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    Destiny This Week At Bungie 4/15/2021

    Destiny This Week At Bungie 4/15/2021


    This Week At Bungie 4/15/2021

    Posted: 15 Apr 2021 03:02 PM PDT

    Source: https://www.bungie.net/en/News/Article/50247


    This week at Bungie, we warm up.

    Spring is here and competition is in the air. The second annual Guardian Games are kicking off on April 20. The theme of the event returns, pitting the classes against each other in a friendly competition to showcase their skills in combat. Last year, Titans dominated the field for nearly the entire event. Can Warlocks or Hunters bounce back and dethrone those gargantuan punching machines? Time will tell.

    If you are new to Guardian Games or need a quick refresher, this article is a great place to start. In today's TWAB we'll get into some of the changes for this year's event. But before we do, let's check out the hype reel.

    Video Link

    Last year, we received a lot of feedback on how the overall scoring worked. You can read through this post for a refresher, but the tl;dr is we had class-specific score weighting to account for the difference in class population. We did this to make sure that Hunters didn't have a huge advantage because of... well, how many Hunters there are. This year, we won't be doing any initial weighting on the scoring. Everyone's points will count the same... at the start. How the scoring will work this year.

    Medals have the following values:

    • Bronze: 1 Point
    • Silver: 2 Points
    • Gold: 5 Points
    • Platinum: 15 Points

    We still have to account for different class population, so this year the class that comes in third place each day gets a permanent 10% bonus on scoring going forward.

    We've tested this new scoring system using last year's data and a few other data sets and it seems to provide a more competitive Guardian Games where we see different classes winning throughout the event. Hunters will likely win early on because of their population advantage but as the bonuses kick in, the competition should tighten up quickly.

    New Guardian Games Playlist

    Another new addition to this year's event is the Guardian Games Strikes Playlist. This is like the standard Vanguard Strikes Playlist but will group players together by class. This feeds into the Laurel collecting mechanic where players have a chance at bonus Laurels when they pick up a Laurel generated by a player of the same class.

    Modifiers

    This new playlist will have gameplay modifiers added based on the previous day's class standing. Classes will get a beneficial modifier tied to gold, silver, and bronze placement.

    • Gold: Health, shields, and recovery are increased. Kinetic weapons deal more damage.
    • Silver: Melee abilities recharge faster. Elemental damage increased from Guardian sources. More Heavy ammo available.
    • Bronze: Grenade abilities deal more damage and recharge much faster. Elemental damage increased from Guardian sources.

    There are also negative modifiers added to the playlist to make things a little more challenging for the leaders. The gold class gets two modifiers, and the silver class gets one. These modifiers are themed around the classes that finished lower on the podium.

    Bronze Silver

    Titan

    |Combatant melee attacks deal more damage. |Combatant melee attacks deal significantly more damage. | Warlock|Incoming damage increased while airborne. |Incoming damage significantly increased while airborne. | Hunter|Radar is disabled.|Radar is disabled and combatants don't flinch when damaged. |

    Silver classes only get the modifier from the bronze class below them. Gold classes get a combination of both silver and bronze.

    Thematically, we're going for an experience where the Guardian Games Strike Playlist is the venue for players hoping to jockey their classes' podium placement as it will likely be one of the most efficient ways to earn Laurels.

    Medal Case

    You will receive a medal case from Eva to store your hardware until you are ready to visit the podium in the Tower to bank them for your team. Once you have the maximum medals for a certain type in your case, make sure you go turn them as any more earned for that type will be lost. Turning in medals will give you a chance at receiving an event package depending on the medal type.

    Contender Card

    This year we are introducing a new way to earn points for your team called Contender Cards. You will be able to pick these up from Eva in exchange for Laurels and can have one active at any given time. Completing objectives in strikes, Crucible, and Gambit will grant a Gold Medal upon completion.

    There is also a special Platinum Contender Card that will focus on completing objectives in Nightfalls, Survival, and Trials. This will be the only way to earn Platinum Medals. Completing a Platinum Card will earn you All-Star status and a special reward at the next podium ceremony.

    Make sure you complete your Platinum Contender Card before daily reset on Friday if you want to lock in your All-Star status for the weekend.

    Podium Ceremony

    Every weekend there will be a special ceremony where you will be able show off a glow from your class item depending on your class' standing that week.

    • Third place receives a bronze glow.
    • Second place receives a silver glow.
    • First place receives a gold glow.
    • All-Stars receive a platinum glow.

    We will be throwing a special final weekend closing ceremony in the Tower that will be live from May 7 to May 11 to celebrate the winning class!

    Rewards

    As with any event, there will be new loot to grab. At the start of the event, you will get is a new class item from Zavala – these are required to participate in the games. Your old class items won't work for this event, even though they still look cool. Super cool.

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    There will be a new Exotic Sparrow you can earn during the event because every Guardian can use a new set of wheels... OK maybe not wheels since they hover, but you get the point. It's a cool vehicle that you can drive... fly... drift? Yeah. You can definitely drift them.

    Image Linkimgur

    Anyway, there will also be new emblems and shaders to collect and Heir Apparent is back for anyone who didn't get it last year. Proud owners of the tanky Exotic Machine Gun now have a new catalyst to earn. If you want to roleplay as Valus Ta'arc, this catalyst will provide even beefier shields for you as you cabal-stomp your way through the battlefield.

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    There will also be new Eververse collectibles including, but not limited to, a new Universal Ornament armor set. At Beyond Light's release, we said we would be working to make future Universal Ornament sets more accepting of shaders. New tech allows us to achieve this change more easily and the GG sets are a great example. Here is a peek at some of the offerings.

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    Bungie Rewards

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    Your chance for glory and rewards begins next week, but Guardians can get a preview of the Bungie Rewards starting now. Players who earn the Guardian Games Exotic Sparrow can unlock their code to purchase an exclusive Guardian Games track jacket with all three class patches.

    Participate in the final weekend's closing ceremonies at the Tower to unlock a purchasable gold pin commemorating the winning class. Don't want to wait? Silver class pins are available now at the Bungie Store while you compete with your fellow Guardians to achieve gold.

    Bungie Rewards will have a free emblem commemorating the games. Complete a Guardian Games Playlist Strike during the event to unlock your free reward.

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    Guardians can now complete the final Seasonal Challenge week. As part of Bungie Rewards, you can redeem the free "Thrill of the Chase" emblem as you complete the Master of All Triumph.

    Image Linkimgur


    Future Ornaments

    Last month, we held a vote on which armor ornament set the community would like to see made for Festival of the Lost later this year. That kicked off a fun Dino vs Monsters moment and we want to do something similar for weapon ornaments.

    We've identified 12 weapons as candidates for your consideration. You can pick up to three that you would like to see have new ornaments created in the future. We're asking for your suggestions super early in development and plan on completing this early next year.

    • Crimson
    • Fighting Lion
    • Graviton Lance
    • Le Monarque
    • Merciless
    • Riskrunner
    • Skyburner's Oath
    • Sunshot
    • Sweet Business
    • Telesto
    • Trinity Ghoul
    • Vigilance Wing

    Click here to take our brief survey and cast your votes!

    Which weapons will win out? We know there is a bit of a cult following behind Fighting Lion, but then again, we see Le Monarque ornaments requested regularly. We will announce the results and which weapon ornaments we plan to make in a future TWAB.


    Shader Shredding

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    Let's now throw it over to our Player Support experts with and update on ongoing issues and other important information on the state of the game.

    KNOWN ISSUES LIST #HELP FORUMS BUNGIE HELP TWITTER

    PROVING GROUNDS NIGHTFALL

    Earlier this Season, we clarified that Beyond Light and the Season Pass would be required to play the Nightfall version of Proving Grounds. We have since made a changed these requirements, and access to the Proving Grounds Nightfall will now require either Beyond Light or the Season of the Chosen Season Pass. Players no longer need both to access the Nightfall.

    We're working with our teams to update the Season of the Chosen calendar and future calendars to reflect this change.

    GUARDIAN GAMES KNOWN ISSUES

    Before Guardian Games 2021 launches on April 20 we want players to be aware of certain issues and information before logging in the first time:

    • Players must wear their Guardian Games class item to generate Laurels and progress any Guardian Game bounties.
    • Previous Guardian Games class items (the Cunning Rivalry Cloak, Mighty Rivalry Mark, and Sage Rivalry Bond) will not generate Laurels or progress any Guardian Games bounties.
    • Class items acquired from Zavala are awarded at 1250 Power Level instead of 1300, which can be acquired from Eva.
    • Laurels do not drop on the ground in Gambit or Crucible and are instead rewarded directly to players.
    • Unrecovered Laurels do not go to the Postmaster and must be picked up to count.
    • If the Medal Case is full, Medals earned through claiming Triumphs will be lost.
    • The Laurel acquisition step of Heir Apparent Exotic Quest only counts Laurels picked up off the ground.
    • Players will not be able to deposit Medals if they were acquired in the Tower after players have already deposited Medals of the same rarity. Players can return to orbit and head back to the Tower to deposit those Medals.
    • Certain shaders may erroneously remove the glow from the Eververse Warlock Guardian Games Universal Ornament set.

    As always, we will be monitoring player reports on our Help Forum at Bungie.net and will be updating our Top Issues article as big issues arise. For more information, please visit our Guardian Games support page.

    STEAM DATAGRAM RELAY

    Over the past few weeks, we have expanded SDR coverage to Steam, Xbox and PlayStation consoles. As a result, players may encounter an increase in Beaver errors.

    If you receive additional errors or connection issues, please post a report to the #Help forum.

    DISMANTLE YOUR SHADERS

    Beginning in Season 14 (launching May 11), we are overhauling our shader system and how shaders can be applied to armor. Due to the overhaul, shaders will become permanent unlocks, and all shaders in player inventories will be removed. We encourage everyone to dismantle their shaders before Season 14 begins to ensure that you receive Glimmer and Legendary Shards.

    More information about our new shader system can be found here under: "Getting Reacquainted with Adelaide."

    WEEKLY KNOWN ISSUES

    While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

    • The Pit of Heresy solo flawless emblem, "Crimson Echoes", is not tracking completions.
    • Players can fall beneath a grate in the Proving Grounds strike and become trapped.
    • The Assassin's Cowl Exotic Hunter helmet clips through the majority of Hunter cloaks.
    • For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

    Monster Movies

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    See any good movies lately? Heard there is a good one featuring large monsters kicking the crap out of each other. No time to get into that right now though, we need to talk about the community movies. Here are our picks for this week.

    Movie of the Week: Steamed Gambit

    Video Link

    Movie of the Week: The Man With Two Rifles

    Video Link

    If you see your movie featured above, congratulations! We will be sending you a special emblem soon, please make sure you have your Bungie.net profile in the description of the video so we know it's you.


    Gallery

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    Now it's time to check out some of the amazing art from our community. Every week we pick a few pieces to put on display here and then we send the artists a special emblem as a small token of our appreciation. Here are this week's art picks!

    Art of the Week: Proving Grounds

    The Proving Grounds Strike#Destiny2 pic.twitter.com/oawJsClA4R

    — Naka_da_Slacka (@NSlacka) April 7, 2021

    Art of the Week: Bird Game

    bird gang. 🐥 (Osiris and Saint-14 please sign the adoption papers for Crow)#Destiny2 #DestinyArt @DestinyComArt pic.twitter.com/7gLWezT1Hn

    — elesir (@ElesirArt) April 6, 2021


    Alright Guardians, we want a good, clean competition. Remember, while it's fun to poke fun at the other classes and enjoy partaking in a friendly rivalry, at the end of the day we are all on the same team. Let's keep it cordial and not be poor sports, win or lose. So to my fellow Hunters, let's be very humble when we win the gold this year.

    <3 Cozmo

    submitted by /u/DTG_Bot
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    Daily Questions [2021-04-16]

    Posted: 15 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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    Fellow Hunters, remember we have to win day 1 of Guardian Games before we fuck off and let the Titans win.

    Posted: 15 Apr 2021 11:52 AM PDT

    Obviously none of us have the attention span to play for more than 24 hours and that's fine, but we do have to show up the first day so that Bungie can rig it against us again.

    submitted by /u/Be-Right-Back
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    With the addition of permanent shaders, I think we should have permanently unlocked Transmat Effects too

    Posted: 15 Apr 2021 09:51 AM PDT

    Edit: thank you for the awards! :)

    Edit 2: Wow this really blew up, who knew cosmetic items meant so much to Destiny players?! :D

    submitted by /u/ThroneWorld
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    If hunters win the Guardian Game, please put the winners statue by itself in the hanger.

    Posted: 15 Apr 2021 05:11 PM PDT

    Reminder that Guided Games has been in "beta" for 3.5 years now

    Posted: 15 Apr 2021 07:06 AM PDT

    Probably the most failed and useless feature in the game. Honestly feel bad for any devs who spent time on this. At this point just remove it and give us a functional lfg in game, instead of having to rely on discord or the app.

    submitted by /u/BothSuspect
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    Either make every stat point matter or make it so stats can only be multiples of 5.

    Posted: 15 Apr 2021 02:02 AM PDT

    It doesn't make sense that 79 recovery is the same as having 70. either make every single digit count so 77 of a stat is slightly better than 76 or just rework stats in a way that the only stats you could reach are 5, 10, 15, 20 and so on... (that way minor stat mods keep relevancy)

    seems to me the only reason for the current system is artificial difficulty. there's too much rng involved and it ain't fun to get a shitty stat armor from the flawless chest or a raid

    submitted by /u/Lucho23433
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    If you are not great at PVP, that’s okay! You can really help your team out by capturing zones.

    Posted: 15 Apr 2021 10:13 AM PDT

    I'm a relatively sweaty crucible player and for zone games (Control, IB) the best way you can help your team is to capture zones. If you have 2 zones and the other team has 1, each kill is worth 2.

    I know this is basic information, but I see a lot of people just ignore capturing zones. Also, use your super on zone advantages/wolf hunts when possible! When the opponent has a wolf hunt, don't fight!

    submitted by /u/UCFJed
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    Destiny 2: Season of the Chosen - Guardian Games Trailer

    Posted: 15 Apr 2021 09:10 AM PDT

    Xur is in the tower

    Posted: 15 Apr 2021 05:09 PM PDT

    Guess Destiny Santa made an early visit. He only has the exotic Cypher and the exotic engram you can buy

    submitted by /u/cbizzle14
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    I love that Zavala references last year’s GG in the new trailer

    Posted: 15 Apr 2021 04:35 PM PDT

    I also think it's a case of Bungie catering towards long term fans, in some small way. Because upon hearing Zavala's intro, newcomers would think "who is this guy, why does he say "my titans" and what does he mean by blowout"?

    Little nods like this are a nice treat for those of us who stick around year in year out. It makes the universe more immersive and feels like events are actually happening in Destiny, changing the state of the world. Also adds a bit of character to Zavala in this case, as he's clearly proud of the victory.

    Continue recognizing in-game events, Bungie. I'm sure people appreciate it.

    submitted by /u/Recnid
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    Bungie, Here's 10 More Tips That Should Be Added to Loading Screens

    Posted: 15 Apr 2021 06:41 AM PDT

    Given that it's Iron Banner this week, I noticed some newer and even older players might find these useful while loading into matches.

    1. Capturing Zones in Iron banner gives a boost to Super Energy
    2. Iron Banner is a modified version of control so capturing zones is key to victory
    3. Instead of running by an uncaptured zone, you should take 10 seconds to stand and capture it to help your team win.
    4. Pro Tip: Capturing a zone in Iron Banner lights a fire and gives your more super energy.
    5. Iron Banner is not clash
    6. Before you ask how that enemy player got their super already, ask yourself how many zones you've captured.
    7. If you have the 'Unbroken' title with zero captures, you should change your title to 'Unhelpful'
    8. In Mayhem, you should throw more grenades. This isn't Mayhem, it's Iron Banner. Capture more zones
    9. If the enemy team has 2 captured zones and you run past an uncaptured zone , you're the worst kind of person
    10. But seriously, capturing a zone in Iron Banner really does give you more super energy

    I have seen a few thousand players this week that might find these tips useful.

    submitted by /u/Tr1angleChoke
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    Can we give some forgotten exotics the Aeon Cult treatment?

    Posted: 15 Apr 2021 09:52 AM PDT

    The three mods that were added as a 5th slot to all Aeon exotics really makes them usable. It keeps ammo coming in nightfalls and has plenty of viability now.

    Meanwhile we have some exotics like The Stag where it relies on you basically killing yourself to be a benefit to the team. You can self-damage for a rift, but that's counterproductive in the majority of activities.

    submitted by /u/FoxofIce
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    DMG04 on twitter-Guardian Games Universal Ornaments take shaders, pretty well in fact! Glows change too.

    Posted: 15 Apr 2021 12:33 PM PDT

    https://twitter.com/a_dmg04/status/1382766764539273221?s=21 you can do the true endgame of the game with the guardian games universal ornaments: FASHION. because what is the point of killling everything in your path if you don't do it while looking good.

    submitted by /u/darkghost38
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    It'd be cool if Bungie let us vote for catalysts too.

    Posted: 15 Apr 2021 04:26 PM PDT

    I love that they let us vote for ornaments, but it'd be super cool if we could vote for some catalysts to undergo development too.

    submitted by /u/Kyoufu2
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    Shotguns will continue to dominate, removing or nerfing QD won't make the impact that the community wants to see.

    Posted: 15 Apr 2021 10:09 AM PDT

    Just putting this out so that people don't mistake removing or nerfing QD as a huge fix to shotgun domination.

    Shotguns will always continue to be dominant, this isn't because QD is giving it a massive advantage, its how the game is designed.

    For any FPS PvP game, being able to move faster than others is a big boon, Destiny 2 is a shining example of being mobile and fast having a massive advantage over people who aren't. Why do you think Stasis invoked the community to have such a negative reaction to slow ? it effectively killed any amount of tactical retreat because you were essentially grounded (aside from all the overkill accuracy and handling debuff it gave)

    The game also suffers from the maps being way too small for any of the Longer Range guns to be ever-consistently effective (Scouts, Snipers with massive zoom factor, even fusion rifles) So when it already suffers from being small, you throw in exotics like Stompees, Transersives, Dunemarchers, Stasis Titan Slide, Icarus Dash, it completely removes the disadvantage on pushing any long-range guns, you need to have a near perfect aim and a ohk weapon that is not a heavy to finish them.

    This is where the three trifecta of ohk guns come into play, Shotguns, Snipers and Fusion Rifles (Debatable but they do have a capacity for ohk if used properly) and other outliers like Arbalest.

    Two of these ohk guns have a disadvantage to them

    Snipers having an unnatural amount of zoom which completely blocks out your viewpath except for the one you are aiming for, also effectively killing your radar, so you are left to completely rely on your teammates while aiming down sights. Not to mention the absurd nerfs that Aggressives got near BL and the Rapids got a while back. In all fairness, the issue wasn't with their AA or their utility, there were two major issues, Revoker, the gun that forgave inaccuracy and broke ammo economy, the other issue being Bungie wantonly giving out the Unflinching Rifle/Sniper Rifle Aim mods for 3 seasons (Dawn, Arrivals, Chosen), the guns itself have proper flinch, but Bungie kept on introducing those mods again and again, allowing people to counter-fire effectively even while getting shot at, this was the major reason you saw such a increase in Sniper usage. Snipers were always high-risk, high-reward in PvP, but when you effectively take away one of the few things that make them high-risk, you are giving them a massive advantage. It's like creating a solution for a problem that came from a feature that just could have been removed.

    Fusion Rifles have a comparatively better range than shotguns, but it does require you to be on a uncomfortable position and close enough range, their drawback ? accuracy and charge time, neither of which shotguns hugely suffer from.

    Shotguns have been largely consistent because of their high-risk factor, which is to get really close, is basically non-existent because of how easily the distance can be closed and how easy it is to use them (even without QD) I can pretty much run around the entire map with a Felwinter/Astral/CQC/Mindbender/Retrofuturist/Decree/Hawthorne or even something like the IKELOS SG or Saint's Shotgun, All I have to do is get close enough, which is fairly easy without having to use any exotic, but if I do, it basically eliminates any small risk I already have. The only outliers being slugs, which require precision damage and requires some amount of work to be put in (again, not much of an issue if you were to get close enough and have a pretty decent aim)

    It isn't the pulling out-drawing the major factor, its something that people won't agree with, but it is the ammo economy, all I have to do is run some finder and scavenger mods, get two kills and then I am done, I can basically dominate the entire field with my OHK shotgun that has enough ammo to kill more than 5 people from just 2 bricks (Double-Scavenger) and each time I get a kill, I also easily refill. I usually have about the max-ammo capacity for shotguns in a 6v6 game-mode like Clash, Control or IB from just getting 3-4 kills that were just getting close and mashing my mouse button. The only way to counter this is to get team-shot or face another OHK Shotgunner. Not to mention the good ol' cleanup, shoot once, spam melee, easy kill.

    What I am trying to say in all this is, is QD a op perk ? yes, will removing it fix shotgun being meta since forever ? no, why would I have to put my shotgun down if I can just keep on getting ammo after each kill and being able to consistently get a kill by closing the distance again and again ? the difference between your shotgun pulled out instantly and in a 2-3 second frame gap isn't much, maybe if you are a desperate red-screen that is about a few seconds away from dying, but that's about it.

    Felwinters and Astral will still dominate as long as you can close the distance, Lightweight Frames like CQC will get more consistent because of their already huge handling factor and huge range. Slugs were always competent enough, but you might see 1 or 2 more but I wouldn't bet on that.

    Removing QD seems like a half-assed fix especially when the maps are small as hell, the movement speed and exotics that improve them : eliminating the risk of using shotguns and the ever-so-handsomely rewarding special ammo economy because of those mods.

    I know this seems like a rant-post about QD getting taken away from Astral or Felwinter or getting nerfed in other areas. But this is more of a "you should know that this won't change much so micromanage your expectations" because a lot of people seem so thrilled about QD going away and thinking that it is effectively going to pull out Astral and Felwinter out of the Meta.

    submitted by /u/Roman64s
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    I never realized just how good Izanagi's Burden is in Gambit until now.

    Posted: 15 Apr 2021 08:53 PM PDT

    I don't have the Catalyst, as I've gotta get a ton of kills with it. I didn't really use it that often. but let me just say...

    THIS THING FUCKS.

    Honed Edge x4 can 1-shot invaders, take 80% of a Large blocker's health, and rip chunks of HP out of bosses and majors. I wish I had tried it out in Gambit sooner.

    submitted by /u/AbyssalShank
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    The problem with D2 Crucible right now isn't QD and it isn't Shotguns either. It's the maps.

    Posted: 15 Apr 2021 04:04 PM PDT

    The problem with D2 Crucible right now is just the maps. And I'm not talking about the fact that they are mostly CQC and that we need more long range maps.

    I'm talking about the fact that D2 original maps were designed with a totally different PvP experience in mind.

    They were originally designed for 4v4, instead of 6v6. Maps where spaces were fine with 8 players become insanely cluttered with 12. They were designed with a slower movement speed in mind, where you couldn't close gaps easily, so them being tight wouldn't necessarily mean a prevalence of CQC encounters because you still couldn't close the gap reliably easy, and even if you could, getting a kill wasn't still easy because they were designed with a double primary system in mind, with a lot of guns and gun archetypes that didn't have range values as high as we have now. They were designed and balanced around weaker guns, as they only had one perk instead of two and therefore you'd need to sacrifice certain stats even more than you have to do now.

    For that type of PvP experience, these maps are fine but the PvP experience is now drastically different. And even reprised D1 maps still suffer from most of these issues, except the amount of players in the map. The game wasn't this fast, special ammo wasn't this readily available and admittedly we didn't have guns as strong as we do now.

    What PvP needs now is a total overhaul of the maps, with the removal of native D2 maps (at the very least, I'd argue they should do away with D1 maps too) and the introduction of a lot of new maps designed and balanced around the movement speed and the power level of our arsenal that we have now.

    Edit: typos

    submitted by /u/Clickbait93
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    Warlocks! Let us come together to fight in the Guardian Games!

    Posted: 15 Apr 2021 07:41 PM PDT

    This is no troll post, for warlocks are too good for such frivolity.

    Now, to the point. The past couple years have been tough. Ikora Rey hasn't said a single new word since Season of the Undying and is practically as useless as Tower Citizen #77, and we can't do anything about it. The great warlock Osiris lost his ghost, Sagira, and we weren't there to stop it. Our stasis subclass was nerfed first, even though hunters and titans had equally powerful stasis supers, and we weren't able to prevent it.

    But we must not lose hope. We could not save Sagira, we could not prevent the stasis nerfs, and we can't help Ikora right now. But we can fight, think, and overpower the opposition. Win the Guardian Games for Sagira and Osiris. Win them for Ikora and make our Warlock Vanguard proud. Win them because you want to. We do not have powerful shoulders or shiny knives. But we do have wits. We do have intelligence. And we do have the most goddamn graceful jump in the Last City.

    So I ask...WHO. IS. WITH ME? silently hoping there's more than just crayons and scissors in r/destinythegame

    submitted by /u/iCoolbeans
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    A Kill Clip timer would be amazing.

    Posted: 15 Apr 2021 06:42 AM PDT

    Title. Ultimately I wish it would just reproc like rampage but since it doesn't a timer would be super helpful.

    submitted by /u/craigvhs
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    A Definitive Guide on How to Create PvP Builds - Armor, Weapons, Stats, and Other Considerations

    Posted: 15 Apr 2021 08:54 AM PDT

    Introduction

    Before I begin, and people inevitably comment lol pvp sucks or some other variant, I know there's a great deal of people who don't enjoy the competitive aspect of this game. That's fine, to each their own. For those who do, or those who'd like to get better, this will be a guide of armor stats to look for, important mods to consider, what weapons stats to look for, and other general tips. I see a great deal of people loading into Crucible while still having their PvE load outs on either not realizing how much of a disadvantage they put themselves at or just not caring.

    Armor

    PvP differs from PvE slightly in stats in that you need to cater towards staying alive and playing around the limited time. Recovery is king for for getting yourself back into the fight faster, but unfortunately recovery scales significantly more in the later tiers than the earlier. Intellect plays a more significant role in PvP than PvE due to the limited time of the game mode, less Orb of Power generation, and longer down time between kills. A lot of times, matches can be decided on who gets their super first and who gets them more often, especially in 3v3 game modes like Survival and Trials.

    Let's take a look at how your armor stats scale through the tiers. Note that Stasis has different cool down times than light sub classes. This will be using light subclasses as an example. I've highlighted important break points:

    0 10 20 30 40 50 60 70 80 90 100
    Mob 0 4 8 12 16 20 24 28 32 36 40
    Res 0 1 2 3 4 6 8 10 11 12 13
    Rec 0 3 6 9 11 14 17 23 29 34 43
    Dis 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
    Int 7:12 6:22 5:43 5:00 4:45 4:32 4:18 4:07 4:00 3:52 3:48
    Str 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32

    Thank you to this post for collecting the times into one nice table.

    Mobility

    Mobility scales linearly throughout all its tiers, the only stat to do so. Mobility is important to all classes in that it allows for faster strafing speed while ADS. Moving while shooting is vital to making your opponents miss shots. Never stay stationary while fighting someone. Additionally, mobility increases your jump height and walking speed; however, it does not increase your run speed.

    Mobility is important to Hunters in that your dodge cool down is governed by this. If you're a Hunter, you should be aiming for 100 mobility in PvP at all times. Warlocks may want to consider lower mobility, around 3-5, to take advantage of Warlock surfing (where you burst glide while falling, tap the ground, and do it again). The lower your mobility on Warlock, the less time it takes before you begin falling to the ground making you get around quicker overall. Titans, play whatever mobility you feel comfortable with, other stats are more important to you.

    Important things to remember with mobility: lightweight frame weapons give a hidden +20 to your mobility stat and this DOES affect Hunter's dodge cool down. The Powerful Friends Arc CwL mod also gives a +20 to your mobility. Hunters have an easy time reaching 100 mobility because of these two things.

    Resilience

    Resilience is a hard stat to advocate for. In PvE, it doesn't have any use as the damage resistance is negligible for how much investment it takes. Titans are the only one that strongly benefit from maxing this stat out as their barricade cool down is tied to it. That being said, everyone should aim for at least 5 resilience to reach an important cut off in PvP. At 5 resilience, you move 120 rpm HC's from a 1h2b kill against you to a 2h1b making it than more likely they don't secure a kill on you. At 5 resilience, you also stop body shots from high impact snipers under the effect of easier-to-get damage boost such as empowering rift or Whisper of Hedrons. The stat is a bit misleading in PvP. While it says that it offers up damage resistance, your total health increases based on your resilience stat. Bungie has changed the numbers on this a few times, and doesn't publicly announce often what they are, so I'm not sure what they reside at. Even the community experts who give out numbers for these are giving their best guess as weapon damage is rounded making it hard to predict exact values. Just remember, high as possible for Titans, 5 for everyone else.

    Recovery

    Recovery is the most important stat to spec into. At 0 recovery, it takes an eternity to get your health back, but at 100 you get it back 43% faster. Notice also in the chart above, recovery begins ramping up in scaling heavily after reaching 70 in the stat. Because of that, recovery becomes an all-or-nothing stat. You really need to get 100 in this if you want to be as effective as you can be. There's not really a way around this. Going from 23% to 43% between 70-100 is an insane difference. The stat increase really needs to be balanced better by Bungie. Good news for Warlocks, your rift cool down is based on recovery, so you'll be speccing into this regardless. For Hunters and Titans, you will have to take this into account with the stat that governs your class ability cool down.

    Edit: A good example of recovery differences can be seen here. Thank you u/LostSectorLoony for the link and Fallout Plays for the video it was taken from!

    Intellect

    Intellect is the rate in which you passively recharge your super. This has no bearing on the amount of super you get for a kill or Orb of Power pickup, only your passive gain for not doing anything. Crucible is a timed game mode. Getting your super back even 5 seconds faster can be the difference in winning a match or losing one, especially in game modes like Survival and Trials. At the very least you should aim for 70 intellect in your builds as this is the second break point before diminishing returns on the stat. If you're playing 3v3, try your best to go all in for 100 intellect. You can probably get by with 30 intellect in 6v6 modes to reach the first break point, but I still advise going for 70-100.

    Discipline and Strength

    These two are grouped together because they scale exactly the same. There's not much to say about these two. If you have a specific build that relies on either ability that these two stats govern, consider dumping more points into it, but not at the cost of recovery or intellect. There's other methods to regain your cool downs for melees and grenades. I'd aim for around 40 in either of these stats as that's where the break point occurs before diminishing returns. Abilities and effects that restore grenade or melee energy do take into account these two stats when determining the amount of energy your receive back, unlike intellect which is only a passive gain.

    Suggested Stats

    Here's the stat totals you should aim for considering all armor stats, mods, and other stat boosting sources listed in order of priority:

    Hunter

    • 100 Recovery
    • 100 Intellect
    • 100 Mobility
      • You could argue both points correctly on if mobility or intellect is more important on Hunter. If you have to choose between 70 intellect and 100 mobility or 100 intellect and 70 mobility on Hunter, then I'd take the former personally. Go for 100 in both once you get good enough armor
    • 50 Resilience

    Titan

    • 100 Recovery
    • 100 Intellect
    • 50 Resilience - Go higher if you want faster barricade cool downs
      • It's hard to get this to 100 on top of 100 recovery unlike mobility which can get an easier +40 to the stat. 100 is an end goal to aim for after getting 100 recovery and 100 intellect. Sadly, you'll probably never hit 100 in all three because of how stat allocations work on armor
    • Mobility - As high as you want (you can get an easy +40 from the same mods mentioned before)

    Warlock

    • 100 Recovery
    • 100 Intellect
    • 50 Resilience
    • You have more free room to alter your stat totals than the other classes, put them with what best fits your play style

    Mods

    PvP differs from PvE in that you need to value consistency over being lethal, especially as you play better and better players. You may have an awesome PvE mod setup where you're throwing out grenades every 5 seconds, keeping up a 35% damage boost, getting your super back every 1:22, and making Luke Smith come to your house and personally congratulate you, but you're not going to do that in PvP unless you're a god amongst men or playing an entire team that's afk. Let's get a brief look at the armor mods you should be focusing on per armor piece

    Helmet

    • Targeting

    Arms

    • Reload

    Chest

    • Unflinching

    Legs

    • Scavenger
    • Traction (must have on console)

    These mods should be what you use your energy on before slotting anything else. You want to improve the consistency of your weapon before adding on more bells and whistles. If you don't have the energy to slot both your kinetic and energy weapon on targeting, reload, and unflinching mods then I advise making sure your primary weapon gets these benefits first. Your special weapon should always have at least one scavenger mod slotted, never use a primary scavenger mod.

    Targeting adds a +10 to your hidden aim assist stat and increases your ADS speed.

    Reload is self explanatory, you may want to slot 2x of these on your primary, but that depends on how you feel about your current reload speed. Keep in mind that the returns are diminishing when stacking all of these mods.

    Unflinching is important for weapons that rely heavily on head shots to land your optimal ttk (less forgiving weapons). Keep in mind that some sources will flinch you heavily regardless such as high cal rounds, explosive rounds, and timed payload - especially timed payload. You also receive more flinch when being shot from the sides or behind. You want to minimize your chance to be thrown off target as much as possible when getting into duels. Targeting and unflinching mods combined together give you the best chance of negating that. If you go into crucible without these two, you are handicapping yourself heavily without realizing it.

    Scavenger makes you pick up 2 shots instead of 1 on your special when sliding over a green brick, 3 if you have 2 scavenger mods. If you're on console, use traction over a second scavenger. If you're not used to using traction, the faster turn speed may throw you off at first. Stick with it until it becomes natural to you, being able to turn faster makes a huge difference.

    If you have extra energy left over after getting your stats allocated and slotting the mods above, consider adding the following mods to your build:

    • Taking Charge
      • An easy way to become CwL when your ally gets a double kill or pops off with a super
    • Stacks on Stacks
      • Get 2 stacks of CwL instead of 1, this pairs well for the next mod
    • High Energy Fire
      • What's not to love about the occasional +20% damage boost you get during a match. Have fun 2 tapping with a 120 HC, body shotting with a high impact sniper, longer kills on a shotgun, or getting instant kills with a prox grenade launcher
    • Charge Harvester
      • If you're comfortable in your ability to go on streaks, this is one of the easier ways to become charged with light for High Energy Fire
    • Powerful Friends
      • Easy +20 mobility boost, everyone should use this. Has the added benefit of making your allies CwL when you get CwL too
    • Radiant Light
      • Easy +20 strength boost, and it has the added benefit of making Powerful Friend's secondary affect activate on top of its own when you slot both. I'd say that if you run Powerful Friends then you should run Radiant Light too. Has the added benefit that you charge your allies with light when you pop your super

    Weapons

    Instead of giving a detailed break down of every weapon type and every exotic out there, I'm going to refer you to this spreadsheet which details weapon time-to-kill (TTK) and all of their stat bonuses, both hidden and normal. You'll probably pick up what are the meta weapons from playing other people, but I want you to look through that spreadsheet and pay attention to a few things. Optimal TTK, forgiveness, and aim assist.

    Optimal TTK

    This is how fast the weapon can kill you if you land all of your shots and deal the exact number of crits to body shots to make things perfectly optimal. Don't kid yourself though, you rarely reach this value. You can land all 3 crits on a 140 hand cannon, but are you really firing at max rate of fire? How many times did you need to fire 4 shots instead of 3 because one was a body by mistake or you missed? 5 shots? Optimal TTK is a good judge of how lethal a weapon is, but it's not the deciding metric.

    Forgiveness

    120 HCs have a slower optimal TTK compared to 140 HCs, does that mean 140s are better in the current sandbox? If you've played more than a match, you'd probably know that isn't the case. That's because 120 HCs are forgiving while still having a TTK that can be competitive. They require 1h2b to kill up to 5 resilience and 2h1b after that. 140s require 3 crits regardless of resilience level and have less range.

    Don't let optimal TTK be the only judge of a weapon's viability. If a weapon remains slower, yet competitive, in terms of TTK, but has an easier time reaching its optimal TTK, don't be afraid to use it. You might be surprised what weapons you do well with that aren't in the meta.

    Aim Assist

    Weapons, even in the same archetype, have different aim assist values. Ever wondered why Jade Rabbit feels so good compared to other 150 scouts? Look at its aim assist compared to other scout rifles at the same rpm. The super elite in this game that tote hand cannons as the only skillful weapon in this game are the same one using dire promise with 92 aim assist that gives them training wheels. That being said, don't be an elitist. If the game gives you tools, use them. Look for weapons that have higher aim assist, you'll land crits more as aim assist allows you to be further off target and still land your shot.

    Aim assist isn't the end of the story though. A weapon's range stat plays into your accuracy cone when firing a weapon as well as stability doing the same on follow up shots after your first. Weapons with high aim assist typically have either lower range or lower stability to compensate. Weapons with low aim assist tend to have higher range or stability to compensate. Weapons that have all three, like Hawkmoon, feel amazing to shoot because they are absolute stat monsters with no significant downsides in these terms. The range stat also governs how far out aim assist kicks in. The lower your range stat, the sooner your assistance from aim assist falls off. This is why lower range weapons don't feel sticky at 30-40+ meters out even though they may have 90+ aim assist.

    Weapon Perks

    Weapon perks make or break most guns. You don't need god rolls to be optimal, but you certainly don't want to go into PvP with a PvE weapon. You're not looking for optimal DPS against a raid boss here.

    Most players fall into the trap of only concerning themselves with the final two traits on a weapon, but this is only the surface. The final two traits may change the way a gun functions with added benefits, but they don't change the base nature of the gun apart from a select few. Your barrel, magazine, masterwork, and weapon mod play just a big of a roll as the final two columns.

    Barrel

    Try to either compensate for what a weapon lacks in terms of stats or go all in on one specific stat with your barrel option. Avoid barrels that negatively impact your performance. Hammer forged rifling's +10 range is better than full bore's +15 because it doesn't tank your stability and handling with it. Have a weapon with poor recoil direction? Go for arrowhead break, chambered compensator, or extended barrel - these offer +30, +10, and +10 to recoil direction specifically. While we're on topic, pay close attention to a weapon's recoil direction stat. The rule of thumb is to get it high and make sure it ends in 5. Weapons that end in 5 with their recoil direction are more vertical and the higher the number goes the less bounce to your weapon there is.

    As a quick aside, always go for full choke on shotguns even if it doesn't have as high of a range boost as other options. The tightened pellet spread secures kills farther out than the boosted range stat of other barrels. Avoid smooth bore at all cost in PvP.

    Magazine

    There's a few really good options here for PvP. On weapons that aren't aggressive frames, high cal offers more flinch while giving a range boost. Ricochet rounds offers both range and stability boost with no downside. Steady rounds gives a large boost to stability on weapons that need it, but it does have a negative stat attached to it. Flared mag gives you both stability and reload speed with no downside. Accurized rounds gives a whopping +10 range without any negative effects. Once again, either compensate for your weapons downsides or go all in on a certain attribute with your options here.

    A special note here for fusion rifles, this applies to their masterworks as well. Try to avoid lowering their charge time with accelerated coils. It may sound awesome to get your burst off faster, but decreasing charge time in turn decreases damage per bolt. This can be the difference between needing 4 bolts to kill a target versus 5. That may not seem like a big deal, but you will definitely notice it while you play, especially at longer ranges.

    Masterwork

    It's pretty self explanatory what a masterwork does to your stats. Consider focusing on either range, stability, or handling depending on what the weapon needs. For example, does your weapon have surplus but can't roll quickdraw, but you really want it to feel like you have quick draw? Maybe go for a handling masterwork to pair with arrowhead break. All three of those together will give you a massive handling boost to your weapon making it more snappy.

    Final Two Columns

    Certain perks are better than others here, and some are complete trash. Most players fall into the pit of valuing damage boosting perks over all else. This is fine in 6v6 modes, but they lose value in 3v3 where you have trouble finding another person in time to use your damage boost. Do you want to be a better player overall? Maybe try focusing on your weapon's consistency with these two final perks. Instead of going outlaw and rampage, try headseeker to secure a 4h2b kill on a high impact pulse rifle instead of 5h1b. Maybe use quick draw or snapshot to make a slow weapon feel snappy. Don't rule out a weapon just because it doesn't have kill clip or rampage. Remember, you have to get a kill before you can even use those anyways. Why not make sure you get that first kill first before worrying about what you do after it? This isn't to say that damage boosting perks are bad, no one will argue with you when you say rampage is good on a 120 HC.

    A special note is going to be made here for Thresh. It was recently changed to work in PvP. Going off how important getting your super fast is in PvP, don't look past this perk. It shaves off an additional 2 seconds for every kill you get. That's not a lot on it's own, but it adds up over time and when combined with other sources restoring your super faster.

    Weapon Mods

    Finally, we come to weapon mods. Icarus is king here, the in air accuracy you gain from this should not be overlooked. Don't play in the air and don't plan to learn? Throw on a targeting adjuster for the free +5 aim assist. Weapon doesn't end in 5 for its recoil direction and it's anything other than a single fire weapon? Put on counterbalance for +15 to its recoil direction. Using a bow or grenade launcher? Use quick-access sling for quick swaps to your other weapon after. Using a machine gun in your heavy? Put on backup mag to increase your total magazine size so that you get more shots when pulling heavy off the wall.

    Putting It Together

    I'd advise trying out this website: https://d2gunsmith.com/, and crafting your ideal weapon to see just how much the above options change the stats on a gun. Caring about your barrel, magazine, and masterwork instead of just your last two columns can turn a weapon from average into a stat monster. It's the difference between a Palindrome having 55 range at base to having 78 range with the help of hammer forged rifling, ricochet rounds, and a range masterwork. That makes a massive difference.

    Previous Guides

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    LE MONARQUE ORNAMENT CAN BE REAL!!! Let's go!!! Choose wisely fellow guardians. #lemonarque

    Posted: 15 Apr 2021 10:50 PM PDT

    We've identified 12 weapons as candidates for your consideration. You can pick up to three that you would like to see have new ornaments created in the future. We're asking for your suggestions super early in development and plan on completing this early next year.

    • Crimson
    • Fighting Lion
    • Graviton Lance
    • Le Monarque
    • Merciless
    • Riskrunner
    • Skyburner's Oath
    • Sunshot
    • Sweet Business
    • Telesto
    • Trinity Ghoul
    • Vigilance Wing

    SURVEY LINK

    submitted by /u/bit1creative
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    Bungie, I really Like Seasonal Challenges

    Posted: 15 Apr 2021 10:35 AM PDT

    So, I've been playing Destiny since the D1 beta and I've always shared an account with my father. I'd play on the Warlock, he'd play on the Titan, and my brother occasionally played on the Hunter. But now that crossplay is coming out soon, I've been working on and off on leveling my alt characters. The last time I tried to actually level up was during Shadowkeep launch and I quickly gave up after that. The grind seemed too big and the season pass seemed like it moved so slowly. It just didn't seem worth it. But since seasonal challenges have been introduced and the power grind is being shortened next season, I decided to give it another try. In less than 2 weeks (with moderate play time), I'm a little over 1300 on one character and I'm about 7 or 8 tiers away from completing the season pass (which means I can quickly catch my other characters up). And this is mostly because of seasonal challenges. The xp they give just from doing things I'm already doing in the game, as well as giving me specific goals to work towards has made this season feel so much better to play than previous seasons.

    Just keep doing seasonal challenges Bungie. Maybe put more rewards in the bigger challenges besides xp and bright dust (the weapon drops from the seasonal quest challenges and the trials one were nice). Could the gambit, crucible, or vanguard related challenges reward the newly introduced weapons related to that activity? I know an extra Bottom Dollar or Royal Entry isn't a lot, but rng can be pretty bad sometimes so a freeby would be greatly appreciated.

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    The problem with Linear Fusion Rifles is not just the lack of damage

    Posted: 15 Apr 2021 10:54 AM PDT

    I imagine everyone reading this already knows that Linear Fusion Rifles (LFRs) currently suffer from an almost comical lack of damage, which has led to usage being correspondingly low. We also know that Bungie is planning a buff next season, which I think most of us assume will be across the board to damage, similar to the boost that Rocket Launchers received this season.

    However, I think we should be looking for a broader suite of changes to the archetype, in order to address the following non-damage-related issues.

    • The ammo economy sucks: Even with 1x Scavenger and 2x Reserves, I'm picking up 6-7 shots from a Heavy brick, and ~2 from a finder-generated brick. Compare that to the fertile ammo economy enjoyed by Swords, Anarchy, and even Rocket Launchers now, and you'll find yourself thirsty all the time.
    • Missing sucks: LFRs are the ultimate feels bad weapons. Not only is ammo at a premium, but its easier than with other heavies to waste it. The likes of Anarchy, Lament, Xenophage and RLs with tracking are incredibly easy to apply damage with. With an LFR you have to hit the crit just to unlock its meagre damage potential, and deal with charge up time to make that harder. A chunky buff to aim assist so that LFRs feel sticky like a fat kid in a jam factory would help here.
    • The exotics suck: Sleeper and Queensbreaker need particular help. Both were gutted, due to the fact that any midrange one-shot weapon is likely to dominate when used by Gambit invaders, but given that Xeno and Eyes have gone unchecked, it's hard to think that Bungie cares too much about this issue. Sleeper generating Warmind Cells and Queensbreaker moving to the special slot would be popular fixes.

    Here's what I do like about LFRs: The fantasy is super cool. A gleaming death ray that vapes boss from across the map... What's not to like? (Other than all the stuff above).

    Hopefully sandbox has some sweet buffs lined up that deal with exactly these issues so that the long range voop nation can finally enjoy some time in the sunny meta uplands.

    submitted by /u/Arse2Mouse
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    VoG is going to be an interesting challenge for bungie. Raids have gotten a lot more complex but changing it too much won't be received well.

    Posted: 15 Apr 2021 10:57 PM PDT

    Reprising raids are going to be a real challenge for bungie. If you look back to raids in destiny 1, they are so simplistic when you compare them to last wish or garden. Even if you compare them to deep stone crypt, the easiest day 1 raid since 2017, they are simplistic. We want a real challenge on day 1, we want SOME surprises too. We don't want the raid to be so easy compared to everything else we have. I hope you nail it, bungie.

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    Taken mods should work in shattered throne

    Posted: 15 Apr 2021 06:55 AM PDT

    Shattered throne doesnt have rally flags like the other dungeons. Taken armaments could alleviate that problem so we can have more consistent ammo.

    submitted by /u/Jaded-Ad2838
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