Destiny - [D2] Daily Reset Thread [2017-12-30] |
- [D2] Daily Reset Thread [2017-12-30]
- Destiny 2 wins "Buyers remorse" award at The /r/XboxOne Game Of The Year Awards 2017.
- Activision CEO Not Happy With Destiny Content Droughts, Will Improve for Destiny 2.... um sure..
- Forbes: "Here's How To Dismantle Destiny 2's Eververse And Make The Entire Game Better"
- This game was $60 and has a season pass, why does it even need Eververse? I spent money to grind for items already, just to have the good stuff locked behind giant paywalls
- Reintroduce the Classic D1 weapon system
- Bungie, please do NOT nerf Cluster Bomb Rocket Launchers. Instead, bring other Power weapons "up to snuff".
- Bungie, why on Earth would I want vanilla shaders from Dawning engrams?
- The Infinite Forest could have been part of the end game. Bungie missed the chance to add a Rift system to Destiny.
- I wish bungie would go full MMO, stop fighting what we want from destiny! We want depth!
- What happened to the guy who said that he'll shave his head and stick it into his face as a Beard
- We really shouldn't be surprised that D2 is all about monetization when its director is the man behind the infamous "throw money at the screen" quote
- List of shaders that give bright dust when dismantled
- Bungie has no incentive to make meaningful content
- Oh man Destiny one has some cool stuff!!
- The reason we needed a sequel was to refresh the player base in a way an expansion never would.
- Tess Everis is a War Profiteer and has no business being in our Tower. If the Speaker were still alive, he would have thrown her out.
- Whack-A-Tess
- The majority of my clan quit D2 after the first month. Found an old highlight montage I made from D1. Makes me miss the good old days. Enjoy.
- [D2 CONCEPT] Frost Subclasses! (A collab with /u/StevenDeRosa)
- Destiny 1 is still fun
- D.A.R.C.I should show enemy crit spots and where to aim to hit them.
- Machine Guns were removed for balancing reasons. Maybe we could see Exotic-only versions return like Trace Rifles.
- Damn, Fortnite.
- How and where to obtain 5 resilience/8 recovery stat split, a break down
- The truth behind counterbalance mods + guide
[D2] Daily Reset Thread [2017-12-30] Posted: 30 Dec 2017 09:05 AM PST Note: At this time, the Destiny 2 API does not provide any of the info below. We have put placeholder data until the API is available and it is grabbed automatically. In the meantime, please feel free to post in the comments and we'll update the thread. Planetary Challenges
Strike Challenges
Crucible Challenges
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Destiny 2 wins "Buyers remorse" award at The /r/XboxOne Game Of The Year Awards 2017. Posted: 30 Dec 2017 06:35 AM PST https://www.reddit.com/r/xboxone/comments/7mme5i/the_rxboxone_game_of_the_year_awards_2017_results/ "THE "BUYERS REMORSE" AWARD Destiny 2 This was a polarising choice. Seemingly Bungie managed to accomplish the impossible by irritating both the hardcore Destiny 1 fanbase AND the casual audience with a cavalcade of "downgrades", controversies and poor press. From being caught stripping down content to be re-sold as microtransactions through to skimming EXP from players - Destiny 2 has not been a smooth ride. Not even Starwars Battlefront 2 came close to the level of regret felt by long-time Bungie fans.... Again..." [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Activision CEO Not Happy With Destiny Content Droughts, Will Improve for Destiny 2.... um sure.. Posted: 30 Dec 2017 06:34 AM PST So I guess this was all bullshit then... In this article from Gamerrant I remember being hyped that we would have more content for D2. After playing now for months, they are following the exact same schedule as D1 did... That leaves me to believe it was all smoke and mirrors. This quote in particular gives it away "I have not been happy with the cadence [of new content]…We got a lot right with Destiny 1, but one of the things we didn't do was keep up with the demand for new content. I feel like that, as great as [DLC packs] The Dark Below, House of Wolves, The Taken King and Rise of Iron all are, clearly there was appetite for more. One of the things you'll see post the launch of Destiny 2, is that we have got additional AAA developers from inside the Activision ecosystem working with Bungie on Destiny content, including Vicarious Visions and High Moon. That will allow us to keep an even more robust pipeline of content in the ecosystem." [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Forbes: "Here's How To Dismantle Destiny 2's Eververse And Make The Entire Game Better" Posted: 30 Dec 2017 09:27 AM PST | ||||||||||||||||||||||||||||||||||||||
Posted: 29 Dec 2017 06:24 PM PST This game is $90 for the game and expansions, with more expansions likely. On top of all that, almost everything is behind an EXP grind that takes forever to get. I have NEVER seen a popular game ask for this much money. All of these items could be rewards you get from doing hard challenges and raids, making people want to play the game. The loot in the current game is unrewarding and people feel cheated, maybe put emotes and stuff behind challenges in-game? edit: ok, so yes technically WoW and FF14 ask for more, but destiny doesn't have near the amount of content and scope. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Reintroduce the Classic D1 weapon system Posted: 30 Dec 2017 06:50 AM PST The emphasis of this change would be to give the diverse player-base more choice It's my understanding, please correct me if I'm wrong, that some of the reasoning for moving to the " 2 primaries and a rocket" weapon system was because of a desire to make pvp more competitive, skill based, and tactical. I also know many of us would love to see a return to the D1 weapon system of primary, secondary, and heavy. My suggestion for pve and pvp is having access to 2 types of "load-outs" PVE - Return the classic D1 style to the game and allow the player choice between which "load out" they want. Whether that be classic or K.E.P. This will especially help the personalization factor and meta of PvE. I want to actually use my snipers and FRs and currently it's just not worth it to slot them over my MW quickfang or curtain call. PVP - Introduce a classic mode in all quick playlists. Players would use a "D1 load-out" and energy and Heavy ammo would spawn more frequently and drop from killed players, similarly to D1. Until maps are made to accommodate 6v6 leave it at 4v4.
Once again main goal of this is to allow players choice and play-style customization. Maybe certain strikes it's more "meta" to use the current system but during others (inverted spire for example) it would be more advantageous to use a classic load-out. I'd personally recommend adding this feature as a beta as soon as possible and doing active balancing utilizing collected data and player feedback. What do you guys think? Edit: I totally agree about moving this system to ALL playlists and allowing the player to choose which game mode they enjoy or feel like playing. I've edited it to reflect this. Edit 2: added emphasis of choice Edit 3: Some folks have mentioned a 4-weapon system. Primary,secondary, special, and power. I love the idea but it still leaves many fearful of a return to slide-shottys/1 shot snipers. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 30 Dec 2017 06:59 AM PST | ||||||||||||||||||||||||||||||||||||||
Bungie, why on Earth would I want vanilla shaders from Dawning engrams? Posted: 30 Dec 2017 08:21 AM PST Serious question, why is this even a thing? How do you think is ok? Some of the Dawning shaders are really, really good. But seeing as how this is a limited time event, don't ya think, just mayyyyyybe, that since we already get vanilla shaders in all sorts of other activities, maybe Dawning engrams should JUST give Dawning shaders? It's not like you're even selling any of the Dawning shaders directly for Bright Dust anyway. As much as I like Xenosilver, getting a 3-stack of it from a Dawning engram to clear an even 100 of them total makes me want to throw something other than money at the screen. These are the little things that just compound the frustration. Sorry, all, I've really been trying to not be as salty of late, but....damn. Edit: And now I find out that the actual Dawning shader packs also can give vanilla and Mercury shaders instead of Dawning shaders (thanks u/OldSwan). Give me a fucking break, Bungie... [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 30 Dec 2017 07:53 AM PST When I first saw the Infinite Forest in the reveal, I was hoping that a dungeon system would be put into the game. Actually I was kind of blown away that they missed the chance to put a Rift system into place. For those not familiar with Diablo 3's endgame, a Rift is a randomized dungeon with multiple levels and a boss encounter at the end. These Simulations Simulations would be an endgame activity involving the Infinite Forest. By unlocking the Simulation, you and a team of 3 other Guardians will enter the Infinite Forest to defeat enemies in a dungeon like battle. Kill enough enemies and open enough pathways and you will be met by a Gatekeeper-a random iconic boss from the Destiny world. Example-Gatekeeper Ghaul. The boss fight could involve raid like mechanics similar to strikes as well as wipe mechanics. Defeat the Gatekeeper and you are awarded a chest containing gear that drops at the power level appropriate to the Simulation. Timestream Engines Once you have reached level 25 and have completed the CoO story line you will receive Timestream Engines from select activities. Timestream Engines would be the currency farmed and used to open the Simulations. These could be obtained through farming: Loot If gear could be changed to allow "set bonuses" gear with those bonuses could be put into the loot pool. For Example, there could be a set bonus on the gear called "Times Conflux": while in a simulation you deal increased damage to Vex Enemies and you take decreased damage from Vex Enemies. This bonus could be increased by equipping more gear of the same Set. It would read something like this: Datasets Datasets are a crafting material that drop from Heroic or higher Simulations. Datasets allow you to turn a Legendary Mod into an Exotic Mod using the Forge in the lighthouse. The recipe could be something like: TLDR: I would really like to see SOMETHING done with the Infinite Forest. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
I wish bungie would go full MMO, stop fighting what we want from destiny! We want depth! Posted: 30 Dec 2017 11:17 AM PST Title They have fought it all along and tried to keep getting causal and basic and easy-mode. But we want MMO quality and content. I love their raids and raid lairs. We should have more raids with more intricate design and difficulty and armor sets that are unique to difficult activities then going to tower to show off that armor to casuals. I think it would be nice to have an actual patrolzone, EDZ is closest but give me NPCs to find that sell guns or materials, unique areas to explore, unique loot to gather for activities performed here. I don't want Halo missions to repeat for no reason. Instead of spending so much time on all these linear one-off missions that we don't replay, spend time on a larger patrol zone. Instead of five small zones, give us one large zone or even two, NPCs and villages we travel to in those zones for missions that take place in that patrol zone, not a linear mission I go to. Instead of flying to the Farm, why is it not just part of the map for the EDZ? Instead of leaving the patrol zone, I could travel to the farm in that patrol zone and do what I need then leave. Give it more of an open world feel. I want forging that actually requires forging and material gathering. A deeper dive into weapons and forging would be amazing. Instead of just different nodes to activate, let us alter stats or alter attachments on a gun; add laser sights, different stocks, barrels, etc so I'm actually crafting a gun that fits my play style. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
What happened to the guy who said that he'll shave his head and stick it into his face as a Beard Posted: 30 Dec 2017 08:41 AM PST Because xûr sold the spicy cold heart. If he already did it then give us the link please. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 30 Dec 2017 05:46 AM PST Guess we should have seen it coming 😒 Edit: I'm not particularly upset, I just noticed this connection and wanted to point out the funny but also sad irony of this situation. I know Luke Smith was joking during the quote and I know he isn't the sole blame of the problems of the game, but as a leader of the game, he does have to take the brunt of the backlash. He is also known for continuing to support changes that the community doesn't support like removing elemental primaries in D1, or the single use shaders in D2. So this sad irony might be pointing to one of the problems of the game and it's leadership, but that's for you to discuss and decide [link] [comments] | ||||||||||||||||||||||||||||||||||||||
List of shaders that give bright dust when dismantled Posted: 30 Dec 2017 06:18 AM PST Many have asked what shaders when dismantled give bright dust as opposed to shards. Below is a full list of shaders that give ONLY bright dust: Descendent Vex Chrome Mercury Vex Chrome Precursor Vex Chrome Desert of Gold Metallic Sunrise Frumious Blue Midnight Talons Noble Constant Red Vanguard Magnus Gloss Omolon Meteor Gloss Veist Poison Shimmer Hakke History Polish Suros Modular Shine Tarnished Copper Xenosilver Dawn and Dusk Metroshift Watermelon Arctic Pearl Monochromatic Golden Trace Nebula Rose Cerulean Divide Bumblebee Indigo Matrix Dawning Brilliance Dawning Hope Dawning Warmth Dawning Festiveness Notes: The Dawning shaders you receive from gifts will NOT break down into bright dust. All other shaders, even if they are legendary like the Raid, Trials or Brother Vance shaders (Kairos) will only break down into legendary shards. Breaking down shaders gives you anywhere from 7-12 bright dust. Hope this helps! [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Bungie has no incentive to make meaningful content Posted: 29 Dec 2017 09:25 PM PST Bungie has used eververse to snuff out any glimmer of creativity and depth to destiny. Destiny is basically dead at this point, and no amount of uplifting "we hear you" that Christopher Barrett wants to tweet about is going to change that. As long as eververse is in the game, Bungie will not have any incentive to develop meaningful, engaging and Most importantly FUN content for consumers. This is because every sought after item will basically be behind eververse, and you can either buy her engrams or grind xp in a much easier to develop shallow group events like crucible or public events or raid Lairs. A while back, Luke smith said something to the effect of "we can't make content fast enough to keep up with the community's needs" He's full of it. They have the capability, they have good writers, and good artists, and a great story to tell. Bungie has one of the most badass IPs in the entire industry. Bungie has just seen an opportunity to exploit a niche in the market. it's too bad so sad for the fans, because that's all we are, fans. We have no stock in this game. Bungie are proud and greedy. They saw how easy it was to string the community along for years with a product parceled out into 4 unfinished pieces of a whole. They saw how eager we were to support a real final version of this game with a single promise: that a small MTX system wold provide steady playable and really enjoyable content like RoI or AoT and SRL They revamped the ip to be something way easier to pick up and play, and way more appealing to the casual spender. The people in charge do not care at all about telling a story, or making a game that will be remembered forever, or expanding on the literal gold mine of fantasy rpg they are sitting on. And they especially do not care about the good faith of the customer... They care about cashing in on gullible hopefuls and riding out a couple more annual releases tailor made for lazy uninvested gamers. (Fyi I am basically a gullible hopeful) TL;DR The game is fun for what it is... but it is not and never will be what the world was promised when destiny was first released. Bungie's poor business ethics are just the first stages of the future of gaming. The marketers and the bean counters are going to absolutely wreck every bit of joy this industry once had. Edit: thanks for keeping the conversation mostly civil guys/gals - let me elaborate on something I said. Good writers: destiny does have them, I stand by that because the grimoire was really good in D1. I have also seen several of the writers actually come out in the comments and say that they don't like the "joe Staten wrote it all" meme. He had wonderful vision, but he was basically a project lead. Whoever was the project lead on the story for D2 did the bare minimum to keep their job (imo) they played it extremely safe, and basically took their plot line and story arc from any one of the marvel movies put out this year. I personally believe that they have the capability but not the leadership. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Oh man Destiny one has some cool stuff!! Posted: 30 Dec 2017 08:23 AM PST Oh man. I went to the tower in Destiny 1! They had these things called kiosks that had all my sparrows and ships and blueprints for exotics. It was amazing. Then I looked at my vault and it was organized and clean! Plus as a bonus. I did a raid and it gave me cool ships and sparrows!!! I sure wish D2 had these things. Would make life so much more simpler. GollyGee. PS. They had this sweet lady at the tower. Her name was Eva Levante. She was so kind to sell things in game without purchasing anything with real money. And the shaders!! They worked as a whole and you never lost them! Also if you didn't want it you could remove it and it WENT TO A KIOSK.... you didn't have to spend a couple hours deleting them individually. Who thought of that and how easy it works..... #SillySatire #pokingfun #butforreal #fixit [link] [comments] | ||||||||||||||||||||||||||||||||||||||
The reason we needed a sequel was to refresh the player base in a way an expansion never would. Posted: 30 Dec 2017 05:57 AM PST Destiny 1 had a lot of problems it's first year, the game lost its grasp on the player base quickly with a game that felt/was parceled out to make more money. Many left, those that remained did so for most of the three years. So I thought D2 would be a refresh to pull everyone back in. To begin a new with everything they had learned. Begin with greatness like TTK and build off of it. Instead we have a game parceled even more. A developer who acknowledged mistakes in D1 that they are simply repeating again. The player base will dry up again. Obviously many will remain, but the player base never recovers. I thought Bungie already learned this and so many other lessons. I was wrong. Edit: Thanks for the feedback everyone. My over-arching point is I fear if things don't change soon the player base will have been irreparably damaged likes it was in D1. As good as TTK was,a year is to long to wait for a fix. Especially the second time around. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 29 Dec 2017 03:01 PM PST By definition: "War profiteering is the act of an individual or company making an unreasonable financial gain from selling goods or services during wartime." Destiny 2 is about we Guardians defending our Last City from destruction. Pushing back the Cabal during the Red War and in our midst we have a war profiteer selling us Ghosts, and Sparrows and armour that we need to fight and defend our people? Tess is disgusting and frankly should be ousted immediately from the Tower! All the other vendors are happy to take Tokens I find after beating bosses. Banshee even just takes weapon parts! For that auto he keeps working on I guess. But not Tess, oh no, she not only wants CASH, but she adds RNG to the mix! So please don't confuse what Tess is doing with war-time commerce, it isn't. She is a war profiteer taking our money and selling us "stuff" based on RNG. She is a horrible example to all Last City children and should probably be booted right out beyond the walls. Bungie, is this why you don't let us draw our weapons in the Tower? Because you know most of us would head right over to Eververse! EDIT: I wrote this as a joke to bring some lighter content to the Sub. Some of the real gold though is reading through the comments and seeing how funny some of your fellow Guardians are. Considering the killing spree Tess is on I would be careful using your gamer tag or you may the next one to be chilling with Eva & The Speaker. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
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[D2 CONCEPT] Frost Subclasses! (A collab with /u/StevenDeRosa) Posted: 30 Dec 2017 08:29 AM PST /u/StevenDeRosa and I decided to do a collaboration on his idea for Frost Subclasses. I hope you Guardians enjoy! Before You Enter: A new debuff called freezing / frozen is mentioned many times. UPDATE Frost Element Description: The new ice-themed elemental subclasses would introduce a new debuff called frozen. A frozen enemy or player is locked out of character movement (including crouching, walking, sprinting, jumping and vaulting). While frozen and forced to stand still, enemies or players are able to turn their camera/viewpoint and fight back with their weapons and abilities. A player can break themselves out of the ice by activating their super ability. Shinobi Change: Within the two Hunter subclass paths, I would swap Sled and Skate. So, Assassin gets Skate and Ninja gets Sled. Full Imgur AlbumTitan - LancerTitan - Lancer - SuperIce Spear: Hurl a frozen spear
Titan - Lancer - GrenadesFrost Grenade: An explosive grenade that freezes enemies
Icewall Grenade: Creates a horizontal wall of ice blocking all projectiles and characters
Blizzard Grenade: Calls down a focused hail storm that slows enemies
Titan - Lancer - Code of the KnightIce Shrapnel: Strike an enemy with this powerful melee punch
Avalanche: Killing an enemy with the Ice Shrapnel kill explosion completely refreshes Ice Shrapnel Ice Shards: Frost ability kills leave deadly Ice Shards in their wake
Penetrating Spear: Ice Spear penetrates through all enemies along its path
Titan - Lancer - Code of the GiantFreezing Smash: While sprinting, activate this melee ability to slam shoulder-first into your target and release a Frost explosion that freezes enemies Break the Ice: Melee attacks deal significant bonus damage against frozen enemies Frost Armor: Your abilities immediately grant a 1/4 bar overshield for you and nearby allies * Quickly casting grenade, melee, class and super would grant a full bar overshield Detonating Spear: Ice Spear detonates on impact and freezes enemies caught in the explosion
Hunter - ShinobiHunter - Shinobi - SuperBlade Storm: Throw frozen shuriken and kunai
Hunter - Shinobi - GrenadesIcemine Grenade: An explosive grenade that sticks to surfaces and freezes enemies
Frost Grenade: An explosive grenade that freezes enemies
Frostbolt Grenade: A grenade that unleashes ice projectiles that slow nearby enemies
Hunter - Shinobi - Way of the NinjaIce Kunai: Horizontal throw three small ice kunai (like Genji alt-fire)
Flurry: Ice Kunai hits return 1/3 of the cooldown
Skate: Dodge class ability increases sprint speed and causes sprint to leave behind trail that slows enemies Freezing Blades: All super attacks slow enemies Hunter - Shinobi - Way of the AssassinIce Shuriken: Throw a large ice shuriken that slows on hit (single target) * Equal to full basic melee damage No One Can Escape: Killing enemies slowed by Ice Shuriken completely refreshes Ice Shuriken Sled: Sliding distance is increased and sliding leaves behind trail that slows enemies Devastating Blades: Repeat super attacks on the same target deal increasingly more damage Warlock - CryomancerWarlock - Cryomancer - SuperFrost Edge: Cut down your enemies with blades of ice extended from your hands
*Secondary-attack to perform a straight stab for high single target damage
Warlock - Cryomancer - GrenadesFrostbolt Grenade: A grenade that unleashes ice projectiles that slow nearby enemies
Blizzard Grenade: Calls down a focused hail storm that slows enemies
Adhesive Grenade: An explosive grenade that the freezes its target when successfully attached
Warlock - Cryomancer - Attunement of SnowFreeze: Strike an enemy with this melee ability to freeze them Frostbite: Your abilities deny enemy health regeneration for a few seconds Cold Rift: For you and your allies within your rift class ability, all weapon attacks slow enemies Freezing Wind: All super attacks freeze enemies Warlock - Cryomancer - Attunement of HailShatter: Strike an enemy with this melee ability to weaken them, increasing the damage they recieve Eye of the Storm: Casting your abilities temporarily surround you with a hail storm that damages nearby enemies Cryogenic Resurrection: Your rift instantly revives allies that are available for standard ressurection
Slicing Wind: All super attacks have extended width and reach We hope you Guardians liked the post and discuss what you think below! For those who read the post, the Frost Subclasses without any UI stuff. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 30 Dec 2017 05:07 AM PST I recently went back to destiny 1 because D2 just wasn't cutting it for me and it still holds up. But matchmaking takes like 30 years Please someone come back and play this game with me. I'm so lonely [link] [comments] | ||||||||||||||||||||||||||||||||||||||
D.A.R.C.I should show enemy crit spots and where to aim to hit them. Posted: 29 Dec 2017 03:17 PM PST This way, that personal assistant would do some actual assisting aside from displaying inscrutable values. Edit: Front page! Thanks a lot, guys! Happy new year! [link] [comments] | ||||||||||||||||||||||||||||||||||||||
Posted: 30 Dec 2017 12:01 PM PST I loved Heavy Machine Guns in D1 and I was thinking why not bring them back as an exotic exclusive weapon. Maybe only have a few of them in the game, and carefully craft the DPS and overall usefulness just like Bungie has done with Trace Rifles. This way we could have another weapon type that is unique, nostalgic, and a bit more special than just having legendary versions that would almost certainly be used over the exotic ones while also making it easy to tune them for balance. Imagine having Super Good Advice, or Thunderlord, on top of maybe 2 or 3 other new Exotic Machine Guns to use with really neat abilities that made the weapon class really stand out. That's a world I'd like to live in. [link] [comments] | ||||||||||||||||||||||||||||||||||||||
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How and where to obtain 5 resilience/8 recovery stat split, a break down Posted: 30 Dec 2017 06:59 AM PST edit: foreword This is not a requirement but these are a suggested split for stats. Most guardians can run end-game activities with any stats. I saw some recent stat suggestion posts in terms of breaking down the numbers and it made me want to create a post telling players how to get the desired PVE stats mentioned after I realized I had dismantled some gear that would have let me have the desired stats. I wanted to discover what to farm. What was suggested was recovery of 8 and resilience of 5 with any other stats going to wherever. Using the awesome spreadsheet posted at crucible playbook, you can sort out which items with what selections (for the nodes you can change) will lead to desired stats. The optimal PVE stat spread of 5 resilience and 8 recovery can only be obtained using mods with the classes except warlock can do it without. Exotic armor has some exceptions and not all armor can be classified in the restorative, mobility or recovery areas. They can give you more flexibility in builds. This post will not discuss the merits of 5 resilience and 8 recovery, but instead break down what classes can achieve it and how.
I hope I helped my felow guardians discover what to farm to get the desired 5/8 split of resilience and recovery, when possible. If I missed any armor types and their stat bonuses please let me know.
"I run 4 mob - 5 res - 8 rec on my hunter with full legendary gear. I can maintain that with a couple of exotics. With aeon arms I can even get 4/6/8. I have the IB helmet with all 3 stats (rec mod), road complex arms with all 3 stats (res mod) and chest with focus on rec (kinetic reload mod), gensym knight boots with focus on rec (rec mod). giving me 4/5/8 and 4/6/8 with the aeon exotic arms because it has 1 more res stat." [link] [comments] | ||||||||||||||||||||||||||||||||||||||
The truth behind counterbalance mods + guide Posted: 29 Dec 2017 07:15 PM PST Hello fellow guardians. There is still some debate going on if the counterbalance mods are actually any good or not, so I decided to look into it. TL;DR; beginning If you are in a hurry and you are a believer, this section is for you. Otherwise feel free to prove me wrong if you have what it takes to read the full post. The counterbalance mods (energy and kinetic) do work, but their effect depends greatly on the weapon class (scout rifle, hand cannon etc.). They stack multiplicatively. The recoil behaviour is a bit different between all the weapons and so is the benefit from the mod. Precision frames get no real benefit from the mods as the two affect the exact same thing. Pulse rifles get the most and SMGs and HCs have no real benefit from the mods. If you are using any of the rifles (pulse, auto or scout) that does not have a precision frame on it, there is a great chance you might benefit from a counterbalance mod. When in doubt, empty the clip of your weapon a couple times and refer to this quick guide I drew with paint. Here is a short video showcasing the best result you can have with 2 kinetic counterbalance mods and that is with a rapid fire pulse rifle, take notes how far right the reticle first goes. TL;DR; end However, let me present you why I think my statements hold true and what are my recommendations, aka here comes the long version.
How the tests were doneI did a lot of testing with different kinds of weapons from all energy and kinetic classes (except the GL Fighting Lion) so I tested this with pulses, scouts, autos, sidearms, hand cannons, SMGs and on some exotics, too. I have only tested this on PC with KB&M and I tested these on my hunter because the hunter has the access to the greatest amount of counterbalance mods, which would be 2 kinetics or 3 energy counterbalance mods. The tests were executed on Nessus and many suicides were committed and even more clips were emptied. I even found a bug during the process. I spawned on to the Artifact's edge waypoint and jumped down the pillar to the elevator side. I shot the light that can be seen on the big wall to the right only holding down the mouse button and doing nothing else. When I was out of ammo, I jumped down to the pit and repeated the process with a different weapon or with a different amount of counterbalance mods on. If you want to prove me wrong, be sure to shoot for many clips as the horizontal recoil is random and due to that, the behavior can be really different from clip to clip specially on guns with high magazine sizes.
What really affects your ability to hit thingsFirst, so that I can conveniently talk about the counterbalance mods, I need you to be familiar with my definitions for the following terms.
If you are familiar with these topics skip to the next headline, but I strongly recommend to read at least the recoil direction part even if you are familiar with these. Stability you can get from weapon stats and perks. The stability affects the magnitude of your recoil. Accuracy you can also get from weapon stats and perks. Accuracy determines how close to your actual shooting point the bullets are going to hit. The less accurate your gun is, the bigger the circle around the hit point is where the bullets can land. Accuracy gets a slight penalty when you keep firing your gun in quick succession and a massive penalty if you fire your weapon while in air. Recoil direction consists of two components: vertical recoil, which for a given weapon is constant and always the same per shot and horizontal recoil which is always random per shot and can be reduced by using counterbalance mods. The distribution for the horizontal recoil is even between the left and right on SMGs but some pulse rifles for example favour right. The range and distribution for the random horizontal value varies a bit for every weapon in the game. There are some min and max values that the horizontal recoil can have and by using the counterbalance mods you can reduce the max value. The magnitude of the reduction depends on the weapon class (pulse, scout, etc.) and the weapon archetype (adaptive, lightweight etc). The counterbalance mods do not magically convert the recoil direction to favor upwards, they just reduce the max value of the horizontal component. Reticle offset is the offset from the point where your bullets actually hit and the center of your reticle. You get more reticle offset to the direction of your recoil when firing your gun in quick succession. The only way to reduce the offset is to not fire the gun. This can be most notably seen on hand cannons and scout rifles as they get noticeably more reticle offset than recoil, this does also apply to Hard Light. You will get more reticle offset if you get hit while ADS and even more if you get hit from the side.
How do counterbalance mods work?If this is not clear yet, your weapon recoil has a direction always pointing a bit up and to either side. The counterbalance mod reduce the maximum value per bullet you can be thrown sideways, but does nothing to the upwards pointing component. How do counterbalance mods stack?Kinetic and energy versions work totally separate from each others, they are different mods after all. Counterbalance mods of same type stack multiplicatively in the same manner all the cooldown mods do. In other words, adding more mods will produce greater effect but you get less actual value for every extra mod aka diminishing returns. I would not recommend using a third energy counterbalance mod, the real value it brings is not practically that beneficial. The third mod slot is there to give you more options than anything else. When do you benefit from the counterbalance mods?In addition to the variables that affect your ability to hit targets, every gun has also a range that determines if it is even wise to try to hit your target. Given all these factors that affect your ability to effectively hit targets, it is hard to give a generic answer that applies to every gun in the game. If you have really high stability you don't need much horizontal recoil control as the gun is not really going anywhere. This is how it would look like with perfect stability, aka the bug I found. Also, if the weapon has really poor accuracy or you are dealing poor damage due to the range you get less benefit from holding the hit point on the same spot versus if you had an accurate gun with sufficient range. And finally, if your reticle is miles away from your hit spot, what good does it do if you get a hit spot that is slightly more still. However, there is a slight generic pattern: EDIT: By a common request I have to mention this: do note these lists are mainly for PC with KB&M as this was my testing environment
Weapon classes that benefit from most to least
Weapons that tend to pull you sideways as seen with the first weapon on this video absolutely do benefit from the mods. Scout rifles do not benefit that much from the mods because they get a lot more reticle offset than recoil when you shoot. Some sidearms do noticeably benefit from 1 counterbalance mod (Drang for example) but given their range, the benefit is not that great. Hand cannons do not also benefit from the mod as they have massive reticle offset. Surprisingly the SMGs do not really benefit from the counterbalance mods and that is because they fire so many bullets so fast. As the horizontal recoil is evenly distributed there are times when you go straight up and times when you go a lot to one side if you get unlucky with or without the mods. The maximum value of the horizontal recoil direction for the SMGs seems to be really close to the minimum value.
Weapon archetypes that benefit from most to least:
1: Valkadyn seemed to have the same issue as all the SMGs (rapid fire auto rifle) and showed no real benefit from the mods. 2: High impact scouts get no real benefit due to their extremely slow firerate. These vary quite a lot between the weapon classes but if I have to put them to a guide this is the order I would go with. The weapon class defines the behavior more than the archetype, if the archetype is something else than precision. Adaptive gets the last rank as the stability is improving your ability to hit targets already. Do note that you still get a slight benefit on adaptive auto rifles like Ghost Primus and Scathelocke. With two counterbalance mods, these things become almost lasers when the magazine hits low as their stability and accuracy increase. If you want to be absolutely sure if you are getting value out of your mod you can refer to the quick guide by shooting your clip empty a couple of times without mods equipped. Then repeat the process by equipping one mod at a time until you hit the spot you are satisfied with. Try to also find a location where you can have a fixed point close the maximum effective range of your weapon and test it out there. If you just throw mods on and go play some crucible you will just probably get hit by the placebo effect depending on if you did well or not. How many counterbalance mods can I have on?The kinetic counterbalance mods go to the chest and hunter cloak and the energy counterbalance mods go to the arms, legs and hunter cloak. So if you are a hunter, you can have a maximum of 2 kinetics and 2 energy or 3 energy and 1 kinetic. For clarity Titans and Warlocks can have a maximum of 1 kinetic (chest) and 2 energy counterbalance mods (arms and legs), respectively. How many counterbalance mods should I have on?This is a bit preference question but my recommendations for getting the max value out of your mods would be, 3 mods on rapid fire pulses, 2 mods on other pulses that throw you sideways and 1-2 mods on auto rifles and rapid fire scouts, but see the next question. When and to who do you recommend using or at least trying counterbalance mods?If you are using rapid fire pulse rifles, definitely go all in on counterbalance mods and you should try out Coldheart with 1 or 2 energy mods. That thing benefits from them surprisingly lot and makes it really easier to keep up constant precision damage. If you like to aim for the precision hits, the counterbalance mods can really let you hold the trigger for a bit longer or mash it a bit faster on longer ranges if your gun is still effective at range (mainly rifles). When do you not recommend using counterbalance mods?As stated, with hand cannons and SMGs, also they are not worth it on scouts, unless you are using a rapid fire scout. If you are more of a body shot hitter or you rely on close quarters combat, the mods provide no real value to you.
AFTER EDITS:
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