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    Friday, August 6, 2021

    Destiny [D2] Trials of Osiris Megathread [2021-08-06]

    Destiny [D2] Trials of Osiris Megathread [2021-08-06]


    [D2] Trials of Osiris Megathread [2021-08-06]

    Posted: 06 Aug 2021 10:02 AM PDT

    Trials of Osiris is LIVE

    This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

    FAQ

    What is Trials of Osiris?

    • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.

    • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).

    • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.

    • It uses Win Based Matchmaking, which means you'll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.

    • There is NO fireteam matchmaking. You need to team up yourself!

    • Power Level matters, however bonus power from the artifact is not enabled.

    How Long do the Trials of Osiris last?

    • Event Starts: Every Friday at Daily Reset (1700 UTC).

    • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

    Where do I go to find Guardians to compete with in the Trials?

    • You can head over to /r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

    What if I have a question about another piece of armor/weapon or general Trials question?

    • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven't ask right below.

    Trials of Osiris Map

    Surprise! (beep boop please report)

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Exile's Curse
    • 5 Wins (Powerful): Class Item
    • 7 Wins (Pinnacle): Igneous Hammer
    • Flawless (Pinnacle): The Messenger (Adept)

    Bounties

    Name Description Cost Requirement Reward
    End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token & 1 Trials Engram
    Coordinated Assault As a fireteam, defeat opponents with precision final blows in the Trials of Osiris. 1000 Glimmer 100 [Headshot] Precision XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
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    Daily Questions [2021-08-07]

    Posted: 06 Aug 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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    Whoever made Omnioculus needs their ass eaten and nothing but eternal happiness

    Posted: 06 Aug 2021 03:08 PM PDT

    People at Bungie or dmg i need you to tell whoever came up with Omnioculus that they are goats and deserve every good thing to happen to them

    submitted by /u/Hellchildren
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    Two key pieces of evidence strongly suggest that Bungie will make primary ammo infinite next season.

    Posted: 06 Aug 2021 07:54 AM PDT

    I did a quick search and couldn't find a thread of this anywhere but its been mentioned before as a bit of a pipe dream but I really think it might be happening.

    A few weeks ago the TWAB mentioned a change with Drop Mag which is curious because its the only mag perk that makes you actively lose ammo on reload.

    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...

    Source

    Then today Bungie announced a change to Inertia Override.

    MIDDLE-TREE STRIKER

    This change will be balanced out by something we haven't mentioned yet. We'll say more about this in a future TWAB.

    Inertia Override
    • Increased duration from 4 seconds to 6 seconds.

    • Sliding over an ammo brick now grants 20% melee energy.

    Source

    Inertia Override of course giving you a bonus when you slide over ammo of any kind, including primary ammo.

    Why would Bungie be giving such a large buff to Inertia Override? Personally I think that its a compensation buff due to fewer ammo reloads over primary ammo. Since a large portion of available ammo to slide over will be eliminated this means fewer and more impactful slide reloads hence the buff.

    Drop Mag being changed and no longer appearing in the game makes sense if you're going to make ammo infinite and render the tradeoff irrelevant.

    Not to mention the earlier change to Subsistence that removed the ammo reserves negative.

    This change probably has other benefits for Bungie and the player. This means no more primary ammo perks in the game and will all be removed for a cleaner mod experience. This probably also frees up some level of load by not having to track as many ammo entities or something but I'm completely speculating on that.

    TL;DR The fact that Bungie directly called attention to a secret upcoming change regarding primary ammo twice now makes me think its the same change and that change is that primary ammo will be made infinite next season.
    submitted by /u/NaughtyGaymer
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    Reminder that some abilities are stronger/weaker depending on the platform you play on

    Posted: 06 Aug 2021 03:03 AM PDT

    I've seen so many heated people debating the overpoweredness of Top Tree Dawn, Chaos Reach and Revenant in comment sections and on Twitter that often end in "you're just bad with (x) ability" or "you don't want it nerfed just cuz you crutch on that tree". Some people don't even consider other people's experiences before spewing toxicity.

    Top Tree Dawn was too strong. That's a fair statement and pretty much the general consensus at this point. However, I've seen several console players who disagree with that, and it makes sense. You can't flick around while Icarus Dashing on controller like you can with MnK. To some console players, Icarus Dash is completely fair when compared to Hunters with Stompees who jump over you with a shotgun and can't be tracked due to the limited sensitivity options.

    That isn't the only example either. On controller, you can't wipe a team instantly in all directions with Chaos Reach like a toddler who just learned the Queen's move set in chess. The turn speed is actually pretty slow and gives opponents time to take cover.

    The point I'm trying to make is that everyone should consider the capabilities of abilities in the game on all platforms before concluding that whoever doesn't agree with you about game balance is a tumor on the PvP community.

    Edit: removed unnecessary wording

    submitted by /u/EMP-NOMOLOS
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    *Slides into DM’s”

    Posted: 06 Aug 2021 08:56 PM PDT

    shoots shot

    misses due to -20 stability

    F

    submitted by /u/freedom_hunter
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    Useless review of firing sounds for every Hand Cannon

    Posted: 06 Aug 2021 08:53 AM PDT

    Gun sound is the real meta. Stats matter less than how good a gun sounds. Gun sounds must have at least a dozen individual pieces blended together (For a lot of weapons, I can hear at least 6 or 7 distinct samples or elements, but assume there are quite a few more blended in) - but here is the definitive tier list for hand cannon sounds. Not Eriana's Vow. That's a sniper.

    KINETIC:

    Ace of Spades: Loose metallic plink with satisfying click finish. S+

    Hawkmoon: Reverberant, click-fwooom with a faint screech pad underneath. A

    Dire Promise: Congested, midrangey clack. F

    Fatebringer: Generic bag of chains sound. D

    Lumina: Click-thwoom. Deep whoosh on the finish. Somewhat tight and congested. C

    Loud Lullaby: Satisfyingly short, percussive boom with subtle bag of chains finish B+

    Crimson: Rhythmic loose clacking with irritating slap echo and top-end. F

    Survivor's Epitaph: Generic bag of chains sound. D

    Officer's Revolver: Compact, smooth firing sound with a chimey pad underneath. B+

    Malfeasance: Smooth with a great feral whisper underneath, ending with a satisfying click B+

    Spare Rations (Sunset): Classic "pew pew pew" with a sweet wind-down sound. S-

    True Prophecy: Low growling pop with a mid-length finish. B

    Steady Hand: It's a True Prophecy but 50% more Iron Bannery. B

    Last Word: Tight, urgent higher-range pop with a clean reverb. Great rapid fire. A

    Thorn. Serpentine sibilance. Evil sounding hiss. Initial pop less distinct. B+

    ENERGY:

    Igneous Hammer: Fast thwwwip with a short windup, sweet and trebly. A

    Bottom Dollar: Low rent, generic bag of chains sound. D

    Palindrome: Lousy, generic bag of chains sound. Again. D

    Ancient Gospel: Good natured, compact and sweet. Slightly congested. B-

    Luna's Howl (Sunset): Another bag of chains. A little tighter and sweeter. D+

    Ikelos: Short thud with vocal "Oooof" sound underneath. B

    Posterity: Futuristic laser-beam sound with clean tom-tom percussive undertone. S-

    Nature of the Beast: Metallic plink, exceptionally short finish. C

    Finite Impactor: A Nature of the Beast, but 57% more Iron Bannery. C

    Sunshot: Satisfying thud shot pop with split low and high frequency finish. S

    Please understand that this list is definitive and immutable.

    EDIT: Eriana's Vow. Fine. Plucky "Chirp--pinggg" with an abrupt finish and just enough of a windup to build anticipation. A.

    EDIT 2: I disappointed someone by not explaining "bag of chains". The most common Hand Cannon Sound. The core sound of those weapons, to me, sounds like a sampled recording of a bag, filled with chains, being dropped onto a marble floor. Maybe granite, but probably marble.

    A loose, messy cacophony of bangs and clangs. Not chaotic enough to become a whoosh of white noise and not succinct enough to decay quickly and clear the sound from your mind before the next shot. If you shoot at max ROF, it's just constant clanging of this bag of chains.

    The best sounds are clean, distinct, have a pleasing pad of mid-to-low frequency "white noise" kind of sounds under it, a short "lead in" sound before a mid-to-higher frequency "pop" and a shorter decay after the initial transient with a satisfying, barely audible "click" when the reticle resets.

    submitted by /u/Leica--Boss
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    6 years ago today, "The Taken King Prologue Cinematic" was released.

    Posted: 06 Aug 2021 02:12 PM PDT

    Nostalgia link
    Hands down, Oryx was one of the best villains in the entire franchise. Hopefully Savathûn is epic too, or even more so.

    submitted by /u/Astraliguss
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    I finally drew my Titan in full - color!

    Posted: 06 Aug 2021 02:39 PM PDT

    Full Color

    It's been a while since my last post. Since I started drawing again a couple years ago, I've stuck to lining and greys, as I've always been a bit afraid of using color in my work. I ended up having a lot of fun, and learned a lot for future drawings (and hopefully, commissions)! Enjoy!

    "Titan Ballistic Slam on Widow's Court" Liner & Copic markers on 13"x17" Bristol paper

    If you like what you see, and wanna follow along with upcoming pieces, feel free to drop by my Instagram page, or my Twitter!

    submitted by /u/JSuperStition
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    Blink is on their radar!

    Posted: 06 Aug 2021 04:42 PM PDT

    Finally, my Blink Locks we have been heard. Kevin Yanes confirmed they are looking at it. Hopefully they can literally give all the things that astrocyte verse have to base blink. Kevin Yanes on Blink

    submitted by /u/Osiris-Reflection
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    A real life full size Shadow Price

    Posted: 06 Aug 2021 09:01 PM PDT

    Photo Here

    I just finished 3d printing and painting the shadow price for a friend. It's been months in the making!

    printed on a prusa mini and painted with cheap acrylics.

    submitted by /u/NO81E
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    Need More Exotic Primaries That Aren't Hand Cannons

    Posted: 06 Aug 2021 03:09 PM PDT

    I love to rock exotic primaries in PVP and lower-end PVE content. Some of the exotic primaries are just downright FUN to use. They may not be the strongest weapons, but they bring something unique to the table. Many of them can be the center of a build.

    With that being said, I went to grab some bounties today, and naturally I received several repeatable bounties focused on Pulse Rifles. I had already selected my Kinetic and Heavy weapons for jumping into various activities, but they were both Legendary. I was going to use a primary energy weapon for bounties, but there is only 1 Exotic Energy PR in the game (and it could be argued that it is more of a Scout Rifle in all manners but type). This led me to good ol' light.gg to refresh my memory on all of the Exotic Primary weapons. This is what I found: Weapons - Destiny 2 Item Database - light.gg

    Type* Kinetic Energy Total
    Auto Rifle 4 2 6
    Combat Bow 1 3 4
    Hand Cannon 8 1 9
    Pulse Rifle 4 1 5
    Scout Rifle 3 3 6
    Sidearm 3 1 4
    SMG 1 2 3

    * Mythoclast, Fighting Lion, and Eriana's Vow were left off this list as they are either not part of the primary weapon types or don't use primary ammo.

    I then proceeded over to Weapon Insights - Destiny 2 DB (destinytracker.com) to check out which primary weapon types are most used by the community in each mode. In PvP Hand Cannons lead the way with everything else kinda even after that other than Sidearms and Bows. PvE is fairly similar, though more balanced at the top. Hand Cannons and Scouts see the most use right now (I imagine due in part to the artifact mods this season) with ARs, PRs, and SMGs fairly balanced in the middle. Once again, at the bottom of the pack are the Bows and Sidearms. Despite their incredibly low usage rate in nearly all activities, our last two seasonal weapons have been a Sidearm and a Bow. We have 9 HCs, but only 3 SMGs and 5 PRs despite the popularity of those weapon types.

    As someone who likes to use off-meta exotic primaries from time to time, it would be awesome if Bungie would give us some more variety in the categories that have none right now. Energy PRs, Kinetic or Energy SMGs, and Energy ARs all need some love. Yeah, we could even use a new Energy Sidearm and an Energy Hand Cannon. Why we have 8 Kinetic Hand Cannons, I just simply do not understand.

    Sorry this was so long-winded. I was just going to post about another Energy PR besides Graviton Lance, but then I started to think... that usually gets me in trouble. :)

    submitted by /u/3DadsGaming
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    Nice upcoming changes, but Bungie, could we also get a blink cooldown timer please?

    Posted: 06 Aug 2021 04:28 AM PDT

    Title

    submitted by /u/BlakJaq
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    Moon's Underground Map

    Posted: 06 Aug 2021 06:54 AM PDT

    Made a map of the moon's underground area, enjoy.

    Moons Underground Map

    submitted by /u/Sol_Max
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    Does anybody remember that MnK recoil nerf back in Chosen?

    Posted: 06 Aug 2021 02:49 AM PDT

    Yeah, me neither.

    submitted by /u/DredgenZeta
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    Titan Love: A fan rework of underused/boring subclasses

    Posted: 06 Aug 2021 03:57 PM PDT

    Titans received - well, will receive - some very mild changes in the last TWAB. I won't harp on rally barricade because I still think it'll be worthless even with the change, but it's fine. It's fine.

    Titans have a problem.

    Well, many problems. The biggest though is the Shoulder Charge classes. Top Tree Striker is the best off; it synergizes well with Skullfort and can be used to regen grenades quickly in PvE, but none are particularly valued in high end content. In PvP, Shoulder Charge varies in effectiveness, but it's not a hyper dominant melee ability and likely won't be for the foreseeable future. Shoulder Charges in PvE are not widely used, and their roles are better filled by other, safer abilities.

    The other issue is Ward of Dawn. The super itself is fine. It can use a little mechanical improvement, but it has a role. It's strong enough, it stops damage, it gives bonus damage. All good things. Once the super is popped, the class is maybe the most boring class in existence. You have a melee that gives an overshield on a kill. Your melee gives health regen - barely a perk at this point - and your overshield is better.

    Let's start with Ward of Dawn, because it introduces a concept I think would help Titans a lot.

    Ward of Dawn - Master of the Overshield

    I'll try and be brief. Ward of Dawn is boring. You place the bubble and then you just play a shooter. If I wanted that, I'd play Bottom Tree striker. Yes you can buff allies, but it's a tough execution in most content; your allies can be too far, the enemies too tough, or just not present. You're a reactive class in a game that is increasingly proactive.

    So here are the changes:

    Defensive Strike - Hold the Melee button to charge and unleash a burst of light, granting you and your nearby allies an overshield, and increasing your melee damage and reload speed. This ability automatically triggers on a powered melee kill.

    Turn the Tide - Melee kills and finishers restore health for you and nearby allies. The lower your health, the more health restored.

    The Sixth Front - Melee kills and kills while surrounded grant melee energy. Defensive Strike doubles this energy generation.

    It's not a tremendous change overall, you're still a class that's very focused on overshields, but they are critical changes. One, you can pop your ability pre-emptively. In PvP that means you can enter a lane with some extra health, in PvE that means you can actually use the class in GMs for something besides the super. Removing the need for an overshield in order to generate more melee energy (but making the overshield add more) also keeps that mechanic while not making the perk for it useless.

    Most important, the introduction of a charging melee is crucial. Every warlock class has a tree that can consume grenades, and it's a good mechanic. Titans should have something similar (hunters should too, but I'm not a hunter).

    Before we get in to what that means for Top Tree Sunbreaker, let's talk about three classes that would really be getting more minor changes.

    Top Tree Striker

    This one is very simple. I think this class is basically fine. This is the purest form of Shoulder Charge, and as such should really have the least amount of complexity to it. You want Shoulder Charge? You pick this. So easy change:

    Shoulder Charge - Now deals 30% additional damage to majors and above. After shoulder charging, you take 50% less melee damage for 1 second while in PvE.

    It's very simple. More damage and less dying to a boss stomp. That's really all it needs to be a very viable add clear class.

    Bottom Tree Sentinel

    Is, I think, mostly just straight buffs. The core mechanics are feasible.

    Shield Bash - Added: Now grants a weak (20 HP) Overshield on a kill. Hit size increased and explosion size increased to make more consistent.

    Superior Arsenal - Changed: Grenade damage recharges your grenade energy.

    Second Shield - Added: Damaging enemies with Shield Throw increases the damage of your third melee strike by 20% per stack, stacking up to 3 times.

    The biggest PvP change is that you'll get some more grenades, and your melee is more accurate. The overshield is a nice touch but in PvP won't matter too much; 20 health isn't much especially when you might be trading in to a shotgun for the kill.

    Code of the Juggernaut

    Frontal Assault - Similar to Defensive Strike. Hold to activate the ability. Activates automatically on a powered melee kill. Needs to be held for less time, as the ability is less powerful. Otherwise, no change really needed.

    The Big One: Code of the Fire-Forged

    Right. So Fire-Forged has an identity crisis on its hands. For, its a heavy add clear super in a Titan world with Sunspots. Nobody cares about exploding hammers when you have Sunspots. Two, it's meant to be a high mobility class but it has no way to properly take advantage of that. Three, it is straight up missing a perk. Exploding Pyre is not a perk. Adding an explosion is not a perk. Deadshot on hunters is also not a perk. This is just a function of the super. So we're going to do this from the ground up. I'll comment each one.

    Vulcan's Rage - Throw yourself towards the ground and split the earth in two with your Hammer. The ground around you becomes molten fire, exploding in to heavy damage to all nearby enemies, maxing out the duration of Tempered Metal.

    This is a big change, but Titans need it bad. Fire-Forged will never be the top roaming super unless its broken. It's just not that good. Titans already have so many other roaming supers, trying to compete with them is pointless. What Titans are missing is a straight up shutdown super, something that you can panic like Blade Barrage or Nova Bomb. In D1, this was Striker. In D2, it's top tree Sunbreaker.

    Forged in Flame - Hold your melee button to consume your charge, granting you Forged in Flame. For a brief duration after, you burn enemies around you and your melee becomes a powerful dash that incinerates your foes. This automatically activates on a powered melee kill.

    Yes yes, I know. Getting rid of Shoulder Charge might be controversial, but fuck it. The goal of this ability is pretty straightforward. One, it's really cool to set yourself on fire and just charge through enemies. Two, this gives you a kind of "mini-super" state, a state where you're more powerful but not brokenly so. In PvE you can dash your way through enemies, burning a room down and building Tempered Metal. In PvP, rather than just being yet another Shoulder Charge, you now have a choice to make; when do you use this ability? Do you think an enemy is coming around the corner? Or are you about to be baited and waste it?

    If it helps ease the pain, you'd be getting 3 shoulder charges within that time frame. In PvP it shouldn't make too much of a difference; the duration is 4 seconds not 30, but you no longer need to be sprinting in an awkward circle in PvP or PvE just to bait a corner or a boss.

    Melting Point - Forged in Flame and Vulcan's Rage apply Melting Point to enemies, increasing damage taken. Enemies who die while under the effect of Melting Point are consumed by the flames and detonate, dealing damage to nearby enemies. Enemies effected by Melting Point are highlighted.

    This is fairly straightforward. Melting Point is added to your super, and is now a separate debuff that causes explosions too, adding to the future potential for exotics.

    Tempered Metal - Weapon kills grant 1 stack of Tempering. Ability kills grant 5. At 5 stacks of Tempering, you gain Tempered Metal for 12 seconds, increasing your movement speed and handling significantly, as well as reducing damage taken from PvE combatants by 15%. Gaining additional stacks of Tempered Metal increases the duration by 3 seconds, up to 24 seconds.

    This is a big change. The main point is to give Tempered Metal the ability to be sustained without burning a melee or grenade or a super. Right now, Tempered Metal is mostly useful in your super; now it's useful everywhere. In PvP sustaining the buff is difficult outside of super, but doable. In PvE, maintaining the buff takes a more calculate risk/reward; do you engage enemies and hope you can keep the buff and its DR rolling, or do you sit back where it's safe?

    These changes have been exhausting to write, but fun. It's fun to do these kind of exercises, and I really hope that Bungie at least has some plans for Titans in the future because a lot of builds just aren't as fun as they could be.

    submitted by /u/YesThisIsDrake
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    What are your next season champion mods hopes

    Posted: 06 Aug 2021 07:33 PM PDT

    Unless next week's TWAB really shakes up this mechanic. I'm hoping next season we get pulse rifle, scouts, and fusion rifles as options

    submitted by /u/killersinarhur
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    Not being able to rejoin Grandmasters after being error coded is so dumb

    Posted: 06 Aug 2021 04:10 AM PDT

    Its super frustrating getting Spinached or Weaseled and then not being able to rejoin, it sucks because it messes the run up for the other two who are running with you. I understand people might abuse this to change gear, so why not have it set to have your equipment remained as locked unless you manually unlock it, after which you can't rejoin. (It auto unlocks once you beat the strike).

    As someone who suffers from constant Weasels and Spinach's this would help a lot.

    submitted by /u/cadsop
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    Orbit music should change based on which planet you’re orbiting.

    Posted: 06 Aug 2021 08:00 AM PDT

    Title. There's so much amazing music in this game, especially orbit music that isn't used anymore. I'd suggest playing the music corresponding to a destination's significance. A few examples…

    Moon: Destiny 1 (Base Game) The Dark Below The Taken King Shadowkeep

    EDZ: Destiny 2 (Base Game)

    Cosmodrome: Destiny 1 (Base Game) Rise of Iron

    Nessus: Destiny 2 (Base Game)

    Europa: Beyond Light

    Venus: Destiny 1 (Base Game)

    Tangled Shore: Forsaken House of Wolves

    You could also continue to include the base soundtrack for destiny 1/2 in each planet for which it was introduced so Tangled Shore could also have Destiny 2 (Base Game)

    I personally think this would add variety to the orbits music and bring back parts of the amazing soundtrack.

    Sorry if I scuffed any of these locations.

    submitted by /u/Soarinex
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    Shadowshot is NOT ONLY for debuffing enemies. Stop downplaying it.

    Posted: 06 Aug 2021 09:12 AM PDT

    I keep seeing this over and over and over from people who clearly are either too focused solely on damage and buffs/debuffs, or people who don't actually use the subclass in the first place based on their responses.

    It really grinds my gears when people think "Shadowshot is useless because of Breach and Clear". Putting aside the fact that Breach and Clear is a Seasonal Mod, Shadowshot has SO much utility that it amazes me that a lot of people think it has no place right now. Let me remind you all of the potency of this Super at a base level:

    • Shadowshot is a Super, meaning it makes a good number of large Orbs of Power. No other common debuff does that. This also means it triggers things like Powerful Friends and Radiant Light, since you're likely to be close to teammates when you use it.
    • Shadowshot covers an AoE (area of effect), which means ALL enemies within the radius of the anchor are affected, even if they're immune.
    • Shadowshot distributes damage dealt to tethered enemies, meaning if you damage one target, all other enemies within that Tether take damage as well (50%, used to be 100%).
    • Shadowshot slows, suppresses, and weakens everything inside of it, meaning it replicates the effects of Blinding Grenades, Suppressor Grenades, and a Global Debuff all in one.
    • Shadowshot doesn't require any specific Weapons to use. No Grenade Launchers, no Divinity, none of that. This frees everyone up to use whatever they want.

    All of that is at a base level. We haven't even gotten into the subclass paths and their perks yet. With Way of the Trapper:

    • Shadowshot covers a larger AoE, and lasts much longer depending on how many enemies you can affect with it.
    • With Orpheus Rig, you can regain up to 50% of your Super, meaning the downtime is cut in half.

    And now for Way of the Pathfinder:

    • Moebius Quiver allows you to place multiple mini-Shadowshots, up to six. This can generate a LOT of Orbs of Power if done efficiently.
    • If one target is being Tethered, all Shadowshots do immense damage to that target on direct hits.
    • Defeating any enemy affected by one of these Shadowshots grants you and nearby allies a stack of Heart of the Pack. Each stack of Heart of the Pack increases Weapon handling, Mobility, Recovery, and Resilience.
    • With Orpheus Rig, you can fire up to eight Shadowshots as opposed to six normally.

    So you see, Nightstalker is still a very viable option everywhere. I didn't even cover the general subclass benefits, just the Super. Please be kind to your fellow Nightstalkers, and please don't discount it yourself.

    submitted by /u/iblaise
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    As a heavy sleeper, I really need bungie to start selling an Alarm Clock that wakes you with the sound of a Fallen spider mine ticking before it explodes.

    Posted: 06 Aug 2021 08:25 AM PDT

    After my many GM glassway attempts, I would wake to this sound even if I'm dead.

    It would be cool to have a spider mine shaped alarm clock next to my bed!

    submitted by /u/MCA2142
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    The Slid Nerf shouldn't as bad as people are making it out to be.

    Posted: 06 Aug 2021 12:26 PM PDT

    So after yesterday's reveal of the Slide Nerf, a lot of people are upset so id like to reveal the secret for why I THINK Bungie is doing this nerf. There are two ways to slide with shotguns.

    Slide-&-Shoot VS Slide-THEN-Shoot. At face value, they might seem to be the same thing but there is a key difference. Timing.

    Slide-&-Shoot is the one that the nerf is intended to punish. It's directed at those who ignore cover and ape at anything that moves because they tend to shot AS they're sliding for quick kills. While it's good for putting down a player out of cover it's often used to ape into an engagement, get the kill, and ape into the next guy. By increasing the spread there is more RNG involved so they'll probably need a melee clean-up more often now. Additionally, they might not land enough pellets to secure the kill even with the melee allowing the defending player a chance to double melee to counter-attack and survive. The increased flinch is to punish players who don't use cover at all and just straight-line. This forces them to use cover or take a wait-and-see approach instead of rushing a player at full health. In this way, it forces players to use shotguns more for cleanups, close-range counterplay, and to think how to approach an enemy without blindly rushing, getting 1 kill, then being killed themselves.

    Slide-Then-Shoot shouldn't be affected as much as that is sliding out of cover, generally around a corner, to find the target, then pulling the trigger. This leaves a split second after the slide, where the penalities have taken effect and passed, to pull the trigger and get the kill. This also provides a window of counterplay for the defending player to defend themselves or back off. This encourages players to aim smarter after a slide in order to secure the kill by encouraging aiming for center-mass over allowing RNG to secure the kill simply due to pellet spread and muzzler stuffing the defending player. This will still require a Melee clean-up more often now but that too allows the defending player a chance to counter-play.

    The difference is timing. Bungie is wanting to force players to time their slide, trigger pull, and better aim instead of just rushing into a fight blindly and expecting a kill. At least this is my personal take on the nerf.

    submitted by /u/TheJadeRabbitEmperor
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    GM chest should be like VoG chest

    Posted: 06 Aug 2021 06:12 AM PDT

    Where you can buy any weapon available during the season.

    Should it use spoils as currency i don't know but Bungie needs to lower the layers of Rng.

    submitted by /u/patricko-13
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    Hunters got a golden revolver for a super: Titans should get a mini gun for a darkness super.

    Posted: 06 Aug 2021 09:38 PM PDT

    Just an idea.

    submitted by /u/RedPandaR10t
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    Titan Subclasses based around Shoulder Charge Need Help: Striker Struggles

    Posted: 06 Aug 2021 10:28 AM PDT

    After reading the patch notes and seeing no changes for Top Tree Striker, Top Tree Sunbreaker, and Bottom Tree Sentinel, I am pretty disappointed. These classes are rarely used outside of some very niche scenarios and are overshadowed by superior options. I would like to break down exactly why each of these subclasses are bad/underpowered in both PvE and PvP. Spoilers: it's mainly due to them receiving little changes since vanilla D2, a very different sandbox. This post will focus exclusively on Top Tree Striker and highlight why it struggles as a subclass tree.

    Top Tree Striker: Code of the Earthshaker

    Current Iteration

    Before I get into why this subclass doesn't work, I'd like to give an example of a good subclass with a clear design goal and well executed gameplay loop. Bottom Tree Striker has a great gameplay loop between weapon and melee kills that let you enhance your weapons with your melee and your melee with your weapons all while consistently regenerating your health. It's designed for a player to get into the thick of things and keep fighting provided they're slaying their foes. The super further compliments this playstyle giving you extended super duration for killing foes. Top Tree Striker does not have a meaningful gameplay loop or at least one that can function in current D2. Let me break down it's perk to highlight this more.

    Old Perks

    • Perk 1: Seismic Strike: After sprinting for a short time, slam shoulder-first into your target to release an Arc explosion.

    Ah Shoulder Charge. You either love it or you hate it. But in D2 the Striker variant is undoubtedly the weakest. It doesn't have the DoT or Damage Increase benefit of Sunbreakers or the Suppressing benefits of Sentinels. It's just an arc melee that requires you to sprint with a slightly larger AoE explosion which might be unique if the other iterations of Shoulder Charge didn't also do AoE damage. In PvP, this ability will either be feast or famine depending on the level of skill possessed by your opponents. If they don't know what their radar looks like or they aren't rocking a shotgun or fusion then you might be able to get away with it. If not, enjoy feeding that Chaos Reach Warlock his 4th super of the game as you mindlessly run around a corner to die again.

    • Perk 2: Aftershocks: Damaging Enemies with Seismic Strike recharges your grenade.

    This perk further highlights how a lot of striker subclasses have to be designed around Insurmountable Skullfort. With Skullfort, this becomes a somewhat useful ability with grenades on demand as long as there is a red bar enemy around. Without Skullfort, you're waiting for your melee to come back up because while your melee can recharge your grenades, the opposite is not true without the utilization of very specific mods. Since your grenades are your entire neutral game thanks to Magnitude, the next perk, when they aren't up you don't have any neutral. In PvP this perk is forcing you to Shoulder Charge and I've already highlighted how detrimental that can be for you against good opponents.

    • Perk 3: Magnitude: Gain an additional Grenade Charge. Increase the duration of pulse and lightening grenades and Aftermath shockwaves.

    For a perk that is supposed to enhance your neutral game, it actually ends up restricting it. The additional grenade charge is nice and I guess it frees up an exotic slot if you REALLY like Armamentarium (which let's be real, you're using Skullfort on this subclass anyway) but you can't use blinding grenades or you lose out on the secondary benefits of this perk completely unless you're in super. Even so, pulse grenades aren't nearly as good as they used to be (back when we were using them to melt Calus Dogs) since they reviewed an initial damage nerf and lightening grenades are a shadow of their D1 selves because they now have to arm after they stick to a surface before they will do damage. Very few enemies in the game will sit in a damage field so this perk is made even less powerful. In PvP, most people will just shoot your lightening grenades off of a wall before they tick for the max amount anyway.

    • Perk 4: Terminal Velocity: Fist of Havoc leaves a damage-dealing field in its wake deals more damage the longer it's in the air.

    This perk combines the 2 old perks from D2 vanilla into a perk that still manages to be underwhelming. Really shows how much the other 2 perks sucked at initial release. The damage fields are not useful when you should be killing your targets outright with the bonus damage from this perk (And anything you wont kill like a champion or boss is going to laugh at that damage field or simply walk out of it). Terminal Velocity forces you to jump high after each slam if you want that extra damage meaning you're losing out on potential damage since your super is draining the entire time. This second park of the perk is really only good on your first smash where you don't lose any super energy by flying high and slamming down. Just get ready for that inevitable boss stomp to send you flying backwards when you land.

    Subclass Tree Vision

    So let's recap on what the intended vision of this subclass seems to be. First, you have to spec into pulse grenades or lightening grenades to take advantage of Magnitude. Pulses for PvE because the uneven geometry makes it difficult to put lightning grenades where you want them. Lightening for PvP on maps with good angles where you can hit enemies around corners with them. Next, you will be equipping Skullfort as your exotic for maximum Shoulder Charge uptime and need to be using Shoulder Charge whenever you can to attempt to recharge your grenades and take advantage of your melee ability. Remember that this is your only neutral game. If you don't kill with Shoulder Charge then Skullfort and your melee just went to waste and now you don't have a neutral game until your melee is back off cooldown. (Note this was the same problem that Bottom Tree Dawnblade had with its melee requiring kill and it just got a full rework. No I'm not upset why would you ask? /s). Your super is meant to be used for a single large initial smash on a high value target and then you will use your remaining smashes to create AoE damage fields around the battlefield so the enemies have to be slightly inconvenienced while they wait for them to go away because nothing smarter than a Thrall or a Dreg is walking into them and even if they do they probably won't die.

    Overall the gameplay loop of this class seems to be based in area denial with a player taking advantage of the increased duration of AoE grenades to block of areas for an increased time and using Seismic Striker to keep those grenades flowing while occasionally using their super for a slightly more effective version of this playstyle. This loop completely ignores a large PvE design that's been in the game since we were able to push Atheon off the map: Enemies (PvE and PvP) don't freely stand in AoE damage. They move out of it as fast as they can. So this entire subclass is either incredibly poorly thought out, or it's a relic of the past before Stasis was thought of and was created in an attempt to give players a way to create breathing room for themselves on the battlefield. I'm guessing a bit of both is the case. As for AoE control, Bottom Tree Sunbreaker fills this role much more efficiently with Sunspots and gives better ability cooldown with a better super to top it all off. Combine it with Phoenix Cradle and you become a team player too.

    How can we fix it?

    This is the area that I am less sure of. With things like Bottom Tree Dawnblade the base loop designed for the subclass is viable, it just needed some help to be fully realized. Top Tree Striker is unsalvageable because it's base gameplay design goes against enemy AI design. So I will attempt to create some new perks to keep the identity intact and allow it to be the aggressive, smash heavy Striker subclass tree.

    • Perk 1: Static Charge: Enemies hit by your abilities are afflicted with Static Charge. Defeating an enemy afflicted with Static Charge causes them to explode in a burst of arc energy that chains to nearby enemies and grants increased movement speed and mobility that stacks up to 3 times and recharges a percentage of your grenade based on the difficulty of the enemy defeated. Minors grant 10%. Majors grant 20%. Bosses and Player Guardians grant 30%.

    This new perk would be focal point of the subclass gameplay loop, providing a way for you buff yourself to be quick and aggressive while keeping your grenades refreshed to make up for the loss of 2 grenade charges and providing AoE damage that can be applied to targets similar to Sunshot instead of trying to get enemies to stand in damage pools.

    • Perk 2: Seismic Strike: After sprinting for a short time, slam shoulder-first into your target to release an Arc explosion and a burst of Chain Lightening that travels to nearby enemies, damaging them and inflicting them with Static Charge.

    This change would make the Arc Shoulder Charge variant stand out amongst its peers and be the go to option for extra damage and AoE. The chain lightening would be akin to Dunemarchers. Pairing it with Dunemarchers would further enhance this ability.

    • Perk 3: Aerial Strike: While in air, hold (crouch) to slam down, dealing damage. Enemies afflicted with Static Charge take increased damage.

    This perk may be reaching a bit but I really want Titans to have an ability that allows for movement that doesn't require sprinting or a melee charge to use. This perk would deal 50 damage to targets not affected by Static Charge in PvP and 250 to enemies affected by Static Charge. Not enough to kill a super and you'd have to tag them with a grenade or melee before using it making the ability more focused on movement. It would not be able to shatter stasis crystals and I feel it would be different enough from Shatterdive or Phoenix Dive to justify it's existence and could be quite useful for detonating large groups in PvE for more AoE explosions. Could even reuse the death from above super style slam (though it may need to be different since that's the animation for Ballistic Slam already)

    • Perk 4: Terminal Velocity: Casting Fist of Havoc consumes all stacks of Static Charge. For every stack of Static Charge consumed, Fist of Havoc damage is increased by 25% and the radius of the slam (R2) attack is increased by 10%.

    This new perk would only affect you while in super and would enhance your heavy slam attacks since Bottom Tree Striker already utilizes the light dash attacks quite well. A 75% damage increase to the super and a 30% increase in AoE radius would maintain the power fantasy of being an AoE destroyer and incentivize players to use the heavy slam even at the cost of increased super energy.

    Overall I think these changes would preserve subclass tree identity of being an AoE monster while increasing its effectiveness in this category by using detonators attached to enemies instead of trying to get enemies to walk into AoE pools. It would also give titans 2 aggressive movement options with Shoulder Charge and Aerial Strike to further highlight the aggressive style imagined from a subclass tree called Code of the Earthshaker. The super changes would give players a reason to use the heavy slam and further enhance its damage in PvE. It may need some tuning for PvP as I could see the detonators and chain lightening causing some issues but as long as the AoE effects aren't too insane and are akin to Sentinels Code of the Commander Void Detonators, it could work out.

    TLDR: Current Top Tree Striker provides very little in terms of neutral game and super and actively works against pre-existing gameplay mechanics to create a subclass tree that is both too simplistic in its approach while also being difficult to utilize well outside of very specific encounters. The proposed changes would allow the subclass tree to keep its identity while providing better neutral game options and a reason to use Fist of Havoc slam attacks.

    I am happy to hear your thoughts/criticism and would enjoy discussing other ways to improve Top Tree Striker or my proposed changes. If this post does well and people are interested in further discussion, I would also like to address the subpar trees in Sunbreaker and Sentinel too.

    submitted by /u/TYBERIUS_777
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    New Nova Warp and HHSN preemptive damage calculations

    Posted: 06 Aug 2021 01:55 PM PDT

    Hey everyone, I haven't seen anyone do any damage calculations for the new NW buffs so I did some for myself and want to share it with this sub. All numbers were tested on Carl.

    Nova warp calcs:

    Current HHSN: 3,497 x 5 = 17,485

    New HHSN (3,497 x 2) x 5 = 6,994 x 5 = 34,970

    Current Warp (full charge): 26,045

    Current Warp (uncharged): 11,836

    New Warp (full charge): 26,045 x 1.73 = 45,057 (rounded down)

    New Warp (uncharged): 11,836 x 1.73 = 20,476 (rounded down)

    Current total damage (full charge) = 26,045 x 7 = 182,315

    Current total damage (uncharged) = 11,836 x 10 = 118,360

    New total damage (full charge) = 45,057 x 8 = 360,456

    New total damage (uncharged) = (20,476 x 10) + 45,057 = 249,817

    New total damage is assuming on-cast detonation is a full charge.

    Reference Numbers:

    Charged (Top Tree) Vortex Grenade: 124 + 6,166 + (3,070 x 15) + 2,639 = 54,979

    Base Vortex Grenade: 93 + 4993 + (2960 x 12) + 127 = 40,733

    Unbuffed Heritage headshot: 35,556 (thank you u/Evening_Tennis6889)

    Unbuffed Succession headshot: 24,949

    Unbuffed Sword swipe: 16,302

    Slowva Impact: 118,382

    Slowva Seeker: 23,677

    Max potential Slowva damage: 118,382 + (23,677 x 5) = 236,767

    TL;DR: Warp has a significantly higher damage potential than Slowva, but HHSN still falls behind charged vortexes considerably

    submitted by /u/Flingar
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    I kinda expected more from the subclasses buffs

    Posted: 06 Aug 2021 07:17 AM PDT

    Mainly for Titans and Hunters, but i expected more from these rounds of buffs. There are still subclasses trees that needs help there. I'm speaking mainly in term of PvE here.

    • Speaking of Titans:

    Sunbreaker: Top needs something more, it currently has 2 perks dedicated to the super that can be effectively merge together to make one more. His neutral game favor killing with abilities, but doesn't have anything to regenerate them. Middle buffs are good, but i expected something to the super. Currently that super it's not that good, mainly his damage.

    Sentinel: i expected some little buffs to the bottom one. Nothing great obviously, but something more to bring it on par with the other 2 trees

    Striker: i expected more for the top one, but maybe i'm a little exagerating here. I need to try the buffs before judging there. The others trees are good, and i really appreciated the buffs to the neutral game for the middle one.

    behemoth: This is all what they can do for PvE? Just the cyro so it can shatter again luckily and faster melee (and this last one is more of a PvP one)? I expected at least an increase in fragments slots for diamond lance, only 1 it's too low.

    • Speaking of Hunter:

    Gunslinger: Top one needs buffs for PvE mainly. Like Sunbreaker, there is currently 2 perks for the super. One of which just make easier to hit with it. Even then, i expected an increase in damage for the poor six-shooter in PvE, it currently does low damage for a super. I expected something more for middle one than just a 1s more to the fire status on the melee. Not some great things obviously, the middle tree is not that bad.

    Nightstalker: Maybe it's just me, but i expected a little buff on the super for the top one. I want it to be the best debuff in the game. Currently it's just better using a mod (like breach and clear) or divinity, and that's sad. Debuff is what it should do the best. Also, it should disable super istantly in PvP. For middle one, i know it's a PvP tree but why no buffs for PvE? The neutral game is already good, but the super is a cool but not useful one in PvE. I would buff the damage it does to enemies mainly, like they did with Nova warp.

    Arcstrider: i don't really want to speak before the changes are in live, but i think it needs more. Currently Arcstrider can't be used in high level content because it's all melee, and so it's too risky, even when you are in super. We will see.

    • Speaking of Warlock:

    Stormcaller: I expected some perk rework in the top one. Trascendence needs a change, it currently has anti-sinergy with the tree itself. It basically tells you to not use your abilities, when the tree is based on using abilities to get chain lightning. Plus, the tree based on chain lightning has weaker chains than an exotic for titans, and i expected some little buffs to that. Plus, the tree is currently a bit over reliant on crown of tempest.

    This is all my opinion at least. Maybe we don't know something, Maybe they are holding back because they are currently even reworking the light subclasses to have the same system as Stasis.

    What do you think personally? Sorry for the wall of text

    TLDR: I expected more from this buffs, mainly more for Top and Middle Sunbreaker, Bottom sentinel, Behemoth, Top sentinel, Top and middle Nightstalker, Top and Middle Gunslinger, Arcstrider in general and Top Stormcaller.

    Edit: some formatting stuff, i hope it's easily readable

    submitted by /u/Numberlittle
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