Destiny - [D2] Weekly Reset Thread [2017-11-21] |
- [D2] Weekly Reset Thread [2017-11-21]
- 'Curse of Osiris' Reveal Stream Megathread - "New Ways to Play"
- Bungie finally makes Gothalion lose it.
- Can we stop justifying D2's shortcomings by comparing it to the initial mess that was D1 Vanilla?
- Bungie has done nothing but sell us half the content that we were promised since day one and I’m tired of it.
- Destiny 2… The Game I Want to Play (Massive List of Solutions and Constructive Feedback) Part 1 of 5: Weapon Changes
- Curse of Osiris Stream #2 Summary
- If I pay $60+ for a game I should be able to replay the campaign whenever I damn well please.
- There are 80 possible variations of the NF. Why do we have the same one for the 4th time in 11 weeks?
- I thought the whole point of fixed rolls on weapons was so Bungie could balance weapons faster and easier...
- I feel like my D1 Guardian would kick my D2 Guardian's ass.
- How to rocket Iron Banner
- So, no Strike exclusive loot ... but Adventure exclusive armour???
- Kind of sad Hunter Boots still don't increase recovery even if you have Survivalist.
- It was a fun experiment, but can we go back to intellect, discipline, and strength stats on the armor now?
- Bungie - if you take away my incentive to play and grind, you take away my incentive to spend money on Eververse.
- All Destiny 2 Grenades Ranked by Single Target Damage Potential
- On Xbox the true challenge mode for the raid is getting party chat to work for all 6 people.
- A great experience on D2
- Please bring back the Grimoire score and put a codex of the cards in game.
- Bungie, I’ve scanned this Taken orb about 7 times already...
- How to do Calus Challenge Mode
- Dear Bungie, please let us dissemble items in our bank and mail without having to put it in our inventory.
- 'Curse of Osiris' Reveal Stream Countdown - "New Ways to Play"
- Flashpoints are getting really dull and frustrating at this point, and they need a desperate change.
- Destiny 2… The Game I Want to Play (Massive List of Solutions and Constructive Feedback) Part 2 of 5: Armor, Supers, and Abilities Changes
- My Cayde-6 cosplay is almost finished! Wanted to give you an update.
[D2] Weekly Reset Thread [2017-11-21] Posted: 21 Nov 2017 01:03 AM PST Nightfall: The PyramidionEcho Mesa Seek vengeance against the Vex Mind that corrupted Asher's arm.
ModifiersChallenges
Flashpoint: IoDon't forget to buy the Treasure Maps from Cayde-6 as well. Meditations
Shaxx Milestone: Call to ArmsThis Milestone can be completed in this weeks Iron Banner playlist Iron Banner is LIVEGame Mode: Clash Data provided by DestinyTracker [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
'Curse of Osiris' Reveal Stream Megathread - "New Ways to Play" Posted: 21 Nov 2017 10:51 AM PST Howdy Guardians, Ready for some news about "Curse of Osiris"? Good, we are too. As per usual Megathread Rules, please relegate related discussion here. Exceptionally high quality posts/news can get exemptions on a case by case basis. Destiny Reveal Stream - 11/21 @11am Pacific BUNGIE STREAM LINKCan't view the stream at work? No worries, /u/Clarkey7163, /u/MisterWoodhouse, and /u/NorseFenrir have got you covered: REDDIT LIVE THREAD[link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bungie finally makes Gothalion lose it. Posted: 21 Nov 2017 12:12 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Can we stop justifying D2's shortcomings by comparing it to the initial mess that was D1 Vanilla? Posted: 21 Nov 2017 08:51 AM PST You can tell me that you like D2 more than D1 because of 1, 2, and 3. You can tell me that you're glad D2 cannot consume all of your free time. You can tell me that you're glad all gear has static rolls. While I disagree with those opinions those are in fact opinions you're entitled to have. Agree to disagree. I am sick and tired of people sticking up for Bungie by comparing Destiny 2 to Destiny 1 at release. That's insanity. That's not fair. Destiny was scrapped and retooled just months before release. It was imbalanced and had a short story that no one could follow. I don't want to see one more reference to forever 29 shit. It was frustrating. We get it. But you know what? Over 3 years of tinkering and community feedback Destiny became an almost perfect mix of MMO, RPG, and FPS. You could play to have fun and be rewarded handsomely. You could also grind for days to get that perfect Luna or Taniks cloak. For some reason, Bungie threw 90% of that tinkering out the window. They had 3 years of data and research to use to determine what the community likes and wants in a sequel. I'm fully aware that D2 has been in production for awhile and some D1 improvements were made after D2 began. Great. Communicate with each other. It's almost like the D1 live team and D2 production team were working in completely different countries with no possible way to reach each other. Maybe don't implement this particular new engine if it's keeping you from bringing back fixes and QoL improvements that YOU decided were important enough to put in the first game. You're a AAA billion dollar gaming developer with hundreds of employees. I don't think it's crazy to ask that the sequel not regress behind the original. Especially with a community of players that are as vocal and informed as this one is. If you like Destiny 2 more than Destiny 1 and are enjoying your time playing then great. I'm very jealous. Just stop with the "Do you remember who bad D1 vanilla was?" at any criticism the rest of us have with Bungie. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Nov 2017 10:42 PM PST After hearing IGN confirm that the 2 Strikes we'll be getting are already Campaign Missions is the last straw for me, honestly. Bungie promised us an abundance of content because of the serious bolster they were giving to their numbers, but I've seen nothing but reskin after reskin. All of the Crucible, Vanguard, Misc., and Faction Armor are just reskins of the same three sets with minor differences, and now the 2 supposedly "New" Strikes are just repackaged campaign missions? Let's also not forget that in vanilla D2 the Adventures are just the Strikes as well. I think they introduced pure token rng for each planet because if they put all those armors in the same vendors for people to buy it would be obvious how strikingly similar these sets are. Even the weapons for Crucible and vanguard aren't unique, they're just reskins of each other. There are so many unique designs wasted on greens and blues because of how insignificant they are once players hit a certain light. If this plea doesn't work and reskinning is what Bungie is gonna do, then at least make more Legendary reskins of those awesome looking blues we used once and deleted immediately, at least it would vary the current purple pool, which is abysmal. Edit: I enjoy playing Destiny very much, I'm just stating an observation I've made. After all, my Hunter needs some more fashion options. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 06:32 AM PST IntroductionI've played Destiny since its 2014 release. I've been through all its patches, updates, and expansions. I've beaten all the raids, farmed the perfect Hopscotch Pilgrim, and set up a summer home at the Lighthouse. I knew every square foot of the Cosmodrome, and I cared more about my Crucible K/D than my Roth IRA. Simply put, Destiny 1 was fun. Right now, Destiny 2 is not… And this sucks! I can't believe I've stopped playing after only one month! But, I want to help. I saw Cozmo's Weekly Update a couple weeks ago letting us know they're looking for player feedback, and I want to give… lots of feedback. Since then, I've been compiling a list of ideas and I've tried to create a game that I would enjoy and hopefully others will too. When brainstorming for ideas, there were three games I used as inspiration or a reference point of what a fun game "feels" like. These were Halo CE, Call of Duty Modern Warfare, and Pokemon Red/Blue. I felt these games had the largest global impact, and captivated both casual and hardcore gamers. Now, I felt I've written some pretty good stuff, but I don't expect many people will read the whole thing. I've broken it down into 5 sections, so if there is a topic you really care about, this makes it easier for you to find. I tried to keep out as much fluff as possible, so if you have any questions or comments about my background or why I decided on something, please let me know. Also, I'm really curious on what other people are thinking, so if there is something you like, dislike, or have another idea, please write it in the comments below and let's start a conversation!
Part 1
Part 2 Supers and Abilities Changes
Part 3
Part 4
Part 5
Weapon changesDestiny aced the weapon balancing… almost. The majority of weapons are viable and effective in their intended ranges. Time-to-kills are little long, but I like how the shots-to-kill are balanced and so are the archetypes. Hand Cannons and Pulse Rifles could use a little polishing, but I'll take Bungie's side on this one. I never really used Hand Cannons that much in D1, but they were (by far) the most used primary followed by Pulses. In the beta, everybody was hyping up Pulse Rifles, so I think it was a good move to knock them down slightly in fear of it being a one-weapon meta. Good job with the weapon balancing! As for the loot ecosystem, I'm okay with Destiny being a collection game, but there should be some variety for our weapons in our decision making and loadouts. It should feel like customizing our Charizard or Pikachu. Many things stay the same, but details like the moves learned or held items should be open to the player. Let me explain: A. Gun modsAll legendary guns can have their Scope/Sight, Barrel, Mag/Battery, and Grip/Stock changed using weapon mods unique to their manufacturer. These affect the stats: Impact, Range, Stability, Handling, Reload Speed, Rate of Fire, Mag size, Inventory size, Zoom, Aim Assist, and Recoil Direction. Energy weapons get an extra slot to change element damage. Some quick guidelines I thought of are:
Sight/Scope: Affects Range, Handling, Zoom, and Aim Assist. Can also add certain effects while scoped including precision locations, highlight enemies, highlight enemies with supers charged, highlight enemies with grenades charged, highlight enemies with a unique color to show their subclass (solar, arc, or void), etc. Barrel: Affects Range, Stability, Handling, and Recoil Direction Mag/Battery: Affects Range, Stability, Reload Speed, Recoil Direction, Inventory, Fire Rate/Charge Rate, and Impact Grip/Stock: Affects Range, Stability, Handling, Reload Speed, Recoil Direction, and Aim Assist
The effects of individual gun mods should be subtle and minute. The gun's base personality and behavior should remain roughly intact even after all the perks have been changed. It should be different and your choices should have an effect, but it shouldn't be able to turn a gun with 40 Stability into a laser beam with 100 Stability. A gun's Trait and Intrinsic Perk (archetype) can't be changed. Increase the effect of Handling to make it equally important as Range and Stability. Handling should remain how fast the weapon readies, drops, switch, and aim, but the radar should come back as soon as the gun is zoomed out completely. Remove the current radar cooldown, but make low Handling a little more punishing based on this idea. Create a trinity between Range, Stability, and Handling where any time one of these stats are affected, the other two are equally affected. For example, distribute 120 stat points for all legendaries in these categories. If a barrel mod adds 5 Range, it must take away a combined 5 points from Stability or Handling. Max Stability comes at the expense of less Range and Handling. Vice-versa for max Range and Handling. Since Zoom has a much larger effect on Range than indicated in game, a higher Zoom should increase the Range stat more to show this change in-game and as a trade-off, reduce Stability and Handling more. Vice-versa for reducing Zoom. Similarly, but not as stringent, connect Inventory Size, Mag Size, Reload Speed, Fire Rate, and Impact with equal trade-offs. All of these weapon stats are visible when inspecting weapon. The difference between the base and modified gun is shown with either red or green bars over the base stats. Pressing a button within the weapon preview goes a step further and shows a number value for each stat from 0-100 for the current setup. Weapons with top-tier Traits (i.e Kill Clip, Outlaw, etc.) should have worse stats to be balanced. Weapon mods are one-time use items similar to shaders. Equipping them costs legendary shards, glimmer, and maybe another currency from an activity you get from killing (yes, killing) enemies in a certain activity. Vex cores, ether seeds, Hunters killed in Crucible, etc. You can compare your current mod and the ones available to use. Change is represented numerically and with a green/red bar. All weapon mods are available from vendors, but the Gunsmith will be the main vendor. Weapon mods can be bought using Legendary Shards or another currency. Getting the gun to drop requires some RNG, but besides that, there should be no waiting for what you want based on RNG. If there is a certain gun and set of perks you want on it, there is a definite path the user can take to obtain it. Unlocking certain mods takes experience and completions in certain activities. Certain mods may provide better effects in certain situations (i.e. Improved Reload Speed when capturing a control point, improved Stability when Force of Will is active, improved precision damage against Shanks, etc.). Small joke to check if people are actually readings this… All weapons drop from only one activity or location (i.e. you can't get a Lincoln Green from a package on Nessus, a lost sector on Io, or the Gunsmith). Some weapons are specific to certain strikes, lost sectors, public events, crucible, etc. Legendaries drop with the same pre-set perks every time. Every Better Devils drops with the same perks from the wild. Guns no longer have the option to switch between multiple scopes, mags, etc. like the current method. For example, currently the Better Devils can be changed between Extended Mag and Flared Mag. Remove this and switch to how exotics are presented with only one option for each attachment. With legendaries you can use one-time mods to change the attachments. If you want a PvE version and PvP version, get two different Better Devils and customize them to your desired loadout. The Gunsmith should offer a training/shooting range that allows people to test bullet damage, weapon behavior, and perk effects against targets and simulated PvE/PvP combatants. Perfect Dark did it… on the N64… Gun mods also affect the appearance of the gun similar to how scopes currently work. Exotics can't have their mods altered. Gun mods should only affect gun behavior and stats. Not abilities or cooldowns, unless it's an Exotic. Save that for armor. Getting killed by a gun in PvP shows the picture of its perks next to its name. Informs people, especially the casual players, what mods players are typically running. Turn the kiosks into a Pokedex knock-off. Every legendary and exotic weapon in the database has a reserved spot in the kiosk in a revamped collection tab. The weapon and the location of where it can be obtained are revealed when killed by it in Crucible or a fireteam member has it equipped. Some super secret weapons or weapons with complex methods of obtaining can say unknown. Once a gun is obtained, it gets revealed (if not already), and its base stats and perks can be shown. Gotta Collect'em All! Kiosks and vaults can be sorted based on several options including weapon class and a weapon stat. All obtained weapons and Exotics can be re-acquired from the kiosk for a very heavy price and resources unique to the weapon's usual drop location. (i.e. Lincoln Green requires 100 EDZ Tokens, a raid weapon requires an Isenfyre-style Token, an Iron Banner weapon requires something similar, etc.) Some weapons will be in the database but not available to the players due to an unreleased event or trigger. (i.e. Faction War weapons, Iron Banner weapons, Raid weapons, Hidden Exotics). This shows up as an unknown weapon. Destiny already did this with the Exotic kiosks in D1. Keep the vault as is. With this revamped collection idea, it places less need on hording weapons in a vault. Kiosk becomes your collection, and your vault becomes your cache of commonly used weapons. Your inventory needs to be able to hold every possible mod and shader. B. Weapon balancingCombine D1 time-to-kill (TTK) with shots-to-kill (STK) from D2. Other than auto rifles, increase the hit box on heads to D1 level. I'm open to it staying the current way too, but it felt more fun and rewarding being able to reliably hit headshots. For some reason, aiming in the same zip code as the head with an auto rifle registers everything as crits (even though the gun is kicking like crazy), but my MIDA pulls a couple body shots in the same scenario. Is the ear considered a non-critical spot?... Intrinsic perks for each class within an archetype should emphasize the Range, Stability, Handling trinity playstyle. For example, high impacts should have increased aim assist with their higher ranges (Accurate Frame), mid impacts should have more vertical recoil to go with their higher stabilities (Precision Frame), and low impacts should have faster reload speeds to go with their increased handling (Lightweight Frame). Slight change to current design. There should be a trade-off between weapon forgiveness and lethality. High impact weapons that are the most unforgiving if a shot or headshot is missed, should have slightly faster optimal TTKs, but slower non-optimal kills. Within each weapon class, high impact weapons should have the fastest optimal, slowest body kill TTKs. Mid impacts should have the slowest optimal, fastest body TTKs. Low Impacts should be in the middle ground, but offer higher handling, reload speed, and other benefits that trade-off for worse optimal TTKs or forgiveness. For power weapons, the inventory size should be inversely proportionate to damage dealt. Destiny 2 has already done a good job of this, but it needs to be maintained to prevent another D1 Gjallerhorn situation… Some quick guidelines I thought of:
-Accurate Frame- High Range
-Precision Frame- High Stability
-Lightweight Frame- High Handling
Simplify the game by keeping all weapon classes to these three archetypes. It will be easier to balance and allows all weapon archetypes in the sandbox to feel unique, but also competitive. This offers more diversity for competitive players, but also makes it easier for casuals to pick up any gun and not be at a steep disadvantage. TTKs should allow for counter-play, but double kills should be possible and catching an opponent off-guard should almost always result in a kill. Double kills are fun, exciting, and personally rewarding when pulled off. Counter-play should only be allowed if both players are aware and engaged to the fight. Flanking and hitting unaware players should reliably reward a kill. I created some numbers for each archetype. Of course, tons of playtesting would be needed to firm up the numbers, but here's what I'm thinking. D1 had competitive TTKs between 0.8 and 0.9s. D2 wanted to encourage a little bit more counter-play in gun fights and increased the TTKs to approx 1.1 and 1.2s. I think a fair compromise would be in the 0.9 to 1s time range. This is similar to present-day D1s Monte Carlo, Vision of Confluence, Nirwin's Mercy, and First Curse. For D2, that would be like SMG TTKs. Increase the gap between optimal TTKs and body TTKs to allow for a larger skill gap and make it more reliable to earn skill-based double-kills. Bring back D1 headshot hit boxes or hit registration to make sure this doesn't get overwhelming for casuals. It would make it easier for them to land headshots, and they can blame themselves for missing their headshots and losing the gunfights. This promotes players to focus on headshots and improve their aim. Also, it's much less frustrating than dying from uncontrollable external factors like: RNG bullets
If game design is the reason why they die, they'll stop playing… Also, I recommend keeping the archetypes TTKs closer. Can't have one scout rifle kill in 0.8s and another kill in 1s. That's too big of a gap and eliminates a large chunk of the sandbox. Archetypes within weapon classes should feel very different, but they should all be competitive. All TTKs shown are for 7 Armor. Once you go above 7, you should start to survive certain bullet combos.
-Scout Rifles- Should have high base zoom, pinpoint accuracy, require moderate manual recoil control, and handle the worst of all primaries.
High Impact – 0.92 to 1.84s TTK with 4 Headshots (H) optimal, 8 Body (B) worst case Increase aim assist and hit recognition to D1 levels. Remove how the gun gets less accurate when moving. Bungie shouldn't be promoting anybody to stand still while shooting. Keep these weapons with naturally high range, low stability, and low handling. Highest aim assist. Mid Impacts – 1 to 1.4s TTK with 3H2B optimal, 7B worst case Highest stability in class, but impossible to max out. Medium range and handling. Reduced precision multiplier, but increased body damage. Reduced flinch dealt. Very forgiving and easy to get near optimal TTK. Highest, most predictably vertical recoil direction. Low Impacts – 0.96 to 1.6s TTK with 5H1B optimal, 10B worst case Highest handling and reload speed in class. Lower range and stability.
-Pulse Rifles- Jack of all trades, master of none.
High – 0.9 to 1.8s TTK w/ 6H (2 bursts) optimal, 12B (4 bursts) worst case Mid – 0.95 to 1.27+s TTK w/ 6H3B (3 bursts) optimal, more than 12B (4+ bursts) worst case Low – 0.93 to 1.63-s TTK w/ 9H3B (4 burst) optimal, less than 21B (7- bursts) worst case
-Auto Rifles- Easiest weapon to use.
High – 0.95 to 1.31s TTK w/ 6H2B optimal, 11B worst case Mid – 1.05 to 1.15s TTK w/ 6H5B optimal, 12B worst case Low – 0.98 to 1.19s TTK w/ 8H4B optimal, 17B worst case
-Hand Cannons- Rewards a skilled hand.
High – 0.88 to 2.05s TTK w/ 3H optimal, 7B worst case Mid – 0.96 to 1.44s TTK w/ 2H2B optimal, 6B worst case Low – 0.92 to 1.66s TTK w/ 4H1B optimal, 9B worst case
-Sub-Machine Guns- Slight decrease of range, aim assist, and zoom effects to bring them more in line with sidearm intended ranges (What I'm trying to say here is that putting a medium zoom scope on a SMG extends the effective range too much. Either reduce the effect, or remove medium zoom scopes on this weapon class like Hand Cannons, Sidearms, and Fusion Rifles from year 1 D1.) Also, this allows an area for Auto Rifles and Hand Cannons to shine
High – 0.72 to 1.26s TTK 8H optimal, 14B worst case Mid – 0.86 to 0.93s TTK w/ 6H6B optimal, 13B worst case Low – 0.81 to 1.00s TTK w/ 10H3B optimal, 16B worst case
-Sidearms- Increase damage of non-Omolon sidearms to bring in line with Omolon 3-burst sidearms.
High – 0.72 to 1.26s TTK w/ 4H optimal, 7B worst case Mid – 0.84 to 0.98s TTK w/ 3H3B optimal, 7B worst case Low – 0.77 to 1.10s TTK w/ 5H2B optimal, 10B worst case
-Rocket Launcher- RLs should cause more screen shake when hit by one. It should be random and move your reticle off of center. The screen shake should be significant. Unflinching (Read Part 2: Armor mods) negates this.
-Grenade Launcher- Significantly buff blast radius and velocity of non-proximity detonation grenade launchers. When hit, create a random screen shake that moves your reticle like RLs and explosive rounds. Not as severe as RLs, but greater than explosive rounds and dragonfly. Unflinching negates this.
-Sniper- Significantly increase aim assist and reduce flinch.
-Shotgun- Remain unchanged. Shotguns were really well done.
-Fusion Rifle- All fusion rifles should do the same amount of damage regardless of their charge rate. Not sure what the numerical damage should be, but 4 bolts should kill anyone with 4 armor; 5 bolts kills everything else.
-Linear Fusion Rifle- Unlike fusion rifles, LFRs should increase damage as charge rate slows down.
-Sword- Just like mastering your movement is rewarded with shotguns, it should be even more rewarding with swords at the expense of slightly less lethal range.
I would need to do some playtesting to establish firm numbers, but I believe the base precision modifiers should be different depending on the weapon and should follow this order from highest to lowest.
-Precision Modifiers- Sniper
C. Kinetic/Energy WeaponsEnergy weapons and Kinetic weapons should feel more different and have more unique roles, but at the same time, your two primaries should feel the same in PvP as they do in PvE. Kind of paradoxical, but here's my idea. Introduce a strengths and weaknesses principle amongst the kinetic and element weapons to provide more room for mastery, increased loadout decision-making, and greater differences between your two primary weapons. It should feel like Super Effective!, Not Very Effective!, and Normal effective! moves from Pokemon. Here are some quick guidelines. These damage multipliers are multiplicative of precision modifiers listed earlier and super resistance modifiers.
-Kinetic Weapons- 1x base damage multiplier against guardians and red-bar enemies. Same as all energy/power weapons
-Energy/Power Weapons- 1x base damage multiplier against guardians and red-bar enemies. Same as all weapons
D. Foundry ChangesFor the foundries, they should have a typical strength: Hakke: Range (Velocity)
TL;DR: If you could combine Halo: Combat Evolved's gunplay and vehicular combat; Call of Duty: Modern Warfare's intricate map design and player perk selection; and Pokemon Red & Blue's loot mechanics and customization… That's the game I want to play!
EDIT: If you want to check out another section, they're listed below:
Part 1: Weapon Changes [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Curse of Osiris Stream #2 Summary Posted: 21 Nov 2017 11:49 AM PST Just a quick summary for those who missed or can't watch the stream. EXPLORING MERCURY New Public Event New Public event created just for Mercury. The event is called Vex Crossroads. You can go to different areas during the event that are normally not accessible otherwise. Vex Gatekeepers (hydras) will spawn periodically and they drop keys (arc charges) that you can dunk. Vex cannons will also spawn that allow you to move quickly to another area for the event after you dunked all the keys. The event area is a series of islands and some of the islands are only accessible via these cannons that are active during the event. The final boss of the event is a Gate Lord that goes immune periodically and requires you to kill more Vex Gatekeepers to disable his shield. Two chests will spawn at end of the event (heroic), making it more rewarding. The loot is same as usual (blue gear + mercury tokens). Infinite Forest and Adventures Some adventures will take place inside the Infinite Forest, exploring different timelines of Mercury. Infinite Forest is basically a Vex reality simulation machine where they play out different timelines of Mercury in the past, present, and future with different scenarios. Infinite Forest is like a LEGO building blocks, there are different random set pieces and different random enemies that you will encounter each time you enter it. All of the combatant races are available in the Infinite Forest (i.e. you can fight Hive mobs in there). All the adventures have a theme. The Up and Up for example, features a bunch of platform jumping. There are milestones for completing specific adventures. Reward for completing one of the adventures is 2 tokens and a blue. NEW ENDGAME REWARDS Lighthouse Lighthouse is more optimized, so you don't have to run around everywhere. There are mysteries you can solve inside the Lighthouse. Heroic Adventures These are very challenging adventures with different modifiers each time you play it. Prophecy Verses/The Forge Brother Vance will have different Lost Prophecy Verses for sell (11 different verses). Buying one will start a mini quest where you need to collect certain specific items. These items can be acquired from strikes, heroic adventures, public events etc on Mercury. Once you acquired all the items required by the Lost Prophecy verse, you can take it to the Forge interface on the Lighthouse and it will forge you a new weapon. These weapons all have the theme of modified Vex tech on top of our existing weapon tech. All of the weapons were designed with perks and stats chosen carefully. New Strikes Two new strikes added. You first get introduced them to via the story campaign solo and once you have completed the story campaign, you can play them in your strike playlist. There are two versions of these strikes, a solo version integrated to the story, and a regular strike version designed for 3 players. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
If I pay $60+ for a game I should be able to replay the campaign whenever I damn well please. Posted: 20 Nov 2017 11:46 PM PST If not we should at least get daily meditations versus weekly ones. And on the note of meditations, being able to access the directory from wherever you are and travel somewhere saves no time. You still have to go to orbit before going anywhere. It should auto load you to your destination of choice from where you are like meditations do from the tower. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 03:14 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 11:56 AM PST Yet 3 burst sidearms and high caliber rounds haven't been touched since launch. Remind me what the win is here again? How have fixed rolls on weapons made D2 any better of an experience than D1? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I feel like my D1 Guardian would kick my D2 Guardian's ass. Posted: 21 Nov 2017 09:06 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 09:13 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
So, no Strike exclusive loot ... but Adventure exclusive armour??? Posted: 21 Nov 2017 02:07 AM PST Finally got round to playing the adventure 'Siren Song' on Titan (I know, I know ... but I've been trying to stretch out the content) and was stunned when completing the quest gave me a pair of rare arms that I'd never seen before. The 'Songbreaker Grips' (survivalist) only dropped at 295 but I would happily grind for a chance to nab these at a max light, simply because they look pretty good AND cannot be found anywhere else in game? Have I missed something? Are there other Adventure exclusive armour pieces??? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kind of sad Hunter Boots still don't increase recovery even if you have Survivalist. Posted: 21 Nov 2017 10:17 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 12:48 PM PST At least with those stats different builds could benefit from different min/maxing. Still looking for a use for all these mobility sets my hunter keeps picking up. RIP that raid armor.. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 20 Nov 2017 05:14 PM PST Datto's latest video about Eververse almost representing the new end-game along with its associated incentives got me thinking. I'd really recommend watching it before reading, if you haven't. If we go back to Destiny, I had little qualms about spending money on Eververse, knowing I was spending money on content I would I enjoy and make the most of. Even two years in with Rise of Iron, I was invested in the game, the core content of the game had me hooked, and spending £5 or so every few weeks on this game I loved so much didn't seem like a waste. I had incentives to play, and thus I had incentives to spend. I was also happy to be supporting Bungie. The increased role/importance of Eververse in Destiny 2 though, and the way in which it's impacted other aspects of the game, has almost had an opposite effect. I'm not trying to suggest Eververse is the root of all Destiny 2's problems or anything like that, but the ways it's now being used - as detailed by Datto - appear to have hurt the end-game. I speak personally here, of course, but in giving me less incentives to play I naturally have less incentives to spend, regardless of the apparent value of whatever it is I can purchase at Eververse. Sure, I can get an Exotic Sparrow - and I have an Exotic Sparrow - but what's the point in even trying to get one if the game has suffered to a point where I just don't want to use it? I've got no problem with the way Eververse worked in Destiny, but when it comes at the cost of end-game depth and content as it appears to have done so in Destiny 2, it feels like Bungie are really shooting themselves in the foot. Take away my incentive to play, grind and log on - and you take away my incentive to spend. I'm not gonna waste money on a game I don't enjoy. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
All Destiny 2 Grenades Ranked by Single Target Damage Potential Posted: 20 Nov 2017 09:56 PM PST I spent some time this week doing a really controlled experiment on grenade damage to see what grenades did the most single target damage in the game. This was purely just to test this one parameter, so it totally ignores the utility of any of these grenades. I'll post the results first then go into a quick explanation:
**Indicates a corrections ***Indicated that the damage numbers are averaged over several samples, thus these values are an approximation. So the way this works, in order to get as controlled and accurate results as possible, I need a target that fit the following parameters: 1) it doesn't move 2) it has only one hitbox 3) it doesn't shoot back 4) it has a very very large HP pool 5) i can reach it solo so no other players are effecting my results. 6) I can hit it by itself, so damage numbers from other targets don't contaminate my results 7) As a bonus, it's easy to respawn and quick to access. There's a dude that actually has some test videos against a strike boss. Kudos to him for doing that because that's an insane over the top investment. I instead chose a more controlled subject: Watchers in the Prestige Leviathan Raid. They don't fight back, they have one hit box, they have like 6k hp, easy to reach solo, can spawn them over and over again, and I don't have to worry about other players or mobs contaminating my results. I tested this at both 200 and 305 light on all classes, with and without applicable modifiers. Nearly every grenade had a 3.15x difference between the two light levels. The only discrepancies mostly lie in the few grenades that are cluster base and thus gave inconsistent results (in which case I ran the test 6 times and then averaged the results). So those few ones are an approximation. For the final rankings, I normalized the results using fusion/flux grenades at my measuring stick. Basically, under the normalized results line, you can read it as "If Flux/Fusion grenades do 100 damage to X target at Y Light level, then [other grenade type] will do [damage on the normalized table] to the same target at the same light level. Overall, this was just an interesting experiment I wanted to do for my own curiosity, and I'm glad I did because holy crap the results are not anything near what I expected. I shot a video with a fuller explanation and actual video evidence of every grenade if anyone wants to know more. Since this subreddit doesn't like people posting their own videos or whatever feel free to PM me for the link. edit someone told me to just put the link in so here it is: https://www.youtube.com/watch?v=NnSlUA9ddho&feature=youtu.be Also I forgot to link this useful graphic as well: http://nancydrewpuppymysteries.com/VAULT8/d2gren.jpg it's just a table of the above data with bars and colors woot. Here is the google docs I made with my raw data I took frame by framing the grenade videos: https://docs.google.com/spreadsheets/d/1ctMhrybBmSsePoTT13WrQoXp76hrd32N7aCOmm4t5_I/edit?usp=sharing edit2 As requested, I added a table to the google docs that has approximate duration of all grenades, as well as tick speed on DOT grenades. I wouldn't say its' accurate down to the millisecond or anything, but it should close is enough for any data hounds purposes. edit3 here's a table with formulas that I was able to extrapolate for all grenades.
CORRECTIONS much thanks to the bugler for pointing out a few corrections. I missed a few ticks on the pathfinder grenades, which means they do even more damage then assumed. The above tables will be update to match [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On Xbox the true challenge mode for the raid is getting party chat to work for all 6 people. Posted: 21 Nov 2017 06:57 AM PST We spend more time trying to work around party chat problems than actually working out mechanics of the raid. Recently we have tried to make Skype work, but we only have about 4 people that show up for raid nights in the clan. It can be challenging to get randoms to download and load into Skype. One thing we are trying is to get our group of 4 into a party with randoms, join a call with each other on Skype, and then exit the app on Xbox. This allows us to stay in the call and the party. Just mute each other to avoid echo. We still need to test this further. Anyone else have a workaround that works for your raids? I know we aren't the only ones with constant party chat problems. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 09:39 AM PST So I am an adult and I play D2 with my wife. We have gotten quite the following of younger players that call us destiny Mom and destiny dad that play with us pretty often. The other day I was completing all the lost sectors for my warlock and just taking in how beautiful the environments are. One of the kids joins me and says "what are you doing on Io? It's not the flashpoint this week" I replied "I'm just enjoying the environments and exploring a little" he replied to me by telling me that was dumb and that you don't get anything from it. I understood where he was coming from. This is a generation that expects a reward from everything, and I accept that, but I wanted to share some ancient wisdom with him. I told him to tag along and just look around and see how great the devs did with making all these spaces. After a while I told him about games in my day and how you played games for a score at the top of the screen and that was it. By the end of my time on Io he ended up having a really great time. He told me he didn't know he could have so much fun not getting anything. We even came across a glitch spot I'm sure has already been found that lets you go way outside the map into some unfinished areas. It was really enjoyable and I am glad I could share it with a different generation to let them know how to appreciate what is given to you, not what you get out of it. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Please bring back the Grimoire score and put a codex of the cards in game. Posted: 20 Nov 2017 09:17 PM PST I feel like this was such a missed opportunity. Grimoire score was a quick identifier of how much you had done in D1, and gave players incentive to grind activities and collect everything in the game in order to max out their score. As it stands now, there is no reward for going out and collecting all exotics or scanning all collectibles, and no place to quickly read the lore from these items without physically going to the location again or pulling the exotic into your inventory. Adding this system back into the game would help alleviate some of the incentive drought, in my opinion and a codex in the tower to access the lore in one spot would be much more convenient than what is currently in place. No one wanted the Grimoire system gone, we simply wanted it in game. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bungie, I’ve scanned this Taken orb about 7 times already... Posted: 21 Nov 2017 07:56 AM PST Bungie can you please: A) Make a kiosk in the tower or additional UI page somewhere that catalogs all the scanned item recordings B) Make all items I've already scanned unable to be scanned twice. What might be even cooler is if I sit down and pull out my ghost, give me the option to select a recording and have it playback. There are TONS of crucial story elements in these scanned items. It'd be nice to have a centralized system in place to replay them. For example: A bunch of us D1 veterans knew that OBVIOUSLY the factions would eventually return but if your curiosity got the better of you, a couple of the New Monarchy scannable items around the tower straight up tell you what factions are and their intent to make an appearance in the tower, very soon at that. This information was available Day 1 for people that didn't even know anything about factions. The information is out there!! Now let us catalog it and play it back please! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How to do Calus Challenge Mode Posted: 21 Nov 2017 01:49 AM PST You must activate all four plates at once when going to damage Calus. You must damage him from all four plates and the Challenge will fail if you damage him before all the plates are activated. Assign two players to Sun & Chalice each. This means, two groups of two players on the front plates as the two spare players are assigned to Axes & Dog. 2-2-1-1. You don't need to stay on the plates when you go to break his shield for final stand. We three-phased him. EDIT: The plates have timers, you cannot get off them then go back to them. They will be gone regardless. YOU WILL LOSE DAMAGE BY GOING TO JUST ONE PLATE. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 01:13 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
'Curse of Osiris' Reveal Stream Countdown - "New Ways to Play" Posted: 21 Nov 2017 12:43 AM PST Hi all, A lot of us are international Guardians or maybe we get confused by Daylight Savings... Regardless, In keeping with tradition, here is a temporary countdown to the for the upcoming stream, so clear your schedules! Link to CountdownHere's a link to the Bungie Twitch Reveal: http://www.twitch.tv/bungie Destiny Reveal Stream - 11/21 @11am Pacific (Yes, Tuesday. Explanation here) We're back with a live fire exercise to show off some of the new activities you'll tackle on this new adventure, including the biggest public event we've ever delivered in Destiny and a shooting tour of the Infinite Forest. There is however, a teaser linked below Link to teaserThe hosts are:
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Flashpoints are getting really dull and frustrating at this point, and they need a desperate change. Posted: 20 Nov 2017 08:26 PM PST I remember that one of D2's main selling points was that they improved the patrols system. And they're right, they did. It's much better than D1's patrols. However, after trying so hard to like patrolling in D2, I simply can't anymore. I did my good ol' faction rally farming two weeks back in "The Weep" and all it reminded me was just how god damn gorgeous some of the Lost Sectors in this game really are. It really got me thinking, to.
I'm here to patrol the planet, not play the "Alright, where's the damn flag so I can get this over with" game. I was so damned happy when I heard patrols were finally going to be fleshed out. And they were, but there's no actual incentive to going back and exploring more than once. Please, Bungie. If you can't give us 4/6 player patrols, at least give us a reason to play patrols in the first place. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 07:24 AM PST IntroductionI've played Destiny since its 2014 release. I've been through all its patches, updates, and expansions. I've beaten all the raids, farmed the perfect Hopscotch Pilgrim, and set up a summer home at the Lighthouse. I knew every square foot of the Cosmodrome, and I cared more about my Crucible K/D than my Roth IRA. Simply put, Destiny 1 was fun. Right now, Destiny 2 is not… And this sucks! I can't believe I've stopped playing after only one month! But, I want to help. I saw Cozmo's Weekly Update a couple weeks ago letting us know they're looking for player feedback, and I want to give… lots of feedback. Since then, I've been compiling a list of ideas and I've tried to create a game that I would enjoy and hopefully others will too. When brainstorming for ideas, there were three games I used as inspiration or a reference point of what a fun game "feels" like. These were Halo CE, Call of Duty Modern Warfare, and Pokemon Red/Blue. I felt these games had the largest global impact, and captivated both casual and hardcore gamers. Now, I felt I've written some pretty good stuff, but I don't expect many people will read the whole thing. I've broken it down into 5 sections, so if there is a topic you really care about, this makes it easier for you to find. I tried to keep out as much fluff as possible, so if you have any questions or comments about my background or why I decided on something, please let me know. Also, I'm really curious on what other people are thinking, so if there is something you like, dislike, or have another idea, please write it in the comments below and let's start a conversation!
Part 1
Part 2 Supers and Abilities Changes
Part 3
Part 4
Part 5
Armor ChangesIncrease impact of Mobility to be equally important as Armor and Recovery. Mobility affects: Sprint speed
Any perks (i.e. ST0MP-EE5, Transversive Steps, Keen Scout, etc.) that boost these movements, stacks with mobility). Any class can be max mobility, recovery, or armor. To balance max recovery invis Nightstalkers, remove how your aim assist goes away when targeting an invis opponent. It doesn't make sense that we get aim assist when targeting invis fallen, but not invis guardians. It wasn't like that in D1 either. To compensate, reduce base dodge cooldown to 20s. When invis, you're completely off radar when running and jumping until breaking invis. Make invis slightly harder to see. When invis, remove the ability to be highlighted by scopes or Eye of Another World. Majors/Ultras in PvE can target and damage you, but with reduced accuracy. All armor is customizable but works with same mod principles as weapons. No multiple perks per tree and you can change pre-set perks. Intrinsic perks (i.e. restorative, heavy, and mobile) are set and can't be changed (I like how certain armor looks lightweight or heavy duty), and each armor set drops with a pre-set armor, recovery, mobility bonus and one mod. The armor, recovery, and mobility bonus can be changed. Armor mods can be changed and are listed below. Class items don't provide armor, recovery, or mobility bonus, but can be equipped with an armor mod. A. Armor Mods-Overall- Remove perks that boost handling and recoil direction. Of weapon stats, armor pieces can only change inventory and reload speed.
-Helmet- Unflinching: doesn't reduce flinch, just makes you immune to high caliber rounds bonus flinch, explosive rounds screen shake, and anything else that shifts your aim like being tethered, the new singularity effects, and the revised Lethal Current (Read Part 2: Arcstrider).
-Gloves- Increased melee speed
-Chest- Reduced grenade ability cooldown
-Boots- Increased slide distance (stacks with other perks)
-Class- Reduced class ability cooldown
Supers and abilities changesMy super should be my scorestreak. If I'm slaying and dominating the objective, I should be rewarded – real-time and in-game. And when I'm using it, it should feel like I'm using an AC130 from Modern Warfare 2. I should be able to shred through uncoordinated teams. I should never feel scared to use my super. Like the AC130, it should be possible to counter it, but only with deliberate and skillful execution. Downing a super should feel like 4-manning Crota. Also, I really like the new combos and abilities of the Arcstrider and Sentinel within their super. The super vs super game play should be expanded upon as the best way to shutdown an enemy super. Here are some changes I would like to see: A. Overall Keep Supers on current cooldown rate
Total duration grenade damages in tiers listed from highest to lowest should be:
B. HuntersReduce base cooldown of hunter dodge to 20s
-Arcstrider- Boost running movement speed to be tied with a buffed striker as the fastest running super in the game. Stacks with Stomp-ee5 or perks that increase sprint speed.
-Gunslinger- The Golden Gun with six shots should extend its timer slightly after each kill, be granted combustion, and it shots deal a small AoE effect on impact. Combustion should be like the Sunshot where it can chain fiery explosions, but also ignites hit enemies.
-Nightstalker- Tether should suppress all abilities on hit.
C. Warlocks-Dawnblade- Top tree is a fighter jet. Bottom tree is a bomber.
-Voidwalker- The bolts of an uncharged Scatter grenade should have very little tracking. About 0.5 m radius from each individual bolt. Sort of like a Gunslinger's Swarm nade.
-Stormcaller- Increase distance covered by using Ionic Blink
D. TitansBarricades should match the color of the subclass and have the same element strength/weakness principle as blocking swords, PvE shields, and active supers.
-Sentinel- Improve damage resistance of a shielding super. It should survive all unboosted supers.
-Striker- In addition to more damage, Terminal Velocity should grant a larger blast radius the longer time spent in air
-Sunbreaker- Drastically increase the tick rate of the Thermite grenade. Increase width and height. Ignites enemies.
TL;DR: If you could combine Halo: Combat Evolved's gunplay and vehicular combat; Call of Duty: Modern Warfare's intricate map design and player perk selection; and Pokemon Red & Blue's loot mechanics and customization… That's the game I want to play!
EDIT: If you want to check out another section, they're listed below:
Part 1: Weapon Changes [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My Cayde-6 cosplay is almost finished! Wanted to give you an update. Posted: 20 Nov 2017 06:44 PM PST |
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