Destiny - Daily Thread - Mentor Monday |
- Daily Thread - Mentor Monday
- TIL: You can shoot sticky grenades off.
- The special weapon economy is forcing the meta into something it shouldn't be... My thoughts
- LHF has one hell of a kick
- The most vocal Destiny players are not representative of the player-base as a whole.
- FYI: High and Very High RoF Pulse Rifle TTK
- Why are exotics Primaries weaker then their Legendary counterparts in the crucible?
- The Current Meta - Cause/Effect, Balance/Imbalance, and How to Move Forward from a Veteran
- Primary Aerial Accuracy - Pre and Post Patch Testing
- Zaouli's Bane, meet your match: an Ill Will with a reload of 2.
- My wife surprised me with a Destiny themed party!
- Crunched some numbers on the "53% of special kills were sidearms" stat that was thrown out the other day, and my opinion of what it means...
- If Shadestep negates tracking on grenades, why can't Blink?
- A desperate request from a poor Sunbreaker...
- Been done before - but my first time!
- Possibility of a Y3 MoT after April Update?
- With the Sidearm Meta, keep an eye out for the Crow's Eye
- Smooth Gunslinger Sidestep
- Funny Doubles Transaction:
- The Burning Shrine in-depth Map Guide Video | From Beginner to Expert! | Call-outs, Sniping tips, headgltiches & more!
- Why not have a perk column that is only for PVE?
- A brief history of Destiny weapon/crucible patches
- Bubble play of the Century!
- Days of Iron Armour can be re-rolled to allow Tier 12 Armour Pieces
- I see your really good year 1 auto rifle, and raise you my dusty AR
Posted: 20 Feb 2017 05:00 AM PST Welcome to Mentor Monday! 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 read the New Players Guide, the Destiny FAQ, or 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. Be sure to sort by new to see the latest questions! Rules
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TIL: You can shoot sticky grenades off. Posted: 20 Feb 2017 04:48 AM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The special weapon economy is forcing the meta into something it shouldn't be... My thoughts Posted: 20 Feb 2017 07:27 AM PST Hey all. Who am I? Nobody, just your average 1.0 K/D player that likes fusion rifles. Here are my thoughts on the current state of the meta. The primaries feel good. Hand cannons feel crisp, but have a definitive range. Auto rifles feel good, but could use a slightly higher range, but are definitely usable. Scouts are very good. The Clever Dragon type doesn't reign supreme anymore, which allows the Hawksaw and Messenger pulse rifles to shine a bit. The fact that you can pretty much choose any type of primary right now from a Shadow Price to a Chaos Dogma, and do very well with it, and can't decide which primary is "best", that means the primaries are pretty balanced right now. But the special economy. The damn special economy. I did not like the shotgun meta. But that was more of a problem with the ability to fly around the map and shoot with insane range on a Matador. I did not like the 1000-yard stare meta, but that was more of a problem with snipers not taking flinch when you shot them with a primary. So I'm happy to see a change with sidearms. But at the same time, why would you want to run anything else? You don't lose ammo, not to mention its bugged so the ammo is stacked upon death, and they have great range and movement in the shotgun to fusion rifle range. When you die with a fusion rifle or a regular sniper, it's very disheartening. Now you have to go out, find special, wait 8 seconds, reload, just to possibly get shot again. It takes you "out of the game", and it's just not fun. I want to spend 100% of the match focusing on shooting people, not feeling like it's a chore to find special. The sidearm completely overrides this. It's a clear choice to choose a sidearm. Also, now you have a sidearm equipped, so what do you use for a primary? You might not pick a hand cannon because it's close to the range. You don't want to pick an auto rifle because if you're going to use an auto you might as well use a sidearm. And a lot of scout rifles suck, so you don't want to pick that, but you still want something with a fast TtK. So naturally you want something that can cover a majority of ranges and kill quick. So it puts you in this weird position where the majority of players have to pick one of the following: No Land Beyond, MIDA, or a high range hand cannon. It's forcing a meta rather than letting one form naturally. I'm not saying nerf sidearms. I don't want that at all. What I'm suggesting is change the special weapon economy. Possibly change it to where if you die, you lose reserve ammo, but keep what's in your mag. This will accomplish a few things:
But most importantly... You won't be forced into a primary! Last Word/Sniper? Sure. Scout/Fusion rifle? Awesome. Auto rifle/sidearm? Go ahead. Certain rolls on special weapons are only viable and work well with certain primaries, and when there's no special ammo, it makes that primary useless. For example, a high impact scout rifle works great with a defensive fusion rifle like Saladin's Vigil. With no ammo for the SV, you're left with just a high impact scout rifle... which doesn't do very well in close range, and you can easily be overpowered. So you're naturally forced into using a sidearm. Quite possibly the most important thing though... it will be fun. Special weapon kills are fun, using whatever primary you want is fun, and doing well with a crazy combo is fun. Losing your special ammo upon death is not fun, and watching the same guy kill you with Wormwood 8 times in a match because you have no special ammo to shoot back at him is not fun, when you know very well that a Plan C shot would look good to his face. That's my thoughts... ~ClarkeFishing [discussion] Edit 2: This grew a lot bigger than I thought. I love this game and I want to see it do well, it sucks when I see everyone hating on it. We all care about it, that's why we're here. I just wanted to point out that I'm not "whining". I just truly think that the crucible is almost perfectly balanced. Use these special tweaks, fix the ammo issue with sidearms, and we will have the most balanced crucible you've ever seen, with all guns from the First Curse to Doctrine to Dreg's Promise to Matador to Plan C, all highly effective if used correctly. I could honestly say that I wouldn't know which gun is best, which is great, that means different things are good for different times, which is balanced! Edit: Why am I getting downvoted? The downvote is not a dislike button. the downvote is for things that don't contribute to discussions. If you don't like it, just don't upvote it. This sub has an absolutely toxic problem when it comes to downvoting things. Geez. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 05:17 AM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The most vocal Destiny players are not representative of the player-base as a whole. Posted: 20 Feb 2017 09:37 AM PST Where do Destiny players actually spend their time? If a player spends 10 hours in Destiny how much of is it in PvE content? PvP? Spent waiting in orbit for friends to show up? I would really like Bungie to give us the maths on where the player-base as a whole spend their time in Destiny, and how that has changed over time. We're told that Sandbox changes are meant to balance overall gameplay but it's become pretty obvious that it favors Crucible and more specifically Trials of Osiris. There's no other explanation to changes made to weapons (Truth) and abilities (Ward of Dawn), that if this subreddit is any indication, that no one even asked for. I understand it's all hands on deck for Destiny 2, so Bungie's focus isn't going to be on the still dedicated playerbase holding on to the shell of the game (of the ghost of the game we were expecting in 2013). So why is this important? Who is Bungie listening to? I think they're listening to the most vocal Destiny players, and unfortunately those are the whiny ones that are already calling for nerfs days after the new patch. These players can NOT be representative of us as a whole. If Bungie truly looked at the data to see where players were spending their time (thus showing what aspects of the game were truly loved and players thought were the most fun) and then <u>showed us that data</u>, EVERYONE would know if the changes were merited, or if Bungie has their focus on the wrong content. If, for example, the data showed that more than half the playerbase was still playing PvE then they should make that a priority into the future. Quality of Life changes would be more of a priority rather than nerfs no one wanted. Maybe Raid players are a small minority, and that would tell me I probably won't be expecting any more content and I can make a more informed decision on whether or not I want to keep playing the game. tl:dr We need to request that Bungie be more transparent on their priorities so we can make informed decisions moving forward. This will help to rebuild the trust between us and Bungie that is obviously fractured. This will be essential to the success of Destiny 2 and the franchise as a whole. edit1: My main point is that spending time and resources on a patch focused on just one activity (that inevitably effects everyone across all activities due to the way the game is built) doesn't make sense for the longevity of a game. edit2: All my examples are based off just observed trends in this subreddit (vocal players). They're not indicative of actual trends (the data) and that's the point I'm trying to get across. Why did they nerf Truth? Was it OP? Were that many people actually using it? Is it simply because it helps average players achieve heavy kills, if so, why not make other heavy options more viable to level the playing field? We can't know the reason because they won't tell us and that's the problem I see in the future with Destiny 2. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FYI: High and Very High RoF Pulse Rifle TTK Posted: 20 Feb 2017 07:38 AM PST I'm posting this up as I have seen a lot of comments around the sub from people who don't seem to know just how hard Clever Dragon and its ilk got hit in the nerf. Here's a mathematical comparison of time to kill for High and Very High Rate of Fire Pulse Rifles (Hawksaw/PDX-45 versus Grasp of Malok/Clever Dragon), post-2.5.0.2.
Very High RoF Pulse TTKSo Clever Dragon (we'll use it as our example) fires 3 round bursts. Each burst takes 5 frames, except the first which takes 4 (remember, we don't count that first bullet). It used to have a 5 frame Burst Delay, but the patch increased that to 6 frames. To guarantee a kill on the vast majority of Guardians, Clever Dragon needs 9 shots to land (200 health divided by 23 crit damage), and all but 1 needs to be a crit. So our TTK formula looks like this:
With numbers, that's:
Yielding an optimal time to kill of ~.87s. For comparison sake, this used to be 2 frames faster (24/30) or .8s - that's a big hit! High RoF Pulse TTKBut how does Clever Dragon stack up against the competition? Let's find out. We'll use PDX-45 as our example, since it's still relatively easy to obtain. It also fires 3 round bursts. Each burst takes 5 frames, except the first which takes 4 (again, we don't count that first bullet). The burst delay for this gun is 7 frames, 1 more than for Clever Dragon. To guarantee a kill on the vast majority of Guardians, PDX-45 needs 8 shots to land (200 health divided by 25 crit damage), and they do all need to be crits. Since we don't need three full bursts, we'll save 2 frames (a spacer frame and the 9th bullet). Our TTK formula looks like this:
With numbers, that's:
Yielding an optimal time to kill of ~.87s. Yep, same. Other ConsiderationsWhen choosing between these two archetypes, you should think about more than just optimal TTK, of course. Here are a few other factors to consider:
Ultimately, the choice is yours, but the line between these two Pulse Rifle archetypes is blurrier than ever. Good luck out there! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Why are exotics Primaries weaker then their Legendary counterparts in the crucible? Posted: 20 Feb 2017 06:57 AM PST I truly want to understand this. Handcanons: Hawkmoon, Thorn, Ace of Spades, First Curse - None of these even compare to a Rifled Barrel rolled Eyasluna or Palindrome. Pluses: Red Death, NTTE, Bad JuJu, Out Break Prime - There isn't even a conversation to be had hear. Nearly every well rolled Parthian, Waltz, Grasp, CD, PDX, Hawksaw, etc... Are better choices. Scouts: Scouts are the one weapon type I think that feel exotic. They're not OP, but they have a perk or two that make the gun feel better and perform. Autos: Zhalo, SUROS, Hard Light, Monte Carlo, Fabian, Khvostov - Again, a very long list of better legendary options. You'll notice I left out TLW. That's because it has the feel of an exotic when it's used at it's proper range and situation. I feel like this is a good example of what an exotic should be. The same goes for Mida and Jade Rabbit. They feel good, offer great advantages when used in the proper engagement, and, most importantly, they feel like an exotic. Maybe Bungie doesn't want to recreate Y1 w/ the Thorn/Hawkmoon/TLW madness. Maybe they never planned for Exotic weapons to be a factor in crucible, because there are lots of good reasons to use most of these weapons in PvE. It doesn't make sense to me, at all. It would be nice to hear their thought process behind this. Edit: Perhaps I worded the title poorly. I'm not calling for exotic weapons to be the end-all, be-all for weapons in crucible. I'm just wondering why the majority of them have no ability in the crucible. As I stated above, Mida and TLW are great examples. They have their optimal range, and situation, and when they're used correctly, they feel exotic. They aren't OP, they don't dominate, but they feel special. They've been able to do this with secondaries (Tresspasser, Plan C, Ice Breaker, QBB) and Heavy (Truth, Swords, etc) but why not Primaries. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Current Meta - Cause/Effect, Balance/Imbalance, and How to Move Forward from a Veteran Posted: 20 Feb 2017 11:24 AM PST IntroThis past week brought about Update 2.5.0.2 to Destiny on Tuesday. Since then there has been a lot of criticism to the changes, both positive and negative. I think it's safe to agree that there's good and bad from this update, I also think it's fair to say that there is a wide range of opinions on how people feel with this update -- some believe it's awesome, others believe it ruins the game. I'm making this post to discuss what I've seen this week and assure you that the game is in a better place than it was 2 weeks ago but it can be better going forward. I'll discuss in-depth why I feel this way and what I've seen first-hand, including opinions/thoughts from some of the most prominent players in the community and from the casual playerbase. This is a post for everyone, take from it what you will and feel free to contribute, we need to have this discussion and it needs to include all types/styles of players. We all love this game, we all have a dream to "Become Legend" so let's discuss how to do that. Cause and Effects of ChangeSpecial AmmoThe community clamored for a change to Special Weapons for quite some time. Shotguns were very easy to use, you could stockpile ammo, and essentially just run around with this gun out the entire match. Good players could do this and perform well in most playlists, lesser skilled players performed above their level because of the ease of use, and it closed the skillgap in a lot of cases. Now, Special Ammo is treated much like Heavy Ammo... if you die, it's gone! The lone exception being a single weapon, the Sidearm. It spawns every 60 seconds in all game types except for Elimination -- where it spawns at 30 seconds, then every 45 seconds from there -- and Mayhem where there are no changes. So why this change and is it a good thing? It's definitely the most debated of all the changes in the game, so let's talk about it. The cause was that Special Weapons didn't feel 'special' any longer, they felt necessary to succeed and were used more than Primary Weapons. The objectives of the change are that you can still have your Special Weapons, you can still do well with them, but you'll need to bide your time and treat them as special. This is how most FPS games are played to be honest, Halo was much this way. Special Weapons, generally speaking, have the lowest time-to-kill in the game. Most of these weapons boast the ability to kill in a single shot (Fusion, Shotgun, Sniper Rifle) while one has an optimal TTK of 0.60 seconds, still much faster than nearly all Primary Weapons. The effects of this change are a little different though and that's because one thing remained uneffected by the change, Sidearms. If you die in any playlist and still want to use a powerful weapon simply put on a Sidearm. In close range you will be the one with ammo and in a match with equal opponents you would theoretically win more gunfights. Of course, if the opposition does have ammo then you could get Shotgunned or Fusioned. We'll discuss Sidearms further down, just know why the changes were made and how it can begin to effect the game. Weapon ChangesHand Cannons now have a shorter effective range but initial accuracy has been greatly increased. This change was brought about by the debate on 'ghost bullets' and the effects of bloom with Hand Cannons. In general, this seems to be a good change and the effects of it simply means Hand Cannons will be used at a closer range with better results but be less capable of defeating Pulse/Scout Rifles at ranges prior to the update. Auto Rifles received a slight increase in precision damage and the lowest rate of fire Auto Rifles now deal 2.5% more damage, in-air accuracy has been greatly increased. This change was to try and bring Auto Rifles back in to the fold, previous updates took these juggernauts and buried them into the ground making them uneffective for the most part. The effects of the change mean all Auto Rifles has essentially the same time-to-kill now but they aren't much better than they used to be. The in-air accuracy increase is to allow for more acrobatic playing styles, a request from the community for some in-air accuracy likely brought this change. Pulse Rifles has been equalized, the changes to rates of fire mean that most Pulse Rifles have the same optimal time-to-kill now. The cause for this change is that Clever Dragon was the most used Primary in the game and it seemed most players had a very good one because of Iron Banner. Bungie isn't a fan of letting a single weapon dominate, I agree here in that all weapons should be viable. The effect of this is that the gun has been greatly neutered due to decreased magazine size and the 77/4 archetype has been rendered useless as the 73/7 archetype offers the same optimal kill time with a lower body shot kill time. In short, no educated player will choose a Grasp/Waltz/CD over PDX-45/Hawksaw/Blind Perdition now. Shotgun changes are the other hugely debated and talked about subject with this update. The cause of this change was that the Party Crasher +1 and more-so the Matador 64 were incredibly dominant in the Crucible. Players were able to kill easily from a short distance and without much punishment for missing a little bit due to melee follow-up. Gap closing due to primary ineffectiveness was easier and made this Special Weapon the easiest to use. So, to make Shotguns harder to use again (they've been nerfed several times) you won't get any hipfire aim assist, aerial accuracy is incredibly inconsisten, and they no longer deal precision damage which means you need to land more pellets in the spread if you aren't hitting some headshots. In a surprise, ADS time with Rangefinder is now faster than before though this seems to be an unintended change as patch notes state: "Rangefinder on Shotguns now increases ADS time..." The effect, no one thinks Shotguns are worth the time now. You don't have a lot of ammo, risking a push or trying to 'warrior' or 'ape' and dying means you lose all your ammo, the risk is no longer worth the potential reward. Reloading these weapons can take a while too, so when you do acquire some Special Ammo you're still waiting to be able to use the gun. Supporting References:
Shift in Weapon Usage and EffectivenessGoing to toss some charts out here to show the changes in usage over the course of a week: Check the first charts, there's a definite pattern there. Sidearms are up a lot, Auto Rifles are up a little bit, and Shotguns are down to balance out the equation. Most other weapons are around the same, Pulse/Scout/HC/Sniper for the most part haven't deviated too far from the norm in 3s or 6s. Move on to see what the most used weapons are now acrossed those same playlists. In almost all playlists Hand Cannons (Eyasluna/Palindrome/Last Word), Pulse Rifles (77/4 and 73/7 archetype), MIDA Multi-Tool, and No Land Beyond are the most used Primary Weapons. In every playlist except Trials of Osiris, the Matador 64 and Wormwood are the most used secondary weapons followed by a mix of Sniper Rifles/Side Arms.
Got it? There's a pattern, people use the same weapons in Rumble/Skirmish because of easier 1v1 engagements thus Hand Cannons and Sidearms are well above the other weapon types. In Clash/Control there is still a use of Hand Cannons/Sidearms but Auto Rifles leap up and all other Special Weapons are basically not used. This is part of the Special Ammo changes, it's still possible to get Special Ammo but in game types that are fast paced you want to get up close and get a kill, your weapon of choice is a Sidearm because it has ammo on respawn and a very low time-to-kill. Now let's see what this looks like in Trials of Osiris (Elimination):
A drastic shift occurs in the Elimination playlist. Sure, Sidearms usage has increased because of the necessity to have Special Ammo and rush/push players, defeating them in close range. Here, because you start every round except the first without Special Ammo players have shifted to using the Sidearm or an Ice Breaker for the Special Weapon, then using a Special Weapon in their Primary slot (No Land Beyond). Over 50% of all kills came from Sidearms or Sniper Rifles this week, this tells us players in a competitive mode (outside of professional tournaments) want the ability to use Special Weapons. Why? Because being able to defeat an enemy quickly and control the fallen enemy's orb is crucial. Sniper Rifles with unlimited ammo have the ability to fell an enemy then protect the orb, utilizing a revive snipe if necessary. Sidearms allow players to push or defend themselves at close range, the most popular combination all week has been No Land Beyond and Wormwood for a reason -- easily accessible and provides what the player needs. Ability ChangesThis will be a much shorter, but still important section. Health for Guardians above 10 Armor has been reduced apparently. In my tests, 10 Armor Striker has 206 HP and 11 Armor has 208. There was also a change in grenade damage:
This allows these grenades to kill players with Max Armor, the same change was applied to Shoulder Charge as it can now kill any Guardian regardless of Armor and will kill all players in their Super except for a Striker mid-Fist of Havoc with the Unstoppable perk. The most damning change was to Bladedancers, you now instantly recover 40 Shield or trigger Health Regen depending on how much Health/Shield you have with Hungering Blade. This inadvertently effected nearly all health regen perks and abilities and drastically cripples a lot of builds/playstyles because of it. Thunderstrike went from 10m to 8m with Amplitude and 8m to 6m without it, it's still a long melee range as most classes are 4/5m. Quick Draw is also... not Quick Draw anymore, instead it just increases Weapon Handling Speed. So what does this all mean? From a Crucible standpoint it's harder to use a lot of specific builds, Voidwalker neutral game was so good/fun because of Life Steal + Hungering + Embrace the Void which rewarded you for grenade kills by giving you some health regen. Ward of Dawn no longer essentially gives you full health/shield, it's just that 40 shield chunk and if you have no health thinking your panic use of the ability will save you... it likely won't anymore. Cauterize for Sunbreakers and Transfusion for Strikers, somewhat staples of the class no longer work the same and make it hard to justify using. The Opinion of a VeteranHow I feel about this new MetaOverall, I think this meta is a great step in the right direction to be honest. The use of Sidearms is nice, they were hardly used before but because everything else is somewhat gimped it's getting use and that's not the right reason to be using them. You should never be choosing to use something simply because something else isn't viable. I didn't use Sidearms this weekend in Trials of Osiris, I stuck to my Eyasluna and Winged Word only switching to Ice Breaker when I needed to challenge outside then switching back once I could grab Special Ammo. I think this is a strange way to play, I should be able to use whatever gun I want to start the round. I think Hand Cannons are in a good place, they were always good but now that there is a greater damage dropoff and at a closer distance you'll want to use them in their effective range more. You can't outshoot a Pulse/Scout at a long range anymore, I think that's a good thing. You also don't get ghost bullets as much because of the bloom adjustment/fix. I certainly enjoy not getting completely warrior'd by a Juggernaut Titan with a Shotgun, I think that was a problem because I couldn't gun the enemy down with a primary... I'd need a Shotgun to counter that a lot of times or I'd have to play more passively. The adjustment here helps this, but for all the wrong reasons. If a Hand Cannon or Pulse Rifle could take out a Shotgun user barreling down a hallway before they could close the gap (I'm talking 50m in a straight line) then I don't think Shotguns would have needed a nerf. Buffing Hand Cannons/Auto Rifles/Pulse Rifles to lower the time-to-kill would greatly help. Last Word is the perfect example of a good Hand Cannon, we need more like this and less nerfing. Not a single weapon in the entire game is as powerful as it was when the game was launched, this is a fact. How other top tier players feelI don't like to try and speak for others, you can check out streams or youtube channels of popular players like: TrueVanguard, DrLupo, Ramblinnn, SirDimetrious, tripleWreck, and many more. The consensus I've received from them (indirectly and some directly) is this: Hand Cannons feel great, Sidearms are a bit boring and forced, No Land/Ice Breaker makes Trials/3s a bit toxic and campy. The meta feels forced to a lot of players, they can't just roll with what they want and it's a bit stale. If you're a top tier player who streams, makes content, you need to make your voice heard. Please, post below. Please, make a video/post with examples of why you think something is good/bad. What I feel would make some things betterI would revert the changes to Shotguns. They need to be consistent. Special Ammo would auto-load, you shouldn't have to reload it into your magazine if it's going away. Speaking of that, on death let me keep my magazine ammo so I can still use the darn thing. Right now, if I'm using Winged Word in a revive playlist and die I can longer provide sniper cover, I can't revive snipe an enemy that just got a very powerful overshield (and his buddy, like come on let's fix this a little bit too please). This is one of the big problems with the playlist, it forces NLB/Ice Breaker for players who snipe and enjoy some form of orb control. Sidearms need to not retain 100+ rounds, that's a bit ridiculous to be honest and it's why they are being used so much. If all Special Weapons would retain only their magazine size after death I think it would be more diverse. "But /u/noz3r0 then no one would use Sidearms"... I agree! They need a buff to their range and accuracy slightly, give me a reason to use one outside of 10m. These changes don't even need to apply to all playlists. Some of these changes would only need to be implemented for revive enabled playlists (Skirmish/Salvage/Elim/Trials). I think 6v6 playlists are in a good place right now, outside of the slight sidearm imbalance. Beginning a movement through actionLet's start a petition, let's make our voice heard to Bungie. These guys love the game as much as we do if not more, they make the damn thing! Just because you love the game doesn't mean you have all the answers and sometimes your answers have unintended consequences. I don't think anything negative that Bungie has ever done to the game was to piss off the community, they want balance and struggle to find it. /u/deej_bng or /u/cozmo23 please read this, please see the comments of the top-tier, the middle-tier, the bottom-tier players and lets get this thing right because we're so close. Let us Become Legend. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Primary Aerial Accuracy - Pre and Post Patch Testing Posted: 20 Feb 2017 06:59 AM PST Video Breakdown
IntroBungie had a reveal stream in which they revealed the content of their new balance patch which dropped February 14th. It was after they reveal the increase to weapon accuracy (including aerial accuracy for all rifle primaries and initial accuracy on hand cannons) that I had the idea to test the pre patch accuracy of these weapons to see just how much of a buff they saw in the patch.
MethodologyI tested the accuracy of these weapons by going into the "Last Rites" mission on the moon (the mission where you steal some of Crota's soul or some shit). Near the beginning of the mission, you go invisible and are put in a 3rd person perspective in order to aid the player with "sneaking" in. An unintended side effect of this is that when you ADS, you can actually see your weapons cross hair, when normally, in first person view, you cannot. So I used this information to record footage of multiple weapons in multiple states (neutral, ADS, crouching, firing, airborne, etc.). I then took screenshots of each reticule in each state and measured it's cross hair size in Photoshop. I repeated this test after the patch dropped to see just what changed, and how much.
ResultsPrimary rifles had an aerial accuracy of 95x95px pre patch, and 53x53px *post patch. This buff does help, but overall these weapons are still terrible from the air. The Last Word, the hand cannon with the worst accuracy and range in the game, when running minimum range, has an airborne spread of *45x45px. HOWEVER, Icarus is a saving grace for these weapons if airborne accuracy is what you crave. Pre patch, a rifle with Icarus had an aerial spread of 33x33px. Post patch, they have an airborne spread of 21x21px, which is immensely good. To put that into perspective, my max range, Rangefinder, Icarus Eyasluna - the most accurate aerial weapon in the game - has an aerial spread of 15x15px. Furthermore, a max range hand cannon (sans rangefinder), without Icarus, has an aerial spread of 31x31px. So the only way to be more accurate in the air than an Icarus rifle is to be an Icarus hand cannon. If you get a rifle with Icarus on it, DEFINITELY give it a spin to see how much success you can wring out of it in the Crucible
Give Me a HandThere is an auto rifle called "Her Right Hand" that you can obtain from the year 1, level 28 Prison of Elders. This weapon is re-rollable at the Gunsmith for a small price. This weapon can be re-rolled to have Icarus, Rifled Barrel, and Rangefinder. You should get this weapon, and try to roll this specific build. Range is very necessary on AR's. It not only keeps their damage from dwindling at range, but a low range AR has very little aim assist and is very hard to manage. Plus, having low range on an AR does actually increase it's spread (high range spread is 9x9px when ADS, low range is 13x13px when ADS; this also impacts aerial accuracy), it just impacts the spread of hand cannons a lot more.
TL;DRThe aerial accuracy buff to rifles was good, but they're still ass in the air. Unless they have Icarus, and then they become pretty accurate while airborne.
Datahttps://docs.google.com/document/d/1eMCXE_p3vWK6djWAn_FzhVEMrPzy1Kety5nH1cwf1J8/edit?usp=sharing The above is a link to all of the hard data I collected. I will be addressing hand cannon bloom in a later video and updated. Bloom is a really big pain in the ass, so I'm leaving hand cannon accuracy for an entirely different video. The only thing I ask is to wait until I compile all of the hand cannon data, finish my video, and post the write up here. The above document is a living document, so as I collect data, it will get updated. This takes a very long time to do, so the only thing I ask is that someone doesn't use the data from the above document to undercut all of my efforts and post it here themselves before I've had the time to make the video, infographics, and write up myself. Thanks![link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Zaouli's Bane, meet your match: an Ill Will with a reload of 2. Posted: 20 Feb 2017 12:51 PM PST I was blessed with an Ill Will yesterday where I could bring the reload all the way down to 2 according to DIM. It straight up looked like it was reloading in slow motion. Zaouli's Bane even had a mag of 10. My little sucker (which I didn't keep long enough for Clown Cartridge to ever proc) could only hold 7. Let's not forget the fact that my baby rolled with both Luck in the Chamber AND Clown Cartridge, which is really just horrendous. This has also sparked my interest: is there any hand cannon that can even get down to a reload of 1 in the tooltip? Anyway, if you find some free time today to sit through the entire animation, here's a video of it. (P.S. I included me in the menu so you could see the perk tree. Actually intense gameplay begins at 0:37.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My wife surprised me with a Destiny themed party! Posted: 20 Feb 2017 09:40 AM PST A few weeks ago my wife, who's aptly named herself /u/wifeofagamer posted here trying to get help planning a surprise party for me, annnddd on Friday the 17th (not actually my birthday, but she had to surprise me, yeah? My birthday is the 27th, crazy how /u/norsefenrir and I share a birthday...) she put it into action! It was incredible, she's incredible, I have pictures to prove it happened. It was really cool hearkening back to LAN parties and the days of actually getting around eachother to do stuff. We did everything from 2v2s to just running sixes all together, in retrospect we should've totally done VoG or something. Plans for another party, right? Not sure if this is an overly admissible post, but I just wanted to brag on her, and in turn on all the SO's out there who are not only cool with, but will encourage and in their own ways be part of their Destiny-loving counterparts love of Destiny. We know we're difficult, we know we rage at the game too much despite not being willing to stop playing it, and we know, Omnighul has the worlds most annoying screech (thank the Traveler for headsets, yeah?). I think I'm right in saying that every single one of us with SO's that don't mind it... Definitely aren't under-appreciating it. Shout out to /u/RiseOfBacon in particular, and several others who helped her put together her grand plans, it was awesome. Stay "AMAZING" Guardians and Guardian SO's, we've got years to come. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 09:57 AM PST https://destinytrialsreport.com/
Using these numbers as of the time of posting. As far as I can tell, they are including No Land Beyond in their calculation of special weapon kills, because Trials report sees it as a sniper. (It does the same in reverse for Universal Remote FYI)
No Land Beyond accounted for roughly 11.5% of all kills, which is about 1.75 million kills. Icebreaker accounted for 7.5% of all kills, which is about 1.15 million kills. No other sniper figures are listed so we have to estimate their kill numbers, but based on my experiences (really didn't see any other snipers save for a small handful of instances), I'm thinking that number is pretty low. I added about a half-million kills for non-listed snipers, which I think is probably reasonable, maybe even high. This number may be higher or lower in reality; it really doesn't make much of an impact on the overall numbers. Anyway, this brings the total sniper kills to around 3.5 million.
Using this number, we can estimate the number of special weapon kills total. If sniper kills (3.5 million) account for 42.79% of all special weapon kills, then we know there were around 8.18 million special weapon kills INCLUDING No Land Beyond. Sidearms account for 53.41% of this number, which is 4.368 million sidearm kills.
So if we subtract NLB's 1.75 million kills (because NLB is NOT a special weapon), then we have 6.43 million special weapon kills, meaning sidearms actually account for 68% of all special weapon kills, not 53%.
And just for sake of discussion, sidearms were responsible for 29% of ALL kills in Trials up to this point.
Now....
I'm not necessarily saying one way or another that this is good or bad. I like the special weapon changes sometimes and I dislike it sometimes.
But let's make one thing clear: We have merely traded one special weapon plague for another. The shotgun plague may be over; but the game isn't cured. Sidearms are the new plague, and it's way bigger. We can disagree on whether or now that is better or worse for Destiny, but what we should not disagree on is that special weapons are not balanced. They are more out of balance than ever before. In a game with 4 classes of special weapons, it seems a shame to toss 3 of those 4 to the side. The stats show that non-ammo regenerating special weapons simply are not being used, and you know what? People aren't using them because it's disadvantageous.
There HAS to be a better solution to special weapon ammo, because this solution has done nothing except force everyone into sidearms. And sidearms are good weapons! A sidearm with ammo is always better than an empty shotgun/fusion/sniper. You will never outgun a vendor wormwood with an empty Matador.
I have been suggesting Destiny should limit the ammo capacity of most/all special guns to 8-12 rounds max. Lengthen the green crate spawn timer to somewhere between 90 seconds and 2 minutes. When you die, you lose either 50% of your special ammo, or as was mentioned before on this forum, you lose all your reserve ammo. Sidearms should follow the same rules. This would make special weapons more viable, giving the player more options, but the ammo limits and losses on death would greatly decrease the chances of "shotgun primary" players, as you simply won't have enough ammo.
But the stats show, it's simply mind-boggling that sidearms are exempt from the new special economy rules.
TL;DR Sidearms actually accounted for 68% of special weapon kills in Trials, not 53%, and 29% of ALL kills, and I think that's a pretty shitty outcome to an attempt to balance special weapons. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
If Shadestep negates tracking on grenades, why can't Blink? Posted: 20 Feb 2017 11:19 AM PST I know Blink is now primarily an escape utility move because of the nerfs, and after the HUD nerf its even worse. Shadestep is also an escape utility, but it can actually be used offensively to throw someone off their aim and stops tracking grenades. Making it incredibly useful. If Blink would also stop the tracking on grenades it would become a lot more viable for escaping engagements. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A desperate request from a poor Sunbreaker... Posted: 20 Feb 2017 12:08 PM PST Bungie, I was born a God and today I am a shadow of my arc brother. Can I ask for one thing? You can at least reduce the bell volume announcing my arrival? thank you. Sunbreaker [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Been done before - but my first time! Posted: 20 Feb 2017 11:22 AM PST Every time i spawn into this map i have a go at this. Today was my lucky day! https://www.youtube.com/watch?v=mFfY7DYc-pQ [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Possibility of a Y3 MoT after April Update? Posted: 20 Feb 2017 06:02 AM PST I think that Bungie is going to re-release all the old raids / Skolas to current light levels for the April update. It would be a perfect ending to a complete Destiny game. So if you ever wanted to go back and play Destiny in the future, all the endgame content is easily available at current light levels. If and when they do this, does anyone think we might get a final Moments of Triumph, essentially getting us to do all of the endgame content in the game one last time? Like "Defeat Taken Atheon on Hard Mode" and "Complete Aksis/Vosik Challenge Modes". I think it would be cool to have one emblem that symbolized that we have accomplished pretty much every thing in the game. Extra cool if we could use it in Destiny 2. [Discussion] [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
With the Sidearm Meta, keep an eye out for the Crow's Eye Posted: 20 Feb 2017 01:20 PM PST The Crow's Eye is a low rate of fire high impact sidearm that has a special feature that makes it worth grinding HoJ packages for. This sidearm rolls muzzles, not sights. This means with an impact boosting muzzle you can kill in 4 bodyshots within effective range. It's practically a semi auto legendary last word. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 06:24 AM PST an absolute beauty. http://i.imgur.com/T2V6tnG.gifv (gifv thanks to /u/Mblim771_Kyle) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 05:39 AM PST SO I'm nothing great at PvP as is well documented, but I thought I'd give doubles a shot because it doesn't come around all that often. Strictly solo because 9 mo baby sleeping on chest. I load into a match and we're doing ok. Up by about 7 kills- each of us pulling our own weight. Then my teammate disappears. I didn't notice it until suddenly the other team kills me back-to-back by team shooting and I'm like 'Where the f*ck is my teammate?!?!' Anyway, now I'm up about 7 kills and they team shoot me again and proceed to DOUBLE TEA BAG ME - vigorously. So I go back at them and die again. Down 6. Then I hear '5 minutes remaining' and the lightbulb goes on: Why am I challenging these guys?! Lets RUN! So that's what I did: I just ran and ran and I'd get killed every 45 seconds or so....let the respawn go to max and autorespawn me. Run away from all red blips. I ended up winning the match by 50...and they actually managed to kill me on the countdown timer! Funny part: I get a message that says: "CHEAP" SO I respond in turn with: "Next time don't teabag a guy who's solo and clearly overmatched" He responds with: "o yeah srrry gg' And then adds me to his friend's list??!! TLW: Get Doublebagged when 1v2. Proceed to run out clock to hold on to victory. Get bitchy message. Turn it on them. Now have another Destiny 'friend'. This game is weird sometimes. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 10:12 AM PST Hey redditors! Another Monday! Hope your weekends were awesome. Anyway, this new video took me longer to put together than any video before it. Holy crap there was a lot to cover. There's more emphasis on elimination game type as well--which a few people had asked for. Please let me know any thoughts or comments. As usual I know it's a bit late in the destiny life cycle for this kind of video but I'm treating the endeavor like a dress rehearsal for destiny two! There's a lot for the beginner and even some for the expert! Thanks again. GG [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Why not have a perk column that is only for PVE? Posted: 20 Feb 2017 02:59 AM PST So there is clearly a big debate around balance in PVP and how that affects PVE etc etc ad infinitum. I have also heard that the reason Bungie don't want to do things like gear sets that give great bonus' when paired together, to give us really good Diablo 3 esque reasons for continuing to grind for gear is that it might unbalance PVP further. My simple solution would be that legendary/exotic items have at least one column of perks that would apply only to PVE play meaning some of the more interesting and wacky stuff, that is maybe a little unbalanced for PVP play just wouldn't happen. If this sort of system was in place they could also selectively disable it for challenge modes, or nighfall modifiers etc. You'd still get balance for PVP (without having to have different gear totally) but you could still have the interesting gear for PVE, and gear sets with unique bonus' would give us a real incentive to keep grinding PVE play once all our toons are at 400 light. My 2 cents anyhow..... [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A brief history of Destiny weapon/crucible patches Posted: 19 Feb 2017 07:39 PM PST I always kept this post by u/SeraphSancta in my saved lists. In it is a Google Doc with every update and hotfix from Destiny's Beta up to and including RoI.
I've taken the time to try and trim down the massive 134 pages to a marginally less eye bleeding 32 pages. I only copied and pasted changes that affected weapons, ammo, general crucible play. This does not include changes to subclasses, armor, etc. A couple notes: Any changes deemed a "nerf" I have as red text. Any changes deemed a "buff" as blue. And any bug fixes are purple. I'm sure I missed/overlooked some stuff or just simply screwed up with the formatting. Some things I was torn on if it was more of a buff or more of a nerf. Sometimes they would like increase the RoF for an archetype, but then decrease it's damage... Any input, recommendations, corrections are welcome.
A couple of my personal favorite observations: Update 1.1.0/Dec 1, 2014
The history of balances to Auto Rifles is absolutely hilarious. Starting with the oldest going in order to most recent...
9/8/14
10/14/14
2/25/15
9/8/15
12/8/15 Small increase to base damage (the infamous decimal scandal) Still strikes me as odd given the values of base reductions in the past(all of which was 2% or greater)
4/12/16
6/14/16
9/8/16
2/14/17
Edit: Just woke up. It's a bittersweet feeling being front page for the first time. Rather sad that it was a post criticizing/putting their short comings front and center, and not something more joyous or some great achievement. Thanks to the guardian for the gold. Tho in all honesty I am undeserving. u/SeraphSancta did all the hard work initially, I just went off what he already gave us. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Feb 2017 08:03 AM PST Insane overtime bubble clutch by a good streamer friend of mine. https://clips.twitch.tv/petitejr_reborn/ExuberantAlpacaBigBrother?tt_medium=clips_api&tt_content=url [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Days of Iron Armour can be re-rolled to allow Tier 12 Armour Pieces Posted: 20 Feb 2017 09:12 AM PST Afternoon Guardians, During todays Mentor Monday a question regarding rolling Days of Iron (DoI) armour came up and I was under the impression it's BASE stats (INT/DIS/STR) remained the same however it's perks would change This was incorrect and thanks to some fellow Guardians I was pointed towards the Light and how to use this to my advantage. As this is one of the best looking armour sets in the game IMO and a lot of us are hunting for Tier 12 Bacon within the game now, I believe this could be some helpful info to share again After some searching I have found some previous info which seem to be lesser known so I can only apologise for my own ignorance that I have never seen something / learnt this about the armour previously How to use this effectivley The first time you receive the armour from the RoI book you'll receive all three pieces of gear (1 for each class) at 340 and with a random stat roll After that, you can go into the record book and rebuy the packages, which will then drop all three pieces at level 3 (Please note the Secondary / Ammo perks will always remain the same)
(If you have the Ishtar Commander App, use that as it now shows Bronze / Silver / Gold Tiers for Armour so a quick refresh will show where it stands)
Downsides?
Turn it up to Here is a quick run down of Armour values so you know what you have on your pieces without outside help. If it doesn't add up or isn't even close, you know what to do Helmet Base: 46 Increase Perks: 65 Highest Stat: 111 Arms Base: 41 Increase Perks: 58 Highest Stat: 99 Chest Base: 61 Increase Perks: 86 Highest Total: 147 Boots Base: 56 Increase Perks: 79 Highest Total: 135 Class item & Ghost Base: 25 Increase Perks: 35 Highest total: 60 (For each piece) Artefacts These hold differing combos - INT/DIS: Maxes at 132 Any other combo: 118 Sweet Setup The set armour Perks include: Helmet
Arms
Chest
Boots
TLW I know this has been within the game for 6 months now but over time I managed to confuse Bacon with the Stats and how they work Tier 12 chasers may find this especially useful as it's a way around having to wait for certain pieces (Unless they are after fashion as well as function of course) This method can be used effectivley and with (hopefully) not too much stress when pulling pieces and trying to get the perfect set Enjoy the rest of Monday, Guardians [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I see your really good year 1 auto rifle, and raise you my dusty AR Posted: 20 Feb 2017 08:52 AM PST Behold! MINE!Red Dot OAS. Quick Draw and that ranged Vision of Confluence scope. This bad boy barely made it through the great vault depression of 2015. Glad I kept it. *Bonus: Also mine [link] [comments] |
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