Destiny - [D2] Daily Reset Thread [2018-02-28]


[D2] Daily Reset Thread [2018-02-28]

Posted: 28 Feb 2018 09:05 AM PST

Planetary Challenges

Planet Challenge 1 Challenge 2 Challenge 3
EDZ Lost Sectors: Outskirts - Loot a Lost Sector in the Outskirts. Red Legion Raider - Loot 3 Cabal supply caches. You Got Served - Destroy 5 Fallen Servitors.
Titan Lost Sectors: Siren's Watch - Loot a Lost Sector in Siren's Watch. Arcology Scavenger - Gather 10 Alkane Dust. Maleus Maleficarum - Defeat 3 Hive Wizards.
Nessus Lost Sectors: The Tangle - Loot a Lost Sector in the Tangle. Treasure Hunter - Loot 3 Vex or Fallen supply caches. Cut Off One Head - Defeat 3 Vex Hydras.
IO Pyramidion Raider - Defeat 40 enemies around the entrance to the Vex Pyramidion. Treasure Hunter - Loot 3 Vex or Cabal supply caches. Cut Off One Head - Defeat a Vex Hydra.

Mercury


Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Cycle of Light - Create 10 orbs for your allies. Ride the Lightning - As a fireteam, defeat 100 enemies using Arc attacks. Tactical Clear - As a Striker, defeat 10 enemies blinded by your Flashbang Grenade. Skullduggery - As an Arcstrider, defeat 5 enemies afflicted with Disorienting Blow. Arc Automaton - As a Stormcaller, defeat 5 enemies using your Arc Soul.

Heroic Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Trigger Discipline - Defeat 2 enemies without reloading, 10 times. Ride the Lightning - As a fireteam, defeat 100 enemies using Arc attacks. Tactical Clear - As a Striker, defeat 10 enemies blinded by your Flashbang Grenade. Skullduggery - As an Arcstrider, defeat 5 enemies afflicted with Disorienting Blow. Arc Automaton - As a Stormcaller, defeat 5 enemies using your Arc Soul.

Crucible Challenges

Mode Challenge 1 Challenge 2 Challenge 3
Quickplay High Voltage - Defeat 15 opponents with Arc final blows. Moment of Glory - Defeat 5 opponents in a single life. The Big Guns - Defeat 5 opponents with Power weapon final blows.
Osiris Quickplay Child of the Sun - Defeat 15 opponents with Solar final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. Blaze of Glory - Defeat 5 opponents using your Supers.
Competitive Rocket Beats Everything - As a team, defeat 20 opponents using Power weapons. Hot Streak - As a team, remain undefeated while defeating 3 opponents, 5 times. Hold My Light - As a team, rapidly defeat 4 opponents.
Osiris Competitive Pack Hunting - Defeat 20 opponents with two or more participating players. Hot Streak - As a team, remain undefeated while defeating 3 opponents, 5 times. Deny Their Supply - As a team, load Power ammo 3 times before the opposing team loads any.
Mayhem The Hunger - Defeat 15 opponents with Void final blows. The Professional - Complete a match with a personal efficiency rating greater than 1.0. Look Them in the Eye - Defeat 10 opponents at close range.
Trials of Osiris Tribute - As a fireteam, defeat 150 opponents. Fulfillment - Win 10 rounds. Judgment - Win 5 matches.

Data provided by DestinyTracker

submitted by /u/DTG_Bot
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Bungie, could you please reduce the time it takes to pick up a patrol?

Posted: 28 Feb 2018 02:56 AM PST

This is not a game breaker, it is just annoying to stand there for 4 seconds (feels like more) to pick up a patrol. Maybe go back to the time it took in D1 or just cut it in half?

As mentioned, this is nothing big about the loot or the sandbox or whatever, it is just an annoying little detail. Changing that could be a nice QoL-Improvment.

Edit: Wow, that gained the attraction by fellow guardians. Thank you! Maybe u/dmg04 can put it on the agenda? ;)

Edit 2: This grew beyond my original thought, so I would like to add the suggestions some guardians had.

Bungie, please

  • reduce the time it takes to pick up a Patrol
  • reduce the "launch-time" of a patrol so we can start killing and collecting stuff right away (u/tballor)
  • lift the restriction of Patrols to one area on the map (u/Taguroizumo; u/Bowfry_Frenchtie)
  • let us pick up Patrols while still on our sparrow (u/EchoWhiskyBravo)
submitted by /u/Mvanrahden
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If wiping at a boss resets the whole fight, reset our heavy ammo too.

Posted: 28 Feb 2018 10:09 AM PST

Killing a boss from full health with better devils is not fun.

submitted by /u/Subhaven
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Solo Prestige Nightfall On All 3 Classes (Tree of Probabilities + General Tips)

Posted: 28 Feb 2018 06:05 AM PST

Titan: https://www.youtube.com/watch?v=AN_nUm1PipM
Warlock: https://www.youtube.com/watch?v=MZvitj7CBY4
Hunter: https://www.youtube.com/watch?v=71d9QZu0l40

Pretty much as the title says; solo'ing the current Prestige Nightfall with all 3 classes! Along with some general overall tips and how to approach the boss that should make it easier for most to complete too.


With the timer removed going fast isn't too much of an issue now. So your approach here is going to be taking it slower and fighting things mostly from a range. Every section of the strike can be approached from a distance (outside of the first two boss phases), and the final phase you can kite the boss completely safely.

First and foremost, what singe / class to use?

I personally think as an overall that Voidwalker Warlock is the easiest and safest to clear this Nightfall on. Whether you're skipping the Infinite Forest or killing all the enemies, using Devour + Blink makes it very safe when dealing with most sections. It also combo's really well with Void Singe because there's so few enemies during the strike that do significantly Void damage. During the boss fight only the Minotaurs + Harpies deal Void damage, and the rest is mostly Arc or Solar.

If you don't want to use a Voidwalker, I'd say both Striker Titan + Arcstrider Hunter (with Raiden Flux) are the next best alternatives. The downside to this is that most of the Cabal Shotguns deal Arc Damage (and I think the boss too?), so in that sense enemies are going to hurt quite a bit more. But their supers allow for safer clears during the first phase of the boss, and the last phase can be quite a bit quicker.

General Loadout:

For solo'ing, by far and away the best setup you can use is Better Devils, Manannan SR4, and Curtain Call / Wardcliff Coil. I'll suggest this as the best setup for pretty much every Nightfall tbh. This is mostly because Explosive Payload is amazing in PVE. Even more so for solo because it has no damage reduction against majors / ultras (and in solo all of your damage is from you alone, so more often than not you'll find yourself using these weapons against the boss etc). If you don't have access to these weapons, I'd still suggest using a similar combination and having a long range Energy Weapon to kill enemies from far. And of course, match your weapons to the singe you selected.

With the setups covered, now for the actual strike approach.


Entrance:

Getting to the Infinite Forest is pretty straight forward. There's two approaches here: either kill all the enemies, or run around the outside ring and head right towards the door to clear the enemies there. Whether you skip or kill them all doesn't change much, but the main things to worry about here are the Turrets and the Colossus near the door. Focus down the turrets first, and then use range attacks or your power weapon to deal with the Colossus. Clear enough enemies near the entrance, and you're in the Infinite Forest.


Infinite Forest:

Again, this is another area you can either choose to skip through (risks involved) or kill everything. Killing everything is much safer, and this is where your Energy Scout Rifle will shine. Pretty much every section spawn should be approached by staying in the previous section and scouting them down from there. For the most part enemies won't even be able to hit you, and your only and main focus from thereon should be Psions or Hobgoblin Snipers.

Once you get to the final part of the Infinite Forest, again approach it from a range and stay at near the previous section that spawned. There's 4-5 Psion Snipers here so focus those first, and then work the rest of the Cabal down from a range. Some will jump over towards you and use your close range weapon to deal with those. Once they're cleared, onto the next sections.


Before the Sparrow:

Once you exit the Infinite Forest you're on a high ledge that gives you yet another good vantage spot to clear all the enemies from a range. Use the high ground to line of sight the shots from enemies, focus down the 2 Psions that are there and kill the rest. Just be careful of the Cabal Grenades, but otherwise this part is very safe.


Sparrow Section:

Here I think the best approach is just to sparrow right through. I didn't have a single run where I actually got killed by enemies going through there, so from my personal experience I think it's just fine to skip those. Otherwise, you can just kill them as you go through.


Before the Boss:

Once again the same old story, Psion Snipers spawn so they should be the priority, and deal with the rest of the Cabal while slowly moving up. Try to alternate what weapons you kill enemies with and aim for going with near full ammo for the boss fight. Save your Super for the boss.


Boss Fight Phase 1:

The first phase is pretty simple, no matter what class you're on the approach is the same. Use your Super here and Rocket or 2 and this will instantly push the boss to the next phase. This gets rid of the boss but you will have some Cabal + Vex spawn right after. Stay near the entrance and use those blocks as cover and deal with the enemies as they drop in. Can use a grenade or rocket here if you like, and especially if you're using Wardcliff Coil it's the perfect time for it. After you clear all the enemies move onto Phase 2.


Boss Fight Phase 2:

This is probably the hardest of the 3 phases to deal with and probably the most inconsistent for most. Your general approach here is that you want to be doing laps of the room kiting the boss around and killing the enemies as you pass them by. Use the environment as cover as you're running around.

The biggest threats are the Psions that spawn in once again, so try to deal with them ASAP (ideally as they spawn in). The start of the fight 2 will jump in with the boss so kill them right away The rest of the time you want to focus mainly on staying alive and putting in shots / clearing the adds where you can. Wardcliff works well for clearing these once again, otherwise Devour + Blinking around is also great. There will be 2-3 sets of enemies that spawn in, once you clear them all you can start dealing with the boss and working him down. He mostly fires from his right hand, so you can use that to your advantage and use terrain as cover from where he's firing from. Once you've done enough damage to the boss more Harpies + Minotaur will spawn. Kill those and onto phase 3.


Boss Fight Phase 3:

This is considered the most chaotic and hardest by most, but this is by far the easiest section of the boss fight with the approach I use. In general what you want to do is use the two lower sections of the arena as cover, and kite the boss between each of those. The boss has very specific pathing he needs to take to get down there and will always jump down from the far side of the boss room (where you enter). So you can use this leash him around the entire time completely safe and use the blocks on each side as cover. When he jumps down, you jump up and go to the other side. He jumps up and tries to hop down on the far side again, and then rinse and repeat.

Start the boss fight from the left side and stay down the bottom area. Use the block that's down there as cover and kill the Cabal that are jumping down from the top as the fight starts. Wait for the boss to jump down to the far side of the bottom section, and once he does that move to the other side and deal with the enemies. Your two main focuses here should be kiting the boss and watching his position / when he jumps down, and dealing with the enemies as soon as you can. Do not bother damaging the boss until all adds are cleared here, in every phase there's a set amount of spawns to deal with and after that it's just the boss. Also for this phase getting the boss low spawns the lasers, so the less you have to deal with the better.

Once no more enemies spawn, start damaging the boss and just keep kiting him around for the rest of the fight as show in the video. I suggest using grenades as he jumps down to the lower sections, as he'll usually be stationary for a few seconds. Doing it this way is incredibly safe and eliminates what is considered the hardest part of the boss.


And that should cover mostly everything!

tl;dr version.. Energy Scout everything from a range. Super during boss phase 1, run laps phase 2, leash the boss safely all of phase 3 and enjoy your completion.

There's not too much else I can think of right now that'll specifically help, but hopefully the above should help people get their completions! And of course, this method works well for normal too.

Any other questions feel free to ask! :)

submitted by /u/esoterickk
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There is less than one month left till the sandbox update most of us have been waiting for, and there is still no mention of Time to Kill adjustments.

Posted: 28 Feb 2018 10:48 AM PST

This is not the level of "transparency" and "communication" we were promised. Waiting till it's a week before the update to finally tell us that you didn't even touch TTK at all is how we're in this mess of a sandbox in the first place.

Tell us straight up what you plan on doing to counteract the team-shot, slow paced, low skill gap meta. We're not asking for much, just be transparent like you said you would.

What are you doing to address concerns of TTK?

submitted by /u/coledsprouts
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An unwelcome truth: Very few games have ever come back from the state that d2 is currently in

Posted: 28 Feb 2018 12:08 PM PST

Just look at the numbers, they are extremely low. on all platforms. PC is all but dead already with a 5k-10k fluctuating concurrent player base. The overall player base is lower then d1 during d2 beta.

Very few games have come back from this type of stuff. That is a fact.

What d2 has that many didn't is a large company with a extremely large publisher backing it. So it has a better chance then most pulling out.

Lot of changes are in the works, issue is, how many people are actually waiting for the changes, and how many people have moved on?

I honestly think d2's last chance wont be in these updates. It will be in the 3rd DLC/expansion. similar to the taken king. If it doesnt hit it out of the park and draw in a big crowd, this game is never going to really recover.

inb4: non-descript whine and/or jab

submitted by /u/Absinthesize
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Bungie, when can I replay the campaign again?

Posted: 28 Feb 2018 04:59 AM PST

Bungie, thank you for continuing to improve the game. I see you're working hard to make Destiny great again. BUT, I'd like to replay certain missions in the campaign and choose whichever strike I'm itching to play again. I don't see this feature on the development road map, so any reply would be much appreciated.

 

I've recently deleted a character and started a new one, just for the sake of playing the last few missions of the Vanilla campaign again. And playing all the Titan, Nessus, and IO missions absolutely suck. Please make the replay-ability of campaign missions and Strikes (and perhaps exotic quest lines) a permanent thing?

 

Perhaps making every campaign mission available through Ikora, instead of 3 set choices. We'd complete the weekly mediation by playing 3 campaign missions of our choice? Or possibly putting them back on the world maps again e.g. D1?

 

Please reply to this post. I'm sure a good amount of players would like a response to this feature.

 

I'd appreciate it. :)

submitted by /u/HiddnAce
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I shouldn't have to delete a character to replay the campaign again.

Posted: 28 Feb 2018 12:00 PM PST

Sure, giving us the option to replay whatever missions we want could render Ikora redundant, but reworking her role at the Tower would be fine with me personally. In D2, I have one character of each class. The thought of deleting a character I've poured hundreds if not thousands of hours into at this point just to play through the story again is...well let's just say I can't justify doing that. But I shouldn't have to be faced with this decision in the first place.

In the case of other games that have just three save slots--e.g. Fable III, Red Dead Redemption--these are games that don't require such a massive investment in time, so the decision to delete one to replay the game is a significantly less ponderous one.

What makes this all so baffling is that the solution to this problem already exists...in D1! The ability to select each mission individually from the world map was a perfect solution...that was removed for the sequel. Of all the puzzling decisions, this one ranks among the highest.

tl;dr: Bring back map-selected campaign missions. Rework Ikora.

submitted by /u/thezodiaceffect
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ACD/0 Feedback Fences are EXCELLENT in PvP

Posted: 28 Feb 2018 08:46 AM PST

1-2 Combo

ACD/0 Feedback Fences allow you to 2 hit melee people to death. Wrath Conductors does 40 damage when an enemy melees you, which is more than enough damage for you to 2 hit melee and win every single melee battle you get yourself into. There have been multiple front page posts criticizing the 3 hit melees of Destiny 2. Well, this straight up changes that.

 

Cross Counter

Wrath Conductors ALWAYS activates on enemy melee hit, even if you die. This ability straight up counter all health regenerating melee perks on Sentinel, Striker, and Arcstrider. If they melee kill you, you flat out cancel their health regenerating. FURTHERMORE, Wrath Conductors knocks out a Sentinel's overshield AND stops their health regen, essentially wasting their melee charge.

What's more, is that Wrath Conductors also works on any super abilities that regenerate health via contact damage such as Fists of Havoc and Sentinel Shield. It also activates on being struck by an Arcstrider, but they lack health regenerating capabilities so it's less impactful. I've still killed a weakened Arcstrider with Wrath Conductors after lighting them up, which is still pretty great (and funny).

The ACD/0 Feedback Fences also do well against everyone's least favorite Titan exotic to face against, the Synthoceps. While they get extended range, you still win the melee battle vis-a-vis a 2 hit melee and punish their choice of exotic armor.

Since Wrath Conductors always activates, even on death, you have the potential of killing a weakened enemy for free. So if someone is getting a little bit slap happy with their teleport punch you can give em' the business. LOOK BUT DON'T TOUCH.

 

Code of the Juggernaut

Easily the best way to run these exotics is with Code of the Juggernaut Striker. Wrath Conductors + one melee is enough damage to break their shield and activate Knockout, extending your melee range to Synthoceps level for free. Wrath Conductors give you a free 2 hit melee in a melee battle, Knockout gives you extended melee range, and Reversal gives you your health back when you win.

 

TL;DR

Wrath Conductors damage allows you to 2 hit melee kill an enemy, winning you every straight melee battle. This damage always activates, even on death, shutting down all health regenerating melee perks, as well as stripping Defensive Strike overshield entirely. ACD/0 Feedback Fences counter Synthoceps by turning their benefit against them vis-a-vis 40 damage to the enemy every time they punch you.

submitted by /u/Sliq111
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New API Documentation Hints At: Vendor Transactions, Item Dismantling, Item Customization Management

Posted: 28 Feb 2018 08:29 AM PST

I was just taking a casual stroll through the D2 API documentation, as one does, when I noticed a number new references to a new request type called an "Advanced Write Action".

According to this page in particular, it seems like these "Advanced" actions will allow developers to perform functions such as buying/exchanging items from NPC vendors, delete/dismantle items (shader management anyone??), as well as general weapon/armour mod/shader/perk management.

It doesn't appear that any of these endpoints are accessible yet (it's asking for a permission scope that isn't currently available to us), so I can only speculate for now -- but whatever is coming down the pike sure sounds interesting for us developers, and in-turn the community as a whole. :)

submitted by /u/Javan0
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Prestige nightfall x40 Handicap - 118690 high score

Posted: 28 Feb 2018 04:36 AM PST

https://www.youtube.com/watch?v=7nSo6ik_re8

Run of our current highest score for the new nightfall scoring system, clocking in at a pretty decent 118k Do not have a guide for this at the moment as we're still working out the kinks and getting situated with all the dumb RNG that comes with the strike. Pretty confident that we'll get a higher score and once that happens i'll be more inclined to make a full guide on how to maximize points.

2 hunters and 1 titan were used for those that are curious.

EDIT - For some reason the audio is off on the YT vid but the source video itself doesn't have the issue...hoping it's just a YT bug with buffering or something.

submitted by /u/RegisterVexOffender
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Nightfall handicap 14 for 2.35x multiplier is the sweet spot for 60k runs. If you are 335 power level.

Posted: 27 Feb 2018 07:40 PM PST

The handicap subtracts from your power level. So, a 14 handicap keeps you in that 321-330 power level territory for damage drop off. At 15 handicap and 320 power level the adds get that red symbol next to their health bars indicating they are over your power level.

By no means will this get you much higher than 60k, but it's the easiest route for groups having trouble.

Word around the tower is that Void singe might be the easiest to handle as well.

Devour Warlock with winter's guile can do some work. Nightstalkers are great with Orpheus rigs. We had a clutch bubble save in a run. So, that's a thing again.

I hope this helps some players who are having a tough time. Good luck!

  • edit:

So, there is certainly going to be some variation between groups depending on skill, coordination, loadouts, luck in the infinite forest spawns, etc.

And the numbers are different when shooting adds. I tested to see what the difference was and at handicap 14 (power level 321) I crit a phalanx with a Void Black Scorpion with void singe at 596.

At handicap 6 (power level 329) I shot that same phalanx from approximately the same distance for a crit of 702.

The way I tested dying, by no means was it the most efficient way, I did it very quickly. In both "tests", I ate two legionairre grenades and a couple slug shotgun blasts before I died. Other things may damage differently...I don't know. But for that example, power level 329 felt like 321 for damage received.

Anyway, the main point is that 2.35x is the multiplier just before you cross the threshold into the next difficulty tier. This, of course, assuming you load into the nightfall with a 335 build.

I hope that clarifies some of this. I am sure those with a little more time and dedication will have full breakdowns soon (Datto, probably).

submitted by /u/Bartman1919
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New Warmind Emblem

Posted: 28 Feb 2018 10:22 AM PST

Just watched a video by xHoundishx where he talks abbot a new emblem that dropped in the update. It is not a strike legendary emblem by a unsorted common emblem named Carrhae. In the video he talks about how this is a Warmind protocol for an emergency condition which Rasputin may declare to assume command of all solar system defenses.

EDIT: The xHoundishx link is https://www.youtube.com/watch?v=aRhg30X1kE8

EDIT: Here is a picture https://i.imgur.com/Rx5EVxb.jpg

submitted by /u/Zartu1
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New Planetary Emblem Collecting Guide

Posted: 28 Feb 2018 11:26 AM PST

Details:

  • Planetary Emblems can be acquired from each planetary vendor after claiming 10 engrams (If you didn't get it automatically)
  • You can preview the emblems in your planetary emblem by choosing details, and you can apply them similar to the ornaments system
  • Planetary Emblems Hold 4 Additional Emblems to Unlock
  • They drop by looting "hidden chests" on their respective destination (random spawning chests)
  • Getting All 4 emblems took me 3 hours and 20 minutes and I looted 200+ chests (Titan Emblems)
  • I didn't get any from sentry servitor chests, high value targets, or public events
  • They don't drop in a row (You could receive any of them in any order)
  • I was running this with my friend Amman. He received only 2 emblems after 3 hours and 20 minutes
  • After 2.5 hours and I had 3 and Amman had 1 emblem
  • After 3 hours Amman received his second emblem
  • Both of us leveled up twice with the well-rested buff and no extra boons
  • It is possible to receive two emblems back to back within 2 chests (Happened on Mercury)

Gear:

  • The Exotic Ghost "Star Map Shell" detects caches within a 50-meter range and increases glimmer gain on all destinations
  • Legendary Ghosts can have perks that detect within a 40-meter range and a 30-meter range (per destination basis)
  • Scout Reports from Cayde-6 allow you to detect loot caches without a ghost. (This allows you to have other ghost perks)
  • Ghost perk: "Chance to obtain additional faction consumables" sometimes awards 2 tokens instead of 1 per chest opened
  • Equip exotic boots for your class that increase overall sprint speed
  • Equip Mida-Multi Tool for an extra boost to your sprint speed
  • Use an instant summon "Transmat Preloader" sparrow

Tips:

  • If you don't seem to be finding chests very quickly, fast travel to another area (Or the same area you are in if you are by yourself)
  • Scoping in with your gun shows chests further away (Snipers are good here)
  • Keen Scout for Nightstalker shows chests on your radar
  • Clean out some spaces for blues you will be awarded
  • On Mercury, Equip Sagira's shell and do a lap around, collect 3 chests, then fast travel
submitted by /u/pastuleo23
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Not being able to solo an endgame activity that is made for three people isnt a bad thing.

Posted: 27 Feb 2018 08:16 PM PST

I've seen a lot of complaints about tickling the boss and not being able to solo it, and I just don't understand why. First of all it's possible, I've done it. Second of all it's made for three people. If they lowered boss health and reduced the amount of adds just because you aren't good enough to solo it then it would become an absolute joke for actual Fireteams.

Accept the fact that you aren't good enough or that you simply haven't practiced enough and developed a good strategy. It's not something you can simply steamroll by staying in the back and sniping. The bosses aren't easy to cheese like that and thats a good thing.

Edit: I also don't really agree with complaints about the stomp because with good aggro management it can be easily avoided. Taking the bosses aggro isn't something that can be done solo but it isn't bad that it's designed around being able to take aggro and have more than 1 person.

submitted by /u/Zunooo
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Why Not Communicate the Prestige Leviathan Emblem (And Others) Would Not Reflect Completed Content?

Posted: 28 Feb 2018 12:03 PM PST

Wait a minute- You knew about this?

Your response seems to indicate this is so: https://www.reddit.com/r/DestinyTheGame/comments/80oj88/prestige_raid_emblems_clears_are_not_retroactive/duxhpcq/?st=je7hdmz8&sh=e4ecb0bf

Are you telling me that you [Bungie] put out the roadmap as promised with estimated timetables- good.

You, as promised, completed the fast track items before the bigger HLE projects- good.

But within the initial batch of fast track items, you put out emblems that will display a Guardian's achievements, knowing ahead of time (from the matter of fact "you guys weren't awarez?" tone that you are telling us this) that all of the legend we have accomplished so far is NOT going to be reflected?

And to top it off at no point during the new effort of communication that you've been dishing out did you think it was a good idea to communicate that they wouldn't be retroactive? Like seriously, after the XP throttle drama, after the Dawning Eververse fiasco- you made a conscious choice to not communicate this piece of information and instead let people get excited about showing the raid clears they've been working hard for?

Dude- coming from someone who indirectly handles community management, bug/incident/enhancement tracking for a global developer with users... everywhere... who has to make sure that information flows back and forth between dev/product owners/user facing staff, and has to write copy that ends in the hands of users- coming from someone who understands the difficulty of your job- and I'm sorry for this because I'm normally you guys' staunchest defender who has consistently maintained a 100 member (and only this low because of the limits you imposed on us against our will) HIGHLY ACTIVE clan ... coming from basically a peer and a fan- that is just AWFUL bro. Horribly awful.

Irresponsible on yours, dmg & deej's parts considering the fires you guys are trying to put out.

From someone who has experience with what you do- and has had to come up with shit on the fly to cover tracks, this looks like one of two things:

  1. You guys honestly had no clue this wouldn't display prior to its release, meaning it was intended to display, meaning it is not working as designed and it is yet another bug in a release that made it to production.

  2. You guys actually intentionally made emblems to show completions that wouldn't be displayed and let us scramble to get as many completions as possible to have baller stats- for nothing. And decided not to communicate that, yet again... despite your promises to communicate.

And then to top it off, you actually take the tactic of "let me know if I should have the team prioritize this over other changes." What an underhanded, tone-deaf, spiteful thing to say dude.

You realize that many of us, some of us who know your job firsthand, are smart enough to translate this to what you actually want to say, "if you whiners are that upset about it, then let me know and we can get it done, but don't expect to get 6v6 crucible and hardmode EOW and private matches any time soon if we have to waste our time on your frivolities."

So now you gave yourself an out if you have to push other stuff back much more, "hey you snowflakes wanted your special little emblems to work just right, so don't blame us." Nice.

Also- please don't posture about the Bungie API being different than in-game data. At what point would anyone make the data available to API adopters different than their main database. So you have two different databases, one wrong one just for API adopters to use incorrectly... and then your real secret database with the good shit? And what, when the wrong database just happens to update all of the 3rd party adopters correctly- these are just flukes? You keep two databases without replication?

Come on man. This is how you lose the respect of people who have stuck by you and encouraged others to do the same. There are many in your community who do understand technology and are just going to call it out when you approach things in this way.

submitted by /u/veilsix
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If you like playing Striker, and have An Insurmountable Skull Fort collecting dust, try it on again.

Posted: 28 Feb 2018 10:50 AM PST

I've done some amazing things this morning in PvE.

submitted by /u/Zotfripper
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Performance Drop after update 1.1.3

Posted: 28 Feb 2018 07:14 AM PST

I was running everything on ultra with 120 - 140 fps prior the patch, now experiencing drops to 50 - 60.

PC specs i7-3770k 4.2ghz ; GTX 1080 Driver 388.31 ; 32 GB RAM

Is anyone else experiencing something like this? Or is that a problem with my PC?

submitted by /u/Trybex
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Bungie, this is a good step. Do NOT back down. Give us more difficult activities.

Posted: 27 Feb 2018 01:40 PM PST

There are a lot of posts and comments about how difficult the new Nightfall is. I'm sure there will be a lot more to come. Do not back down, though. The game heavily caters to casuals. This is one of the few activities that gives the hardcore players something to do and there are a lot of hardcore players out there. People are going to ask you to make it easier. People are going to complain that they can't solo it or that they want modifiers that will make it easier.

Instead of making it easier, let them figure out how to complete it. They will be frustrated at first, but eventually they will make friends and meet other guardians that will teach them and show them how to do it. Streamers that have moved on to other games will start making tutorials on how to complete this new NF. People like Slayerage and Datto and other mainly Destiny PVE streamers will gain interest again and the community will slowly start to come back. The new players and the casuals will see more people interested with the game once again and that will push them to get better themselves.

Make the rewards really good and very difficult to obtain and the tourists will stick around to get better so they can have those rewards as well. Like I said, they will complain heavily at first, but eventually they will get better and they will want to help other new casuals get to that same point that they reached. The casuals will look up to them with their shiny auras and emblems and will want the same rewards.

And after all the complaining and frustration and hard work and practice, those same casual players will strut those fancy, hard to attain rewards in the tower and it will feel so good when they see that super hard boss that they couldn't beat a few weeks ago, finally go down and drop that awesome reward they've seen the guardians that showed them the way don before.

PS. The auras/emblems are cool. Let's see some even more difficulty with harder modifiers and some more even cooler rewards for completing these difficult tasks such as extremely rare weapons/armor. Good job, Bungie.

submitted by /u/Coohippo
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Funko Pop Gold Osiris up for Pre-Order Now (inc. emblem)

Posted: 28 Feb 2018 01:16 PM PST

Bungie, why did you tie Aura's to Emblems?

Posted: 27 Feb 2018 04:56 PM PST

I may be in the minority here but for a game that is firstly about feeling powerful and secondly (and IMO the most important) making your Guardian look sexy AF, I really don't get why the decision was made to tie Aura's to Emblems.

 

The whole point of a loot game is making your character look and feel different to everyone else. Now, I understand that you can only go so far with abilities but when it comes to the fashion in Destiny, it can be extremely varied.

 

However, for anyone now wanting to show off that they completed the Prestige Raid that week they are forced to equip, IMO a pretty poopy looking, Prestige Emblem. When you had an inventory slot for the Aura and it was already separate, I really don't get why you had to then tie it directly the the Emblem?

 

I am no programmer/designer but surely it was more work to attach the Aura's to the Emblem and remove the inventory slot than it was to just add the Prestige tracking stat and leave Aura's as they were, no?

 

Not really a huge deal in the grand scheme of things, I know, but I feel it was a bit of a weird decision. Especially for sad people like me who care about not having the same look as everyone else.

 

/rant complete

EDIT: Wanted to add this to make sure people don't think I'm trying to find every little thing to nit pick about the game.

I'm one of the few players that still enjoy the game A LOT. I run the raids regularly every week and even have a speed run/test group where we run different load outs and try silly things in the encounters.

I just thought I'd give that context in case people think I'm a big Destiny hater. I can admit the game has issues and things they have definitely missed the mark on but overall, I haven't enjoyed a game this much in a long time.

(I also never played D1, I only just recently picked up the collection to give it a try)

 

EDIT: Wow, thanks so much for the Gold Guardian!

submitted by /u/alandroid
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A FOREST OF RED: How to unlock this Emblem, Tree of Probabilities

Posted: 28 Feb 2018 05:03 AM PST

This is the name of the last Emblem on the NF Tree of Probabilities, anybody have an idea at what score you unlock this? I've seen one content creator with it and his score was over 100000 but I'd be interested to see what the partitions are :)

submitted by /u/Cptnsmash42
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Guardian in the Destiny app

Posted: 28 Feb 2018 09:33 AM PST

Does anyone missing being able to view your guardian in the Destiny app? Haven't seen anyone mention this. It is minor, but was a nice touch.

submitted by /u/ThopDrop
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