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    Destiny This Week At Bungie 8/05/2021

    Destiny This Week At Bungie 8/05/2021


    This Week At Bungie 8/05/2021

    Posted: 05 Aug 2021 11:05 AM PDT

    Source: https://www.bungie.net/en/News/Article/50519


    This week at Bungie, we start shaking up the sandbox.

    Welcome to the TWAB. We've got a lot to cover today so I'm going to skip the small talk and get into it.

    Yesterday, Assistant Game Director and mustache enthusiast Joe Blackburn went out on Twitter and talked about some our upcoming plans regarding Destiny 2 PVP.

    Ahead of the showcase this month, I wanted to take a little time to talk about Destiny PVP.

    — Joe Blackburn (@joegoroth) August 4, 2021

    Please give the whole thread a read, but for the tl:dr crew, the main thing we want everyone to know is that we have a plan, it's going to take some time, and we are excited about the future of creating a more consistent delivery of PVP content each year.


    The Best of Your Ability

    Our teams have been hard at work putting together a lot of changes for next Season. We decided to break out upcoming sandbox changes into three parts. This week we are covering abilities. Next week we will talk about armor and mods, and then we will touch on weapons during the final week before the end of the Season. Here is Combat Gameplay Designer Eric Smith to give you the rundown on how your Guardian's abilities will be evolving next Season.

    Eric Smith: Hey, Guardians. We've been hard at work on an abilities balance patch for Season 15, but before we get into the balance changes, here's some info about a quality-of-life change debuting in Season 15:

    Separate Melee Actions

    Have you ever tried to throw a knife at an approaching Screeb, only to instead lunge forward and slap the Screeb in its gross exploding face? Have you ever accidentally wasted your hard-earned melee charge on a sad, lone Dreg? If so, there's hope. Introducing… separate melee actions!

    Starting next Season, you'll be able to bind your charged melee attack and your uncharged melee attack to separate inputs, giving you greater control of when you use your abilities. This is an opt-in feature, and these new actions will be unbound by default. When you go to customize your controls, you'll see the following new entries in the action list:

    Auto-melee is the new name for the melee action that you're used to. Your melee is context-sensitive and its behavior will change based on your equipped ability and your proximity to enemies. It usually does its job well but will occasionally betray player intent.

    Charged melee is a new action that will always activate your charged melee ability upon button press, regardless of whether an enemy is in lunge range. Pressing the input when your melee ability is not fully charged will perform no action and cause the melee-ability icon to flash red, similar to how the grenade ability works.

    Uncharged melee is a new action that will always activate your uncharged melee, even when your charged melee ability is fully charged.

    It's fairly straightforward, but here are some things to note:

    • Melee attacks trigger as soon as the button is pressed, not when it's released. Melee attacks don't wait to see if you're still holding the button before starting. This means you can't set any of the melee actions to a long-press or double-press input.
    • Game controllers have a limited number of inputs, so you may need to get creative with how you map your controls. Personally, I like to put charged melee on RB/R2 and uncharged melee on right-stick click/R3. This doubles up the Finisher and Uncharged-Melee actions on right-stick click/R3, which will prioritize finishing enemies over melee-ing them if the enemy is in a finish-able state.
    • If you assign charged melee and uncharged melee to the same input, it will always prioritize the charged melee over the uncharged melee, which is the opposite behavior of the auto-melee action.

    To use these new actions on keyboard/mouse, open the Settings menu, click on Keyboard/Mouse, scroll down to "Charged Melee" and "Uncharged Melee", and assign them to an input.

    To use these new actions on controller, open the Settings menu, go to Controller -> Button Layout -> Custom, scroll down to "Charged Melee" and "Uncharged Melee", and assign them to an input.

    We hope you enjoy this new functionality, and we hope it saves your bacon from time to time.

    Long-Term Ability Plans Last Season, sandbox lead Kevin Yanes laid out our vision for how we see subclass abilities fitting into the Destiny 2 sandbox moving forward. Our philosophy for ability design is that abilities should complement the core combat of Destiny but not dominate it. It should enhance the game's gunplay but not replace it. The changes we're introducing in Season 15 will help set the stage for those larger systemic ability changes. In the coming seasons, we'll be focusing on adjusting how often abilities can be used in the Crucible specifically. Please stay tuned for more info about that.

    Season 15 Ability Balance Pass For Season 15, we've prepared a slew of balance changes to raise up underperforming subclasses and tone down overperforming subclasses. Without further ado, here are the ability changes we'll be making in Season 15:

    General Abilities

    Stasis Freeze

    The goal of these changes is to make being frozen by Stasis less frustrating. Previously, players who were frozen in the air had to wait until they hit the ground to start the breakout process. Additionally, we've shortened the window of vulnerability between breaking out of the Stasis encasement (and losing the damage resistance it provides) and getting back to weapon ready so you can fight back.

    • Frozen players can now initiate breakout while airborne.
    • Shortened breakout animation and camera transition.

      • This means that once you decide to break out, you'll be able to fight back sooner.
    • Differentiated long freeze and short freeze visual treatment to make each status easier to identify.

    Slide

    The goal of this slide change is to slightly reduce the effectiveness of sliding into engagements to gain the upper hand. Even after the Shotgun changes we made last Season, sliding into every engagement with a Shotgun, or any weapon, is still incredibly effective, and run-and-gun playstyles are very low-risk. This is a change that looks scarier on paper than it feels in practice in our opinion, and we'll continue to monitor how it plays out.

    • While sliding, players now incur the following weapon penalties:

      • -20 stability
      • +15% shotgun pellet spread
      • 1.5x flinch

    Titan

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    Rally Barricade

    This Barricade variant doesn't see much use, so we've made changes to make it a more viable option. It retains the same reload-speed benefits as before, while adding other weapon buffs.

    • Standing behind the Rally Barricade now also provides the following weapon buffs:

      • +30 stability
      • +10% range
      • -50% flinch

    All Barricades

    Currently, certain fast-moving abilities allow you to speed through an enemy barricade while taking minimal damage. The goal of this change is to make players think twice before dashing through a barricade to engage the Titan on the other side. Barricades still can't cause lethal damage, but dashing through one should now always leave you with a sliver of health.

    • Players moving at high velocity now take more damage when moving through hostile Titan Barricades.
    • Barricades now slightly protrude into the ground to better protect the Titan's feet on uneven ground.

      • This should reduce instances where explosions and projectiles are able to sneak through the bottom of the Barricade and hit the Titan.

    Behemoth

    As you may remember, midway through last Season we released a portion of the Stasis-related changes originally intended for this releasen. We're pretty happy with the effect those changes have had on the Crucible, but some of the changes we made had a negative effect on the feel of Stasis in PvE content. We've made some adjustments that should help these abilities feel better. In this case, the Cryoclasm change we made last Season made it difficult to use Cryoclasm to shatter targets that were close to you. This change enables the Behemoth to shatter nearby targets even if they don't have enough space to get a running start.

    We also believe we overdid the movement-speed nerf to Behemoths last Season, which hurt the viability of Shiver Strike, especially during the Glacial Quake Super. We've increased the movement speed to make this feel better.

    With this patch, we are also fixing a bug where the Whisper of Rime overshield wasn't properly scaling precision damage, causing it to be significantly beefier than intended, which primarily impacted Tectonic Harvest Behemoths.

    • Cryoclasm

      • While equipped, base slide now shatters crystals and frozen enemies.
      • Increased duration of screen FX notifying players that Cryoclasm long slide is ready from 1 second to ~4.5 seconds.
    • Shiver Strike

      • Increased movement speed by 25%.
    • Whisper of Rime

      • Fixed a bug where the overshield provided by Whisper of Rime was not scaling precision damage correctly.

    Middle-Tree Sunbreaker

    We are extending the throwing hammer lifespan to allow Titans more time to finish an engagement and still pick up their hammer before it vanishes. We also felt it could deal more damage against orange- and yellow-bar enemies. Also, the new charged melee action allows you to throw your hammer point-blank at an enemy, which is pretty badass.

    • Throwing Hammer

      • Increased time before hammer explodes after hitting the ground from 6.5s to 10s.
      • Increased damage vs. powerful PvE combatants by ~50%.

    Top-and-Bottom-Tree Striker

    Some of the game's melee-based Supers are at a bit of a disadvantage in today's sandbox, so we've decided to give a few of them some love. In the future, we'll be looking at ways to reduce the disparity between melee Supers and ranged Supers in a more sustainable way.

    • Fists of Havoc

      • Increased slam detonation radius by 14%.
      • Reduced slam damage falloff.
      • Reduced slam attack activation cost from 21% to 18%.

    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.

    Top-Tree Sentinel

    The following change refers to the Ward of Dawn bubble itself and not players inside the bubble. Currently, dropping a Ward of Dawn on top of a boss is a no-brainer because it's so effective. The goal of this change is to reduce the breadth of encounters solved by Ward of Dawn and make burly bubbles a conscious choice by the Titan.

    • Ward of Dawn

      • Increased damage taken from bosses from 0.25x -> 7x (at 0 Resilience).
      • Damage taken can scale down to 0.25x based on the owner's Resilience stat.

    Hunter

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    Revenant

    Last Season, we reduced the radius of the Silence freeze. That change has played out well, requiring the Revenant to be more precise with their Silence throws. Even now, Silence feels like the scarier part of the Super, and we want Squall to feel more dangerous. Currently the Squall storm is slow enough that you can kind of ignore it or fight until it gets close and then relocate. With this speed change, we want players to prioritize relocating when they see an approaching Squall. Additionally, Squall will now stop when it touches a boss, which should make it better for single-target boss damage. However, there's a known issue where the Squall will not start moving again if the boss moves or dies. We hope to further improve this behavior in a future release.

    We feel we hit Withering Blade slightly too hard in last Season's Stasis balancing. The following change should make it slightly easier to land while keeping the damage and slow duration at a reasonable spot.

    • Silence and Squall

      • Increased Squall movement speed by 20%.
      • Squall storm now stops when it touches a boss.
    • Withering Blade

      • Increased projectile speed and tracking by 10%.

    Middle-Tree Gunslinger

    We'd like to give Hunters a larger window to defeat burning enemies and trigger the Playing with Fire perk. As such, we're giving the Knife Trick timer a 25% buff.

    • Knife Trick

      • Increased burning duration from 3s to 4s.

    Top-Tree Gunslinger

    This Super has been through a lot. We had intentionally reduced the effective range of Six-Shooter several seasons ago to balance it against bottom-tree Golden Gun. This change was then unintentionally reverted at some point due to an unrelated integration mishap and then later de-reverted. In any case, we're extending the lethal range of this Super a little to reduce how often it required two shots to kill in the Crucible.

    • Six-Shooter

      • Damage falloff now starts at 25m instead of 20m

    Arcstrider

    As we mentioned previously, melee Supers such as Arc Staff are struggling a bit in today's sandbox where players move extremely fast, weapons hit extremely hard, and ranged Supers handily win duels. We've extended the duration and slam range to help alleviate some of Arc Staff's shortcomings, but we'll continue to evaluate Super dynamics and search for a solution that doesn't cause Power creep. Additionally, Arc Staff needed a little love in high-level PvE content, so we've increased its damage output there.

    • Arc Staff

      • Extended passive Super duration from 16 seconds to 20 seconds.
      • Increased heavy-slam detonation radius from 5m to 6m.
      • Increased damage vs PvE combatants by 33%.
    • Top-Tree Arcstrider

      • Deadly Reach
        • Increased duration from 8 seconds to 10 seconds.
    • Middle-Tree Arcstrider

      • Lightning Weave
        • Dealing damage with Tempest Strike now triggers Lightning Weave.
        • Timer can now be extended by dealing damage with any weapon.

    Middle-Tree Nightstalker

    Spectral Blades not only allows its user to go invisible and vanish from radar, but also has one of the highest damage-reduction values in the game. As the fantasy of this ability is that of a stealthy assassin and not a stealthy raid boss, we've decided to tone down the damage reduction. Looking at the data, middle-tree Nightstalker is among the most successful subclasses in the Crucible, so this change feels warranted.

    • Spectral Blades

      • Reduced damage reduction during Super from 52% to 47%.
      • Reduced additional DR when invisible from +5% to +3%.

    Warlock

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    Shadebinder

    Winter's Wrath is one of the best dueling Supers in the game, capable of quickly and easily dispatching other Supers. We're OK with that being a strength of the Shadebinder in PvP, but we felt melee Supers needed more of a fighting chance against the Shadebinder.

    • Winter's Wrath

      • Reduced Shatterpulse damage vs. close-range Supers.
        • Warlock must now freeze and shatter twice to defeat players in Burning Maul, Fists of Havoc, Sentinel Shield, Nova Warp, Arc Staff or Spectral Blades (Glacial Quake still only requires one shatter to defeat).

    Top-Tree Dawnblade

    Top-tree Dawnblade (TTD) is straight-up dominant in PvP, so we're taking some measures to make it slightly less so. Celestial Fire will now take a little more accuracy to get full damage. Having access to two back-to-back Icarus Dashes gave this subclass too much positioning flexibility, allowing for quick long-distance flanking and evasion. When playing against a TTD, it's hard to know if they have an Icarus Dash ready to go, even if you just saw them use one. We're hoping this change makes playing against a TTD more predictable.

    We want the identity of TTD to be found in aerial combat, so we're doubling down on Heat Rises. We hope this change makes Heat Rises more accessible to players of all skill levels.

    • Celestial Fire

      • Reduced tracking cone angle.
      • Arming shape (proximity detonation) now shrinks over time.
      • Reduced detonation size by 1m.
      • Damage falloff increased at short distances.
    • Icarus Dash

      • Now provides one air dodge every 4 seconds.
        • While under the effects of Heat Rises, increased to 2 dodges every 5 seconds.
    • Heat Rises

      • Increased duration from 10 seconds to 15 seconds.
      • Increased the time extension awarded for air kills while Heat Rises is active. The extension duration differs based on the type of enemy killed.
      • Your location now appears on enemy radar when using Heat Rises.

    Middle-Tree Dawnblade

    Like Ward of Dawn, dropping a well on certain bosses is a no-brainer because it's so effective. The goal of the below changes is to reduce the breadth of encounters solved by Well of Radiance and make burly wells a conscious choice by the Warlock.

    Additionally, we'd like to make Well of Radiance more effective in the Crucible. You will have more survivability while in the well and you won't be able to be frozen or slowed by Stasis users, making this tree a solid choice when facing off against Stasis. The well Sword can be frozen and shattered, but it takes multiple freezes and shatters before being destroyed.

    • Well of Radiance

      • Increased damage taken from bosses from 0.25x → 1.5x (at 0 Resilience).
        • Damage taken can scale down to 0.25x based on the owner's Resilience stat.
        • Note: This refers to the Well of Radiance itself and not players inside the well.
      • Increased damage resistance buff vs. enemy players from 20% to 40%
        • Players inside Well of Radiance are now immune to Stasis freeze and slow.
        • Well Sword can now be frozen and shattered by Stasis.
    • Guiding Flame

      • Increased duration from 7 seconds to 10 seconds.
      • Increased damage buff from 20% to 25%.

    Bottom-Tree Dawnblade

    This tree has felt a little lackluster when compared to the Warlock's other options, so we've given it some enhanced functionality. Like the Revenant's Shatterdive, Phoenix Dive can now dive down diagonally in the direction of your choosing.

    Bottom-tree Dawnblade also has one of the weaker melee attacks in the game—you had to defeat an enemy with the melee impact to cause an explosion. With this new rework, any time you defeat an enemy who is burning or defeat an enemy with any of your Solar abilities, they'll explode and put a burn on nearby enemies. Your charged melee deals 120 damage and puts a burn on the enemy, meaning you can follow up with another lethal attack and still get the explosion. As a side note, this will be even more effective with the Dawn Chorus Exotic helmet.

    • Phoenix Dive

      • Reduced delay before dive starts.
      • Can now input a direction to dive in that direction.
    • Igniting Touch

      • Ability Rework: Solar ability kills and kills on burning targets now cause targets to explode and burn other nearby enemies (who will also explode if they die while burning).

    Middle-Tree Stormcaller

    These changes should lead to less instances of Chaos Reach dealing damage to enemies on the other side of a wall. Arc Beam sees high use in the Crucible (in part due to Geomag Stabilizers), and is often used as a shutdown Super. In future seasons, we'll be looking at Arc Beam to make sure it's not too easy to use in the Crucible.

    • Chaos Reach

      • Increased beam environment-collision size to better match collision size with damage size.
      • Reduced beam damage radius in PvP by 20%.
      • Reduced beam end-point-sphere radius in PvP by 33%.

    Bottom-Tree Stormcaller

    Player feedback and data on bottom-tree Stormcaller indicated it could use a little love, so we made Arc Soul last a little longer and slightly shortened the time between bursts.

    Landfall felt a little underwhelming, so we increased the spectacle a bit. It will now fire five arc projectiles along the ground in all directions. Cast your Super in the middle of a room to electrocute everything around you.

    • Arc Soul

      • Increased duration from 12 seconds to 13 seconds.
      • Increased fire rate by 10%.
    • Electrostatic Surge

      • Now increases sprint speed when allies are near.
    • Landfall

      • Now fires five arc ground projectiles on cast.

    Middle-Tree Voidwalker

    Through a mix of player feedback, data, and running through some high-level PvE content, we felt the Nova Warp Super needed some attention. Buffing Nova Warp is a dangerous endeavor though, and we'll be monitoring to make sure we didn't overdo it.

    In PvE, Handheld Supernova was doing a pitiful amount of damage, so we've considerably increased its damage output, especially considering the time and proximity cost you're paying to charge it up and get within range of an enemy. We've also increased the hold time after charging to give you more time to throw it before it vanishes.

    • Nova Warp

      • Increased damage vs. PvE combatants by 73%.
      • No longer slows movement speed while charging/charged.
      • Now detonates on cast.
    • Handheld Supernova

      • Increased damage vs. PvE combatants by 100%.
      • Increased hold time from 2.5 seconds to 3.2 seconds.

    Phew! We've omitted some minor changes and bug fixes from this list to avoid bogging down the TWAB any more than we already have. For the full list of ability changes, be sure to check out the patch notes when Season 15 launches. While this Season's changes are focused on balancing the power output of specific abilities, we're hard at work on system-level changes that will enable us to create a healthier balance between abilities and gunplay. We hope to share more about those changes in the future. Later!


    Improving the "Powering-up Stasis" Experience

    Image Linkimgur

    With Beyond Light, Guardians received their first taste of wielding the powers of Darkness, as well as a new way to power-up sub-classes with Aspects and Fragments! These sub-class mods introduced a new way of evolving and growing a sub-class, which drastically impacts how the Stasis sub-class felt. Guardians who used Aspects and Fragments experience the true power of Stasis, whereas those who have not may feel a bit cold toward it. Even worse, many Guardians may not even know of the extended power offered by Aspects and Fragments—and we wanted to improve that!

    Starting in Season 15, our Darkness guide on Europa, the Exo Stranger, will now reveal more information on how to complete the tasks required for earning more Stasis power. Guardians who have finished the Beyond Light campaign and visit the Exo Stranger on Europa will see the entire path for unlocking Aspects and Fragments. Additionally, many of the pre-requirements for obtaining and completing the "Born in Darkness" quest chain will be reduced or removed. Previously, Guardians needed to complete several quest chains and unlock Salvation's Grip before Stasis would grant them additional power.

    Guardians that completed the Beyond Light campaign will have immediate access to the Born in Darkness quest chain from the Exo Stranger on Europa. The Exo Stranger also reveals every unowned Fragment, regardless of progression through the "Born in Darkness" questline, giving a preview of the many powers to unlock. With these improvements to messaging, aimed at removing a lot of the mystery around powering-up Stasis, we're excited to see more Guardians unlock Stasis's chilling power.


    The Gauntlet

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    This year marks our 7th anniversary of the Gauntlet Tabletop Fundraiser. On Sunday, August 15th, Team Bungie will compete in a tournament against 20 other local gaming studios and tabletop aficionados to raise funds for Young Women Empowered (Y-WE). Y-WE is a Seattle-area non-profit whose mission is to "cultivate the power of diverse young women to be creative leaders and courageous changemakers through transformative programs within a collaborative community of belonging."

    Your donations will help them fund "Y-We Dream," a program that helps to remove barriers for youth, such as fixing the car they need to get to school, buying books for their education, or helping them get a license to start their own business. Your donations will also embolden our team with Power Ups that will help us win the tournament! Thanks to you, Team Bungie is the reigning Champion!

    Head to our team's Donation Page to commit your support on or before May 15 at 11:59pm PT!

    Anyone who donates $25 in a single donation to our Team Page will receive the Entre Nous emblem, which will be distributed on Thursday, August 26th.

    Image Link

    Rules of the Road: To be eligible for the emblem, donations must be made to this campaign between August 2 and August 15 at 11:59PM PT. A unique redemption code will be emailed to you on Thursday, August 26. One redemption code will be distributed per email for qualifying donations.

    Thank you in advance for helping us hold our title while supporting this amazing organization!

    Love,

    Bungie Foundation


    Epic Log

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    Now we send it over to our Player Support Team with an important update.

    This is their report.

    Known Issues List | Help Forums | Bungie Help Twitter

    CROSS PLAY NAMES

    After last week's announcement about Cross Play and Bungie Names, we wanted to clarify a few things:

    • The display name of the first platform that players log in with to play Destiny 2 beginning at 10 AM PDT on August 24, 2021, will become the player's Bungie Name.
    • Platform ID numbers, non-standard characters, and symbols will be removed and excluded.
    • If a name violates our Code of Conduct, it will be changed to "Guardian."
    • Name changes won't be available until a later update.
    • For Steam players: your Steam profile name, not your Steam account name, will become your Bungie Name.

    BUNGIE FOUNDATION CAMPAIGN ITEMS

    Players who donated to the Bungie Foundation's Giving campaign and didn't receive an email should check their spam/junk/promotions folder for the email.

    If the email still can't be found, please fill out our Missing Destiny 2 Contest Emblem form.

    If players used their code(s), they can find the item(s) in Master Rahool's inventory in the Tower.

    Please be aware that we're currently investigating an issue where the Circadian Guard emblem isn't appearing in player Collections. Don't worry, your emblem is still connected to your account and you'll be able to retrieve it when we issue a fix in a future update.

    CLAIM YOUR REWARDS

    The following will reset and become unclaimable when Season of the [REDACTED] launches on August 24:

    • Season 14 Bungie Rewards.
    • Season 14 Seasonal Challenges.
    • Vanguard Tokens – Visit Commander Zavala to turn them in.
    • Valor rewards – Visit Lord Shaxx to claim these items, including engrams.
    • Infamy rewards – Visit the Drifter to claim these items, including engrams.
    • Splicer Servitor engrams.
    • Season 13 Season Pass items on our Previous Season webpage. Make sure to check each character! Some people may have to use our Destiny Companion mobile app to claim these rewards.

    Known Issues

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

    • Some players still have Solstice Fragments in their inventory. Logging out and back into the game should remove them.
    • The Circadian Guard emblem from the Bungie Foundation Giving Campaign does not appear in player collections when acquired. This will be fixed in a future update.

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


    Now Showing

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    About to hit the character limit of the TWAB! Just kidding, but yeah. Movies of the week have arrived. Watch them.

    Movie of the Week: Flawless Sparrow Run

    Video Link

    Movie of the Week: My People Need Me

    "my people need me"

    I fucking lost it🤣🤣🤣 pic.twitter.com/Z9OqQhXzgP

    — 𝐅𝐩𝐬 𝐊𝐫𝐲𝐬𝐭𝐚𝐥 (@FpsKrystal) June 18, 2021

    If you see your video, put a link to your Bungie.net profile in the description and we will get you your reward!


    On The Wall

    Image Linkimgur

    Introducing a new rat king to Destiny 2. Here are our artists of the week.

    Art of the Week: Mithrats

    It's Mithrats #destiny2 #mithrax #destiny2art #DestinyArt pic.twitter.com/1XlHhiupKd

    — Ontarom (@Ontarom01) July 30, 2021

    Art of the Week: Magnificent Armor

    Apologies to my Ghost who never got the Filigree shell because I was too lazy to grind the Magnificent Solstice armor set. #Destiny2Art #DestinyArt @rDESTNYCREATION pic.twitter.com/Q32jYQ5obW

    — elesir (@ElesirArt) August 3, 2021

    If your art is featured above, please reply to your post with a link to your Bungie.net profile and we will get your emblem sent out.


    That was a lot, right? We aren't done yet and have more in store for you next week with armor and mods.

    Can't believe it's already August, we're in the home stretch now. Our big showcase is later this month. Can't wait to show you what's coming next!

    <3 Cozmo

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    Daily Questions [2021-08-06]

    Posted: 05 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.

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    When their respective seasons are vaulted, Harbinger and Presage should stay in the game, under the Legacy tab.

    Posted: 05 Aug 2021 03:33 PM PDT

    Title. Not only are they fun pieces of difficult content with cool story and lore (like Zero Hour and Whisper), but they give random rolls on their associated exotics.

    If they're removed, we wouldn't be able to get random rolls of those weapons, unless they added them to the kiosk, which would be genuinely terrible. (Imagine doing xur's quest and spending an ascendant shard for a CHANCE to get a good roll.)

    submitted by /u/Big-stupid-ugly-ogre
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    I think a Seal focused on high-level solo activities would be a great addition to this game

    Posted: 05 Aug 2021 10:33 AM PDT

    I love the Seal system Destiny 2 has, as it gives players a chance to showoff their achievements in a very visible way. My only complaint would be that there isn't a Seal that focuses simply on soloing difficult content, despite the fact that we already have triumphs for most of these activities. Emblems are cool to showoff, but having an actual Seal to flex would be much better.

    For starters, this Seal could include triumphs like solo flawless Prophecy, solo flawless Shattered Throne, and solo flawless PoH (and any other dungeons they add in the future). It could also include solo or solo flawless Master Empire Hunts and Master Lost Sectors, and maybe even the seasonal activities like Harbinger, Presage, or Corrupted Expunge missions. I'm sure there are other activities that could be included, those are just the ones I could list off the top of my head.

    I don't think creating a Seal like this would take a huge amount of time, as most of these activities already have triumphs for doing it solo or solo flawless, however I will admit that I don't know much about game development.

    I don't know what the Seal would be called, but I assume it would be something like Solo, Lone Wolf, or Outcast. I'm not a creative person so I'm sure somebody could think of much better names.

    Would anyone else like something like this in the game?

    submitted by /u/Cuckie98
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    Adrenaline Junkie should behave like swashbuckler

    Posted: 05 Aug 2021 03:08 AM PDT

    Give it 5x stacks instead of three.

    Allow the gun to gain 1x stack on a kill.

    Grenade kill jumps to x5

    If you have a grenade on cooldown you literally have a perk that does nothing, would be nice for the gun to earn little stacks.

    Thank you for the awards! And thanks everyone! Who knew my best post would on a random destiny perk!

    Let's see if we get Bungies attention <3

    submitted by /u/Shellnanigans
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    Now that Ward of Dawn looks to be using resilience to retain its strength, res needs a buff

    Posted: 05 Aug 2021 03:34 PM PDT

    I mean I should at least have 1.5x the health, really sucks 10 resilience only gives like what is it? 15% more? From what I've seen that's only like an extra shot or two from auto weapons, certainly not hive boomers.

    Edit: I think a good buff would make your damage taken from PVE enemies while in a roaming super is reduced would be great. Roaming supers are too weak even with damage buffs because a champion can one hit you out of it.

    submitted by /u/steave44
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    Bungie, why isn't there any love for Tether?

    Posted: 05 Aug 2021 07:51 PM PDT

    It's dumb to see a whole super not compete against an exotic or seasonal mod, tether feels way to lackluster and seeing Breach and Clear and Divinity just be overall better conpletely makes the super for top and bottom-tree tether completely useless.

    I feel like I should be doing more damage to a tethered boss rather than doing the same damage as tether with Breach and Clear, how am I going to participate in end-game content if the super I'm using gets outshined by a mod and an exotic?

    What should they do to Tether to make it a better option for DPS? Well start off with how much of a damage increase you should get to a tethered target.

    Normally you get a 30% damage buff against a tethered target.

    Divinity gives you a 25% damage buff and a sphere to shoot at that functions like a crit spot.

    Breach and clear on the other hand gives you a 30% damage buff (like tether). Not only that but also reloads the weapon you are currently holding?

    Does anyone not see an issue with that? Yeah you can say it's a seasonal mod thats going away in a couple of weeks, but that doesn't matter, the fact that you get the same damage increase as tether + reloading your current weapon is pretty ridiculous.

    What about performance in PvP?

    Tether does it's job in crucible but it can go 2 ways, either A: your tether completely whiffs and you die in the process, or B your tether hits but your target escapes your tether.

    Tethers accuracy is slightly off because the arrow itself comes off of your head, so if your head is hitting the ceiling, your tether will hit the ceiling aswell!

    What else is wrong with tether in PvP? Well it takes an awfully long time to proc and tether any nearby targets making anyone near it practically escape its reaches.

    Overall tether in general is a very crappy super and not seeing it being touched upon like other supers is pretty disappointing but as long as they make tether give a higher damage percentage then Divinity or Breach and clear and to fix some of the issues is all I ask for.

    Edit: Thanks to everyone who gave this post attention and to those who are sharing their ideas!

    submitted by /u/K1RXY
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    The PVP/Gambit Map Tweets are not "Transparency." It's PR.

    Posted: 05 Aug 2021 06:32 AM PDT

    Admittedly I am a little salty about the maps. Is what it is. I'm invested enough in the franchise that I'll still buy the expansion and seasons, but currently there's some fries on my salt.

    I wanted to disagree, though, with any reference to those PVP/Gambit map tweets as "transparency." I disagree entirely with the notion that these tweets were in anyway an attempt by Bungie to be transparent. This is damage control.

    I think it comes down to the fact that Bungie does not want an abundance of salt filling up the comment section of their trailers and other marketing materials once they start getting that train rolling, so they found the softest way to chop everyone's expectations before we get there. There is a reason why this didn't come from the communication team, or why it wasn't included in a TWAB, and I find it highly unlikely that this much information was just candidly released without upper level approval.

    By the time Bungie starts marketing Witch Queen in earnest, most of the salt will have subsided at least to a level of apathy to where most people won't be aggressively negative. Sure there's always gonna be salt, this is r/DestinyTheGame, but the salt won't be so high as to overwhelm their marketing.

    Had they announced no new maps on the showcase, then "No new maps" would have been a lot of people's central takeaway.

    So yeah, I don't consider misleading/mischaracterizating/ignoring the issue about maps for 2 years then softly getting ahead of bad news right before marketing begins on the next expansion to be "transparency." Similarly, historically we are heading into a season where Bungie's communication starts to ramp up, which, again, isn't "transparency." It's marketing.

    --

    Real quick, I am not trying to armchair develop. I have no idea what goes into game development. This isn't meant to be a criticism of the development process or what developers had to deal with through COVID. I'm merely just pointing out that this isn't transparency anymore than a game trailer is transparent.

    submitted by /u/laundry_dumper
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    So top tree nightstalker still sucks against other supers in pvp.

    Posted: 05 Aug 2021 12:01 PM PDT

    Don't get me wrong. By NO means am I saying that bungie didn't do enough. They exceeded my expectations honestly. I just wish that top tree nightstalker got a bit of a buff in pvp, because as of now, there are two main flaws. It can easily just be avoided, because the velocity is slow enough, along with the animation, anybody who is paying attention can just move. most supers are either one off and deal high damage/have a large AOE, and are unaffected by a player who would react and shoot feather. On the other hand, most roaming supers have movement options to avoid it, meaning that it simply isn't fast enough traveling.

    the other issue is that the suppression effect of tether doesn't happen instantly. This means usually whatever class super you're fighting (because that is the main point of this post) can get out of its range after it has been fired in the case of warlock and titan, and the majority of hunter classes or just kill you out of your super in the case of golden gun.

    Either one of these issues could be fixed and make the class more relevant in pvp, because as of now, nobody uses it.

    submitted by /u/WeebInHell
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    Tell us what your favorite super/subclass is, without using the name of the super/subclass

    Posted: 05 Aug 2021 08:56 AM PDT

    I'll go first

    Virtually useless in PVP

    submitted by /u/vgmaster2001
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    Puzzle Rings from Diablo 3 would fit in extremely well in Destiny 2. It combines extra loot with a special, secret, limited access area—2 things Destiny players love.

    Posted: 05 Aug 2021 01:26 PM PDT

    "Okay, so what the hell is a Puzzle Ring?"

    In Diablo 3, Rings are just another piece of gear you can equip on your character, like boots or helmets.

    The Puzzle Ring is a legendary (purple for Destiny) item that drops with randomly rolled stats. It can be sold for gold or dismantled into crafting mats, just like any other normal item.

    "Okay fine, it's a ring—sounds boring. What makes it special?"

    Well, without going too deep into the Diablo specifics, there is a special vendor that can dismantle legendary items in a special way. People use this vendor to break down legendary items to make certain builds.

    However…if you dismantle a Puzzle Ring at this special vendor, something special happens.

    A portal immediately opens, similar to the one that starts the secret Whisper mission, that teleports the player to a special mini dungeon.

    You are taken to the Treasure Realm of Greed—a unique area called The Vault—it is only temporarily accessible via the Puzzle Ring (or sometimes via goblin portals). Mountains of gold and gems dot the landscape, and Treasure Goblins can be seen hauling this wealth back to their master.

    The mini dungeon is filled with loot and Treasure Goblins. It's almost like a hidden coin area in a Mario game—gold and gems and loot exploding every where.

    At the end of the very short dungeon, you get to fight Greed herself in a boss fight. Killing her grants you even more loot, and you are then returned back to town.

    But it doesn't stop there. There is a Primal Puzzle Ring, which is a MUCH rarer version of the normal ring, that will take you to a darker version of the Treasure Realm called The Ancient Vault, a darker, deeper vault that drops even better loot.

    I feel like this mechanic would work amazingly in Destiny. We already had something similar in the Whisper mission, where you have to kill a secret boss during a certain public event to open a portal—the only way to access the mission.

    It also breathes life into the "repeat drops" problem—"How do we make your 5th drop of the same thing exciting beyond random rolls?" The Puzzle Ring is consumed on use, so it's a one time use until you get another one.

    Just imagine getting taken to Xür's/the Nine's secret vault or Charlemagne's Vault (area alluded to in D1 concept art and never added in game). It would be so fun. It would also give Xür a purpose again.

    People love secrets, they love exclusive areas, and they love more loot—seems like a good idea!

    submitted by /u/ThatGuyFromTheM0vie
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    Your stats don't matter, your light level doesn't matter, but fashion does, so consider your Festival of the Lost masks in Mayhem!

    Posted: 05 Aug 2021 06:16 PM PDT

    If you're gonna be in there spamming grenades and supers, you might as well look as goofy as you can while you're doing it. Uldren mask, Shaxx mask, Jack of Lantern, or the ever-popular Chicken Mask... there are no wrong choices here!

    submitted by /u/daveinthevicdot
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    SOLO GILDED CONQUEROR COMPLETE

    Posted: 05 Aug 2021 05:37 PM PDT

    Proof

    I came from console hence the name being alan3111 but if you search guardian name via nightfall report and put in sadraccoonnoises you will be sent to the same page. That is all 6 GM's this season solo'd and I am ECSTATIC. Thanks to everyone who kept up with these posts, y'all are super cute. Feel free to ask any questions, Kargen, SABER and Glassway were all streamed and the other three you can find proof on my other posts or just look at the pic linked here. Much love everyone.

    Edit: Forgot to post the Glassway pics lmao

    Proof 2

    Proof 3

    submitted by /u/SadRaccoonNoises
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    give me a kinetic shotty that can roll with 1-2 punch

    Posted: 05 Aug 2021 10:40 AM PDT

    please bungie please

    submitted by /u/_Essenel
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    This "Season of the High Stat Armor" has been an under appreciated addition to our seasonal grind.

    Posted: 05 Aug 2021 07:08 AM PDT

    As someone who just loves making builds, it feels good to have the ability to now get up to 6 high stat armor rolls on each character just with weekly seasonal content, 3 of which are targeted stats through umbrals and up to 3 for corrupted Expunge missions - all are easy and soloable within an hour long session.

    Add that to the extremely high stat armor from the moon dungeon, the seasonal challenge armor and the new loot changes to the Master mode VoG and we have the most amount of 65+ armor opportunities we've ever had in any season (to my knowledge).

    This is just an appreciation post, nothing more.

    submitted by /u/MergingChicken
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    The "New Blue" emblem codes are rolling out

    Posted: 05 Aug 2021 05:11 PM PDT

    Just got mine via email. Check yours, it may be there!

    The emblem was available for resetting your password for your Bungie Store account via email for a Bungie Store account that existed before the new store went live in late July. If you didn't do this, the emblem is likely no longer available.

    Your Bungie.net account and Bungie Store account are separate, but can be linked. Having a Bungie.net account did not qualify as having a Bungie Store account for this emblem to our knowledge.

    Hope you got yours!

    Edit: You can redeem your code at https://www.bungie.net/redeem. Copy the code from your email and paste it there, then click redeem. Re-login and it'll be located in-game under Collections > General > Last Page

    Edit 2: u/LordPaul had an excellent point. Check your Promotions/Spam/Junk folders for the email. It shows up as mostly plain text, but it's the real deal!

    submitted by /u/Xenoblade013
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    Many people have talked about it - cosmetics tied to activities and triumphs

    Posted: 05 Aug 2021 10:38 PM PDT

    Basically title.

    Like I've seen other games make me wanna play them just because they had some kind of skin or weapon that you could only get doing certain activities in specific ways.

    They have already done this in Destiny in the past, for example with solo dungeons, master raids just to name a few.

    Wouldn't it be great if they elaborated on that and maybe made ornaments for certain pieces but to get it you would have to I dont know, play 10 strikes without dying or something and then you would get like a head ornament and then it expanded the triumph and made you do 20 strikes without dying and then you could get the next piece and so on.

    I feel like this would make me and probably many others play the game more and in exchange enjoy playing it in the long run cause they get to show their cool sparrows and armour pieces and whatnot. Like this is a no-brainer honestly.

    Like I said Bungie is already doing this to some extent but maybe make the rewards more worthwhile and expand on the idea of giving cool cosmetics to show of that you did some certain thing in a certain way.

    Tl;dr I and probably many others would like the idea of more cosmetics tied to certain activities

    submitted by /u/takeawayfortwo
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    quick tip for any hunters running double slug as I haven't seen attention been brought to this before

    Posted: 05 Aug 2021 11:28 AM PDT

    the 'whisper of impetus' stasis fragment reloads all stowed weapons and increases weapon ready speed upon dealing damage with your stasis melee. two shuriken charges is basically two free reloads which minimizes downtime, and better ready speed as an added bonus.

    you can decide for yourself whether you see value in this over nighthawk but I thought I'd bring it up if anyone didn't know

    submitted by /u/fhsvdkacjv
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    Resiliance should be tied to flinch taken from enemies.

    Posted: 05 Aug 2021 08:30 PM PDT

    Currently resiliance is pointless and it would be hard to make it balanced by simply giving guardians more health.

    I suggest that higher resiliance stats would reduce flinch taken.

    submitted by /u/Spueg
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    Tip for Bleak Watcher Warlocks

    Posted: 05 Aug 2021 12:24 AM PDT

    Put one or two Bomber mods on your solar class item to get back 20-25% grenade energy on casting your rift. Then put one or two Bolstering Detonation mods on your void gauntlets to get back 20-25% class ability energy on grenade damage. Yes, the stasis turret blasts count as grenade damage. There is a small cooldown, but you can get a nice little engine going this way for more turret energy.

    Bonus tips for fragment choice:

    Whisper of Refraction: Defeating slowed or frozen targets grants you class ability energy.

    More grenade energy generating rifts with Bomber mods.

    Whisper of Durance: Slows from your abilities last longer. For those abilities that linger, their duration will also increase. +10 Strength.

    This causes your turret duration to go from 25 up to 30 seconds.

    Whisper of Torment: You gain 5% grenade energy each time you take damage from targets.

    Speaks for itself.

    submitted by /u/Offspring13
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    Destiny Fallen* Baby Plushie / Plush is now available for Pre-Order at Just Geek

    Posted: 05 Aug 2021 01:57 PM PDT

    I didn't see any posts about it here, but my apologies if there was one that I missed! Go ahead and solve all your smallen needs! (I think it looks really good.)

    *Eliksni!

    (Mods: I had to repost this without the word "Official" to get past the bot, but this is the official plush according to Just Geek.)

    submitted by /u/CentralVictory
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    Can we get a massive buff for Orpheus Rigs ?

    Posted: 05 Aug 2021 08:23 PM PDT

    Tether classes are so incredibly outclassed by the likes of Ursa Titan, its primary objective is to take out a group of enemies while allowing a lot of Orbs for your teammates, it used to be op and instantly gave your super back, but the Ban Hammer was taken to it a bunch of times that it is super niche and not so useful outside of lower powered content. One of the main reasons is that it created a lot of super energy for your teammates while having almost constant uptime, which is exactly what Ursa does more or less now.

    The Tether classes in whole need to get looked at again, but that's a different topic, right now, we can instantly start at buffing Orpheus Rigs to the point where it actually becomes the S-Tier exotic its supposed to be, its utility can be great for GMs and stuff, but its so lacking compared to what Ursa Titans can do. I am not suggesting in any capacity that Ursa needs to get nerfed, I am suggesting that Orpheus just be brought into the same line because the amount of no hunter posts on LFG and us being generally weaker for Higher PvE content absolutely sucks ass.

    submitted by /u/Roman64s
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    Glassway GM Boss Room Tips

    Posted: 05 Aug 2021 01:47 PM PDT

    Does anyone have any tips or tricks to get through this hell of a room? Me and my fireteam have really struggled on this one. We beat every GM last season but can't seem to get through this one.

    Overloads just one pop around corners or the bosses will come from both sides. We've managed to get to the final bit but then the bastard Overloads got us.

    Wouldn't be so rough if it didn't take twenty minutes to try the room again.

    Any advice is appreciated.

    submitted by /u/BooleanBarman
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    I wanna start doing raids so i was curious what kind of exotics i’ll need for them

    Posted: 05 Aug 2021 09:34 AM PDT

    i'm a hunter for the record

    submitted by /u/TheRamenLord
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    Explosive rounds worth grinding for now?

    Posted: 05 Aug 2021 03:07 PM PDT

    After the Master vault of glass expererince should I grind for rolls with explosive rounds on all weapons when possible? Especially for future master raids and GMs.

    submitted by /u/Apheilion707
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