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    Destiny [D2] Trials of Osiris Megathread [2021-05-28]

    Destiny [D2] Trials of Osiris Megathread [2021-05-28]


    [D2] Trials of Osiris Megathread [2021-05-28]

    Posted: 28 May 2021 10:02 AM PDT

    Trials of Osiris is LIVE

    This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

    FAQ

    What is Trials of Osiris?

    • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.

    • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).

    • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.

    • It uses Win Based Matchmaking, which means you'll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.

    • There is NO fireteam matchmaking. You need to team up yourself!

    • Power Level matters, however bonus power from the artifact is not enabled.

    How Long do the Trials of Osiris last?

    • Event Starts: Every Friday at Daily Reset (1700 UTC).

    • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

    Where do I go to find Guardians to compete with in the Trials?

    • You can head over to /r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

    What if I have a question about another piece of armor/weapon or general Trials question?

    • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven't ask right below.

    Trials of Osiris Map

    Surprise! (beep boop please report)

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Surprise! (beep boop please report)
    • 5 Wins (Powerful): Surprise! (beep boop please report)
    • 7 Wins (Pinnacle): Surprise! (beep boop please report)
    • Flawless (Pinnacle): Surprise! (beep boop please report)

    Bounties

    Name Description Cost Requirement Reward
    End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token & 1 Trials Engram
    Deepvoid Alignment As a fireteam, defeat opponents using Void damage in the Trials of Osiris. 1000 Glimmer 100 [Void] Void XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
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    Daily Questions [2021-05-29]

    Posted: 28 May 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 Splicer 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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    Statis subclass progress should be account wide.

    Posted: 28 May 2021 10:07 AM PDT

    I love my warlock. I loved it when i grinded for statis. I loved beyond light story, but I hate doing literally same thing for 2 more times to unlock a subclass. It is not that short too. For me unlocking statis on alt chars are worst thing as right now. Thats why I haven't touched my titan or hunter for beyond light story.

    Bungie. Please.

    submitted by /u/Emirkyz
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    The artifact forces me to unlock things I don’t need or want and won’t allow me to unlock what I do want - please reconsider forcing these “choices” on us.

    Posted: 28 May 2021 10:53 AM PDT

    Please Bungie rework the artifact, for those of us that enjoy trying all the new mods and spicing things up, it's really counter intuitive and kills my enthusiasm. As it sits right now a few weeks into the season I must pay 70k glimmer to reset my artifact which is account wide for some insane reason. You've made it so I am forced to waste artifact unlocks on things I don't want, and don't have enough points after the prerequisites to unlock the stuff that I do want and need. I understand that you don't want to make us overpowered but you already have the "solution" in the price of equipping the mod itself aka breach and clear 9 mod point cost effectively locking out using any other class item mods for the season for most people (who stick to efficient meta dps). Just saying, it seems to me some of these choices need to be looked at. Soon it will cost me 100k glimmer just to play around w builds, I'll have to spend hundreds or thousands of my legendary shards to keep up w the cost or be stuck w what mods I have unlocked. Please Bungie remove the unnecessary limiter from my fun.

    Edit/ to the folks who would say "it's because then you'd unlock all the best ones or it would be too OP" - no, no it wouldn't, the last column of mods has 3 class item mods the most powerful is breach and clear and at 9 mod points you can't equip anything else to make it "OP". It's not a choice designed to make us really think about blah blah blah it's just an artificial grind for no apparent reason. I can reset it, so there is no choice here other than - do I want to grind glimmer to try something new or - no I don't. The kinds of choices about your builds that we should actually spend time thinking about and choosing wisely are the points in my armor that can only slot x mods, so I have to choose carefully that cwl mod or warmind cell mod for my GM build, those choices are tough but understandable, this reset cost is not a risk/reward choice it's just bs.

    Edit/ tldr - I don't think I should be cumulatively punished across all 3 characters EVERY SEASON (the artifact reset cost is account wide btw) for wanting to try all the mods and mix things up. Nothing should ever cost 100k glimmer NOTHING.

    submitted by /u/Ech0es0fmadness
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    Vex Mythoclast, as of the moment of writing, is incapable of competing with even the most basic weapons in the game, both in PVE and in PVP.

    Posted: 28 May 2021 02:30 PM PDT

    I apologise in advance if this is in any way against the r/DestinyTheGame Guidelines, but I feel like this needs to be addressed. My apologies in advance if this is in any way redundant or obtrusive. I am also not sure if this should be classified as a [misc] or a [discussion] post, as my last post was removed by the Moderators for reasons I still don't wholly understand. Thank you for your patience.

    Any damage numbers noted in this post are either speculative or approximate estimations. I am not here to compare damage outputs, but more so to complain about its damage output in general.

    I apologise in advance if I repeat myself, I am not good at getting my point across in a concise manner and I tend to get lost in my own paragraphs.

    What Happened?

    It's been a week since the re-release of Vault of Glass, and many players have found themselves either lukewarm, indifferent, or outright disappointed with the Vex Mythoclast, a rare Exotic weapon which has a small weekly drop rate. The weapon's damage output both in PVE and PVP is outclassed by most weapons in the game, Exotic or otherwise, and its range is comparable to Shotguns and standard Fusion Rifles, making it a very risky weapon to use in the Crucible, with only minor advantages granted. Aside from that, it's signature perk -which allows it to charge up long range shots- does not allow for the weapon to be stowed without losing all of its charges, and does mediocre damage to high-level enemies.

    While I am not here to speak for the community, I think I speak for all of us when I say that getting a Raid Exotic should make you feel at least a little special and lucky, and Vex Mythoclast sadly does not feel like a Raid Exotic...it feels like running a constant Legend Nightfall with a Rare Weapon with added flair.

    A Quick Introduction to the Vex Mythoclast.

    The Vex Mythoclast is an automatic, primary ammo fed Energy Fusion Rifle that gains Overcharge stacks for killing enemies. It fires at 360 Rounds Per Minute and has a magazine of 33 rounds.

    At six stacks, the weapon will be fully charged, allowing for up to three Linear Fusion-esque shots to be fired, which do relatively high burst damage against enemies, killing most red-bars instantly. The weapons boasts low Stability, Range, and Damage Output in lieu of having decent Handling and the ability to transform from an Auto Rifle into a non-Heavy Linear Fusion Rifle after gaining enough kills. Aside from that it benefits greatly from Fusion Rifle mods like Quick Charge and Unflinching Fusion Rifle Aim.

    The Exotic Catalyst for the Vex Mythoclast grants increased Stability for every stack of Overcharged gained. This perk inherently goes against the whole point of the weapon (storing charges to be discharged at enemies deserving of them, mostly enemies with HP pools that would not allow for effective damage output if fought with standard weaponry) by only granting players who use the weapon much-needed Stability in exchange for holding their charges...charges that could be used for enemy damage.

    In general, the Vex Mythoclast suffers from several drawbacks:

    • Charges cannot be stored and held upon switching weapons, discouraging active gunplay and restricting players to a single playstyle.

    • Sub-optimal damage against most enemy types, requiring numerous shots in normal mode to down both Players as well as standard enemies.

    • Horrible damage comparable only to Sidearms, and with less flexibility. Below decent Burst Damage for its Linear Fusion mode which is only balanced by its relative ease in gathering charges.

    • Terrible Accuracy, Damage, and Stability when fighting enemies and Players beyond its frankly pathetic range.

    • Easily countered by most weapons in the Crucible, discouraging 1V1's and encouraging ambushes (which most of the time will still fail).

    • Requires almost-perfect accuracy or opponent inaccuracy to land shots without dying in the Crucible.

    Aside from this, Destiny 2's Vex Mythoclast lacks both the Zen Moment and Rampage perks, two perks that made its Destiny 1 counterpart more easy to handle. Aside from these perks it also lacks several barrel options also present in its Destiny 1 counterpart, but these are not as significant.

    Performance in PVE.

    In Nightfalls, the weapon simply does not compete well with any of the other Exotics. It's damage is negligible versus even the weakest enemies, and it does not allow you to shoot yourself out of being cornered. Getting enemies to flinch with its shots is also exceptionally difficult.

    It does not handle add-clear well, it cannot deal with Elites, Majors and Champions very well, and getting Overcharge rounds feels more like a stressful chore than something that occurs naturally by getting kills.

    Across the entire PVE roster, the Vex Mythoclast does not perform very well either; boasting low damage output (requiring over half the magazine (several magazines in higher difficulty content) to be dumped into Major and Elite Enemies for them to die, and only doing at best 1,998 damage on a headshot at close range to red-bar enemies at lower difficulties), and horrible range. It takes a maximum of two shots from this rifle to kill red-bar Thralls in every Casual Activity, making it a suboptimal choice for add-clear in general.

    In regards to the Linear Fusion mode; while I do not have proper numbers to back this up, the Linear Fusion mode only does at best 10,000 damage per Precision hit to Elites, and up to 30,000 to Majors and Ultra's, making it anything but optimal for Elite, Major, and Boss Damage.

    This -however- is somewhat balanced out by the fact that gaining three Overcharge Shots is relatively easy, allowing for quick snipes followed by minor add-clear to resume sniping at enemies. The problem with this is that this entire process could be sped up simply by shooting the Orange-Bar with a Handcannon ten or so times until it dies, especially if said Handcannon boasts perks like Vorpal Weapon and Explosive Rounds.

    Aside from this, as has been discussed, the weapon does not allow charges to be stowed when switching weapons, putting even more stress on the wielder.

    The Vex Mythoclast, in essence, punishes players trying to use it by restricting their choice of combat style and weapons in exchange for sub-par range, mediocre damage, and laughable add-clear potential at higher difficulties, effectively discouraging players from using it for anything serious.

    Performance in PVP.

    While Crucible performance is heavily reliant on both the accuracy of the wielder and the opponent, it can't be understated how incredibly painful getting kills with the Vex Mythoclast is.

    In PVP, the Vex Mythoclast does around 33 Precision Damage, and around 11 to 20 Bodyshot Damage, when charged up by either High-Energy Fire, Well of Radiance, Weapons of Light, or an Empowering Rift, the weapon does approximately 44 Precision Damage and 30 Bodyshot Damage to enemy players. Frankly speaking, this is unsustainable in high-stakes play; especially when you're fighting an opponent with generally better accuracy and skill.

    To make up for its low damage, it grants three stacks of Overcharge per kill; effectively requiring two kills to fully charge the weapon.

    This, once again, would not be a massive issue if not for the PVP Meta being centered around quick TTK and high-damage weapons like 120 RPM Handcannons, Shotguns, Sniper Rifles, Bows, and Special Ammo Grenade Launchers. Aside from all of these obstacles, players seeking to charge the Vex Mythoclast need to get uncomfortably close to their opponents to do maximum damage, often exposing themselves to the rest of the opponent's team and allowing themselves to be targeted by abilities and grenades.

    To effectively kill with the Mythoclast, one has to assume that the wielder:

    Has perfect accuracy,

    Does not miss at medium to close range,

    Does not get damaged, causing them to flinch,

    Does not panic while being shot at,

    Can keep their reticle centered on an opponent's head even while being shot at and moving,

    Is not being shot at by multiple opponents,

    And is not facing an opponent with a quick TTK weapon like a 120 RPM Handcannon or a Shotgun.

    Alternatively, one could pick off low-health opponents by ambushing them. This is very difficult, however, due to the Crucible's generally chaotic nature and the existence of the Radar, which will notify anybody not currently heavily engaged in combat of an enemy's position relative to theirs.

    Summary.

    All in all, the Vex Mythoclast is in a very tight spot right now. It gives players a new way to fight, allowing them to switch firing modes mid-combat to deal both minor and major damage to enemies. It's capable of instantly shutting down most Supers when doing Precision damage with its Linear Fusion mode, is capable of laying down accurate fire on approaching enemies as long as they don't open fire, and is generally fun to use if one does not mind the flaws.

    What makes the Vex Mythoclast a very confusing weapon is the fact that it was clearly meant as a DPS weapon, indicated by the fact that it has a Linear Fusion mode. If that is not the case, simply bringing the Mythoclast back as a Special Ammo-fed Automatic Fusion Rifle in the Primary Slot would've sufficed in making it feel special.

    Vex Mythoclast was never a PVE weapon, it's damage output back in Destiny 1 was more oriented towards Player controlled opponents than AI, and its general mode of fire didn't help much in PVE when Auto Rifles and Handcannons were able to do the trick just as effectively, so personally I am confused by the identity this weapon is trying to adapt.

    In my honest opinion, its Range isn't what kills it; it's the Damage Output and the fact that you cannot store charges while swapping weapons. Allowing it do to more damage in both PVE and PVP (especially the Linear Fusion mode) would grant it more of a role in general play, and would make it a lot more satisfying to use and own.

    Aside from that, changing it's Catalyst Perk from Stability in Exchange for Charges to something like Rampage or Zen Moment would also help with its mediocre add-clear damage and Stability.

    Regardless of any of that, the biggest issue is retaining the charges while swapping weapons.

    Afterword.

    I am sorry if this came across as biased or ungrateful. It's been nearly a decade since I've last held this weapon, and its current state simply depresses me. I am not here to put blame on either the developers or the playerbase, but let's be honest;

    This weapon, in its current state, is not good. In fact, it is anything but worthy of its legacy right now.

    It's not bad, per sé, that's not what I'm saying. It's simply very unsatisfying to use.

    All of its flaws could easily be fixed, and I hope Bungie listens to the feedback provided by both the Youtube community, the Reddit community, and the Bungie.net Forum and decides to buff this awesome piece of nostalgia to a more useful degree.

    Thank you for reading. Have a good night.

    Edit: A heartfelt thank you for the awards you all have given to this post.

    Second Edit: Changed "quick TTK weapons" to "quick TTK and high-damage weapons" seeing as I included Bows and Handcannons in the mix, specifically 120 RPM Handcannons; which aren't exactly quick to kill.

    submitted by /u/Citsune
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    I would just like to say that the Ether/Decrypted Data system this season is infinitely better than the Cabal Gold/Hammer Charges system from last season and I hope it stays in some kind of capacity

    Posted: 28 May 2021 01:51 PM PDT

    Seriously, I'm alot more willing to run the seasonal activity this season because of how much Decrypted Data you get when you get all the upgrades and boosters

    submitted by /u/S3xyTrap
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    Bungie, please consider moving Horror's Least to be a Shattered Throne-exclusive drop, akin to Premonition for Pit of Heresy

    Posted: 28 May 2021 08:38 PM PDT

    Title. Since the removal of the weekly rotating nightfall playlist back with Beyond Light, nightfall-exclusive drops have moved from something which you might have to wait a few weeks for to something you could potentially, as is shaping up to be the case with Horror's Least, have to wait a year between opportunities to get. While most nightfall strike-specific weapons are only useful insofar as they are good weapons (I'm looking at you, Mindbender's - and to a lesser extent, Militia's), Horror's Least is required for a non-sunset title, Cursebreaker. As a result, we are ending up with a title that claims to be available but might only actually be available at a random point once a year, which is a bit crazy.

    Add onto this, Bungie has now stopped nightfall strike-specific weapons from dropping from their respective strikes since they're sunset. But this seems to create a problem: even if (and right now it's a big if) The Corrupted comes back as a nightfall, if it follows this new system set out with the other nightfall strike-specific weapons, Horror's Least, and thus Cursebreaker, will be unobtainable regardless.

    So what do we do here? For me, the answer is simple: move Horror's Least to Shattered Throne, and raise its power cap while you're at it. This would make it a direct analogue to Premonition with Pit of Heresy - a legendary weapon exclusive to that dungeon (since each dungeon has an exotic quest for Wish-Ender and Xenophage respectively based on it) that is still required for that destination's collections badge and thus the destination title. Tying the weapon to a dungeon would also keep the prestige of having it tied to a nightfall - hell, it might even increase it. Of course, doing so would mean the power cap would have to be updated, but frankly, I don't think a lot of people would complain about having another 540 pulse to play with.

    Anyways, those are my thoughts. If anyone has an alternative solution on where to put this thing, please don't hesitate to let me know; all I know is that it has to go somewhere.

    submitted by /u/Ab501ut3_Z3r0
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    At risk of curling a finger on the Monkey's Paw, is there any way to make Override *slightly* more difficult?

    Posted: 28 May 2021 11:40 AM PDT

    Title. Honestly, compared to Battlegrounds, Overrides feel incredibly easy, especially since you have double the firepower but seemingly fewer enemies. I like that there are slightly more mechanics to Override vs. Battlegrounds' kill-everything-athon, but it feels difficult to even complete some basic bounties sometimes when you don't have the tidal wave of enemies that Battlegrounds boss encounters would have. And because Override is generally so easy to complete, it just doesn't feel quite as rewarding as Battlegrounds do.

    Maybe more difficult Overrides are coming later in the Season, but this is a feeling I just haven't been able to shake so far this season [edit].

    submitted by /u/Kamunt
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    Bungie please...give Vex Mytho at LEAST +25 to range

    Posted: 28 May 2021 05:06 PM PDT

    As essentially a 360 auto, it's range compared to other popular 360 autos is abysmal. Even in PvE it feels weak. All I'm asking for is for maybe the catalyst to grant around 25 to range and MAYBE give this thing a slight damage buff in PvE only. It doesn't need to be broken, I just want it to be better

    submitted by /u/JipJamJup
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    Please give us a good ornament for Dragon's Shadow!

    Posted: 28 May 2021 09:03 AM PDT

    It's an ugly chest piece, and its one ornament so far basically doesn't change the look at all. Such a good exotic deserves a better look.

    submitted by /u/daftvalkyrie
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    The Scourge Berserker was a brilliant endgame miniboss idea. Champions are not. We need more Berserker-type enemies in the endgame.

    Posted: 28 May 2021 04:24 PM PDT

    The Berserker was an unkillable foe if you didn't know his weakness. You had to get up in his grill to scare him into releasing a suppression field, exposing his shield's core in the process. Only after breaking that could you kill him. That's a great concept! Having to do certain things to a strong foe to defeat them is cool. If the Berserker was able to be dealt with by one person (via only one core on the front or something), he would be a great addition to small-fireteam activities, too.

    Champions are just mega-buffed baddies that are VERY annoying to deal with unless you go to your seasonal artifact, unlock the anti-champion mod, equip the anti-champion mod, and use the specific weapon needed for the mod to work to just straight-up disable the champion in half a second.

    Berserkers are cool because they require you to do actual WORK to take them down. Champions are bad because they require you to change your BUILD to deal with them. I'm not sure about you, but I'd rather do work using guns I like than do less work using guns that I don't like.

    submitted by /u/Rhett_Arty
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    Completing an entire seal should have an exclusive cosmetic reward tied to it, especially Raid seals. [Updated]

    Posted: 28 May 2021 09:48 AM PDT

    EDIT: No, purple words underneath your name is not a 'cosmetic' to me, nor do I think it's enough of a reward for the hours of time and hard work it takes to unlock a full seal, especially Y2 seals like Rivensbane. Equipment, Shaders, and Weapon/Armor Ornaments are cosmetics, IMO.


    Basically, unlocking Raid titles are very time-consuming and -- if Bungie once again requires the flawless raid triumph to unlock the seal -- should also have exclusive cosmetics tied to them. They should also greatly increase the drop rate any raid-exclusive exotic(s) tied to them. (i.e. Fatebreaker = Vex Mythoclast, Deep Stone Crypt = Eyes of Tomorrow). Here are a few (updated) ideas for some Seal-exclusive cosmetics that I'd like to see.

    In addition to Raid seals, I think Seasonal Seals should also have 1 cosmetic tied to it that collectors could chase.


    Fatebreaker - Vault of Glass Cosmetics Examples


    Conqueror - Cabal-Themed Cosmetic Example


    Warden - Crow-Themed Cosmetic Example


    Descendant - Deep Stone Crypt Cosmetic Examples


    Spliced - House of Light Cosmetic Examples


    Rivensbane/Cursebreaker - Queensguard Cosmetics:


    Blacksmith - Black Armory Cosmetics:


    These are just examples. But I think that the coolest effects/cosmetics should be tied to Titles, given that Titles take the most amount of effort, time, and commitment to unlock. The harder the Title, the higher quality and quantity of cosmetic rewards. And before you comment -- NO, purple text underneath your name is not enough to honor the effort, dedication, and time it took to unlock the Title, especially if it's a rarer Title like Blacksmith, Unbroken, and Shadow.


    Here's a few other concepts that could be used as the 'Exclusive Title Emblems' and accompanying 'Armor Effect/Aura':


    submitted by /u/HiddnAce
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    I love the stasis nerfs, i’m glad they’re happening. If we do get more darkness subclasses as it looks like we will, I hope we don’t have to go through the same issues again

    Posted: 28 May 2021 01:52 PM PDT

    I hope the next set of subclasses are tested appropriately so they're solid but not too strong. I'm not sure how easy this would be to do, but it would suck to need to go through several nerfs over a YEARS TIME to get close to getting it right. I'm assuming the abilities won't be freeze like and slow down gameplay, but I think more time and testing may be helpful.

    submitted by /u/MaaarkyD123
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    Adept Counterbalance should be changed to give +5 Stability instead of -10 Range

    Posted: 28 May 2021 12:30 PM PDT

    Very few weapons benefit from being equipped with a Counterbalance mod. However, among those that benefit the most from it are The Messenger (60 Recoil Direction) and Shadow Price (79 Recoil Direction), which also happen to come in Adept flavor.

    The difference between regular Counterbalance Stock (+15 Recoil Direction) and Adept Counterbalance (+35 Recoil Direction) is close to insignificant in practice, and I don't believe that it justifies a -10 Range penalty on the Adept mod. If anything, this penalty should be replaced with something like +3 or +5 Stability, just like Adept Icarus gives +5 Range.

    Otherwise, I do not see any point in the existence of Adept Counterbalance, because if I really want a Counterbalance mod, like with The Messenger, I will always use the non-Adept mod, since 75 Recoil is identical to 95. As it stands, the range penalty is not worth this Adept mod being equipped on any weapon. Such a little change could make that mod more attractive over its non-Adept counterpart, without being OP.

    EDIT: +35, not +25. Even if the Adept mod gave +100 Recoil Direction, it would still be worthless to me due to the penalty.

    submitted by /u/CarlCarlton
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    The Cryoclasm nerf is justified, but it's a bit frustrating that pretty much all Titan movement tech will require you to sprint before activation.

    Posted: 28 May 2021 06:41 AM PDT

    Being able to zoom right into someone from a standing position, shotgun them, and then slide away backwards at boosted sprint speeds was pretty broken. It allowed unparalleled flexibility in terms of engagement, leaving room for instant followups or risk free disengages at the cost of a negligible cooldown.

    However, it's important to note that with the upcoming Cryoclasm change, there will now be 7 individual Titan abilities/effects that require a sprint before activation - 3 separate shoulder charges, missile Titan melee, Antaeus Wards, Dunemarchers, and now Cryoclasm. (Please note I left out the shoulder charge exotics because shoulder charge already requires a sprint).

    I think that it's important for all 3 classes to have masterable movement tech for the sake of PvP diversity. I also think that it's important for all 3 classes to have movement tech that stands out from one another.

    The current movement niche for Titans, for lack of a better term, fucking sucks. Putting movement mechanics on an activation timer severely limits their usefulness. I cannot, as a Titan, reliably challenge Dawnblades or Hunters in competitive game modes with these mechanics. Timer-based movement is predictable and requires the sort of commitment that Hunters, Dawnblades, and even the rare dedicated Blink user can negate in an instant with one-click, instantaneous repositioning abilities. (Buff blink btw)

    And that's all I got I guess. I don't really have any suggestions, I just wanted to highlight the issue. Titan Trials viability just took a nosedive, for better or for worse, and I'm not too crazy about Cryoclasm getting hit without recognition on Bungie's end about the importance of movement tech. Icarus Dash is what earns Dawnblade that top slot for winrate, and dodges earn Revenant that 36% pick rate just as much as withering blade spam.

    The immediate future for subclass diversity is more Dawnblades, Chaos Reaches and Hunters, at least for 3v3. Titans simply do not have much to offer in Trials anymore.

    Also note that I believe that movement tech should expand on all 3 classes, not just Titans. IMO movement is the best possible investment Bungie can make for PvP to keep things interesting and fresh.

    submitted by /u/Salted_cod
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    Antibarrier allows you to kill a hobgoblin through its regeneration mechanic

    Posted: 28 May 2021 06:25 AM PDT

    I dont know how new this is or how many people know this but figured I'd post this for those who havent found this out yet.

    submitted by /u/CrystalCarroxagon
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    TIL Override is impossible to fail (or atleast was for me)

    Posted: 28 May 2021 06:34 PM PDT

    So it's 2:30am for me rn and I wanted to get some bounties and challenges done before I got off for the night. I decided to mess with my date and time to get into an empty override instance so that I could get them done without my teammates stealing the kills. My plan was to get in, do my things, then get out. I didn't plan on finishing the activity...

    However, the timer for the first section of the activity eventually ran out. I expected it to reset progress that I had made for that third of the encounter (which was 0% at the time). But when the timer ran out, the game treated it as I had deposited the motes as normal (had me killing the ads and doing the passcode) and I was onto the second phase of the splicing encounter. This happened until the splice was complete and I was into the Vex network.

    At this point, a thought was going through my head... there is no timer or wipe mechanic at the boss of override, meaning there is no way to fail that. I proceed to go through the boss, dying a couple times as I wasnt used to dealing with the ads alone, and proceed to finish the encounter as normal...

    TLDR; Override is seemingly impossible to fail.

    I guess it's possible that the time manipulation I did made it so that the server kinda borked itself and was unsure how to behave? I'm not sure if that's a thing that could happen though, as I don't know how the activity is coded.

    Just thought I should share my experience.

    submitted by /u/ShirabakiKami
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    Whisper of Hedrons nerf should be PvP only

    Posted: 28 May 2021 10:14 AM PDT

    Making it a PvP only nerf would reduce how hard stasis in PvE is hit by the changes mostly directed at PvP.

    The fragment description would be as follows: Gain a bonus to weapon damage after freezing a combatant with stasis, and gain a bonus weapon stability, weapon aim assist, Mobility, Resilience, and Recovery after freezing an enemy guardian with stasis.

    (Note: Combatant here would be PvE only)

    submitted by /u/ossifbaigel
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    I miss the season of anti-barrier sniper rifle

    Posted: 28 May 2021 02:07 PM PDT

    I'm serious, every new season I just hope it finds its way back to us.

    submitted by /u/Jar_Wet
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    Enemy density in Override should be tripled.

    Posted: 28 May 2021 12:55 AM PDT

    I would rather lose frames than be bored. It would be really nice to actually feel like the vex are actually trying to stop us. Maybe a wave of 10 Wyverns simultaneously. We thrive in chaos Bungie.

    Edit: thanks for the love, gamers. I know the 10 Wyverns sounds deranged but with the artifact mods this season I'm have a blast destroying in PvE; so the more to shoot the better!

    submitted by /u/GuardianSmith
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    I think it might be worth buffing Whisper of the Worm now.

    Posted: 27 May 2021 11:32 PM PDT

    Even though it's a VOG exclusive perk, Rewind Rounds is literally a much more forgiving version of White Nail. WN is basically a better version of Triple Tap, but pulls from reserves. RR does the same thing, but just needs to hit the target before reloading the gun from reserves after it gets emptied depending on how many shots hit. Now, the only things Whisper has going for it are that it has the second highest damage per shot among snipers and an upgraded version of Boxed Breathing for those with the catalyst. The introduction of this perk has only given more reasons not to use Whisper over other snipers.

    submitted by /u/Blood_Edge
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    The Apotheosis Veil Xur is selling is cursed.

    Posted: 28 May 2021 11:08 AM PDT

    Back on patch 2.8.0, Apotheosis Veil was changed so that it would always drop with at least +16 intellect. The one Xur is selling has a 59 Stat Roll with +13 Intellect. The only reason to get it is if you want an impossible helmet or something like that.

    submitted by /u/GonnSolo
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    VoG secret chests can drop armor a specific character hasn't earned yet

    Posted: 28 May 2021 06:28 PM PDT

    It seems you can get armor from secret chests even if that specific character hasn't unlocked them. This differs (as far as I know) from DSC/GOS where that character needed to have earned the armor piece.

    Unfortunately, I don't have a clip, but I got an armor drop on my warlock's first entry chest (instead of what I expected to be a guaranteed weapon that my hunter had gotten).

    My group's current guess is this feature is unlocked once you've gotten all armor pieces on one character (as I have them all on my hunter), but it is possible it's more permissive (arms on one character unlocks secret chest arms for all characters). Note that I still can't just grab rolls for armor from the end of the raid vendor if the character hasn't gotten them yet though.

    Realistically, this isn't the most important thing, but it does stop a given character from being able to be a designated weapon farmer from secret chests by only doing the entrance plates + secret chest shortly after if that was something you wanted.

    submitted by /u/Hegna
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    Bungie, you usually use numbers as a metric to work out what to do with the future of the game; but you're creating this by focusing player's attention to wherever Pinnacle rewards are.

    Posted: 28 May 2021 12:28 PM PDT

    Title.

    DeeJ said when announcing the DCV that "Warmind's campaign represents only 0.3% of all time played in Season of the Worthy", which is a dismally low figure. However, it's not that shocking when you consider things. At the time, Destiny 2 had a New Light intro, players were instantly boosted to power level 750. As soon as you arrived in the Tower, you were free to do what you wanted, to access Warmind's campaign, you had to visit Amanda Holliday to unlock the campaign off her, but this wasn't clear.

    Move on to today; Deep Stone Crypt launched late last year with Beyond Light, still on sale today and the current relevant Expansion required to access most of the content (in a free to play game lol), it was the best source for Pinnacle rewards and Spoils, exclusive to Raids to allow players to purchase vaulted gear.

    Now, the Pinnacle source has been removed and Spoils are gone. As a result, barely anyone wants to run DSC. Most have got their gear, and once they've got Eyes of Tomorrow they're done. I'm worried this is going to be another "Only 1% of players play this content" conversation, and boom it's gone.

    TL;DR Removing Pinnacle Rewards from DSC has lowered the population dramatically way too soon, despite it being sold as part of the full price expansion. I'm worried Bungie are going to use this lower player metric to "vault" the content when the next hammer gets swung.

    submitted by /u/Dewgel
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    Having only specific types of weapons get champion mods each season is incredibly limiting, especially when champions have become such a normal part of the game.

    Posted: 28 May 2021 03:28 PM PDT

    As stated in the title, I find that only a select handful of guns get champion mods each season is just downright stupid in a game that focuses so heavily around choosing how you play. By having only certain weapon types get champion mods each season, you effectively bar some players from using their favorite weapons, or weapon type. The current system leaves players like me worrying that I won't be able to take weapons that I enjoy and excel at into many activities in the future, simply because they limited mod selection changed at the beginning of the season. As time goes on, champions seem to be appearing in more and more content, with them playing notable roles in things like override now, which is to be one of the main activities being completed this season.

    In my mind, I see no reason why the current system can't be updated to give players more options, rather than possibly barring them from their favorite scout rifle next season, when the mods possibly change to no longer include that weapon type. I see no issue in needing to level up the artifact in order to claim the mods, but don't limit the champion mods as far as weapons go. I'm fine with having to do work to get the champion mod, as long as it's something I actually want. Another thing that could be done is give us give us access to all weapon champion mods, but limit the amount we can claim, so if we can claim a maximum of 5 like are in the current first bar of the artifacts, but their 5 of our choice rather than a preselected bunch.

    I understand that part of it is to shake up what is used within the pve meta, but would allowing people to experiment and use whatever they want work substantially better at diversifying the sandbox, rather than applying a trivial necessity to certain weapon types?

    submitted by /u/Real_Chig_Bungus
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    ArcStrider needs some much needed love

    Posted: 28 May 2021 05:39 PM PDT

    This is not a "Hunters need a buff" post because as of now I feel like they have some solid kits to work with. This is mainly focused at Arcstrider, the worst out of the 3 Arc classes in the game, and the worst sub-class the Hunters have. I'm not telling you to stop playing it, or your stupid for playing it; if you enjoy playing it, power to you, Video Games should always be enjoyed in any way you find fun.

    For the most part, I would say top-tree Arcstrider is the one tree that I would consider viable. However, that viability is based on the fact that you have the Liar's Handshake and preferably a One-Two Punch shotgun. Even after its nerf Combination Blow 3x, One-Two Punch, and Cross-Counter are able to do some pretty crazy burst damage with a fairly easy condition. However, it's not meta breaking damage more just fun to do.

    Middle Tree is not very good. It's melee is decent in crucible, and the deflect can be clutch sometimes, but most of the time this branch really has nothing monumental to offer, especially with the introduction of Stasis. Arcstrider itself is already a PAINFULLY short super, and without Raiju's Harness, deflecting throws your super time in the gutter. In PvE deflecting enemy projectiles back as a super ability is just not super useful when you could just have a Titan run middle tree Sentinel with Ursa's which is leagues better.

    Bottom Tree feels very similar to the other two. The melee is meh in both PvE and PvP. The dodge armor is nice. Combat Meditation just feels kinda useless because of the current state of energy recharge rates.

    Arcstrider as a super is very underwhelming. It's Palm Strike attack is...ok? It's just not useful in almost any endgame content or crucible. If you attempted to Palm Strike a boss/Champion in something like a GM, you would get obliterated. In a Raid, you would just use Celestial for DPS, and in crucible it's unnecessary because one light attack already insta-kills. Also, without the use of Raiden Flux, this supers duration is horrendous. On top of that, if you are gonna get into melee range with something, anyone who knows what their doing is going to be using swords or slugs. You could argue that it's "good for add clear!" Which, I mean yea if your just mowing down red bars then sure it will get the job done, but at that point you could probably just add clear with your primary, secondary, or even heavy and get the same result. In my opinion, Nightstalker and Stasis offer an even better add clear/crowd control super, while having a way better kit on top of it.

    I'm not saying to buff it into oblivion, but it really feels like this entire subclass has close to no place in the current state of Destiny, and to be fair, it was designed for Vanilla D2 and middle tree was designed in Forsaken. The game has changed A LOT since then. I always thought that middle tree should of made the super a throwable javelin, as it could of made room as a decent DPS option and it would remove the drawback of having to be point-blank. I know they said they are touching upon the Light based subclasses in Season 15 so hopefully the. Arcstrider could really fill a niche for something.

    submitted by /u/Vexymythoclasty
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    the unexpected victim of the stasis nerf is going to be the new titan exotic because now nobody is going to run stasis in PvP

    Posted: 28 May 2021 03:55 PM PDT

    RIP spicy pants...

    submitted by /u/malchiik
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