Destiny - [D2] Weekly Reset Thread [2018-02-27]


[D2] Weekly Reset Thread [2018-02-27]

Posted: 27 Feb 2018 09:03 AM PST

Nightfall: ???

Modifiers

Challenges


Flashpoint

Don't forget to buy the Treasure Maps from Cayde-6 as well.


Meditations


Shaxx Milestone

You may need to visit Shaxx at The Tower to pick this up.

Data provided by DestinyTracker

submitted by /u/DTG_Bot
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Destiny 2 Update - 2/27/2018

Posted: 27 Feb 2018 09:21 AM PST

Source: https://www.bungie.net/en/News/Article/46666


Destiny Update 1.1.3 - The one about Nightfall Strike Scoring.Nightfall Strike Scoring - Both normal and Prestige Nightfall now have scoring

  • Enemy kills and orb generation will accrue points
  • Highest set scores will display on each Nightfall's respective emblem
  • Scores above a target value will enable the Nightfall Aura and a fireteam Vanguard Token bonus
  • Total team score will be displayed at the end of the Nightfall in the PGCR

Nightfall Challenge Cards - The Prestige Nightfall challenge card allows players to select modifiers for the Prestige Nightfall that affect gameplay and score multipliers

  • Players can select active Elemental modifiers to boost outgoing and incoming damage
  • Players can opt into using a power handicap that will lower their character power level in the Prestige Nightfall but raise the score multiplier
  • Extinguish is always on when applying the Nightfall Challenge Card. If the full fireteam wipes in a respawning restricted area, the fireteam will be returned to orbit

    • Cards cannot be modified once the activity has been launched
    • These cards will drop for DLC owners in the normal or Prestige Nightfall
    • The fireteam leader's card is applied to the entire fireteam when launching the Prestige Nightfall

Emblem Variants - Crucible Emblems

  • "Victorious Veteran" tracks your lifetime Crucible kills and how many of each class you've killed
  • Victorious Veteran has six variants: the first three variants are class specific, the last three are unlocked after killing 1000 of that class in PVP
  • This emblem can be purchased from Shaxx after opening 10 faction packages

    • Destination Emblems
  • Lost Sector Emblems have been changed into Destination Emblems that track Lost Sectors Found, Region Chests Opened, and Ghost Scans Discovered

    • Note: Mercury only tracks Lost Sectors and Region Chests
  • Each Destination Emblem has four variants in addition to the default emblem

  • Each variant has a chance to drop from chests in the destination

  • For players who did not have the respective Lost Sector emblems, they may purchase the new destination emblems from the respective vendors after opening 10 faction packages

    • Nightfall Emblems
  • New Nightfall Emblems exist for each individual Nightfall strike and track your high score in that strike

  • Each Nightfall Emblem has 3 variants in addition to the default emblem, these variants have a chance to drop when you hit a certain score tier and complete the Nightfall

Auras - Raid Emblem "Glory To The Emperor" tracks total Leviathan clears on Prestige difficulty and unlocks the orange Prestige Raid Aura if you've completed a Prestige difficulty raid activity in the last 14 days

  • Trials Emblem "You Are Worthy" tracks number of flawless tickets and unlocks the blue Trials Aura if you've gone flawless in the last 14 days

  • Nightfall Emblems awarded from completing each Nightfall strike track your high score in the respective Nightfall and unlock an aura if your high score in that strike is higher than a global target score

General - Opt-in Text Chat for PC is now available in Social Spaces and Public Areas

  • Damage Reduction granted by Armor Masterworks while a Super ability is active has been increased from 3% to 5% per armor piece

  • Fixed an issue where Ammo Masterworks could decrease the maximum ammo capacity of a weapon

  • Fixed an issue where some players would have irretrievable items within the Postmaster

  • The Eater of Worlds Raid Lair will now grant Faction Tokens during Faction Rallies events

  • The Seeker of Brilliance and Seeker of Opulence perks on the Contender Ghost Shell may now trigger during the Crossing encounter of the Eater of Worlds Raid Lair

  • Fixed an issue in Trials of the Nine where players could receive erroneous losses if the opposing team left before match start

  • Fixed an issue where players could encounter BAT errors when joining a Mercury Adventure

  • Fixed an issue where players were placed facing the wrong direction after dunking an item during public events

  • Fixed an issue where the Phoenix Dive Warlock Ability could be used to get out of the intended playspace

  • Helm of Saint-14 no longer affects allies when guarding with the Sentinel Shield Super

  • The Insurmountable Skullfort Titan Exotic now properly has three stat points

  • Projectiles from the Colony Exotic Grenade Launcher properly track enemies on PC when frame rate is set higher than 30 FPS

submitted by /u/DTG_Bot
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Honestly at this point, if Destiny 3 started off with my guardian waking up from a bad dream and continuing on with the story from Destiny I would be happy.

Posted: 27 Feb 2018 03:12 AM PST

Seriously, I don't care about graphical improvements or mods. Give me the original Destiny with new content and let's keep pushing the darkness back.

Edit: Some of you have very high sodium levels.

submitted by /u/sciencethedrug
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D1 opt-in voice chat was unused, D2 opt-in team chat is unused, so why the hell do you think opt-in tower chat will be used?

Posted: 27 Feb 2018 06:39 AM PST

tldr;

opt-in ruins chat for everyone

opt-out is a minor inconvenience for select players


Here we go again Bungie, thinking you know better than your community (and virtually every other developer in the history of MMOs).

It's simple. Most people can't be bothered to navigate to and opt-in to chat in game. I can count on one hand the number of times I heard another person speak on D1 fireteam chat.

I have had zero instances of D2 voice chat in PUG, and team text chat on PC is virtually never used.

Opt-in chat has shown, over and over again, to not be the answer. If you want people to talk to each other (and, as evidenced by your decisions lately, you seemingly don't), then you need to show people that there is an active chat system.

It's simple. An average player logs in, sees no chat box, no communication in tower, they go about their day, nothing has changed. even if a player who is looking forward to tower chat, one who knows that this is coming in today's patch and opts-in, tower chat will still go unused because virtually all other players don't even know it exists or, again, can't be bothered to turn it on.

BUT, if you simply enable chat by default (like every other massively multiplayer game out there) then the few people who don't want to see it will either ignore it or seek a way to disable it.

This is so painfully obvious, and you have plenty of data to show that opt-in chat/voice may as well not even exist based on previous experiences over the last four years.

This, among countless other instances, is just another example of YOU, Bungie, thinking you know better than the community and every other developer in the industry.

It's time to get off your high horse, start listening, and build the game (and it's tools) that will bring the community together.

submitted by /u/MrDysprosium
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Opt-in to Tower Chat on PC

Posted: 27 Feb 2018 10:21 AM PST

Change manual opt-in under the local chat text option on PC to automatic. Still unsure why Bungie makes it this way.

submitted by /u/Trollin_Thunder
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Below 70k trials player had some intrinsic joy this weekend.

Posted: 27 Feb 2018 06:53 AM PST

https://trials.report

Well that's just sad. Not even half of the amount of player during D1 all time low. On PC this game is dead.

submitted by /u/Shirondragon
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So on what goddam planet did they think not liking the timer meant we didn't want modifiers on the normal NF?

Posted: 27 Feb 2018 10:49 AM PST

I mean FFS Bungo. One step forward, two steps back.

It was the timer specifically. Not the bloody modifiers.

I honestly cannot believe this...

submitted by /u/rferrett
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Prestige Raid emblems clears are NOT retroactive?!

Posted: 27 Feb 2018 10:02 AM PST

Can anybody else confirm this? Just logged in and saw this on my titan, tried re-equipping my emblem to no avail.

EDIT: Whelp, that sucks...

EDIT2: Appreciating the support on this issue, didn't know at first if the community would think this was a big enough issue to consider while Destiny right now is at its lowest point in history.

submitted by /u/DICTATUSNORDIC
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List of all Scannable Items by Location

Posted: 27 Feb 2018 12:57 PM PST

Since we now have emblems that track if we have gotten all the scannable items, I had a look around to see if there was a list of them. Havent used these guides myself, but found them online while at work so thought I would share

Earth

Titan

Nessus

Io

submitted by /u/LordPaul
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Can we bring back Faction exotic class items?

Posted: 27 Feb 2018 10:51 AM PST

Am I the only one who liked these? Wish they'd bring them back, they could make them like ornaments to acquire and have them give some sort of buff to extra tokens or maybe even a "less duplicate Faction items" perk (though that'd be kinda sad if they had to make that a perk). I felt like they were a certain badge of pride in D1 to wear, but by no means required attire. My 2 cents.

submitted by /u/Dizman7
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"You'll be complaining that theres TOO MUCH story..."

Posted: 26 Feb 2018 07:38 PM PST

Hey DTG, remember this little article reasuring us that wed be "complaining that theres Too Much story"in D2?...

"I think it's important to really understand the studio spent a lot of time world building," said Harris in the IGN First video posted below. "I can't emphasize enough that we are ready to tell stories in this world. Big, expansive, and cinematic stories.

"We certainly learned a lot by listening to people, by playing it with other people, by exploring the world in a one to one manner with our audience," added Ward. "As we explored it, we found stories that we personally wanted to tell.

"We're learning from all the feedback we got from Destiny 1, and applying it."

"I think players are ultimately going to see a wide variety of story channels and an eclectic number of outlets to see story infused throughout the game," said Harris. "There is story everywhere."

"I hope people complain about how much story we have," added Ward. "That would be the reddit thread I'd like to read."

Yeah funny that isnt it? So here you go Matt, a thread about how theres sweetFA story in your game. I was done with the campaign in a few hours and the Grimoire was completely gutted and the scannable world items they implimented are a fucking joke. The game seems lifeless when it comes to lore and story.

What the fuck happened, and why would you lie about this? You cant honestly tell me that you consider the Red War story to be in any way "Too Much"? Id call it barebones minimum. And you didnt have to gut the Grimoire system, all you had to do was incorporate it into the actual game (like weve been asking FOR YEARS now)

Why does everything in D2 feel like its half assed or too hard?

submitted by /u/TheRedThirst
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New Monarchy won the Faction Rally!

Posted: 27 Feb 2018 09:57 AM PST

That's three in a row for them. The winning weapon is the Kinetic Pulse Legal Action II.

submitted by /u/Try_to_guess_my_psn
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Nightfall update first impressions...

Posted: 27 Feb 2018 01:28 PM PST

Yes, I agree that it would have been super cool to have some coveted Nightfall specific loot to grind for right now, but I decided to give the whole "card" thingy a honest shot.

This was my journey over the last 3 hours:

  • Went to the tower to try the PC local chat
  • Had a bunch of leg engrams on the character, 4 of them decrypted to masterworks armour pieces (did they up the rate?)
  • Started talking to a few folks in local chat about how Taiwan is number 1
  • Turned out they wanted to run the NF (so did I)
  • We decided to give it a shot, invites were sent and the fireteam formed
  • We managed the run fairly easily - I was more interested in the card which dropped at the end
  • "Do you guys wanna give this a try? I will set the burn to Arc"
  • We coordinated our gear and abilities a bit (ARCANDA FOREVER!)
  • Off we went. After a "few" close moments (when I was busy spamming in text "Pls stay ALIVE!") we managed to finish our first prestige run. We had 40007 on our score board
  • Where is the aura? We asked ourselves. OK! Gotta get 60k for that. We were within striking distance, so the question "Wanna try and get 60k?" got a IMMEDIATE "Lets do it"
  • Arc abilities, subclasses and weapons were coordinated a bit more. We decided to get a 10 power disadvantage activated (I believe it makes the multiplier 2.15x)
  • Off we went on the run, but this time with a strategy in place: We kill everything we see, no need to skip, and keep trading supers
  • With everyone using MW weapons and armour, killing entire floor of ads was actually quite easy. Arcstriker is really strong when used with Raiden Flux and arc singe
  • We get to the boss with 55k on the score board, make it through to the final stage with one VERY close moment (I was humming Staying Alive at that point)
  • 3 arc supers make short work of the boss and we are done with over 63k score! Hurray!

After exchanging friend requests, we agreed to meet and do prestige activities (Trials, and Raid) this weekend to get the dope emblems and the aura which we now get to keep continually (as long as we play the game every 14 days? cant complain) !

I am personally very excited due to the configurable nature of the prestige nightfall. Now every nightfall can be played the way YOU want. With the gear/singe you want. With as much of a challenge you want. If they bring out leaderboards where we can match our scores every week, then I can imagine a healthy PvE community forming around it.

Pair that with rare nightfall specific drops which reward the toughest clears and we have a good PvE end game loop at our hands :)

Thats my first impression anyway...

PS: The extra survivability from the now 25% (is it additive?) damage reduction while in super was very noticeable in the boss fight.

PS2 SGA: The card thingy I am talking about will be in your consumables. It does not get used up if you fail a run. So you are free to experiment with it as much as you want.

submitted by /u/kid0m4n
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On Destiny 2: Fashion, Variety and Power -- From an /r/DestinyFashion Mod.

Posted: 27 Feb 2018 02:29 AM PST

Preface

I am /u/QuantumVexation, a mod of /r/DestinyFashion from back during Year 1 of D1. A sub created in the wake of the addition of Etheric Light during HoW, the first point in the series where a Max Light player could not be assembled out of the current Raid/IB gear, and truly be unique whilst remaining powerful. Our little community has since grown over 15,000 Guardians strong (even catching up to /r/FashionSouls, the primary inspiration), bringing with it the most creative and badass looks Destiny has to offer.

If there is one thing I do everyday, it's see the wonderful creations of this community in regards to what's possible with the systems we are given. I've seen Thousands of the best (and worst) guardians come through.

Cosmetics as the primary player pursuit are a hot topic in the wake of the most recent Faction Rally Ornament Grind, and whilst I don't want to act like or pretend I'm an authority on the matter, I do believe that cosmetics in Destiny is a matter to which I naturally give a lot of thought, and wish to share some of my personal stances on the issues, and successes, and some possible solutions at hand.

This is neither a defence of the current game nor is it salt fuelled rant. I want to share my thoughts to you all, and in return know what you think as well. This is also a discussion free of the actual core gameplay of D2, such as in regards to the state of PvP.


On Fashion as a whole

From reading comments on this subreddit alone, I've noticed there some distaste towards the overall armour style in D2 from some of this community.

ALWAYS REMEMBER, FASHION IS SUBJECTIVE.

It is the means via which you can most accurately express who your Guardian is. It is personal, it is open ended, and it is something that will be of varying important to you as an individual. IT. IS. YOU. And we're different, all of us. There is no right and wrong on what styles you like, making this a hard subject to approach. What I want to look at in this post is problems and some solutions to help this game have fashion for everyone and every desired style.

Do I like D1's style more? Mostly yes. But only just, they each have their strengths.

The saltiest amongst you may not see it, but there are people in this playerbase that are happier with the visuals of their D2 character than they ever were in D1. Bungie's Design Team has not failed us in regards to the overall look of the game, but there are inevitable style preferences between the two games that some of us will just have to accept to some extent. This is an inevitable outcome of any sequel. Some do like the old more, some like the new more, this cannot be helped and is not unique to Destiny.

Comparison between Fashion in D1 and D2 on premise is difficult, simply as Destiny 1 has 3 extra expansions as well as live events worth of variety (which I'll talk about later) to back it up. Comparing CoO to HoW, and the variety which I do see on /r/DestinyFashion, Destiny 2 is actually in a relatively strong position stylistically.

However, it is not without its faults...


On Shaders

I can see this being the messiest part of the discussion. Shaders are a central part of Fashion in Destiny, quite possibly THE most central part to many; and this post would be very incomplete without a section devoted specifically to them.

Shaders are a divisive issue, so as such I'll divide my thoughts on them

The Success

Options. Jumping from D1 to D2, the Shader system in terms of how they can be applied is a massive improvement. I don't think anyone will argue with that being able to apply shaders to all major items (bar exotic weapons) is a flat out upgrade.

Just the other day I was messing around with shaders and created this. I don't think it's the best looking Titan in the world, but the mix of shaders created a unique standout colour combination that wasn't possible in D1's old system.

Even when compared to AoT-D1, Destiny 2 has already has a diverse colour pool to choose from. Some shaders (like the normal Leviathan one) even have colour combinations we didn't see in 1. Destiny 2's colour palette, knowing there is always more to come, is a success.

The Controversial

Shaders as consumables.

This isn't inherently bad. Given the way shaders now apply to so many things, I can see some logic behind a change to the system of their acquisition.

The problems however, stem from availability. Some shaders (looking at you Eververse and Factions) are rarer than others. Harder to get, or locked behind some measure of time. This in itself, is fair enough. Some of the better shaders in D1 were also harder to acquire.

But when combined with the consumable nature, it creates a classic sense of "I might need/want this later" syndrome that players tend to get with limited use items in any RPG or similar. Many players are afraid to experiment (like my own above example of adding a splash of red to my titan) with the shaders they have due to their limited availability. The red colour in question was New Monarchy Succession, the Season 2 NM shader. Of which I had about 6 total. Using those 2 pieces there has left me with 4. Now that this week is over, I can't get any more for another month or so. Am I likely to freely use these remaining 4? Probably not because what if I get something else I'd rather use it on later.

We have a very nice selection of colours to choose from, but once players pick one they like many are stagnating, afraid to change their full armour set for fear of costing 5 shaders they may not get back for a while.

And this is what worries me overseeing fashion everyday. I'm seeing less experimental and zany looks than what I saw in D1. Is full Crota ornaments in Candlelight ugly as hell to me? Of course. Does that mean I want people to not try it or post it for fun? Of course not. Someone out there thinks it looks good enough to wear and that's great, I won't stand in their way.

What if I want to be bright red today to match an armour piece I've equipped for a specific activity? Better hope I have enough left of my original shader or I'm not going back for a while. Saving different pieces of the same fixed roll armour in different shaders isn't particularly viable either, as without previewing the piece you can't remember which piece has which shader on it, and vault space is limited enough as it is before anyone starts carrying around multiple of the same set up.

The solution to this issue is some kind of shader kiosk/merchant Eva come back to me plz I miss you, to encourage further experimentation. Or, alternatively, drop them in larger quantity from limited activities. This is not a new claim, we've all heard it before on DTG. I am not against shaders as a consumable item conceptually (like Chroma before it, which Eva did eventually sell), but ideally it should be within my power to go out and get the ones I want when I want them.

And I actually don't believe just giving us RGB sliders is a good solution either, cause I do like shaders being a reward, it gives them some value; and value behind a player's gear gives them more pride in it. Think back to the first time you donned Chatterwhite in Year 1, it probably felt great.


On Reskins

I should make it abundantly clear that my personal stance on Reskins is that they are fine as a concept. There are plenty of instances where reskinning something you like can remove the small bits you don't like and make it better, make it that perfect piece for you.

However, there are two problems here.

The core armour

I actually really like most of the ornaments that have been added, New Monarchy and Dead Orbit in particular. These are worth a grind to me, and it's not that substantial of a grind. I think the ornament system in place is actually quite a good one, but it feels isolated without the context of a power grind to distract from it. To some people ornaments should be flashier (like the AoT ornaments in D1), and we should have some of those too for sure, variety is the spice of life.

Where Destiny 2 is currently going wrong is in the allocation of what the team have chosen to reskin. There is a collection of perfectly good blue armour designs just begging for a reskin. Allow me to demonstrate with some user examples:

Take a look at the two top posts of all time (at time of writing) on /r/DestinyFashion, "Program" from /u/LedZeppelin1602 and "How does my Halo look" from /u/JhonCensus and notice that both use elements of Rare D2 armour, a Warlock Chest and Titan arms respectively. Blue armour pieces can look really good too, but due to the lack of power they provide players most people won't even consider them.

Continuing a little further down, posts like "Nezarec's Sin" from /u/OftRepeated1136 also uses a blue chest, or this armour assembled entirely from blue pieces from /u/HoopleHeadUSA. They look great, even more visually striking than a lot of the existing legendary sets.

If you want to stick to reskins Bungie, please reskin the other base models you've already created. It's the easy option, take it, please.

Apologies in advance as I am short on examples of blue pieces from hunters.


The new shaderable-items, and why shaders killed their variety.

You might recall I mentioned how great it was that Ghosts, Sparrows, Ships and Weapons can now be modified with Shaders. Well, you see, there's a new problem with that.

Colour options now belonging to player choice means it's very easy for two different ghosts/sparrows/etc to look almost identical. The lack of extra shader options in D1 meant these items, when in different colours looked substantially different.

A good example is the EV-39 Lumos from the D1 SRL. In Destiny 1 this is a standout sparrow to me, because it's visually distinct; but only due to its colour, it shares a frame with many of the other SRL sparrows. In Destiny 2, I can take any sparrow with that frame and chuck on a pink shader. This is the problem.

Bungie, your fantastic addition of multiple shader slots has created a new problem, in that colour is no longer a strong visual identifier for telling two items apart. What needs to happen now, is more distinct frames and models for these items so that these items are more distinct when compared at a glance.


On Variety as a whole

An important point to consider here is that in terms of overall armour variety, Destiny 2 with CoO is only comparable numerically to Destiny 1 with TDB. Destiny 1 with all expansions/events behind it is always going to be more varied, and some of this bias has to be put behind us to think about what D2 has to offer.

However, where Destiny 2 fails for many of you is a lack of variety in the overall aesthetic.

Whilst not exclusive to it, the Titan class is by far best exemplifies the problem many of you have, and this is the example I will stick to. Titans in Destiny 1 for the most part looked like commandos, soldiers, in a similar vein to the Spartans of Halo. However, there were varied options from different in game content with time to spice things up. Titans in Destiny 2, for the most part, have this Knight/Space-Paladin look to them, massive shoulders, bulky armour, walking tanks. Now, this is my personal preferred Titan style, one I tried to reach in D1's armour, and this is what I like for my Titan.

But it is NOT everyone's preferred style. And no matter which opinion you side with, you are right. Because it's subjective. The solution here isn't to explicitly go back to D1's look, it's to add some D1 style gear to D2. Give everyone the choice to look how they want, more diversity in the available gear sets.

At the moment the fans of slimmer Titans are forced to used a very small set of shoulders, particularly the Lost Pacific (Moon of Titan) Arms. Where as fans of bulkier shoulders have numerous shapes and options available to them.

Strike specific gear

Whilst not the most important factor, these pieces often have a specific gimmick to them (I loved the Maulers in D1) that makes them stand out. This is another valuable addition to add some flavour to our collections.

Class Items

Some of the defining features of each class, but they're a bit lacking at times.

  • Hunter Capes: Longer, flowing capes are a must. In really early D1 everyone wanted those Speaker cloaks, they were bright, long and they stood out. Whilst a couple of examples do exist, they're a fan favourite and should not be overlooked.

  • Warlock bonds: More holograms, more features to make them identifiable. At present a vast chunk of Warlock bonds are not visually distinct beyond close inspection. If I wanted to replicate a warlock fashion build I saw on the sub, what bond they have seems somewhat irrelevant to the overall look (with a few exceptions).

  • Titan marks: Honestly, they're in a decent spot at the moment in my eyes. Good variety in layout and length, varied textures, etc.


On Power, and how it's related to fashion as part of player chase.

The title may convince you otherwise, but this is something I didn't really want to talk about when I conceived this post, as it's a very salt fuelled subject matter in this community, but there is a point here that I feel I simply can't ignore.

I like random rolls. Not everyone does, but I think by now it's a safe statement for me to say and know I'm probably in the majority. I'm not here to argue specifically for their return as that's been done to death.

However at the end of D1's lifecycle, during the Age of Triumph especially, I noticed a surge of a certain type of Fashion post.

The Tier 12 Fashion

If you go to /r/DestinyFashion and (if Reddit search decides to work) search for "12", "T12", "Tier 12" etc, you'll probably see what I mean. For some people, being POWERFUL AND BEAUTIFUL at the same time was their true goal, something of which they were truly proud. As good as random rolls for stats can be, it wasn't too hard to achieve good stats on their own; but good stats and fashion together was an even better long term grind for some. The value of this should not be understated.

Fashion feels special when it's something we choose to chase, rather than it being the thing we are expected to chase. That decision to go out of the way to express ourselves in a video game. I doubt there are too many people who love Fashion in this game as much as I do; and even though I spent literal months chasing Nerigal Savant 3 robes in the Ages of Triumph (as to avoid paying for AoT boxes), I would NEVER advocate that cosmetic pursuit surpass power.

Fashion should be an expression, an outlet, of that very power. It is not power in itself.



So this ended up being a lot longer than I anticipated, took longer to write out as well, but I think the vast bulk of it is important.

I will be here in the comments to discuss further with anyone interested but please try to keep the discussion civil and respectful, this sub has plenty of other threads to direct salt at and shouting into an echo chamber will get us nowhere. I still love this game, I still play this game, and I want to see it restored to a state where everyone can share my optimism.

What are you issues, your solutions to existing problems? What do you like about the state of cosmetics in D2?

And thank you if you actually read all of this.

submitted by /u/QuantumVexation
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Masterwork Weapons now make a different noise obtaining them.

Posted: 27 Feb 2018 10:55 AM PST

As the title says Masterwork weapons now have a new sound effect. Example: http://xboxdvr.com/gamer/dead%20is%20death/video/44941174

submitted by /u/dead_is_death
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"This game caters to Casuals! I want challenging PvE!" is suddenly "The Nightfall is too hard, why you make it so hard!"

Posted: 27 Feb 2018 11:11 AM PST

Like c'mon, you can't have it both ways.

submitted by /u/Beastintheomlet
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Thank you, Bungie, for local chat.

Posted: 27 Feb 2018 12:09 PM PST

Are the new Nightfalls suposed to not have any base modifiers?

Posted: 27 Feb 2018 10:17 AM PST

Currently in-game, the Tree of Probabilities Nightfall has no modifiers.

I'm assuming that's a bug, because I could swear the extra modifiers for the Nightfall Challenge card modifiers were an additive rather than the only modifiers.

submitted by /u/HotZin
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all these people complaining about how rough the nightfall is made me excited to go home and play destiny for the first time in a long time

Posted: 27 Feb 2018 11:52 AM PST

finally, a challenge in this game. now make getting exotics this hard!

submitted by /u/nvte
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Challenge Cards Increase Elemental Damage By 25%

Posted: 27 Feb 2018 11:21 AM PST

I would say Nighthawk might be good for burning the boss.

submitted by /u/pastuleo23
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Cosmos shell is being sold in eververse this week

Posted: 27 Feb 2018 10:16 AM PST

Best looking ghost in the game 100%

I'd recommend picking it up if you have any bright dust laying around.

Edit: throw calus' treasured shader on it also...thank me later

submitted by /u/CodProXox
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Why Antiope is an excellent weapon in PvE, better than you think

Posted: 27 Feb 2018 04:36 AM PST

This was originally just going to be a comment on a post in r/crucibleplaybook looking for weapons good in both PvP and PvE. After I realized it had gotten comically long for a post-reply, I chose to just copy/paste it here stand-alone and link this post in that thread.


There are six clear winners for PvP-PvE crossplay. Five are obvious, one is kind of my best kept secret. I'd like to share that secret with you.

First, Nameless Midnight, Better Devils, Manannan, Purpose and Sunshot are very effective PvP weapons that are also top tier-choices for PvE. They do not provide any significant benefits in damage vs ultras (bosses) over other weapons, but they are stand-out performers in two categories: bodyshot damage and critical damage vs majors. Explosive payload weapons are less punishing for both missing crits or using them outside of intended ranges, but most importantly are extremely good for killing majors, and do about 36-37% more critical damage vs majors than their non-explosive counterparts. A scout/HC loadout of any combination of these weapons would both be serviceable in PvP and extremely powerful in PvE.

Now that the obvious is out of the way, let's talk about my favorite PvE gun that no one considers a PvE gun, that happens to also be a meta choice in the crucible: Antiope.

Don't check out, I promise this will probably surprise you.


We'll break down the comparison into five components: base (bodyshot) DPS, crit DPS, major crit DPS, ultra base DPS, and ultra crit DPS.


Base DPS: Antiope has one of the highest base DPS figures of all kinetic and energy weapons, matched only by 900 rpm kinetic subs like New City or adaptive 900 rpm energy subs like Mob Justice or Riskrunner. It beats out all explosive payload weapons in this category, with the exception of one, the only gun in Destiny other than an already fully charged-up Coldheart to beat it, Better Devils. BD does 12% more bodyshot DPS against red and major enemies than Antiope.


Crit DPS: 600 and 900rpm kinetic subs have the highest crit DPS in the game.


Major crit DPS: To me this is a very interesting metric, because it is generally where explosive payload weapons shine, but interestingly Antiope (and its archetype, along with New City and other kinetic 900s) are once again only bested by one gun and one gun only. The Better Devils. BD does 6.2% more major critical DPS than Antiope.


Ultra base DPS: This is where explosive payload weapons fall off in their effectiveness. Weapons in Destiny suffer a percentage decrease in their base damage vs ultras. The percentage of this decrease depends on what their archetype is; however, explosive payload weapons suffer a much larger decrease in damage than the others in their archetypes that brings them down to more or less balanced (dealing only a slightly higher DPS) with the other weapons in those archetypes. Antiope only has a 3% decrease in base damage vs ultras (BD is 36%, as an example) that puts it ahead of all other weapons and equal to 900rpm kinetics. The only exceptions are adaptive energy subs that only lose 1.1% damage vs ultras and end up doing between 1% and 2% more bodyshot DPS vs ultras than Antiope, or a Coldheart (that once again has to already be charged up to achieve it) that does about 10% more base DPS vs ultras than Antiope.


Ultra crit DPS: No other guns come close to kinetic subs here. They do 12% more ultra crit DPS than their nearest contenders, which includes lightweight energy subs and the very popular single-target DPS contender Coldheart (again, already fully charged up).


Okay, so what does this all mean? Well it means two things:

  1. Antiope can hang with explosive rounds weapons for raw damage output against adds/add management.

  2. Antiope can hang with meta options for single-target DPS/boss DPS.

No other weapon in Destiny has this balance.


Obviously there are a couple of caveats concerning these two conclusions. #1 is only true if you can manage the ammo and perform in encounters without running out of bullets all the time. #2 isn't taking into consideration other factors like reloads and range dropoff in DPS performance. These are important things to consider before choosing Antiope for PvE content.

Additionally, we see above that in general 900rpm kinetic subs (like New City) and other 600rpm kinetic subs (like Atalanta) would perform about the same as Antiope in most situations. This is true, but none of the DPS comparisons above consider kill-clip, which just gives Antiope in particular another edge in both potential single-target DPS output, as well as add-management. Also Antiope, as most people know, has best-in-class range, which helps in considering which bosses it can be used on.


Speaking of range... Some free knowledge: Antiope's range dropoff with SC Holo and ricochet rounds starts at 27m and ends at 47m, for a total loss of 50% damage beyond. Some astute readers may know that this means they can get 100% damage on the front plates against Calus... 12% more crit DPS than an already spun up Coldheart, you say? Plus I can proc kill-clip with these doggies between rotations for another 33%? Yep.

Have fun out there.


Edit:

I've decided to do a further boss-damage comparison on the range of Antiope vs. a couple of other popular options in order to provide more perspective on exactly how dropoff is effecting its DPS relative to those options. Let's take a look at Uriel's Gift and Valakadyn. I chose two auto rifles, because auto rifles have the highest DPS of what most would consider longer range weapons. Uriel's Gift is a good example of a long-range capable auto-rifle, and Valakadyn is a popular choice among high-level PvE players for a variety of reasons.


First the numbers, then notes, then more numbers:

At 25m Antiope does 55.04% more DPS than UG, 58.65% more than Valakadyn

At 30m Antiope does 43.41% more DPS than UG, 56.54% more than Valakadyn

At 40m Antiope does 8% more DPS than UG, 31.8% more than Valakadyn

At 47m UG finally overtakes, dealing 14% more DPS than Antiope, Antiope still does 9.41% more DPS than Valakadyn

At 50m UG does 9.5% more DPS than Antiope, Antiope does 15.38% more DPS than Valakadyn

At 60m Antiope is back ahead, dealing 5.82% more DPS than UG, 41.02% more than Valakadyn

At 65m Antiope does 13.7% more DPS than UG, 58.65% more than Valakadyn

At 70m Antiope does 25.79% more DPS than UG

At 80m Antiope does 55.04% more DPS than UG


Notes: All samples equipped with longest possible range threshold. Valakadyn - Hammer-forged Rifling/Accurized Rounds - dropoff 25m to 65m;
Uriel's Gift - Flash/High-caliber Rounds - dropoff 37m to 80m;
Antiope - SCHolo/Ricochet Rounds - dropoff 27m to 47m

10m increments, but 25m was included because this is where Valakadyn starts dropoff, 47m was included because this is where Antiope ends drop-off, 65m was included because this is where Valakadyn ends drop off, and comparison ends at 80m because this is where UG ends dropoff.

Antiope retains greater DPS far beyond its dropoff threshold begins due to the sheer magnitude of the disparity in ultra crit DPS between these samples. Uriel's Gift doesn't take over highest DPS until somewhere between 40m and 47m, then loses out again to Antiope somewhere between 50m and 60m. Notice that the percentages are the same at the beginning (before any damage dropoff among all samples) as they are at 65m or 80m, where dropoff ends for Valakadyn and UG respectively. This is because all samples lose 50% total damage at the end of dropoff, restoring the initial ratio. Valakadyn never at any range produces higher crit DPS against ultras than Antiope.


After these findings, I did another set of calculations, focusing on the period in which Uriel's Gift outperforms Antiope's boss DPS metric.

At 43m Antiope does 0.0013% more DPS than UG, practically identical

At 44m UG does 3.04% more DPS than Antiope

At 45m UG does 6.36% more DPS than Antiope

At 46m UG does 10% more DPS than Antiope

At 47m UG does 14% more DPS than Antiope

At 48m UG does 12.5% more DPS than Antiope

At 49m UG does 11% more DPS than Antiope

At 50m UG does 9.5% more DPS than Antiope

At 51m UG does 8% more DPS than Antiope

At 52m UG does 6.5% more DPS than Antiope

At 53m UG does 5% more DPS than Antiope

At 54m UG does 3.5% more DPS than Antiope

At 55m UG does 2% more DPS than Antiope

At 56m UG does 0.5% more DPS than Antiope

At 57m Antiope does 1% more DPS than UG


To summarize:

Antiope outperforms both Uriel's Gift and Valakadyn in "raw" (not accounting for reloads) boss DPS at most ranges. It outperforms Valakadyn at all ranges to a maximum of 58.65%. It outperforms Uriel's gift out to 43m, then again beyond 57m to a maximum of 55.04%.

Uriel's Gift is able to outperform Antiope within a range of 43m to 57m reaching a maximum of 14%.

By the way if I remember correctly the rear plates at Calus are at about 42m, that should help with the visualization.

submitted by /u/Dropkick-Murphy
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Chasing Grimoire Score in D1 Made Me a Better Player All Round AND Made Me Log On More

Posted: 26 Feb 2018 04:00 PM PST

From speedrunning VIP kills to the optimal TTK for ogres, chasing a max Grimoire score improved my skills in D1 and made me play more. The only thing I didn't get round to maxing was Rumble wins (11 in 3 years...). But my PVP skills improved massively with Salvage wins, Doubles wins, etc.

I would play D2 a lot more if there was something more meaningful than simply tracking my kills. Give me something to chase that also enforces evolution.

Not to mention, finishing D1 as Grimoire score leader in my clan was noteworthy.

Ta :)

Edit: I want to mention getting all the feckin Ghosts taught me a) how to jump and b) how to accept death

submitted by /u/mescusey
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Destiny 2: The Complete Flavor Texts (Current as of Crimson Days 2018)

Posted: 27 Feb 2018 11:14 AM PST

Right. So a while ago, I posted a spreadsheet of all the D1 flavor texts. I have now finished compiling a similar spreadsheet for D2:

https://docs.google.com/spreadsheets/d/18kf8et3PpKAz3qc5irOUSDEFBR9ACtY5WPYFU0llv7E/edit#gid=169819823

There is, unfortunately, one major category missing: Ghosts. Ghosts aren't listed on the Destiny 2 Tracker database, unfortunately. I have a few ideas as to how I can find them, but for now, we'll just have to live without. Hopefully I'll have Ghosts figured out by the time Gods of Mars rolls around, and I give this thing a major update.

Anyways, have at it. There's some interesting stuff in there. Including a penis joke from Cayde. Any-who...

submitted by /u/Glamdring804
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New Lost Sector Emblems

Posted: 27 Feb 2018 12:30 PM PST

Love the lost sectors emblems. Just wish it would tell us how many ghost scannables are on each destination so I know how many I'm missing‬

submitted by /u/LegendRising12
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If Random Rolls aren't returning, have weapons with a level of customisation akin to D1 Trials weapons, or maybe even the Khvostov

Posted: 27 Feb 2018 09:44 AM PST

D1 Trials Weapons were fixed rolls (Y2 had the roll-able last column, Y3 was entirely fixed). Despite this, they were still extremely fun to use because of how they could be built differently - each perk it offered would really change up how the gun would function. The best examples would be Vision Stone, Unravelling Thread and Exile's Student.

Or maybe, like the Khvostov. The weapon has such a ridiculous amount of combinations that to expect something like this for all guns is simply ludicrous, but a man can dream. Look at this thing.

submitted by /u/Jutseph
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Legendary armor sets should have bonus perks for wearing multiple pieces from one set

Posted: 26 Feb 2018 11:18 PM PST

As others are saying, legendary armor is essentially cosmetic. To add bonuses to wearing one set vs. the other, I believe that each set should have essentially a built-in mod. These can effect anything from ability cooldowns to ammo reserves. I have a few ideas, as well as adding in bonus effects for wearing a certain number of pieces from the same set. My ideas are as follows:

Ability Cooldowns - Each armor piece is a 5% reduction in cooldown time to the related ability, be it grenade, melee, class ability, or super. When wearing a complete set, the effect jumps to 30% recuction and/or you gain an additional charge for any of these. I'd also think it would be cool if the additional charge stacks with other perks that give you an additional charge, so it would be possible for titans to have a third grenade charge if you're running striker, for example. Potential for some very very fun and very powerful builds.

Weapon reload speed/ ready time- Each armor piece reduces the time needed to reload / swap your weapons. Wearing a full set give you basically the D1 force barrier level of reload/ ready time. The downside of this is compared to someone wearing the ability cooldown set, you have extremely long ability cooldowns.

Ammo Reserves - The first 2 armor pieces grant increased kinetic ammo reserves, the next 2 grand increased energy reserves, and the 5th piece would grant bonus heavy reserves as well as another increase to kinetic/ energy ammo reserves/ ammo drop rate.

Additionally, I feel like weapon foundries could have fun perks for using 2 or 3 weapons from the same foundry.

Omolon's weapons fire energy bursts rather than bullets, so I'm thinking when you use 2 or 3 Omolon weapons, the effect could be called something along the lines of "enhanced battery" giving the effect of a slight increase in magazine size

Hakke weapons feel the most "real" in a way, so I'm thinking buff the reload speed/ general handling.

Veist weapons in general look like they're a little smaller/lighter than the other foundries, so I feel like weapon ready speed/ time to aim down sights would be a good buff, along with automatically reloading weapons on ammo pickup when using a veist energy and heavy weapon.

For Suros, one of the best weapons in Destiny 1 year 1 was Suros Regime, with the perk that slows fire rate but increases damage. I'd like to introduce that perk for suros weapons when using 2 or 3 suros weapons at once

Exotic weapons and armor obviously don't fall into one set of armor or weapons, so I'm thinking we can introduce new armor/ weapon mods that cause exotics to count for a specific foundry. I don't want to clutter up the mod inventory further than it already is, so I'm hoping that the improvements to the mod system bungie has mentioned will make this other change more possible.

In general, I want not only for our guardians to feel more powerful, but I want more ways for us to achieve that power fantasy. I've had a lot of fun making builds based around melee or grenade recharge and such, and I think that adding these additional bonuses will give devoted players something else to work towards.

submitted by /u/yoursweetlord70
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