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    Friday, July 2, 2021

    Destiny This Week At Bungie 7/01/2021

    Destiny This Week At Bungie 7/01/2021


    This Week At Bungie 7/01/2021

    Posted: 01 Jul 2021 10:59 AM PDT

    Source: https://www.bungie.net/en/News/Article/50450


    This week at Bungie, we prepare for Solstice of Heroes 2021!

    It's almost time for a celebration. Earlier this week, Guardians pushed back against the Endless Night. Through relentless Overrides and adventures to Expunge the Vex network, Quria was found and deleted. While larger threats to humanity remain, one can take a moment to breathe and rest easy knowing that the people of the Last City are safer. In the wise words of Sant-14, it is time for celebration. Solstice of Heroes is the perfect moment for that.

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    A big party in the Tower isn't the only thing that's going on. Eva Levante returns, bringing new armor for Hunters, Titans, and Warlocks to earn. As you upgrade your sets, you'll once again be able to earn some magnificent white glows to adorn your armor with. If you have a taste for the elements, Eververse will also offer Universal Ornament Bundles for purchase which will shine brightly with glows that reflect your equipped subclass.

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    For a full rundown of Solstice and everything coming, make sure to check out our Seasonal Event page on Bungie.net. I'm personally getting excited for a fun new shotgun that will be available during the event...

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    Next week has quite a bit going on: a larger than usual mid-season sandbox update, Vault of Glass Master difficulty, and more! Let's dig in.


    FateBreakers

    Raids fall squarely into the endgame space of Destiny, providing aspirational content for fireteams of six to conquer. Once you've climbed the mountain and planted your flag, you may find yourself asking, "What's next?"

    Well, I'm here today to let you know that you haven't summited the mountain just yet. If you truly wish to call yourself a master of the Vault of Glass, you'll be challenged to earn that respect.

    Beginning Tuesday, July 6, Vault of Glass Master difficulty will become available to all players.

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    How do you enter?

    When signing in next Tuesday, Vault of Glass will offer a Master difficulty option to launch for you and your fireteam. While there is no minimum Power requirement to enter, enemies will be at 1350 Power, so you will want to earn some Pinnacle Power and raise your Artifact levels before attempting a run.

    What can you earn?

    First up, Master Vault of Glass unlocks the final Triumphs required for the Fatebreaker raid Seal and title. Once completed, players may equip their in-game title and purchase the Bungie Rewards pin if they so desire.

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    Second, Master Vault of Glass will also introduce Timelost weapons to Destiny 2. Timelost weapons can be comparable to Adept weaponry from Grandmaster Nightfalls or Flawless Trials Passages, but offer an additional perk in columns three and four for slightly more customization.

    Complete Vault of Glass Challenges in the Master difficulty of the activity, and you will be rewarded. Each week will feature a specific Timelost weapon for you to hunt, rotating alongside the available challenge. Once you've earned a Timelost weapon, you may also purchase additional rolls from the chest at the end of the raid (on Master difficulty) using Spoils of Conquest. Note that these will be at a higher price than normal versions of these weapons.

    Please note – Weekly reward lockouts are shared between both Normal and Master difficulties of Vault of Glass. That means encounters, challenges, and hidden chests will only award gear the first time you complete them in either activity each week. They must be completed at Master difficulty first to earn Timelost weapons and stat-focused armor.

    Lastly, armor from the Master difficulty of Vault of Glass will focus on specific stats, rotating weekly. If you've been hunting a Prime Zealot Helm with a high spike in the Intellect stat, Master difficulty will give you greater chances for the distribution you're looking for.

    Get ready for a fight.

    This won't be a walk in the park if you haven't dipped your toes into the Destiny 2 endgame before. Enemies will be tougher. They'll be looking to put you down with more aggression. A few more Champions will be appearing to defend the Vault. More modifiers will be active, forcing you to think on your feet and come prepared. If you're looking to increase your Power, make sure to complete your weekly milestones for Pinnacle rewards. One way to do that is in the Iron Banner. It's active right now, so make sure to complete those bounties for additional Pinnacle rewards as you prepare for the raid!

    Atheon will be seeing you next week. Good luck to all fireteams as they attempt their first Master difficulty raid.


    Shifting Sands – Mid-Season Sandbox Update

    Over the last few Seasons, we've seen some pretty big changes to the Destiny 2 sandbox. Aggressive Hand Cannons jumped into the spotlight of PvP, Rocket Launchers became an awesome option for PvE content, Dead Man's Tale started whistling in the wind, and much more. Over the last few months, the team has been working to prepare a mid-Season sandbox pass, much larger than ones we've shipped in the past. To give you all of the details, Weapons Feature Lead Chris Proctor has once again agreed to lend some time to the TWAB.

    Chris: Hey all, Chris here. I'd first like to set some expectations. Normally we wouldn't make large changes in a mid-Season patch, but with a handful of weapons sucking all the air out of the room, we decided to bring some changes originally planned for Season 15 into next week's update. We'll follow this up with a big set of changes in Season 15. Moving these changes up to Season of the Splicer also gives us the option of doing some reactive tuning in Season 15's mid-Season patch. All in all, we'll continue to make changes outside of Seasonal updates when we can, but they won't typically be this large or numerous.

    So, without further ado, the big-ticket items for PvP are (no surprises) Shotguns, 120 RPM Aggressive Hand Cannons and Dead Man's Tale. Combined, these dominate all forms of PvP, particularly Trials. We've also been getting large amounts of feedback about Special weapon usage in the Crucible, and this will be a first step towards addressing these player concerns.

    Ok, we can't forget about Sleeper Simulant in PvE too.

    Intended Special Weapon Roles in PvP

    Most Special weapons should have one situation where they're a dominant choice - if caught outside of this you should be at a disadvantage.

    Moving towards these roles is a work in progress, some weapons are not where we want them to be, and we've made some changes in Season of the Splicer that we expect to need more adjustments later on.

    Note that Special ammo abundance in PvP distorts these roles, allowing play that wouldn't be possible otherwise, and is something we're looking to address.

    Here are the roles we intend each Special weapon to fill:

    • Sniper Rifles - Engaging at long range, with aiming skill, when not already under fire.
    • Shotguns - Engaging at point blank range, using skill at movement or positioning to get close enough to get a one- or two-hit elimination.
    • Fusion Rifles - Engaging at mid-range, but with careful positioning and pre-charging around cover required for success.
    • Trace Rifles - Strong at close to mid-ranges, at the cost of not being a one-hit elimination, making it possible to be outplayed by skillful Primary users.
    • Grenade Launchers - Useful for weakening an opponent, getting damage around corners with bounces, or getting a one-hit elimination with a direct impact, at the cost of projectile travel time and being in a bad place if you miss your shot with the single-round magazine.

    Let's talk about some weapons...

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    Shotguns are very dominant in PvP by any measure, and don't allow much counterplay with Primary weapons, particularly close-range Primaries like Sidearms and SMGs. We see frequent player feedback about their prevalence in PvP activities and how they make it difficult to use various weapon archetypes that otherwise feel good against players without Shotguns. We want them to excel in a narrower niche then they do currently, so this change aims to retain the reliable one-hit elimination, but at closer range, and push them to be slightly rangier than currently at getting two-hit eliminations. As with our intent for all Special weapons, if a player is caught out of position with a Shotgun, they should be at a clear disadvantage.

    With the ability to quickly follow up rising in importance, we expect faster-firing Shotguns to eat into Aggressive Shotguns dominance, and other Special weapons to be more viable.

    • Increased Aggressive Frame Shotgun cone angle from 4.0 to 4.25 degrees.
    • Reduced Shotgun damage falloff min by 2m.
    • Increased Shotgun damage falloff max by 2m.
    • Note: Slug Shotguns are unaffected by this change.

    Aggressive (120 RPM) Hand Cannons were adjusted in Season of the Splicer, but this didn't make enough of a difference. We believe that they're still too rangy, and benefit way too much from a small damage buff (two-tapping). It's tricky because they're now not much different from their pre-Beyond Light form (they already had better range and a two-tap with Rampage), but people have latched onto their ease of two and two-tapping potential since the buff in Beyond Light and new 120s in Season of the Chosen encouraged people to try them out. With this change, we expect other Primaries to become viable where previously 120s ate their lunch, including Adaptive Hand Cannons, Pulse Rifles, Scout Rifles, and Auto Rifles, while allowing 120s to keep the advantage of hard-hitting peek shooting at range.

    • Reduced precision damage multiplier from 1.8 to 1.6, preventing a 10% damage bonus from allowing two-tapping in PvP.
    • Reduced aim assist minimum falloff distance by 1-2m depending on the Range stat.
    • Reduced damage minimum falloff distance by 1m (this reduces their damage falloff advantage over other Hand Cannons to 1m (as usual, this is 1m before the zoom scalar).

    We also have a few changes to perks...

    • Drop Mag

      • Can no longer roll on new drops of weapons, will have functionality changed later.
      • There's a change coming next Season that requires adjusting this, and some perks with similar functionality - more on that later...
    • Pulse Monitor

      • Fixed an issue where the Handling bonus was no longer applying.
    • Rewind Rounds

      • Fixed an issue where the perk would not trigger if the last shot in a magazine missed, or if the player reloaded another weapon before firing the final shot.
    • Reservoir Burst

      • We've seen the complaints that the detonation on kills doesn't feel that reliable or impactful, so this has been updated with the same consistency and speed fix as Dragonfly.

    Two Exotics will get some tuning...

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    Dead Man's Tale is dominant on mouse and keyboard, receives frequent critical feedback from players in the Crucible, and is strong but not worryingly so on controller. We're keeping the fast-firing in hip, which we believe is key to the feel of the weapon, but with this change it will no longer have ADS levels of damage falloff while hip-firing, and so will be subject to falloff much closer. It will also require better aim to land hits while hip-firing. We're deliberately only lightly touching ease of use in this change with the goal of not making it harder to use on controller.

    • Removed hip-fire damage falloff scalar (was 1.8x to match zoom).
    • Aim Assist cone angle hip scalar reduced from 1.5 to 1.2.

    Sleeper Simulant didn't receive any custom tuning when we updated Linear Fusion Rifles (LFR), but because it has much higher body damage than other LFRs it didn't benefit as much as intended from the global buff to precision damage scalar. Sleeper will now be the clear winner for single shot LFR damage, edge out other LFRs for burst damage, and largely match others for total damage for reserves. Also note that Sleeper's penalty for hitting the body rather than the head is much lower, giving it an edge in real world damage.

    • Fixed an issue where Sleeper Simulant was benefiting less than other LFRs from the Season of the Splicer LFR precision damage buff.
    • Total buff is now 16.5%, compared to the 15% buff other LFRs received.

    The Near Future...

    We have more changes than usual for a Season coming in Season 15, some as follow-ups to the above, and others that were too large for mid-Season. Here's a preview of some of the changes (of course, also expect a new batch of weapons and perks).

    Fusion Rifles: We've been wanting to tackle subfamily differentiation for a while, so we're planning on a large rework of Fusion Rifles, changes to Fusion Rifle perks/mods, and custom tuning to most Exotic Fusion Rifles (is Vex Mythoclast a fusion rifle? Let's say yes).

    Breech Grenade Launchers: With the above Shotgun changes, we expect other Special weapons to increase in usage, and believe that Grenade Launchers have the potential to become more frustrating to play against as they become even slightly more common. So, we're planning a small change that specifically touches priming and cleaning up targets.

    Scout Rifles and Hand Cannons in PvE: Players have wanted these weapons to be a bit more efficient in PvE for some time. We've found that minor enemies in high-end content take too many shots to kill with these weapons.

    Machine Guns in PvE: Through playtesting and player feedback, we've found they're not doing their intended job well enough, so we're planning a noticeable change for Season 15.

    Special ammo economy, particularly in PvP: While the above changes to Shotguns should help tone down Aggressive frames a bit, we've got a couple of small changes planned that should reduce the amount of Special ammo floating around to a degree, and have further changes in mind in case they're needed.

    Anarchy has done too much too well for too many years (without even counting the boost it's gotten this Season, which is due to the sweet Grenade Launcher artifact mods), so we're making changes that make it great at a couple roles rather than being the jack of all Grenade Launchers.

    Exotic Primaries: We want to give players more reasons to use Exotic Primary weapons in high-end PvE content, and have changes coming to help with this.

    And The More Distant Future...

    We'll keep a close eye on Special weapons and will make adjustments once we see how they perform in the wild, particularly Fusion Rifles and Grenade Launchers.

    We have an idea of what may need more adjustments as these changes shake out, but will wait to discuss them as our plans solidify.

    We also keep a close eye on feedback on Exotic weapons and which weapons are under/overperforming. We have some tweaks planned next week, in Season 15, and beyond which should shake things up. Note that we specifically look at catalysts as a way to buff underused Exotics (for example, this is why we made catalysts for Trinity Ghoul and Deathbringer, so expect similar reasoning moving forward).

    At the risk of being vague, we also have long-term plans to address the issues of Exotic Orb generation and kill trackers without making a catalyst for every Exotic in the game.

    And there you have it! As Chris mentioned, this is a bit of a meaty mid-Season update. While the patch note list isn't the longest you've seen, the impact of these changes is expected to be higher than the usual mid-Season patch. Don't expect changes of this scale in the middle of every Season, but the team worked hard to get these together and out the door. Trying some of these changes out in playtests has been fun, and we're expecting a bit of a shakeup to the meta, at least in terms of Shotgun usage. Some Shotguns will still be fairly lethal, but will require closer range for those sweet one-hit eliminations. As always, we'll be watching your feedback as these changes go live, and planning changes as necessary.


    Another Patch Note Preview

    Alongside the sandbox update, we have a slew of bug fixes going out with Destiny 2 Update 3.2.1. Here's a quick list of some high-priority changes to expect next Tuesday when the patch hits your hard drive.

    Expunge

    • Styx

      • Fixed an issue where the Codestrider platform over the boss would fail to have collision in certain circumstances.
    • Tartarus

      • Fixed an issue where a Codestrider platform would fail to have collision in certain circumstances.
      • Fixed an issue where defeating the boss before the second immunity phase would block mission completion.

    Strikes

    • The Inverted Spire

      • Fixed an issue where players who died in the drill area could have their Ghosts appear far back in the strike. The Ghosts now appear at set safe locations in the drill area.

    Momentum Control

    • Decreased Trace Rifle damage in Momentum Control

      • Dev Note: While we know Trace Rifles are too hot, we are also aware that some players are greatly enjoying "laser tag" in Momentum right now. With that in mind, we're starting out with a small change to see how that feels before taking another pass.

    Gameplay

    • Fixed an issue in which Slow duration from Withering Blade did not increase with Whisper of Durance Fragment equipped.
    • Fixed an issue in which Stormcaller Warlocks were unable to use Ionic Blink while slowed by Stasis.
    • Fixed an issue in which Diamond Lance could be generated by throwing a Glacier Grenade into a pile of Telesto projectiles.
    • Fixed a few bugs in which abilities were not properly costing Sentinel Shield energy when guarding (Celestial Fire, Withering Blade, Shiver Strike, Glacial Quake, Silence & Squall).

    Stay tuned to Bungie.net for the full list of patch notes, expected to go live around 10 AM PST on Tuesday.


    Prep to Patch

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    All of the patch notes above are almost ready to be installed. Just a few days stand between us and Destiny 2 Update 3.2.1. Player Support has full details on when to expect the bits to be sent through the magic that is the internet to your hard drive.

    This is their report.

    UPDATE 3.2.1 AND MAINTENENCE TIMELINE

    On Tuesday, July 6, Destiny 2 will undergo maintenance in preparation for Destiny 2 Update 3.2.1. Below is a timeline of events. Note, some times may be subject to change during this maintenance period:

    • 9 AM PDT (1600 UTC): Maintenance begins.
    • 9:45 AM PDT (1645 UTC): Players are removed from activities. Destiny 2 is brought offline.
    • 10 AM PDT (1700 UTC): Update 3.2.1 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
    • 11 AM PDT (1800 UTC): Destiny 2 maintenance is expected to conclude.

    Below are some issues that will be resolved with Update 3.2.1. A complete list will be shared when the update goes live.

    • Resolved the issue causing players on PlayStation consoles to receive persistent BEAGLE errors.
    • Assassin's Cowl no longer clips through a majority of Hunter cloaks.
    • Gunsmith weapons will no longer be missing masterwork slots.
    • Armor with glows will properly display their glow when transmogged over another armor set that also has glows.

    BUNGIE STORE BETA DELAY

    In last week's PSR, we announced that the new Bungie Store beta would be rolling out beginning on July 1, however, this launch has been delayed until later in the month. We will provide updates on the new beta launch date when it becomes available.

    SOLSTICE OF HEROES 2021

    Solstice of Heroes begins on July 6 at the Weekly Reset, and will run until August 3. For event information and a list of known issues, players can view our updated Solstice of Heroes Guide here.

    KNOWN ISSUES

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

    • Players who die at the same time as they defeat the boss in Expunge: Styx will respawn outside of the boss arena and be unable to claim their rewards.
    • The Insight Rover Hunter vest has a slight texture overlap.
    • Emblems appear off-center when inspecting players while using an ultrawide monitor.
    • Crucible weekly challenges may occasionally not gain progress from completed matches.

    For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


    AC

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    Last weekend was pretty hot in Seattle. Many of us huddled in front of fans, portable air conditioning units, or bowls of ice. A few folks ended up heading to movie theaters (wearing masks, of course), watching films and cooling off in the process. While I may not have gone to a theater, I did watch some fun community-created content. Here are some that stuck out!

    Movie of the Week: Ashes on Fire

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    Movie of the Week: Nostalgic - Bringing a Mountaintop to a Grandmaster

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    Cheers to our winners this week. If you'd like to submit your movie to be featured, make sure it's tagged with #MOTW in the title, and submitted to our Community Creations portal on Bungie.net.


    Formal Attire

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    A question raging throughout the community: If Saint-14 wore a suit, would it be a normal suit, or would it go over his armor? We can't answer that for you, but we can show off some fun Destiny 2 art that seeks the answer.

    Art of the Week: I Will Wear A Suit

    Saint's quotes in this season are....insane =D

    "We will have a party. A celebration! A small one. Respectful. Very classy. I will wear a suit." - Saint-14

    He is already celebrating, 100%#Destiny2 #Destiny2Art @BNG_Ivan @A_dmg04 pic.twitter.com/nbZpQ17swb

    — Alikamoon (@AlikamoonArt) June 30, 2021

    Art of the Week: These Look Delicious

    The Overlook Little Light Cafe is stocked with Macaroons.

    ✬ Blueberry Crumbler with a Faintly Mint Macaroon.

    ✬ Vanilla Blade with a Vanilla Blade Macaroon.

    ✬ Faintly Mint with a Bright Dusted Macaroon.

    ✬ Bottle of Vex Milk.

    Friday at https://t.co/p0WmJIC243#destiny2art pic.twitter.com/8uWu2fVZAW

    — OfStarlightDesigns (@OSDesignShop) June 30, 2021

    Art of the Week: Vault of Glass

    Made a ✨small animation✨ 'cause I'm excited about the VoG difficulty options coming next week![#Destiny2](https://twitter.com/hashtag/Destiny2?src=hash&ref_src=twsrc%5Etfw) @Bungie @DestinyTheGame @A_dmg04 pic.twitter.com/jBEl6HNNOY

    — 🤖 Maxime Bourgeois 🐸 (@MaximalGFX) June 29, 2021

    Surfing the #Destiny2Art / #DestinyArt hashtags is always a blast. If you'd like to see your art featured here someday, make sure to include those tags when posting your pieces!


    Earlier this week, it was remarkably warm in our neck of the woods. Felt a bit like Mercury outside. I was sweating harder than I normally do in PvP. Thankfully, coastal winds made their way to the city of Seattle just in the nick of time. Planning to spend some time in Iron Banner this weekend. Hopefully the temps stay a bit cooler so I can focus on getting my pinnacle bounties done in prep for my Master VOG run.

    Good luck out there!

    Cheers,

    -dmg04

    submitted by /u/DTG_Bot
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    Daily Discussion - Free Talk Friday!

    Posted: 02 Jul 2021 02:00 AM PDT

    Hello Guardians! Today is Free Talk Friday!

    Talk about whatever you'd like! Your comments need not be related to Destiny. You can post memes, twitch streams, wallpapers, or personal stories about your life. We will still be enforcing Rule 1 (reddiquette/civility) in this thread.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    So now that Bungie is nerfing the absolute top tier weapon Anarchy maybe it is time to buff the absolute bottom tier weapons to a usable state

    Posted: 02 Jul 2021 01:08 AM PDT

    D.A.R.C.I, Queenbreaker, Salvation Grip, Cryosthesia, Eyes of Tomorrow outside of Gambit, Leviathan's Breath outside of Gambit

    Because if you are gonna nerf the best maybe also buff the worst

    Edit: for anyone that tells me that Bungie mentioned wanting to buff primary exotic in PVE how many of the exotic weapons I listed are actually primary

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    submitted by /u/Blupoisen
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    It's Time to Talk About the "Buff and Never Nerf" PvE Sandbox Ideology

    Posted: 01 Jul 2021 04:27 PM PDT

    TLDR at the bottom

    Today's TWAB mentioned some upcoming nerfs to Anarchy which has caused some community members to start parroting the narrative that Bungie should only ever buff things and never nerf as that "takes the fun away".

    I'm not going to get into "does Anarchy deserve a nerf or not" but rather, let's talk about why the above mentioned ideology is problematic.

    Encounter Design for Endgame PvE

    Bungie has stated that as they develop the game and design encounters - they tune things like boss health and ad strength around the weapon meta.

    When there's a clear outlier in the sandbox - Bungie has two options:

    1. Design the encounter assuming players will use the outlier
    2. Ignore the outlier and tune/design without it in mind

    If they design with the outlier in mind - the activity becomes exceptionally difficult for players not using the outlier - exacerbating the weapons meta dominance even further.

    If the weapon is rare or difficult to acquire - this generates frustration.

    If they ignore the outlier - the activity is then trivialized by players who use the outlier. Depending on the type of content - this may not meet Bungie's design goals.

    So neither option are great - what else can Bungie do?

    Sandbox Tuning

    It's clear that the current sandbox is going to pose a challenge in encounter design and an adjustment is required.

    As far as the outlier goes - let's examine the options:

    1. Bungie could tune everything up to the strength of the outlier
    2. Bungie could tune the outlier down to a similar strength to weapons in that slot.

    Tuning to the Strength of the Outlier

    Doing this means Bungie has to do two things:

    1. Retune all the "weaker" weapons in slot to the outlier
    2. Design all future encounter to this new level of player power.

    Let's be honest - this is a crazy amount of work effort to retune all the different archetypes of weapons AND also every Exotic as well AND design for a new level of player power.

    Even if Bungie were to do this - there's no guarantees they land in a "balanced" state after - in fact it could look quite the opposite

    Let's look at a hypothetical with Anarchy - let's say Bungie endeavored to buff everything to the perceived strength of Anarchy.

    Bungie goes through all legendary archetypes and give them a pass (no small task) then we get to exotics and we're left with a conundrum: How do you balance things like Queenbreakers Bow, Tractor Cannon and Darci to Anarchy?

    Not only is that subjective - but even if you take a pass on them - there's no guarantees that you land in a "balanced state". In fact - you might create an even bigger outlier in doing so.

    As if that was not complex enough - teams are always working on building new content for a future release - so you now have to design around a completely new level of player power.

    I think it's clear that not only is bringing everything up to the level of the outlier 1. a huge undertaking and 2. messy and may not deliver the desired results.

    Tuning the Outlier Down

    Let's examine if those distinct disadvantages are present in a scenario where the outlier is nerfed.

    Instead of trying to overhaul an entire weapon slot - Bungie can focus on one archetype or one weapon and target their tuning accordingly.

    They can look at the distinct strengths of that weapon and adjust them to carve out niches for other weapons that have not had room to breathe.

    Let's look back on our disadvantages for tuning to the strength of the outlier:

    1. This is a much more manageable undertaking
    2. The results are much more predictable

    An Approach Emerges: Reviewing Bungie's History of Nerfs

    If you're still with me - it's apparent that adjusting outliers down is a reasonable approach however there are some qualifying statements that should be made:

    1. Severely underperforming weapons can and should be buffed to carve a niche for them
    2. Over-nerfing weapons should be avoided where possible

    Many people are still scarred from Whisper's tuning where it lost its ability to generate ammo - I would tend to agree that this is a scenario where it's overnerfed as it requires precision to execute but does not offer better total damage or dps that other options which are easier to execute.

    On the other hand - their tuning of The Lament, I'd argue, is successful. It was undeniably broken on release and has been steadily tuned down over the seasons to a place where it's still strong but not the only heavy weapon used.

    TLDR and Closing Thoughts

    Taking an "only buff and never nerf" approach to sandbox tuning is something that is 1. a huge undertaking and 2. messy and may not produce the desired results.

    Tuning an outlier down is a perfectly fine approach when the nerfs are reasonable and do not dumpster a weapon.

    Destiny's sandbox is a complicated one and it's time that we the community understand that outliers (strong or weak) need to be treated on a case by case basis.

    submitted by /u/InspireDespair
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    Heir apparent in a survival match tanked a golden gun shot, arc sniper headshot, and strengthened heavy knife.

    Posted: 01 Jul 2021 05:16 PM PDT

    Very balanced heavy weapon can wipe my team twice and make its user invincible for the entire round 👍

    submitted by /u/Cappie-Floorson
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    Hot take, but I liked the old rewards system better where I didn’t have to go back to see Shaxx just to claim a 1297 chest piece every time I rank up

    Posted: 01 Jul 2021 04:56 PM PDT

    And on top of that, I'd prefer the ascendant shard over the exotic engram, thank you.

    submitted by /u/bennwuest
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    Bungie Plz: Champions were a good idea but please don’t use them for every end-game PvE activity in the future.

    Posted: 01 Jul 2021 07:29 AM PDT

    Champion modifiers were a great addition but have gotten stale very quickly. They limit builds and weapon types down to whatever the seasonal mods are which is great for certain activities like Lost Sectors but when every activity has these champions, none of the activities feel special or fresh.

    The Witch Queen needs PvE activities that don't restrict builds as much but are also challenging or more weapons need champion mods intrinsic to the weapons.

    Many people want something new for PvE in the next major update but I believe that even if they bring in something completely new and different, if they just chuck a load of champions at you, it won't feel very new or fresh, very quickly.

    Thoughts?

    Edit: Sorry, I'm hijacking the popularity of this thread to show you my new core activity idea: Rogue Patrol, tell me what you think... https://old.reddit.com/r/DestinyTheGame/comments/obrvoj/new_core_game_mode_idea_roguelite_patrol/

    Edit 2: it looks like we're going to be limited to weapon choice in Master Vault of Glass coming soon as it will feature more champions

    submitted by /u/Stolen_Insanity
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    What if we had a Laser Tag mode like Scorched. Everyone spawns with a Hobgoblin head like in Eater of Worlds (laser similar to Trace Rifles for those that never played it).

    Posted: 01 Jul 2021 07:42 PM PDT

    That would be AMAZING FUN to have a Laser Tag mode.

    Imagine Team Laser Tag.

    We all spawn with a Hobgoblin laser head/Craniums. If you played the Eater of Worlds Raid or Menagerie Crystal encounter, you know what I'm talking about. It was a tool you picked up in the same way you pick up a Scorch Cannon. It puts you in third-person mode and it fires a continuous, damaging beam.

    It would be EXCELLENT FUN!!!

    submitted by /u/Awsomonium
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    Exotic Primaries are Finally Getting Buffed! Which Weapons are You Most Excited to See Some Love?

    Posted: 02 Jul 2021 04:54 AM PDT

    For the longest time exotic primaries have been my favourite weapons in D2, mainly due to their high up-time. In the most recent TWAB it was announced that they would be receiving buffs to make them more attractive options in high end PvE; what primaries are you guys most hyped to get buffed?

    Personally, I hope Polaris Lance gets some love as well as Malfeasance.

    submitted by /u/NamezSake
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    Triple 100 with triple 50 stats

    Posted: 01 Jul 2021 09:27 PM PDT

    https://imgur.com/a/WmSMAxz

    Just in time for 50 resilience to become almost useless lol. Totally worth my last ascendant shard.

    base (t31) + powerful friends/radiant light (4) + stasis fragments (5) + stat mods (5) = 45 total tiers. DIM is a godsend.

    submitted by /u/Smart-Corgi-5213
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    This season has me feeling feelings about Lakshmi

    Posted: 02 Jul 2021 03:11 AM PDT

    I find myself being angry when Lakshmi talks to the guardian personally vs the whole city. She calls the guardian a hero, but then she bad mouths guardians who use stasis. She heaps praise on the guardian while vilifying the Vanguard. I don't like two faced people, and there is no opportunity to go smack some ethics into her, which is frustrating.

    The writing, acting, and story are really good this season. I feel like I am in the center of it more than usual. Like, sure, I am running errands for people as always, but I am also a character in the story in a way that hasn't been part of the game before. It's enjoyable.

    submitted by /u/not_wise_enough
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    Destiny 2: Season of the Splicer - Solstice of Heroes Trailer

    Posted: 01 Jul 2021 09:02 AM PDT

    I think some thanks and appreciation for Bungie’s sandbox team is due, based on the recent and upcoming sandbox patches.

    Posted: 01 Jul 2021 07:00 PM PDT

    The fact that we've had two major patches shifted up several months from their original planned release dates is impressive, and I for one am glad that Bungie isn't shrugging off necessary changes that impact PvP and even PvE.

    I know this shouldn't be expected to be a regular thing, but I am very appreciative that they are taken player grievances seriously in such a short timespan. Even if it means there are overcorrections (which are bound to happen), I'd rather this be the case than leaving something broken for Seasons on-end.

    So once again, thanks sandbox team, which includes the testers and programmers, for all the hard work you guys do to keep the game less frustrating.

    submitted by /u/iblaise
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    Regardless of your feelings about the weapon itself. The grind to not forgotten was one of the best quests I had ever done for pvp, it required you to reach a pinicle (Lunas) and then required you to perfect that weapon to get a modified (perfected?) version.

    Posted: 01 Jul 2021 10:46 PM PDT

    In my opinion it was a really good crucible quest.

    submitted by /u/trueGator89
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    People who complain about grenade launches in crucible just don’t have enough trauma from Mountain Top

    Posted: 02 Jul 2021 06:16 AM PDT

    Like Am I the only one who remembers the hand held rocket launcher?

    submitted by /u/Cinder-Ya-Boy
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    My entire D2 player experience summed up in two seconds

    Posted: 02 Jul 2021 12:46 AM PDT

    You know, it's amazing how 5500+ hours of gameplay can be summed up in two seconds:

    https://www.youtube.com/watch?v=0thT_IHhWhM

    submitted by /u/LightningScar80
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    Energy Accelerant is why I like this season so much

    Posted: 01 Jul 2021 07:53 AM PDT

    Energy Accelerant has revived so many weapons for me, Sunshot and Crownsplitter being the top ones, kinda sucks we're gonna lose this mod in 2 months.

    submitted by /u/KrookBoy
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    Notes from a professional Trials of Osiris Bungie Jumper (or how to get an engram in frustration- free packaging)

    Posted: 01 Jul 2021 07:51 AM PDT

    Speedrunning

    • At peak efficiency, a match can be done in under 2:45. Most matches are between 2:45 and 3:00. A good team can be done a bounty in just over 30 minutes including matchmaking. So for example, last week you can get 3 Sola's Scars without chain reaction in about 1.5 hours across 3 characters.
    • On average I run into one other suicide squad per bounty (10 games), so I estimate roughly 10% of the trials population are jumpers. Sometimes there is honor, and we get a nailbiter of match that goes 5-4. But more often, once someone makes the first move (by dying) the other team just sits there and waits. It's not that much faster to get one extra win, so no big deal.
    • A real try-hard move is to inspect the other team, and if they look like jumpers, make sure you're not the first to die
    • Loadouts and maps can make a bit of a difference (see below), but even if you're using top tier strats, you're only as fast as your slowest teammate so it doesn't help that much to optimize.

    Loadouts

    • God tier loadout is Mountaintop, FotL mask, one 1100 weapon, and one 1100 armor. You can get a crispy one-hit body shot (on yourself) with this.
    • However I rarely see this loadout, the meta this season is something like Anarchy with breach and clear, Ikelos SMG with global reach, and Hung Jury with anti-barrier. That's okay, you do you, PvE player.

    Team composition

    • Ideally you'd find 2 others starting their bounty from zero. Otherwise people leave halfway through and you need to get another team to continue from your checkpoint. Sherpas don't exist here.
    • It's easy to find a team on the Destiny app. Everyone is pretty chill, and no one ever berates you for dying or wiping. Mostly it's quiet loners though. Get in, do your job, get paid, and leave without a single word. Also could be chat was broken.
    • There are toxic people too, but rare. They just sit in orbit with a 3-loss passage. Or maybe they're just not paying attention. I should start posting "know how to reset passage or kick"

    Maps

    • You can dominate on pretty much any map, but of course some are better than others.
    • Last week it Twilight Gap which was great (for jumpers) since there are cliffs next to both spawns.
    • Worst is something like Endless Vale where there are only OOB death zones, adding a few seconds to each round. Often noobs don't know where to go, but most catch on very quickly.

    Good luck, I believe in you! I cannot wait to see how you turn the ti--

    Guardian down

    submitted by /u/TheTripleQ
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    Focused Stat engrams should not reward class items

    Posted: 01 Jul 2021 10:53 AM PDT

    Title. Got a recovery focused umbral and received a bond, lovely.

    submitted by /u/weranoutofammos
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    With the Returning DC weapons next week, please give us a Daily Rotation in the Blind Well, just like the one with Altars.

    Posted: 01 Jul 2021 06:44 AM PDT

    It is currently pretty much impossible to target Farm any of the DC weapons. And when next week comes it will be such a pain in the bum that, we need that rotation for the Blind Well.

    submitted by /u/Dramatic_Rhubarb_813
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    I FINALY DID PROPHECY DUNGEON SOLO!!!

    Posted: 01 Jul 2021 03:28 PM PDT

    I know this might not be much to some of you destiny veterains but I started d2 just over a year ago and I found prophecy dungeon very hard. I originally made it my goal after a weak of playing to complete prophecy. I completed prophecy normally after about a month of playing. I then set my eyes on doing it solo. I now feel like I have significantly improved since I started. Now its time for me to try and solo flawless

    submitted by /u/shrec_for_president
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    Aeon Gauntlets make gambit a cake walk

    Posted: 01 Jul 2021 10:19 AM PDT

    Im sure someones thought of this before but incase no ones made a post… as we all know the ammo boxes on the walls give u f*ck all for ammo when opened. To combat this, my friend and i decided to both run aeon gauntlets (with sect of insight) in gambit while we were grinding the seasonal challenges. We basically never ran out of heavy ammo. There's multiple yellow bar enemies that u can execute throughout the round (every large blocker sent by enemy team works) to create it for ur whole team. Any invader/primevil was met with a symphony of EOT and xeno. Think we lost like 1 game out of 15 running that. VERY HIGHLY RECOMMEND

    submitted by /u/iWUMBO420
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    Appreciation for Gambit Damage Numbers

    Posted: 02 Jul 2021 06:25 AM PDT

    Gambit… is Gambit. But one thing I do love about it is the no nonsense damage numbers. The patch notes say a weapon does 60 damage and you shoot an enemy in gambit and it does ~60 damage :chef-kiss:

    It's the only PvE activity where I feel like I have any concept of the difference between any of the guns/archetypes. Everywhere else I just feel like the damage numbers are just visual white noise,

    I'm sure I'm alone in this, I imagine most people's power fantasies don't involve hitting Atheon for a crispy 200 damage, but I'd love an option to turn off power scaling locally so I could see those clean, readable, and easily comparable damage numbers everywhere.

    submitted by /u/evilpengui
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    Bungie will you please add the missing VOG weapons. Also raids have way too limited loot pools.

    Posted: 02 Jul 2021 03:26 AM PDT

    VOG came back with 3 of its guns missing, Atheons Epilogue, Praedyths Timepiece and Praetorian Foil.

    Adding these back would add more incentive to play the raid and add new options to the meta pool, not to mention they look and feel amazing.

    I'm sure the community would want these guns, being the crazed loot goblins we are.

    Also does bungie have a reason why they were left out and why new raids have such limited loot pools?

    No fusion, no sidearm, no pulse, no auto rifle, no SMG, no bow, no grenade launcher no LFR, in DSC?

    No sword, scout, machine gun, sidearm, rocket, grenade launcher, no SMG, No LFR, in GOS.

    No Sword, shotgun, grenade launcher, sidearm, SMG, LFR, machine gun in LW.

    Why do raids have such massive gaps in their weapon type coverage? Many of the same types are left out too, Most conspicuous is the lack of LFRs from raids.

    Adding a few more options to those wouldn't go amiss I think, maybe tuning GOS and new loot would make more people want to play it?

    Discuss.

    Edit: Thanks for the Silver kind stranger :D

    submitted by /u/Arbiter156
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    So you're figuring out that Fourth Armor Mod Slot...

    Posted: 02 Jul 2021 04:05 AM PDT

    Hi there, I'm someone who has too much time on his hands, and I'm here to tell you about the glorious in-game balance abuse that is the 4th Armor Mod Slot! Today I'm going to showcase a few builds that have garnered a particularly strong place in my heart for Solo play, involving Charged With Light, Elemental Wells, and Warmind Cells! Why? Because there are some truly unexplored concepts with these mods that I think are criminally overlooked that can be potentially viable even for endgame content! I'll start off by covering Solar, Arc, and then Void armor energies, then for the last build it'll be a mix and match.

    Solar

    There is only one build I've so far crafted using these mods: A Hyper-healing Elemental Well + Warmind Cell Build that basically allows ANY subclass the ability to make what Imma call Baby Sunspots.

    Baby Sunspots requires that you have 4 Solar Energy pieces, Explosive Wellmaker, Well of Life, Rage of the Warmind and Wrath of Rasputin. Global Reach is fairly optional but I mean come on, it's Global Reach. The gist of this build is that you must first get to a point where you've made a Warmind Cell. Getting rapid kills with this Warmind Cell will spawn Solar Elemental Wells, which will restore some Ability Energy and provide you with a healing buff thanks to Well of Life(think of it like you're standing in a Healing Rift but not). After a certain point and depending on enemy density, the Warmind Cells can literally spawn themselves up to a point.

    Now, for weapons, everybody should know what to use to get Warmind Cells, but if you don't have Warmind Weapons, Prometheus Lens, Sunshot, Ticuu's Divination, 1k Voices and Xenophage can also be used to create Warmind Cells thanks to Wrath of Rasputin.

    Arc

    Compared to having Baby Sunspots on ANY class, Arc is a bit more restrictive. There are two builds I've been able to create, one for Hunters, one for Titans, I'm not entirely sure where Warlocs fit in, I apologize as I don't play them often. The first build is called True Assassin, the second build is called Justice Knee, and both utilize similar mod setups.

    True Assassin is a build utilizing the Assassin's Cowl, Arc Elemental Wells and Charged With Light. You'll want to have Elemental Charge, Overload Wellmaker, Well of Ions and Reactive Pulse. To initiate the power of the build, you start off by getting a finisher on an enemy, which triggers an invisibility period and a damage bonus window for your next melee attack. This build will have you swapping between managing your melee and using Finishers to both conserve ammo, heal yourself, and make you invisible. Thanks to Reactive Pulse, you'll also be resistant to getting swarmed by melee enemies and enemies who rush you in harder content and while you're performing Finishers, you'll have an incredibly strong Overshield even prior to being charged. If you're not feeling particularly keen, you can even put on Protective Light on your final armor mod slot to further ensure your absolute survivability!

    Justice Knee is a flagrant attempt to get the highest possible single-hit of damage in the game. For this, you'll need a similar setup to True Assassin; Peregrine Greaves, Overload Wellmaker, Well of Ions, Elemental Charge and Striking Light. Get a Finisher, boom, you're ready, with Striking Light you'll also gain Damage Resistance while sprinting, which you can likely stack with Protective Light to keep yourself alive mid-charge. Is this the most practical build? Certainly not. Does it have its uses? Most definitely. See, if your empowered melee doesn't kill the enemy instantly, they'll likely be weak enough to finish off, even if they're a champion(Not recommended against Overload or Unstoppables), so your natural course of action would be to land a Finisher, then carry on to the next encounter. Thanks to Elemental Charge, you'll have the ability to gain stacks of CwL, allowing for potentially more versatility in the build.

    Void

    Oh boy, we've arrived at the fun one. There are 3 different builds here that can be utilized, one is a purely Warlock build, the other two are more miscellaneous. Consider this the part where things get a little bit crazy. The Warlock Build is called Dark Wizard, while the two other builds are called Orb Sentinel and Orb Amp.

    Dark Wizard is a build that utilizes Contraverse Holds(or you can use Nezarec's or Verity's Brow) to abuse Elemental Ordnance, Font of Wisdom, Well of Tenacity, Elemental Charge and - get this - Heal Thyself. Void Warlocks already possess some pretty impressive healing capabilities, however this build in particular allows for not only increased Damage Resistance and self Healing, but also an inherently maxed out Intellect Stat, meaning one could build their Warlock to have 100 Discipline and not have to worry about having low Intellect thanks to Font of Wisdom. Recommended to be used with Top Tree Nova Bomb.

    Orb Sentinel is the prime embodiment of a wall-less Titan. Take Global Reach, Warmind's Longevity, Warmind's Protection, Light from Darkness and Protective Light. Using these five mods, it is possible to create a warmind cell and use it as a sort of "totem" mechanic, where killing enemies around it with weapons OR abilities freely charges you with light, and allows you to survive more thoroughly in tense situations. Swapping out Warmind's Protection for Cellular Suppression is also a very viable choice. This build is one of the two that requires you to have a Warmind-Cell-capable weapon.

    Orb Amp is probably the simplest build on this list, as all that is required are Grasp of the Warmind and Power of Rasputin. You don't even need Global Reach for this, since you can throw the Warmind Cell wherever you want it. As with the previous build, Light from Darkness and Protective Light are actually underrated choices to add to the effectiveness of this build.

    Misc.

    And we finally come to my current signature mix build! I'll keep it short:

    Star-Eater Scales, Taking Charge, Supercharged, Charged Up, and Energy Converter. By collecting Orbs of Light after your super is charged, you gain stacks of CwL, up to 5, which you can then use - after your Super is done being cast - to instantly regain 50% of your super back just by throwing your grenade. Instead of using Taking Charge, you can also use Elemental Light and Elemental Charge if you are using a Roaming Super. Truth be told, Raiden Flux is nice, but it doesn't scale up particularly well in end-game content, so what I use this build for is Blade Barrage for its neutral game, using the super for ad clear instead of boss damage, and for Revenant Hunter, which lets me cast my super and forget about it, then throw my glacial grenade(which I can break to recharge it faster) to regain both my super and my grenade.

    submitted by /u/ILoveSongOfJustice
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    Sweet Business in GMs

    Posted: 01 Jul 2021 12:21 PM PDT

    This season I pulled out Sweet Business and anti barrier auto rifle when my team and I were messing around in Grandmasters, and I expected it to be funny, not viable. But this gun shreds barriers.

    Its gotten to the point where I just don't want to use anything else for barriers lmao. With breach and clear, it does solid damage to champions too, and its only primary. Its absolutely worth the exotic slot. Anyone else using it in GMs? Sweet Business shines in this week's GM

    submitted by /u/MSB_Knightmare
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    Can ya’ll please capture the damn objective in Iron Banner?

    Posted: 01 Jul 2021 04:27 PM PDT

    It seems like a plague this time around....a plague of K/D obsessed chickens who won't capture a point, even when they are literally feet from it even in Danger of a 3-capture lockout.

    I have had some abysmal games. One game I think I went .12. All I was doing was trying to capture. The moment radar pops my teammates scatter like rats. Stop being lame please.

    submitted by /u/Xbox_TyrnosrsFLEX
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