Destiny - [D2] Daily Reset Thread [2018-01-13] |
- [D2] Daily Reset Thread [2018-01-13]
- For the love of Traveler, can we not have a Destiny 3?
- Our lord and savior Barrett on twitter: Destiny 2 needs more weapons that matter, both in power and the hunt to acquire them. Exotics need to live up to their name. The most skillful or visceral weapons like Snipers, Shotguns, and Fusion Rifles need to return to glory. We’re on it.
- Bungie seem to be talking more. Good. Seriously, good job. Now keep it up and back it up.
- The best part of Barrett's sandbox tweets? It's the first acknowledgement that making D2 more of a tactical FPS with less ability/power uptime was a mistake
- Too little, too late?
- Dear bungie: for destiny 3, we'd rather wait longer to receive a complete game than receive a shell of a game with a year's worth of fixes required.
- No more writing, Let me show you what a better sandbox looks like
- Can we all appreciate how amazing the reload animation on the Colony Grenade Launcher is?
- (Not salt-infused rant post) Honestly, I'm really excited to see where the entire Calus story is heading
- Heroic Adventures are a great addition. They should be expanded to Meditations.
- Bungie, I want the game 'fixed' not because I regret buying it or even that the gameplay isn't exactly brilliant. What I want is our community back. I want my friends playing the game we love again.
- Has Destiny 2 become the latest "Check back in a year" game?
- I finished scraping the Bungie.Net API, and have determined total, and (likely) active player counts.
- Roadmap for Upcoming Contents and Features.
- Bungie, Here are two things you can do to improve your communication
- To the drunk mod/s who updated the banner to salty ClubPenguins - I tip my hat to you!
- The real reason Destiny 2 turned out the way it did - we all played in a way Bungie never wanted us to.
- World's Fastest Leviathan Raid [19:14] - By Euros
- Now's the time to ask for Mobility and Resilience to be brought up to the efficiency of Recovery.
- Most time consuming thing on Destiny 2 at the moment? Getting into the Tower.
- Nightfall Solo Guide: Player Handbook
- Kinggothalion on what’s missing in PVP
| [D2] Daily Reset Thread [2018-01-13] Posted: 13 Jan 2018 09:05 AM PST Planetary Challenges
Strike Challenges
Heroic Strike Challenges
Crucible Challenges
Data provided by DestinyTracker [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| For the love of Traveler, can we not have a Destiny 3? Posted: 13 Jan 2018 04:46 AM PST This post is probably pointless, but I still feel like it should be expressed. As far as Destiny franchise goes, Bungie have shown that they are unable to deliver a good game on release. Both Destiny games were criticized on release. At the same time, they have shown that they can fix the game over time with Destiny 1, and hopefully Destiny 2 can follow suit. As such, wouldn't it be better to just keep working on Destiny 2 instead? Turn Destiny 3 into a massive expansion for Destiny 2 that adds more content without fucking everything up. Otherwise, we might never escape the cycle of Destiny - Bad game on launch -> Game is gradually fixed over the years and becomes enjoyable ->Next game is released in a bad state. There are two main reasons why I struggle to get hyped about all the planned changes:
EDIT: As for their contract, lets not forget that they already renegotiated their contract a few times since both games had to be delayed beyond the contractually-defined launch date. Not the same thing, but it's something that can happen. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 12 Jan 2018 08:57 PM PST
https://twitter.com/cgbarrett/status/952041179796848640 Could this be foreshadowing return of the Primary/Special/Heavy system we all know and love or will these archetypes be getting huge buffs? Either way this has made me more excited than the dev update. Sandbox in this game needs a complete major overhaul. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Bungie seem to be talking more. Good. Seriously, good job. Now keep it up and back it up. Posted: 13 Jan 2018 05:02 AM PST I think it's safe to say that a lot of people who enjoy Destiny have been burned over and over for the last 4 years. Between the throw money at the screen comments, addition of Eververse (Which I like to point out was confirmed to be a Bungie move recently not Activision), features being improved in D1 that did not carry over to base D2, and a TON of other stuff (Like seriously, someone needs to make a list for posterity's sake) we all have pretty much third degree burns all over the body here from this. So, as you can imagine, all of us cynical jerks over here kinda have doubts that this is anything more then a PR move designed to get money 9 months down the line when Bungie release Destiny 2: Savuthaun's Pissed! for us to consume. And I kinda quit D2 myself, as I bet some others have, simply BECAUSE we got burned one too many times and are worried the cycle will repeat. So, Bungie, you started talking? Good. I mean that. It is good. I'm one who believe in praising when you do something right. Now keep it up. Address concerns that have been plaguing us for 4 years now. Do things to convince everyone that this is more then a PR stunt. Talk, communicate, prove us wrong. I see several posts saying that a lot of people at Bungie are cool guys who want to make games and hope we like em. I have no doubt about that, and it ain't a easy job especially when you have fools like us taking apart your work every five minutes. And like I said, good job on talking. But... keep it up and do what you can to prove to me, and others, that this turn of events is legitimate, not a cash grab, and more importantly, will carry over in the future to D2: Calus's Sweet Leviathan Party, And D3 and beyond.. Let's leave the mistakes of the past in the past from here on out. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 13 Jan 2018 09:38 AM PST I think it is important to understand why Bungie made D2's sandbox the way they did, in order to get a read on if we're now pointing in a better direction. While a focus on making the game more accessible certainly explains a lot of the systems changes (weekly milestones, simplified playlists and subclass trees, static rolls), I don't think it's responsible for the overall feel of the sandbox -- less space magic, slower movement, less time with heavy/special weapons, weaker overall feel. After all, what is more appealing to a casual player than using your super and kicking the shit out of enemies? And while it's clear that Bungie has issues with internal management, I also don't think the men and women making it are complete idiots. So what explains their turn toward the anodyne sandbox that is ultimately at the heart of the issues with D2? I think there were two fundamental, related mistakes that the sandbox team made in designing D2, that drastically misinterpreted what was appealing about D1:
That's why Chris Barrett's tweets last night are so heartening. If they're really committed to making more powerful weapons and more impactful exotics, then they're clearly rejecting the flattening of the current D2 sandbox and embracing variance, outlier weapons, and opening the door for less primary uptime which means more frequent ability and special/heavy usage (and likely more powerful primary/energy rolls as well). Yes, it's unfortunate that they so fundamentally misread Destiny's appeal in the first place, but the first step in turning things around is to change these fundamental design goals that took us to the current state. And Barrett's tweets give me hope that they finally have. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 13 Jan 2018 11:01 AM PST I don't make a lot of videos of this nature, and I've put off formally discussing my thoughts regarding Destiny 2 for a while now. Honestly, I didn't know where to begin, and seemingly every week brought new controversy and greater discontent. However, with Bungie talking about the next year, it seemed appropriate to finally get some things off my chest, even just for the sake of catharsis. I tried to keep this somewhat focused despite the realization that I could easily discuss D2 for much longer; something I'm sure you guys are familiar with. ( ͡° ͜ʖ ͡°) Thanks for giving my 2c a listen. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 12 Jan 2018 08:39 PM PST Maybe some would disagree, but if bungie came out this summer and said they were pushing the destiny 2 release back to fall of 2018 because they were behind on production, I don't think any of us would have preferred to receive the shell of a game we got this September instead. So for the future, bungie, Activision, whoever is pulling the strings and setting the timeline. The fan base prefers depth and quality of a game moreso than getting something new every year. Destiny is not the same as call of duty. With call of duty you basically have the same exact game year after year with different skins, gun names, and maps. But that's what everyone wants out of call of duty. When they added boost jumping and all the futuristic stuff, no one wanted that. Destiny, however is a game that is built on end game rewards, grinding for cosmetics, and working with friends to defeats challenging levels/bosses. Destiny should be more of a progressive game, where destiny 1 sets the foundation, destiny 2 builds on that and sets a trajectory, and destiny x...(3? 4?) Continues to add new and creative activities. Instead, destiny 2 pulled a call of duty and tried to repeat year 1 destiny 1 and it feels like a huge step backwards. Only now we're being promised that destiny will go back to the foundation that destiny 1 built, but we won't get there fully until fall of 2018. So hopefully by fall of 2018, we'll have the destiny 2 we all hoped for this past September, but I for one am not getting my hopes up. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| No more writing, Let me show you what a better sandbox looks like Posted: 13 Jan 2018 02:29 AM PST Hi, I'm Pwadigy. I'm a washed af writer who used to post a bunch of shit about Destiny back in D1. I'd always written about the mechanics about the game, back when there was 0 transparency about how guns and stats worked. Later in the lifespan of D1, I argued that the gamespeed, the everything-is-slightly-overpowered, unique movement, and the killtimes on release through House of Wolves were what made Destiny 1 magical. There was a lot of pushback against that argument initially, but slowly overtime, the argument gained popular traction near the last year and a half of D1, as even the casual player started getting sick of the gameplay. I obviously was only one of the players pushing that argument. But by the time it gained traction, we were already half way to where we are now. I've seen people complain about weapon after weapon, and I've seen every gun (I am not even exaggerating a little) get nerfed multiple times throughout Destiny's franchise lifespan. and honestly, it should have been a huge wake-up call. if you have to nerf every gun in your sandbox, either you fucked up originally, or you're actively fucking up what you had. I'm inclined to say the latter, considering where we are now. The result is that D2 is a shell of what D1 was on launch, and I don't need to go into all the details. I've already made pretty much every nuanced argument on/about game balance I just want to take a minute to show you a compilation of the best videos I'd seen that demonstrate my point. let's all take a moment to get nostalgic and emotional. You can't experience this again if you wanted to, even D1 in it's current state was halfway drained of life I'm tired of arguing, and I'm tired of typing heavily formatted essays, and that's why I haven't written in D2. I was asked to write about the state of D2's crucible, however. But I think, after all this time I've spent writing, maybe tens of thousands of words, I think D2 finally speaks for itself. So kick back, relax, and enjoy: The sweaties. This is what people mean by "diverse gameplay." Everyone used the same few guns back in the day, and yet you can clearly see the drastic difference in flavors of playstyle here: Also:
anyways, so yeah. Sure, these are heavily edited and cherry picked. But I think we can all agree that Destiny 2 just can't produce moments like these, ever. I dare Jon Weisnewski and Derek Caroll to produce sexier gameplay with Destiny 2. use tool-assisted fucking footage. You couldn't engineer sexy gameplay like this in D2 if you had perfect control of the game frame-by-frame. This post is only half meant for the Destiny community. Consider this kind of like a final, plea to Bungie from the people who were begging, and begging, and begging for the game to turn around (most of the content creators pictured were once extremely active, and most had quit after the third or fourth round of nerfs). Please, please, please, bring this back. Bring Destiny back. -Pwadigy EDIT: Post cool videos from D1 in the comments. I'll make some popcorn tomorrow morning (afternoon) and do a cry-on-the-inside-n-chill when I wake up. Love ya'll EDIT: Apparently we owe Sliq an apology for also calling the current state of the game, he apparently got roasted by the community when he got it right on d2 release. EDIT: To all the people complaining about the Revive killing, keep in mind that revive killing was a mechanic that allowed players to punish the enemy team for going in for bad revives. It actually did take skill, because if you miss-timed the ohko, you would do 0 damage. There was only a 2-frame (around a 10th of a second) window to get the kill after they reduced it from the original 4-5. There were counters such as revive-shooting, in which you pounded bullets into a player while reviving, forcing them to choose between living, and getting the revive kill. I know D2 has made us really sensitive to the idea of being punished for doing things wrong, but the revive game was really, really important in D1 trials. It forced you to make intricate plays or, risk getting revive-killed, resulting in ability/super feeding. Also, to people who complain about secondaries in general, keep in mind that these are montages. Most of the kills in Destiny's competitive prime (HoW) were primaries. It's just secondaries are sexy af. D1 wasn't all about team-wipes, to meme on an enemy team, you had to have clock-work coordination, movement, and positioning, involving intricate radar baits and the like. I wrote about this in one of those five essay, but may as well put it here since it's relevant. EDIT: yeah, this is a wall of text, but have you seen my other shit in comparison? EDIT: I abuse the edit feature. I always write late at night, and correct in the morning. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Can we all appreciate how amazing the reload animation on the Colony Grenade Launcher is? Posted: 13 Jan 2018 07:24 AM PST The mag dropping out, holding the new one close to the mag shaft to get it magnetically attached looks just amazing! also, seeing the little robot spider getting sucked in the barrel and moving around a little is just so cool!! amazing detail work. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 13 Jan 2018 08:16 AM PST We have two raids now on the Leviathan. In both raids we have Calus talk to us and tell us just how weak the Light and the Traveler really is and how he can protect us and make us stronger. Is he gonna help us defend against Savathun? Are we gonna align with him and fight the Darkness? Are we just going to kill him later on? No idea. He's this neutral and ambiguous character that we end up proving ourselves to and helping out. I'm hopeful the next raid lair will expand on this and that Bungie doesn't drop the ball with this character because they've put so much lore behind him that it would be a waste if he was just another throw-away character. Also they're really making the Leviathan ship to be quite significant in terms of story telling as well, maybe it'll play crucial roles in the upcoming events. Either way, I'm excited to see where this all goes. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Heroic Adventures are a great addition. They should be expanded to Meditations. Posted: 13 Jan 2018 08:56 AM PST Full disclosure: I took the majority opinion of the sub on CoO and didn't even play it myself before condemning it. I recently got around to playing it and it's been fun. There's a ton of grind because I don't play Destiny that much anymore. The most pleasant discovery has been the Heroic Adventures on Mercury have modifiers. This should be expanded to the Meditations available through Ikora in the tower. This would make them immediately more fun. The rewards from Ikora aren't great but that's another issue. I would want to complete heroic meditations not only because they'd be more fun but the chance of an engram and loot chest at the end. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 12 Jan 2018 05:03 PM PST I would do raids and crucible with a group of friends from around the US on almost a nightly basis in D1. We all played at the start of D2 but most have not logged on in months and that saddens me. We all just sort of forgot each other when we stopped having a common game to play... this is the main reason I want Bungie to turn the game around. Not for gameplay or me feeling that I wasted money. I want the community back most of all. Even many of my favorite content creators no longer play/talk about destiny. I fear the changes are all just too slow. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Has Destiny 2 become the latest "Check back in a year" game? Posted: 12 Jan 2018 04:50 PM PST As we saw with Destiny 1, Diablo 3, Final Fantasy 14, No Man's Sky, The Division and others, is it now the status quo that these ambitious multiplayer games disappoint in their first year/at launch? Or is the hype setting an unreachable standard? Do you think that the game will be good in a year? Edit: Thanks for the mostly rational responses. I think there is an interesting meta discussion here about how much leeway Bungie gets in total and some really good points about differences in the mistakes that other games have made vs D2. I look forward to reading more. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 12 Jan 2018 09:05 PM PST In my previous post I stated that I believed the ~1.9M player accounts represented roughly 10-12% of the player base. I was wrong. I had made the assumption that there were roughly 12M player accounts based on some sales figures, the player counts on Destiny Tracker, and some other info I'd seen. After scraping every member ID from the Bungie.Net API (1 - 18,000,000) and indexing every Destiny 2 user profile associated with them, I found a total of 5,191,695 accounts. 5,117,698 of which play on a single platform, and 73,997 that play on two or more platforms. Chart: https://imgur.com/a/xhUj1 The Breakdown:
1,081,800 [20.84%] accounts have a dateLastPlayed 2018-01-03 or later, meaning, they have played in week 18 or 19 (the current week) since console launch. These are likely active players. 4,109,895 [79.16%] accounts have not played since before 2018-01-03, meaning, they've either taken 2+ weeks off from playing, or are no longer playing Destiny 2 at all. Of the 79.16% of players that have a dateLastPlayed that is older than 2018-01-03, 5,805 accounts have no dateLastPlayed, meaning, the game was purchased, and installed, but never played;
The data is quite large, so I have not yet had the opportunity to upload it anywhere, but once I can, I'll post links. Edit: I have no D1 data. I don't know how this compares to D1. I haven't looked, nor do I have plans to look. These numbers do not include Destiny 1 accounts. Obligatory Gold Edit: Thank you to the kind guardian who gilded me! I'd like to thank the academy, my dog, the guy at the Starbucks down the street who sells me coffee, and of course, /r/DTG for keeping me entertained when Destiny 2 doesn't. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Roadmap for Upcoming Contents and Features. Posted: 13 Jan 2018 02:59 AM PST All summarised for a quick read. If you want to know the way, I will show you the way. The way of da deval. We all have a long way to reclaim the golden age for the Queen... Timeline for 201830th of January Update
February Update
Spring Update (Season 3)
Fall (or sooner) Update
Unknown Date
(Aggressive sniffing intensifies) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Bungie, Here are two things you can do to improve your communication Posted: 13 Jan 2018 08:48 AM PST Hello and welcome to a brief suggestion on improving communication between players and Bungie. Preface: I always see posts from players reacting to feedback, whether positive or negative and I always see posts from Bungie about how excited they are to make a certain piece of content followed by post after post saying they are listening. Over the past several years, thousands of guardians have made suggestions which have made it in game and some which are still sitting on the "Bungie Plz" list. There is a rich source of content that players want. That being said, some players have expressed dissatisfaction with updates since early in the game history, but I do not recall any large effort made by Bungie to really connect with the community to find out what they could be doing to improve the game in the eyes of the players. As a player myself, it feels like I am a kid and Bungie is a parent who is dropping the "Because I said so/I am the parent/This is my house/I will whip the hell into you if you don't stop listening to metal music!" remark that all our parents gave us as kids when we tried to provide any feedback. That needs to stop. While some do not act so, most of us are adults and want to see the game succeed. The relationship of the players and Bungie have shifted from a community to two siblings fighting for a single toy. I am reminded of a comic in project management, which I can't recall the original source, that portrays each aspect of a project from the perspective of everyone involved and how it differs at each stage in various hands. The Suggestion: My suggestion is to start using polls prior to starting serious work on potential updates and use polls after an update has been released to gather feedback from players. The other item in the communication suggestion is to start doing weekly livestreams. In these livestreams one person should be reading questions which were previously gathered from social media and your community forums and let a random selection of developers, artists, and other personnel answer them. Other games have some sort of weekly communication stream with players. You need to think beyond your "This Week At Bungie" posts and rebuild your community connections. Let's look at a game which does do a livestream and polling – Old School RuneScape. Justification and Example: When released, Old School RuneScape leveraged polling to control what sorts of content was released to the players and which of the updates were top priority for the players. Players who meet a basic requirement could voice their views on which content they would like to see implemented into the game and what priority they wanted the content to be worked on. Players could see the results and get an idea of what a good representation of the community was feeling and not just what their individual communities felt. Jagex received valuable feedback which made the game into a success with a very small team working on it. Jagex also broadcast weekly livestreams where they gather questions and comments from Twitter, Facebook, Reddit, their official forums, and from the Twitch stream when there is time. These questions would be read to the developers and other staff who would respond with what they could. These streams would also feature content previous and stories from past experiences working on the game. Between the increase in communication and seeing players' votes have an impact on the game, it felt like more of a family instead of an authoritarian parent making lame excuses for every time you try and voice your view. Call to Action: I would like to see Bungie start doing more streams and begin doing polling immediately. They have a dedicated studio for media production, so why not use this? I know you will experience backlash and negativity for the first few streams, but you have put yourself in that position by not communicating with the players and failing to follow through on promise after promise. Consider it tough love that will subside after a few weeks if you stick with it and keep a positive attitude. For polling, start asking players what we want and what we care most about. Hint, it is shader dismantling, pruning Tess's reign on end game content, and sandbox + weapon slot fixes. But in all seriousness, you need to sit down with the management, gather a list of possible updates you could complete all before the fall, and offer a poll to the players. This poll would have a list of the updates where whether the players would want them and a basic ranking for which updates players want to see worked on first. Only Bungie profiles who have completed the base game campaign (not DLC) on at least one platform should have access to vote. That is not very much to ask for from players and it ensures they have had time to experience the game before placing their vote. The poll options should not be modifiable once made and the results should be kept visible throughout the duration of the poll. Conclusion/TL;DR Following the example of Jagex and Old School RuneScape, Bungie should implement content and content priority polls before working on content to ensure they know what players actually want. Bungie should also resume livestreams, scheduling them on a weekly basis featuring a Q&A with developers, telling stories about past work and experiences on Bungie projects, and previewing content which we will see in the future, content which was scrapped, and spitball potential ideas. Thank you for reading. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| To the drunk mod/s who updated the banner to salty ClubPenguins - I tip my hat to you! Posted: 12 Jan 2018 10:10 PM PST You made my night. It is a piece of art and y'all deserve praise. Dilly-Dilly! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Posted: 13 Jan 2018 09:57 AM PST Destiny 2 is the way it is because of one thing: Bungie. We saw all through D1 that Bungie would change things to ensure we played the game they way they wanted us to. When it came to D2 they appear to have built it around one concept: ensure you cannot play it in a way they do not want. PvP is the best example of this. They do not want you to carry or do 1v3's so they increased TTK and and reduced health regen creating a team centric, teamshot meta. They moved specials to the power slot to reduce the opportunity for quick, high skill multikills. They do not want you to be able to make big plays. High skilled players posed a massive problem in that you cannot reduce their skill but you can nerf it buy reducing the skill gap overall. As Bungie are the king of nerfers it makes sense that when it came to the ultimate nerf that was D2 they extended the double nerf of everything (abilities: nerfed power AND cooldowns, weapons: removed specials AND increased TTK, guardian: slowed down health regen AND mobility) not only nerfing the game but the players skill as well. Bungie genuinely believe they know best and dislike you playing there game in any way but the way they intended. Why do you think they put a serious throttle on XP gains and fast chest openings? This type of play contradicts how they intend you to play. If you believe, or want to argue, that any of these changes are based on player feedback show me the overwhelming number of posts where players asked for any of the major changes made in D2. Show me the overwhelming feedback asking for an increased TTK, for special weapons to be moved to the same slot as heavy, for ability cooldowns to increased significantly (nade and melees had been overpowered in D1 and needed addressing), for weapon rolls to be fixed. No one was requesting that stuff. Whilst it is the job of a developer to innovate and bring in new ideas they must also understand their audience and deliver something the maintains all that players love about their franchise while simultaneously refining and building on what has gone before. Bungie did none of these things. Instead they built a game that focused more on ensuring you played in a particular was instead of a way that was fun. That is the biggest failing Bungie made with D2. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| World's Fastest Leviathan Raid [19:14] - By Euros Posted: 13 Jan 2018 09:27 AM PST We're back! the Euros, We finally got sub 20 and we are pretty close to sub 19. With a lot of practice we managed to improve our time with 1 minute and 21 seconds.
EURO Channel: https://youtu.be/uN3uxh6DzyA
Fireteam:
STRAT
Outside
Let's start with the first part of the raid. Our team consisted of: * 4 Titans * 2 Warlocks When we spawn in, a 3-2-1 is quickly given so that everyone knows to go at the same time.
The Gauntlet
Most of the time lost comes from killing a major too slow, or not slamming your charge quick enough. The key time save here is having two blink Warlocks run. Blink being the fastest jump, allows for some crazy times. On the final round were everybody needs to run. We have 1 warlock go forwards and grab the first 2 orbs, we have 1 warlock go backwards to grab the 3th orb as soon as it spawns and we have 1 titan go backwards to grab the 4th orbs as soon as it spawns the rest of the players are going to wait right in front were the finish line spawns. If everybody on all locations grab their orbs. The players on the finish line will run trough and slam the orbs in the middle. After Gauntlet is finished, four levers are hit in their specific order, and we move on to
Dogs.
Pleasure Gardens The team enters the Gardens and splits up in two directions. Four people run off to the right side to clear ads, it being the farthest from the entrance. Only two people go left, mostly because the beast handlers all gather at a central point. Once everything is down, we grab our pods and go exploring through Calus gardens. We only collect one flower, R1 or L1 giving us 12 stacks and then run immediately to our respective dog for damage phase. The titan will use their melting for a 50% buff and the warlocks will use their nova bomb for extra damage. For the rest of the damage phase we use clusterbomb rockets.
Royal Pools
As soon as everyone is there, we go to our designated positions and do a 3, 2, 1 countdown The encounter goes how it normally would. When we get to middle for damage phase, the Titans will use Hammers. These supers are crucial,each titan will focus on a different pair of lanterns, the remaining titan will rotate around to finish off any remaining lanterns. as soon as the encounter is finished go into the same pipe as you entered.
Calus
This encounter in particular varies a lot in speed. Anything can affect your time, from killing the first set of ads too slow to not killing him in one plate. We send 3 people in the Void and 3 back to Throne, because you grab all orbs in void the encounter continues faster. right before the skull phase 1 player in Throne will wipe. This will cause more skulls to spawn (This is because the percentage of players in void increases). At the end of the skull phase, the player will be revived. As soon as our teammates from Void get back we immediately hop on the designated plate and start tearing into Calus.
Main Gear Used
Very proud of how much our Clan achieved so for. Thanks to everyone who reads this and continues to support us. Go fast, but take your time! - Euros
[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Now's the time to ask for Mobility and Resilience to be brought up to the efficiency of Recovery. Posted: 12 Jan 2018 10:51 PM PST Recovery is fine as is, IMO, the other stats are just too weak respectively:
Simple changes, yet the redundancy of maxing Mobility or Resilience yields little to no value. These aren't exactly game-breaking either, the flinch reduction is maybe a little ambitious, but maxing out Resilience should definitely warrant more tankiness. Mobility is just the worst stat overall and underperforms across every activity whether you're at 0 or 10.
[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Most time consuming thing on Destiny 2 at the moment? Getting into the Tower. Posted: 13 Jan 2018 01:46 AM PST I finished a milestone, opened up the world map, pressed to enter the Tower, went to the bathroom, grapped a cup of coffee, pet my dog for a little while and I was still in Orbit. Not sure what they intended by having such a huge loading screen on an area so small. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Nightfall Solo Guide: Player Handbook Posted: 13 Jan 2018 08:23 AM PST This is a companion to the Nightfall solo guides I've been posting over the last few weeks. It provides general information and recommendations on equipment selection and character configuration. Everything here is specifically intended for solo Nightfall runs, not general PvE play. You can find the strike-specific guides (currently Arms Dealer, Garden World, Inverted Spire, and Pyramidion) from my list of submissions: https://www.reddit.com/user/thefadden/submitted/ Why Do Solo Strikes?A few reasons why you should be trying to finish Nightfalls solo:
All of these things translate into you being more effective and more valuable in group settings. Ever been the last guardian standing in a Heroic strike? You'll now feel right at home. Does Strategy Matter?You can learn a lot from watching videos of expert players, but if you don't know the ins and outs it just looks like they're running around killing everything. You might not realize that they're standing in a very specific place, or killing things in a certain order, or that the fancy running-jumping-spinning-shooting maneuver is more than just showing off. The point of these guides is to call out the places where doing certain things will help you succeed. For example, in the opening of The Pyramidion, standing in the right place will keep one set of enemies from advancing on your position. A small shift in position will likely get you killed. If you've only played with a full fireteam you might not even realize that those enemies don't have to be killed to open the door. As another example, using the right number of rockets at each phase of the Inverted Spire boss can make a huge difference. Every second counts on a solo run. In my first half dozen successful completions, only three finished with more than 30 seconds remaining. Two had less than 10 seconds on the clock. Sometimes small improvements can let you eke out a victory even after some big mistakes. You can find solo-run videos of every Nightfall on YouTube. These are typically labeled by week. Week 1 began Tuesday September 6, 2017. Curse of Osiris launched Tuesday December 5, 2017, at the start of week 14. Esoterickk's Nightfall playlist is fairly comprehensive: https://www.youtube.com/playlist?list=PLWOYpP6sq1FtflNrSsk7CTvi129o3l524 How to ImproveThis takes time and patience. You will fail many times before you succeed. If you watch the expert players you will see them throwing grenades and aiming down their sights at places where enemies are about to appear... repetition and foreknowledge gives them an edge. They developed this by playing these strikes over and over, until the hard things became easy. I strongly recommend that you record each run. Nvidia's ShadowPlay software, included with all of their video cards, is easy to use and adds very little overhead. This can help you in a few ways. First, if you screw something up, you may not understand why in the heat of the moment. For example, in the opening to the Pyramidion I would jump off my sparrow, throw a grenade, and fire a rocket. The grenade missed, and I didn't know why until I reviewed the recording and saw that I was rushing to line up the rocket shot before the grenade had actually left my hand. Second, it can help you identify areas where you're getting bogged down. Compare your time through a particular section with that of the expert players. If it's taking you twice as long, that's something to focus on. And, of course, when you complete the mission, you can post it on the web. And even if you don't, you might get a fun "blooper reel" out of your less successful moments. Normal or Prestige?Prestige enemies are a little bit tougher, but the strike is otherwise identical. If your light level is below the recommended minimum (currently 330), things will be substantially more difficult. Your weapon damage is capped once you reach the recommended minimum, so having a higher level doesn't actually help any. The most significant change is to the mission timer, which will be reduced by 4 or 5 minutes. If you find yourself finishing normal Nightfalls with plenty of time to spare, you can try the Prestige version. I wouldn't recommend trying it if you've never finished with more than a minute or two left over, though, because when the mission ends early you're denied the opportunity to practice different strategies on the boss. Standard LoadoutAs of Jan 2018, the recommended weapons for solo Nightfall runs are:
Better Devils hits hard up close, and the Explosive Payload perk allows it to do solid damage at a distance. (For nearly all weapons, impact damage falls off after a certain distance, but explosive damage is constant.) Manannan SR4 is better at long range, and has the same explosive perk. It also has the Lightweight Frame perk that helps you move faster, though the improvement is minor. Better Devils works best with the FastDraw HCS and Flared Magwell options. For a hand cannon, the slight boost in Handling beats the slight boost in Stability from SteadyHand HCS. The range boost from SureShot HCS isn't useful and comes at a high price. Flared Magwell gives you 10 shots instead of the 13 you get with Extended Mags, but significantly improves the reload speed, and provides a small Stability boost. You can get Better Devils as a drop from the Crucible or Lord Shaxx -- I've had it drop four times in 15 hours of Quickplay. For Manannan SR4, you usually want Impulse MS3 for the range boost. In some strikes (e.g. Exodus Crash) there's very little long-range work, and you're better off with Candle PS. The Stability boost from Steady Rounds comes with a small range penalty, but seems worthwhile for taking down tough enemies at a distance. The weapon is dropped by the Gunsmith. Curtain Call features the Cluster Bomb perk, which does damage beyond the initial impact. It can be configured for increased blast radius, with Volatile Launch and Black Powder, or maximum velocity, with Hard Launch and High-Velocity Rounds. You normally want to be configured for velocity to reduce the opportunity for the boss to dodge, but for some strikes this isn't a concern. Black Powder adversely affects both velocity and reload speed, so it's not normally used. Note that changes to the velocity and blast radius do not affect single-target damage or cluster bomb spread. The weapon can be obtained from Commander Zavala, in exchange for Vanguard tokens. The Wardcliff Coil exotic is a beast. It does an incredible amount of damage, killing in one shot things that can eat two rockets and keep moving. You have to be close to your target, though, and if you get too close the back-blast can easily kill you. For most strikes you want a long-range rocket launcher, but for some (e.g. Savathun's Song) the big burst of damage is important. (As of right now, switching from Wardcliff Coil to another rocket launcher leaves you with nearly a full magazine, so for non-Prestige Nightfall runs you can safely switch at the boss.) You want your kinetic and energy weapons to be masterworks. Many areas will have you killing a lot of low-level enemies, which means you'll be creating tons of orbs and recharging your super quickly. Opinions vary on which perks are the best, but it's hard to go wrong with Reload Speed. A masterwork rocket launcher is handy but less important. AlternativesThe Nameless Midnight scout rifle is a popular option for the kinetic slot. It has the same Explosive Payload perk as Better Devils, making it an exceptional long-range weapon. It lacks the up-close punch of Better Devils, so it's best paired with an energy hand cannon. It can be obtained from Commander Zavala, in exchange for Vanguard tokens. The Sunshot exotic hand cannon is an excellent choice for the energy slot. It hits hard and makes enemies explode, damaging nearby hostiles, which is frequently useful in strikes (e.g. War Beast or Thrall swarms). The Sins of the Past rocket launcher offers much better handling than Curtain Call, has a huge blast radius, and the Auto-Loading Holster perk reloads the weapon when you're using something else. However, the velocity and reload speed are inferior to Curtain Call, making it more likely to miss against a mobile boss like Brakion or Protheon, and it's slower to fire multiple rockets unless you're a Titan with Rally Barricade. Sins of the Past is also much harder to obtain than Curtain Call unless you spend a lot of time in the raid. Element TuningEnemy shields will cause an AoE explosion if you drop them with a matching element. It's useful to tune your energy weapon to an element that matches the shields of frequently-appearing enemies. For example, if you expect to be fighting a void-shielded Minotaur surrounded by three arc-shielded Harpies, you would prefer arc. These effects are magnified by the Prism modifier. It's usually a good idea to have your heavy weapon be a different element from your class abilities, so that you don't find yourself in a situation where you need to do big damage but have to wait close to a minute for the prism to rotate. Your energy weapon should be set to the third element. If you don't want to fiddle with it, just select arc for energy weapons (to match shielded Harpies and Fallen Captains), and void for power weapons. Change them up if it seems to matter. ArmorFor most strikes you want Survivalist armor, with 3 or 4 points in Resilience and the rest in Recovery. You can have zero points in Mobility, since it has no impact on your sprint speed. If the strike has Momentum as a modifier, switch to Heavy armor, and maximize your Resilience stat. Recovery does nothing for you. In terms of armor mods, you will benefit from cooldown reductions, reload speed on your hand cannon, and perhaps power weapon handling or a Recovery boost. There's not much need to tune these for a specific strike, so just use whatever you would for any other PvE content. SparrowYou want a sparrow with the "takes less time to summon" feature. It turns out that "less time" means "instantly", which can be a life-saver in some situations. Your sparrow can dodge left and right, a fact that is not at all obvious to PC players. Double-tapping A/D will execute the dodge. This is important to know because dodging an instant before impact appears to negate fall damage. You can also control which side of the sparrow you jump off of by holding A/D before hitting the spacebar to jump. Class Abilities and ExoticsEach class has three sub-classes, and each sub-class has two ability trees. In most cases, one tree will be focused on melee or group play, neither of which are important when soloing -- very few enemies die in one melee hit in a Nightfall strike. Pick something that best suits your play style. If you don't yet have an opinion, here are some recommendations. For each class I list some useful exotics. Note that some exotics are subclass-specific, while others are subclass-neutral. If a specific sub-class or exotic is especially useful in a given strike, the guide for the strike will call that out. TitanThe Striker Titan is the best overall class for soloing a Nightfall. The barricades allow you to create defensive positions or fire rocket barrages, and Pulse grenades remain awesome. Sunbreaker is a viable alternative, especially in Torrent with the Hallowfire Heart, and the pyrotechnics make it entertaining.
Striker Code of the Earthshaker (top). This gives you dual Pulse grenades and shoulder slam, which can do AoE melee damage (and save you if you're about to miss a jump). Code of the Juggernaut (bottom) is more melee-focused.
Sunbreaker Code of the Siegebreaker (bottom). This is generally better for solo play, as it gives you an AoE melee that can restore health, and sunspot generation. Code of the Fire-Forged (top tree) can add a debuff with Hammer Strike, and Vulcan's Rage causes a lot of damage, so it may be better for damaging bosses that you can punch.
Sentinel Code of the Aggressor (bottom). Shield bash has a disorienting AoE, and killing groups with grenades reduces the cooldown on grenades. Code of the Protector (top) is more useful for group play.
WarlockWarlocks are decent for solo play, especially in strikes with modifiers that limit your ability to heal (you should generally be configured for healing rifts). The Warlock supers are slower to deliver damage than Titan supers, with the exception of Nova Bomb, which is quick but also less damaging. Stormcaller has clear advantages for Torrent, while Voidwalker seems designed to counteract Attrition.
Stormcaller Attunement of Conduction (top). Powerful melee, extended grenade damage, and your super lasts twice as long if your grenade and melee abilities are charged up when you pop it. (You can throw a grenade during the super with no reduction in time.) Attunement of the Elements (bottom) is more useful in groups than solo.
Dawnblade Attunement of Flame (bottom). Everlasting Fire can keep the super going for a very long time, so long as you keep getting kills. Attunement of Sky (top) lets you shoot while gliding, which is generally not a good idea when you're the sole attraction.
Voidwalker Attunement of Hunger (bottom). The Devour ability changes the way you play, allowing the Warlock to tank large numbers of enemies while rapidly recharging grenades. Attunement of Chaos (top) lets you throw overcharged grenades, which are somewhat useful, and makes Nova Bomb move slowly but track enemies.
HunterLacking the Titan's barricades, Warlock's healing, and suffering from an excess of Mobility, Hunters are often the most difficult class to use for a solo run. The preferred class is Arcstrider, though there are cases where Nightstalker is amazing.
Arcstrider Way of the Wind (bottom). You get an AoE disorientation effect from melee, and recharge rate boosts when critically wounded. Way of the Warrior is more tuned for melee.
Gunslinger Way of the Sharpshooter (bottom). Landing precision shots charges your super, and landing precision shots with your super boosts your super. Great for killing bosses. Way of the Outlaw (top) isn't as useful vs. bosses.
Nightstalker Way of the Pathfinder (bottom). Your Vortex grenades last twice as long, you can directly damage the boss with Shadowshot, and smoke bomb can let you run through areas invisibly. Way of the Trapper (top) is good for killing clusters of mobs, and gives you an exploding throwing knife, but isn't as good vs. the boss.
GrenadesAs a general rule, Pulse and Vortex grenades are preferred, because they do periodic pulses of damage after the initial impact. They are excellent for tough enemies that stay in place, or swarms of enemies that pass through a narrow area (like War Beasts and Thralls). Pulse grenades were nerfed when Curse of Osiris came out on 5-Dec-2017, but they're still the best option for solo strikes. The burning effects from Thermite grenades can be similarly effective, but it takes a period of adjustment to get used to throwing them. These should always land in front of the target to ensure that the hostile will be standing in a burning patch. If these aren't available to your class, try Arcbolt, Incendiary, Solar, or Voidwall. General Strike InfoEvery Nightfall has two modifiers. One affects damage output or healing, the other affects the mission timer. Each modifier combination comes with a unique configuration of hostiles, e.g. the increased firepower available in Torrent is generally balanced with a larger number of bad guys.
Strikes will not play out exactly the same way every time. The composition and placement of enemy groups is generally constant, but the position of some units and environmental items (like exploding barrels) can vary. Boss fights seem to be rigidly defined. Your characters keep whatever ammo they had from previous activities during the current session. If they were low or out of ammo, they're guaranteed to start with a partial magazine. One trick for starting with a full magazine is to find a planet with a pending public event and activate Rally the Flag before launching the strike. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Kinggothalion on what’s missing in PVP Posted: 12 Jan 2018 02:16 PM PST |
| You are subscribed to email updates from Destiny | Reddit. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
| Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States | |
Post a Comment