels like a wasted opportunity. I hope we don't get the same treatment in Witch Queen.

    At the very least, bringing back some of the vaulted maps would be an improvement.

    submitted by /u/Immoral_Truth
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    Rally Barricades are useless

    Posted: 11 Apr 2021 11:50 PM PDT

    Can we get another use for rally barricades??? They are not worth equipping in any situation at all. I can bet you that all Pve and PvP titans can agree that they haven't used it since Y1 D2. It isn't rewarding enough to sit behind a half shield just for a reload increase. As we peak with the shield our entire body is exposed as well so there's no point in using it.

    I can't really name any buffs other than giving us our instant reload back so does any one have any others? I'd hate for us to have an ability that has literally no usage across the board.

    Edit: I don't usually do these but bungie please take note of what's being said here. Most of these ideas on stability and damage resilience are phenomenal. Also it seems like this is one of the second most popular post this season about rally barricades. Another post from a few months ago by GillySuits reached 7.7k upvotes!

    https://www.reddit.com/r/DestinyTheGame/comments/lcmway/rally_barricade_needs_a_buff_and_bungie_already/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    submitted by /u/Few_Association_6046
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    The Dreaming City needs to have a way to farm its loot

    Posted: 12 Apr 2021 01:45 PM PDT

    This whole week I've done every quest, ascendant challenge and every bounty I could, on top of running the dungeon, on all 3 characters. Combined, this gives you 46 Dreaming City items (3 ascendant challenge chests, 3 weekly bounty rewards, 3 Oracle rewards, 6 weekly missions rewards, 15 Shattered Throne items, 15 daily bounty items as 2 times there was a bounty that cannot be completed, I even summoned the secret Ogre once for one extra item). I'm not sure if the first completion of Blind Well's tier 4 grants you DC loot as well but if yes that's extra 3 items. On top of that I visited the final cat and destroyed 6 corrupted eggs, granting me extra 7 items.

    Not a single time have I received Retold Tale. Mathematically it has a ~11,3% chance of dropping (as there are 5 armor pieces and 4 weapons each character can receive), meaning I should get it 5 times this week on average. To make it worse, ever since I started doing DC activities to get it, I received it only 3 times from more than 100 possible items.

    Honestly I don't remember the last time I was so pissed at this game, to the point of furiously logging off the moment I claim the weekly bounty and get a shitty armor roll or a 1000th Waking Vigil or Sleepless. This system is horrendous and it doesn't reward people who put time into the game. But, the solution is right in front of you Bungie.

    Blind Well currently serves little to no purpose, it can't be farmed and the only reasons you'd do that are the annoying daily bounty, the weekly bounty for the oracle and when you just feel like killing adds with your super. Make the Blind Well work the same way Altars of Sorrow do. Have the 4 reissued Dreaming City weapons on a rotation, but without Shattered Throne specific perks. Speaking of Shattered Throne, it should be farmable the same way Prophecy is.

    There's a ton of people who lost their god rolls after sunsetting, it sucks we can't get those weapons without relying massively on RNG. Please help us get them back, I don't expect an immediate solution but it would be great if it was changed in either season 14 or 15.

    submitted by /u/Snoo8331100
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    How Armor Stats Roll: An Advanced Insight into stat rolls

    Posted: 12 Apr 2021 03:01 AM PDT

    I haven't seen this talked about at all on this sub so I thought I should share the information with the masses. This thread from months ago on Raidsecrets provided extremely useful information in learning how armor stats work and after cross-checking with many players, I'm confident enough that this stuff is mostly correct as this is all API-sourced information with a little bit of inference from myself.

    The Very Basics

    There are 6 stats on armor in Destiny, divided into two sub-groups.

    Mobility/Resilience/Recovery are the first sub-group. They were the initial stats introduced in Vanilla D2.

    Discipline/Intellect/Strength is the second sub-group, they were the original stats on D1 armor, added into D2 with Shadowkeep.

    Stat totals are generally assumed to roll anywhere from the low 40's to low 70's and certain sources seem to have a higher base total for drops (Dungeons, Raids, IB and Prime Engrams are the most notable).

    So far, this information is the stuff that most players are familiar with.

    Plugs

    Plugs are a set of three values assigned to a sub-group that determines part of the stat-makeup. These three values represent either Mob/Res/Rec or Dis/Int/Str.

    This Spreadsheet has a list of all the possible plugs in the game. As you can see, each plug has a hash followed by the 3 values which represent the stats. These 3 values add up to anywhere from 11-17 (the rightmost column) and a stat cannot be 0, has to be at least 1.

    All Legendary and Exotic armor rolls randomly pick four of these plugs (two from each sub-group) and that makes up the stats for a minimum of 44 and maximum of 68. The same plug can't be chosen twice (they most likely can be chosen twice, source) and some Exotics can roll a teeny bit higher, more on that later.

    There is a plug which has a total of 20, I've tried for a really long time to find proof of it existing in the wild but I've never found anything so I refuse to believe it's real. If anyone has a Legendary piece with base 69 stats or more, please post a picture. You can also use basestat:discipline+strength+intellect:>34 (ensuring no stat penalty mods are equipped as they screw up DIM, courtesy of u/Glenalth)

    **EDIT: u/DismayedNarwhal has shed light on the 20 plug, it appears to be attached to certain Y1 versions of exotic armor

    Exotics

    Exotic rolls don't stray too far from plugs. In fact, all exotics use the exact same plug system as talked about above. There is but one caveat;

    Pre-Shadowkeep released exotics have intrinsic stats in addition to the plugs.

    This Spreadsheet lists the exotic pieces with their intrinsic stats.

    The intrinsic stats are very minimal, ranging from +2 to +3 of the total, meaning that some specific pre-SK exotics can roll up to 71 base.

    Why do the Pre-SK exotics have intrinsic stats?

    It's because they are carried over from the armor system before Shadowkeep released. If you take a look at the intrinsic stats, you will notice that they're all made up of mobility/resilience/recovery, the stats that existed during Vanilla D2. The stats are literally ripped from the pre-SK versions and slapped onto the 2.0 version.

    One example is transversive steps. Before Shadowkeep, it rolled with 1 mobility and 1 recovery, this carried over which now means that no matter what, every transversive steps you get will have a minimum of 3 mobility and 3 recovery (2 minimum from the plugs + 1 from intrinsic)

    The Hard Limits

    According to all the information above, this is what we know about the limitations of our stat rolls:

    • Legendary Armor has a 44 minimum, 68 maximum base stat roll range. Post-Shadowkeep Exotics share this limit.

    • The lowest single stat you can get is 2 and the highest is 30 (two plugs made up of 1/1/15 distribution). Pre-SK exotics can break this rule slighty (32 is possible on them). If you wanna go real nuts, you can get a 30 roll + 2 mobility (intrinsic), +10 mobility mod, +20 powerful friends and +2 masterwork for 64 mobility on a single exotic.

    • Pre-Shadowkeep exotics have a 46 minimum, 71 maximum base stat roll range, depending on the exotic.

    • A full set of 68 roll legendaries and a 71 roll exotic grants 275 stat points total, factoring in Masterwork, five stat mods and Powerful Friends/Radiant Light, you can hit a stat total of 425 (not including stasis fragment stat boosts). Keep in mind that this won't all translate nicely to stat tiers.

    Interlude: Pit of Heresy

    PoH is unique in that it guarantees two stats with minimum of 16 stat. In terms of plugs, this means that the game selects two plugs with a 17 total that are made up of 15/1/1 distribution in any order. It's done this way since the minimum on a stat is one and 15 + 1 = 16, hence the 16 minimum. This also means that PoH CP gear has to at a minimum have 56 base stat total (most of the time though it's mid 60's)

    Sources for High Stat Gear

    The following sources are places where I can 100% confirm that 68 roll armor can drop. Each source is linked with proof of a 68 roll piece from it.

    Leviathan (lol)

    Last Wish Raid

    Deep Stone Crypt courtesy of u/JubeeGankin

    Pit of Heresy

    Prophecy

    Iron Banner

    Trials courtesy of u/TotallyNotARealUserN

    Prime Engrams courtesy of u/Joe787

    Bonus: A 71 Armamentarium

    submitted by /u/Jgugjuhi
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    Friendly reminder that anti-Champion Mods ALSO work in PvP as well.

    Posted: 12 Apr 2021 08:35 AM PDT

    Each of them add a little extra flavor which can be helpful in some scenarios:

    • Anti-Barrier Rounds deal an extra 30% damage to Titan Barricades, very useful in 3v3 modes and Control. This Season's Anti-Barrier Mod is currently for Scout Rifles, so that Dead Man's Tale or MIDA Multi-Tool can be much better for clearing out chokepoints, and without having to commit Special Ammo to bringing them down.

    • Overload Rounds decrease enemy ability regeneration. It's hard to noticeably see this effect, but I would argue it's better than not having it at all if you're willing to compromise on a Loader or Dexterity Mod. While you'll very rarely actually activate these on SMGs, with Bows you can activate it on every fully drawn arrow, and suddenly a Bow user can become a pesky force. Kimber Prime has a video showcasing that while it's not overly impressive, they do work.

    • Unstoppable Rounds stagger enemies with an explosive payload, so if you're peek-shooting around a corner with a Hand Cannon or Pulse Rifle, that extra second of pausing between peeking can cause an extra amount of flinch on your target. Some commenters are saying this doesn't have any effect whatsoever, so forget about this Mod specifically unless Bungie ever changes how it works. Kind of weird that the other two have effects though and this one doesn't.

    Just a little SGA. Hopefully this helps someone out there!

    EDIT 1: I updated the post to add a video link about Overload Rounds.

    EDIT 2: Changed up the Unstoppable Rounds section for clarity.

    EDIT 3: Updated the part about Overload Bow to say "fully drawn" instead of "perfect draw".

    submitted by /u/iblaise
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    Bungie when LFR get buffed can you please consider changing Queenbreaker perks becuase they are so stupid on a LFR

    Posted: 12 Apr 2021 01:37 PM PDT

    Hip Fire Grip and Quickdraw on a heavy LFR really?

    submitted by /u/Blupoisen
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    SCAM ALERT: message about "new game" to people on r/DestinyTheGame

    Posted: 12 Apr 2021 08:42 AM PDT

    To everyone on r/DestinyTheGame, someone is sending a link that link to a "new game", DON'T CLICK ON IT. It could likely be a virus and compromise your system, so please let's remind this that you should not click on any link that looks suspicious.

    I have not clicked on the link, and I don't want anyone else to do so for their own safety.

    EDIT: It's not a virus, but a G2A clone that only lets you use Facebook, Google, etc to sign up, but still don't sign up to weird sites and only being able to sign up using your social accounts is a red flag in my book. Thanks to u/tntkaching for the info in the comments.

    submitted by /u/DriftyGuardian
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    the "Days without Incident" counter in the Hangar implies someone has to file a report every time a guardian dies in the Tower.

    Posted: 12 Apr 2021 02:04 AM PDT

    We must cause a lot of goddamn paperwork.

    submitted by /u/Psykosocialist
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    Give Warlocks some unique looking non exotic helms

    Posted: 12 Apr 2021 02:07 PM PDT

    I saw something in DestinyFashion sub the other week where a guy was joking that nearly all Warlock helms are derived from the same template which is essentially a circle with a vertical line through the middle. It was funny, but at the same time frustratingly true and something I've been feeling for a long, long time. If you'd like a visual example just check out the Mantle of the Cormorant Blade helm. I feel like a huge majority of non exotic helm are just another variation of that. You want to know why Warlocks obsess over Hood of the Exile? It's one of the only non exotic designs that seems to be different looking. I would love to see more designs like Hood of the Exile, or a design similar to the Daito Foundry helm for Titan. Or check our the Iron Companion Warlock helm in D1. Doesn't even need to be that specific Mandalorian look, just give me something different. There seems to be a designer that is obsessed with retaining this "goofy wizard helm" look and anything different won't fit the narrative. Give me some cool looks. I like fashion. Please.

    submitted by /u/PapaGlapa
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    The staff is probably way different by now but once upon a time yall made a wonderful thing called big team Battle.

    Posted: 12 Apr 2021 04:40 PM PDT

    The scale of PVP in D2 is in much need of some diversity. Even the larger PVP maps are crazy small...

    Some giant maps and maybe 12v12 would be so refreshing. The diversity in the sandbox would be much more apparent as scout rifles would actually be able to shine while chokepoints would still allow everything in-between to stand out as well.

    I'm sure I'm not the only one that remembers that game mode very fondly. I imagine if done right it would be an instant hit.

    submitted by /u/FuckEveryDuck
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    Why is D.A.R.C.I still in the heavy weapon slot?

    Posted: 12 Apr 2021 08:21 AM PDT

    This weapon is still in the heavy weapon slot, but cannot even compete against the best heavy or special weapons in the game.

    The only situation I can remember it being somewhat useful was in the final encounter of SOTP. But now that it's gone, why even use it anymore? Every other situation in the game (other than range testing in PvP) has a heavy weapon that outshines D.A.R.C.I by a mile.

    If I remember correctly, the exotic perk basically gives it pre-nerfed Box Breathing. Why use it over literally any other sniper? Izanagi destroys Champions in Nightfalls. Cloudstrike is an ad clear and DPS monster. Whisper is not the best but actually does the proper damage of a heavy weapon. Borealis is not the best, but even that still has its uses in game modes that have the "Match game" modifier. Hell, even snipers like Succession and Long Shadow can outperform D.A.R.C.I in terms of DPS.

    Bungie, I know power-creep exists in this game and you don't want to make things over-powered, but D.A.R.C.I has been facing this issue SINCE YEAR 1. Either move it to the Energy weapon slot with some slight nerfs to balance it, or buff it so that it FEELS like a heavy weapon.

    submitted by /u/Freezing_FX
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    Just finished last wish raid (wow)

    Posted: 12 Apr 2021 05:59 PM PDT

    Man,i've just finished doing last wish with an amazing team...honestly that was one of my favorite gaming experiences i've ever felt,the tension and the fun was just amazing i've never done a raid before and finishing one just showed me how amazing raids are in destiny 2 endgame, shit is just so much fun.

    submitted by /u/ziedxx
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    Dear Bungie, please make armor stats minimum increment to be 5.

    Posted: 12 Apr 2021 03:55 PM PDT

    I am tired being 1 point away from reaching the next level of stat boost. If the gear can only roll with stat increments of 5, this problem will mostly be taken care of. Don't think that's too much of an ask, is it? And that way the smaller stat mods costing 1 or 2 energy will be so much more useful.

    submitted by /u/NotThatShaman
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