• Breaking News

    Monday, April 5, 2021

    Destiny Focused Feedback: PvP Matchmaking

    Destiny Focused Feedback: PvP Matchmaking


    Focused Feedback: PvP Matchmaking

    Posted: 05 Apr 2021 06:26 AM PDT

    Hello Guardians,

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

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

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

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

    Any and all Feedback on the topic is welcome.

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

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

    submitted by /u/DTG_Bot
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    Daily Questions [2021-04-06]

    Posted: 05 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
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    I haven't touched my 3rd character since Beyond Light dropped because of the amount of re-grinding needed.

    Posted: 05 Apr 2021 06:21 AM PDT

    I main a Titan and a Hunter. I love Warlock's style of play, from their jumps to their super. However, I can't be bothered to redo the entire BL campaign or the Stasis Subclass questline because of the amount of boring grinding it entails.

    I started with my Hunter and then my Titan, then just stopped stone cold once it was time for my Warlock. Is it possible if the amount of grind in at least the Stasis Subclass be reduced with each subclass you complete?

    submitted by /u/ZeroThePerson
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    Bungie if you don't plan to buff HC in PVE stop give them unstoppable mod every season

    Posted: 05 Apr 2021 08:14 AM PDT

    I am not kidding season of the Dawn is the only season in Destiny where HC did not get an unstoppable mod

    submitted by /u/Blupoisen
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    I keep seeing posts today complaining about maps instead of shotguns.

    Posted: 05 Apr 2021 10:23 AM PDT

    Awesome, it seems people are finally getting it. Shotguns rule because they are the best option for these tiny maps. Give us the space to see other weapons excel and we'll take advantage of those options. Keep up the good work guardians.

    submitted by /u/KillerSavant202
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    Finally completed proving grounds gm solo

    Posted: 05 Apr 2021 04:57 PM PDT

    https://streamable.com/xkjipt

    Many attempts because unstopables and boss teleport... This has to be top three hardest grandmasters to solo. Was alot of fun.

    The palindrome I got was not worth the effort though.

    Much love.

    submitted by /u/Meneer_piebe
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    Make all non-super freezes 1.35 seconds

    Posted: 05 Apr 2021 02:36 PM PDT

    I've completed 600+ Legend Lost Sectors this season. Here are some stats and analysis (plus Lost Sector FAQ)

    Posted: 05 Apr 2021 12:34 PM PDT

    I know I'm not the first to do this, but since I still see a ton of questions on this subreddit about lost sectors I thought I'd make a post going over my findings from doing more lost sectors than any reasonable person ever should.

    First of all, some general assumptions that apply to all of my runs:

    • All runs were done on Legend difficulty
    • I killed all champions on every run and didn't use any cheese/skips
    • All runs were done this season on my hunter after I had got the new exotic (Omnioculus)
    • I play on PC, though I doubt the platform makes a difference to drop rates

    With that out of the way, let's get into it.

    What is the drop rate for legend lost sectors?

    This is what most people are probably interested in. I tracked a total of 604 lost sectors and got 138 exotic drops for a total drop rate of 22.85%. Using some statistical analysis in R based on this article we can say with 95% confidence that the true drop rate is between 19.7% and 26.4%.

    How many runs do I need to do to get an exotic?

    I see a lot of people that have a bit of a misunderstanding about how drop rates work in practice. Even though we can be fairly confident that on average you will get an exotic drop for every 4 to 5 runs that you do, this doesn't mean that you will only need to do 5 runs to get an exotic. Over a very large number of runs you will most likely see a similar drop rate, but because we're working with random chance you can see very inconsistent rates over a small number of runs. For example, I went as many as 20 runs without an exotic. Using some more statistics we can get an idea how many runs you will probably have to do.

    Assuming the worst case scenario of a 19.7% drop rate, there is only a 66% chance that you will have an exotic after 5 runs. On average most people will get an exotic within their first 5 runs, but a large portion won't. After 10 runs this jumps up to an 89% chance of at least one exotic drop. Finally, after 20 runs there is a 99% chance you have gotten an exotic drop. The takeaway here is that there is a fairly good chance that you'll need to do 10-15 runs to get an exotic drop so don't get too discouraged if you haven't got one after your first few runs. This also works in reverse. I had times where I got as many as 5 exotics in a row. End of the day, RNG gonna RNG.

    Are there any factors that affect lost sector drop rate??

    Reading through posts I've seen a lot of questions around what affects drop rate. I'll do my best to look at several factors based on my data, but more research is needed to give a definite answer on most of these.

    Time

    One thing I've wondered while doing this is if there was any sort of effect from completing lost sectors too fast, such as a loot lockout. I'm definitely not the fastest out there, but I can consistently run Veles Labyrinth in around 2 minutes. If we compare my average times and drop rate between Veles and a sector I'm much slower at (Bunker E-15) there doesn't seem to be any significant effect from the time it takes. That said, I don't have enough data to rule it out. At the very least, I wouldn't worry about speedrunning unless you are much, much faster than I am.

    Lost Sector Avg Overall Avg Exotic Avg No Drop Exotic Drops Total Runs Drop Rate
    Bunker E-15 7:14 6:58 7:20 16 63 25.4%
    Veles Labyrinth 3:23 3:31 3:20 49 208 23.6%

    Score

    Unfortunately I did not keep track of my score per run. I did make sure to get platinum status every time and would recommend doing so because it doesn't really take any extras time and I've heard a number of anecdotes that it makes a difference. I may try to collect a dataset of non-platinum finishes to see if it makes a difference, but no promises. I don't have any reason to believe that the actual value of the score has any effect, but since I don't have data to analyze here, I can't say for sure.

    Light Level

    Your light level when farming is important in that farming at a higher light will go faster, but I don't believe that it has any affect on drop rate directly. I started farming at ~1300 and have continued up to ~1330. I've seen no difference in overall drop rate throughout that time. I haven't tested with a LL below the recommendation though, so there is some chance that has an effect. Even if it did though, it would have to be significant to make up for the greater speed from running at or over level.

    Which lost sector is best for farming?

    This will partially be down to personal preference, but there are definitely some that are better than others. I saw no significant difference in drop rate between sectors, but there is a marked difference in how fast they can be completed. My personal favorites are Veles Labyrinth, Exodus Garden 2A, and Perdition as these can all be easily done in less than 5 minutes even with a non-meta loadout. With some practice and optimization you can get the runs down to between 2 and 3 minutes. As a general idea, here are my personal fastest runs and average times for each sector:

    Sector Best Time Average Time
    Veles Labyrinth 1:46 3:23
    Exodus Garden 2A 2:16 4:30
    Perdition 2:52 4:33
    Concealed Void 4:42 6:44
    Bunker E-15 4:53 7:14
    K1 Crew Quarters 06:00 8:10
    K1 Communion 10:42 12:50
    K1 Logistics 11:43 14:11

    Do keep in mind that I ran the moon sectors significantly less than the rest (<15 runs each), so I could likely get faster times with some more practice. Nonetheless, I wouldn't really recommend any of them for farming except K1 Crew Quarters as they just take too long for my liking.

    Conclusion

    This is already probably far more than anyone wants to read about lost sectors, so I'll end here. Please don't hesitate to let me know if you have any questions about my data, loadouts used, or lost sectors in general. Happy to answer anything that I can. Now get out there and get some exotics. Happy hunting Guardians!

    submitted by /u/LostSectorLoony
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    dmg04 confirms that Thresh now works on PvP

    Posted: 05 Apr 2021 07:41 PM PDT

    65 to 75 percent of all special weapon kills in the crucible are shotguns. We don’t have a special weapon problem. We have a shotgun problem.

    Posted: 05 Apr 2021 12:14 AM PDT

    Since foresaken, shotguns have been the most dominant special weapon in the sandbox. In the last 2.5 years since foresaken, shotguns have shared the spotlight a few times (i.e. revoker, telesto, and erentil eras), but they've never been irrelevant.

    WHY HAVE SHOTGUNS BEEN SO DOMINANT?

    Shotguns are the most forgiving special weapon:

    • Due to the close range nature, they are instantly rewarded with ammo upon a kill.

    • The vast majority of maps cater to CQC.

    • Close range primary weapons get easily outclassed.

    • Shotguns pair well with many primary weapons.

    • They are fast firing and don't have a charge up time.

    I'm NOT suggesting that shotguns be nerfed into the ground. Their dominance since the inception of special weapons in D2 needs to be addressed.

    MY SUGGESTIONS

    • Improve smg and sidearm counterplay.

    • The special ammo economy favours shotguns. Consider rebalancing the ammo economy while avoiding a vanilla D2 PTSD inducing meta. See Edits

    • Introduce bigger, less clustered maps. See Edits

    EDIT

    • I agree that we need more open maps (and more maps in general), but simply adding more open maps without any other changes doesn't resolve the shotgun issue on current maps

    • Rebalancing the special ammo economy should not result in all special weapons taking a nerf. It should also not result in D2Y1 or D1Y3 ammo economy.

    submitted by /u/Name_Checks-Out
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    Cabal Slug Launcher Damage Bug?

    Posted: 05 Apr 2021 09:10 AM PDT

    Last night while me and a freind were trying to complete the GM Nightfall, we noticed I kept getting 1 shot by the Cabal Slug Launchers, while he would take 2-3 hits. This did not make sense as I had more resilance and we had the same damage resist mods on.

    After doing some testing with lowering the frame rate, we noticed that the I could survive more than 1 hit if I lowered it. At 144fps I would get 1 shot by the slug launcher, at 120 it would take me down to red health, at 60, it wouldn't even take down my shields.

    Here is a quick 60 second video from some of our testing last night

    Are we missing something obvious here, or does the damage appear tied to the framerate? We lost so many runs to me getting 1 shot by these Slug launchers. :(

    submitted by /u/Bluurie
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    Can we get some controller aim assist for the small fallen drones in the Crux Convergence public event?

    Posted: 05 Apr 2021 07:24 AM PDT

    I can't hit the small drones. Hand cannon, pulse rifle, I've tried them all but I guess my aim really is that garbage. I guess warmind cells could work but getting one to drop or carrying one over from another location could waste enough time that the drones would just disappear,

    Plus, without a warmind cell, you can't hit them all at once: it makes the consistency of hitting them over a period of time a problem. You really need a bunch of other guardians with you to even have a hope of fighting the big brig at the end. Kinda hurts a little

    submitted by /u/Mr_Golden_Nova
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    Destiny meets Pokemon.

    Posted: 05 Apr 2021 10:48 AM PDT

    Come take a look at a collision art piece I did combining starter pokemon with destiny 2 characters.

    https://www.artstation.com/artwork/J95OJA

    submitted by /u/masmaddern92
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    Bungie,please rework a super from an Arcstrider tree

    Posted: 05 Apr 2021 03:28 PM PDT

    Arc is the least used subclass on Hunters. It's more used in PvP than PvE and yet still overshadowed by Solar,Void and even Stasis now. Any other subclass overshadows Arc.

    Arcstrider is the worst thing to use when doing high leveled content like Master or Grandmaster Nightfalls since the whole point of the supers is about getting close to enemies yet champions and bosses can one hit kill you with stomps. Either that or you die by exposing yourself in the open. Why run Arc when i could use Void for survivability in Grandmaster? Or top tree golden gun or stasis for PvP? Even spectral blades is underused but at least it gives me wallhacks and somewhat of invisibility.

    You guys should change a Hunter arc tree,or at least it's super. Right now,all Hunter arc supers are basically: Smashy staff,smashy staff that can spin,smashy staff(again). The supers have little to no diversity and differences.

    Here is an idea for a change: Give Hunters throwable staffs. Give them a certain amount of ammo for that as well. Here are some reasons on why:

    (1) It doesn't take too much production time and costs. You guys can literally re-use the Valkyrie spears from Mars,turn them blue and maybe keep the stats or change them a little and call it a day. No one would complain about that.

    (2) It's safer for endgame. More Hunters would run Arc builds if they know that they can use their super without exposing themselves too much.

    (3) It would make playing an Arc Hunter more fun and offer more options for builds and new types of exotic ideas.

    Please Bungie,give Arc Hunters more love. Do some changes. Rework a super. Do anything to make the subclass worth using outside of bounty grinding or killing a few patrolzone enemies.

    submitted by /u/Sparkinator_OwO
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    Slow shouldn't be as oppressive as freeze

    Posted: 05 Apr 2021 10:42 AM PDT

    Howdy! After playing a fair bit of trials over the weekend one thing stuck out to me.

    The "slow" effect is far more powerful than the "freeze" effect. Now you might be asking "how is an ability that slows you down better than an ability that prevents you from playing?" I'll tell you.

    Slow puts you out of the game longer than most freeze abilities.

    There are several abilities that freeze you for 5 seconds. These include; glacier grenade, howl of the storm (titan aspect), and stasis supers. All of these examples are highly situational, either having to land the grenade on the enemy, be directly in front of the enemy, or consume a super to perform.

    There are several abilities that freeze you for 1.25 seconds; these include coldsnap grenades, warlock stasis melee, and iceflare bolts (warlock aspect). These abilities are far less situational and as such, freeze for less time.

    There are multiple abilities that slow however; duskfield grenades, hunter shurikens, titan stasis melee, bleak watcher (warlock aspect), and winter's shroud (hunter aspect). These abilities vary in their ease of use, but all of these abilities (except for duskfield grenades) slow you for five seconds.

    The reason why slow is so oppressive however, is because of two factors. These are its duration, and its effects.

    If slowed all of the following stats drop to 1; handling, reload, target assist, and aim assist. Additionally, the player's jump abilities are disabled. Meaning that your options upon getting slowed are; stand there and wait, hobble your way to cover, or hope that your bullets hit the enemies that are looking at you. Keep in mind that all this lasts for 5 seconds, allowing for the person who slowed you to have utter dominance within the engagement.

    At least with the 5 second freeze, a player can break out in about 3 seconds (at the cost of some health). With slow, you're disadvantaged for the whole 5 seconds.

    What do I think needs to be done to fix this issue? I believe that the slow effect should last no longer than 3 seconds. Still putting the enemy at a disadvantage while not being as oppressive as freeze. Or reduce the severity of slow's effects, but keep its duration of 5 seconds.

    This way, slow will fit its role of suppression, while not encroaching on freeze's role of cessation.

    But as it stands right now, there's no reason to value abilities that freeze, over abilities that slow. Because slow is just more powerful.

    Edit: thank you u/Mister-Seer for reminding me that bleak watcher (warlock aspect) is in the game.

    submitted by /u/Clopfish
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    Award infamy points for a loss at Legend

    Posted: 05 Apr 2021 12:17 PM PDT

    The grind at infamy mythic and legend just go on forever. I have reset my valor rank 3 times already while still grinding for my first reset of infamy. Sure I do play more PVP but the differences between the rate we get points feel massive.

    Honestly, I am baffled by the fact that a loss at legend gives 0 points, why does it use a decreasing scale for losses? Being at legend rank does not mean you are good at gambit, it just means that you suffered enough, the 0 points feel almost like a penalty.

    Please standardize it with valor, award a fixed amount of infamy points for losses.

    submitted by /u/Mutzzzz
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    Eternal Warrior should get a brown paper bag ornament for Halloween

    Posted: 05 Apr 2021 09:26 PM PDT

    It would literally pay for your new headquarters and we wouldn't have to look at that ugly nonsense again

    submitted by /u/Funter_312
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    Hey Bungie, Please remove the inventory limits for Upgrade Modules, Prisms, and Ascendant Shards.

    Posted: 05 Apr 2021 09:29 PM PDT

    Crucible and Gambit Rankups are really painful to manage right now, so is any kind of postmaster management.

    Upgrade Modules and Prisms limitation makes 0 sense with the last changes to Vendor resets - I am upgrading random stuff just to pull the materials cause my inventory is full and in this case, it can't even go to postmaster.

    The amount of Shards and Prisms I lost from postmaster filling up with blues gets really frustrating.

    don't mind me, just my two cents

    submitted by /u/FolkSHHH
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    I am back again with another Hand Cannon. This time it's the Heretic Robe Thornament.

    Posted: 05 Apr 2021 02:16 PM PDT

    https://imgur.com/gallery/Zk0pc1C

    I know for sure this has been done by now, I am certainly not the first one to try. I started on this back in November 2020, got distracted by other things and eventually came back around to finishing it this week. First attempt at doing some 3D-modeling both before and after printing. I had to add some of the crisscrossing details after it was printed, it came out a tiny bit "droopy" but I think the overall effect is good. I am not a skilled painter when it comes to color gradients, It's much easier to work with solid lines, but even this came out satisfactory. I also attempted to make the green orbs more recessed than some 3d models I have seen online, I made some half-spheres and put them into hollow cube shapes, painted the spheres and filled the cubes with epoxy resin. I assembled the whole thing while the epoxy was covered with painters tape, then cut the tape off after painting all of it. It was really stressful removing the tape, hoping it came out alright.

    Taking photos of it is difficult, the darkness of the red changes at every angle, but in photos it comes out really bright. I tried taking photos both inside and outdoors and even then it doesn't quite capture how mean this thing looks.

    Anyways, thanks for taking a look, get back out there and fight the good fight Guardians.

    submitted by /u/KGSupreme
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    Unable to complete this weeks GM. And that makes me happy

    Posted: 05 Apr 2021 08:13 AM PDT

    My fire team of two has worked all weekend at this GM, and we failed. Made it to the boss multiple times, only to fail spectacularly. I bitched. I moaned. I even raged, which I almost never do. And it was fun. Hard things are good for this game, Especially hard PVE things. Gg Bungie.

    submitted by /u/ottknot2butdoes
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    Has the whole "Siding with the Drifter or the Vanguard" storyline been abandoned now?

    Posted: 05 Apr 2021 07:58 AM PDT

    It was years ago. I remember there was a warning about how your decision would have wider consequences into the game's future...

    submitted by /u/Negative_Splace
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    One shuriken can disable an entire super because of how broken slow is right now.

    Posted: 05 Apr 2021 10:52 PM PDT

    If you dont know, if you have any slow at all, you can no longer sprint, so if you have a close range super and you get slowed at all, you're done. There is no coming back. Slow lasts five seconds and disables entire supers. This is unacceptable.

    submitted by /u/CeleryHunter143
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    Top 30 DPS weapons (Season 13)

    Posted: 05 Apr 2021 02:38 PM PDT

    Hi all!

    I made a ranking of weapon DPS values, both "burst" and "sustained", for my clanmates. The numbers used are taken directly from the spreadsheet made by /u/IAMADragonAMAA/ (thank you very much for your work!)

    <Source spreadsheet>

    <Average DPS chart>

    <Damage per reserves Chart>

    The reason I made this was to be used as reference for my clanmates which don't have all the "best" weapons for the raids (e.g.: Anarchy, Xeno), or when sherpa'ing friends of clanmates, or new lights.

    Why two Charts?

    SkyWarrior includes several DPS values in the spreadsheet:

    "Average" DPS refers to the literal Damage per second, which takes into account reloading times, but not magazine size.

    "Damage per reserves" refers to the total damage that the weapon can deal using its entire reserves. This is more important for encounters where ammo economy matters!

    Additionally, I tried to add some notes on the weapons to indicate that you might need the catalyst, or a specific perk such as Spike Grenades for the Grenade Launchers.

    Two notes for swords:

    1. The DPS values used are for their best combos.
    • For The Lament, it's Charge->3x Light->Heavy->Light until meter is refilled->Repeat.
    • For Black Talon is Light Attack Loop.
    • For the legendary Swords it's Heavy -> Light until meter is refilled->Repeat
    1. Whirlwind Blade is NOT included.

    Hope this can be of use to you when raiding with new lights / clanmates / LFGs!

    Greetings,

    Amarant

    P.S.: apologize for the bad English

    Edit: changed chart names for better clarity

    submitted by /u/theamarant
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    Yesterday me and my fireteam managed to 3 Man DSC fully legit and it was an amazing experience! I am very proud

    Posted: 05 Apr 2021 02:20 PM PDT

    We worked for like 3 days but in the end we managed to push through and kill this glorified shank. 10/10 would do again

    submitted by /u/PaulusFaulus
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