Destiny - [D2] Daily Reset Thread [2018-03-03] |
- [D2] Daily Reset Thread [2018-03-03]
- Give us cool class specific Melee Power Weapons that are not Swords.
- Nothing from Destiny 1 carry’s forward – 1st anniversary
- Farm materials around the solar systerm for Lost Prophecy weapons was a good grind
- In addition to buffing in-air accuracy all-around for every weapon, remove aerial inaccuracy entirely for projectile weapons.
- Prestige nightfall x40 Handicap record high score(?) w/ no exploits - 129,942 (tips and guide included)
- can we get some glow in the dark shaders for future war cult season 3 so they can win once in awhile
- Bungie, you have already made a pretty good system for "cool" rewards, bring it into the Nightfalls!
- Two super shutdowns with the Titan sword
- Exotic Weapons (Concept)
- Synergy, or Why Destiny 1's Fixed Rolls Shine Where D2's ... Don't.
- You can win a match of competitive even if you lose the first round.
- Improving Destiny 2 (Destination Hubs, Vendors and Quests)
- Nebula and Gold Ghost Shell Drawing!
- Similarities between Halo 5's and Destiny's issues. And what Bungie can learn from that.
- Grenade Launchers Should Show Trajectory when ADS
- I would love to see live event weapons come back in D1 even if we don't get to have the event anymore
- We need more planet exclusive public events.
- Single Color Shaders
- New Public Events?
[D2] Daily Reset Thread [2018-03-03] Posted: 03 Mar 2018 09:05 AM PST Planetary Challenges
Mercury Strike Challenges
Heroic Strike Challenges
Crucible Challenges
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Give us cool class specific Melee Power Weapons that are not Swords. Posted: 03 Mar 2018 03:01 AM PST Mace & Shield for Titan. Dual wield Daggers for Hunter. a Space Wizard Staff for Warlocks. All with their own animations and mechanics that don't rely on power ammo much so you can use them alot if you choose. Titan can block with his shield to get into melee but mace doesn't do much damage but can stun. Hunter can go sneaky and cloak to get into melee range and daggers can crit when you stab an enemy in the back but otherwise do very low damage. Warlock can melee with the staff that does normal damage or can project AoE shockwaves with the staff that damage everyone in a cone, staggers but only has 2-3 meters range. I know Destiny is a shooter but to go full melee build with weapons would be awesome. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nothing from Destiny 1 carry’s forward – 1st anniversary Posted: 03 Mar 2018 01:08 AM PST Today a year ago Bungie released their "The Road Ahead" news article, where they officially announced that nothing from Destiny 1 will carry over:
Source: https://www.bungie.net/en/Explore/Detail/News/45708 I remember that back then already no one cared, so I don't expect this to have changed :). But I wanted to point this specific thing out, because it is one of the reasons I don't invest any more time than "necessary" into the game. Back then I thought, well I can accept that they leave everything behind, because Destiny 2 will be a new game, everything different, better etc. But from today's perspective, not that much seems to have changed:
If I weight up those changes against one of the bigger arguments stated by Bungie in their article back then: "introduce the major advancements and improvements that all of us expect from a sequel". I don't see those improvements, I only see step backwards (shaders) or no "major" improvements (ships, sparrows). So there is one thing I ask myself: What if they at least carried forward all those "collectables"? All the emblems, sparrows, ships etc., the fully filled Kiosks (some of us achieved) in Destiny 1? I can't say that it would change all those gameplay and endgame problems Destiny 2 has right now. But in my opinion, it would give all those emblems Bungie is introducing right now at least some kind of "meaning". Because it would go to the collection of that big 10-year game they actually did promise:
Source: http://www.ign.com/articles/2014/12/07/bungie-wants-player-progress-to-carry-over-to-destiny-sequel But right now, why should I grind for cosmetics in Destiny 2? They will be meaningless with Destiny 3. I do realise so it is the case with every other game (even though in this article by Daniel Friedman some contrary examples are pointed out: https://www.polygon.com/2017/6/20/15757882/destiny-items-collectibles-guns-destiny-2). But right now, a lot of other games are way more fun. The only thing left to do now in Destiny 2 is play/grind for some cosmetics that will be left behind as it happened with Destiny 1. Of course, many will argue, if the game is no fun or lacks "meaningful" content (more story, events, etc) this will not help. Maybe this is true, but it would at least provide motivation, to grind for something (since weapons/armor have fixed stats). But I would guess that those collectors left the franchise or are just a very small minority. Edit: formatting [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Farm materials around the solar systerm for Lost Prophecy weapons was a good grind Posted: 03 Mar 2018 06:30 AM PST Same as the gifts we made for our friends in The Dawning. For me, it feels much more rewarding instead of giving some tokens. Cheer up and start include them on activities and make them more relevant on the game, its a good tool you have here. Release the EDIT 1: Note aside by seeing the comments. Of course the loot need to be interesting and worth-feeling meanwhile the grind is fun too. That's all we want here. I just want to clarify that completing those Lost Prophecy verses were fun, but the loot we get from them not so much. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Mar 2018 09:28 AM PST Title. Rocket Launchers probably don't need a buff like this, but they get included for the sake of fairness. Unlike high RoF weapons, launchers (and any non-launcher projectile weapons) will only ever get off one or two shots at most while in the air (and relatively easy to dodge shots at that), meaning that, individually, those shots count for more. This means that they are disproportionately negatively effected by aerial inaccuracy, as a slight deviation in one shot means that TTK gets either doubled (splash instead of direct) or they do no damage at all, depending on what launcher they are using. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Mar 2018 05:17 AM PST https://www.youtube.com/watch?v=PIllI7QfF-s Back again with another high score eclipsing our previous run! We racked in a whopping 129,942, nearly 130k! without resorting to any exploits aka the lost sector cheese. I believe this is the current highest score for the strike without using the sector cheese that i know. The next closest (as far as i know of) was 124k If there is a higher score though, i'd love to see it.I will try to explain a mini-guide in how we went about things to maximize score while also maintaining consistency and finishing with a strong time. General tips - Keep your distance from virtually everything. Everything hurts, tons of things will one shot you if you're playing on a handicap/burn, even melees can kill you. Only time you want to be close is for tethers and supers. Also, do not waste time on certain sections (typically the infinite forest) trying waiting for "the perfect play" it will cripple your time and might get you killed which will hurt you in the end once the clock hits 15= mins. DO what you can and move on. First off we chose to stick with 2 hunters and 1 titan specifically. We had tried out incorporating a warlock into the mix but there were some odd issues, one being that we were actually doing TOO MUCH DPS to the boss, what a first world problem to have, right? Another being that the nightstalker smoke grenades are actually fantastic for things like collosals, hydra's and gladiators who just won't stop shooting or chasing you. Obviously tether is a silly thing aswell. We chose solar singe. Arc is just a nightmare for this and we tried out void singe however, it can become a nightmare if you get forest sections where there's a ton of minotaurs, harpies and sniprs beaming at you non stop that it will affect your time very badly. Since snipers can 1 shot you regardless of what burn, solar is the lesser of all evils. From there on out it was a matter of team work and determining how certain things would be done. For example, Usually i was in charge of eliminating any turrets and Vex to start the strike (although my teammates helped out when possible) This may sound like it's not important but if you don't kill the vex, the cabal will and if they do, you get no points (this applies to the beginning aswell as the forest) so you leave plenty of points on the table by not doing anything about it. Another important key is maximizing your orbs with masterworks AND using your supers at proper times and more importantly using them when none of your teammates are dead. Why? because if you combo off with another super, they need to pick up your orbs and vice versa. If they die or are dead, there are no orbs and they are that much further from another super which can cripple your score depending how your run is going. Ex: We made sure to have my hammers and a tether for the end of the infinite forest where you have to eliminate the cabal to open it. It's very hard to get that part done quickly and effectively within a small amount of time, one tiny misstep and you're dead so we utilized our supers here to get passed it fast. Then there is the boss fight. It's a tricky one, you want the boss gone but you also don't want him gone too quick. As you may notice in the video, We melt him down fairly quick, this comes back to haunt us during phase 2 as he runs away before his cabal adds come out which cost us some points which inevitably costs us the 130k in the end. I'll try to answer questions regarding anything else not mentioned. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
can we get some glow in the dark shaders for future war cult season 3 so they can win once in awhile Posted: 02 Mar 2018 04:50 PM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bungie, you have already made a pretty good system for "cool" rewards, bring it into the Nightfalls! Posted: 03 Mar 2018 11:21 AM PST With the March update we will be getting strike-specific weapons from what I've been able to tell, but I think Bungie can take it further than that. What if we had a Nightfall armor set that had built-in mods similar to that of the raid? These mods would be a way to further improve the customization of the strike experience and along with also increasing incentives to grind them so that you can acquire the entire set. Then perhaps this set can come with different ornaments on top of that that are tied to different challenges within the strikes. Having boots that increase the sprint speed, gloves that improves your resilience on melee kills(to incentivize you to actually do some of those), a helmet that increases the damage of critical hits etc are just some ideas off the top of my head. If you experiment a bit with this I think it could definitely be a pinnacle activity! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Two super shutdowns with the Titan sword Posted: 03 Mar 2018 05:30 AM PST My real k/d is still a tick below 1 so this is about as good as I get. The Titan sword, crown splitter, is a lot of fun in both pve and pvp. http://xboxclips.com/faceless+gamer/2ab1eb21-d9ac-407f-ba9f-4840fd05ffd5 Missed gettin shot by a golden gun and split his crown. Ran to hide so I could record. Heard a storm caller pop his super so decided to test my luck. Yay! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Mar 2018 11:40 AM PST - Archangel's Wing
Scout Rifle Kinectic Traveler's Bless: Reloading when the magazine is empty doubles the size of the next magazine, but hurts you. Keep Speaking: Precision shots increases the rate of fire of the current magazine. - Wyvern's Tooth
Pulse Rifle Special (Solar) Melting Breath: Landing bursts in a same target sequentially burns its defenses. Draconic Wings: Aiming down sights with this weapon while in the air will hold you in place. - Skolas's Revenge
Auto Rifle Special (Arc) Shock Rifle: Fires arc magnetic projectiles that tracks aimed enemies and becomes chain lightning. Kell's Prophecy: Kills with this weapon grants bonus damage and fulfills the magazine from reserves. - Veronica
Hand Cannon Kinectic Peacemaker: Holding [reload button] turns all the rounds in the magazine into a single one with greatly increased damage, range and target acquisition. Outlaw: Precision kills greatly decrease reload speed. - Apep's Jewel
Sidearm Special (Void) Serpentine: Precision kills leaves a venomous gas in the area that causes damage over time and blinds enemies. Silent Lunge: Greatly increased speed while crouching. Undetectable by radar while holding this weapon. - Khovostov 6R-03
SMG Kinectic Russian Engineering: Has a extra mod slot. Improved radar. 600 RPM (1): Sets firing behavior to 600 RPM. Grants bonus damage. 900 RPM (2): Sets firing behavior to 900 RPM. Grants bonus range. - Dark Prayer
Sword (Crown Splitter) Power (Arc) Black Spell: Hold [heavy attack] to unleash an powerful arc spherical energy in the ground. Sword-Logic: Kills with this weapon grants you bonus damage and health. Stacks 10x. *- Midnight Terror *
Grenade Launcher Power (Solar) Photophobia: Direct kills with this weapon triggers an explosion that makes damaged enemies temporarily flee. With the effect, they take very high damage when close to you. Nilophobia: Regenerates ammo over time when wounded. - Cretaceous King
Shotgun Special (Solar) Persistent Predator: Shooting a target with this weapon will make the next shot on it do more damage. Tyrannosaur's Meal: Killing a target will heal you, fill the magazine from reserves and regenerate one round. - Darkest Night
Sniper Rifle Power (Void) Shadow Eye: This weapon can reload while aiming. Darkest Night: Non-lethal shots blinds targets. Precision kills on blinded targets returns one round to the magazine. - The Surgeon
Fusion Rifle Power (Arc) The Doctor Is Here: Lasers fired from this weapon ricochet off hard surfaces. Shooting yourself heals you and returns the shot. Friendly Assistance: Killing enemies heals nearby allies. Shooting allies heals them and gives them bonus damage. - Raven's Caw
Rocket Launcher Power (Void) Corvus: This weapon is full auto. Crow's Song: The more damage a magazine causes, the more damage the next magazine will cause. - Chaotic Cosmos
Trace Rifle Energy (Void) Infinity: Cannot be reloaded. This weapon accepts any type of ammo. Supernova: Precision kills causes targets to explode. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Synergy, or Why Destiny 1's Fixed Rolls Shine Where D2's ... Don't. Posted: 02 Mar 2018 01:54 PM PST Arguably, the most legendary loadout from D1 was as follows:
The one thing that all these weapons share in common–besides being weapons truly deserving of the 'legendary' appellation applied to them, is that they were all fixed rolls. Moreover, so many other of the legendary weapons from D1 ('hey, did you hear that Dead Orbit is selling an amazing roll on the Hung Jury this week??') were also fixed rolls. That fact is relevant because I've seen a fair number of comments to the effect of, 'fixed rolls in any incarnation are bad, look at D1'. And while I'll admit that diversity may be down D2, the greater problem is that the rolls in D2 lack the crucial element that made D1 fixed-roll weapons legendary: synergy. Just so I can define it for myself within the post, I'm speaking to the idea of synergy being where the disparate aspects of a given thing combine together to create a greater whole. To use what I think is arguably the best example of synergy in D1, Fatebringer very simply took two great perks–Outlaw and Firefly (which, it's worth noting, couldn't be found on any other handcannon at that time)–and combined them to create a weapon that is the ideal in not just Destiny, but every game. It was (is) incredibly fun, satisfying, and effective, which is what you want every weapon to be. Whether that's possible or not is moot; Fatebringer is about as close to an ideal as we're gonna get. And this followed for many of the fixed-rolled weapons that still linger in our memories and our Vaults from D1: from VoG, you've Vision of Confluence, Praedyth's Revenge (-25AA anyone?), Corrective Measure, etc.; from Crota's End, Black Hammer, Swordbreaker, Poor-Man's-Ghorn. Most of the HoW weapons were lackluster, but still–Glass Promontory? Brilliant PvP sniper, and highly synergistic. The Taken King was the first time we saw a raid (Kingsfall? Or is it King's Fall?) where that tradition of almost-OP and fixed-rolled Raid weapons change. While there are some exceptions (Quillim's Terminus, the MG, ruled the crucible alongside the sniper, Defiance of Yasmin, to a lesser extent), by and large the King's Fall weapons were generally regarded as lesser sons of greater sires. Part of this was the fact that their third perk would randomly roll, resulting in guns like Zauoli's Bane (the HC, widely reviled) rolling with Life Leech ('three rapid kills will restore a portion of your health', pretty all-around terrible), or with Firefly (still kinda a cherry on a compost pile). Another aspect of the lackluster reception to KF weapons was their locked first perk, which was Cocoon–known as 'Auto-Loading Holster' in D2. That was further complicated by bad handling, mediocre stats, and a divisive aesthetic. King's Fall weapons are rightly considered the low point of raid weapons in D1, critically because they too often lacked the synergy that the VoG and Crota's End weapons embodied to varying degrees. This brings us to what I consider the high-water mark of fixed-roll weapons in D1: Wrath of the Machine. The lore explanation behind these weapons was that they were normal gunsmith weapons (indeed, they were noticeably-modified versions of standard legendary weapons) that were 'ascended' by SIVA. What that ascension achieved was essentially 'enhanced' versions of normal perks. For instance, on the scout rifle (CHAOS DOGMA), which was the highest-impact scout in the game, it had on its first perk Triple Tap. Pretty standard–hit crits, get ammo. But!–it's second perk was Triple Double, a perk exclusive to the scout and the LMG (another, awesome weapon)–'When the Triple Tap perk is triggered, another bullet is transferred to your magazine from reserves'. These two perks (along with a mag extension in the middle) enabled staggeringly huge effective magazine sizes, blowing away even MIDA, with its ridiculous 22-round mag. Another great example was the shotgun, which when you got a kill activated Battle Runner–literally, run faster–but also gave you more damage resistance when Battle Runner was active! Or the autorifle, the only one in the game with Firefly–but only when Focused Fire was active! While I could go through every weapon from the raid (four rockets in the tube), my point is that the weapons from WotM were truly synergistic weapons. They were weapons that looked at a vanilla perk, and said, 'okay, how can we combine this with another perk to make it better?' Moreover, even the 'fixed-roll' weapons that were not raid weapons or exotics still tended to find a place into the Destiny mythos. I mentioned it in passing, but that 'great roll on the Hung Jury' was in place for upwards of six months, making it as effectively a fixed roll as the raid weapons. Triple Tap and Firefly on a workhorse scout was a brilliant combination, and one that has entered into the minds of players as something to hold other weapons up against. Even as D1 winded down, there were excited posts about the weekly resets–'ooo, look at Angel's Advocate, it has Feeding Frenzy and Reactive Reload! Could be stellar!' Invariably, the rolls that everyone got excited about were those that were synergistic. Now, I want to clarify is that synergistic does not mean overpowered. I would not argue that Fatebringer is overpowered; I'd just argue that is the singularly most fun, effective, and satisfying weapon in its category. And I don't think that the WotM weapons are OP either–and that's a sign of good design. It's worth noting that I would not describe Gjallarhorn as synergistic–it actually was simply overpowered, which is what made it fun (and eventually got it nerfed). Good lord, what does this wall of text have to do with D2? Well, simply put, it's not just that D2 weapons aren't synergistic–they're never even given the chance to be so. I am actually of the opinion that it's not random rolls or lack thereof that makes weapons in D2 feel so ... 'okay', is that they're missing a perk. Where an Ill Will in D1 may have rolled Outlaw/Triple Tap, the Steady Hand has only–and only can have–Outlaw. What this does is give guns less of an identity and greater dependence on tertiary perks–like Explosive payload. Explosive Payload, better known as Explosive Rounds in D1, was at best, a nice perk to have. Some people really enjoyed it on Fatebringer and other HCs, others found options that worked more effectively for them. However, in D2, explosive payload has become the one of the only perks that is universally appreciated on all guns, because it never feels like a wasted perk. Thus the unchallenged crown of weapons like Better Devils, Nameless Midnight, and Mananananann. I think if the dominance of Explosive Payload is going to be challenged, aside from nerfing it to the ground (pls no), is that synergy must come to D2, and alongside it additional perks on guns. What synergy does is allow weapons with 'okay' perks to shine in niche playstyles, for people to have a personally-crafted loadout, and very much for the guns and the game as a whole to feel more fun, effective, and satisfying. I would love nothing more than to see a post here, proclaiming, 'Oh man, guys, my Hephaestus' Hammer with Guerilla Fighter and Take a Knee is so brilliant with Titan Barricade! I solo'd the raid blind using only one hand!' Obviously, that's an exaggeration (and I'd love to see those perks buffed to that point), but it gets the idea across–create weapons that synergize with themselves, and people will find them, and love them. Maybe that's what we're looking at with Mods 2.0. I don't know–but I'd love to see synergy return to fixed-rolls, and maybe we'll see fixed player counts in return ;) TLW; fixed rolls in D1 were legendary because they were highly synergistic. For D2 to continue having fixed rolls, the missing perk should be re-added and most (if not all) guns should be synergistic to a high degree. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
You can win a match of competitive even if you lose the first round. Posted: 03 Mar 2018 12:43 PM PST See title. Seems half the Destiny community aren't aware of this. No need to abandon your allies and screw them over! :D [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Improving Destiny 2 (Destination Hubs, Vendors and Quests) Posted: 03 Mar 2018 10:31 AM PST this is a Long Post so sorry about that There is so much potential for destinations in D2 and with the EDZ (Prepare to read that a lot) being my favorite I am going to use it as the base example of my ideas listed below. This would have fit in so well with the story campaign but can still work even now months after release. Reclaiming our worlds When first landing in the EDZ we are greeted with Devrim Kay the protector of the Trostlands church. He sends you on a little quest to get to know the area and learn of region chests, lost sectors and scan-able objects. (Keep those in mind) The setup is great but as with the other "Safe locations" on the other planets beside from the vendors there is little point in visiting them beyond max level and once you have the gear that you want from them. To remedy this each location vendor will have a quest chain when you first visit them that helps improve the hub of that planet with new vendors, vaults linked to the Farm/Tower, bounty boards and other quests. The missions would be something along the line as follows The first mission will always be to secure the Hub so for the EDZ you are sent out to collect materials to repair the Church walls and keep the enemies out. After the first missions you are then sent out on a variety of missions until the church has the following additions. EDZ Cryptarch: a Cryptarch that only decrypts EDZ engrams. EDZ Gunsmith: a Gunsmith that only sells EDZ weapons and offers EDZ prototype weapons to test. Management console: Linked to your vault in the Farm/Tower. Bounty Boards: Offers rewards for High Valued targets each week. Daily and Weekly Bounties: Unlocked once reaching Rank 10 and 25 respectively with Devrim Kay. Destination Armour Legendary quest: Every 5oth Rank up with Devrim Kay will unlock this Quest Destination Armour Exotic quest: You can start the quest once reaching Rank 150 with Devrim Kay Consumable Vendor: Sells EDZ consumables and buffs So lets break down what each of the above mentioned does for you as a player. obviously the management console connects to your vault so that you don't have to return to the social space or for those without the D2 companion app. EDZ Cryptarch: Will only decrypt engrams that you have acquired in the EDZ and will only award you with EDZ weapons, armour and ghosts. you can also buy EDZ engrams from him/her as with master rahool in the tower. EDZ Gunsmith: Will award you with EDZ weapons and shaders. Each week he will offer you 5 EDZ prototype weapons to test (The Taken King added this back in 2015). These weapons will have challenges built in that you need to complete and bring back to the gunsmith to increase you EDZ Gunsmith Rank and unlock exclusive weapons that you cannot get anywhere else. The challenges can be anything from killing 100 Fallen to getting double kills or precision kills. Also reaching Rank 50 will unlock a quest line for an exclusive legendary weapon and reaching Rank 100 will unlock a Exotic weapon quest line. If you complete every weapon test that week you will be awarded with a Legendary Gunsmith Token that you must take back to the tower and once handing it over to Banshee-44 you can order a foundry weapon that will be delivered on the following Wednesday. #Bring Back Armsday Also reaching Rank 50 will unlock a quest line for an exclusive legendary weapon and reaching Rank 100 will unlock a Exotic weapon quest line. Bounty Boards: Every week a selection of High Value Targets will be available for you to hunt and get rewarded for killing. You can only accept one bounty at a time and every bounty will tell you in which location the Target was last seen at as well as its name, you must then travel to said location and search the entire location including caves and lost sectors and eliminate the target. A milestone tracker will be on the leader board and every time you reach a milestone threshold you will acquire a piece of the EDZ bounty hunter armor set. Daily and Weekly bounties: Daily bounties refresh every day on reset and offers you challenges to complete like getting 50 melee kills or getting 25 sniper kills and in return awards you with locations tokens and exclusive gear obtained only from bounties. Weekly Bounties refresh only on weekly reset and offers you with large challenges that requires more effort to complete like getting 1000 precision kills or looting 50 lost sectors or ranking up 10 times. Completing every single weekly bounty rewards you with a token and XP buff that last for entirety of the following week on the EDZ that stacks with other buffs as well. Destination specific Legendary Armour quest: For every 25th Rank you reach with Devrim Kay you will unlock a quest that requires you to craft a legendary Armour piece of your choosing until you have the full set on Rank 125 and this Armour set comes with perks and mods that greatly benefits you on the EDZ like dropping extra legendary shards when dismantling gear to reducing damage from Fallen enemies. Destination specific Exotic Armour quest: Upon reaching Rank 150 with Devrim Kay you will be sent on a quest line that involves crafting an exotic Armor piece which offers you both a PvE and PvP main perk that you can switch from back and forth but will greatly benefit you on the EDZ like dropping 40% more glimmer from public events or dropping a legendary Engram for every 10th lost sector chest opened. Consumable Vendor: Sells a rotating stock of items in exchange for EDZ tokens and resources that when used grants you bonuses while exploring the EDZ. Examples include dropping extra glimmer from fallen enemies to lost sectors dropping double tokens or increasing precision damage for your kinetic weapons. Buffs will last for 1 hour except for damage buff which will only lasts 20 minutes. Stock refreshes every weekly reset. Finally Region chests should reset every week but should spawn randomly and only 1 per area. The region chest icon will be underneath the names on the location of your map and once you have found it, it will be marked as gold to signify that you have found it already. Finding all the chests before the weekly reset will give you variety of rewards like fire team medallions, EDZ specific mods or a large stack of Legendary shards. Thank you for reading if you found these ideas interesting then please considering giving it a up vote and commenting your own ideas, what you liked and didn't like and what else you would like to see added to D2. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nebula and Gold Ghost Shell Drawing! Posted: 02 Mar 2018 04:39 PM PST I did this for a Destiny art competition :) i hope you guys dig it! I love drawing galaxies. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Similarities between Halo 5's and Destiny's issues. And what Bungie can learn from that. Posted: 03 Mar 2018 06:40 AM PST Ready Up created an Open Letter to 343 Industries months ago discussing the issues of Halo 5 and 343 Industries as a whole. I feel our community is in a somewhat similiar state as the Halo community, as we are going through many similiar issues. The community is split when it comes to the significant changes going from Destiny 1 to Destiny 2. Many of us have captured a feeling of what Destiny feels like to each personally and most of that has been defined by the 3 years of Destiny 1 many of us enjoyed. The game has gone through drastic changes when comes to gameplay, progression, loot and quality of life. Opinions on these topics have been raised several times, be it by major community memebers, on reddit, the bungie forums or social media platforms like twitter. Some players still love the game and it's changes, but Bungie really has lost a good portion of it's core audience. The online community of this franchise has somewhat fallen apart and split over to other games. We see this on twitch, youtube and simply in player numbers. And while Bungie has given us some more transparancy on what they plan to change, it doesn't seem to be enough or significant enough to really drive players back. Most of the teased changes don't seem to be what a major portion of the playerbase is looking for. The Destiny expirience has been formed by many factors; the abilities, the smooth gunplay, the powerful and exiting loot, fast movement, the weapon system, the pve expirience and just as well the pvp expirience. All of those factors have gone through major changes. And while Destiny 2 still looks like Destiny, it does neither play or feel like Destiny. Sure a sequel should always evolve and improve on the game, but it shouldn't alter what works and what defines the character of a franchise. Major changes to how a franchise plays and feels oftenly didn't work well. The best examples for this might be the call for a boots to the ground CoD and the negative reactions to Halo 4 and 5. And just recently, Destiny itself. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grenade Launchers Should Show Trajectory when ADS Posted: 02 Mar 2018 02:56 PM PST Title. Most grenade launchers have the unique ability of being able to bounce off the environment. Potentially very useful for trying to safely damage opponents around near corners, or in distant rooms. I don't know stats, but can confidently say that apart from The Colony, I've rarely (never?!) seen a Grenade Launcher in PvP. To better take advantage of the GL's unique ability to bounce off walls/ floors/ ceilings it would be cool for them to show trajectory (more importantly, rebound angles) when ADS (ADS should be replaced with the visual trajectory). This wouldn't be a game changer, but definitely could make them more interesting to try in PvP. What do you think?
EDIT: Some additional points from the comments;
EDIT2: A few more comments about highlighting that people want a higher skill ceiling, then being contradicted by this suggestion that lowers it. This suggestion is specific to a weapon class that doesn't get used, and with a unique ability that I've seen no evidence of being used. If you dislike this suggestion then by all means offer any alternative that makes GL's more viable & attractive, or prove your point by sharing any video links of highly skilled players, using rebounding grenades in a highly skilled way, then please share. (Fun Police & Fighting Lion doesn't count, because they use it aggressively almost like a shotgun, and not for its rebounding ability, but maybe i've missed some examples?). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Mar 2018 10:40 AM PST I just recently started playing Destiny 1. I played and loved D2 on PC since release, but have just ran out of things to do. I have all the weapons and armor on every character and every piece of gear I own including a full vault is 330 or 335. I am at 398 in D1 right now and still feel like I have a ton to achieve but getting into it late I feel like I have missed so much. I know I will never get to have the true experience since I was late to the party, but I would love to have a chance to get weapons and armor from things like Iron Banner, Trials of Osiris, and holiday events. I really doubt that it would ever happen, but I would love to see Bungie flip the switch to reactivate Trails and Iron Banner or at least allow them to be rewards from Shaxx or Saladin. It's all in the game already and although I am no coder I can see that it wouldn't involve any real work to bring it back. With the way things have gone with D2 I think it could be a sign of good faith from Bungie to try to make D1 as fun as possible again while we wait and hope that D2 can be fixed. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
We need more planet exclusive public events. Posted: 02 Mar 2018 03:15 PM PST Right now I'd say the best public event in the game is the wizard one on Titan. It's exclusive to Titan which I think is what makes it so fun. The one on mercury is good but takes to long to spawn. I think they need to add exclusive events to earth, Nessus and io [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Mar 2018 11:07 PM PST Can we get some single color shaders?! I love how the golds and silvers look on Certain shaders and would love to have my whole gear be one color! My D1 characters looked blinged out in gold from my shader, I'd like to duplicate this!!! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 03 Mar 2018 03:45 AM PST Haven't heard them mention it, but are we ever getting any new Public events? They're my favorite PVE activity and they're kinda stale right now. Can we at least get some rotation or more rotation of what spawns where? At least add some more to the destinations, takes forever to grind out Flashpoint Mercury. [link] [comments] |
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