• Breaking News

    Sunday, August 8, 2021

    Destiny Sunday Plz - Adjust/reduce console weapon recoil to match PC!

    Destiny Sunday Plz - Adjust/reduce console weapon recoil to match PC!


    Sunday Plz - Adjust/reduce console weapon recoil to match PC!

    Posted: 08 Aug 2021 02:00 AM PDT

    Greetings Guardians!

    Ever since the conception of this sub, we've dealt with floods of reposts. We're sure you're familiar with them. Many are for important issues that are shared by the entire player base, while others are just for personal requests and desires for the game. The Bungie Plz was shortly implemented after conception as a central "wish-list" for all that we, the community, desired. It is completely user driven. With rare exceptions, nearly all submissions are sent in by you, the users of this subreddit!

    However, just like Destiny 2, our wiki article began to experience problems as it grew over time. It's been getting just a few sizes too big. We understand that the continued addition of topics has begun to encroach on your ability to continue the conversation towards matters that mean the most to you, and even though the Bungie Plz has seen so many successes over the years, with well over 100 officially implemented game suggestions and desires, there's still dozens upon dozens of retired topics that haven't seen the light of day for many months...even years!


    Every Sunday, this thread will focus on a certain retired Bungie Plz topic of your choosing, voted by the users. We will curate a list of 5 suggestions to help focus your voting process, but you get the final say on what is talked about each week. By all means, if one topic is overwhelmingly desired despite not being part of those 5 items we picked, then we'll be happy to go with that one. Our curated list is only to help you focus the conversation. The only stipulation is that the topic must be new every week. This thread is for the entirety of the Bungie Plz wiki, so no back-to-back voting!

    Think of these threads as a way to keep the spark alive, and to bring old topics up to fresh light. For example, do we still want to move Queenbreaker to the special slot? Or does Arbalest serve that purpose well enough now? Do we still want an all-black shader, or do we want to bring back Prismatic Matrix?

    You tell us! This is your conversation, guardians.

    For this week, you voted on:

    Adjust/reduce console weapon recoil to match PC

    For next week, here are some suggestions:

    • Make Raid Banners show the Clan Banner of the Guardian who deploys them
    • An exotic that allows Sunbreaker Titans to summon their throwing hammer back to their hand
    • Kill Clip should auto refresh when reloading while active
    • Increase the Power Level cap on existing gear when it is reissued
    • Give us a taken-themed shader (like Tincture of Queensfoil)

    Sound off in the sticky comment for which one sounds good (just give us a moment to put it up), or anything else in the Bungie Plz wiki that catches your eye, and we'll do our best to accommodate!


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Daily Questions [2021-08-09]

    Posted: 08 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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    shotgun nerfs encouraged me to try out tons of melee builds, peer to peer connection made me realize how bad melees are in d2

    Posted: 08 Aug 2021 02:42 PM PDT

    warlock, titan or hunter doesnt matter. any melee build is a dice throw whenever it will actually connect or not and immediatly make them non-competitive.

    submitted by /u/bluebloodstar
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    Based on all of Destiny's Reveal trailers, here are the 10 things all but guaranteed to be in the Witch Queen hype footage

    Posted: 08 Aug 2021 08:36 PM PDT

    We know it's coming, and Bungie's ability to make a cinematic trailer never fails. However, there are 10 things to expect to see when we get our first look at Savathun!

    1 - An Omnious beat drop, with the narrator telling us about the next great threat. Happens in every annual & seasonal trailer, we get a threatening beat in the background, flashes of scenery in the new location..... and narrator telling us we're facing something we've never faced before! Dun dun dun (more ominous music), the music kicks in full blast and the trailer resumes!

    2 - The Slow Mo fireteam walk. Literally. Every. Time. Never fails either, to see 3 guardians walking in V formation slowly towards absolutely nothing. Could literally be a social space with no enemies and we get that B-Roll footage of the slow walking trio.......... and then get that view another 5-6 times in the trailer.

    3 - Jumping Guardian! Whether it's 1 guardian, all 3 guardians, 1 guardian sliding into a fight with another hopping over. There is always some footage of a jumping guardian. Never blinking, never titan skating, never a Hunter rolling dodge. It's always a random jump into action or across some platforming

    4 - Badass entry for a new enemy type. Brig dropping in from the sky, Wyvern blasting away, Nightmare appearing. There is going to be a new (or reskinned) enemy added that will get a pretty damn good first impression.

    5 - A clip of something you will NEVER do in a strike. Beyond Light brought an ice wall grenade thrown on the wall of the bridge section of Glassway (we're not going to jump onto that ledge). Shadowkeep showed a Hunt that isn't really a strike! Forsaken showed a Chaos Reach being pissed away on 3 enemies just after the Abomination mini boss (um, we save our supers at that point). It happens every trailer always something that nobody would do in a strike.

    6 - Our new powers. We'll get a montage of new grenades, melees, supers and anything else tied to new powers, just mowing through enemies. Particularly supers wiping out rooms in slow mo.

    7 - Some godly clip in the crucible, of someone killing the other team consecutively 3-4 different ways. Primary, secondary, melee, super, heavy etc. Just a straight montage worthy clip. Never mind the potatoes playing against the player weren't even shooting & just running in a straight line at the player, but it's always the go to crucible footage of someone getting kills with a different source back to back.

    8 - Some asshole, doing asshole things in a sparrow. Like donuts on an Empire hunt, jumping a ramp in the middle of Alter of Sorrows wave, splashing water on enemies in an EDZ public event that nobody would ever do! Always an asshole on a sparrow doing something absolutely nobody would do unless they want their sparrow to get blown up.

    9 - New & old exotics. Might be armor, but most certainly the new guns being offered will be shown in the trailer. Expect a mix of brand new weapons, and D1 weapons making a return. D1 still has 20+ guns and 8+ exotic armor per character that have not been reprised, so Bungie has plenty to choose from when they bring back something.

    10 - A nonsense preview of the raid. Of course they won't give away anything in the raid, no encounters will be shown. But we get some 6-man B-Roll footage of a shot of the raid that we run through as fast as possible. Last Wish showed people running on top of the main bridge that nobody runs on. Garden has 6 people slow man walking 1 of the transition areas that we usually just run through and ignore. DSC literally had 6 people leave the opening platform. I mean literally made the first fall of the game a dramatic moment in a trailer.

    Bonus - Oh, and the date the DLC comes out! That's a given.

    submitted by /u/JLoco11PSN
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    Corruption will be the next Darkness element in The Witch Queen - An explanation and prospective subclass concepts!

    Posted: 08 Aug 2021 10:29 PM PDT

    Corruption - Witch Queen Darkness Subclass Concepts

    With the Witch Queen reveal fast approaching on August 24th, I've been thinking a lot about what the next Darkness element and corresponding subclasses could be all about. We know that there are more Darkness subclasses coming in the future due to an interview on Twitch that Luke Smith took part in last November. I've created both this standalone text-version of my thoughts on Corruption and what prospective Corruption subclasses could be like, as well as a YouTube video for the more visually inclined, with all the artwork created by the insanely talented Painthisice!

    Why Corruption Is Coming Next To Destiny 2

    In Beyond Light, the player was granted the power of Stasis to beat the Fallen Empire massing on Europa at their own game. I believe that in the Witch Queen, the player will be granted the power of Corruption, the source of the Hive's magic, in order to beat back Savathun's brood by using their Darkness powers against them. I find this especially likely since the Darkness has branded Savathun as a heretic and marked her for death for interfering with our communications with the Pyramids in Season of Arrivals.

    For further evidence of Corruption being the next Darkness element, consider the gameplay synergy of Thorn and the exotic gauntlets Necrotic Grip, a phenomenon the likes of which Destiny has never seen before - it almost feels like an early beta test for what Corruption as a fully-fledged Darkness element could be. Interestingly enough, the game even says that you "died to Corruption" when falling to Necrotic Grip inside the Crucible.

    And finally, there is strong evidence that points to Corruption as the next Darkness element when analyzing the elements in the game today. Stasis is a "dark mirror" of Solar, with both elements manipulating systems thermodynamically, with Solar increasing entropy and Stasis decreasing entropy. Corruption is set to be the "dark mirror" of Arc, as Arc is about discharging electrons at our enemies via an electrical arc, whereas Corruption is about forcing matter to undergo radioactive decay and release energy in the form of positrons, energy that can then be harvested by an outside party, such as the Hive or Dark Guardians.


    Corruption: A Narrative and Lore-Based Explanation

    On a narrative/lore level, I believe that there is a strong basis for Corruption as a Darkness element in the Destiny universe, with it acting as a "dark mirror" to the Light-based Arc element. We need to talk briefly about what Arc actually is for Corruption to make sense. Essentially, Arc energy excites electrons so much that it exceeds the binding energy of an atom, which causes said atom to become ionized. This is the basis for electricity and is also the process that binds molecules together and leads to the creation of complex matter like cells and DNA. In-game, we take this to the extreme, super-charging ourselves with Arc energy and then channeling that chaos at our enemies through an electrical arc.

    Corruption, on the other hand, is a force of Darkness that has the power to deconstruct the bonds of matter and tend towards simplicity, rather than complexity, the way of the Sword Logic. This premise is based on an AMAZING theory developed by u/LettuceDifferent5104, which I'll basically be paraphrasing in this post. In nature, we can observe the deconstruction of the bonds of matter as a form of nuclear transmutation that occurs from radioactive decay, in which an electrically neutral atom will transmute into a "simpler" element of a lower atomic number, causing the atom to release energy in the form of a positron and a neutrino. Corruption is likely to be the force behind the Hive's magic, which can be boiled down to the Hive stripping living beings of their Light by forcing them to undergo radioactive decay through paracasual means. This extracted energy manifests itself as Hive Soulfire, which is used to feed their worms, power their weaponry, and fuel their own growth.

    The craziest thing is, there's a smoking gun that supports this entire explanation of how Corruption and the Hive's magic works. The primary component of all known life on Earth is Carbon. In humans, almost 99% of the Carbon in our bodies is composed of the stable isotope Carbon-12. Want to know what happens when you force Carbon-12 to undergo radioactive decay? The Carbon transmutes into an unstable isotope called Boron-12. If the decay energy released is high enough during this process, it will cause an exothermic reaction of the Boron molecules. And what does Boron look like when it burns? Green. Fire.


    Corruption's In-Game Elemental Effects: Corrode, Decay, Transmute

    Moving forward, I believe that Bungie will incorporate a "trio" of unique effects for each element in the game, similar to the Slow, Freeze, and Shatter paradigm that Stasis is based around. For Corruption, I think that this "elemental trio" would consist of Corrode, Decay, and Transmute.

    Corrode

    Corrode would be a debuff that comes in stacks, similar to the stacking system incorporated by Stasis Slow. When a target reaches 100 stacks of Corrode, they would begin to Decay. PvE combatants affected by Corrode would have their health start draining, and all nearby combatants would suffer health drain as well. To keep things balanced inside the Crucible, players affected by Corrode would instead have their grenade, melee, and class ability energy start draining, and all nearby players would suffer ability energy drain as well. Corrode would last for 3 seconds by default, similar to the base duration of Stasis Slow.

    The inspiration for Corrode comes from Galvanic Corrosion, an electrochemical process in which one metal corrodes when it's in electrical contact with another, in the presence of an electrolyte. Basically, a target corroding in-game is beginning to lose their Light to Corrupting Darkness, a process that then cascades when the afflicted player begins stripping the Light of any other beings unlucky enough to be near them.

    Decay

    Decay would be a debuff that would cause a target to suffer large ticks of damage over time while the Decay debuff is active. When a Decaying target is defeated, it would leave behind a Soulfire Remnant that can be picked up by you and your allies. The Decay debuff would last for 2 seconds against players, and for 5 seconds against PvE combatants.

    In many ways, the Decay debuff would be an amped-up, subclass version of how Thorn's Mark of the Devourer and Soul Remnant mechanics work in game today. On a thematic level, Decay is effectively the "final form" of Corrode, and a Decaying target is one that has been completely corrupted by the Darkness, to the point that they are "leaking" large amounts of their Light, hence the large chunks of damage of time.

    Transmute

    The Transmute effect would be triggered either by picking up a Soulfire Remnant, or by some Corruption abilities directly. The Transmute effect is unique from the final elemental property of Stasis, in that it is not an AOE effect that damages nearby targets. Triggering the Transmute effect would grant a small amount of health and provide continuous health restoration while Transmute is active, with the base duration set at 3 seconds.

    Think of this effect as the player "transmuting" the life force of enemy targets, rending them down to mere energy to be consumed, similar to the dark alchemic rituals performed by the Hive.


    The Tormentor: A Corruption Hunter Subclass

    When I set about designing the Tormentor, I first took a look at the other Supers that Hunters have in the game today. Hunters have multiple "one and done" super abilities like Tether, Blade Barrage, Silence and Squall, and Celestial Nighthawk Golden Gun. As for "roaming supers", Hunters really only have Arcstrider and Spectral Blades (yes, technically speaking normal Golden Gun is also "roaming" but is not melee-based and gets neither increased speed or damage resistance, making it an anomaly). I think that Hunters are in need of powerful new roaming super ability, a conclusion that drove the design of the new super ability for the Tormentor: Chains of Corruption. This super lets the player conjure a pair of corrosive chains to whip and lash their foes into submission, with the ability to perform quick whip attacks, OR a great spin attack to hit all nearby enemies with a large AOE effect. Tormentors would specialize in corroding their foes, with Corruption Titans being specialists of decay, and Corruption Warlocks being specialists of transmutation.

    Melee Ability: Corroding Lash

    Tormentors would have a melee ability called Corroding Lash, which would allow the player to lash out at their foes with an overhead chain whip attack, an attack that would cause all impacted targets to corrode. Think of how Trevor Belmont from Castlevania uses his whip to smite his foes with overhead attacks.

    Grenade Ability #1: Plague Grenade

    The Tormentor's first grenade option would be the Plague Grenade, which would burst on impact and leave behind a cloud of gas that corrodes targets and decays those that stay in the gas cloud too long. This grenade would be very similar to the balls of disorienting smoke used by Hive Wizards.

    Grenade Ability #2: Sundering Blast Grenade

    The Tormentor's second grenade option would be the Sundering Blast Grenade, an explosive grenade that causes targets to decay and take damage over time. This grenade would be very similar to Incendiary Grenades, but with more of the damage being applied through DOT instead of the initial explosion.

    Grenade Ability #3: Transmutation Grenade

    The Tormentor's third and final grenade option would be the Transmutation Grenade, which would conjure a transmutation circle upon impacting a surface and then transmute the life force of any targets within the circle's radius. This grenade would behave in a similar fashion to the purple Hive Runes conjured by the boss of the Broodhold strike, which spawn on the floor and then quickly damage anyone that stands in the circle for too long. This grenade would also act as a trap and not go off until a target enters the circle's radius, making it an effective zone control tool, similar in function to the Hive Traps used heavily in the Rise of Iron expansion.

    Aspect #1: Grappling Chain

    The first Tormentor Aspect would be Grappling Chain, an air move that allows the player to thrust one of their corrosive chains into a surface and pull themself to it. This would be very similar to the grappling hook used in the upcoming game Halo Infinite, albeit with more momentum to keep up with the faster pace of Destiny 2. This ability would have a small cooldown, similar to Icarus Dash. However, while the Chains of Corruption super is active, this cooldown would be removed, allowing the player to pull themself from surface to surface like a Darkness-infused Spiderman.

    Aspect #2: Galvanic Accelerator

    The second Tormentor Aspect would be Galvanic Accelerator, where defeating a corroding target causes it to emit a non-damaging blast of corrosive energy that causes all impacted targets to begin corroding themselves. This would function a lot like Necrotic Grip, which causes poisoned targets to emit a wave of corrupting energy when they die. This aspect would also have a small cooldown, as it would be possible to start infinite chain reactions of corroding mobs, an ability a tad too strong for normal gameplay. However, like the Grappling Chain, this cooldown would be removed while the Chains of Corruption super is active, giving the super incredible add-clearing potential by causing constant blasts of corrosive energy with each and every kill.


    The Lancer: A Corruption Titan Subclass

    When I set about designing the Lancer, I once again took a look at the other Supers that Titans have in the game today. Titans have a HUGE amount of "roaming supers", with Fists of Havoc, Hammer of Sol, Glacial Quake, and Sentinel Shield. On the other hand, Titans only have two "one and done" super abilities, those being Thundercrash and Ward of Dawn. Titans have ZERO ranged "one and done" supers, whereas Hunters have three (Celestial Nighthawk Golden Gun, Tether, and Silence and Squall) and Warlocks have two (Nova Bomb and Well of Radiance). This clear need of a ranged one and done super is what drove the design of the new super ability for the Lancer: Sorrow's Lance. This super lets the player summon a powerful lance infused with corruption and throw it at their foes, causing a blast of decaying energy that deals massive damage and leaves a damage-dealing field in it's wake.

    Melee Ability: Decayed Lance

    Lancers would have a melee ability called Decayed Lance, which would allow the player to wind up and throw a lance at their enemies, an attack that would cause all afflicted targets to decay, with precision hits causing the lance to deal extra damage. The "wind up" mechanic would be similar in function to the knife twirl that is performed before throwing the Weighted Knife of Bottom-Tree Gunslinger, and a precision hit would be a one-hit kill inside PvP.

    Grenade Abilities: Plague, Sundering Blast, and Transmutation

    Just like how the Stasis grenades are shared across the Hunter, Titan, and Warlock subclasses, the Corruption grenades would be shared across throughout the three Corruption subclasses.

    Aspect #1: Lancer's Charge

    The first Lancer Aspect would be Lancer's Charge, which would allow the player to hold down their class ability button to replace their barricade with a surge of corrupting energy, which would boost their movement speed and Lift momentum for a short time; additionally, when activating Lancer's Charge, the player would create a burst around themselves that decays targets. Lancer's Charge would operate almost exactly like the Titan Exotic Gauntlets Icefall Mantle, but instead of making you a slow moving tank, you instead become a speed demon, and this ability would allow Titans to build up momentum with successive jumps and "Titan Skate" once more (note, this would let you "D1 Titan Skate", as D2 macro-skating was WAY faster and completely broken.

    Aspect #2: Roar of the Worm

    The second Lancer Aspect would be Roar of the Worm, which would let the Decayed Lance stick to surfaces and targets and then linger for a short time, periodically sending out bursts of energy that cause targets to decay. This aspect would effectively turn the Decayed Lance melee ability into a 2nd grenade ability, as you'd be able to throw your lance into groups of enemies or near spawn points for zone control and quickly cause tons of enemies to decay.


    The Alchemage: A Corruption Warlock Subclass

    When I set about designing the Alchemage, I once again took a look at the other Supers that Warlocks have in the game today. Warlocks are pretty balanced when it comes to the "roaming super" vs. "one and done super" debate. Warlocks have a number of roaming supers, such as Nova Warp, Dawnblade, Stormcaller, and Winter's Wrath. When it comes to "one and done" supers, Warlocks also have plenty of great options, such as Chaos Reach, Nova Bomb, and Well of Radiance. Without a clear need one way or the other, I decided to really lean in to the "mad alchemist" identity for the Corruption Warlock, which fits perfectly with the third and final sub-identity of Corruption: Transmutation. The new super ability for the Alchemage is Heart of Soulfire, in which the player enters an alchemic trance to transmute their foes and corrupt their surroundings. With one hand, the player would be able to shoot blasts of soulfire at their foes, and with their other hand, they would be able to position a transmutation circle on a surface and then release to transmute all targets within.

    Melee Ability: Philosopher's Grasp

    Alchemages would a melee ability called Philosopher's Grasp, which would allow the player to hold their melee input to charge an alchemic rune and take aim at their target, and then release the melee input to damage them and transmute their life force. The "aiming mechanic" for Philosopher's Grasp would function in a similar fashion to Salvation's Grip, but it would have a limited range to keep it in a balanced state. Usually, Warlocks have the ability to charge up and hold a grenade, like Handheld Supernova or Chaos Accelerant; now, imagine charging up a melee and then releasing it to perform a ranged "life steal" ability, turning Alchemage Warlocks into bona-fide vampires.

    Grenade Abilities: Plague, Sundering Blast, and Transmutation

    Just like how the Stasis grenades are shared across the Hunter, Titan, and Warlock subclasses, the Corruption grenades would be shared across throughout the three Corruption subclasses.

    Aspect #1: Alchemic Haste

    The first Alchemage Aspect would be Alchemic Haste, where casting your rift would generate a shockwave that transmutes the life force of any targets caught in the blast. Additionally, passing through the rift would boost movement speed and weapon handling for you and your allies for a short time. Alchemic Haste would be the Corruption version of the Stasis Aspect "Frostpulse", but would provide additional utility beyond just an elemental shockwave when casting your rift. The speed boost granted from passing through an Alchemic Haste Rift would be a cool way to transform the usually slow, defensive playstyle encouraged by rifts into an ability that instead allows you to take the offensive and help your entire team rush your enemies with enhanced movement and weapon handling speeds.

    Aspect #2: Rune of Power

    The second Alchemage Aspect would be Rune of Power, causing abilities to do more damage, regenerate faster, and weapon reload speed to increase for a short time after triggering the transmute effect. This aspect would allow the Alchemage, a master of transmutation and the dark alchemy of Corruption, to reap even more benefits than just the base health restoration granted by the transmute effect.


    Corruption Fragments Shared Across The Three Subclasses

    Finally, I devised an initial 8 Corruption Fragments that could be used across the three Corruption subclasses. Many of these provide functions that are analogous to several Stasis Fragments that are in the game today.

    1) Whisper of Evolution: Picking up soulfire remnants temporarily boosts your grenade recharge rate. Picking up additional soulfire remnants increases the duration of this benefit.

    2) Whisper of Unmaking: The damage over time caused by decay is increased against combatants.

    3) Whisper of the Plague: Corrode from your abilities lasts longer. For those abilities that linger, their duration will also increase. +10 Mobility.

    4) Whisper of Devourer: While the transmute effect is active, nearby allies will have increased Recovery speed and a faster class ability cooldown. +10 Recovery.

    5) Whisper of Sorrow: Gain a bonus to weapon damage after defeating corroding or decaying targets. -10 Discipline.

    6) Whisper of Screams: Defeating decaying targets grants you Super energy. -10 Intellect and -10 Strength.

    7) Whisper of Soulfire: Soulfire remnants track to your position. +10 Discipline and +10 Strength.

    8) Whisper of Suffering: You gain melee energy each time you take damage from targets.

    submitted by /u/kujayhawk47
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    Credit where it's due - Ada's current mod rotation is a huge improvement over Banshee's

    Posted: 08 Aug 2021 11:19 AM PDT

    In the past 3 months since S14 launched, Ada has sold:

    • Powerful Friends
    • Protective Light
    • Radiant Light
    • Rage of the Warmind
    • Fireteam Medic
    • Wrath of Rasputin
    • Lucent Blade
    • Stacks on Stacks
    • Supercharged
    • and some other rare ones that I'm sure I've missed

    Previously some of these mods have not been sold in literally a year, so props to this system for being an improvement. Is it perfect? Hell no, because mod economy shouldn't be a lottery. But it is a step in the right direction, so kudos Bungie.

    Now please make it easier for us to switch armor element so we can actually use these mods .

    submitted by /u/chancehugs
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    Ada is selling Lucent Blade!

    Posted: 08 Aug 2021 10:01 AM PDT

    Insanely great sword mod for all sword scenarios especially boss DPS.

    When Charged With Light (CWL) and dealing damage with a sword you consume one stack of CWL to gain the "Keened" buff. This lasts 5 seconds and gives you a 35% damage buff (the same as Weapons of Light).

    Since it's an Arc CWL mod it has a secondary perk which activates under two scenarios, either an arc mod is slotted on the same piece as the CWL mod or you have another Arc CWL mod on another armour piece. This secondary perk cuts off roughly one second from your sword energy meter regeneration, resulting in less time between heavy attacks. Since this is a passive perk you do not need to be CWL to activate it.

    submitted by /u/Infestidos
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    Did you enjoy Season of the Splicer?

    Posted: 08 Aug 2021 05:43 AM PDT

    I can say that seasons 13 and 14 have been really great. I had a lot of fun and was compelled to log in unlike season 12 (just the season, not Beyond Light). Did you enjoy this season? If so which part of it? I am trying find out if people liked this season or not. (Also I am only talking about the season until now, disregarding any future changes to the game.)

    Edit: I did not expect this to blow up. Thanks for the awards.

    submitted by /u/CrazyPitesh
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    Hardlight suggestion - when you respawn, make it be with the last equipped element.

    Posted: 08 Aug 2021 08:35 AM PDT

    I know it ain't much, but I am kinda liking hardlight in the crucible atm. I just wish I wouldn't make the mistake of having the wrong element equipped all the time since I am trying the path of the burning step build.

    submitted by /u/QcAntz
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    Bungie, can we please have two-factor authentication for character deletion?

    Posted: 08 Aug 2021 04:50 AM PDT

    After reading the struggles of this post, I realized how easy it would be for anyone over at my house to erase 4 years of progress: https://www.reddit.com/r/DestinyTheGame/comments/ozvii2/my_4_year_old_accidentally_deleted_my_warlock/

    It would be a nice security feature. Thoughts?

    Edit: As /u/hatcheth4arry was kind enough to suggest in the comments, at least burying the functionality in the settings menu and possibly adding a PIN number would be a big improvement over the current implementation as well.

    submitted by /u/Rickstir10
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    Towerthought: I am not sure if there is anything that Bungie can do to make Trials appealing to mainly PvE or casual players. And if they DID, PvP players would probably be unhappy with the result.

    Posted: 08 Aug 2021 01:36 AM PDT

    Trials needs fresh blood for people to go in and slaughter.

    Thing is, it's kinda in a catch 22.

    If you make Trials easier or more rewarding for people, people will compain about it not being hard to do or get good shit from it anymore. Doubly so if Bungie let people work towards flawless stuff without getting flawless. People will say there's no point in going flawless, and while I (And maybe others) would love to work towards a much better then usual gun without needing to go sweaty, honestly they have a point in that flawless NEEDS some kind of prestige/reason to do it.

    Meanwhile, if you make Trials harder, less and less people will want to play it, and it's not popular right now as is. I can only speak for myself, but as much as I adore Saint 14 I do not want to touch Trials with a 100 foot rusty Arc Staff as it is because there's not really much POINT in stressing myself out over a high end mode when I can get more and better loot elsewhere, that probably caters more to PvE to boot.

    Whatever you do with it, someone will be unhappy.

    submitted by /u/Kylestien
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    A Heavy Wave Frame Grenade Launcher

    Posted: 08 Aug 2021 11:17 AM PDT

    I don't even think it would be that good, I just want to see it. Thanks

    submitted by /u/astrowhale98
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    Melee rubberbanding in the crucible is frustrating.

    Posted: 08 Aug 2021 01:36 PM PDT

    Melee lunge is good and all, but why do we return back to the spot the melee started from? It's frustrating trying to track opponents while they melee.

    submitted by /u/DVRN_2
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    Flinch of ALL Sniper Rifles (well not all just a lot)

    Posted: 08 Aug 2021 11:36 AM PDT

    Kind of a follow up on sniper flinch. I did just a stupid amount of testing that nobody asked for. Aimed at same spot and shot myself over and over again. Compared pixels on "peak" of flinch.

    At 45 zoom guardian is 419 pixels tall (from the distance I was at). All images here: https://imgur.com/a/PldzifJ

    Izanagi's 68 (with no distractions procced)

    Revoker 110

    Omnicient Eye 114

    Eye of Sol 152

    Beloved 154

    Frozen Orbit 165

    Adored 169

    Praedyths Revenge 170

    Apostate 179

    Borealis 179

    Occluded Finality 204

    Uzume 230

    Aachen High Zoom 243

    Far Future 248

    Succession 260

    Ikelos 262

    Aachen Low Zoom 264

    Cloudstrike 283

    Heavy

    Darci 40

    Whisper 55

    GENERALLY, the shorter the model of the scope, the less flinch. btw I cant be bothered to get a twilight oath if someone wants to lend me their account I will test it and add it to the post

    submitted by /u/Shrimp276
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    Bungie Plz: Adept Small Ones Spec

    Posted: 08 Aug 2021 10:28 AM PDT

    Minor spec + Majorspec in one. It would be a perfect match on some of the guns available to us. Much like Big Ones spec is perfect for heavy and specialweapons, Small Ones would be fantastic on primaries.

    submitted by /u/Teoke
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    How come there isn’t a big f*** off hole in the wall of the Cosmodrome wall anymore?

    Posted: 08 Aug 2021 08:54 AM PDT

    I wasn't really playing when the Cosmodrome got added back but during the Rise of Iron expansion a big f*** off hole got blown through the wall which you could see in the Gateway area.

    Also where is all the Siva stuff? Did the entire Cosmodrome and area around it get firebombed to remove it or something?

    Did the Vanguard go back and fill a gap in a pointless wall? Did Siva rebuild it? Was it the Darkness? Is it just a plot hole?

    submitted by /u/The-RealElonMusk
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    I really wish I could go back and buy seasons I missed. Or at least earn the ornaments from season passes I paid for but didn’t have time to complete and obtain.

    Posted: 08 Aug 2021 10:18 PM PDT

    If we buy seasons, the content in the season pass should be stuff that we can always go back and earn. It sucks that life gets in the way of being able to game often enough to earn the stuff we paid for.

    Like, season passes come with 100 tiers of upgrade mats, weapons, armor, ornaments, etc. I'm not saying just give it to me if the season is over, I'll be happy to grind up to earn them. But to say "you snooze you lose" kinda sucks.

    Some of the ornaments of past seasons were so great. And while I missed out on playing enough to earn them, I technically did pay for that stuff. So shouldn't we have the right to earn it?

    submitted by /u/dorrisx
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    Why does Iron Banner have to STRICTLY be control?

    Posted: 08 Aug 2021 04:58 PM PDT

    Why not spice it up and add mayhem, team deathmatch, ect ect..?

    submitted by /u/lnRussia
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    https://imgur.com/a/o6lrhod Destiny themed birthday cake courtesy of my lady and it's AMAZING!

    Posted: 08 Aug 2021 03:48 PM PDT

    The artist is from a shop called cakestar in canada, it came out incredible. https://imgur.com/a/o6lrhod

    submitted by /u/ZizouZ
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    There should be more Private Match Customization

    Posted: 08 Aug 2021 04:21 PM PDT

    I was thinking that this would be an awesome addition for people that want to craft some fun game modes for private matches with their friends.

    It's surprising that the same studio that gave us Halo Custom Games has such a boring private match system in Destiny 2.

    I really want to be able to play some classic game modes like Michael Myers or the slow asymmetrical type where everyone's trying to escape the slow powerful character with a sword.

    Anyone else want this?

    submitted by /u/A_Witty_Name_
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    Hakke Weapons

    Posted: 08 Aug 2021 07:09 AM PDT

    Anyone else really want new Hakke weapons or at least the old ones back. They're some of the best looking guns in the game and perform pretty reliably pretty much always.

    submitted by /u/TensionSlap
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    Optimized Bounties For 2021/8/9

    Posted: 08 Aug 2021 10:44 AM PDT

    Deer trivia: Deer tend to be picky about what they eat, but sometimes they're willing to try new things. Such is the case for Sugar Bob, a deer who wandered onto a medical marijuana farm in Oregon and started helping himself. He's now the farm's unofficial mascot, and a constant companion to the farmer and his dog.


    Step 1 - You ever see the back of a twenty dollar bill… on weed?

    Step 2 - Pick up the following bounties. Remember, you can use the Destiny 2 Companion app!

    Tower Bounties:

    • Zavala – One Shot, One Kill – 25 Precision Kills
    • Zavala – The Harder They Fall – Kill 10 Challenging Enemies in Strikes
    • Zavala – Vanguardian – Kill 50 Enemies in Strikes
    • Zavala – Fast and True – 25 Bow Kills in Strikes
    • Shaxx – Coordinated Fire – 5 Assist Kills in the Crucible
    • Shaxx – Closed Circuit – 5 Arc Kills in the Crucible
    • Shaxx – Power Up – Collect Heavy Ammo in the Crucible
    • Shaxx – Full Control – Complete 1 Match of Control
    • Banshee – Bow, Sniper Rifle, Linear Fusion Rifle, Arc Weapon Calibrations

    Planetaries:

    • Shaw Han – Spitting Distance – 5 Melee or Finisher Kills in the Cosmodrome
    • Shaw Han – Out With a Bang – 5 Grenade Kills in the Cosmodrome
    • Shaw Han – Showstopper – 3 Super Kills in the Cosmodrome
    • Shaw Han – Leave Nothing Behind – 5 Power Weapon Kills in the Cosmodrome
    • Devrim Kay – The Big Guns – 3 Power Weapon Multikills in the EDZ
    • Devrim Kay – Deadeye – 10 Precision Kills in the EDZ
    • Devrim Kay – Touch the Void – 30 Void Kills in the EDZ

    Step 3 - Follow These Steps:

    1. Fly to the Cosmodrome, grab Shaw's bounties, then run any Cosmodrome Strike. Use a Bow, Sniper Rifle, and Linear Fusion Rifle, at least one of which is Arc. (15 minutes)
    2. Play one Iron Banner match, and if needed, one other Crucible match of your choice. (10-20 minutes)
    3. Fly to the EDZ, grab Devrim's bounties, then run any Lost Sector or Public Event with a Void Power Weapon and a Precision Weapon. Or a Void Machine Gun will clear all three. (5 minutes)

    Total Bounties Cleared: 19 Dailies

    Total Time: 30-40 minutes

    Bounties Per Minute: .54

    Rewards:

    • 114,000 XP (unmodified)
    • 20 Vanguard Tokens, 4/8 Vanguard Weekly Challenge
    • 4/8 Crucible Weekly Challenge
    • 4 Enhancement Cores
    • 8 Mod Components
    • 20 Spinmetal
    • 15 Dusklight Shards

    Season Ranks Per Hour: 1.95

    submitted by /u/DeerTrivia
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    Bungie: Please Offer Some Discounts For Destiny 1 - The Collection!

    Posted: 08 Aug 2021 07:35 AM PDT

    We have D2 friends that we would love to send back to Destiny 1 and play through the campaign experience. They don't necessarily want to grind raids and have to find groups for special stuff or do PvP, but they would like to experience the campaign missions. But right now $59.99 for Destiny: The Collection is a bit steep to just experience the campaign missions.

    Can we see some promotions from time to time so people who have never played it can go back and do it?

    The game has now been out for 7 years, right? Isn't full original price a bit steep since it's been out for so long?

    USED COPIES: BUYER BEWARE - DLCs are all locked behind a digital code. You can buy the collection, but to get the DLCs you need to apply the digital code. Nearly all of the codes are already redeemed. This is buried deep in the product description and is not clear in the product description. The 4+ star ratings you see on products are based on old reviews of the entire game. If you look at recent reviews you often see people who have bought a used copy for $5-15 from a second hand seller only to have the code included already be redeemed and you're left just a copy of vanilla D1.

    submitted by /u/Hollywood_Zro
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    Does any one else feel like middle tree arc-hunter ult just being arcstaff w/spin is a bit of a cop-out?

    Posted: 08 Aug 2021 09:43 PM PDT

    I'm not saying it's bad, just lazy design.... At least the middle tree solar titan gets a bigger fucking hammer in addition to a spinning mechanic lol.

    E: same complaint for the newer and improved void titan shield super

    submitted by /u/MaxPecktacular
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    Many of us still don't know that we worship a false idol...The Range stat.

    Posted: 08 Aug 2021 05:34 PM PDT

    TL;DR: it's all about Zoom. Zoom decides how much effective range is even possible. The range stat then dictates how much of that value can be achieved.

    Let's compare two 450rpm auto rifles: A "Shadow Price" with 66 range and rangefinder will experience DMG fall off before "The Number" with 50 range.

    Why? "Shadow price" has the base A.R. zoom of 16. "The Number" enjoys a zoom of 20

    Another great way to frame the efficacy of zoom is how different sight perks effect where damage falloff begins for a time warn spire I have. More range with less range.

    Red Dot Micro: 37.13m

    Range=55 Zoom=19

    Rifle Scope SSF: 42.72m

    Range=53 Zoom=22

    The range stat actually tells me I should have less effective range but that's not how it works because zoom actually wears the pants.

    I think the misunderstanding stems from YouTube and an absurd lack of information provided to us in game. Every God roll video you click on is basically a propaganda film for range.

    Mainly though I think this is another place where the lack of info provided in-game is kind of an issue. We shouldn't have to turn to several community managed Excell Docs and data mining to understand the point values behind perks and abilities in a game where build crafting is at the forefront....it's kind of insane actually.

    @bungie you listening dawg? P.S. the weapons team is clearly asleep at the wheel... Which is not recommend by the department of transportation.

    submitted by /u/FuckEveryDuck
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