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    Destiny Daily Questions [2021-05-30]

    Destiny Daily Questions [2021-05-30]


    Daily Questions [2021-05-30]

    Posted: 29 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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    Killing Templar before Rick Kackis finishes his Intro

    Posted: 29 May 2021 05:20 PM PDT

    https://youtu.be/HeF9zgDHC1w

    Credit goes to my clan mate JKris27. We were memeing during spoils farming.

    submitted by /u/SharpPROSOLDIER
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    I know that raid exotics are hard to balance but making them outright bad to borderline useless is not the way to go.

    Posted: 29 May 2021 12:19 PM PDT

    Raid exotics are one of the rarest types of weapons.Recent releases were very underwheling with eot doing 50%less damage on bosses. Vex mythoclast i the weaker version of a 360 auto with no damage perks and very low range. After the perk activates it becomes a very slow charge lfr that does decent damage at best. Also like tarrabah the perk resets when the gun itself is stowed which in my opinion is unecessary considering the base weapon is already weak as it is. 1k is decent but not the best it is a very balanced and unique gun. Anarchy is broken beyond belief, tarrabah is okay but suffer the same fate as vex. All in all should bungie buff raid exotics? Yes eot vex and tarrabah could use some fixes that could help them rise in the meta. Raid exotics are meant to be strong and unique to justify for their difficulty to obtain.

    submitted by /u/Key-Ad4618
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    Put Whisper and Zero Hour into the Legends area in the Director

    Posted: 29 May 2021 06:29 AM PDT

    These are both aspirational activities that are fun and rewarding. They were removed with the vaulting of their respective planets, but with the return of Venus and the VoG there's now an easy way to put the activities back in the game. Zero Hour was fun challenging repeatable content. I had a blast just running people through it to get them their Outbreak and its catalyst. Myself and a friend got so good at the end that we were casually doing the time trial as well.

    Zero Hour is also relevant to the current season since it was the first interaction we had with Mithrax as an ally and the first ingame mention of Eramis.

    I think these activities should come back, and I think the Legends tab is the perfect place for them.

    submitted by /u/OrionCygnusBeta
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    Hey Bungie I don't mean to alarm you or anything, just a small bug, but...GOLDEN GUN LITERALLY CAN'T KILL ANYONE at 34 meters. It faces falloff at 23m. Congrats Bungie, you officially turned it into Golden Sidearm.

    Posted: 29 May 2021 07:33 PM PDT

    Stop tying Golden Gun up with hand cannons. I don't know where in your code this bug has been a thing, but ever since the start of your season (with the 2m nerf to 120s), Golden Gun has been...off.

    Okay maybe that's putting it lightly.

    Top Tree Golden Gun has literally identical range to The Last Word right now.

    Now, as funny as this may be...

    It makes the super pretty dang worthless.

    I know you wanted to separate the two branches, make top tree more of a dueler, and bottom tree the sharpshooter...but when my super literally can't even kill at the average range of all hand cannons in the game, don't you think that's a bit of a problem?

    The average legendary hand cannon, quite literally, has more range than Golden Gun.

    C'mon Bungie. This happens every single time you change Hand Cannons. Goldie gets side-nerfed as collateral. You should be able to anticipate this by now.

    Can you please make my super, you know, actually kill people now?

    (For those wondering, Golden Gun officially starts damage drop off at...get this, 23 meters.)

    This isn't Golden Gun anymore.

    It's Golden Sidearm.

    submitted by /u/Hawkmoona_Matata
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    You know what the most difficult thing in the game is?

    Posted: 29 May 2021 03:00 PM PDT

    Trying to make the cryo freeze public event heroic without 5 blueberries melting the boss in 2.75 milliseconds.

    submitted by /u/HyenaOnMyHead
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    Bungie's Reasoning for not Buffing Scouts and Other Weapons in PVE Frankly Makes no Sense

    Posted: 29 May 2021 09:27 AM PDT

    This post started as a few different posts. The first was going over some weak exotic primaries, which notably did not include any of the smg's. Next, it was going over how I felt enemies in override were pretty spongey. Then I examined my loadout and realized I was using mostly scouts such as Hung Jury and Vision of Confluence and autos such as Shadow Price and False Promises. I then switched to my well rolled Extraordinary Rendition and there was a night and day difference in my performance. It wasn't override enemies that were spongey, it was my guns that were not performing well.

    A while back our community were very often asking for buffs to scout rifles and other under performing pve weapon types. SMG's at one point saw a large buff that gave them a solid spot in the pve meta to this day, while others only saw minor buffs and an explanation. We were told that the "safety" scout rifles provide with their long range makes Bungie hesitant to buff them over fear of becoming the best choice for all situations. Maybe at one point in Destiny 2's life cycle this was a valid point, but in our current game state I am here to tell you why it no longer is.

    Firstly, Charged with Light (CWL for short) builds and Warmind Cell builds (WC for short) are becoming more and more common. When CWL and WC's were first introduced to the game they had a slow start. Destiny had never seen build crafting components like these and it took our community a while to figure it out and really get cranking on builds. Now that we have gotten to the point of being comfortable with CWL and WC's, our builds have some incredibly potent safety options. Protective Light (CWL) and Warmind's Protection (WC's) are very powerful defensive options that can fit into most CWL or WC builds. Protective Light gives you major damage reduction after your shields drop with the duration scaling with each stack of CWL you had while Warmind's Protection gives you 50% damage reduction from enemies near warmind cells. Both of these mods heavily compliment a run and gun build with an smg or shotgun and a weapon like ikelos smg can even make the warmind cells that give damage reduction. Further on this note, since orbs of light spawn on the enemy you killed with masterwork weapons, you have a far easier time getting them with smg's than something like scouts. There is a scout CWL mod but that requires more kills than a masterwork orb with taking charge, those kills to be precision, and it reduces your strength by 10. In practically every situation a smg with a defensive option in your build gives you all the protection you need outside of higher tier nightfalls.

    Next is encounter design. Similarly to PVP, not many PVE situations lend themselves to scout rifle usage. The only specific encounter (outside of generally difficult pve content like gm nightfalls) I can recall wanting to use a scout is Atheon for the flying harpies and even then you can reach them with a fate bringer and do more damage with one. Some enemies seem to lend themselves to scout rifles then you fight them and realize how bad scouts are. Hobgoblins and Taken Vandals are the premiere sniper enemies. However, scouts suck against them. When fighting hobgoblins you want to shoot their head off first so they can't do their immune health regen jutsu. Most scouts lack the damage to knock the head off in 1 shot so they just go immune anyway. Better to one shot with a sniper or get close with something else. Taken Vandals create a bubble that you can't shoot through when damaged, so it's honestly just better to one shot them with a sniper or shove a barrel of your choosing down their throat. Scouts don't even do enough damage to fulfill the niche they are supposed to fill...

    Lastly, I'd like to tackle the notion that if scouts were buffed to be viable people would use them over other weapons in most situations. This is wrong for one major reason, and that's "feel". The way something "feels" and the way it is perceived by the player is just as, if not more important than the numbers behind it. Feel and perception is so important that I very frequently use scouts in pve. I just talked so much trash about how scouts suck and in game I KNOW they suck in terms of damage but damn if they don't "feel" fun to use sometimes. Say you're doing altars of sorrow and you're perched up on a rock plinking thralls and acolytes with your Firefly Vision of Confluence or your One for All Rapid Hit Hung Jury, their hit registration and shot feedback feels good. Know what else feels good? Being in the thick of it with an SMG, spraying down enemies. Salvagers Salvo with chain reaction just causing destruction. FateBringer causing explosions with each well placed shot. Warmind Cells going off and just destroying everything, etc. People don't JUST use things because they are the best, they use them because they "feel" good. People aren't suddenly going to start using scouts in close quarters action packed encounters because they got buffed. They are gonna use their effective and great feeling smg. We simply want Scouts to have their time to shine like other good weapon types do.

    Edit: I didn't really touch in them in the main post, but other weapon types are hurting as well. AR's and Pulses are not the greatest in PVE either and could use similar damage buffs.

    submitted by /u/HalfthemanMarco
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    Important question about Eido

    Posted: 29 May 2021 12:30 AM PDT

    Is Eido even her first name or Sjurname? Eidon't know.

    EDIT: Thx everyone for warm appreciation of this post and for reaching front page of this sub.

    A surprise to be Sjur, but welcomed one.

    submitted by /u/Doomestos1
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    Completing all the relevant triumphs for a given subclass should give players that subclass’s finisher, or at least discount the price

    Posted: 29 May 2021 11:06 AM PDT

    I've seen a lot of people on here talking about certain Eververse items dropping from activities, mostly ships and sparrows like the Scarlet Keep-themed stuff, but I feel like finishers often get overlooked. As someone who only plays the game and doesn't buy from Eververse, the only finishers you're gonna get are the default ones and a few from Season Passes. I feel like adding an in-game way to access the Super-themed Finishers would be a great way to get them into more people's hands without massively undercutting Eververse sales. What do you all think?

    submitted by /u/Joebot521
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    FIX FIRETEAM CHAT ON PC

    Posted: 29 May 2021 10:48 AM PDT

    I rest my case.

    submitted by /u/CriesOfeternity
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    A lot of Warlock exotics are niche and just straight up not worth using, here's a list of buffs and reworks that I came up with

    Posted: 29 May 2021 07:43 AM PDT

    EDIT: Just to clarify I know this is the case for all class exotics, I mainly play Warlock so I don't have enough experience with the other class exotics.

    Sorry if the formatting is weird, I'm using mobile

    Skull of Dire Ahamkara

    -Provides additional damage resistance during Nova Bomb. Nova Bomb kills Grants Super energy, powerful targets count for more.

    After the nerf SoDA received it became really bad, one Major or Ultra kill counts the same as one thrall, this shouldn't be the case.

    Eye of Another World

    -Highlights priority targets and improves the regeneration speed of your grenade, melee, and rift abilities. Highlighted targets receive 15% more damage from all ability sources when hit with your grenade, melee, and super.

    EoAW is a nice equip and forget exotic, but the free stats aren't really that viable, and the highlighting part is practically useless, so I made the highlighting portion more of a support aspect for you and your allies.

    The Stag

    -Grants Rift energy when you are critically wounded. While you're critically wounded using your Rift gives you an instant overshield. Creates a healing Rift on death.

    Exotics that require you to be near death to activate isn't enjoyable, especially in endgame content. So I made it that if you are near death your Rift can be a "oh shit" button in those situations where you need to be alive.

    Apotheosis Veil

    -Immediately regenerate health, melee, grenade, and Rift energy upon activating your Super. After using your Super you and nearby allies become Insatiable for several seconds, when you're Insatiable damage from your abilities increases super regeneration.

    Winter's Guile

    -Defeating enemies with melee attacks increases your melee damage, when melee damage is at maximum potential you receive a powerful overshield that refreshes from every melee kill.

    Winter's Guile is really good at what it does, but you're risking your life being infront of a lot of enemies, so to reward that risk, when you have max stacks of Warlord's Sigil you get an overshield to keep on slaying upclose without risking your life.

    Getaway Artist

    -Convert your Arc Grenade into a supercharged Arc Soul. The Arc Souls your allies receive from your Rift are now supercharged.

    It's a small change but it makes the Arc Souls from Attunement of the Elements better for your allies.

    Vesper of Radius

    -Rifts release an Arc shockwave when cast. When surrounded by enemies your Rift shocks and blinds them periodically and grants you increased Rift Regeneration.

    The one Shockwave just isn't enough for the Exotic to be worth while.

    Sanguine Alchemy

    -Weapon hits while standing in an Empowering Rift steals the vitality of your enemies and heals you. Weapon hits while standing in a healing rift increases the Rift's health regeneration speed.

    If this exotic is about vampirism, it should be exactly that, it should truly be blood magic.

    Chromatic Fire

    -When a Light subclass is equipped, precision final blows from all weapons create an explosion in the element of your super. If the element of the weapon matches your super, the explosion damage and radius is increased.

    •Void explosions suppress •Solar explosions cause burn •Arc explosions Blind

    The explosion shouldn't be limited to kinetic weapons, it makes running energy primaries redundant, and to make it not be just "every weapon gains Dragon Fly" the explosion based on the element does something extra.

    Stormdancer's Brace

    -Greatly increases the intensity damage of Stormtrance, enemies you defeat with Stormtrance speeds up the intensity.

    Promethium Spur

    -Enemies damaged by daybreak create flames behind themselves that causes damage over time as they move.

    -Melee hold: While Daybreak is active, holding down your melee while on the ground charges up a dash attack, when you release you dash and pierce through enemies and leave flames behind.

    So these were just my ideas that I came up with for the Warlock exotics, I know Titans and Hunter's also have exotics that aren't great but I mainly play Warlock so I have a lot more experience with Warlock exotics than the other two classes.

    submitted by /u/MrBoxman45
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    Killing all the Gorgons should reward you with a shader that makes you look like them.

    Posted: 29 May 2021 05:46 PM PDT

    Title. Would be a fantastic award for a fun challenge.

    submitted by /u/Fulyen
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    "The Vex Pattern" - A VoG illustration to celebrate the re-release!

    Posted: 29 May 2021 05:54 PM PDT

    " The Vex have no hope. No imagination, no drive, no fear. All they have is the pattern. "

    The VoG will always be special to me. 5 years ago I made a VoG fanart, and today I made another one to celebrate this amazing gaming experience.

    I tried to distill the Vault of Glass to its most basic Vex patterns, hope y'all like it!

    submitted by /u/MaximalGFX
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    It would be great if Pinnacle Raids and Dungeons were on a weekly rotation.

    Posted: 29 May 2021 03:36 PM PDT

    Now I love Prophecy, but its been a Pinnacle dungeon for almost a full year (minus its short vaulting for Beyond Light).

    I believe Pit of Heresy was a Pinnacle for Arrivals(?), and Shattered Throne hasn't had any limelight in at least a year. I believe Last Wish has had the same treatment.

    Harbinger has been a Pinnacle for six months running / three seasons.

    DSC has had half the shelf-life of Prophecy, is paid-for content, and no longer rewards Pinnacles. Garden of Salvation fell out of favour after Beyond Light.

    People love these activities, and there's a small subset of us still actively running them for loot. It gets harder every week to find people, and I fear their wilful stagnation will act as justification for the next round of space-saving.

    Variety is the spice of life!

    submitted by /u/YeezyReddit
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    Legs lost sector is up in the cosmodrome and it's one of the easiest ones

    Posted: 29 May 2021 10:50 AM PDT

    Arc burn, unstop and barrier.

    Auto rifle (barrier), salvo and anarchy

    Happy Farming!

    submitted by /u/scumble373
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    Can We Get a Single Ornament For Every Exotic (Armor) BEFORE We Get a 2nd or 3rd?

    Posted: 29 May 2021 01:31 AM PDT

    Seriously Bungie. we have like 3 or 4 for St0mp-EE5. I get it. Stompees are popular.

    But here's a list of HUNTER exotics that don't have a single ornament yet.

    • Assassin's Cowl
    • Mask of Bakris
    • Mechaneer's Tricksleeves
    • Aeon Swift (its good now. pls)
    • Sealed Ahamkara Grasps
    • Khepri's Sting
    • Athrys's Embrace
    • Lucky Raspberry
    • The Sixth Coyote
    • Raiju's Harness
    • Omnioculus
    • Fr0st-EE5
    • The Bombardiers
    • Star-Eater Scales

    Thats 14/32 Exotics with NO ornaments. Thats 43% of our exotics (many of which are actually pretty popular) with no ornaments, just the basic, default look.

    We don't need more Stompee ornaments Bungie, pls. I know Mask, Athrys's, Raiju's, Omni, and Star-Eater are all fairly new, but its time.

    Many/most exotic weapons come WITH an ornament in THE SAME SEASON. Why not armor? why so slow on armor?

    submitted by /u/AValiantSoul
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    I managed to Flawless Solo Prophecy!

    Posted: 29 May 2021 06:20 AM PDT

    Proof! I went through so many tries,tears and pain to get to this moment! Even after all the shenanigans I went through and all the teleportation of knights and psions.

    I finally got my favorite looking emblem and ghost!

    Thank you Bungie for making this dungeon (being difficult as is) and the rewards looking great to compensate it too!~♡

    submitted by /u/PinkuRimasu
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    Cryothesia 77k's catalyst is just a worse version of auto-loading holster.

    Posted: 29 May 2021 12:35 PM PDT

    If you are not on a stasis subclass you get no benefits of fragments. If someone else does the shattering of the enemy the gun does not reload either. If you swap and miss your opportunity to shatter you get no benefits.

    I get the game play loop they were going for, but I would much rather just have auto loading. There is a negligible difference in time between swapping and shattering vs just swapping and waiting. You should at least get some type of damage boost upon swapping back to keep the loop going.

    submitted by /u/wikiweak
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    The last raid exotics haven’t been good and have been out classed by almost everything

    Posted: 29 May 2021 11:36 AM PDT

    Besides anarchy, divinity, and maybe 1k, all the raid exotics feel lack luster. They aren't great in pve. Terrible in pvp, and there's just better options everywhere. Now I don't have an idea on how to fix it but if you guys in the comment do, I'd love to hear it Thanks Edit:forgot doc

    submitted by /u/Previous-Egg-1848
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    Can Celestial Nighthawk’s explosion be a little more… explodey?

    Posted: 29 May 2021 03:05 PM PDT

    Because right now it kinda feels and sounds like a wet fart. Haven't done much testing but it seems just barely on par with or perhaps a little less than a firefly explosion. It would be nice if it had intrinsic chain reaction or something, because right now it doesn't really do much except tag an add or two that was immediately on top of the target.

    submitted by /u/Relative_Sugar_438
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    Eververse Shader Bundle has a more appropriate pricepoint for a synthweave bundle than the actual sythnweave bundles

    Posted: 29 May 2021 06:37 AM PDT

    First things first, I don't think the bundle is a great idea. Selling shaders in eververse exclusively for silver doesn't set a great precedent going forward, but that's not what's got my attention. It's the actual pricing of the bundle and the included 5 synthweave that catches my eye. I know there's a ton of discourse going around about all the synthweave stuff at the minute and I think it's totally justified, the timegating issue and the generally convoluted design of the play-to-use route needs to be reworked, but it's totally unrealistic to think that the synthweave system is just going to vanish and the paid option definitely isn't going anywhere. Considering that, I think as the system is changed, it'd be great to see the price of the pay-to-use option reduce down to the $5 = 5 Synthweave pricepoint. It's reasonable, it's far more in line with the paid cosmetic pricing of similar items in other games and more importantly it's significantly more approachable from a consumer standpoint. $10 to convert a full set of armour you have to obtain separately just doesn't taste great, especially when the only other option is to actively play pve activites for several hours and then do one of the quests that are by and large overly demanding.

    TLDR: 100 silver, or about $1 per synthweave is a much more appropriate price than the current price point.

    Edit: Just to clarify as someone people don't wanna seem to read, I understand that this is the exact point behind the bundles pricing, to make it seem more attractive. The point I'm making is that the price of the bundle actually presents much better value for money and a much more consumer friendly price-per-item than the normal bundles.

    submitted by /u/StanMcMan
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    Celerity is actually a great perk option for Trials players now. Well done, Bungie.

    Posted: 29 May 2021 03:26 PM PDT

    Celerity used to be a meme perk, but now it's incredibly strong on some weapons as it statically gives +20 to both Handling and Reload. To put this into perspective, the S-tier warlock exotic Ophidian Aspect gives +30 to handling and reload (and also improves melee distance).

    After some play testing I've switched over to using an old Eye of Sol with Snapshot + Celerity now instead of Snapshot + Opening Shot. Celerity, Fluted, and Handling MW gets my sniper to a whopping 92! Handling, which is very close to the OG QuickDraw. This is as close to the QD/SS Beloved god roll.

    The additional last guardian standing perks are just the cherry on top.

    Well done by Bungie for making this perk not only relevant, but also very good on some weapons for Trials players.

    submitted by /u/DaveB585
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    Those edges on the Vex Boopers in Expunge are deadlier then drop pods and new F2P accounts in Trials combined.

    Posted: 29 May 2021 07:29 AM PDT

    I run over, I'm dead. I land there, not even particularily hard, I die. What am I dying from there? Sprained ankle guardian instant cancer??

    submitted by /u/RainMaker323
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    Still not sure why Well of Radiance lingers after the caster's death but Ward of Dawn disappears when you die

    Posted: 29 May 2021 02:22 PM PDT

    To me, it just seems inconsistent, like either support supers should stay on the field after death or they shouldn't. I feel like Ward isn't particularly more powerful than the other two, I don't see why I should be punished so hard for using it. I feel like I have to play super safe when I use it, staying in my little bunker as I buff my teammates while in a well I'd at least be able to fight back.

    The main reason I can think of is because thats just how it was in D1 and they haven't bothered to change it.

    No I'm not still bitter that they made my bubble useless for 2 years because they thought Ward was too powerful in D1 just to replace it a year later with an even better version why do you ask

    What do y'all think? Should Bubble linger after the caster's death? should Well not linger? Or are they fine as is?

    submitted by /u/DarthApplejack
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    The Sweet Business is wonderful

    Posted: 29 May 2021 08:00 PM PDT

    Just picked it up from Xur.

    Totally fits the titan feel. I finally have a big fuck-off gun that I can just unload on fuckers to my hearts content. So satisfying to use and ammo is hyper abundant. Thing is great.

    This weapon is so great.

    submitted by /u/wenzlo_more_wine
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