Destiny - [D2] Xûr Megathread [2018-03-02]


[D2] Xûr Megathread [2018-03-02]

Posted: 02 Mar 2018 09:02 AM PST

Agent of the Nine, Xûr

Description:

Xûr comes and goes freely, his strange curios too valuable to risk.

Location:

Titan

Contacting services... ERROR! Manual inventory input required.


What's a Xûr?

Xûr, Agent of the Nine is a strange vendor who randomly appears in a Public Sector in each of the four Worlds, depending on planetary alignments and Bungie's whim. Xur sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He's the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it's coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at reset. If you would like to see all the live conversions of Time Zones, please follow this link here.

Sort comments by New to join the conversation!

Data provided by DestinyTracker

submitted by /u/DTG_Bot
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This week's Nightfall is literally unplayable

Posted: 02 Mar 2018 10:46 AM PST

Look at these misaligned lasers. How am I supposed to finish the Nightfall after noticing this?

submitted by /u/Elevasce
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"Decrease TTK" may be too vague of a suggestion. We need more posts specifically asking for 3-tap hand cannons, and other suggestions.

Posted: 02 Mar 2018 09:23 AM PST

If 3 tap hand cannons isn't what you're asking for, then try to be specific on how much you would want the ttk to be decreased. Giving more specific feedback helps the devs understand what we want.

In my opinion, the good thing about lowering the amount of shots it takes to kill with a hand cannon is that it's easier to adjust smgs/auto rifles/trace rifles to that ttk, rather than balancing everything based on auto rifle ttk.

This is what I would personally prefer for optimal ttk for the 3 weapon types that, in my opinion, should be balanced first. Other weapon types could then be brought up to their level.

Hand Cannons:

  • 110 rpm: 3 shots (1 crit, 2 body), 2 tap with rampage or kill clip

  • 140 rpm: 3 shots (2 crit, 1 body)

  • 150 rpm: 3 shots (3 crit)

  • 180 rpm: 4 shots (1 crit, 3 body)

Pulse Rifles:

  • 320 rpm: 2 burst (6 crits)

  • 360 rpm: 3 burst (5 crit, 2 body), 2 burst with kill clip/rampage

  • 450 rpm: 3 burst (7 crit, 1 body)

  • 540 rpm: 3 burst (9 crits) within short/short-medium range, 4 burst outside of that

Scout Rifles:

  • 150 rpm: 3 shots (3 crits)

  • 180 rpm: 4 shots (2 crit, 2 body)

  • 200 rpm: 4 shots (4 crits)

  • 260 rpm: 5 shots (3 crit, 2 body)

This doesn't take body shot ttk into account, but here is a massive spreadsheet on ttk made by /u/Mercules904 if you're curious about how it works currently, or if you'd like to make your own opinions on ttk.

These suggested changes could possibly cause some exotics to become overpowered (i.e. vigilance wing), but these weapons could be tweaked to fit into the meta. And if nothing else, we could have some super powerful exotics for bit, which isn't necessarily a bad thing.

submitted by /u/Supreme_Math_Debater
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So now that the "More watchable" e-sport/MLG experiment has failed, can we actually pump some fun into this game?

Posted: 01 Mar 2018 08:49 PM PST

Seriously, we need to pump some power into this game.

Screw balance and sensibility, let us unleash our light and power unto our enemies. Make the skills charge as fast as a when we had maxed out strength, discipline, and intelligence in D1.

Make some more crazy ass weapons like Wardcliff coil and The colony, and make them hit like a truck (depending on one's light level). ((Also, please remove the screen shake from Hardlight))

Make exotic armors better, and remove the D1 legendary perks from them and put them back where they belong, on the legendary armors.

Make light levels actually mean something than just a number, level differences between players and enemies should mean something. If I go against a level 1 dreg their shots shouldn't be able to do anything.

Make everything worth playing and obtaining and respect the players time they spend with your game.

Edit: Ok so was being a little over-dramatic about the "screw balance and sensibility thing" because balance itself isn't a bad thing, just how it has been handled in Destiny 2, there are many other companies that find a good balance and make everything viable or nearly as viable as possible.

As for the post that think this is a "Destiny 2 should be Destiny 1" post, it's not, because I don't want Destiny 2 to be Destiny 1.....I WANT IT TO BE BETTER THAN DESTINY 1.

submitted by /u/SonowRaevius
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No matter if you think they are doing a good or bad job, we can agree that Bungie is at least looking and considering our feedback. Can we as a community please make a strong push for subclasses to be more customizable?

Posted: 02 Mar 2018 12:57 AM PST

Having two perk clusters to choose with no ability to tweak what you want limits playstyles so much. I want more, way more customizability.

D1 was limited and even that game had more choice than this one. Part of feeling to neutered in PvE for me is to have so little choice in how I want to play.

Bless all you guys for thinking other issues are more important, but personally this is one of my biggest criticisms of D2. I was expecting D2 to have more subclass customizability, not less.

submitted by /u/Zevvion
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Want to have access all the unreleased Destiny 2 music?

Posted: 02 Mar 2018 08:32 AM PST

Well I have the channel for you. This channel is dedicated to finding all the unreleased soundtrack and releasing it for your listening pleasure. The Link

Hope you enjoy.

Edit: Just to clarify, this isn't my channel

submitted by /u/IAMLEGENDhalo
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[Positive Outlook] Things I Finally Accomplished in Destiny 2 (that were impossible in D1)

Posted: 02 Mar 2018 07:53 AM PST

First time poster, long time lurker. Hi DTG!

My name is Galvatron0821, I just want to share with you guys the list of things I was able to do in D2 that were impossible for me in D1.

  • Completed raids for the first time ever. This was hard for me in Destiny because I didn't fit the requirements in LFG ex. not owning Dark Drinker for WOTM so I was kicked out when we got to Aksis; not owning any raid emblems so I was rejected off the bat. Even though people recommend weapons like Coldheart in D2; I was able to get by with any loadout.

  • Went flawless for the first time ever. In D1, I was always the weakest link. I kept getting sniped, shotgunned, stickied, or shoulder charged. In D2, it was much easier to support my teammates and earned my first flawless in Survival.

  • Featured on the Creation's Page. Loved making Destiny videos but I was never featured. Someone told me to make snipe montages but I wasn't good at sniping. It was very demoralizing until one of my clan mates posted my first D2 montage and I was shocked that it was on front page.

  • Top 100 in Rockstar's Destiny Contest I don't think this existed in D1 but it was a cool moment for me worth sharing.

TLDR: As you can tell from my stats, I'm far from being the best player or even a good player. Heck I still remember people in Destiny that have told me I was one of the worst players they ever met. But if I can do it, anyone in a similar situation can do it! Don't let salty people talk you down from enjoying the most out of this game.

EDIT: FRONT PAGE? Thank you kind guardians!

submitted by /u/Galvatron0821
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Bungie, please add a solo queue before implementing quitter penalties

Posted: 02 Mar 2018 05:49 AM PST

Playing quick play this morning and having several team members back out of quick play when we played against teams of 3 and 4 helped me realize that we don't need a quitter penalty as much as we need a solo queue for PVP. I am not even mad at my team members for backing out when we face a stacked team of 3 or 4. This game was designed to be played in a group and we all don't always have friends online to play with (or friends who still play D2 at all). I'm not even upset with the teams that play with their friends. They should, it's fun! I do believe that there can be a place way for solo players and groups of friends to co-exist in D2 to play against other solo players or other groups to keep it competitive and fun. Anyway, my $.02

Edited for grammar

submitted by /u/Reacher558
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Push back the release date of D3, it’s time for a new engine.

Posted: 02 Mar 2018 12:15 AM PST

It's a surprise to nearly nobody here of what I'm about to say. Bungie needs to negotiate with Activision a way to allow them a delayed release of Destiny 3, for the betterment of everyone. Destiny & Destiny 2 are in no way flawed solely due to the outdated engine, a lot of this weighs on the upper management decisions & over-ambitions. That being said, this nearly-8-year-old engine is a total drag on the development & constant updates of a title like Destiny. This game should be huge, worlds feeling constantly filled with life, updates coming & fixing the game for the better on a daily/weekly basis! I just want Bungie & Activision to realize how much better off they'd be if they committed their resources into leaving behind the old modified Halo Reach engine & creating a new one from scratch. Take your time, let the story of the franchise progress in the writers heads. Continue to have the art team shine in their space. Have all of the respected dev teams put some real thought process into this third installment & make Destiny 3 a force to reckoned with, not some half-baked, rebooted nonsense. Wishful thinking, I know.

Edit; the engine is older than 8 years (it's been modified since H1) but for comparisons sake, I use the Reach engine as an example since it was what Destiny was built off of.

submitted by /u/fsdogdad
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Reminder: Your ghost will look in the direction of Scannables

Posted: 02 Mar 2018 04:38 AM PST

With the new emblems tracking scannable items I'm sure many are out trying to scan them all. If you find yourself in a situation where you can't find a scannable, whip out ghost and he'll look directly at the one he's alerting you to.

Ghost will also highlight and, make noises from, the objects!

Happy-Hunting Guardians!

submitted by /u/Aercus
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A few Bungie Responses some people may have missed

Posted: 02 Mar 2018 10:27 AM PST

Since DTG Bot removed Free Talk Friday, this may have been missed by some:

From u/dmg04 and u/Cozmo23

"It was a pretty good week. Got lots of feedback. Great feedback. Auras, emblem acquisition, nightfall changes, etc. Patrol timers are being looked at, which is awesome. Sandbox play tests are fun. Trying to hit two a week. Shot off an email yesterday to see if we can talk about some stuff in the next TWAB. Heading to Emerald City Comicon, excited to see some Destiny cosplay!"

Source: https://www.reddit.com/r/DestinyTheGame/comments/81e19c/daily_discussion_free_talk_friday/dv2qz6j/ Also a question was asked:

Can you clarify what you mean by Patrol Timer? Like chest and planetary material timers?

Source: https://www.reddit.com/r/DestinyTheGame/comments/81e19c/daily_discussion_free_talk_friday/dv2x5tj/ In which he responded:

Amount of time to launch a patrol when interacting with the node. Not a massive change, but we saw the feedback thread on here and from what I understand, it could be a simple and easy to test change.

Source: https://www.reddit.com/r/DestinyTheGame/comments/81e19c/daily_discussion_free_talk_friday/dv2zb6x/ Also if you didn't read the comments in TWAB, from Cozmo regarding TTK (kinda):

I'm letting the Sandbox team know everyone's feedback on lowering the "TTK." I know everyone is eager to hear what else is changing with the sandbox. I'll see if they have anything else to share.

Source: https://www.reddit.com/r/DestinyTheGame/comments/819oh8/this_week_at_bungie_3012018/dv1tjtb/

submitted by /u/TorHD
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Nightfall points/damage reduction mechanics analysis (with numbers)

Posted: 02 Mar 2018 01:09 PM PST

All of these tests have been performed with no burn activated. All of these tests have been performed in succession with the same kinetic weapon a nameless midnight. Only the yellow crit hit marker has been taken as value.

I loaded into the NF to test whether the damage reduction to guardians is fitting a particular distribution. I am happy to say that in all likelihood the damage reduction applied is exponential to the multiplier used.

Multiplier Crit Damage to Head Crit Damage to Shield
1.5 564 57
1.75 564 57
2.0 512 52
2.25 460 46
2.5 429 43
2.75 399 40
3.0 382 39
3.5 359 36

Here are some notes.

The 1.5 and 1.75 multiplier seem to have the same damage modifier, that might be a bug and not intentional. I verified that four times just to be sure that I did not make a mistake. I did not test 3.25 because by that time I had enough data.

In order to establish whether this is potentially an exponential distribution I ran a fitness test and then a Kolmogorov-Smirnov test to verify. Both data sets, the shield one and the damage one produce a p value that is smaller than 0.05 thus not rejecting my hypothesis.

For shield data the p value is p-value = 0.0154 and for head damage it is p-value = 0.01488 both test were performed using R version 3.4.1

Point Decay.

Points decay is linear and not tied to your modifier. You will loose just as many points a second on a 1.5x modifier as you will on a 3.5x modifier. Right now the points per second lost is 6. For each second where no new points are realized you will loose 6 points.

How did I test this? I would acquire points. Then hide in a corner for exactly 2 minutes. Then I would replay the video, select the first frame of the in game timer showing me with no activity and then the last frame of the in-game timer after 1800 frames (30 fps, 60 seconds). I did this for 3 different multipliers 1.5, 2.0 and 3.0. For each the decay number stays the same.

This was all tested on a single Cabal soldier and a Single cabal shield.

Next steps.

I would love to collect more data. So if you run the same test but at a multiplier that I did not cover, please do share your data here: https://airtable.com/shrqwFjLz56xlnlS8

I will now try to make some calculations around time for value, however I have not quite figured out yet how to setup that test. Basically I would like to be able to compare how much longer it takes to kill the same enemy based on the multiplier going up.

The ultimate goal is to come up with a calculator that can give players a range of multipliers that will grant them the highest chance of getting past a points requirement.

I hope this helps a little and is interesting to some.


TL;DR

Points decay at 6 points a second no matter what multiplier is active. Damage is reduced on an exponential scale aligned to the multipliers

EDIT:

To the anonymous mastermind. Thank you for gold, that was really not necessary. I appreciate it very much.

submitted by /u/IMW8NG4U
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Nightfall Changes: A huge home run!

Posted: 02 Mar 2018 10:32 AM PST

I've been hard on Bungie when they've blown it. I've heaped praise when the get it right. Well, the new Nightfall is very much in the latter category.

As far as I'm concerned, Bungie knocked it out of the park on this one.

As background, I haven't been doing a lot of NF in D2, though I loved them in D1. The enemies just seemed like difficulty was based on bullet sponginess and quantity, not quality of the enemy. The 30 minute timer felt like an artificial constraint added to make it feel urgent. I've never bothered with the Prestige Nightfall, at all.

But this? Nothing at all like that.

We ran the Prestige Nightfall. This was my first time doing the Prestige event, so with my low experience in D2 NF, I was a bit apprehensive, but the guys from my clan are pretty chill, so it was "let's go for it."

We wiped once. Bailed once on a very bad start. Then beat the Valus on the next try. Thanks to ZenSoCal and ThesaurusRex for a great night.

If you haven't run NF in the past, understand that they are not simply more and tougher bad guys. There is a different flow and pacing to them even without a timer. You have to compensate for this difference if you want to be successful. Add to this more difficult and (hopefully) smarter enemies, sometimes mechanics to master, and you have a the small team, time efficient, elite activity that takes its place alongside raids and Trials. Moreover, a good Nightfall should also serve as a gateway drug for the other two even more time consuming and difficult events.

If you are expecting waves simply pouring down your throat like Heroic Adventures do, forget it. We had a group of Legionnaires come around from the other side of the map, take the "long" route and were coming up our "six." A pack of dogs in the Infinite Forest moved around to try and flank us. Enemies make coordinated attacks. It felt like they were evaluating threats and rather than acting like throw-away cannon fodder, they were fighting to win.

I was also pleased that the enemies felt like they were much tougher, not simply bullet sponges with jacked up health. It's hard to describe and I certainly cannot put specifics to it, but there's a subtle and important difference between the two. The enemies were stronger and smarter, not simply contrived. We had to out play them, not just survive them, if that makes sense. At least that was the feel we got. This made even the Infinite Forest fun.

Scoring needs to be mentioned, as well. This worked much better than a timer. Like I said at the beginning, timers feel like an artificial constraint. The way the scoring is implemented, though, has a much more organic feel to it. There is the very real pressure to hit the score objective, but it works with succeeding in the strike objectives. We didn't hit the 60K aura threshold in our run (scored around 45k), but the way the NF is implemented it left us with the sense of a goal to reach. It really has a nice balance of urgency and goal. At the end of the day, the NF had the carrot on a stick feel that makes you want to do it again, but better, in order to get that aura.

Locked load outs is a great idea, as well. I used my standard Nameless/Positive Outlook combo, but was really tempted to try Origin Story/Skyburner's Oath. Maybe next time? Getting kicked to orbit on a wipe - when combined with scoring - gives a nice incentive to play smart. I came in to D1 after that mechanic went away. Now I see why some of the "oldsters" liked it so much.

The mods for the card were a bit thin, but that is a known expectation at this point. Bungie has already told us that this is a first iteration and there are more coming. So I'm fine with that. Strike specific loot was missing and we know that is coming, as well, so that also gets a pass at this point.

To close, Bungie released this as a first iteration for purposes of seeing how the intent meets with reality. Obviously, if there are any serious issues they want to be able to correct them now before the complexity increases with all the additional mechanisms in place. They have hit a home run in my opinion. If this is the "work in progress" version of the Prestige Nightfall, I cannot wait to see the final vision!

In short, this was the most fun I've had in Destiny 2, and one of the most fun activities I've had in either releases of the franchise. Great job and thanks for listening Bungie. /u/dmg04, feel free to pass this along to your development team!

submitted by /u/Celebril63
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New Nightfall is great.

Posted: 02 Mar 2018 04:25 AM PST

Didn't think I'd be saying this but I love the new Nightfall. I thought I'd miss the timer because of the pressure and intensity it gave but I was wrong. We had people complaining that the timer made it too difficult. Well, now the normal nightfall is easily accomplished and you can take as long as you want.

For those wanting more of a challenge, the Prestige has it in spades. I spent 5 hours solid last night, trying it again and again with different multipliers and mods. I don't think I've spent 5 hours in D2 doing the same one activity for a long time. And I still want to go back for more.

You still have the timer pressure at the same time if you're really chasing that 60k+

Really, people can make this as easy or as hard as they like and I think it's fantastic.

Add to that the specific rewards that are on the way and we have something really special.

Well done Bungie. Can't wait to finish work, go home and grind some more Prestige just for the challenge of it!

 

Edit: just to add, I do agree with commenters saying that it would be nice to be expanded upon with more modifiers and maybe add them for the normal mode, perhaps strikes etc. In the TWAB it reads "We can certainly revisit the modifiers in the future—they're not dead and buried. Open to player feedback."

So voice your opinions, in a constructive way, if you feel we would benefit from more of this. Fingers crossed, we'll keep moving forward.

submitted by /u/337soft
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If Bungie implement a penelty system for people who quit PVP games without fixing the root cause of why people quit then PVP will die because the population will be so low.

Posted: 01 Mar 2018 11:24 PM PST

People drop out of games because they dont want to get matched against full fireteams and get pub stomped, if you fixed the mm system or had a proper solo queue then this problem goes away. If Bungie implement an arbatary penalty system without fixing mm then they will p!$$ people off and they will stop playing pvp and queue times will increase.

For the record I play as a full fireteam, I never play solo queue.

submitted by /u/Lmjones1uj
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Now that we have Strike-Specific Emblems with rewards, can we revisit the importance of Strike Introductions?

Posted: 02 Mar 2018 05:11 AM PST

Before, it was mostly just a nostalgia thing, with a hint of being prepared with time to tailor our loadouts, and a dash of being ready to immediately bail if it was that one strike. Now Bungie told us to rock that emblem and aura so our fireteam knows who is bringing the bonus loot. I like the idea, and I like getting/giving extra rewards on strike completion.

However, I feel like my fireteam will be less jazzed after I spend the first 30 seconds frantically shuffling emblems in a companion app, then playing catchup while they clear the first encounter for me. It would be nice if we could get some sort of notification on which strike we're loading into, so we can be fully prepared from the get-go. I'd really like to see Bungie add something to this end onto their roadmap.

submitted by /u/STAIKE
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Loot in D1 was so much better than D2 that I created, deleted, and recreated multiple characters to get it.

Posted: 02 Mar 2018 07:13 AM PST

I realized today that the grind in D1 was so well designed and meaningful, I deleted characters and stored their gear, to make additional characters of the same class, and leveled them up before the reset was over. I did this so I would have more than three chances to get the sweet loot the raid and nightfalls had to offer. The payoff was substantial but grindy. I attempted this with D2, by creating a second warlock to finish the raid set for the Leviathan, but was I disappointed when I finished the set, that didn't really do anything for me, as soon as I ran the raid for that secondary warlock. I later deleted my second warlock and recreated my hunter, deciding the grind wasn't worth the loot, and one of each class was good enough. What we really want back, as many of us have stated before, is the feeling of willingness to go through ALMOST any amount of bullshit to get that special gun or full set of gear. We need lower drop rates with more meaningful loot that will have the community making videos on how to find fragments in discrete locations or crowdsource solving algorithm's and having players learning morsecode for its obtainment. Please Bungie, let the changes you are pushing and the loot advancement in the future be more meaningful, and I would happily go through all that again :')

I'm sure some of you have me beat in the struggle and grind(RNG is cruel!) , Just out of curiosity, how many characters has everyone had in D1 and D2, respectively?

submitted by /u/NoizeyBoyMusic
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The back to back interactions on Titan is a huge plus and should be looked into more

Posted: 02 Mar 2018 12:15 PM PST

To further explain, during the flashpoint this week, after you complete one of the walker PEs, a minute later Naktal, Fury of Savathûn (Sirens Watch) or Kudazad, Binder of Savathûn (Rig) will show up.

More often than not, the guardians that I've completed the PE with continue to stick together and fight the ultras and often run around together after. This is a good way to get people to play together, as our strike teams and crucible teams do not stick together.

submitted by /u/dannythunder
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So I replaced the dialogue of a page in the Fall of Osiris comic and used the opportunity to have the Speaker discuss sandbox changes. Needless to say, his solution is a bit...intriguing.

Posted: 01 Mar 2018 05:50 PM PST

From the Second Fall of Osiris Comic, the Speaker weighs in on the discussion. If these were indeed his words in the past, this would definitely explain the current state of Destiny 2.

submitted by /u/Kahiyao
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Bungie, Bring Back the HoW-based Weapon Idea

Posted: 02 Mar 2018 10:01 AM PST

At this point, we all have been saying the same thing about weapons and their diversity i.e. reskins and stats. Took a look back and realized that HoW was THE BEST for weapons. Let me explain.

We are and have been fighting these other races and yet we are still using the same concept of "human" weapons. HoW showed a glimpse of what Fallen weapons would be/act. A good example would be, let us "use" these other race's weapon archetypes. Lol another good example for an idea would be to look at the Needler from Halo. Bullet time was slow but the concept was cool. Alien weapons are cool.

TL;DR: Bring back HoW/alien-based weapons back that are unique and not reskins.

submitted by /u/Mypholis
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Add kill counts to the Foundries Emblems

Posted: 02 Mar 2018 05:52 AM PST

With the emblem changes it would be nice to see the weapon kill counts on each foundry emblem similar to the count on the Prophetic Arsenal emblem.

submitted by /u/wanders77
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My 100.io group/clan has been inactive for over a month. Today I got full signup within minutes for D1 Nightfall. Bungie we really need to become legend again.

Posted: 02 Mar 2018 11:37 AM PST

So my 100.io group/clan is one of those that ran D1 raids and NFs over and over every week without fail. Like many here, we boarded the D2 train for the first few months. But like many here, due to the lack of feeling powerful, we've been largely inactive basically since the new year. No new session signups, nothing.

For s@#ts and giggles I looked up the D1 NF modifiers and found that it was arc burn...wait for it...small arms...wait for it...and daybreak! Talk about becoming legend!

In my session text I mentioned the modifiers and said Let's bring our Fatebringers and be legend. Within minutes, full signup with reserves. I thought this group had just moved on to other things (I rarely even saw them online when I'd power my XBox to watch Netflix).

Turns out we were just waiting to feel powerful again.

submitted by /u/TheL1brarian
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Striker Ability "Knockout" Triggers Skullfort Melee Regen Without Melee Charge

Posted: 02 Mar 2018 05:19 AM PST

I usually default to the super fun infinite grenade / shoulder charge Skullfort build and almost completely ignored the "code of the juggernaut" tree. Turns out it synergizes just as well with Skullfort!

The knockout ability increase melee range/damage if you critically wound an enemy or destroy it's shield, but it also counts as an arc melee EVEN IF YOU DON'T HAVE A CHARGE.

So it goes:

Use melee but fail to kill an enemy > bring them down to near death > punch without a melee charge but knockout active > Skullfort gives you a melee charge

On top of this landing a charged melee HIT reloads reloads your gun AND increases stability. It pairs really well with an smg or a shotgun. If that wasn't enough every melee kill you get triggers health regen (making one of Skullfort perks redundant).

There's a pretty good chance that shoulder charge + grenades ends up giving you more dps, but there's no contingency if you miss a melee. Also it's kind of fun having first of havoc last longer for every kill you get.

submitted by /u/IamGlooz
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From a technical standpoint, are Animated Emblems possible? I would actually triple my efforts for any and all emblems that are shiny and glistening.

Posted: 01 Mar 2018 06:20 PM PST

Animated emblems, to me, would look so much more appealing and enticing. Even the minor emblems like Lost Sectors and rare finds would look badass if it had a simple glow or even an elemental effect.

submitted by /u/Kahiyao
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[D2] Trials of the Nine Megathread [2018-03-02]

Posted: 02 Mar 2018 09:00 AM PST

This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of the Nine.

When does Trials of the Nine end?

  • Trials of the Nine ends at normal Weekly Reset at 9am UTC on Tuesdays.

Trials of the Nine Map

Beep boop awaiting results

Game Mode

Beep boop awaiting results

7 Win Options

Beep booo awaiting results

Flawless Options

Beep boop awaiting results

submitted by /u/DTG_Bot
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