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    Thursday, June 3, 2021

    Destiny [D2] Daily Reset Thread [2021-06-02]

    Destiny [D2] Daily Reset Thread [2021-06-02]


    [D2] Daily Reset Thread [2021-06-02]

    Posted: 02 Jun 2021 10:04 AM PDT

    Daily Vanguard Modifiers

    • Void Singe: Void damage increases slightly from all sources.
    • Stasis Singe: Stasis damage increases slightly from all sources.
    • Grounded: Damage taken while you are airborne is greatly increased.

    Daily Override Modifiers

    • Martyr: Exploding units have more health.
    • Empath: Enhanced radar. Take increased damage from melee.

    Misc

    Due to the recent addition of the EDZ Lost Sectors to the Legend/Master Lost Sector rotation, the exact schedule is not known yet. Please post the current ones in the comments!


    Guns, Mods & Mats

    Available Mods & Armor Materials:

    • Bow Reloader @ Ada-1: Increases the nocking speed of arrows.
    • Extra Reserves @ Ada-1: While Charged with Light, defeating combatants with Void damage grants a chance to drop Special ammo. This effect consumes all stacks of Charged with Light. The more stacks you have, the higher your chance of gaining the ammo drop.
    • Boss Spec @ Banshee-44: Increases damage against bosses and vehicles.
    • Major Spec @ Banshee-44: Deals extra damage against powerful enemies.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Etheric Spiral & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Spinmetal Leaves & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Baryon Bough & 10000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Helium Filaments & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Spinmetal Leaves & 50000 Glimmer)

    Gunsmith Offerings

    Name Type Column 1 Column 2 Column 3 Column 4
    False Promises Primary Auto Rifle Chambered Compensator // Extended Barrel Armor-Piercing Rounds // Ricochet Rounds Underdog Swashbuckler
    Whispering Slab Primary Combat Bow Tactile String // High Tension String Carbon Arrow Shaft // Fiberglass Arrow Shaft Firmly Planted Unrelenting
    Seventh Seraph SAW Heavy Machine Gun Extended Barrel // Fluted Barrel Extended Mag // Armor-Piercing Rounds Clown Cartridge Opening Shot
    Seventh Seraph CQC-12 Energy Shotgun Smoothbore // Corkscrew Rifling Assault Mag // Appended Mag Lead from Gold Trench Barrel
    Bad Omens Heavy Rocket Launcher Volatile Launch // Linear Compensator Alloy Casing // Implosion Rounds Snapshot Sights Kill Clip
    The Last Dance Energy Sidearm Shortspec SAS // Tactic SAS // Target SAS Ricochet Rounds // Light Mag Full Auto Trigger System Rangefinder

    Spider Material Exchange

    • Purchase Enhancement Prisms (1 for 400 Legendary Shards)
    • Purchase Enhancement Cores (1 for 30 Legendary Shards)
    • Purchase Glimmer (10000 for 20 Etheric Spiral)
    • Purchase Dusklight Shards (5 for 1 Legendary Shards)
    • Purchase Datalattice (5 for 5000 Glimmer)
    • Purchase Helium Filaments (5 for 5000 Glimmer)
    • Purchase Glacial Starwort (5 for 1 Legendary Shards)

    Bounties

    Splicer Servitor, House of Light

    Name Description Requirement Reward
    Splicer's Scope Defeat targets with Sniper Rifles. Defeated Override combatants and defeated Guardians are worth more. 20 [Sniper Rifle] Sniper Rifle XP
    Splicer's Slam Defeat targets with melee abilities. Defeated Override combatants and defeated Guardians are worth more. 20 [Melee] Melee XP
    Mass Deletion In Override, rapidly defeat combatants. 5 Combatants rapidly defeated XP
    Overwrite: Powerful Vex Defeat powerful Vex. Those in Override are worth more. 20 Powerful Vex XP

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    From Downtown Defeat multiple enemies at a time with your Super. 2 Multikills XP & 5 Vanguard Tactician Token
    The Harder They Fall Defeat minibosses and bosses in any strike. 10 Challenging combatants XP & 5 Vanguard Tactician Token
    Show Them the Light Defeat enemies with your Super in a strike. 5 Super XP & 5 Vanguard Tactician Token
    The Inner Storm Get Arc kills in a strike. 25 [Arc] Arc XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    By the Code Defeat opponents. 10 Opponents defeated XP & 15 Valor Rank Progress
    The Nothing Defeat opponents using Void damage from any source. 5 [Void] Void XP & 15 Valor Rank Progress
    Area of Effect Defeat opponents with grenades. 1 [Grenade] Grenade XP & 15 Valor Rank Progress
    Push the Advantage In Control, defeat opponents while holding Zone Advantage. 3 Zone Advantage XP & 15 Valor Rank Progress

    The Drifter, Gambit

    Name Description Requirement Reward
    Blockade Send a small, a medium, and a large Blocker in Gambit. 1 [Small Blocker] Small Blockers & 1 [Medium Blocker] Medium Blockers & 1 [Large Blocker] Large Blockers XP & 30 Infamy Rank Progress
    Electri-fried Use Arc abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Arc] Arc ability XP & 30 Infamy Rank Progress
    Lest It Stare Back Use Void abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Void] Void ability XP & 30 Infamy Rank Progress
    Not Your Mama's Combat Drill Defeat enemies in Gambit. 50 Combatants XP & 30 Infamy Rank Progress

    Variks, Europa

    Name Description Requirement Reward
    Europan Lightning Defeat Fallen on Europa with Arc damage. 20 Fallen XP
    Devoid of Vex Defeat Vex on Europa with Void damage. 20 Vex XP
    Lost Archer Using a Bow, defeat combatants with precision final blows in Europa Lost Sectors. 25 [Bow] Bow XP
    Heroic Duty Complete a Heroic public event in Asterion Abyss. 1 Heroic public events XP

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Shotgun Calibration Calibrate Shotguns against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. 100 [Shotgun] Shotgun XP & 2 Mod Components & Enhancement Core
    Sniper Rifle Calibration Calibrate Sniper Rifles against any target. Earn bonus progress with precision and against opposing Guardians. 100 [Sniper Rifle] Sniper Rifle XP & 2 Mod Components & Enhancement Core
    Linear Fusion Rifle Calibration Calibrate Linear Fusion Rifles against any target. Earn bonus progress with precision and against opposing Guardians. 100 [Linear Fusion Rifle] Linear Fusion Rifle XP & 2 Mod Components & Enhancement Core
    Arc Calibration Calibrate Arc weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Arc] Arc weapon XP & 2 Mod Components & Enhancement Core

    Eris Morn, Moon

    Name Description Requirement Reward
    Lunar Defender Complete public events on the Moon. 2 Public events XP & 5 Helium Filaments
    Double Draw Using a Hand Cannon, rapidly defeat combatants in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Spray Pattern Disintegration Using a Fusion Rifle, rapidly defeat combatants in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Final Termination Use finishers to defeat Vex on the Moon. 7 Finisher XP & 5 Helium Filaments

    Lectern of Enchantment, Moon

    Name Description Requirement Reward
    Courageous Strike Defeat combatants with melee in Nightmare Hunts. 15 [Melee] Melee XP & 1 Phantasmal Fragment
    Orbweaver Generate Orbs of Power in Nightmare Hunts. 10 Orbs of Power XP & 1 Phantasmal Fragment
    Dream Logic Find the Lost Sector K1 Logistics and dispel the Nightmare within. 3 Nightmares XP & 1 Phantasmal Fragment
    Deadzone Dreams Defeat Nightmares in Lost Sectors in the European Dead Zone. 8 Nightmares XP & 1 Phantasmal Fragment

    Spider, Tangled Shore

    Name Description Requirement Reward
    Thin the Herd Defeat enemies on the Tangled Shore. 50 Enemies defeated XP & 5 Etheric Spiral
    The Great Equalizer Defeat Fallen in Thieves' Landing. 35 Fallen defeated XP & 5 Etheric Spiral
    Shoreline Scavenging Harvest Etheric Spirals on the Tangled Shore. 5 Resources gathered XP & 5 Etheric Spiral
    Lost on the Edge Explore the Lost Sector Shipyard AWO-43 near the Jetsam of Saturn on the Tangled Shore. 1 XP & 5 Etheric Spiral

    Devrim Kay, EDZ

    Name Description Requirement Reward
    The Big Guns Get Power weapon multikills in the EDZ. 3 Power weapon kills XP & 10 Dusklight Shard
    Deadeye Get precision kills in the EDZ. 10 EDZ precision kills XP & 10 Dusklight Shard
    Front Line Defense Defeat Cabal in the EDZ. 30 Cabal kills XP & 10 Dusklight Shard

    Shaw Han, Cosmodrome

    Name Description Requirement Reward
    House Cleaning Defeat Hive anywhere within the Cosmodrome. They can be found in Skywatch and the Lunar Complex, among other locations. 20 Hive XP & Spinmetal Leaves
    From Grace Defeat Fallen anywhere within the Cosmodrome. They can be found in The Steppes and Mothyards, among other locations. 20 Fallen XP & Spinmetal Leaves
    Specialities Defeat combatants in the Cosmodrome with any Energy weapon. 10 Energy weapon XP & Spinmetal Leaves
    Eventful Moments Complete public events in the Cosmodrome. 2 Public events XP & Spinmetal Leaves
    Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 3 Public events XP & Glimmer
    Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP & Glimmer

    Failsafe, Nessus

    Name Description Requirement Reward
    Power Fantasy Defeat enemies on Nessus. 50 Enemies defeated XP & 10 Microphasic Datalattice
    Super Awesome Defeat multiple enemies with a single Super while on Nessus. 3 Super multikills XP & 10 Microphasic Datalattice
    Super Powerful Get Super kills on Nessus. 20 Super kills XP & 10 Microphasic Datalattice

    Unfortunately, Petra daily bounties can't be fetched through the API. Feel free to share them in the comments!

    submitted by /u/DTG_Bot
    [link] [comments]

    Daily Questions [2021-06-03]

    Posted: 02 Jun 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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    My friend saw Eliksni.com was available

    Posted: 02 Jun 2021 05:08 PM PDT

    So he bought it lmao

    Enjoy the Smallen

    Eliksni.com

    submitted by /u/Calamity_Flare
    [link] [comments]

    I’m a deaf Guardian. I noticed the community changed and it is great.

    Posted: 02 Jun 2021 07:38 AM PDT

    Day 1 Destiny 1 player here although I'm playing on a new account now.

    I been deaf for over 15 years. During early Destiny days back in 2014, it was rough. LFG wasn't very kind. Most of the players I assume were younger and more toxic. Luckily I had a great group of players I met back in Call of Duty several years before Destiny. I made it through every Raid, Flawless Trials. But I'll never forget the times I had to use LFG, no invites, instant kicks, it was hopeless.

    Around when Last Wish raid came out, the close group of friends fell apart, getting older and busier. I decided to quit then and move on as well... until now. I lucked out and got a PS5, was nostalgic for Destiny. I came back, new account, no friends, a fresh start.

    My original intent was to just solo play, I didn't want to be disappointed by LFG again. But Destiny is really made to be played as a group, it is more fun and more efficient. I decided to try LFG for a Legend NF, it went smooth. I even got a clan invite afterwards. I tried more LFG for this and that, it was all pretty great experiences compared to back then.

    Then VoG came out, oh man, how I wanted to play this raid that'll hit every nostalgia string I had for this game. I hit up LFG and to my surprise, nobody rejected me. It was week 1 content and everyone was rushing to finish it but they still took me along. I was experienced with this raid and actually played very well(Except Oracles). But unfortunately couldn't finish the first week, teams failed here and there but to my even bigger surprise, they sent me friend requests, offering to help me finish at later date. The reset came and yesterday I went in with a LFG team, finished in 50 minutes, wiping only at Gorgons.

    I just want to thank the amazing Community Destiny has today. It makes the game much more enjoyable to me and others like me. It is also simply AMAZING that PlayStation added chat transcriptions! I was able to read what everyone said, although not 100% accurate.

    My next goal is to get Flawless Trials done and I did notice the LFG on PvP side is still not that great but I assume that is for everyone and not just me.

    submitted by /u/always20percent
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    Here's my best summary of the Sandbox Developer Firing Range Podcast

    Posted: 02 Jun 2021 10:01 PM PDT

    This is just a quick and dirty summary of what was said as the podcast was going on. This is not every bit of news they gave (honestly I kinda tuned out when they started going over the cone angle degree values...Hand Cannons have 2.5 degrees at 0 aim assist and 3 at 100 aim assist...you know, nerd shit), but it's covers a good degree of pretty much everything else that was important.

    If you want another perspective, someone else made their own notes on the podcast, which does include all that nerd stuff too!

    Anyway, here's some of the highlights. These are mostly just paraphrased quotes, since I don't want to assume or make my own sentences out of their words. Watch the podcast yourself for the best summary, as no source is better than the original! Link for that can be found at the bottom.


    Stasis, Light Subclasses, and Abilities

    Design Goals for Stasis:

    "We wanted something to counter the unbridled aggression in the PvP sandbox."

    "For PvE, it was to give yourself room. Freezing Champions to give yourself a breather was definitely a great use-case. Like in the Glassway."

    "But for PvP, it was to counter the shotgun apes and pogo hunters"

    "In playtests, we thought, 'Why would I ever want to freeze a dude instead of 1HKOing him'? So that kept haunting us, and I think we just kept turning it up and up until we...probably regretted it."

    "And we kinda knew, out of the gate, that we'd have to nerf it a bit. A quote I remember is one of the developers saying we'd have to hit this three or four times."

    Early Versions of Stasis

    "Freeze Version 1.0: No bleedthrough, 100hp shields, it was purely just freezing a dude with little much else."

    "We couldn't perceive the value of freezing someone, when there's something like golden gun, that can just instantly delete a dude."

    "We anticipated players who picked Stasis to be a defensive role, an aggressive shutdown role."

    "Has the reception of stasis altered your plan for future darkness subclasses? How has stasis affected your future subclass plans?"

    "I can't answer much without getting shot, you know, I can't leak anything, but I definitely think we learned. When it's rough in PvP, we eat it too. We took a big bowl of that shit and we definitely learned from this experience. We weren't taking those hunter Withering Blades to the face in Trials, and then just saying, yeah, we nailed it. We will certainly learn from this. I mean, Kevin is definitely always in PvP."

    "What is your vision for how abilities will enhance the gunplay? Light or Dark?"

    "In PvP, there's definitely room for translation there. Post Season 15, thinking about abilities and their cooldowns. An idea, something we are not doing, so don't take this out of context, but just something for discussion, perhaps we have a super long cooldown on a grenade, and it's skillshot, but it one-shots....or we could have a super short cooldown grenade, like 10 seconds, but it doesn't do a lot of damage, all it does is knock you back. Stuff like that, we can definitely build our strategies differently and design different things."

    "Where do you see light subclasses now? In the future?"

    [He talks about the redesign with Top Tree Dawn, and how they redid that role]: "I can't talk about anything today, but we're definitely thinking of the things that people like and where people like them. There's stuff we can do."

    [Briefly on abilities and their power]

    "Whenever we change ability cooldowns, we rarely don't change the efficacy of that ability. If we reduce one, we gotta bring up another."

    (If they increase ability cooldowns, they'll probably increase ability damage. Or if they reduce damage, they'll likely reduce cooldowns too.)

    "If you could pick a target subclass that's your ideal balance, that's your target point for all subclasses, what is it? What subclass, right now, is exactly where you want it to be?"

    "I'm thinking bottom tree voidwalker, or top tree stormcaller. There's a version of this game where Top Tree Dawn is the bar, but I don't think that's where we want to be"

    "Top Tree Dawn is way too hot. It's anime as fuck, definitely fantasy driven, but it's...it's not where we want every class. It's no surprise. No secret. Top Tree Dawn is too hot."

    "I'm pretty jazzed about where Bottom Tree Gunslinger is. There's a version of that, where that could be the bar."

    "[Bottom Tree Gunslinger]: It's got its strengths, its got its weaknesses, and it's got the power expression we always look for."


    In-Depth On Supers, Movement, and Class Identity

    [When asked about builds that spam supers]

    "I think it's cool you can build into more supers, making a build where you can get more supers. Dedicating to that. Like, I'm the guy who brings the supers. I bring the orbs. But I'm not sure I like the passivity of them."

    [Briefly mentioned different sandboxes]

    "We're not talking about separate sandboxes. There is a VERY key thing in Destiny, that your guardian is your guardian everywhere. Your guardian is the same guardian and is the same power in all places."

    [Talking about the feel/design of supers, subclasses, and their purpose]

    "Middle Tree Gunslinger is rad as fuck, but, it kinda missed our mark for a precision power fantasy that Gunslinger is known for."

    "Chaos Reach definitely has that anime feel, that powerful top tree dawn feel. But the splash on Chaos Reach is definitely very big, and the team is definitely aware of that, and how it may cause problems."

    "I know at times we can feel like a black box, but the one thing I can do here is instill confidence is that we're playing with you. We're raiding, we're playing GMs, we're getting destroyed by Recovs in Trials. We know it. We're here with you."

    [Regarding Roaming Supers vs One-Off Supers]

    "There's definitely a world, where the roamers have longer cooldowns than the panic one-offs. But we definitely have them on the same level, even though they have different levels of potency. We're aware of that. But I can tell the team definitely loves the roamers, because there's so much emotion and creative expression you can do with a roaming super."

    (Fun fact: Behemoth's Internal Development name was "Frost Hulk". Thought that was pretty funny and quite accurate)

    [In Regards to Movement and Movement Abilities]

    "I also believe movement is a little too far ahead in the dominance in PvP. Now, we're definitely not going back to Year 1, but there's a wide spectrum we could be on. And I definitely think we went too far on one end, we could definitely walk that back a few paces."

    "There has to be some mechanism to reigning it in, because like, with the Titan slide and melee, they rubberband because they move so fast."

    "Do you consider Hunter the movement class? Would taking movement from the Hunters be counter-intuitive to your design goals?"

    "First of all we're not taking anything away. The only thing we'd do is make a resource cost, like a cooldown. I think 6 seconds is a bit strong on Icarus, but that's another thing."

    "We've tried make Hunter the movement class, and there's tons of prototypes that you'll never see in playtests, we've tried to make that true, but there's lots of trial and error here and there."

    "Cryoclasm V1 (Aka pre-nerf), is definitely the bar for something that's way too fast."

    [When asked about movement tools being less about skill, and more about mistake correction]

    "(He specifically asked not to take this quote out of context): I think it's pretty okay if there's a build, where there's a guy, who's job is to get out of a bad positioning. We don't want to say that's bad for movement. Movement can be used for that. Something like Nightstalker, I could see that. But we want there to be a cost to that. We don't want it to be the dominant playstyle."

    "There should definitely be a cost. Like, if you try and put any sniper mod on right now, you're devastated. The mods are expensive. And that makes sense. That's the cost we're talking about."

    "We're okay with the players having a moment of extreme power, but it's boring if that's unearned. Stuff like Roaring Flames, that's earned."

    "Is perfect class representation (33%/33%/33% of each class) a design goal for you?"

    "In general, yeah, that would be rad. But in reality, that's impossible. There are people who run classes JUST for the feel and the fantasy. Even if it's painfully suboptimal."

    "Hunters are in the situation where people love their capes and love their fantasy. So people will always be Hunters even if we made them subpar. We're not gonna, to be clear. But we definitely know people will always play Hunter."

    [On the topic of risk versus reward, easy to use stuff versus harder to use stuff]

    "Top Tree Dawn was supposed to be the high skill class, for those that are really into it. Using those high in the sky snipes. We want people to skillfully splash behind cover with their melee and such. Like yes, that's exactly what we had in mind! But it's definitely too spicy now. Definitely too high up there."

    "Shoulder Charge is the easy one, but it comes with the risk of getting up close, which is extremely lethal in PvP. Weighted Knife is something that's definitely higher skill for its reward. Though it's a bit too difficult to use in PvE. We could fix that."

    (Makes a brief comparison to tuning Penumbral Blast into a Warlock's "Weighted Knife", where it's high skill for high reward)


    Sandbox History and DMT

    "Scout rifles, they don't have that risk for the reward."

    "What are your top 3 sandbox regrets?"

    #1: "One of the higher ones was the approach to D2 Vanilla. People wanted more primary fights, we heard that even up to Rise of Iron. We wanted Trials to be the goal of all PvP. Countdown was a response to that, where now there's a reason to fight people."

    #2: "There's definitely some pain on the ranking system. Attaching this pursuit, which was straight up power, to a high hard skill requirement. (Aka the rich get richer and then crush the poor who can't reach it). Only 1800 people got Claymore."

    #3: "Not paying as much attention to Crowd Control in Destiny. We had a fantasy in our head, where a counter to the unbridled aggression would be welcome, but we definitely overstepped our bounds here. Drank the dark koolaid."

    "It was a new element, a new part of the game, we wanted everyone to have it. Because it was gonna be a fundamental part."

    "What are your top 3 sandbox triumphs? Stuff you're proud of?"

    #1: "Adept weapons. I was getting feedback they needed to be way much stronger. Or they needed to be purely cosmetic. But I'm pretty happy with where we landed on the desirability. We're happy where that landed."

    #2: "While there's a lot we missed with stasis, we're really proud how we added a fourth element. We weren't there for when Arc/Solar/Void were forged for Destiny 1. So we're really proud how we were able to add in this new element, this fourth character to the cast, and it really stands up with the rest of Destiny. It doesn't feel like it was made by a different studio."

    (Didn't catch a third, maybe he mentioned it briefly. But they were going fast, kinda off the cuff.)

    "Can we bring back rift? Where the hell is rift?"

    "We can't speak to that. We only speak sandbox sadly!"

    Fallout Plays: "Dammit! We almost got him chat."

    [On Dead Man's Tale]

    "We worked so hard to get the Tex Mechanica scout right. We wanted it to have everything. We had an animator, who worked hard to get the double reload right, following youtube videos and everything. If you watch closely you'll see your guardian grabs two bullets at once, getting that double reload. And originally, it had a red dot, but we had to make iron sights. And that just made is so much better. We worked tirelessly and it turned out exactly as we wanted it."

    "But it's getting pulled back later this season. They're working on it now. There'll be a TWAB on that."

    "Was the vision always as a 120?"

    "Well, most of the constraints for the weapon naturally fell in place. We wanted to show it off, and you can't see it much in ADS, so we had to add a hip fire perk."

    "I wanted it to speed up firing under certain circumstances, like hitting headshots, but you could never feel that increase. So I asked the animator how fast you could play it, and he said 150. So we set it at that, then rolled back from there to 120."

    "The DMT nerf isn't going to be input specific (PC/Console). But the way the nerf is structured, will hopefully affect controller less. We'll have a TWAB on that later."


    The situation with Primary versus Special Weapons

    "What is your vision for special weapons? Special weapon balance?"

    "Shotguns are super dominant. Everyone knows that. Shocking. But we hit snipers first, because if they're oppressive, they hurt way more. Nothing you can do against a good sniper. At least for a shotgun, you can backtrack."

    "Getting special ammo is a moment of power for players, so it's important for them to have that 1HKO."

    "Shotguns are that lethal close range tool, fusions require precharging, if you start it out in the open you're dead. GLs should be hard to use, utility weapons."

    "The pieces are there, but there's definitely some shifting that needs to be done."

    "Do you have data on GLs being used as primers/clean-up tools?"

    "We're aware of GLs being used as a primer, as a cleanup, and we're aware of it."

    [Speaking of using community feedback instead of just raw data]: "Arbalest never showed a big spike of usage, but it was so unpleasant to play against, we gave it a knock anyway."

    [Then back to GLs, since they too have low usage rates, like Arbalest had]: "So we're not gonna touch them now, but we're ready to, if need be."

    "I might have a regret or two about adding Slideshot to the Grenade Launcher" [Laughs] "But we really don't like to change the perks on people's guns once they have them. That's really bad. We'll make adjustments if we need to."

    "Where you do see special weapons in their relationship with primary weapons?"

    "I think certain special weapons are currently too easy to use. You don't have much counter-play. They're supposed to have very rigidly defined roles, but we're not there right now. Special ammo is bountiful. It's so easy to run a special ammo as a primary, and we're looking at that soon. But there's some things that need to be looked at."

    "Pulse rifles and SMGs are where we want them. Autos are a bit low with SMGs."

    "120s are probably too hot, but we don't want to make 140s too dominant either. But most primaries are relatively well balanced with one another. I don't think it's possible to buff sidearms without breaking something, because they'll get really strong. So they'll remain in their niche, like bows. And that's fine. We can't buff scouts too much because then everything becomes long range, but there's wiggle room here."

    ((The TL;DR on this section is that Bungie is happy with primary balance, save for maybe scouts and autos, but they'd only get tiny buffs. 120s may be a little too hot, but they don't want 140s to suddenly take over either.))

    "The safest change is to bring special ammo weapons down."

    "We're probably gonna do that before looking at primaries."

    "We definitely don't want another scout rifle meta, those are oppressive. But that doesn't mean we can't bring them up a little and work with them. (Listing hypothetical examples:) Maybe scout rifles will receive less flinch, or have more bodyshot damage. There's places to work on them without making them oppressive."

    "Hand cannons, scout rifles and machine guns are getting tuned for PvE reasonably soon."

    (There is already a front page post announcing this, but this was honestly a stream highlight for me. Very excited that they're addressing this.)

    "What are your thoughts on the quickswap glitch? Commonly used with double slugs?"

    "We were okay with it before, because quickdraw was a thing that had 100% uptime anyway. But now that we've touched quickdraw, we probably need to touch on this too."

    "Did your quickdraw nerf have its intended effect?"

    "Quickdraw was the #1 perk option on basically every weapon. Now it's about half that, to the Top 3. Still good, but less, and that's our intended effect. The quickdraw nerf went the way we wanted it too."

    "Crit damage in PvE. What's your ideas on it, why was it nerfed, how to bring some weapons back up?"

    "The precision damage nerf in Shadowkeep, we're not going to roll it back, because the game is so different now. But we're looking to mitigate that on certain weapons. No timeline on that though."


    The entire rest of the podcast from here on out talks about in-air weapon accuracy (a pretty baked in feature, so not easily changeable), aim assist definitions and exact numerical values (Tunnel Vision adds +20 aim assist and increases cone angles, etc.), and continues on with a bunch of super nitty gritty details that are just good for the spreadsheets and range testing. But nothing else of important concern.

    Though fun fact, the Ikelos_SG V1.0.2, when it was reprised, it had the barrel perks updated. It doesn't take shotgun barrels (Full Choke, Barrel Shroud), it takes regular barrels (Arrowhead, Hammer Forged). Along with this update, they added a hidden buff. If you get "Extended Barrel", this specific perk was given a hidden benefit when paired with this shotgun that increases its damage drop-off range.

    And later on, they go back to talk about development names, and he reveals that the Thunderlord sniper (aka Cloudstrike) was given the codename "Thunderlady", since the two pair together. I thought that was neat.

    Oh, and one last detail.


    [On the topic of bringing back past legacy exotics, like Hawkmoon and Vex Mythoclast]

    "Yeah so I didn't actually work on Vex Mytho, I worked on Hawkmoon. So I do know what it's like to bring back an old exotic, and make sure it lives up to its legacy. Most people remember broken Mythoclast on like, launch, and obviously we couldn't bring that back. But we're definitely aware of the community sentiment on it. It's not performing like it should. We should expect to see something changed relatively soon. Maybe sometime in Season 15 or so."


    Full Twitch Video Here

    Disclaimer: These notes were typed as the podcast was happening live. It is merely a summary. While I feel confident with everything I put together, there are moments where I had to summarize instead of giving exact quotes. Please watch the podcast yourself if you want the most accurate source, it's actually quite good!

    Also keep in mind any news given here is still deep in development. While they did explicitly confirm the DMT balancing patch is coming this season, it's very safe to say that anything else said has no timeline. He did deliberately use the word "soon" for a couple of points, but I wouldn't expect anything earlier than Season 15.

    submitted by /u/Hawkmoona_Matata
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    Having no end screen for the raids etc is pretty anticlimactic, I wanna see stats!

    Posted: 02 Jun 2021 09:07 AM PDT

    Love me some damage numbers, why is this not a thing? I miss the splash screens on d1 where you could see other, players drops too.

    submitted by /u/Batemunch
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    Hand Cannon, Scout Rifle, and Machine Gun PvE damage buff confirmed!

    Posted: 02 Jun 2021 07:52 PM PDT

    Confirmed on the Firing Range podcast on Twitch interview with Bungie Sandbox dev leads.

    submitted by /u/TheOneTrueDargus
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    Imagine a crucible map IN THE VEX NETWORK.

    Posted: 02 Jun 2021 07:12 AM PDT

    just a small thought i had, thought it was cool.

    submitted by /u/Horned_Toadyboi
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    Lakshmi made this Warlock main feel a feeling that can only be described as the absolute worst nightmare of every Titan ever.

    Posted: 02 Jun 2021 12:40 PM PDT

    I have never wanted agency in the story more than in that moment. Lakshmi is standing right in front of me, insulting Misraaks and his followers for their audacity of simply existing. She addresses them with the casual callousness of a racist aunt at Thanksgiving after one too many boxes of wine, to people who are actively trying to stop whatever end of the world scenario is going on. Inside, the unbridled cosmic rage was boiling. Inside, that rage became a voice that screamed:

    OK THAT'S IT, IMMA REMOVE HER STUPID EXO HEAD FROM HER BODY AND RECONNECT IT TO HER SHINY METAL ASS WHERE IT BELONGS.

    SHE'S STANDING RIGHT HERE, AND I WOULD VERY MUCH LIKE TO MAKE HER NEITHER STANDING NOR RIGHT THERE.

    OH, SAINT-14 IS HERE? YEAH OK SO WHAT. IF HE HAS A PROBLEM WITH IT WE'LL THROW HANDS.

    YEAH YOU HEARD ME, YOU WANNA GO BUD? I EAT GODS FOR BREAKFAST. I'LL SEND YOUR ASS BACK TO AN EVEN DARKER CORNER OF TIME THAN WHERE I FOUND YOU. I KNOW A GUY. BET.

    NO? OK SURE. YOU JUST STAND THERE QUIETLY WHILE MY MAN MISRAAKS TELLS YOU ABOUT HOW MUCH OF A MONSTER YOU ARE. SOAK IT IN.

    NOW EXUSE ME, I'M GOING TO BE OVER HERE REARRANGING THIS ROBOTS BODY PARTS LIKE PICASSO PLAYING WITH BIONICLES.

    UNLOCK MY CONTROLS NOW!

    THIS IS SO FRUSTRATING!

    AHHHHHHHHHHHHHHHH!

    I HAVE NO FISTS, AND I MUST PUNCH!!!!!!!

    ...

    ...and then later she tries to make nice with me, and I hear her sing the song.

    Ah.

    submitted by /u/MadMansMind
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    NOTES from FIRING RANGE with Kevin Yanes and Chris Proctor

    Posted: 02 Jun 2021 09:38 PM PDT

    Hey everybody, these are the notes I took during the recent developer interview on the Destiny Community Podcast. Edit: You can find the vod of this podcast on twitch.tv/dcp_live

    Community members Cammycakes, Coolguy, Falloutplays, Mercules, and Drewsky asked questions to two Bungie developers. First in the hot seat was Kevin Yanes who is a Sandbox Discipline Lead. For about an hour, he fielded questions on subclass abilities, bascially anything that a character can do that isn't shooting a gun. Kevin and Chris took questions together for about twenty minutes. For a little over an hour after that, Chris Proctor took weapons questions alone. Chris Proctor is a Weapons Feature Lead.

    This is not an exhaustive list, and these are all paraphrased. I mainly jotted these down to post in my clan's PvP channel. If there's a note that you remember and isn't here, comment it!

    Edit: I like to see my list as a sort of "cliff-notes." There's a bit more exhaustive write-up here.

    ABILITY SANDBOX answers from Kevin Yanes

    • - Stasis was "made to combat shotgun rushers and pogo jumpers"
    • - Stasis also was a conscious decision to move away from the other subclasses which are all about dealing damage. In one way, this was to allow lower-skilled players a way to still assist. Kevin said this was more of a PvE design goal (though it is a reasonable criticism that ease-o-f-use is one of the large reasons why its painful in PvP)
    • -"Why would anyone choose to freeze over one shot?" main design question and reason for over-tune
    • - "I expect to hit this 3 or 4 times before we are comfortable" dev launch sentiment on stasis balance
    • - "The freezing started out as no bleed-through, 100hp shield -- you could pause a dude but that was about all you could do" - initial internal stasis balance
    • - "We really but Arc Solar and Void on a pedestal -- they are the main characters, they are the Ryu, Ken, etc"
    • - " 'Do the developers even play the game? It's atrocious like that ' We all pull up a big ol bowl and take a big ol bite every day. I ate a bunch shurikens and never did I say "yeah we totally killed it guys." More scrutiny going forward" (personal favorite note)
    • - "None of us wanna fucking lie to somebody"
    • - "I'm gonna blanket this and then expand: too fast" comment on ability regen in pvp
    • - "I'll say it out loud for anyone who thinks it a secret: Top Tree Dawn is way too hot"
    • - Top Tree Stormtrance, Bottom Tree Voidwalker, Bottom Tree Gunslinger: examples of where the team wants to set "the bar" on Destiny 2 PvP balance
    • - "I like building (like assembling a build of mods, armor, subclass, etc) into supers, I DO NOT LIKE how they are passive right now" PvP super balance philosophy in the future?
    • - "The strength of destiny is My Guy is My Guy everywhere" on seperate sandboxes
    • - Do you believe movement is too strong? "I will lean into the mic for this: yes"
    • - D1 hawkmoon was boring "players can be powerful if they earn it" - Chris Proctor weapons feature lead first note, more on him later
    • - I didn't write this note originally, though, Kevin talked about maybe separate cooldown tuning for panic supers versus roaming supers. Kevin also mentioned that the majority of supers are roaming potentially due to the "canvas" it creates. In a panic super you have x amount of frames to "evoke an emotion." With a roaming super, you have the cast, the locomotion, the attack, etc
    • - "There was definitely some plate spinning, some of the plates are broken on floor" regarding Stasis launch
    • - "We made a thing that lives up to the three main characters, a fourth character has joined the class and it doesn't look like someone else drew him"

    TRANSISTION SECTION

    Right as Kevin Yanes was on his way out, the cast asked both guests some questions together. I didn't take a lot of notes here. They did list off some various sandbox regrets and triumphs. Worth looking if you're interested, but mostly just opinions and insight on general things

    WEAPON SANDBOX answers from Chris Proctor

    • - "Shotguns are super dominant. We hit snipers first because if they are overtuned they are much more oppressive"
    • - "Getting special ammo is a moment of power for players, each special weapon should have the capability to one hit kill (trace rifles excluded)"
    • - "Grenade launchers are skill hard-to-use rewarding utility weapons, back to pro pipe Halo Reach days"
    • - Weapons tuning is both data-driven and sentiment driven. Example: arbalest nerf due to community sentiment, not neccessarily usage numbers
    • - "Fusion rifles as a mid-range, skilled option"
    • - "People with anime profile pictures are intelligent, rationable, and I immediately stop and listen to them" Chris Proctor being very serious on stream /s
    • - Data available on perk usage on guns, Chris Proctor specifically put Slideshot on Ignition Code and feels a little bad about it
    • - "There's too much special ammo available, looking at that soon"
    • - "Too much uptime, not enough constraints" on special weapons
    • - "Sidearms cannot be buffed without breaking something, very good in intended range"
    • - "if too much scoutrifle buffs, everything becomes a range lane fight"
    • - "Bringing 120's down will bring things to be better, but running the risk of 140's just taking their place"
    • - "SMG's are exactly where we want them" personal note: been using friciton fire lately to great success so I would say yea
    • - "Special weapons need to change first, then we can look at primaries"
    • - "I absolutely do not want another scout rifle meta, very oppressive"
    • - "There's probably a world where we can super-buildcraft into air accuracy"
    • - "What if you could have perfect in air accuracy without aim assist?" crazy hypothetical by Chris Proctor
    • - LMG scout rifles handcannons getting damage buffs in PvE "reasonably soon"
    • - Quickswap glitch "probably needs to be looked at," now that quickdraw was touched, due to low accesibility (RIP optimal DPS)
    • - Quickdraw has moved from #1 perk to #3 ish, aggressive family guns down in usage
    • - Things are getting very in depth here on the aim assist - accuracy conversation ***]***it's hard for me to summarize entirely, starts about 1:45 minutes into the VoD for future reference
    • - I don't know how enlightening it was, it's hard because they are talking using different terms and struggling to keep the thread
    • - "Last word is a special snowflake with a giant amount of custom tuning"
    • - "(Flinching on target) should happen less on Snipers because I fucking hit sniper flinch with a hammer"
    • - "Stacking flinch perks (two for a weapon) is the same 35% reduction in flinch as No Distractions. YOu can also stack this WITH no distractions, it stacks multiplicatively"
    • - Zen Moment "changes the recoil direction"
    • - Even at 100 recoil direction "it will lower the amount the weapon can 'jump' "
    • - "Generally MNK has the advantage over controller but not always"
    • - Legendary Chris Proctor moment where he just opens the fucking data sheet about aim assist cone angles
    • - 20 accuracy and 20 aim assist on Tunnel Vision plus auto aim/magnetism angles
    • - Chris Proctor's First Perk ever made: Killing Wind
    • - Mythoclast tuning "relatively soon, next season maybe"

    And that's all I got! enjoy, hope it helps

    submitted by /u/YesAndYall
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    Bungie Plz Addition: Add A Cryptarch To The H.E.L.M.

    Posted: 02 Jun 2021 12:04 PM PDT

    Hello Guardians,

    This topic has been added to Bungie Plz.
    Going forward, all posts suggesting this change will be removed and redirected to this Megathread.

    Submitted by: u/Arks_PowerPlay

    Date approved: 05/24/21

    Modmail Discussion:

    u/Arks_PowerPlay: "Why it should be added: We see some form of this question every couple days since the HELM was introduced"

    Examples given:

    Bonus:

    Criteria Used:

    "...3 examples (with links) of recent submissions (with at least 1 being over 30 days old), that have been well received (hundreds of upvotes on the front page of the sub - ex. 300+ upvotes)."

    Want to submit a topic for BungiePlz? Follow the instructions at the top of this wiki!

    submitted by /u/DTG_Bot
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    'The Saint' cutscene has to be the most badass depiction of a guardian I've ever seen!

    Posted: 02 Jun 2021 11:06 AM PDT

    I understand the message it was trying to convey, but all I was thinking is how we can turn the scenes into a metal album cover

    I mean holy Christ it reminded of how the demons saw the Marine as the DOOMslayer from Doom '16

    I have actually gotten even more respect for our pigeon feeding titan. And the look he gave after the cutscene, I'm thinking he was saying "wow that's how badass I looked???"

    I think I found a new inspiration

    submitted by /u/Giovolt
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    Can we take Lakshmi-2 on a field trip into the Vault of Glass?

    Posted: 02 Jun 2021 05:42 AM PDT

    I think it would be a very eye-opening experience if we take Lakshmi-2 into the Vault of Glass...then we get mysteriously seperated in the Gorgon Labyrinth.

    All in favor? Say Aye.

    submitted by /u/Firetail_Taevarth
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    Make Grandmaster Nightfalls Available Earlier in the Season

    Posted: 02 Jun 2021 09:25 AM PDT

    Because GM Nightfalls now drop adept weapons (great addition by the way), I kind of tend to not want to farm nightfalls for weapons until GMs come around at the tail end of the season. Even though it's double loot this week, I'm still steering clear of the nightfall playlist because I want to use Adept Big Ones Spec on the Plug One rather that normal Major Spec. I know this is kind of a nitpick, but still, why use a normal weapon when you could use an adept one? Anyway, this is all to say, maybe make the GM starting date 3 or 4 weeks earlier in the season in the future.

    submitted by /u/AShipwreck
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    Hawthorne's Clan Bounties should drop Spoils of Conquest

    Posted: 02 Jun 2021 12:40 AM PDT

    Honestly, I hardly ever see Hawthorne and the Clan system get any love, so maybe a change like this would encourage more inter-Clan activites plus the forming of new ones?

    submitted by /u/RelevantLibrarian
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    Bungie, do you know why people don't often farm guns on Europa? It's because almost none of them can roll with a damage perk.

    Posted: 02 Jun 2021 06:16 AM PDT

    Yes, it has been months since Beyond Light came out and a lot of people have said this before. But, the topic of primaries feeling weak made me think of this a lot.

    Let me explain. Basically, back in Shadowkeep the precision multiplier basically made primary weapons feel a lot weaker. Things like Hand Cannons, Scout Rifles, and Pulse Rifles are feeling really weak in PvE. The only way we can somewhat revert this issue is with a damage perk, making them feel a lot better.

    A huge reason why you don't often see people running any of the Europa weapons is that most of them cannot roll with a damage perk. This is why a lot of god-roll weapons tend to have a damage-boosting perk. Even if damage perks get nerfed again, they are still gonna be the best perk option because...let's be real...who is going to use Hip-Fire grip over Frenzy? So instead of nerfing damage perks, buff the weaker ones. Also, please revert the precision multiplier or at least adjust it to make it certain weapons feel better.

    I know a lot of people are going to mention "power-creep". But does a few less shots to kill a red-bar enemy really sound like power-creep to you?

    submitted by /u/Freezing_FX
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    DRIFTER IS SELLING 66 BASE TITAN GUANTLETS WITH WITH GREAT STAT DISTRIBUTION!! All new or returning players without godroll Titan armor should absolutely pick this up!

    Posted: 02 Jun 2021 05:54 PM PDT

    Title

    submitted by /u/aa821
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    Being the only person in a fireateam with warmind mods equipped while being the only person in the fireteam unable to shoot warmind cells because everybody else is shooting warmind cells makes me feel like a complete idiot for running warmind mods.

    Posted: 02 Jun 2021 08:22 PM PDT

    Title.

    submitted by /u/nustunr
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    The tower is changing week by week.

    Posted: 02 Jun 2021 07:13 AM PDT

    I'm not sure if anyone has noticed but you can see the vex simulation over the last city getting weaker as the weeks progress.

    All over the ground and ceilings and all by the vendors there are the groups of vex... data/network? Whatever you'd call them. Same within the air there are much more vex visual effects than the previous weeks.

    I love when bungie adapts the world in ways like this, even if they are in small ways. Great job to the dev team.

    Edit: A lot of people seem to think that the simulation is actually getting stronger due to the presence of more vex stuff around. To be honest that would make more sense. I just thought that we were weakening the simulation and therefore it was like cracks in the system or glitches were showing around the city. But yeah it probably is getting stronger

    submitted by /u/NinjaChiicken
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    Quick reminder: on this week's Nightfall (Inverted Spire), you can get to 100k points on Hero Difficulty (1280) if you DON'T immediately nuke the final boss.

    Posted: 02 Jun 2021 08:19 AM PDT

    Not sure if this has been pointed out before, but with a well built fireteam you can easily get to the boss under 10 minutes with +/- 88k points. Then, just kill as many harpies and goblins as you can, until you hit the 98k mark (iirc the boss awards around 2k points). Just remember that after the 15 minutes mark the points start dropping.

    Good luck Guardians!

    submitted by /u/Vinicius_Pimenta
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    Whether or not you agree with Laskmi-2, The fact I'm fully engaged with the story is fantastic.

    Posted: 02 Jun 2021 10:17 AM PDT

    This the first season that I actually care about what is going on. Like to a point where I'm rereading old lore cards about the Fallen/Human conflict and looking forward to the next reset to continue the story to its conclusion. While I agree with Laskmi-2, I've also come to understand Misraaks side as well. I can't wait until next week.

    My only point of contention here is how Laskmi-2 is written and how is she is obviously in the wrong. I wished that she was written better, but it is for what it is.

    submitted by /u/modpols
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    More classes need the top tree Dawn treatment

    Posted: 02 Jun 2021 08:08 AM PDT

    Remember playing top tree dawn blade in year one? Me neither, because it was forgettable and bad. But after the rework it got in "Solar week" (god I hope there's gonna be a solar, arc, and void week 2.0) it's one of the most popular skill trees in the game. They gave it a new melee, a fancy new grenade consuming function, and a reworked icarus dash! It's a perfect example of a light subclass done right. A lot of other skill trees (I.e. Novawarp, arc strider as a whole, burning maul) could use that same treatment!

    submitted by /u/SpaceDogger
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    Make Rally Barricade relevant again.

    Posted: 02 Jun 2021 02:19 PM PDT

    Rally Barricade got killed in the auto-loading nerf and now I only see it once in a blue moon. I'm not really sure how it could be buffed, maybe it could wrap around the sides more to protect from splash damage and from enemies from more angles. Maybe even do a one-time auto reload for your weapons like Dragon's Shadow. I'm not a game dev so I don't know what would be best but I do know enough to say that it should be buffed in one way or another.

    submitted by /u/astrowhale98
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    This is the first-ever Spring launch season that was good, and that's impressive.

    Posted: 02 Jun 2021 06:38 AM PDT

    So we all know the fiascos that were Season of the Drifter, and Season of the Worthy. Well, Bungie FINALLY broke that streak, and it's is pretty impressive, considering from what I understand Spring launches for Destiny are harder than usual since that is when the bulk of the major DLC production is being done.

    Bungie FINALLY broke the Odd Season good, Even Season bad rule.

    submitted by /u/quinnconartist
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    The Vex Mythoclast Catalyst needs to be changed/revamped

    Posted: 02 Jun 2021 11:59 AM PDT

    I was very lucky when I got VM on my first run of VoG in D2 and, while I didn't expect it to be powerful, I was hoping it'd be a fun gun to use and be somewhat viable. When I heard that it had a catalyst I was over the moon. After all, it would be only the second raid exotic to get one, and the first one in 3 and a half years. After seeing what it does, to say I am a bit disappointed is an understatement.

    The linear fusion rifle aspect of it was an interesting change and, while I don't find myself using it that much, I figured that mode would be pretty good against majors in high-level activities. I had hoped that the catalyst would help the linear rifle aspect, or just give a flat damage buff (something akin to Crowd Control like it was in D1). But giving VM stability for more overcharge stacks seems, at least to me, against the gun's design.

    To me, the gun wants you to use the LFR mode. Instead, the gun incentives you into just using it normally. While that isn't a huge problem, the main issue is that the new design of the gun isn't even being used. The catalyst tells us to use the primary firing mode with any damage incentive like in the original VM. Adding stability to the gun also doesn't really affect the alternate firing mode. Once you use your first shot, there go two stacks of stability.

    Personally, I would change the catalyst to either give the gun a flat damage buff at full stack of Overcharge and maintain it that way until you use all of the charges or increase the firing rate of the LFR mode and increase the number of times you can fire the LFR mode (from 3 to 6). I know this is a pretty short "take" on a catalyst, but I think most people know that the catalyst just does not work with the gun at all. At the least to all of the people I talk to.

    submitted by /u/NuclearSangheili
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    Hey Bungie, can we track season challenges if its gonna be a regular thing?

    Posted: 02 Jun 2021 01:15 PM PDT

    For me its more a preference but it definitely would be a nice addition

    submitted by /u/TheBurfinator
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    We should get more Ikelos and Seraph weapons to complete the sets

    Posted: 02 Jun 2021 08:13 PM PDT

    We're missing a few weapons that aren't covered in either set, so here's a few ideas for new weapons.

    Weapons we already have:

    • Ikelos-180 Void Hand Cannon, Rapid-Fire Solar Shotgun, 140 Solar Sniper Rifle, 750 Arc SMG

    • Seven Seraph-180 Hand Cannon, Lightweight Solar Shotgun, 360 Arc Machine Gun, 600 Arc SMG, 450 Auto Rifle, 360 Void Sidearm

    My ideas for weapons:

    • Seven Seraph Scout Rifle-120 RPM (new frame called Aggressive), PVE godroll would be Seraph Rounds, Rangefinder, and Firefly.

    • Seven Seraph Sniper Rifle-Aggressive Frame, Void element, PVE godroll would be Seraph Rounds, Fourth Time's the Charm, and Vorpal Weapon.

    • Seven Seraph Sword-It's literally just the artifact from Season of the Worthy.

    • Ikelos Auto Rifle-600 RPM, Solar element.

    • Ikelos Scout Rifle-200 RPM, Void element.

    • Ikelos Rocket Launcher-Precision Frame, Arc element, can roll with both Lasting Impression and Chain Reaction at the same time.

    • Ikelos Machine Gun-900 RPM (or is it 720?, whatever the max rate is), Void element.

    submitted by /u/CMDR_Kai
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