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    Destiny Destiny 2 Hotfix 3.2.0.2

    Destiny Destiny 2 Hotfix 3.2.0.2


    Destiny 2 Hotfix 3.2.0.2

    Posted: 25 May 2021 10:18 AM PDT

    Source: https://www.bungie.net/en/News/Article/50381


    Gameplay and Investment

    Armor

    • Fixed an issue where Recovery-focused Umbral Engrams would sometimes not award armor with a sufficiently high Recovery stat.
    • Fixed issues where some Common, Uncommon, and Rare armors would provide stat bonuses when used as ornaments as a part of Armor Synthesis.
    • Energy Accelerant mod:

      • No longer increases damage against players.
      • No longer increases the base damage of Symmetry, Telesto, Black Talon, and Deathbringer.
        • Telesto has also received another sternly worded lecture.
    • Sundering Blast no longer causes Overload champions to exit their stun state when damaged by the explosion created by the mod.

    • Fixed an issue where Star-Eater Scales was erroneously applying its damage bonus to weapons and grenades instead of only Supers as intended.

      • Increased the maximum number of stacks required for the full damage bonus from four stacks to eight stacks.
    • Fixed an issue where players could spawn too many noble seekers with Boots of the Assembler by stepping in and out of a Rift.

      • When Warlocks wearing Boots of the Assembler are extending the duration of a Rift, class ability regeneration pauses.
      • Design note: The reason for this change was both to prevent game crashes caused by too many rifts being placed in a single activity, and to restore some of the advantage to running Sanguine Alchemy over Boots of the Assembler.

    Weapons

    • Fixed an issue where the catalyst for Cryosthesia 77K was incorrectly accruing progress from energy weapon kills.
    • Fixed an issue where the catalyst Triumph for Cryosthesia 77K was being displayed in the wrong weapon category.
    • Fixed an issue where Cryosthesia 77K could fire multiple freeze shots without losing the charged shot buff.
    • Fixed an issue where existing drops of THE SWARM with Unrelenting switched to Bottomless Grief.

      • This fix only works in cases where players didn't select the Bottomless Grief node.

    Accessories

    • Fixed an issue that prevented the Vie for Glory Sparrow from taking shaders.

    Power and Progression

    • Fixed an issue where the reward for completing the weekly Vendor Challenge on the Splicer Servitor did not reward Pinnacle gear as advertised.

      • Upon completion, the weekly Vendor Challenge should now reward a Pinnacle piece of Seasonal gear.
    • Fixed an issue where completing Presage as a weekly Activity Challenge was not rewarding Pinnacle gear.

    UI/UX

    • Fixed an issue where the Armor Synthesis ornament creation tutorial does not show up for Titan characters when reaching the armor ornament creation step.

    General

    • Players will no longer be able to claim the 150 Synthstrand from Ada-1 during the NUX quest if their inventory is full.

      • This will prevent players from losing the material and they will need to clear out inventory space to claim their Synthstrand.
    submitted by /u/DTG_Bot
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    Daily Questions [2021-05-26]

    Posted: 25 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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    I can assure you Bungie, no one is going to use Sanguine Alchemy just because you nerfed assembler.

    Posted: 25 May 2021 03:23 PM PDT

    Title. Back to Phoenix Protocol we go. Star-Eater didn't deserve this either.

    submitted by /u/Justyouraveragejew
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    Nerfing the two good new pve exotics released this season so oppressively is bad for the game

    Posted: 25 May 2021 10:45 AM PDT

    Finally, FINALLY hunters get a PvE damage exotic that can compete for high end usage (sorry bakris, not taking you into a GM) and warlocks get a new armor piece that can actually compete with phoenix protocol and they get nerfed after two weeks? This game has a shelf life that gets shorter and shorter the longer that the PvE meta stays the same and now you nerf two breaths of fresh air into the ground? The reasoning is absolutely the cherry on top lol. Doubling the stacks required on the fish boots because you accidentally made them buff weapon damage and nerfing Assembler because you didn't want to make Sanguine irrelevant?

    News flash: maybe leave the fish boots to make goldy more viable for damage or (god forbid) blade barrage useful a la cuirass? Maybe don't care about the relevance of Sanguine because there wasn't any to begin with? Lucky Pants got made irrelevant when the forsaken weapon slot overhaul happened and y'all didn't nerf all the new special weapons because there was no reason to use Lucky Pants anymore.

    You guys knocked Cuirass of the Falling Star out of the park and looked like you were going to continue to shake up the meta, but I guess I'll just go back to using Phoenix and Wormhusk just like the last two years.

    Edit - thank you to u/sturgboski for summing this up better than I did: Nerfing Assembler to incentivize using Alchemy INSTEAD of putting the effort into re-designing Alchemy to make it stand on its own feels very low effort. It is akin to when Google kills a service that is being used to force people onto the similar but not as good service/product.

    submitted by /u/dadkisser84
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    Hot take: I would gladly take a season of no new exotic weapons or armor if it meant you could rework and buff old ones to all be viable.

    Posted: 25 May 2021 01:56 PM PDT

    Most exotic armor in this game is borderline useless, or at least outclassed by pretty much anything else. And while common sense would dictate that you should buff this stuff so that it's viable, the Bungie way seems to be "see new thing > good thing > see older thing > bad thing > new thing bad now > balance restored!"

    So my point is fairly simple: Aside from the season pass exotic weapon (you gotta hype up the pass somehow!) I think there should be a season with no new exotics so that Bungie can prioritize helping the shitty exotics WITHOUT nerfing the cool stuff down to their level. They've proven they can do it with the Aeon trio, and think of all the forgotten exotic armor pieces that nobody uses that can have a chance to shine with a buff or rework - Eternal Warrior, Peacekeepers, Foetracer, Raiden Flux, Lucky Pants, Bombardiers, Apotheosis Veil, The Stag, Winter's Guile, Sanguine Alchemy, and Promethium Spur to name a few.

    Same goes for exotic weapons. Half the Y2 weapons don't even have catalysts yet. But a lot of the worst exotic weapons in the game, with or without catalysts, have been left untouched for too long, such as DARCI, Worldline Zero, Skyburner's Oath, and Wavesplitter. And a few exotic weapons are still suffering from over-the-top nerfs made to their former overpowered selves, such as Lord of Wolves, Ruinous Effigy, Queenbreaker, and of course, Sleeper Simulant. We're still waiting on that buff for the latter btw Bungie...

    submitted by /u/IllustriousGoat831
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    BUNGIE ! revert Star Eater Scales nerf to require only 4 stack instead of 8 and keep weapons buff removal. This is way to much. I think everyone agrees that’s way to much.

    Posted: 25 May 2021 10:33 AM PDT

    Title

    Edit 1 - still waiting on BUNGIE to respond. Apparently I'm not alone.

    Edit 2 -

    /u/dmg04 /u/cozmo23

    Edit 3 - top 2 post of this sub (around 10k upvotes summed up) and no acknowledgement from a community manager that they may be went too far with theses nerf. What a time to be alive

    submitted by /u/pdebz
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    Star eaters was nerfed in a way no one was asking but Sleeper won't be revisited to correct a bug that makes it stronger until a later patch.

    Posted: 25 May 2021 11:03 AM PDT

    I agree, Star eaters were really damn strong, bugged and broken. I totally get the nerf. They may have over corrected, but hey. However, new exotics should be overpowered for a little bit. That's part of a live service game. Bottom line, no player was dying for these to be nerfed.

    On another note, the community was super excited to use sleeper again when the buff was announced. Its bugged and they couldn't get it fixed in time for VoG.

    They had time to nerf a brand new exotic before buffing a bugged one that everyone was excited about.

    I'm normally not one to say "You fixed this bug immediately but this one that helps players wasn't fixed." BUT this is a pure nerf/buff issue. It could be that this nerf was a lot easier than that buff was, but perception wise and as a player, it kind of sucks.

    submitted by /u/destinyvoidlock
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    Star-Eater Scales actually got a super damage buff

    Posted: 25 May 2021 04:45 PM PDT

    Yes, it takes twice the orbs to get to x4, but x4 now does 90% extra damage, it used to do 60% extra. New scale per stack is 22.5% extra super damage per stack, previously 15%.

    Source: https://twitter.com/courtprojects/status/1397335331125530630?s=21

    submitted by /u/redditisnotgood
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    Bungie seems to have stealth removed the cost to apply shaders to armor and weapons

    Posted: 25 May 2021 11:02 AM PDT

    Didn't see this in the patches notes, but there is now no cost to apply shaders. Small change, but really nice. Here's hoping armor mods are next.

    submitted by /u/LostSectorLoony
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    Please stop asking for Falling Star to be nerfed

    Posted: 25 May 2021 01:38 PM PDT

    On almost every thread about the (really) bad new nerfs, there's comments saying that Falling Star "remains untouched" or "yet bungie refuses to nerf Falling Star". Why?

    I get that there's some feeling of class rivalry, but I totally do not understand it in the PvE part of the game.

    Why would you want to nerf a PvE boss damage exotic? How does that help anyone? How does someone else doing high damage negatively affect you in any way?

    I really don't understand that opinion and I really hope Bungie never listens to those cries. Because if they do nerf, I will personally Thundercrash every single person who asked for it!

    submitted by /u/BzrkerBoi
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    Hot Take: If two shaders and an emote is what is required for a free mid year raid, its fine.

    Posted: 25 May 2021 08:06 PM PDT

    Unpopular opinion, i think. There are two shaders in every raid and VoG has 4. Two in the raid and two in EV. The emote is on thin fucking ice tho.

    It's not really bothering me because I'm sure Bungie spend a fuck ton of time and effort to port the raid and make all those changes. And its free, which is something most people forget. It's not tied to the Season Pass or Expansion.

    Just my two cents. Ready for downvotes

    submitted by /u/techniczzedd
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    Bungie: you have the analytics and KNOW that nobody uses Sanguine.

    Posted: 25 May 2021 04:27 PM PDT

    I see lots of posts bemoaning Bungie's rationale for nerfing Assembler because of "pls use Sanguine Alchemy".

    But everyone seems to be missing the point that Bungie KNOWS nobody uses that. They have so much data it's not even funny to try and pretend otherwise.

    I don't know why exactly Bungie would try to pretend we're all idiots, but a lot of us clearly are. Their reason for the nerf is BS and they know it.

    submitted by /u/JeannValjean
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    Do NOT spend Silver on the Mythoclast ornament this week.

    Posted: 25 May 2021 01:02 PM PDT

    You know what would have made D2 VoG the best raid of all time?

    Posted: 25 May 2021 04:07 AM PDT

    An optional mode that changes all of the Oracle chimes to Drifter going "Ding!"

    submitted by /u/ArrowToThePatella
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    hey bungie, what the fuck?

    Posted: 25 May 2021 10:13 AM PDT

    this is the only way to get 2 of the new raid shaders

    remember them saying they werent gonna make activity themed items available only through eververse? this is even worse because you cant even buy it with the earnable currency

    submitted by /u/HeatherD2
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    Whisper of Rime has a dirty little, S-Tier secret that makes it absolutely broken

    Posted: 25 May 2021 08:43 AM PDT

    Video for the real ones: https://youtu.be/NsjhjRJlnWM


    tl;dr: - Whisper of Rime actively negates precision damage multipliers to effectively give you damage resistance against all types of incoming fire.

    No, that's not a typo. Still interested? Let me walk you through it.

    THE DIRTY LITTLE SECRET

    Alright. I've spent the last few days testing this fragment with a few members of my community and this is what we found.

    When you get shot at when you have Whisper of Rime equipped, and you have an overshield active from picking up a Stasis shard, you take reduced damage from critical shots. Now to generate a stasis shard, you MUST HAVE TECTONIC HARVEST, GRIM HARVEST, OR GLACIAL HARVEST aspects equipped on Titan, Hunter, and Warlock respectively.

    One stasis shard was good for about a third of an overshield on HUNTER, two shards were 2/3rds and three shards gave a full overshield. What we noticed is that on Titan and Warlock, we gain less overshield per shard than Hunter, by about a third. Put simply - you need 3 shards to cap out the overshield on Hunter, and 8 on Titan and Warlock.

    We noticed that when we had an overshield active, we took less damage from both kinetic and special weapons in the Crucible, but how much we took was different based on what was shooting at us. Naturally, this tingled our spidey senses so we loaded up a Mayhem private match with Stasis equipped, set the timers to the minimum recharge time, and did the following test:

    We had 4 players in our fireteam with defined roles.

    • Player 1 and 2 were the stasis dummies, whose sole purpose was to die to stasis so we could pick up Stasis shards.
    • Player 3 was the one killing Players 1 and 2, acquiring stacks of shards depending on how many stacks were being tested at any given point. For brevity in testing, we used a hunter.
    • Player 4 was the one shooting Player 3 in order to test the damage resistance they get when they have a certain number of shards active.

    We asked Player 4 to use a variety of different weapons to test how much damage was being dealt based on the number of shards picked up, or the total overshield that Player 3 had. Our theory was that not all weapons were created equal, and that there was some bullshittery happening depending on archetype.

    We used the major meta archetypes of weapons. 120 and 140rpm Hand Cannons, 340rpm Pulse Rifles, 90 and 72rpm Sniper Rifles and just for fun, Chaperone and Felwinter's Lie. We first damaged someone as normal to see what the base damage numbers were. In this case with our 120rpm Hand Cannon, we're dealing 90 to the head and 50 to the body.

    Then, we had Player 3 acquire 1 shard, and for clarity this is on hunter, so he had around 33% overshield, or approximately 223 health in total at tier 5 resilience. We then shot him in the head, and saw that a headshot now does 64 to the head. Weird, right?

    Okay, what about two shards, or 66.6% overshield for an approximate health value of 258? 50 to the head. Coincidentally, the same as the base body shot damage.

    At three shards with a full overshield and a theoretical HP value of 290, we still did 50 to the head on the first shot. The second one was 51 though, and the third was 90. What's going on?

    THE MATHEMATICS

    Basically the overshield is nullifying any incoming critical damage, but displaying them like crits. Those body shot numbers with our 120s holds true no matter what weapon you're using.

    We tested a Messenger next, a 340rpm Pulse Rifle. 36 to the head and 22 to the body. But as soon as we get a substantial overshield, those bursts start doing just 22 to the head. At a third overshield, we got damage values of 22, 29 and 36, at two-thirds overshield we saw 22s across the board. Same for full overshield, though on our second burst we got a higher damage number.

    So those crits count as bodyshots, until such time the shield is stripped, then the normal precision multiplier kicks in. The damage resistance in this case is that the crit multiplier is simply at x1 when Whisper of Rime's overshield is up.

    For those of you who don't know, Destiny calculates the crit numbers, or the yellow numbers when you hit the head, in the following way - take a weapon's bodyshot damage and multiply it by a number that changes by weapon type, and that is the resulting critical damage. For example - high-impact snipers do 158 to the body. But on a critical shot, they deal 3x damage, for a total of 474, sometimes rounded to 475 in game because reasons.

    What this Rime overshield does is give you 100 health that doesn't give a single damn about the crit damage multiplier. Continuing on with the high-impact sniper example, for the first 100 damage of the high-impact shot, it only does 100 damage as if it was a body shot. For the remaining 58 damage that is not affected by the overshield now that it's gone, it is multiplied by 3 for a total of 174, which is then added to the initial 100 damage dealt for a total of 274 - which results in our test dummy surviving a headshot with a 72rpm Sniper Rifle.

    A full health overshield with Rime is 290 hit points of damage at tier 5 resilience, which is more than 274, so our man survives. Yeah.

    With Rime, your safest bet is to try and acquire at least 33% shield to survive most engagements comfortably. But make no mistake, even at a third shield, you're capable of taking more bullets than are otherwise required to die. For Hunters, all that means is defeating someone when slowed, and having Grim Harvest equipped to deal with it. For Titans, it's even easier - you can pick up shards by shattering any crystal that you can create yourself using Glacier grenades. Warlocks are unfortunately limited to just frozen opponents, but lets be real - you have quite a few ways to do that now.

    And with the diversity in build options for Stasis specifically being so high, the problem potential for Rime is incredibly high. With as many options as we have now for both Aspects and Fragments, AND with more to come next season, there are definitive combinations that will become more and more prevalent as synergies continue to be discovered. These builds will begin to cast even longer shadows over the Light based subclasses over time, and it continues to show just how badly Stasis needs to be reigned in.

    You should run Whisper of Rime because it doesn't have a stat penalty and it has no substantial cost other than a little time investment into the shard-creating side of Stasis. It's free overshield and damage reduction in a meta that is heavily centered around abilities and damage boosting perks.

    So anyways, here's a few builds to abuse the ever living hell out of it.

    THE BUILDS

    • Hunter Recommended setup - Gambler's Dodge, Coldsnap Grenades. Run the new Aspect, Touch of Winter, and Grim Harvest. I recommend running Rime in conjunction with Whisper of Chains, Whisper of Torment, and Whisper of Conduction. Whisper of Chains gives more DR near frozen targets, with free Recovery on top of that. Whisper of Conduction gives you even more free stats, a +10 to both res and intellect, and allows for the Stasis Shards you create to come to you. Throw in Whisper of Torment to have more grenade uptime, and you're golden. The intent here is to just play around your coldsnaps as much as you can, with additional shards coming from Shuriken slows. I highly recommend dumping stats into mobility for shortened dodge cooldown, and since you're running Gambler's dodge your shurikens will be up more often as a result instead of solely focusing on the strength stat. Though for those of you who don't want to play chicken with other stasis users, specc'ing for high strength is also fine.

    • Titan Recommended setup - Glacier grenade is a must. You have some choice here with your aspects. The initial setup that comes to mind actually abandons Cryoclasm in favor of Howl of the Storm and Tectonic Harvest. Speccing into this means focusing on your Howl slide melee as much as you can. Run Whisper of Chains for DR on-demand with your Howl of the Storm, Whisper of Shards to regen your grenade energy back faster, Whisper of Conduction for free stats and shard tracking. Play aggressively with this setup. Your uncharged melee 1-hits Stasis Crystals, so if you're not fighting anyone and don't have enemies around - throw a glacier nearby and break every crystal you create. Each crystal broken boosts your grenade recharge, and any large crystals create a stasis shard, giving you melee energy back and an overshield for the next fight. It's a feedback loop of sorts. Combine with Heart of Inmost Light for even more absurd ability cooldowns. If you choose to run Cryoclasm, just remember that you have to run Tectonic Harvest - otherwise, no point in running Whisper of Rime.

    • Warlock recommended setup - Iceflare Bolts and the new Aspect "Glacial Harvest" are both critical. Coldsnap grenades are crucial for this to work as well as we want it to. The Fragment setup is identical to Hunters, Whisper of Rime, Torment, Chains, Conduction. Invest heavily into your grenade. Each freeze you get chains to someone else and gives you more melee energy + an overshield on shard pickup. You'll want to play a touch more conservatively with this one, but the second you get that freeze you need to be aggressive and push hard for that kill. This is probably the weakest class to play around Rime on, but if you play your mid-range properly, you'll be just as much of a menace as the others.


    I know, I know. I know. Trust me, I know.

    At this point, the divide... well, it's more of an abyss now between Stasis and Light, let's be real. It's not even close, at least in PvP. As new Aspects and Fragments are released, this gap will grow more and more. And at this point, adapting means swapping to Stasis. There's next to no reason to run Light based subclasses, unless you're purposely challenging yourself these days or looking for a different experience.

    Stasis isn't going to be slowing down any time soon either. Switching over is not a question of if, but when. And with Whisper of Rime, that time is now.

    submitted by /u/AscendantNomad
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    There are too many Warlock Rift Exotics

    Posted: 25 May 2021 03:04 PM PDT

    Prior to this season, Warlocks had about 6 mediocre to bad rift-based exotics. Then they introduce another rift-based exotic, this time it's a good one that is not immediately headed for the vault (provided you love keeping blueberries alive). Someone at Bungie really likes throwing down rifts, don't they.

    Finally, they nerf the newest Warlock exotic (of course) to push us back to using the other 6 bad rift-based exotics... So now we end up with 7 rift-based exotics collecting dust in the vault.

    All the Rift exotics should be combined into pairs of two at this point. Either that or buffed, or some should be reworked completely. Warlock builds are all about synergy between abilities and exotics, but almost none of the current selection offers any.

    Some ideas off the top of my head:

    • let Vesper of Radius reduce casting time, and allow Rift activation mid air, which allows you to crash into a group of red bars (reduce PvP damage). Merge with the Stag - receiving critical damage recharges your rift. No Rift dropped on death. This is for a close range build.

    • The Stag rework: Dealing Precision damage generates Stacks that increase class ability regeneration for you and your allies. Taking critical damage grants temporary damage resistance based on the amount of Stacks. This is your workhorse for high tier solo/Nightfall/Dungeon content.

    • prometheum Spur: Dawnblade kills generate rifts on the spot, but also generate stacks. When standing in rifts, kills Will regenerate your Super and grenade energy Faster, with bonus regeneration for each stack. Turns it into An exotic that is actually useful and Fun for the user, with an internal gameplay loop built in.

    • boots of the assembler can be merged with lunafaction boots - your rift will not extend, but Noble Rounds will provide either healing and increased reload speed of empowering + reload speed. The ultimate team buff exotic, with a limiter timer unless you spec for it.

    • Sanguine Alchemy can be merged with Phoenix protocol. Kills Will extend rifts and kills in Well of Light Will Refund super energy. The ultimate Rift/Well uptime exotic.

    • Sanguine Alchemy rework into a Stasis exotic: (this 100% depends on whether Warlocks Will ever get a shatter aspect) grants Frostpulse aspect and enhances it by increasing range and by conjuring Stasis Crystals.

    TLDR: Just sharing some ideas on how to improve on the current heap of mediocre to poor Rift Exotics, to encourage diversity and simultaneously increase build synergy potential for Warlocks.

    submitted by /u/FabFubar
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    Weapons like Tarrabah and Vex Mythoclast should not lose their charge when stowed.

    Posted: 25 May 2021 08:06 PM PDT

    Making weapons so that they lose a significant portion of their functionality upon just switching weapons severely hurts their viability.

    Don't get me wrong, Vex and Tarrabah are great weapons, but the fact that they lose charge when they are stowed is just disappointing. Players should not be punished for simply swapping to another weapon which may be better suited to the situation.

    submitted by /u/mrmeep321
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    Solo'd a public event with Sanguine Alchemy

    Posted: 25 May 2021 02:41 PM PDT

    To be fair it was not heroic but I need to test more. The buff just feels right without being OP.

    submitted by /u/Stropert
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    With 2 of the most famous scout rifles returning to D2 this season in Hung Jury and Vision of Confluence, it really sucks how bad the 180rpm archetype is.

    Posted: 25 May 2021 09:28 AM PDT

    As it stands, 180s are basically just worse 200s and even 200s aren't great. Scouts in general aren't very good, and I suspect at least some of it is to make bows more appealing.

    submitted by /u/TenebrisDumplin
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    The real tragedy of transmog

    Posted: 25 May 2021 09:50 AM PDT

    You can't transmog festival of the lost masks . I just want to run around iron banner with a chicken mask on bungie please

    submitted by /u/InterestingBeyond7
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    Bungie, you've introduced a fantastic new activity this week in expunged, and yet the only things people are talking about the nerfs.

    Posted: 25 May 2021 04:14 PM PDT

    When is the self-harm going to stop? Everyone should be discussing the returning raid and all the cool new activities and story elements, but it's just salt. Everywhere. I'd give you benefit of the doubt if it didn't happen every bloody time.

    This post brought to you by a salty 7-year warlock main

    submitted by /u/MANOFSTEELE101
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    PvE class exotic meta is stale and every new thing that becomes a contender seem to get nerfed

    Posted: 25 May 2021 02:22 PM PDT

    Warlocks only use Geomag, Lunafaction, and Phoenix Protocol

    Hunters only use Nighthawk

    Titans only use Helm and more recently Falling Star

    Each class has 32 exotics and yet so few are actually used for content in the game. Sure you can make builds themed around other niche exotics but they end up not being viable in end game content. Warlocks and Hunters recently say two new exotics that could've shaken up the staleness of the meta for them but they just received nerfs. I still think they will be decent but I don't see why they were adjusted. I won't even mention the staleness of the weapon meta but that's a different problem.

    It's okay for things to be strong, let us have creativity with our builds

    submitted by /u/AmbidextrousWaffle
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    How to beat the VAULT OF GLASS raid! ALL Lootable encounters explained in ~17 minutes! (Individual Encounter Guides Included)

    Posted: 25 May 2021 11:07 AM PDT

    Video : https://youtu.be/j1EOgTYHoWI

    Hello! You might know me from my short grandmaster nightfall video guides! Today I bring you the short vault of glass raid encounter guides!

    Hope they help! If you have any questions at all that these don't answer, please drop them below and I would be happy to help!

    Optionally, if you only need information for 1 specific encounter, here are those guides...

    Confluxes (3 Min) - https://youtu.be/8rcH679nHlE

    Oracles (3 Min) - https://youtu.be/c1z9dO_5NPM

    Templar (4 Min) - https://youtu.be/yo4bvAuEjdQ

    Gatekeeper (4 Min) - https://youtu.be/dR5IyeXH2Ao

    Atheon (4 Min) - https://youtu.be/2uum19DBT9A

    submitted by /u/Exevol
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    Join works again!

    Posted: 25 May 2021 10:15 AM PDT

    /join command once again works, no need to use /invite anymore!

    submitted by /u/FatalEYES
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    I’ve seen lots of recommendations for an Iron Lord title, but what if along with the title; there was a set of armor that went from “squire” to “Lord” ending in the flaming set.

    Posted: 25 May 2021 05:47 AM PDT

    It would be cool to have an extended pvp grind with armor/ornament unlocks along the way. Similar to Halo Reach, where reaching milestones unlocked armor.

    Something like that, along with a title, that proved your time and dedication to the playlist.

    Highly unlikely… but that would be cool!!

    Edit:

    Not suggesting that the actual title should be "Iron Lord" since we've already been labeled that.

    Maybe: Young Wolf Ironhide Fireborn

    Anyone have any other ideas?

    submitted by /u/MHXIII
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    Change to boots of the assembler is bad game design and creates inconsistency with benevolent dawn while fixing nothing

    Posted: 25 May 2021 08:55 PM PDT

    Bungie's design note is as follows: "The reason for this change was both to prevent game crashes caused by too many rifts being placed in a single activity, and to restore some of the advantage to running Sanguine Alchemy over Boots of the Assembler."

    Benevolent dawn on middle tree dawnblade tells the player that healing or empowering allies regenerates rift energy. when using Lumina, charged grenades etc. to heal allies you get rift energy back when benevolent dawn procs. Makes sense. Suddenly I put boots of the assembler on and healing allies with noble rounds, grenades etc. while standing in my rift no longer gives rift energy? What the fuck? How does that make any logical sense, nowhere in the perk description on the boots does it say that your rift energy WON'T REGNERATE AT ALL when benevolent dawn is active. The player is going to have to ask around maybe even thinking it's a bug until they find out it doesn't work like that because bungie decided in this one fringe case it should go against everything that they've been told so far. Great game design btw.

    So going back to the first supposed design reason which is to prevent "too many rifts". The problem here is too many rifts crash the game, logically the first thing that should come to mind is to put a cap on the amount of rifts yes? this prevents the problem from happening entirely. But instead of eliminating the problem itself, bungie instead chooses to eliminate ONE possible source of the problem. I can still create unlimited rifts without passive regen on the boots of the assembler. eg. this one beautiful little void mod that only costs 1 energy called utility finisher, which gives me my rift for a tenth of my super. I drop my rift, finisher an enemy returning my rift and repeat 10 times in succession? With the amount of orbs my allies create with masterwork weapons and their supers in override I cannot run out of super so therefore I can keep creating rifts. Don't tell me you didn't think of that? Or maybe you already have and just wanted an excuse to nerf the exotic? The only difference between this and sanguine's extension is that one works on kills while the other works on allies healed and assembler can't get it's rift back while it's being extended, but with this mod I remove the advantage alchemy has? You haven't really done much other than make it more inconvenient to use assembler and attempt to artificially nuke it's synergy with Lumina and attunement of grace. Imho you've power-creeped alchemy and it needs another rework or buff instead of this half-assed solution that screams anti-fun police. Feel free to explain if i'm wrong.

    submitted by /u/Arke12917
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