Destiny - [D2] Daily Reset Thread [2018-03-28]


[D2] Daily Reset Thread [2018-03-28]

Posted: 28 Mar 2018 10:05 AM PDT

Daily Milestone

Ikora's Challenge: Complete 5 challenges.


Planetary Challenges

Planet Challenge 1 Challenge 2 Challenge 3
EDZ Lost Sectors: Trostland - Loot a Lost Sector in the town of Trostland. Fallen Raider - Loot 3 Fallen supply caches. Pikejacked - Steal a Fallen Pike and use it to defeat 20 enemies.
Titan Arcology Reclaimer - Kill 40 enemies in the New Pacific Arcology. Treasure Hunter - Loot 3 Fallen or Hive supply caches. The Grand Melee - Defeat 5 Hive Knights.
Nessus Lost Sectors: The Cistern - Loot a Lost Sector around the Cistern. Treasure Hunter - Loot 3 Vex or Fallen supply caches. Into the Labyrinth - Defeat 5 Vex Minotaurs.
IO Lost Sectors: Lost Oasis - Loot a Lost Sector in the Lost Oasis. Treasure Hunter - Loot 3 Vex or Cabal supply caches. Scourge of the Vex - Defeat 75 Vex enemies.
Mercury Crossing Guard - Successfully complete a public event. Avid Gardener - Gather 10 Simulation Seeds. Not Murder if it's Robots - Kill 75 Vex.

Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Hat Trick - Defeat 3 or more enemies at once using a Power weapon. Power of the Sun - As a fireteam, defeat 100 enemies using Solar attacks. Burn Notice - As a Sunbreaker, defeat 5 enemies inside of a Sunspot. All in the Wrist - As a Gunslinger, defeat 5 enemies with your throwing knife. Return to Ashes - As a Dawnblade, defeat 5 enemies using Phoenix Dive.

Heroic Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Point Blank - Defeat 20 enemies with precision attacks at close range. Power of the Sun - As a fireteam, defeat 100 enemies using Solar attacks. Burn Notice - As a Sunbreaker, defeat 5 enemies inside of a Sunspot. All in the Wrist - As a Gunslinger, defeat 5 enemies with your throwing knife. Return to Ashes - As a Dawnblade, defeat 5 enemies using Phoenix Dive.

Crucible Challenges

Mode Challenge 1 Challenge 2 Challenge 3
Quickplay The Hunger - Defeat 15 opponents with Void final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. Look Them in the Eye - Defeat 10 opponents at close range.
Osiris Quickplay Child of the Sun - Defeat 15 opponents with Solar final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. Look Them in the Eye - Defeat 10 opponents at close range.
Competitive Rocket Beats Everything - As a team, defeat 20 opponents using Power weapons. We're Going Streaking - Win 3 consecutive rounds in a single match. Deny Their Supply - As a team, load Power ammo 3 times before the opposing team loads any.
Osiris Competitive Pack Hunting - Defeat 20 opponents with two or more participating players. We're Going Streaking - Win 3 consecutive rounds in a single match. Hold My Light - As a team, rapidly defeat 4 opponents.
Mayhem The Hunger - Defeat 15 opponents with Void final blows. Moment of Glory - Defeat 5 opponents in a single life. Deadeye - Defeat 10 opponents with Precision final blows.
Trials of Osiris Tribute - As a fireteam, defeat 150 opponents. Fulfillment - Win 10 rounds. Judgment - Win 5 matches.

Heroic Adventure Modifiers

  • Attrition: Health and shield regeneration slow down, but killing foes may create wells of Light that restore health and charge your Super.
  • From the Shadows: Increased running and crouching speed. Melee recharges faster and deals more damage. Grenades recharge slower.

Vendors

Gunsmith:

  • Arms Void Impact Mod
  • Class_warlock Energy Bracket Mod
  • Arc Damage Mod

Data provided by DestinyTracker

submitted by /u/DTG_Bot
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The bottom line: I'm not feeling spikes of excitement and intensity. The only thing that's spiking is my frustration.

Posted: 28 Mar 2018 08:28 AM PDT

TL;DR: Primary fights are simply taking too long to resolve, which makes a kill with them feel like I'm relieving a frustration, as opposed to making an exciting play, and often times the outcome is left undecided and thus, again, frustrating. The longer TTK makes a defender's reaction time less of a factor, and an attacker's surprise positioning less of an advantage. Heavy isn't exciting, it's exploitative, and feels like cheating.

This is from Bungie's TWAB at the beginning of March:

When we looked at the core feedback on "Time to Kill" in the Crucible, we saw that it mostly stemmed from a lack of excitement or spikes of intensity you all came to expect from a Destiny experience. This came in the form of feedback that stated the game was too slow, or the core loop was too stale.

OK. So that's the goal. I've been playing all yesterday, and all this morning, and I can tell you, I'm just not feeling that. What I'm getting is huge spikes of frustration. I find myself chipping away with a primary, to the point that every time I kill with it I say to myself: "finally." Couple that with the fact that because movement is faster, some very common scenarios play out:

1) I'm involved in a straight 1v1 with someone at full health. We trade shots, and one of his teammates comes flying around the corner and insta-wins the fight because I was spending time chipping away at his teammate. Many times, I'll get the killing blow off, but his teammate will step in front of him, soaking the damage for him, while I get riddled with shots and die.

2) Opponent makes an obvious bad play: say, running out into the open. I shoot, and he still manages to get back to cover, and I watch him (with Foetracer) sit and just regen behind a wall. If I push him, there's usually a teammate waiting to cover him. So I have to disengage. Frustrating, because he was wide open, but the game is too forgiving of mistakes like this, and there's no satisfactory resolution for me.

3) I get the jump on someone, get the first shot off, and win the firefight. However, the TTK makes his reaction time less of a factor, so he gets 3 shots on me to my 4 on him. He dies, I'm weak, and a teammate of his just comes running in and kills me instantly. It's a Pyrrhic victory. This scenario is by far the most common.

Team shotting, which is what I think is the biggest issue with D2, is a direct result of the TTK, and the fact that getting the jump on people is less advantageous than in Destiny 1. If I get the flank on 3 opponents, and only have a primary, my best play is to not engage. I cannot win that fight, the best I can hope for is a trade. Because TTK is so high, I cannot possibly fire enough bullets on those three before they can react, and kill me almost instantly. If TTK were lower, I could kill one quicker, and then have a 2v1 at full health, and maybe pull off a hero play that way. If I land my shots, and they miss some of theirs, I can be a hero. I cannot mathematically do that in the current TTK model.

Here is a video of TripleWRECK from last night that shows a great example of the problem at hand: Link

Now add heavy to the mix:

1) Unless it's a sniper, when I kill with heavy, I don't feel like a hero, or some badass gladiator. I feel like a cheater. I feel like "well of course I should win that fight. This is totally one sided." Again, this doesn't cause a spike in enjoyment, it actually causes me to feel a little embarrassed, like I had to resort to using heavy, or something.

2) When I get killed with heavy, it's just like "surprise, you're dead!" Because heavy can exist at any time now, but not for everyone to get, it's like some random player out there is the joker, and if you just happen to run across him, well, your time is up. In D1, with special ammo, it was at least team sharable, and caused a different level of apprehension. In D2, it feels like a random variable out there that you don't have much control over.

I have yet to have a moment in the patch, and I've played a LOT of games, where I said "wooo, that was cool." I used to get that all the time as a shadestep hunter. I probably still have a bunch of clips I've saved on my PS4 that I never shared, and just watched myself. I've had zero desire to make clips in Destiny 2.

Hero moments are made, mainly, with primaries and supers. The supers feel better: good job on that. A well timed super, like a clutch nova bomb, or a surprise panic fist are great. But the other hero moments aren't from heavy; certainly not Sins of the Past or The Colony. They're from Primaries; getting off your shots in a string of crits before the enemy can react or take you down. In Destiny 2, you simply cannot engage an opponent without them being able to return significant fire before they die. That sucks. That leads to a lot of frustration.

submitted by /u/kuromahou
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Snipers Are Not Power Weapons!

Posted: 28 Mar 2018 05:17 AM PDT

Bungie, thanks for everything you did with the snipers in the recent March update. It does make them feel better, but they still don't feel like power weapons, because they're not supposed to be. If I have the option to choose between a rocket launcher, a grenade launcher, and a sniper, I'm sure as hell not picking the precision weapon out of the bunch when I'm looking for POWER. In D1 it felt good having that complete collection of a mid range weapon, a hard hitting secondary, and a monstrous power weapon capable of doing massive damage. Now it's a mid range weapon, another mid range weapon, and a hard hitting power weapon, it just doesn't feel right. I've often felt as though I would love the game so much more and be happy playing it again if only we had the D1 weapon system again. I'm sure you've already gotten enough requests for this, but I just wanted to throw my own hat in the ring in the hope to give it more attention, thanks.

Edit: As a response to all the attention, I've created a straw poll to vote on which weapon system you prefer, go vote!

https://www.strawpoll.me/15382840

submitted by /u/itsNordian
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Bungie,why do you call this a “Go fast” update when sprint speed is still not affected by mobility post-patch?

Posted: 28 Mar 2018 08:33 AM PDT

Seriously,Fallout Plays just did a test on sprint speeds pre and post patch and it is apparent that sprint speed is still impervious to mobility https://youtu.be/6yImya_W0wk

Why Bungie?

submitted by /u/HenryVersatile
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Bungie. Vigilance wing is the ttk you should be balancing around

Posted: 28 Mar 2018 08:04 AM PDT

After newest patch vigilance wing has the fastest ttk outside of smg/sidearms for primary weapons.

This should not be nerfed. Rather it should be where you balance general ttk. It's literally sitting in that sweet spot.

submitted by /u/Absinthesize
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Even after this update, Tower Black Screen is still affecting.

Posted: 28 Mar 2018 05:02 AM PDT

Tried restart application, fast travel to tower, went to other planet and go back to tower. Still stucking at black screen with melody sound.

submitted by /u/koheinhtet_19
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For a predominately PvE game, Destiny has always been viewed and judged through a disproportionately PvP perspective.

Posted: 28 Mar 2018 11:18 AM PDT

It's mentioned all the time but people never seem to focus on the point: way more people play these games for PvE than PvP. Even in the "good old days" of D1 PvP, it was never the main appeal of the game.

Yet, somehow, we always judge the success or failure of the game by how many people played Trials last week, how many PvP streamers have left the game, how fast the TTK is in Crucible. Why? Why are their voices louder than the rest? Leave aside the fact that these people rely on fast, flashy gameplay AS THEIR ONLY SOURCE OF INCOME, but it's gameplay in a mode that a vast majority of Destiny players only play occasionally, if ever.

I haven't heard many PvE players complain about the update. It's not groundbreaking or gamechanging, but it made the game better. I'd argue a lot better. A lot of PvE players are really happy today and look forward to the future. Bungie seems to recognize these facts and seems set to continue improving and building content for the most popular part of the game first and foremost.

I'm glad of that, personally. They've got their priorities straight. They're listening to the player base rather than a handful of career gamers looking to tickle the attention spans of Twitch viewers. Bungie has a long way to go to make this game live up to its predecessor, but I'm confident that they're pointing the right direction.

submitted by /u/AhamkaraBBQ
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After this update it's glaringly obvious that primary weapons need to kill faster. Here are some numbers.

Posted: 28 Mar 2018 01:26 AM PDT

As evidenced by the recent patch, the problem with primary weapons being too weak is glaringly obvious now due to increased movement speed allowing people to disengage easier and more one shot kill weapons all without having faster primary weapons to counter them.

In destiny 1 you had the ability to counter a shotgun user who ran at you with a hand cannon for example, due to your optimal ttk being about 0.8 sec.

Here are potential damage numbers with a few exceptions and small changes to balance them in favour of creating a better skill gap:

(Shots to kill is calculated on a 200hp guardian, there are only small variations in ttk with lower resilience levels than 9, usually it just changes the % of crits required to hit optimal ttk, not ttk itself)

Hand cannons:

+50% crit modifier (unless otherwise stated)

110 rpm agressive: 63 body 93 head (1 crit 2 body 1.07 sec optimal)

140 rpm adaptive: 57 body 80 head (2 crit 1 body 0.87 sec optimal) (only +40% crit bonus keeping them in line as they are in d2, as in they have a lower crit modifier than other hand cannons but make up for it with superior body damage)

150 rpm lightweight: 51 body 77 head (2 crit 1 body 0.8 sec optimal)

180 rpm precision: 45 body 63 head (2 crit 2 body 1.0 sec optimal) (+40% crit modifier)

(All these changes here make each archetype have a niche and be viable in their own way, 180 and 110 rpm ones are slower but more forgiving, 150 rpm has the fastest optimal time to kill but is more punishing, and 140 rpm kills slightly slower than 150 rpm but deals more body shot damage)

Scout rifles:

+40% crit modifier

150 rpm high impact: 48 body 68 head (3 crit 0.8 sec optimal)

180 rpm precision: 42 body 59 head (2 crit 2 body 1.0 sec optimal)

200 rpm lightweight: 38 body 54 head (3 crit 1 body 0.9 sec optimal)

260 rpm rapid fire: 33 body 47 head (4 crit 1 body 0.93 sec optimal)

Pulse rifles:

+50% crit modifier unless otherwise stated:

320 rpm high impact: 23 body 35 head ( 0.73 sec optimal when all 6 crits are hit out of two bursts, otherwise it's 1.33 seconds)

360 rpm adaptive: 22 body 30 head (+40% crit modifier) (1 crit 8 body 1.0 sec optimal)

450 rpm lightweight: 17 body 26 head (6 crit 3 body 0.87 sec optimal)

540 rpm rapid fire: (grasp of malok, time worn spire for example) pulse rifles shouldn't do 23 headshot damage, it's a bit much for that fast rate of fire, that causes them to have an optimal time to kill of 0.73 seconds.

Reducing the crit modifier could be a fix here: 15 body 21 head (+40%, was +50%)

The time to kill would be just under 1 second then (9 crit 1 body) (can someone clarify the theoretical optimal ttk here?) not the best but quite forgiving as the body shot ttk here would still be better than other pulse rifles.

Auto rifles:

+30% crit modifier

360 rpm high impact: 22 body 29 head (7 crit)

450 rpm precision: 19 body 25 head (8 crit)

600 rpm adaptive: 15 body 20 head (10 crit)

720 rpm rapid fire: 13 body 17 head (12 crit)

I do not know what the optimal times to kill for auto rifles would be exactly here, but auto rifles in destiny 1 had around 0.9 to 0.97 sec optimal ttk, (not counting 900 rpm ones, as those are smg's now.

Smg's:

+25% crit modifier

900 rpm: 14 body 18 head (11 crit 1 body)

600 rpm: 20 body 25 head (8 crit)

I'm unsure as to what the optimal times to kill would be for smg's, but if they existed in destiny 1, they would likely have an optimal time to kill of 0.73 sec in very close range. More forgiving on body shots due to the high fire rate, but low range.

The same goes for sidearms, as a primary weapon in destiny 1 they would most likely have an average optimal time to kill of 0.73 sec in very close range and be more forgiving on body shots due to being a low range weapon. (+25% crit modifier)

If there are any errors please correct me, and if anyone knows the information about time to kill for the weapons I couldn't work out for, just let me know.

Thanks !

TL;DR:

Change weapon damage numbers of primary weapons to be similar as in destiny 1 so the average optimal time to kill is similar to destiny 1 (0.73 to 1.0 seconds) also small changes to crits required to kill and % crit bonus for some archetypes to raise the skill gap a bit.

I really hope that bungie sees that this is the problem, it began to be a problem as they steadily reduced power of primary weapons in d1.

submitted by /u/Seek_Seek_Lest
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Before/After Patch Speed Testing. How much faster are we?

Posted: 28 Mar 2018 07:56 AM PDT

Hey /r/DTG - I wanted to share some footage with you regarding Guardian movement speed. I recorded walking, sprinting, and roaming super movement across different mobility levels both before and after the release of patch 1.1.4.

The footage is here

TL;DW - Mobility (as far as I can tell) continues to only effect your walking movement, strafing movement, and initial jumping height - not your sprinting speed. A 0 mobility guardian will sprint as fast as a 10 mobility guardian to the naked eye. Moving faster in the neutral game is possible via the changes made to jumping: Warlocks can move faster than a full on sprint via the Burst Glide, Titans can move faster than a full on sprint via the Strafe Glide. CammyCakes, another D2 YouTuber, has proved that Titan Skating is possible (and it's very, very fast) via the Catapult jumping option, but so far it is only possible to do this on PC with mouse modifications - not with a controller, and not on console. For the time being, anyway.

Guardians do move faster in their roaming Supers. The most noticeable changes right now, to me at least, seem to be the Dawnblade, which can explode forward with the Burst Glide jumping option, and the Arcstrider, which has seen improvements to the dodging animations; you can essentially dodge right at your enemies without any noticeable loss in speed.

I didn't record a lot of mobility/strafe testing before the patch went live, but having a high mobility continues to greatly improve your ADS strafe, but again at the moment, not your sprint speed - Not that Bungie ever came out and said that this would be the case, just simply clarifying in case you hear otherwise somewhere else.

submitted by /u/SHITBEARDTHEPIRATE
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Dear Bungie, if it wasn't obvious enough before, it is crystal clear now: the two primary slots experiment is a failure

Posted: 27 Mar 2018 04:32 PM PDT

In Destiny 1 we have two usable slots and one that can just about keep up. In Destiny 2 we now have one usable slot and two that are almost worthless. I'm talking primarily about PvP. Things are a little better in PvE, usability wise, but stagnant gunfights are evident even there.

The diversity of gameplay that is perfectly normal for Destiny 1 is unachievable in Destiny 2, and it is all thanks to the Kinetic + Energy + Power weapon slots combination.

By implementing two primary slots you have not made the gameplay more diverse or fun, you have actually removed a whole slot from the game. Instead of three slots, we now (effectively) have two, with one of them so underpowered it is almost comical (that one being Kinetic + Energy, just to be clear).

What you need to do is obvious, but let me make it abundantly clear:

  1. Buff primary weapons back to the Destiny 1 3-tap hand cannons level

  2. Re-implement Primary + Special + Heavy slots back into the game as they are in Destiny 1

  3. Alternatively, you could instead implement a fourth weapon slot (call it "Special" if you want), and put Fusion Rifles, Shotguns and Sniper Rifles there. I would also by happy with that.

  4. Do not questions the above, Just Do It™

Until you do, Destiny 2 will continue to be mechanically inferior to Destiny 1, and no other changes you make will fix that. The "Go Fast" update has made it glaringly obvious.

Whatever you ultimately choose to do, three things are clear:

  1. Current primaries need to be buffed back to the Destiny 1 level

  2. Fusions, Shotguns and Snipers need their own dedicated slot, separate from Rockets, Grenades and Swords

  3. Kinetic + Energy + Power slot system must be scrapped

submitted by /u/zakusten
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Can we please stop listening to streamers that haven't played the game in 5+ months

Posted: 28 Mar 2018 08:42 AM PDT

Like many of you I was stuck at work when the patch dropped. So I did what most people do who are in that situation and I went to Twitch. Without naming names the top 5 channels in that directory were streamers that haven't played D2 in 5+ months.

I'll make this blatant and probably controversial statement: Streamers comments and opinions carry weight among the community more than we care to think. Their comments and opinions carry even more weight among people who are looking to get into the game or people who want to come back to try the update.

Yesterday I saw countless D1 gods complain about the new patch and say the game still isn't fun. Spoiler alert, they are correct. Bungie needs to continue to working on the sandbox to make it closer to that of D1. However they only said most of these comments when they got "bested" by another player. It has come to my attention, mostly from watching these guys for years, that they ONLY enjoy the game when they are dominating other players. As soon as they die, or get killed by The Colony, their default reaction is "This game isn't fun". May I remind you that a lot of the montages created by these streamers are from D1 with "one-hit-kill" weapons, which is a sandbox that Bungie obviously wanted to move away from. I am tired of these type of knee jerk opinions.

Everyone is entitled to their own opinion of the game and they have the right to share that view but what I ask is that people form their OWN opinions first. Don't take the comments of a streamer that hasn't played the game in months, who just got bested because they don't know how to counter a new exotic to heart. If you really want to know what another person thinks to sort of validate what your feeling then look to a streamer who has been playing the game recently and not someone who is so out of touch with the D2 sandbox. Play the game yourselves, criticize it yourselves, form your own conclusions.

EDIT : TripleWreck's name has been thrown around a lot and I can see why due to my Colony comment. I know that their is a video circulating of him being triggered after getting killed by one, basically when he spawns but I was not referring to him. Lets just say there are a lot of other streamers out there that were getting killed by the Colony and were not very happy about it.

TripleWreck did take the time yesterday to weed through the game play so kudos to him. He gave honest feedback which was stated in the other thread.

My main point of this thread was this : Try the update out for yourself. Think for yourself. Draw your own conclusions. Try and avoid the echo chamber that the community seems to be stuck in.

submitted by /u/hypersquirrels
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Today's Update is Undoubtedly Good, But It's More of an Improvement For People Who Still Play Regularly, Not So Much for People Who Need a Reason to Come Back

Posted: 27 Mar 2018 02:10 PM PDT

We still need bigger things if we're going to get the majority of this community back. Faster TTK, Subclass Customization, Special/Heavy weapon distinction, interesting loot (random rolls?), just to name a few.

submitted by /u/Colemaxiom
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I spent the last few months working on a Cayde-6 costume!

Posted: 28 Mar 2018 08:46 AM PDT

https://imgur.com/gallery/xYQZsYK

Was told that you guys over here might be interested in seeing this. If you've seen a titan squatting by cayde for hours on end in D1, it was probably me gathering references!

submitted by /u/LocusFabrications
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Petition to change the word “Power” back to “Heavy”

Posted: 28 Mar 2018 06:42 AM PDT

Title. In regards to the ammunition, obviously. I would also like to go back to "Light Level" instead of "Power Level." Few things didn't ever need to be changed.

submitted by /u/YoungxHeretic
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Bungie... please add in an inactivity auto kick for Strikes. If a player has 0 kills, 0 damage dealt, 0 anything and nothing but deaths, just kick them.

Posted: 27 Mar 2018 10:02 PM PDT

It's just so infuriating to match into Strikes where some dumb fuck just sits and refuses to participate either by weighing a key so they just walk into a wall or tie a band on a controller to walk them forward slowly. Fuck these people. If the other two teammates wiped at the boss twice because of retarded aoe stomp launch distance on the Tree of Possibilities and the third wheel is just standing still getting pulled through each of the Joining Fireteam screens, then just kick that third wheel so the other two players can have a teammate that actually is willing to play the game.

I get that this is a rare occurrence, but it's just obnoxious to deal with when it DOES happen.

submitted by /u/i_forget_what_i_do
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Hunters, the "Mobility" class, are the slowest ones in the game.

Posted: 28 Mar 2018 10:06 AM PDT

With the Go Fast update I was expecting my Hunter's mobility points to actually mean something. Sure I walk around a bit faster, but everyone still runs at the exact same speed.

To top it all off, however, Warlocks and Titans can now surpass their ground sprint speed by using their upgraded air boosts (Warlock gliding, Titan skating). Hunters, ironically, didn't get any changes to their jumping mobility options. Strafe jump feels the same (slow) as does triple jump (no increased momentum).

Hunters, which are supposed to be the most mobile of the three, are the slowest ones around. This just doesn't make any sense to me.

Why can't sprint be tied to our mobility stat, allowing people who invest points into it, I dunno, actually run faster!? At the very least, Hunters should have their jump mobility options buffed as well so they aren't literally left behind.

submitted by /u/EDGE515
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tripleWRECK's closing thoughts on D2 after today's patch

Posted: 27 Mar 2018 10:05 PM PDT

https://clips.twitch.tv/PluckyResourcefulShallotItsBoshyTime

His highlights are addressing the teamshot meta, random rolls/interesting loot, faster TTK, and most importantly the weapon loadout (bringing back special slot).

He also said rumble needs to be reduced to 5 or 6, which seems right.

Bonus: watch to the end and let it loop for endless fun ;)

submitted by /u/Colemaxiom
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Let us be real. The new power ammo economy sucks gorilla balls

Posted: 28 Mar 2018 10:13 AM PDT

I don't blame Bungie trying out new things. But they should have foreseen that changing times for power ammo + the ability to pick up from dead bodies would generate a shit fest.

They should have chosen between decreasing the ammo spawns or the ability to pick it up. Not saying that anyone being able to pick up just in reality seems a dumb idea. At least in Destiny 1 Year 1 you would be reward picking up the ammo of someone you killed while using said ammo. Not counting that to pick it up you just hold a button for 0.25 of a second (really?! At least change it to the same time that we have when trying to pick it up from spawns).

The worst is that we will be stuck with it until May.

Already tired of being killed by Acrius and Colony, not that is the weapon's fault, at least they are fun weapons to use.

Oh, before I forget. Love my Dawnblade flying through the map, but feel sorry for hunters and titans in general with their overall mobility (would love to use more arcstrider but melee based supers always get then short end).

submitted by /u/Nero_PR
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A thought: Bungie having to make heavy bricks drop in PvP is essentially proof that the move of secondary weapons to heavy slot was a mistake. They've had to make heavy drop now so that the weapons work like the secondaries they still are

Posted: 27 Mar 2018 09:57 PM PDT

We can talk all day about how we don't understand how this idea was done in the first place, but this update essentially admits it without saying it. In order for them to get those guns into play, they had to make them essentially operate like secondaries did in D1, with much more frequent ammo and ammo loads per pick up.

Look, Bungie, I don't dislike the two primary system completely. I like being able to use two different types of primaries at times, since primaries are interesting and I've always liked using guns that weren't one hit kill like shotguns or snipers, but it was crystal clear that heavy weapons and secondary weapons were different classes of guns, and the changes made in D2 required a ton of gameplay and design sacrifices.

Where are machine guns, people ask. The truth is they had to be removed because while some people might choose a rocket over a machine gun, no one would choose a shotgun over a machine gun, so into the rubbish bin went the machine guns.

I don't know if the console can support a 4th slot because of the buttons and weapon switching system, and I realise you can't just jam secondaries back into a primary spot without throwing away all those guns, but really, you guys made a big mistake by merging weapon categories.

submitted by /u/SuperficialMaster
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All primaries should kill as fast as Vigilance Wing does now.

Posted: 28 Mar 2018 01:40 AM PDT

It's... actually insane. If you haven't tried it out yet, you should, I believe it has an optimal 0.87s TTK and wow is it what this game needs. Can two burst if all headshots. I really hope everything eventually gets brought up to par with this thing.

submitted by /u/TheStormSpartan
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As a normally solo player, I feel Competitive is now accessible to me again.

Posted: 28 Mar 2018 07:14 AM PDT

I played about 6-7 matches last night and was very pleasantly surprised. Yes, the meta has changed, but the lack of radar allows for much more varied and creative gameplay (speaking as a NS Hunter). Now if only people would just use their mics.

submitted by /u/Nebula_Forte
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IMHO it's now obvious that the franchise needs the A Realm Reborn treatment.

Posted: 28 Mar 2018 11:28 AM PDT

Yes, you may think that A Realm Reborn did something similar with updating the game and applying sandbox adjustments on the way towards the release of version 2.0. But I don't think Bungie is going as far as Yoshi P team did.
FYI: FFXIV was in a terrible state, and half the company wanted to just go F2P. It's now one of the most played subscription based MMOs. You can learn more in the Noclip Documentary about FFXIV
I think that while Bungie seem to have realised after six months that big changes need to occur, they don't want/can't rebuild core gameplay mechanichs which are holding the game back (weapons system, whole subclass design, weapon concept design, eververse, whole script and setting). I hope they'll be strong enough to do what is needed to guarantee a future for Destiny, because if they can't re-write the story and sandbox while injecting the game with enough content to make it feel a fresh, new D2 game experience the entire franchise is going to disappear.
There is no way a third chapter could happen if Destiny 2 general reception isn't turned around in less than 2 years from release.
Would you mind losing all your D2 progress and having a second reboot for the sake of the game?

submitted by /u/lorelsr
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Don't know about you, but I think spawns are great

Posted: 28 Mar 2018 02:42 AM PDT

https://i.imgur.com/1CfLvY3.gifv

Not quite sure what Bungie intended with speeding up spawn times but not adjusting spawn locations. I may or may not have needed a couple moments to rethink my life at that point.

Also, I'm not quite sure how posting on reddit works or how gifs work in general so I hope you guys can see it.

submitted by /u/peekaboomoo
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Finally solo'd a nightfall

Posted: 28 Mar 2018 05:33 AM PDT

It only took me 3 hours ( :| ), but I finally did it. I had so much trouble in the end room trying to figure out the patterns of the walls and the add spawn-in times, then could not for the life of me figure out how to survive the last bit where his head blows off and he starts running around like an idiot.

Ended up doing a Nightstalker all the way up until the last set of adds before his head comes off, then switching to Gunslinger with Celestial Nighthawk. Rocket, dodge reload, rocket, and golden gun finished him off before the last set of adds fully spawned in.

I know it's not the best accomplishment since people are soloing the prestige nightfall and getting a million points, but a small victory for me, since it was the first NF I was able to solo since launch. I definitely think the new update helped, especially with regen speed and scout rifle buff.

submitted by /u/AutoEuphoria
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I screen printed Phobos on a piece of stained wood for my wall.

Posted: 28 Mar 2018 12:19 PM PDT

I wanted to make some artwork for my bare office walls, and ended up printing this image of Phobos to a 24x24" square of wood.

https://imgur.com/gallery/fILJR

submitted by /u/barryabrams
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Bungie, it’s time to go back to Intellect, Discipline, and Strength.

Posted: 28 Mar 2018 07:11 AM PDT

While I did appreciate the update decreasing the overall cool downs, I still believe that reverting back to the D1 stats is the best solution. Why?

  1. Having our abilities come back faster is fun. This game is supposed to be about space magic and space weapons. Where's the fun in using my abilities once in a blue moon and having weak weapons? I definitely don't feel as powerful as I did in D1.

  2. It helps make loot meaningful. Remember the Tiers in D1? They were even more of a reason to pursue high-level activities such as raids and trials. The carrot of having even lower cool downs was fantastic.

Note: This is not an anti-Bungie theory. This isn't a "D1 was the perfect game". I'm just trying to take the things that were great in D1 to replace the mess of systems we have currently.

Side note: pls go back to Primary, Special, and Heavy weapons. And bring back Machine guns while you're at it. I can hear Thunderlords cries :(

submitted by /u/ThatOneGuyHOTS
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