• Breaking News

    Friday, July 9, 2021

    Destiny This Week At Bungie 7/08/2021

    Destiny This Week At Bungie 7/08/2021


    This Week At Bungie 7/08/2021

    Posted: 08 Jul 2021 02:09 PM PDT

    Source: https://www.bungie.net/en/News/Article/50475


    This week at Bungie, we set a date.

    No, we aren't getting married, but we did send out a save the date. Mark down August 24 in your novelty paper calendars that you bought from that mall kiosk. Or maybe save a reminder in your phone if you have abandoned physical calendars altogether. We are looking forward to sharing more with you about the future of Destiny 2. See you then.

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    Back to the present. A new update went live this week and Solstice of Heroes has kicked off. Guardians are buzzing around the European Aerial Zone chasing after chests and upgrading their armor as we speak. That's not all, Vault of Glass Master difficulty also became available this week for all players. You can get a rundown of what to expect from last week's TWAB.


    Special Day

    Bungie Day was yesterday because... seven. We kicked off a new charity initiative with some cool incentives, showed off some new merchandise from the Bungie Store, put out a call for you to share your #BungieMemories and #BungieDayArt with us on social, and gave out a new Spicy Ramen emblem to everyone! Everything is still available now, go check out the full article for the details.

    We mentioned that we had a new Community Artist Series go live on Bungie Day. This is where we partner with creators to offer merchandise featuring their awesome artwork. We asked our new round of artists to share a little about their work.

    Ian Pesty

    Art Title: Enemy of My Enemy

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    Ian: As a kid growing up in the 80's and a fan of Synthwave music, I've really enjoyed the Retrowave-inspired visuals of Season of the Splicer. I was eager to contribute to this wave of art and wanted to reflect these influences in my artwork.

    With this piece I focused on Mithrax, his complex retro-cyber Splicer design and palette is an ideal match for the style and level of detail I like to work in. The neon cyan-blue from the graphics and blades coupled with the hot purple-pink of his electronics are a perfect fit for this aesthetic.

    Wielding a pair of charged Shock Blades, he echoes his salute from the "Enemy of my Enemy" mission, whilst the background elements are based upon his message terminal graphics and the Expunge mission.

    Katarzyna DÄ…bek-Chmiel

    Art Title: "E"

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    Katarzyna: Hello there, you may know me online as Kathi Langley or Kitusiova. As I say sometimes, I am a graphic designer by day, a poor gamer by evening, and a digital painter by night. While I have used all the possible arts media, from oil paintings to detailed pencil drawings and collages, going digital allows me to include whole artistic variety and gives freedom of experimenting. I fell for Destiny even before I could play it, as I love this special mix that reaches far beyond a simple space opera. I fell for the artistic quality of the game itself, for its vision which is very, very inspiring.

    Jen Whaley

    Art Title: Children of the Tower

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    Jen: My name is Jen Whaley, known online as Jennwhale! While I typically focus on a darker, more realistic style for my art, as reflected in my last CAS feature, I also love creating cutesy/kawaii artwork as well. When Bungie reached out with this second opportunity and allowed me to choose the subject matter, the Fallen babies were the perfect fit to showcase my kawaii side! I never would have imagined Bungie would find my art and enjoy it enough to invite me to participate twice! I am so very appreciative of the love this passionate community has.

    Big thanks to the community artists. You can preorder their merch here!

    Speaking of art, we have a couple of extra little Bungie Day gifts for you. A day late, but who says we can only give you things on Bungie Day? We know you like decorating your phones and desktops so we made a couple of wallpapers for you. Enjoy!

    Image Linkimgur

    Bungie Logo 4k download

    Bungie Logo mobile download

    Image Linkimgur

    Septagon 4k download

    Septagon mobile download


    It's a Bungie-ful Day in the Neighborhood

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    When updates are inbound or issues arise, our team of experts on Player Support are always there monitoring the situation and giving you updates from @BungieHelp.

    This is their report.

    Known Issues List | Help Forums | Bungie Help Twitter

    TRIUMPH RE-REDEEMS

    With the launch of Update 3.2.1 players found that all previously redeemed Triumphs from Season 13 and Season 14 needed to be re-redeemed. This was the result of a fix for an issue that caused Season 14 Triumphs to incorrectly share Triumph Scores with Season 13 Triumphs.

    As a result of this fix players may notice a slight decrease in their Season 13 Triumph score due to their scores being recalculated correctly.

    Additionally, we are currently investigating players being unable to re-redeem the Catalyst Competitor and One Fell Strike Triumphs.

    TOKEN TURN IN

    With the launch of Season 15 on August 24, Vanguard reputation ranks will be updated and no longer require the use of Vanguard Tokens.

    Due to this, Vanguard Tokens will be deprecated at the launch of the Season. Players should turn in their Vanguard Tokens to Zavala to receive rewards this Season before August 24 when their Tokens expire.

    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:

    • Renewed Solstice armor displays the Season of the Splicer icon instead of the Solstice icon.
    • The Light and Dark Weekly Solstice bounty for Gambit will only gain progress from elemental final blows on Guardians.
    • The Prismatic Taken event UI may overlap other objective UI when players have multiple buffs active.
    • Prismatic Orbs do not contribute to total Elemental Orbs collected by players.
    • 2018 Solstice armor set glows may be less intense on certain portions of the armor.
    • Pieces of the Filigree of Light shell disappear when rotating the Ghost shell in the inventory preview.
    • We are currently investigating reports of Solstice Key Fragments and Solstice packages being removed from player inventories.
    • The Repeatable Solstice Bounties do not display their Bright Dust reward when viewed in Eva's inventory. Completing these Repeatable Bounties will still award ten Bright Dust each.
    • The Baby Fallen emote will appear at the very end of player emote inventories.
    • Players are receiving the Plug One.1 Fusion Rifle instead of the Uzume RR4 Sniper Rifle as a Nightfall completion reward.
    • Subtitles do not appear during new Mithrax announcement dialogues.
    • Subtitles do not appear when interacting with the House of Light banner in the Eliksni Quarter.
    • The Ludomaniacal emblem does not unlock after players reset their Infamy rank three times. Player may be able to get around this by claiming an Exotic engram from Drifter's inventory.
    • The Unstoppable Schwarzschild Condensor mod costs 5,000 Glimmer to apply instead of the usual 500. 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.

    Special Screening

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    Every single week we share our favorite community videos with you. Ok, maybe we take a few weeks off around the holidays, but other than that its non-stop movies all the time. Are you prepared? Here are this week's winners.

    Movie of the Week: Cooking show

    Video Link

    Movie of the Week: Don't Interrupt Art

    Bungie's Skybox team stays undefeated 😄 pic.twitter.com/AfK2BHm62L

    — G1 Makowski (@OlManMakowski) July 5, 2021

    If you won, great job! Just place a link to your Bungie.net profile in the description of the video and we will send you a special emblem.


    Create

    Image Linkimgur

    Think we're done celebrating our community artists? Hardly! Earlier this week we put out a call for anyone and everyone who is creative to submit art using #BungieDayArt for something we are working on for the future. That doesn't mean we will stop featuring art we see every week here on the TWAB though. Here are our favorites this week!

    Art of the Week: Lunch Break

    https://t.co/ePlbGLIXTZ pic.twitter.com/YyMMuBUptk

    — 팀네 (@timnehparrot) July 3, 2021

    Art of the Week: A Golden Amputation

    Happy #BungieDay!

    ✧ Number Four — a golden amputation ✧

    "Aiat! Only Oryx knows this power, the power to take."#DestinyArt #Destiny2Art #BungieDayArt pic.twitter.com/mTVtAatG6Q

    — ✧ Iltaniel ✧ (@Iltaniel) July 7, 2021

    Congratulation if you were picked. Please drop a reply to your winning post with a link to your Bungie.net profile so we can send you your emblem.


    A short week and Bungie Day made for a slim TWAB, but don't worry, we have a lot to talk about over the next few months. We called our shot on 8/24 and hope you will join us. We will have an update on exactly what time to tune in closer to and, for all our international friends, we usually like to start in the morning Pacific time.

    Enjoy Solstice of Heroes, grab that armor. We'll see you next week!

    <3 Cozmo

    submitted by /u/DTG_Bot
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    Daily Questions [2021-07-09]

    Posted: 08 Jul 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 biggest gripe about this solstice is that Nightfalls, Battlegrounds, Overides, etc all dont count as playlist activities.

    Posted: 08 Jul 2021 09:37 AM PDT

    Unless im getting their charactistics as an activity confused. Even though they clearly say playlist activities in the director?

    submitted by /u/InvadingBacon
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    The definitive way to fix Destiny 2 - a list of features and changes that our beloved shooter requires in order to become a viable competitor to Anthem

    Posted: 08 Jul 2021 06:17 PM PDT

    Introduction

    Hello. I am a random redditor with zero game development, game design or marketing knowledge and experience, so therefore I'm qualified to give directions to Bungie, the $2 billion net worth company who is responsible for the development of the game I hate the most - Destiny 2.

    I have structured my points in a very easy-to-read manner, so that even simpletons like you can follow through. I've also given my expert opinion under each point, explaining why it should be as I say.

    Gameplay

    1.1. Enemy density - In every activity from now on, Bungie must triple the amount of enemies. No, quadruple them - that is REAL difficulty - upping the healthbars on existing enemies for "harder" content is NOT fun, it is only an artificial way to increase the difficulty (I will go more in-depth on this later).

    1.2. Artificial Difficulty - All difficulty in Destiny is completely and utterly artificial. If I can't do it instantly first try without changing my loadout or the way I play, then it's simply badly designed and is just artificial difficulty for the sake of making something harder. Everything should be doable with white gear and my eyes closed.

    1.3. One-hit-kill redbars in master content - I completely made this up only to reinforce my point. Redbars in master content don't actually one shot, but my argument kinda falls apart otherwise so there you go.

    1.4. Hard content (but not that hard) - We can all agree that Destiny 2, overall, is an easy game. There isn't much challenge in it. But then Bungie takes that as an excuse to release content that YOU ACTUALLY HAVE TO PREPARE FOR and ISN'T A COMPLETE STEAMROLL. What the fuck are they thinking? That is such a slap on the face to all of us who don't have 50 hours a day to grind. We need hard content, but not difficult content.

    1.5. Mods need to be removed - They are too complicated. I don't understand them, and I don't want to spend an extra 2 minutes before every endgame activity adjusting them. They have to go.

    1.6. Reissued weapons need to have the exact perks I want - What's the point of reissuing old weapons when the perk pools are godawful? How am I supposed to finish a strike while using this terrible Overflow / Frenzy Tigerspite? Disgusting. All future reissued weapons must be Outlaw / Rampage.

    1.7. Artifact power grind - I hate playing RPGs. I don't like to spend time playing video games in general. So remove this please.

    1.8. Champions must be stunnable by every gun - How am I supposed to run GM Nightfalls with my beloved Beloved when it can't even stun overloads??? Who designed this garbage?

    1.9. Pinnacle drops shouldn't be RNG - The sole reason I can't participate in raids and other endgame activities is because I get shafted by pinnacle drop rng EVERY WEEK. It's literally IMPOSSIBLE to level up. Pinnacles instead should just drop at +10 power level, to a slot that they haven't yet dropped on.

    1.10. Light classes must be reworked to resemble Stasis - With the success of Stasis on it's launch (especially for the PvP community), all Light subclasses should be reworked to be as, if not more, obnoxious than Stasis was on release.

    Raids / Dungeons

    2.1. Raids need matchmaking - I have 20 different anxiety disorders and also never had a friend in real life before, therefore I am completely unable to find a group to do raids with. Yes, LFGs and sherpas exist, but I need to complain about this and them existing will make my point irrelevant so we'll just ignore them.

    2.2. Day 1 raiding needs a participation award - What the fuck do you mean I don't even get a full armor set and 20 godrolled weapons with 10 unique emblems just from pressing the "Launch" button in the first 24 hours of a raid's release? Nonsense. I didn't take 4 hours off of my mining job to actually PLAY the game...

    2.3. Every seasonal villain must be a raid boss - What a joke Quria was! Hyped in the lore for years, only to be killed after 8 weeks of story build-up, dialogue, moral dilemmas that question politics in our real world, multiple different variants of a weekly activity with different mechanics every week. Complete joke. Quria should have been a raid boss, just like Riven, so that I can ignore her mechanics as well and cheese her for the rest of eternity.

    2.4. Every season must include a new dungeon - I don't care if Bungie needs to breach several human rights, I NEED a dungeon every season. I probably won't do it because I don't have friends but that doesn't change the fact that there needs to be a dungeon every season.

    Strikes

    3.1. Strike loot sucks - We've only gotten a few dozen strike weapons this season. What a complete joke. There is 0 incentive to actually do strikes. At the end of every strike, you must have the option to pick between 50 different stirke-unique weapons, with the exact rolls you want.

    3.2. New strike every season - Need I say more? Considering strikes is 99% of the content that Destiny 2 has to offer, it only makes sense that there are more.

    3.3. Less strikes on Nessus - I don't like them.

    PvP / Gambit

    4.1. Weapons being locked behind forced PvP - I shouldn't have to endure one and a half crucible matches just to be able to have a catalyst for my new seasonal weapon THAT I PAID MONEY FOR IN THE FIRST PLACE. Remove Crucible requirements from every quest in the game.

    4.2. Trials loot is terrible - The fact that I don't get 3 godrolled pinnacle adept trial weapons at the end of every trials loss (I haven't won a game yet) is mind-boggling. Why would anyone play this? Add an incentive to play trials by expanding the loot pool.

    4.3. If you already have flawless, Trials should become locked for you until end of season - Self-explanatory.

    4.4. Iron banner - I don't really know what to complain about on this one but I had to mention it. Matchmaking bad?

    4.5. Gambit is an awesome concept, executed poorly - Just remove it at this point. I hate losing to people who are trying to win, it's not fun. It's actually a decent game mode when I'm winning though.

    Story / Lore

    5.1. Tell the story in-game, not through lore books - I can't read. I also probably won't care about the story either way, but I had to say something here.

    5.2. Story missions need to be turned into strikes - They are so good, it's such a shame only playing them once! I'd love to play through them again as a strike!

    5.3. Story missions shouldn't be turned into strikes - It's just blatant laziness and bad design. Gets extremely repetitive having to play through the same thing over and over again!

    5.4. Campaign and seasonal story missions should auto-complete on all 3 characters - Actually playing through the story is tedious

    Balance

    6.1. Buff warlocks - Tired of Bungie nerfing us. I'm an individual with very high IQ, so I resonate very well with the warlock class, and it's just a slap on the face by Bungie to be constantly nerfed.

    6.2. Nerf shotguns - Using one in the Crucible is the equivalent of committing a war crime.

    6.3. Buff auto rifles - They are underused.

    6.4. Nerf auto rifles - They will become overused when buffed.

    6.5. Remove snipers - they are too hard to use

    Other activities

    7.1. All seasonal activities should be 6-man - For some reason. I don't know why but they should be. Maybe it's because of Menagerie? Who knows, and frankly who cares.

    7.2. Solstice grind is ridiculous - What do you mean I have a whole month to grind for this amazing looking armor set that takes just under 5 hours to fully complete? Outrageous, same garbage every year, I can't stand it anymore. EAZ must be changed. Or something. Just make it fun.

    7.3. Guardian Games grind is ridiculous - What do you mean I have to grind for like an hour to get a cool new exotic machine gun? Fuck you Bungie, huge slap in the face for your loyal fans. Just another bounty-grind. It has to be changed in a way to make it more fun and interesting. Every year.

    7.4. Remove immune phases from bosses - What's the point of being so strong when I can't even one shot bosses? It's so annoying having to wait through immune phases. Just let me nuke him!!!

    7.5. Make bosses harder - They die too fast. Make them harder (but not hard, please read gameplay section above)

    Miscellaneous

    8.1. Stop catering only to the top 1% and streamers - How the fuck am I supposed to do a nightfall without a massive cult following? These streamers have it so easy, and Bungie only caters to them!!! STOP MAKING CONTENT ONLY FOR STREAMERS!!!!

    8.2. Every activity should be instantly accessible by new lights - Who the fuck actually enjoys learning the game and seeing progress? Every new light should be instantly put into a GM Nightfall (which should also scale down to the player's level) so that they can experience everything the game has to offer without feeling left out.

    8.3. Maybe Activision wasn't the problem - Since Activision left, we've gotten only like, what, 6 good seasons and 2 good expansions? Lmao. What a joke. Are any of them Forsaken??? No? I thought so. Bungie should just sign with Activision again, they were clearly only there to help and make the game better. Annual passes need to return as well.

    8.4. Eververse ruined Destiny - It needs to go. No discussion. I don't care that it's literally the only reason this game has gotten as huge as it has, and it puts food on all the devs' tables. Remove it.

    8.5. People who speedrun regular strikes need to be executed - Publicly.

    8.6. Beyond Light is the worst expansion ever - It removed my favorite activity (Escalation Protocol) and my favorite planet (Mercury). Therefore, it sucks.

    8.7. Destiny 1 armors looked better - Just remove all armor from Destiny 2 and replace it with Destiny 1 armor. Simple.

    8.8. Destiny 2 shouldn't be an RPG - Instead, it should follow in the footsteps of Halo, and become the competitive shooter it was destined to be (haha, no pun intended)

    8.9. New enemy race every season - I'm bored of Cabal, Hive, Fallen, etc. I need new races to slaughter every season.

    8.10. Ascendant shards as a login reward - Simply logging in should reward you one. They are too hard to obtain otherwise.

    8.11. Bright dust should be infinite - And everything in eververse should be purchasable with it.

    8.12. Remove fomo

    8.13. Future expansions should strive to be like Curse of Osiris - That DLC was the peak of Destiny 2. I absolutely loved Mercury, the view of the scorching sun and the fun that was the infinite forest. It should be un-sunset imo.

    Conclusion

    If you disagree with any of this, you are objectively wrong. Fuck you. Upvote and give awards or I'll make Lakshmi-2 the vanguard for all 3 classes.

    submitted by /u/BackTheMotorUp
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    If Bungie is going to insist on making higher “difficulty” content be based off the artifact bonus, the main way of getting XP should be from actual endgame activities, not bounties

    Posted: 08 Jul 2021 03:59 AM PDT

    Just to be clear, this isn't as much an argument about wether or not master VoG is difficult or not, it's more about sources of xp.

    I could sit here and give the spiel of how me and my group play most days, do raids, GM's blah blah blah but you get the picture. We are a fairly skilled group and are experienced players. You would think that by running endgame content consistently and regularly that we'd all be high levels, right? But no, someone who does nothing but bounties all day instead of actual endgame content would be a higher level. Like I say, this isn't as much an argument for or against xp requirements for "higher difficulty" activities, I just think that the main source of XP should be actually playing the game.

    submitted by /u/JackMJH26
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    Master VoG Isn't too Hard, the Loot is Just Not Worth the Extra Difficulty

    Posted: 08 Jul 2021 08:10 AM PDT

    Starting with the difficulty...it's supposed to be hard and it is. However, I don't agree with the method that was used to make it difficult (especially because you can make it easier by doing the most mindless activity in the game). Although I'm not convinced that contest mode would have been better. Difficulty is fairly suggestive so it's hard to say what would be "best".

    Let's face it, the weapons from VoG aren't even close to what we got from DSC. 140 rpm kinetic sniper, 180 rpm scout, a machine gun LMAO, even Fatebringer is...meh. I'm not saying these weapons can't be good but they are definitely not good in the current sandbox (yes I know changes are coming so I hope my opinion changes).

    Now the armor....cool that there's a +20 stat each week....what's not cool is that there's a decent chance you get little to no armor AT ALL.

    Basically the raid is hard, which is what I personally wanted....it's just not rewarding.

    submitted by /u/Thomasd_17
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    If the Darkness finally loses its temper and sends forth a new enemy race...

    Posted: 08 Jul 2021 01:40 PM PDT

    Would they be called the Salvation Army?

    submitted by /u/OneTrueKing777
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    Blind well clears after the first one of the week should still have a chance to drop legendaries

    Posted: 08 Jul 2021 11:11 AM PDT

    Title. I think its crazy that you get one shot in the blind well to get the drop you want per week. With the 3 new DC weapons being reissued I truly dont see why higher tier clears do not reward any more legendaries after the first of the week. Would love to discuss if you feel otherwise

    submitted by /u/Pathfinder229
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    Congrats to Shockwve, MunchaKoopas, Tokeegee, Traderkirk, Scoobyfoo and BystanderTim for an extremely clean speedrun of Deep Stone Crypt at SGDQ!

    Posted: 08 Jul 2021 01:35 PM PDT

    They had an amazing run of the Deep Stone Crypt, completely broken and finished in just over 16 minutes, well under their 30 min estimate!

    Datto and CammyCakes provided excellent commentary over the top - especially given the insane pace of the on-screen action.

    And an extra-special congratulations to Shockwve, who announced at the conclusion of the run that he has accepted a position working at Bungie starting this coming Monday!

    I'll add the link to the VOD of the run when that's live shortly.

    Here's a link to the VOD!

    Link should be to the timestamp, but if not, it starts at 4:51:29

    Here's a better link to Shockwve's youtube video of the run!

    submitted by /u/Coltons13
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    The bonus for alternate characters is INSANE this year, don't skip them.

    Posted: 08 Jul 2021 01:55 PM PDT

    Finished my Hunter on the 6th, and Warlock yesterday. Am doing my Titan today, just started 30 minutes ago and finished blue set.

    It took literally a single run of EAZ, a match of momentum control, a run of K1 Revelation, then I did a patrol while waiting for the last 30 seconds until a public event started on Anchor of Light and it was done.

    Will edit when I finish the purple set with how long it took.

    edit: Just got done with my Titan armor. Now on to glows :D

    submitted by /u/japenrox
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    Do you keep any sunset gear in your vault?

    Posted: 08 Jul 2021 07:58 AM PDT

    Please tell me in not crazy. A good chunk of my vault is dedicated to older weapons that I just can't bring myself to delete. Some are/were godrolls, most just hold sentimental value and it's a real struggle to part with them, even if I haven't touched them in years. Anyone else have this problem or am I just being weird?

    submitted by /u/Historical_Olive_143
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    Earning a white glow on one class automatically unlocks it for all classes even if you haven't started on the other 2 classes when you unlocked the glow.

    Posted: 08 Jul 2021 03:02 PM PDT

    Unlocked the glows on my Titan before ever logging into my other classes this week. Just unlocked the magnificent armor on my warlock and the glows are already unlocked. That's pretty neat.

    submitted by /u/M4570d0n
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    it is high time we get the ability to reroll masterworks for a high cost

    Posted: 08 Jul 2021 11:20 AM PDT

    Title. Even if it cost an ascendant shard would be fair, but just the ability to remove one small headache from weapon grind would go so far.

    some weapons have such a reliance on certain MWs. the number of times you can get both perks you want and a bad masterwork feels so bad. it would be the weapon version of changing armor element.

    edit: since barrel/mag/scope etc perks alter stats, same as a masterwork does, and every gun rolls with 2 perk options, having the ability to reroll a MW doesn't seem like a steep ask.

    submitted by /u/SHROOMSKI333
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    What’s the Difference between Ghaul and Caiatl

    Posted: 08 Jul 2021 06:41 AM PDT

    Keep Timelost weapons exclusive to master challenge mode completions... But make all challenges available (but not required) on master VoG ALL the time

    Posted: 08 Jul 2021 06:18 PM PDT

    This basically means every ecounter can drop a timelost weapon every week, rather than a single different encounter each week

    Couple this with each challenge dropping one DIFFERENT timelost weapon than the others, and we WONT have to wait six weeks to get our earned loot

    Also, this would make players ACTUALLY want to complete master VoG to its entireity every week, rather than searching for a player with a checkpoint on the challenge and/or Atheon

    I feel like this would do wonders for master VoG

    (Btw I know this is not the only issue with master VoG, but I feel like the other issue, progression/power level, is something much grander to be discussed)

    Thoughts?

    submitted by /u/Itsyaboifam
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    Man I've been running adept night falls for 10 weeks straight and I still haven't got a single adept drop!

    Posted: 08 Jul 2021 08:45 PM PDT

    Warden's law not nerfed

    Posted: 08 Jul 2021 11:08 AM PDT

    Bungie recently nerfed 120 rpm Handcannons but it seems as though the long forgotten nightfall weapon Warden's Law has by passed the damage nerf 120's received.

    Pre nerf 120's hit 91 to the head which was enough to 2 body 1 crit or 2 tap with rampage 1x

    Post nerf they hit 80 to the head which is not enough to do either of those

    Warden's Law being a 120 in the Double Fire frame did not receive the damage nerf other 120's did and is currently doing 92 per crit. The gun also has rampage on the curated roll allowing it to 2 tap still.

    submitted by /u/bren1411
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    The Basic Weapons for Success: PvE

    Posted: 08 Jul 2021 05:31 AM PDT

    Hello, once again!

    For those of you unfamiliar with this guide's concept, do not fret; the PvP version of this format will tell you all you need to no, but just for your sake I'll go over everything once again.

    In the modern world of Destiny there are a lot of guns, thankfully! And with the big S-word being out of the picture, guns are sticking around for good nowadays, providing more meaningful options than ever for effective PvE guns. However, for newer players, it can be difficult to find a gateway into such a well-formed system. When the best guns come from the best activities, how do you find a loadout that can take you into them in order to have success? That's where this guide comes in!

    Weaapons will be split up into 3 Tiers! Important: These Tiers are not rankings based on effectiveness! If you wanted to know the best weapons for PvE I'd just point you in the vague direction of Anarchy and tell you to go have fun. These tiers are based on ease of acquisition.

    Tier 1: World/Playlist Drop Weapons

    These are weapons that can drop through the natural process of playing the game, and are all completely free to acquire. They may come through Strikes, Crucible or Gambit, or in some cases any Legendary/Umbral Engram. Some are deceptively strong and others are simply reliable work-horse weapons, but these will be the least complicated to obtain.

    Tier 2: Targeted Sources (Mid-Game)

    This tier will include weapons that will appear in specific activities that would be best suited for a fireteam, however will still be perfectly reasonable for solo players to obtain. This tier will begin to include seasonal/DLC content, as everything up to this point will have been free. That being said, everything will be clearly distinguished in regards to what you need to own!

    Tier 3: Targeted Sources (End-Game)

    At this tier you have reached the pinnacle of what to be searching for. These weapons will be from Dungeons, Raids, even Trials of Osiris if they apply to PvE. Again, it is important to note that just because they come from end-game activities this does not mean that these weapons are guaranteed best-in-class, just that they require the most prep-work to obtain. That being said, a lot is in the end-game for good reason!

    But Lucy, what about Exotics? While I will concede that in many cases Exotics will be the de-facto option for most situations it is important to remember that this is not a tier-list, this is an ease-of-obtaining list! I will be listing a larger number of Exotics than my previous guide, however I will still make an attempt to keep the Exotics outweighed by the legendaries for longevity's sake. After all, Exotics are far more likely to be tuned (and nerfed) than individual legendary weapons are.

    One more fact that bears repeating: use what you're comfortable with! At the end of the day there will always be strong seasonal metas, and constantly adapting loadouts can be stressful for some. If you want to use a rare-quality 450RPM auto rifle for every activity, go ahead if that's what gives you the most enjoyment. This guide simply exists to provide aim to players that might not otherwise have had any!

    On another note, apologies that it took so long to get this guide out. I kept putting things off writing it during Season of the Chosen, and by the time we got to Season of the Splicer there were so many good new guns (oh, the horror!) that I had to completely re-evaluate what to include on this list. With that all out of the way...

    Tier 1

    Night Watch: Kinetic Scout Rifle, 200 RPM (Source: New Light Campaign/World Drop Engrams)

    Ah, Night Watch. For many new players, it may even be the first Legendary weapon you obtain, and in today's meta it is nothing to sneeze at. In a post Beyond Light world after Scout Rifles had their target acquisition buffed some perform surprisingly well in PvE, and with the roll the game provides to you in the campaign being Overflow + Explosive Payload, some will pick the gun up and never put it down. If you are looking for a more lethal roll rather than general use powerhouse, Outlaw/Rapid Hit + Multikill Clip/Rampage will all be good combinations for a work-horse ad clear weapon to stick by your side.

    First In, Last Out: Arc Slug Shotgun, 65 RPM (Source: Legendary/Umbral Engrams)

    First In, Last Out (FILO), being a world drop weapon, does not present a direct path for farming beyond focused Umbral Engrams, however it is the simplest free Slug Shotgun to acquire. The damage of Slug Shotguns in PvE ranks among the highest of all Special Weapons and there will no doubt be various on this list, however many swear by the classic Auto-Loading Holster + Vorpal Weapon FILO, despite there being a newer option. If you see a FILO drop as a newer player and you want the feeling of unbridled Slug power in your hands for the first time, keep a hold of it no matter what roll you get.

    Falling Guillotine: Void Sword, However-Fast-You-Can-Swing RPM (Source: Legendary/Umbral Engrams)

    Falling Guillotine represents the epitome of the phrase "more than meets the eye", even if it certainly is very pleasing to the eye. For a quick tutorial, swords are split up into light attacks and heavy attacks, and depending on a sword's "frame", the heavy attack will perform differently. Falling Guillotine is one of two "Vortex Frame" swords in the game for now, allowing it to output incredible damage with its heavy attack with few drawbacks. Look out for Relentless Strikes + Whirlwind Blade for your perks, but as is the case with FILO, if you are a newer player and you see one of these drop simply keep ahold of it and see how it feels!

    IKELOS_SMG_v1.0.2: Arc Submachine Gun, 750 RPM (Source: Legendary/Umbral Engrams)

    Unassuming to the inexperienced player, the Ikelos SMG is an undeniable powerhouse. Though rolls-wise the weapon sadly came at a time where powerful rolls were a rarity, it makes up for it easily by being one of the strongest world drop options for creating Warmind Cells. While this guide does not exist to teach players about builds the very quick run-down is that every new player is given the first Warmind Cell mod (Global Reach) which relies on Warmind Cell creation via slaying enemies rapidly with Seventh Seraph weapons. While on the surface this would appear to only be the Seventh Seraph Sidearm, Officer Revolver, Shotgun, Submachine Gun, Hand Cannon and Machine Gun, all currently dropping Ikelos weapons proc this perk as well. Some players will never remove the Ikelos SMG simply for its ease of use and capacity to create Warmind Cells. For those looking for a guide on the basics, Datto has a relatively up to date video guide, however if you are simply interested in the Ikelos SMG's potential rolls, look for Threat Detector/Subsistence and Surrounded. Bonus points if your magazine perk drops with Seraph Rounds, both to fit thematically and to overpenetrate targets!

    Long Shadow: Kinetic Sniper Rifle, 90 RPM (Source: Legendary/Umbral Engrams)

    For a reliable easily obtainable Sniper Rifle, no one can go wrong with Long Shadow. While the rolls certainly aren't the best obtainable on a modern Sniper Rifle by any means, it is far and away the simplest to obtain. Though this is another case where getting the weapon to drop is more important than its roll, look for Rapid Hit/Field Prep + Triple Tap for a specific roll. Keep in mind that as the gun can roll with differing scope options, your first drop may not have one that you like! If not, keep looking, as you're bound to get something more usable eventually.

    Seventh Seraph Carbine: Kinetic Auto Rifle, 450 RPM (Source: Legendary/Umbral Engrams)

    As evidenced in its tooltip description, the Seventh Seraph Carbine is a reliable workhorse weapon. Other than its potential to create Warmind Cells there is nothing particularly special about the Carbine, however it feels satisfying enough to shoot and even by today's standards can roll with some consistent perk combinations, with Fourth Times The Charm + Rampage being your most desirable roll for effectiveness' sake.

    Arsenic Bite-4b: Arc Bow, 612 Draw Time (Source: Legendary/Umbral Engrams)

    A classic of bow enthusiasts everywhere, Arsenic Bite-4b provides a consistent entry-level bow for those looking to take them for a spin in PvE. While Rampage + Archer's Tempo will be your most consistent PvE roll, you can use any number of combinations in order to get the most effectiveness out of the first bow on the list. While I may be biased as I do love bows myself, they do hold an undeniable place as high single-shot primary weapons capable of operating at Pulse/Scout Rifle ranges, and in solo content a good bow is nothing to underestimate especially considering Overload Bow on the artifact this season for dealing with champions. Overall, Arsenic Bite is always worth a spin!

    Xenoclast IV: Arc Shotgun, 80 RPM (Source: Vanguard Playlist Completions)

    Xenoclast provides a strong, but subdued shotgun for those looking to try out a classic pellet spread weapon to pump a few rounds into something large attempting to kill you. With the signature playlist weapon loot pool, securing a god roll is nigh on impossible, and so if you see a Xenoclast IV drop, use it and see how you like it! Desirable perks to look out for are Vorpal Weapon, Field Prep, One-Two Punch, Trench Barrel or Surplus in any combination with each other. Xenoclast IV will get the job done and decently well, but when compared with all shotguns, there are certainly better out there.

    Royal Entry: Void Rocket Launcher, 15 RPM (Source: Vanguard Playlist Completions)

    Possibly the single greatest fall from grace and subsequent rise from the ashes in Destiny 2's meta, Rocket Launchers are back in full force. Royal Entry provides not only a farmable targeted-source RL for free players, it also provides some disgustingly effective rolls. Currently the one of the only Rocket Launchers to roll with Clown Cartridge, this would be enough to make it an S-Tier choice alone, however Field Prep/Impulse Amplifier/Auto-Loading Holster all being options in its first perk slot make this a deadly weapon to look for regardless of what you may have access to. Inherently the playlist weapon loot pools are comically large meaning a god roll is unlikely, however as a first Rocket Launcher there is nothing bad about Royal Entry!

    Seventh Seraph SAW: Arc Machine Gun, 360 RPM (Source: Legendary/Umbral Engrams)

    Due to the sparsity of world drop Machine Guns in the current sandbox Seventh Seraph Saw will most likely be many players' first Machine Gun if they are entering Destiny for the first time. Though in my opinion outclassed by others on the list even in its own archetype, Seventh Seraph SAW falls in line with the other seraph weapons in providing a consistent option, creating Warmind Cells and rolling with a pool of pleasantly valuable perks such as Field Prep/Clown Cartridge + Vorpal Weapon/Firing Line. Seventh Seraph SAW is nothing special, though equally there is nothing bad to say about it.

    Outbreak Perfected: Kinetic Pulse Rifle, 450 RPM (Source: Monument to Lost Lights Exotic Archive, Red War)

    For many, the appearance alone of Outbreak Perfected is enough to sell them on it alone. For those who remain skeptical, here are some facts about this prestigious perfected pulse rifle. Though not at the height of its power, Outbreak Perfected features incredibly smooth recoil, good stats for a weapon of its archetype, and an Exotic perk that feeds into a chain of destruction via increasing the gun's damage output against enemies affected by nanite clusters, generated by rapidly chaining precision hits against the same target or through precision final blows. Though many Exotic Archive weapons are a bit of a grind to attain, both this and the next weapon on the list are available to all players and both are phenomenal choices for someone just starting out or even a player who simply hasn't found a weapon that clicks for them yet. If you are unsure what to pick from the Kiosk having just been given your first Cipher, listen to Outbreak Perfected and it will treat you right.

    Whisper of the Worm: Void Heavy Sniper Rifle, 72 RPM (Source: Monument to Lost Lights Exotic Archive, Red War)

    Both figuratively and literally, Whisper of the Worm oozes power. One of two Sniper Rifles remaining in the Heavy slot, its exotic perk refills its magazine from reserves granted all 3 shots are precision. Though this may sound rather basic, Whisper of the Worm provides a consistent and strong DPS choice to this day for those who are inclined to hit their shots. If none of the heavy weapons so far have interested you and none on the rest of the list do (though I doubt that will be the case), Whisper of the Worm remains a highly consistent choice providing you practice enough to consistently land your magazines.

    Honorable Mention: Class Specific Swords Quickfang, Crown-Splitter and Eternity's Edge (Source: Legendary/Umbral Engrams)

    What is there to say about the class-specific swords? If you know of them, you already love them and were clamoring for their return when the Season of the Splicer trailer dropped. If you doin't know of them, get ready to have one of the only ways to represent your class back in your hands outside of... Guardian Games. *shudders*With both Titan and Hunter swords having entirely unique frames entirely restricted to those classes and the Warlock sword being the only other Vortex Frame in the game besides Falling Guillotine and intrinsically rolling with Infinite Guard, all the swords have reasons to be used. Plus, they look cool!

    Interim

    Well, that was a lot to take in! Apologies if I missed out your favourite weapon, however Tier 1 is always the hardest tier to cover due to the sheer scope of weapons that drop from the world and in the core playlist activities. I cannot stress enough the idea that if you find a weapon from these sources and it works for you, use it! They may not be specialised, but if you find something that clicks, that is the most important aspect. With that said, let us move onto...

    Tier 2

    Salvager's Salvo: Arc Breech-Loaded Grenade Launcher, 90 RPM (Source: Salvager's Salvo Armament Quest [Potentially unavailable?])

    Salvager's Salvo took the world by storm when it was first released, with strong combinations all around for any PvE application you might want to throw it at. Being the only Breech-Loaded Grenade Launcher to currently roll with Chain Reaction, Salvager's automatically slots itself into the high tiers for large groups of ad clear. Ambitious Assassin + Chain Reaction in tandem work wonders for making sure no group of vandals leaves your sights unscathed, and Demolitionist + Vorpal work well for boss DPS if you are so inclined. Overall, as we ascend the tiers Salvagers makes itself known with a bold and powerful statement of "I'm here, and I'm here to stay!".

    Uzume RR4: Solar Sniper Rifle, 90 RPM (Source: Nightfall: The Ordeal Completions *May require DLC depending on weekly Nightfall rotation)

    Congratulations, you have officially made it to the tier where guns start making themselves interesting for more than perks alone, and Uzume is a shining example of a gun that carries itself on more than just substance, but style too. Currently the only non-sunset Omolon Sniper Rifle, Uzume RR4 provides a gunfeel that cannot currently be replicated with any other sniper, a veritable laser rifle in the hands with a pleasant perk selection too. The ultimate God Roll I would look out for would be Appended Mag + Clown Cartridge + Vorpal Weapon/High Impact Reserves, however there are other rolls you can settle for, such as Triple Tap in place of Clown Cartridge if you prefer. With the Uzume RR4 on your side, the Darkness doesn't stand a chance.

    Hung Jury SR4: Kinetic Scout Rifle, 180 RPM (Source: Nightfall: The Ordeal Completions *May require DLC depending on weekly Nightfall rotation)

    A weapon truly preceded by its reputation, Hung Jury made its grand return to our arsenals upon the beginning of Season of the Splicer, and reception has been... mixed. While the rolls are incredibly appealing, being the first weapon on our list to roll with Firefly, and with god rolls consisting of Subsistence/Rapid Hit + Firefly/One for All, Hung Jury SR4 should theoretically be a slam dunk. In practice, due to its nature as a 180 RPM Scout Rifle many players have reported feeling let down by its lack of damage. In equal droves this will not stop many from using it, due it being, well, Hung Jury! All that being said, in my opinion there is a 180 RPM Scout Rifle with Firefly later on this list that you may do well to keep your eyes on a little more...

    PLUG ONE.1: Arc Fusion Rifle, 740 Charge Time (Source: Nightfall: The Ordeal Completions *May require DLC depending on weekly Nightfall rotation)

    To say Fusion Rifles have been making a splash this season may be giving them too much credit, however they certainly have been sending some waves across the pool. PLUG ONE.1 returns from Destiny 1 and with it returns the perk Reservoir Burst, previously only seen on the fan-favourite pinnacle weapon Loaded Question. While Reservoir Burst can also roll on the Season of the Splicer pursuit weapon Null Composure, I would still lean towards Plug for several reasons, and I suggest many of you do the same. Reservoir Burst's perk works as follows: When the battery is full, your next burst deals additional damage and causes enemies to explode on death. Of the two available Fusions with Reservoir Burst, Null Composure is a rapid-fire frame, diminishing its potential uses for add clear in PvE. PLUG being a precision frame means that while charge time is slightly higher, you will get more out of Reservoir Burst and maximise the potential of your PvE Fusion, and with Feeding Frenzy available to be paired with Reservoir PLUG is a slam-dunk for anyone looking to take a Fusion Rifle into some serious content.

    THE SWARM: Arc Machine Gun, 360 RPM (Source: Nightfall: The Ordeal Completions *May require DLC depending on weekly Nightfall rotation)

    While I must concede there is definitely some personal bias here as THE SWARM has to be one of my favourite Destiny 2 weapons, it certainly is nothing to sneeze at from an objective standpoint either. With the first column offering Surplus/Outlaw and the second column containing Vorpal Weapon, One for All and the newly buffed Dragonfly, THE SWARM will not let you down if you rely on it. Though definitely more of a subjective opinion than anything else, some weapons simply have that "Destiny" special quality to them, and THE SWARM just has whatever "it" is.

    Brass Attacks: Void Sidearm, 325 RPM (Source: Battlegrounds Completions/Focused Umbral Engrams *Requires Season of the Chosen Season Pass/Beyond Light Deluxe Edition)

    The true king of the phrase "size doesn't mean everything", Brass Attacks made waves last season after the fan-favourite Breachlight of the same archetype was made irrelevant via the now defunct sunsetting system. While for many it does not scratch the same itch it is still an incredibly potent option among the sidearm family, rolling with such combinations as Feeding Frenzy/Rapid Hit + Rampage/Frenzy/One for All or even Dragonfly. No matter whether you are already a sidearm enthusiast or whether you have dismissed them in the past and are now intrigued, if you own Season of the Chosen Brass Attacks is certainly a good option to search for.

    Threaded Needle: Void Linear Fusion Rifle, 533 Charge Time (Source: Battlegrounds Completions/Focused Umbral Engrams *Requires Season of the Chosen Season Pass/Beyond Light Deluxe Edition)

    While its competition among legendary Linear Fusion Rifles is not exactly fierce, Threaded Needle still manages to be the strongest competitor for a DPS-focused LFR by far. After their damage buff at the beginning of Season of the Splicer which may or may not have actually ended up going through, LFRs are seeing noticeably increased usage. When your options are limited to two other Linear Fusion Rifles whose perks are almost entirely focused around ad clear, Threaded Needle's Clown Cartridge/Rapid Hit/Field Prep in combination with Vorpal Weapon/Frenzy look particularly appealing.

    Extraordinary Rendition: Kinetic Submachine Gun, 750 RPM (Source: Battlegrounds Completions/Focused Umbral Engrams *Requires Season of the Chosen Season Pass/Beyond Light Deluxe Edition)

    Extraordinary Rendition crashes into the party with an impressive lineup of potential perks along with a straightforward path to acquisition. SMGs continue to stay potent in PvE content, and with the available perks I am at a loss as to what specifically to recommend. It is easier to recommend against certain perks, such as Firmly Planted, Zen Moment or Tap the Trigger for PvE specifically. For the most part, any combination of the other perks available on the gun will provide a consistent and potent SMG. Were it not for the IKELOS SMG's ability to create Warmind Cells, I would rate this as the best Legendary SMG currently available.

    Chroma Rush: Kinetic Auto Rifle, 720 RPM (Source: Override Completions/Focused Umbral Engrams *Requires Season of the Splicer Season Pass/Beyond Light Deluxe Edition)

    While I debated including Chroma Rush as it is not my personal favourite of Auto Rifles to use, it has certainly been making waves this season throughout the community and my job is to inform! Feeding Frenzy + Rampage immediately draws the eyes, however there are some interesting new perks present that may be closer suited to PvP however will still enhance gunfeel in PvE if that may be your preference, such as Heating Up or Adrenaline Junkie. Given that Chroma Rush is the only 720 RPM Auto Rifle present in the kinetic slot that can be used at current power level content your options are admittedly limited, and I would say of its class it is an excellent option.

    Ignition Code: Kinetic Grenade Launcher, 90 RPM (Source: Override Completions/Focused Umbral Engrams *Requires Season of the Splicer Season Pass/Beyond Light Deluxe Edition)

    In a similar position to Chroma Rush, Ignition Code is the only currently available kinetic Grenade Launcher, making it an option by default. It helps, however, that its perk selection is excellent and its gunfeel is certainly one of the most unique of any Breech-Fed Grenade Launcher we have had in a long time. Slideshot would be an S-Tier option in the first slot, and the second slot could be taken up by anything from Vorpal Weapon to Frenzy depending on user preference. Another slam dunk weapon from Season of the Splicer, Ignition Code will not lead you astray.

    Izanagi's Burden: Kinetic Sniper Rifle, 90 RPM (Source: Monument to Lost Lights Exotic Archive, Year 2 *Requires Forsaken)

    Everyone's favourite Sniper Rifle that looks vaguely like a Sword, Izanagi's Burden still remains a top option for PvE even after its nerfs decreasing viability as a pure DPS powerhouse. The ability to compress all four shots into a single round makes for some of the best ranged burst DPS in the game providing you hit your shots, bolstered by the fact the Catalyst can now drop from regular playlist activities! While the cost is steeper than most weapons at the Exotic Kiosk, Izanagi's Burden is more than worth the cost.

    Eriana's Vow: Solar Hand Cannon, 90 RPM (Source: Monument to Lost Lights Exotic Archive, Year 3 *Requires Shadowkeep)

    If you take only one thing away from this guide, it is that you should make it your priority to obtain Eriana's Vow if you are considering taking PvE activities seriously in anything Legend or higher difficulty. Intrinsic Anti-Barrier rounds make it an evergreen option for champion activities regardless of the mods per season, and being the only Special Ammo hand cannon means its ammo economy is better than a sniper rifle of the same nature. Certainly not the flashiest weapon but functionally appreciable, Eriana's Vow is your perfect ticket into being a reliable teammate in something like a Legend or Master nightfall.

    Interim

    We have arrived at the doorstep of the end-game! While there were many options for Tier 2 that were omitted due to my poor fingers not being able to type for too long, it would undoubtedly consist of most likely the greatest quantity of weapons. Feel free to chip in with yours in the comments as anything to help new players is the end goal after all, but with that being said it is time to enter...

    Tier 3

    Anarchy: Arc Grenade Launcher, 150 RPM (Source: Monument to Lost Lights Exotic Archive, Year 2 *Requires Forsaken)

    While admittedly I usually leave Exotics until the very end of each tier, Anarchy demands attention beyond anything I could recommend due to its eternal presence in the end-game as a piece of equipment capable of either greatly aiding in solo content or improving an otherwise mediocre DPS phase in a raid. Realistically the thing probably should have received a nerf or two a long time ago, however Bungie have left Anarchy largely untouched save for a sweeping buff or nerf to grenade launchers every now and again, making it a safe bet no matter what you take it into. Much like Eriana's Vow it is not the most interesting thing to use, however one of the most effective certainly! Requiring 240 Spoils of Conquest means you will need to conquer at least a couple raids before the gun can be yours, however it is certainly a goalpost to reach that will open up many options.

    Fatebringer: Kinetic Hand Cannon, 140 RPM (Source: Vault of Glass Raid)

    Here to welcome any new player with open arms into the wonders of raid loot is the iconic Destiny 1 Hand Cannon, Fatebringer. Some weapons just feel "right"; and Fatebringer is no exception to that rule, with sizeable base stats and a unique weapon model among 140 RPM Hand Cannons. Even in the current meta where the subfamily of weapons does not perform fantastically for clearing trash mobs Fatebringer still performs admirably, with the classic Explosive Payload + Firefly roll working wonders. For higher end content where damage output is more important on bigger targets you may want to switch Firefly for Frenzy, but any roll of Fatebringer will leave you with a giddy feeling that some guns just cannot replicate.

    Praedyth's Revenge: Kinetic Sniper Rifle, 140 RPM (Source: Vault of Glass Raid)

    Potentially a more niche pick however the best pure DPS pick out of all raid Sniper Rifles, Praedyth's Revenge makes a splash with some unique combinations of perks. It will not be blowing champions out of the water nor will it make any waves in PvP, however for a pure "sit down and shoot at a big target for 20 seconds" weapon Praedyth's brings Rewind Rounds + High Impact Reserves/Frenzy, whichever you may get on your weapon first. Rewind Rounds in general puts this in top contention for DPS snipers (making it all the worse that I haven't managed to roll one yet!) and so is definitely worth looking out for when running VoGs.

    Vision of Confluence: Solar Scout Rifle, 180 RPM (Source: Vault of Glass Raid)

    Among current Scout Rifles, Vision of Confluence is set to benefit greatly from the coming buffs with Season 15. Though not the add-destroyer that some other weapons are it is already a top option for high-end content where bullet sponge enemies are plentiful, not only enjoying Anti-Barrier Scout Rifle this season but also standing up by its own merits with Rewind Rounds + Firefly/Frenzy. For champions in particular, Disruption Break is also a top contender due to the vulnerability to Kinetic damage it provides after breaking a shield, something particularly valued when bursting down incredibly high health targets. Vision of Confluence is certainly not the flashiest weapon, however it is guaranteed to at least slightly exceed expectations if you obtain it with an open mind!

    Hezen Vengeance: Solar Rocket Launcher, 25 RPM (Source: Vault of Glass Raid)

    The pinnacle of Legendary Rocket Launchers at the moment, Hezen Vengeance boasts rolls and combinations that other rockets could only dream of obtaining. Overflow sticks out as an option that almost puts the rocket at Destiny 1 levels of 2-in-the-mag consistency, but even without it can stand up on its own two feet, with Tracking Module in slot 1 and Vorpal Weapon, Lasting Impression, Demolitionist and Cluster Bombs all soaking up the glory of slot 2. The particular combination of Overflow + Demolitionist means with the right roll you could shoot 3 rockets without having to reload, a feat only currently doable on one other rocket. If Hezen Vengeance has not caught your attention before now, with its rolls it will demand your attention from here on.

    Corrective Measure: Void Machine Gun, 450 RPM (Source: Vault of Glass Raid)

    While not my personal favourite, Corrective Measure certainly blows most other current Machine Guns out of the water in regards to raw build potential. Being a Void weapon it can be used with Nezarec's Sin, however with Firefly the solar explosions can ALSO create Warmind Cells on top of a perk like Demolitionist to proc extra Grenade charges with everything else. If you were to focus specifically on the add-clear potential of the gun look to a combination like Rewind Rounds/Subsistence + One for All/Firefly. On feel alone I believe it is outclassed by the other currently available raid Machine Gun of the same archetype, however the build potential cannot be denied.

    Heritage: Kinetic Slug Shotgun, 65 RPM (Source: Deep Stone Crypt Raid *Requires Beyond Light)

    The first of the Deep Stone Crypt weapons on this list, Heritage takes everything good about Slug Shotguns and elevates itself into the stratosphere. For pure DPS reasons the undeniable god roll would be Reconstruction + Recombination, and in this form Heritage sticks out as one of those truly special weapons in Destiny; a weapon that makes you take a second glance and really ask if Bungie's balancing team knew what they were doing when they put it into the game. Heritage makes for a fantastic DPS weapon and a great Major/Champion killer, for an overall stellar example of what a special weapon should be.

    Succession: Kinetic Sniper Rifle, 72 RPM (Source: Deep Stone Crypt Raid *Requires Beyond Light)

    Where Praedyth's Revenge succeeded at DPS, Succession destroys it in every other applicable category. A truly monstrous weapon in terms of gunfeel and "heft", Succession's god roll would be Reconstruction + Vorpal Weapon. Though in the early days of Beyond Light it did make some splashes as a kinetic Sniper Rifle option in PvP with Snapshot, Succession is right at home in the back of a map dealing large chunk damage to a champion liable to 1-shot you if you look at it the wrong way. Definitely a weapon to look out for!

    Trustee: Solar Scout Rifle, 260 RPM (Source: Deep Stone Crypt Raid *Requires Beyond Light)

    Being the only non-sunset 260 RPM Scout Rifle (with one exotic exception) puts Trustee in an interesting spot from the get-go. Things become more interesting when realising that with a magazine boosting perk such as Appended, Tactical or Extended Mag in combination with Reconstruction, Trustee can attain a magazine with 40 rounds. While the second column of perks is a bit lacking, Wellspring/High-Impact Reserves will both function absolutely fine, with Redirection acting as an acceptable substitute. The pure feel of Trustee is enough to put it on most peoples' lists, and it is worth looking out for if you are searching for a very consistent primary weapon.

    Commemoration: Void Machine Gun, 450 RPM (Source: Deep Stone Crypt Raid *Requires Beyond Light)

    If Corrective Measure is a triple-layered sundae with whipped cream and cherries on top, Commemoration is more like a smooth coffee for dessert: different, not as flashy, but far nicer to some. Commemoration takes the place of the beloved Hammerhead for many, with high base stats along with comparatively low recoil to its other 450 RPM counterparts. Reconstruction + Rampage/Dragonfly all make for consistent perks in PvE, and if I had to pick between the two raid Machine Guns I would take Commemoration any day of the week. At the end of the day being the same archetype and element means it is a toss-up between what you prefer in a Machine Gun however, so do not let this stop you!

    Divinity: Arc Trace Rifle, 1000 RPM (Source: Divine Fragmentation Exotic Raid Quest *Requires Shadowkeep)

    While I will leave describing the specifics of how to obtain Divinity up to the professionals, I can provide reasoning for why it should be on your radar when entering the endgame. Divinity creates a large blue crit spot upon being fired at a target for a consistent amount of time, and this crit spot will count as a crit spot rather than simply giving the player yellow numbers and providing them with the illusion of critting an enemy. This means things like Whisper of the Worm's White Nail perk will proc, along with anything that relies on precision hits such as Rapid hit or Triple Tap. Being a Divinity user is sacrificing your own ability to do DPS in order to provide utility for the team, something Destiny lacks in comparison to other MMOs. Divinity is not a gun you will necessarily be jumping out of your seat to get, especially given the arduous task of its exotic quest, however it is a borderline need for some endgame encounters and I could not recommend that you get it enough.

    Conclusion

    We have reached the end! While this was certainly longer than my last guide (and took longer to write as a result) I have endeavored to make things as comprehensive as the previous post. I will be the first to say there are certainly weapons I missed out on as a result of not having enough time or fearing things would be too long; the reissued Dreaming City and Moon weapons, some of my favourites from Last Wish and Garden of Salvation, no mention of how Adept weapons function, but in general this should provide you with a baseline of what to look for and where it comes from. With Solstice of Heroes recently out and the allure of Master VoG tempting many players to dip their toes into endgame content along with Grandmaster Nightfalls being more rewarding than ever, there's never been a better time to start the grind. Happy Hunting!

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    What we want out of a meaningful raid experience is the Age of Triumph challenge raids.

    Posted: 08 Jul 2021 07:29 PM PDT

    I don't think it's any kind of shocking revelation, but I do think this keeps getting missed in how Bungie is looking at challenging content and meaningful rewards.

    There are several aspects of raiding that Age of Triumph hit perfectly on the head and that master VoG has completely missed.

    1. Challenge.

    Challenge in the Age of Triumphs was twofold.

    One, the light level of raids was increased meaningfully, but it wasn't done in a way that required mindlessly grinding out light. It spiced things up to the point that you had to think about what you were doing, but you didn't get insta-gibbed.

    Two, and most importantly, they introduced new mechanics that were necessary to complete the challenges. These mechanics were actually pretty tough (Aksis empowered, I am looking at you), and created meaningful challenges for players. These challenges were rewarding as well, but more on that later.

    This isn't to say that light level and champions aren't difficult, but they are tools in a toolbox to create meaningful challenges. It feels like Bungie has adopted the "everything is a nail" solution to challenge. More damage, more champions, but no meaningful change in execution. Execution is the core of challenge, it is the literal basis of raid encounters. Light level and champions are used to spice up and tweak the challenge to improve the experience. If you don't change the core of the experience by meaningfully changing execution, you aren't using all of the tools available to you to give a great experience to players.

    2. Rewards.

    Let me just link a few things here:

    https://pbs.twimg.com/media/ExagCc7W8AY9KRn?format=jpg&name=large

    https://pbs.twimg.com/media/EQ3m-zrU4AAmq6s?format=jpg&name=large

    https://pbs.twimg.com/media/C7igT1QXUAAG7TE?format=jpg&name=large

    This is just a reminder of what we used to get for challenging content. We were able to run content to get unique ornaments that were simply amazing. They looked better than anything in Destiny, AND in Destiny 2. They glowed, they were interactive with damage, and most importantly, they gave amazing motivation to do the raids.

    The rewards we have now are the same gear as the normal raid that might roll with a 20 in a stat, and one weapon that can roll with gasp two perks and +2 stats, per week.

    I feel like we have gone through the reward cycle with Bungie too many times. Sometimes they want to be generous, sometimes stingy without much rhyme or reason. Now we have a hard (but not meaningfully challenging) raid setting, but with zero changes to the visuals of the armor, and very limited access to new weapons. The rewards don't match the challenge at all.

    Meaningful rewards for meaningful challenges. Master VoG very badly missed the mark. Bungie was unable to show that they can figure out how to get players excited about raid content. They really need to go back and analyze why players like me look at the Age of Triumph with a sense of awe. It wasn't rose-tinted glasses. It was the glowing tendrils and robot feet on my Warlock.

    Edit: Fixed the numbering.

    submitted by /u/ringthree
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    “Show them that Guardians are not so easily outwitted!”

    Posted: 08 Jul 2021 12:14 PM PDT

    Guardian: shoots the blinking light

    Definitely outwitted the Vex there.

    submitted by /u/21_Golden_Guns
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    Bungie please make timelost weapons drop every encounter

    Posted: 08 Jul 2021 08:37 AM PDT

    At least make it a rare drop from every encounter and make the challenge a guaranteed drop by doing this there will be at least a reason to run the whole raid and not just do checkpoints.

    submitted by /u/Alif_02
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    EAZ is the best destiny area

    Posted: 08 Jul 2021 04:30 PM PDT

    Okay, Dreadnaught and dreaming city have fantastic art design and incredible visuals, but the area design is just.. the same.

    The EAZ has incredible level design in terms of its layout. Why can't patrol areas meet standards like this? The verticality is amazing, being able to run down in the swampy areas or jump to the rooftops and scout from up high.

    The detail in buildings is incredible, being able to go into almost every building you'd like to, with enemies in all of them to fight through.

    Imagine if the EDZ launched with this detail, being able to go into and ontop of all of the buildings with detail within. I hope Chicago/London/whatever witch queen area we get has verticality like this:

    Imagine a public event where you have to scout fallen scavengers through corridors in buildings, so you can draw a vandal leader who can crawl up buildings to fight in the rooftops and on the ground, Or one where you have to disrupt a rooftop scouting group to disrupt the movement of an immune convoy on the ground, so the enemy can't bring X item to their base and we can take the rewards.

    A crucible map with inside areas, wide open places on the edges, and tall buildings to climb and snipe from or keep a hold on an area.

    I just wanted to say that, despite the lack of changes, solstice is still my favourite event because the area highlights the best of Bungie's area design. The map is so fun and, even when I'm going in to actually play the game, I find myself being pulled into a roleplay I love, switching up my entire transmog look, emotes, and weapon loadout to match a little rp in my mind, playing a scout who snipes cabal groups who are holding out in the mall and factory from the top of the tallest tower, or a quickfang being used in the green swamp, wearing a dark outfit to blend in and immerse myself.

    Tl,Dr:

    Thank you bungie for the EAZ, It would be cool for future areas to be inspired by the EAZ's vertical and interconnected design, adding some unique mechanics/events/maps/modes

    submitted by /u/GambitInvader
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    Sleeper WITH catalyst still isn't significantly better than a Threaded Needle with Vorpal

    Posted: 08 Jul 2021 06:10 AM PDT

    I'm sure I'm not the first to say but its sad that I was looking forward to the sleeper buffs, but the only real reason to use it now is that "you dont lose as much dps if you hit a body shot"

    A Threaded Needle with Vorpal + a spec mod does almost identical (simple) dps with better ammo efficiency, and that's without field prep.

    To be honest, Sleeper would be a clear winner for LFR's if it just wasnt for Threaded Needle.

    submitted by /u/Corrupt96
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    Witch Queen Logo Overlays WWE (Proof)

    Posted: 08 Jul 2021 02:36 PM PDT

    Solstice Armor grind was chill as hell and I'm thankful for that

    Posted: 08 Jul 2021 01:40 PM PDT

    Title says it all. Started Wednesday and finished it on all characters with glow today.

    It was the easiest solstice grind ever and I've never been happier about it. Maybe it's because it's the same event as always...

    At least the gear looks kinda cool and the ghost you get for finishing everything is pretty neat too.

    submitted by /u/bjoe07
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    Buying armor from the spoils terminal at the end of Master VoG also gives you the weekly stat focus.

    Posted: 08 Jul 2021 09:30 AM PDT

    I haven't seen anyone post about this, and have seen quite a few people complain that its not guaranteed to get armor from the encounters. Pls tell all your friends who have terrible armor rolls :)

    submitted by /u/Azrikael-
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