Destiny - [D2] Daily Reset Thread [2018-03-31]


[D2] Daily Reset Thread [2018-03-31]

Posted: 31 Mar 2018 10:05 AM PDT

Planetary Challenges

Planet Challenge 1 Challenge 2 Challenge 3
EDZ Lost Sectors: The Gulch - Loot a Lost Sector in the Gulch. Event Horizon - Successfully complete a public event. Scourge of the Fallen - Defeat 75 Fallen enemies.
Titan Lost Sectors: Siren's Watch - Loot a Lost Sector in Siren's Watch. Walking the Beat - Complete 3 patrols. Scourge of the Fallen - Defeat 75 Fallen enemies.
Nessus Lost Sectors: The Tangle - Loot a Lost Sector in the Tangle. Walking the Beat - Complete 3 patrols. Right in the Juicebox - Defeat 20 Vex with precision shots.
IO Lost Sectors: Lost Oasis - Loot a Lost Sector in the Lost Oasis. Event Horizon - Successfully complete a public event. Scourge of the Vex - Defeat 75 Vex enemies.

Mercury


Strike Challenges

Challenge 1 Challenge 2 Challenge 3 Titan Challenge 3 Hunter Challenge 3 Warlock
Trick Shooting - Rapidly defeat 2 enemies with precision attacks, 10 times. 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
Cycle of Light - Create 10 orbs for your allies. 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 High Voltage - Defeat 15 opponents with Arc final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. The Big Guns - Defeat 5 opponents with Power weapon final blows.
Osiris Quickplay Child of the Sun - Defeat 15 opponents with Solar final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. Blaze of Glory - Defeat 5 opponents using your Supers.
Competitive Sound And Fury - As a team, defeat 20 opponents using Supers. We're Going Streaking - Win 3 consecutive rounds in a single match. Hold My Light - As a team, rapidly defeat 4 opponents.
Osiris Competitive Rocket Beats Everything - As a team, defeat 20 opponents using Power weapons. On A Roll - Win back-to-back rounds 3 times. Deny Their Supply - As a team, load Power ammo 3 times before the opposing team loads any.
Mayhem High Voltage - Defeat 15 opponents with Arc final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. Blaze of Glory - Defeat 5 opponents using your Supers.
Trials of Osiris Tribute - As a fireteam, defeat 150 opponents. Fulfillment - Win 10 rounds. Judgment - Win 5 matches.

Data provided by DestinyTracker

submitted by /u/DTG_Bot
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We are so upset about PVP and random rolls that we almost forgot to complain about the Thaviks fight

Posted: 31 Mar 2018 06:52 AM PDT

Seriously, Bungie. More action, less waiting for the boss to come back. People are literally going to orbit every time this strike comes up.

submitted by /u/KnutSkywalker
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Now that exotics are becoming "exotic" again and duplication has been removed, Bungie should increase their rarity to give us something to grind for in the next expansion.

Posted: 31 Mar 2018 09:03 AM PDT

I miss grinding for exotics in D2. They were powerful and felt good to earn. Now with fated engrams, we can guarantee a free exotic we don't have every week. Nobody grinds for exotics anymore.

I think fated engrams should be either removed now that duplication prevention is in place or be around 1000 shards so the purchase is meaningful and not abused.

What are your thoughts?

submitted by /u/laganio
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Trials on PC in a nutshell

Posted: 31 Mar 2018 04:48 AM PDT

https://youtu.be/gLb9bW3__Js

This seems to be the experience.

If anyone wants to smash their head against a wall just holla.

submitted by /u/Large_Potato
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Hey Bungie, let's bring Halo's SWAT mode into Destiny 2.

Posted: 31 Mar 2018 05:10 AM PDT

Simple, one shot and you're a floating ghost.

 

Fix the TTK but add a 'Team SWAT' mode as a fun alternative, as well.

 

How it'd work:

  • Remove supers, abilities, and grenades. (Lightless)
  • Locked loadouts. We are, for example, provided with that week's/month's/expansion's Crucible Pulse Rifle and Sidearm for the duration of the game. We could spawn with no weapons and pick up the weapons on the ground or gun-rack (Homecoming mission after Shaxx speaks to us in the Armory)
  • One shot head-shot, two shot body-shot (or however Team SWAT played out)
  • No shields
  • No radars

 

EDIT: I am referring to Halo 2, Halo 3, and Halo: Reach's SWAT mode(s).

 

EDIT 2: Here is a little video of Team SWAT. Start at 0:16.

submitted by /u/HiddnAce
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I miss feeling like my own unique character.

Posted: 31 Mar 2018 09:43 AM PDT

In Destiny 1 there was something i adored more than anything. How your character felt yours. You'd see someone playing the same classe as you with the same sub class but his SC could be built way more differently than yours.

For example both me and my friend played Blade dancer hunter. My build was all around stealth and revives in strikes. I used kepri's sting and Patience and time. I'd always turn invisible in raids or strikes if anyone needed to be revived while his hunter was built around his super and survivability.

And that's just the classes. Everyone had a different gun. In my group of friends i was known for almost only using iron banner weapons,i had a hand canon which felt like it was mine.

It felt like i had become my legend.

I know this has been posted to death before but..i just really miss my favorite gane.

submitted by /u/cedoxi
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Whatever state the game is in... I hope Bungie doesn't give up and takes us PAST the amazing D1-levels of enjoyment that we got later in the cycle.

Posted: 31 Mar 2018 04:33 AM PDT

I saw the verge article and while I agree with it I do feel like more of that stuff can set Bungie on a path to completely give up on the franchise. I hope that's not the case, I played it so much the first month that I felt like I atleast got my moneys' worth but that, along with everyone else, it could have been so much more.

Same thing happened in D1, the experience was subpar but the friends I got from it were second to none and camping for keys before HoW was just superfun even though it ended up being completely useless.

I hope that Bungie sticks with it and I do think that 3rd time is the charm, but not Destiny 3, fix D2 to a place where D3 would even be considered because at the moment... it's not.

Continue to listen and continue to be transparent are key things to succeeding and regardless of what games come out that are super awesome (Far cry 5, Monster hunter world) they won't replace the genre that Destiny currently dominates.

You do need to fix something above all else in my opinion... You have to fix whatever problem you have that prevents you from applying patches faster. Bungie said it was due to old consoles on D1 and we all believed it, if it was a lie... shame on you. You can't pull that stunt anymore though, what is making you not be able to deliver day to day updates? You seemed to be able to do that to prometheus lens by making it absolutely useless in a matter of days, then why can't you buff pulse rifles by 16% in the same amount of days?

There are plenty of games that have mod communities, maybe it's time to let players help YOU help US, get it? At the very least the LFG-sites were already holding your game up long before all this D2 controversy.

I mean come on, you don't have an LFG of your own and that is still amazingly bad which should maybe be n2 on your list of things to fix right the f*** now.

End of rant.

I remain hopeful and really hope that destiny gets back to a pleasurable experience sooner rather than later, fall 2018 is too goddamn long...

submitted by /u/Ang3lus19
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The Verge: "The never-ending Destiny 2 controversy is a teachable moment for the game industry"

Posted: 30 Mar 2018 02:18 PM PDT

World's Fastest King's Fall (25:59) - Back to D1

Posted: 31 Mar 2018 10:50 AM PDT

Euros are back and this time we went back to Destiny 1 to speedrun King's Fall. It is a lot of fun to go back to titan skating and shotgunning bosses. We are very happy about the record and are planning to do more d1 speedruns.


 

Video: https://youtu.be/bv9AzAYTdIM

 


Fireteam:

 

TAG CHANNEL
GShark https://www.youtube.com/gshark
x THE FIZH x https://www.youtube.com/user/xTHEFIZHx
Its Wami https://www.youtube.com/channel/UCSY7XGhL8HKnvwi6slwSs9g
Eenmark -
WWJUDASDO https://www.youtube.com/channel/UC4Mib6BQ8SyDd-zN7CmcpSg
Bloamy https://www.youtube.com/channel/UCRE5JVEUWzAveYLoP8M1N1A

 


Classes

We start the raid with 6 titans. At oryx, 1 titan will switch to a hunter.

 

 


Armor

 

Name Type Class rarity
Twilight Garrison Chest Piece Titan exotic
Dunemarchers Leg Armor Titan exotic
Celestial Nighthawk Helmet Hunter exotic

Weapons

 

Name Type rarity
Burning Eye Scout Rifle Legendary
Found Verdict Shotgun Legendary
Legendary sword Sword Legendary
Exotic sword Sword Exotic
Black Spindle Sniper Exotic
Touch of Malice Scout Rifle Exotic
Sleeper Simulant Fusion Rifle Exotic

 


Strat

 

Relics

 

  • For relics we do the standard strategy. We have 2 players in the middle, 2 players left and 2 more right. Everyone other than the 2 players in middle run Dunemarchers to move faster with the relic.

 

  • As soon as we spawn, 2 titans start titan skating for the initial relics and one of the middle players goes as well to break the middle barrier. As soon as they reach the relics, they pick them up and jump at the end of the skate. This way they can be just fast enough to get through the barrier before it spawns so they can slam it sooner.

 

  • Meanwhile, a player on each side will get in position to pick up the next relic.

 

  • The third player who goes forward from spawn will always break the barrier as quick as possible. After the first 2 relics are slammed, this player will clear adds in mid with a Dark Drinker for 2 sets of adds. The other player in middle will handle the first set of inner doors, while the add-clear player handles the middle door after the first set of adds is killed.

 

  • For the 2nd set of relics, the 2 players in the middle will shoot both the inside and outside barriers on both sides, and then team-shoot the middle door and clear the ads if necessary (If you don't kill the thrall that spawn, there shouldn't be any shooting adds that spawn in middle after the first 2 sets). If we don't do this, it is possible that the people with the relics have to wait in front of a barrier and get slowed down.

 

  • For the rest of relics, the players that just slammed will break the outside barrier on their side and the 2 players in middle will break the 3 inner barriers that surround the room you spawn in.

 

  • When the last players slam the relics everybody switches to Twilight Garrison and will wait inside of the portal.

 

Jumping puzzle (Ships)

 

As soon as we see a bright white light. We jump Twilight and start skating as fast as we can to the first ship.

 

When we are on the ship at least 3 players need to sword fly across. The sword fly combo is:

  • Jump (until you start falling down)

  • Normal sword attack

  • Heavy sword attack

  • Twilight Garrison

  • Repeat

 

One of the titans is going to do a different sword combo, which is actually faster.

  • Jump (until you start falling down)

  • Normal sword attack

  • Heavy sword attack

  • Normal sword attack

  • Heavy sword attack

  • Twilight Garrison

  • Repeat

 

Credits to TopDangerNoodle for finding out the faster sword fly Technique

 

(The reason only 1 titan does this is because we only need 1 player to be ahead to get the next checkpoint, and even though the combo is faster, it's riskier).

 

As soon as we make it across, 2 players have to stand on the plates to open the door. The 1 player ahead will jump on the ship and sword fly across and make it to the totems door to teleport everybody

 

Everybody switch to

  • Legendary Swords or rocket launchers

  • 5 Titans switch to Defender (with weapons bubble)

  • 1 Titan switches to sunbreaker (with melting point)


 

Totems

 

  • When the door opens, 2 titans skate as fast as they can to pick up the left and right Auras.

 

  • Most of the encounter is time locked. So as long as you don't lose the aura, it doesn't matter how fast you switch.

 

  • With that said, for the last rotation we have a little trick that we do. When the timer of the Aura hits 8 seconds, the 2 titans on each plate skate to the middle and stand next to the middle plate until the Auras swap. Meanwhile, the titans that were on the middle plate will skate to the totems so it doesn't wipe us. We do this so we can get rid of Deathsinger's Power as quick as possible to finish the encounter.

 

  • When the encounter finishes, 3 players will wait in front of the door.

 

Warpriest

 

  • As soon as the door to warpriest opens, the 3 titans in front of the door will get to the 3 plates on each side as quick as possible.

 

  • Every side needs to spawn trap the adds on each side, so that the yellow-bar knights spawn sooner. Kill the yellow-bar knights as quick as possible. As soon as the yellow knights die, the glyph sequence begins, left side steps on the plate (left plate is always first on the initial phase).

 

  • Then, we have we have 2 players designated to step on the 2nd plate, one on right and one in middle. We also have a player designated to step on the 3rd plate to grab the Aura. Meanwhile, we have a titan pop a bubble on the right side of the warpriest on his stage. All other players that are not stepping on any plates will wait on the right side of the bubble.

  • When the Aura holder grabs the brand, he kills 1 ad to reset the timer and jump in the bubble on his stage. Right before the aura holder arrives, someone will proc the Warpriest slam. At moment the aura holder is there, a titan will melting point him and everybody will shotgun him and do final round spam.


 

Maze

 

  • As soon as the warpriest dies, everybody will skate through the portal as fast as possible, then skate to the second pillar directly before the maze and kill themselves with a magnetic grenade or rockets.

 

  • Then, we respawn right in front of the golgoroth door. Now, 5 titans switch to the black Spindle and 1 titan will switch to sleeper simulant.

 

Golgoroth

 

  • As soon as the door opens, the player with the sleeper simulant will shoot golgoroth orb twice and the other players will shoot the orb with their scout rifles. As Golgoroth is spawning, everybody with a spindle pops a special synth and makes sure their spindle is reloaded.

  • 2 titans will switch to the saint-14 helmet.

  • 2 titans will pop blinding bubbles in front of the add spawn next to the bridge on each side and kill the the yellow-bar acolyte when it spawns from that door.

  • 1 titan will pop a weapons bubble on the right side of where the L1 pool will be (on the little spikey mound).

 

  • As soon as the L1 orb spawns, the player with the Sleeper Simulant will shoot it once and the other players finish it off with scout rifles.

  • The player that takes the gaze will get the gaze a little bit before the orb drops. So we can do damage as quick as possible.

  • At the moment the orbs drops, everyone will run through the weapons bubble before the get in to the pool.

 

  • While this is happening, the sunbreaker will melting point him before they run through the weapons bubble and get into the pool.

  • If possible, the titan will melting point him a second time after 5 seconds.

 

  • As soon as Golgoroth dies, switch to Touch of Malice and the person with the sleeper simulant switches to a legendary sword. Everyone skates to the door.

 

Second jumping puzzle

 

  • At the moment the door opens, run through the little maze as quick as possible. As soon as we arrive to the actual jumping puzzle, we start sword flying across to the last ledge that is located right in front of the final platform of the jumping puzzle (the platform where the door is located that leeds to daughters)

 

  • For this jumping puzzle, we split up in 2 groups of 3 we both take different routes to give each other more space.

 

  • The first group will go in front to avoid the first battering ram punch. The second group will wait for the first punch, then start flying across.

 

  • When everybody arrives on top, the door will open. At this point, everyone skates towards the cylindrical jumping puzzle directly before the throne room.

 

  • In this room, the group splits into 2 groups, one that does the puzzle from the back side, and one that does it from the front. When everyone gets to the top they stand by the door and wait for it to open.

 

Daughters of oryx

 

  • As soon as the door opens, everybody will run to middle and look for the 1st plate. Be sure you are on the last bullet of your Touch of Malice.

 

  • We have a player designated to each plate, and another player designated as a switch. The switches job is to take the plate of whoever is torn. Everyone waits in mid until someone is torn and then everyone gets to they're plates as fast as possible.

 

  • Right before the runner gets the aura, a titan will pop a weapon bubble on the ground in between the Daughters platform. As soon the runner gets the relic, everybody will get on the little ledge next to the daughter platform on the other side. The runner will take the aura of the Daughter that is on fire and jump to the same ledge.

 

(The reason why we take the aura from the daughter on fire is because after the daughter is killed it takes less time before the 2nd phase starts)

 

  • As soon as the runner grabs the aura, a titan will melting point her for extra dps and jumps to the same ledge. The moment the daughter dies, we kill ads and repeat.

 

  • For the second damage phase, we jump on the platform of the daughter that we killed before. When the runner has the relic, a titan will use a bubble in the back of the daughters platform. 1 titan will melting point this daughter as well.

  • As soon as she dies, we need someone to go and stand in front of the location where oryx spawns so we can start up the encounter immediately. 1 titan is switching to a hunter and joins the game back as quick as possible.

 

  • Everybody switches to a Sleeper Simulant

Oryx

 

1st phase

  • When the ads spawn, be sure you kill the taken knights as quick as possible. The running part goes as normal: kill ogres, get relic and go to the middle. At the moment the runner gets the relic, everybody goes to stand next to their blight.

 

  • When oryx starts his slam animation, someone does a countdown from 3 to 1 and we then enter the blights. Whilst this is going on, all players that can see his chest will shoot a sleeper so that we can stagger him.

  • As soon as you see your name pop-up (in the left bottom corner of your screen), go to the middle.

  • After the blights have detonated, we revive the hunter so he can build up super. Oryx wil summon explosions and we need to run around to avoid getting killed.

 

2nd phase

  • When the explosions stop, we repeat the running part.

  • For the second damage phase, the 4 titans activate their blights and staggered him. We will run to the front of the area and stand right in front where the taken blight that will spawn in front of the shade. Now we wait until we get killed by the explosion of the blights activation.

 

  • Now the hunter and titan are left in middle. In the best scenario the titan will get teleport inside first and weaken the shade of oryx to half of his health bar and when the hunter gets teleported he will finish him off with a golden gun. (Celestial nighthawk)

 

3rd phase

  • We do the same thing as in 2nd phase.

 

4th phase

  • Repeat the running part.

  • After blight activation and stagger everybody will go to the front, a titan pops a weapons bubble, the hunter pops his golden gun and everybody else shoot his chest with a Sleeper Simulant.

 


It was awesome to go back to D1, we are planning to do more D1 speedruns. Leave your thoughts in the comments down below, until next time guardians!.

submitted by /u/ItsGShark
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Reset Kill-Clip After each kill and reload Please.

Posted: 31 Mar 2018 03:23 AM PDT

Bungie pls fix this it's the most annoying thing ever. Kill Clip needs to be reset everytime, there is no point in waiting for it to ran out so it can reset...

submitted by /u/kristijan1001
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I for one welcome our new pulse rifle overlords

Posted: 31 Mar 2018 10:45 AM PDT

I haven't won this many 2v1 situations or had this much fun in D2 pvp since D2 was first released. Most pulse rifles, the 2 tapping Vigilance Wing especially, has made pvp a ton of fun and if you aren't using a pulse rifle right now you are missing out. Here's hoping Bungie doesn't nerf pulse rifles but rather brings up more primaries to this level because this is great!

submitted by /u/Bonejangles101
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Cozmo: Cause of raid spawn issue found, easy raid workaround until fix deployed

Posted: 31 Mar 2018 01:18 PM PDT

I haven't seen this posted here, and it's worth socializing:

https://www.bungie.net/en/Forums/Post/244119789

TLDR: raid opening cinematic causes issue. Load into a "check-pointed raid" (skipping animation) OR have fireteam leader start solo, then have other team members join after.

submitted by /u/M_G_3000
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Bungie, we need Strike loot to be visually connected to the Strike. Put some Hive patterns. Put a Vex design.

Posted: 30 Mar 2018 05:17 PM PDT

Remember this bad boy? This is what I want from Strike loot.

This has no visual connection to the Strike in which it is obtained from. It looks boring and bland and dull.

You see that Grasp of Malok? It's a reskin of pretty much every other Pulse Rifle in the game. Do you know why we don't care that it's a reskin? Because it looks badass.

submitted by /u/EliminationPSN
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BNG PLZ spotted in the wild

Posted: 31 Mar 2018 01:25 PM PDT

Saw this while leaving the gym.

Thought you guys would enjoy it!

submitted by /u/Warm-Shower
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6 Reasons to Go Back to Random Rolls, 6 Reasons to Keep Static Rolls

Posted: 30 Mar 2018 07:17 PM PDT

6 Reasons to Revert to Random Rolls:

  1. We understood them. It was a system we figured out, and one that even if we didn't enjoy--though most of us did--is something, at this point in time, we'd rather go back to then trudge through another Bungie experiment. Its safe.

  2. It made every drop possibly interesting, such that many of us took a few moments each time we got a drop to inspect it. Right now we auto dismantle. Each drop, even on poor weapons overall, was worth a few moments of thought. Thinking is interesting.

  3. When a good drop came, it led to experimentation and surprises. Like when we were introduced to Two Shot/Reload. Surprises are fun and entertaining. PS: this video likely informed the next appearance of this weapon from the vendor, as it was this roll.

  4. It gave you something to chase when you had everything else. Its said often: hundreds of hours of work at Bungie is consumed in minutes by us ravenous fans. Bungie can never keep up with our appetite. But in those long content droughts, especially after Taken King, if you needed an excuse to play, going after a better roll on a favorite weapon was something to do. We don't have anything to do if we have everything today, and that isn't fun.

  5. They generated discussion. Meta scientists would examine possibilities and find weird combinations with optimal effects. People would argue what is the best based on their playstyle. Twitch viewers would ask their broadcaster if a roll was good. Players would ask each other here, in megathreads on this and other subs, and in other venues if they should "shard it or keep it". Discussing things in a community builds an attachment to a game and its fans, and that makes you feel good.

  6. As its a system that Bungie has already had in the game before, it may be easier to put back then creating an alternative, and since we are mostly impatient for changes, that could be a good thing. Waiting for a meaningful alternative, like Mods, could take forever, and that is a bad thing.

6 Reasons to Keep Static Rolls

  1. RNG sucks. Double RNG sucks more. When you qualify for a drop, ie: get an engram, RNG decides what you get. With random rolls, RNG gets a second chance to screw you. Many of us will remember getting a sought-after gun with a garbage roll and feeling frustrated. That isn't fun.

  2. A lot of people want collections, and random rolls make collections tough to implement. If you redeem out of a collection a God roll, then we're all carrying around God rolls. Less likely, if you have a top-tier or God roll of a non-meta weapon and want to dismantle it into your collection but the collection redeems weapons with random rolls and/or a static roll that is suboptimal, then we may as well not have collections and just keep everything in the vault (which is an ongoing problem). Fixed rolls make collections easier to implement--and they should be something we keep asking for.

  3. With Random Rolls comes people begging for re-rolling systems. After 5 months of re-rolling in HoW, everyone was using the same rolls on meta weapons anyway (after varying degrees of spending resources to get there), so what is the point if the end result is the same? If re-rolling is therefore introduced, players will go to the re-roll slot machine until we are playing with the same gun as each other or have an empty glimmer/shard/materials inventory. If re-rolling is not introduced, then hypothetical collections must be static, or else that system could be exploited.

  4. Random rolls influence competitive PVP in ways that reward a lucky player with a marginal advantage over a one of similar skill but less luck. I know PVP in D2 isn't MLG right now, but it could and should be. When every player comes with random guns, if all else is equal, a better roll could be the reason a player wins or loses. Fixed rolls introduce opportunity for tournament operators to limit weapons to easy to get sets to balance the competition so the winners are decided by only skill.

  5. Perks in D1 were a mixed bag, and players wanted less bad perks, but bad perks is also what sustained the longevity of the roll system. If enough "bad perks" are removed, the probability of a "god roll" gets increasingly higher, and with D2's generous rewards, very likely.

  6. Mods have incredible potential to add life to the game. A good Mods system where you are rewarded, partially via RNG and partially as a product of your time investment, can offer many of the benefits of random rolls while still allowing for the benefits of fixed rolls. For example, mods can create discussion--instead of "keep it or shard it" the conversation can be "is X mod better or Y mod better on this gun?" while also allowing for collections.

Notes

Every time I personally speak in favor of fixed rolls, people ask me "why?" Even if this thread is downvoted (I hope not, because I am contributing to a larger discussion :P ), I'll at least have it to link to.

I presented the "why" in favor of random rolls first because I want anyone who reads this to know that those of us who like fixed rolls do understand why others like random rolls.

I also want to be clear: I don't think today's D2 loot system is good. But I do feel worried that I'm seeing our community push Bungie very hard to go in a direction that could be backwards for the long-term health of the game to satisfy current needs. Static rolls give us opportunities to move forward in some areas, that we've been wanting them to go, and I worry we'll lose those opportunities should we get back random rolls.

TL;DR: title.

Edit: typos

submitted by /u/jhairehmyah
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Solo prestige nightfall 60k+ w/ Arcstrider + Linear Fusion Rifle

Posted: 31 Mar 2018 06:41 AM PDT

https://www.youtube.com/watch?v=TBtSBMnzBsI

EDIT - Power Handicap was x14

With the buff to memestrider Arcstrider speed with attacks and the new DPS for linear fusions, I decided to give both a test in this week's prestige nightfall. Previously this would be a nightmare run between slow swings and simply running low on ammo because rockets were the only viable thing to use at the boss.

Brakion ended up getting the sauce instead.

Linear Fusion used was Tarantula

Arcstrider with Radian Flux (bottom tree)

submitted by /u/RegisterVexOffender
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In competitive, show guardians on the radar if they are sitting in a small area for a period of time to reduce camping with shotguns or swords. This would encourage being active more.

Posted: 31 Mar 2018 03:24 AM PDT

What I mean by "small area" is if the guardian stays in the same 3m x 3m area or box (adjust accordingly) for 2 or 3 seconds, then they show up on radar.

As a side note, I did not personally play any competitive myself, but watched a bunch of streams and saw how frustrating this was in numerous games. No radar encourages camping much, much more, especially when there is more heavy available.

Or perhaps instead of showing them on radar, show their outline through walls.

TL;DR: My suggestion is to show campers on the radar to discourage that type of gameplay.

submitted by /u/kurmudgeon
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They weren't just "those guns", they were "our guns"

Posted: 30 Mar 2018 03:17 PM PDT

Like lots of you, I logged into D1 just to see the comparison. When I opened up my inventory, I saw that I still had equipped what I consider to be the best scout rifle the game ever produced: Cocytus SR4. I picked this one up from a gunsmith package pretty late into the life of D1. But this thing is a work of art. Torch HS2 Scope (medium range), Icarus, Hand-Laid Stock, and Firefly. Over time, this thing helped to develop a serious over-confidence issue in me. Every engagement felt like an instant advantage. And once I was in Crucible, the moment I fired it, I honestly saw this in my mind:

https://www.youtube.com/watch?v=iSjS-iCPeW8

Took one shot, just one, and I was instantly reminded of how utterly destructive this thing is. You can hip fire from 30 feet and still feel confident. Lets you own an entire room, and still have a truck ton of range once you exit.

Before that stupid rebalance they did with Sidearms being given "rich kid on the highschool basketball team" status, pulse rifles had a window where they could be incredibly elite. And after a night of farming, I had a Grasp of Malok land in my lap that I wager is about as good as it ever gets. Ranged Lens RLR5, Exhumed, Braced Frame, and Glass Half-Full. You could feel the anger in people after engagements. With a wide enough view, you could see them spawn, and then bee-line directly back to where they died, sometimes through the entire opposing team I might add, just HOPING to destroy the cheater who clearly just hacked the system. Being someone who was always just slightly above average in PvP, sensing a salt miner get angry was it's own reward.

There were other crazy good weapons too, that were more of a shared experience. The Y2 Hung Jury instantly springs to mind. And the Finnala's Peril that willfully broke past into Exotic status.

My weapon rack of fame is epic. It is beautiful, it is rare,

… and it is mine.

Now, I've fired other weapon rolls of the Cocytus. They feel cumbersome, or slow. Unreliable is probably the best way to describe them. And before I had this Grasp, I destroyed 2 or 3 that were really underwhelming; neither good in PvE nor remarkable in Crucible.

But in a two instances, I had the best scout rifle and pulse rifle in the game. They had their own personalities. And I'm not alone in that feeling. Everyone has their guns that were seemingly built custom just for them. So many people had "the best roll of the best gun in the game. Period." Apart from the community feeling, which was magical and impossible to predict or replicate, I miss this feeling the most. That something could feel so personal and distinctive. I'm not entirely sure what it was, because Destiny 1 re-skinned all the time as well. Maybe it was a result of just having a random roll function. But that system gave some guns a personality and a touch of life (humans really will pack bond with anything if given enough alone time).

Staring backwards is a dumb way to live life. But Bungie, if you're listening (HA! Oh man… I dream), whatever accidental greatness you blindly stumbled into despite your best efforts, now's probably a good time to retrace your steps back to where you lost everything.

https://www.youtube.com/watch?v=if34bKbBqXI

submitted by /u/animayshun
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Hypothetical Strike-Specific Loot

Posted: 31 Mar 2018 08:51 AM PDT

You must pass the first score threshold for a chance of this loot to drop, and for each additional threshold you pass, your chances of getting a drop double, and the amount of drops you can get increase. (Also, Lake of Shadows will have no strike-specific loot until it is no longer PS-exclusive.) Anyways, these are just some of my ideas, and I'd love to hear yours too!

The Arms Dealer - Armor - Titan armor, Bracus Zahn's - Weapon - Zahn's Gaze (Bracus Zahn's Solar Sniper Rifle) Perk: Equipped with a laser sight for precise hip-fire accuracy, granting 2x damage while hip-firing.

The Pyramidion - Armor - Warlock armor, Brakion's - Weapon - Timeless Ashes (Brakion's Void Linear Fusion Rifle) Perk: Leaves behind patches of purple fire if shot at hard surfaces.

Savathûn's Song - Armor - Warlock armor, half glowing purple with void effects, half black rock, white eyes - Weapon - Soul-Ripper (Void Hand Cannon) Perk: Precision kills spawn axion darts.

The Inverted Spire - Armor - Hunter armor, Protheon's - Weapon - Vision of the Past (Protheon's Arc Fusion Rifle) Perk: Shots from this weapon blind enemies.

Exodus Crash - Armor - Hunter Armor, Thaviks' - Weapon - Way of the Wolf (Thaviks' Solar (Lord of Wolves) Shotgun) Perk: Kills with this weapon grant invisibility.

Tree of Probabilities - Armor - Titan armor, Valus Thuun's - Weapon - Brute Force (Valus Thuun's Arc Shotgun) Perk: Precision damage knocks targets back.

A Garden World - Armor - Hunter armor, gold and purple and shaped like a Goblin - Weapon - Eye of the Garden (Dendron's Void Trace Rifle) Perk: Getting 5 kills with a magazine makes the last round fire a large void projectile (like Dendron's nova bomb attack).

submitted by /u/PatFagan
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Analysis on Why the DLC 2 Trailer Will Release on THIS Monday (U.S.)

Posted: 30 Mar 2018 08:41 PM PDT

House of Wolves trailer was released on April 13, 2015, which was on a Monday. House of Wolves released on May 19, 2015, exactly 36 days after.

Curse of Osiris trailer was released on October 30, 2017, which was on a Monday. Curse of Osiris released on December 5, 2017, exactly 36 days after, again.

The updated Development Roadmap on March 16, 2018, showed that there will be a cycle of Rumble, Mayhem, and Iron Banner. They end the cycle at May 1st, hinting that May 8th may be a special date for an event or something.

36 days after April 2, 2018 (a Monday) is May 8th, the mystery date. It seems like May 8 is when the Warmind DLC will release, and the trailer may release this upcoming Monday.

Can't wait.

submitted by /u/TheWokeHive_
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Infinite forest Rework

Posted: 31 Mar 2018 08:47 AM PDT

After running through the infinite forest a bit yesterday I feel like we can all agree it's biggest weakness is the randomly generated sections. I feel like this is mainly because it rewards not playing it until you hit a daemon stage and just running the rest of time. That's just boring so I was thinking if Bungie were ever going to Rework it they would need to find more ways to engage us in that section. Some ways to engage us would be:

(1) Add in some capture sections. They're simple, a destiny staple especially for the vex, and would force us to engage in with the enemy.

(2)Add in some dunking stages. Not much to say here same as above. The best part of these two is they're already built into the game so they're the easiest to add.

(3) Next is something I call bugs. They would be enemies that look like one enemy but would have the powers of another. An example would be like a fallen captain running around, health bar and model wise, but when they attack they're a taken knight shooting fire and a hive boomer. Or an ogre who acts like a Vandal. The goal of these sections would be to find who the bugs are and wipe them out.

(4) This section is what I would like to call Trojan Horse. It would just be filled with treasure chests and some of these would be filled with groups of enemies when you open them and the rest would just be filled with a tiny bit of glimmer. Just like last time the goal would be to find all the Trojan horses and destroy them.

(5) this section would be a mini Boss area. Nothing too special just like level 1 court of oryx bosses with mini mechanics. You beat them up and move on simple as that.

(6) last would be a those vex crystals you have to shoot for the heroic mercury event. Just find, destroy, and then move through the gate.

With these 6 events and the daemon event there would be a lot more variety and to help players engage I would want every section to have an event to move on and then to increase the rewards at the end to make it more worth it. What are your thoughts and what other sections would you like to add?

submitted by /u/Nokomas
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A reason to dump unbelievable amount of hour into destiny 2

Posted: 31 Mar 2018 07:30 AM PDT

I'd say that out of just about any other game (besides some worldly popular titles) we have one of the most passionate and driven communities out there. Now what I am about to bring up will never, EVER, happen, but just for one second could you imagine if bungie gave us a GAME EDITOR. With a community like this we would be able to have access to unlimited content. We'd never have to play the same strike again! Teams of guardians would release a new raid every other day. It'd be like modding skyrim! Unrealistic, but I had a dream about it last night and I had to share the thought with the rest of my fellow guardians.

submitted by /u/ChumpyWilliams
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A Full Set of Original and Unique Super Concepts (And 9 sentinel bubble-style alternatives)

Posted: 31 Mar 2018 07:11 AM PDT

Skip below to get right to it, read the following for some context and extra information regarding design.

Destiny's supers have started to become far too similar, with many seeming like copies of one another or simply being rather unoriginal. In this post I attempt to redesign the abilities to make each one interesting and unique. Not all are new, but all are different from one another.

There will be a support subclass, a long ranged offensive subclass, and a short ranged offensive subclass for each element and guardian class.

There is also a defense-based sub-super akin to the Sentinel's ward of dawn option activated by holding down the super buttons. If one subclass gets two supers, they all should.


  • Warlock
    • Void//Close Ranged Offensive//Demon's Touch: You're enveloped in dark smoke and blink is activated and vastly improved(More blinking, no HUD Disabling). Melee has an extended reach and, when charged, kills a guardian in one hit while providing an oversheild. Melee charges fast and uncharged melee's kill in two hits. Lasts about 15 seconds.
    • Sub-Super//Demon's Sense: Health restored completely along with an oversheild and radar is improved (in quickplay it reaches further and enemies appear as dots. In competitive normal radar appears. Lasts about 12 seconds.
    • Solar//Long Ranged Offensive//Daybreak: Mostly unchanged. Sword slam is now intrinsic but has a short cooldown. Lasts slightly longer than it does now.
    • Sub-Super//Fire of Light: You're engulfed in white light and gain the effects of a healing rift without standing in anything. Nearby allies gain a similar but less effective buff. Lasts about 8 seconds.
    • Arc//Support//Discharge: You're struck by lightning which arcs to nearby allies, connecting you with a visual tether of lightning. Recovery is vastly improved for you and allies, and quickdraw and snapshot are applied. Class ability and melee energy recharge 75% faster. Buff lasts indefinitely until the tether is broken through tethered allies getting too far away.
    • Sub-Super//Conduction: You're struck by lightning and absorb the energy. Health restores to full and an oversheild is applied. Recovery is improved and after restoring health it restores your oversheild. Lasts indefinitely until health next enters the red zone on the health bar.
  • Hunter
    • Void//Support//Shadowshot: Shadowshot would remain as it is but would gain quiver intrinsically. Shooting an ally directly causes a small portion of damage they take to be given to tethered enemies as well.
    • Sub-Super//Shadowspeed: Your double jump is replaced with blink with no cooldowns or limitations. Lasts for about five seconds.
    • Solar//Close Ranged Offensive//Blazingblades: Summon two flaming knives and attack with them in fancy motions similarly to Arc Staff. You can throw knives for a kill however they don't regenerate. Throwing both ends your super early. Knives light the ground on fire when thrown, damaging enemies standing there. When you have two knives, you kill in one hit. With one knife, it takes two hits to kill but you can do both very quickly. Lasts about 15 seconds.
    • Sub-Super//Blazingstep: Movement speed is increased and dodge cooldown is removed. The ground lights on fire as you step, damaging nearby enemies. Lasts about 10 seconds.
    • Arc//Long Ranged Offensive//Sparkshuriken: Throw shurikens which kill in two hits. You can throw them pretty much as fast as you can pull the trigger but they have very little aim assistance. Lightning arcs to those nearby hit enemies, dealing significant damage. Lasts about 17 seconds
    • Sub-Super//Sparkcharged: Abilities recharge significantly faster and you regain health equal to half of any ability damage you deal. Lasts about 12 seconds.
  • Titan
    • Void//Long Ranged Offensive//Champion: A long ranged version of Sentinel. Shield can be thrown far more often but the normal melee attack is removed. The shield hit that launches you forwards and deals AOE damage is put on a 3 second cooldown. You can still block by holding down the left trigger.
    • Sub-Super//Ward of Dawn: Unchanged from the current version.
    • Solar//Support//Hammer of Sol: Becomes a support class through increased focus on sunspots which last for 15 seconds. Hammer throws now kill in two hits but sunspots work like healing rifts and give any ally a one-hit melee for ten seconds upon leaving the sunspot and their other damage is increased by 30% Enemies standing in sunspots take significant damage over time. Lasts about 10 seconds.
    • Sub-Super//Terraform: Creates a massive sunspot beneath you that doesn't effect allies and melee improvements only work when melee is charged. Melee is recharged upon activation. Gain a second class ability charge and class ability charges much faster. Lasts about 15 seconds.
    • Arc//Short Ranged Offensive//Fist of Havoc: Unchanged apart from the initial slam activating slightly faster and having an increased damage radius.
    • Sub-Super//Fist of Blessing: Set up a towering barricade upon activation without using a class ability charge and charged melee hits provide an oversheild. All kills restore melee energy.
submitted by /u/Doodle705
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Fanboy Vance has 330 Engrams

Posted: 31 Mar 2018 10:14 AM PDT

A Titan Races a Sparrow & Dawnblade - Come See Who Wins!

Posted: 31 Mar 2018 12:08 PM PDT

Link to the Race: https://youtu.be/hG6aPQopNFE

Different Titan Skating Styles: https://youtu.be/yDF8BT_3IDc

If you're playing Titan on PC, you can map the jump ability to your mouse wheel. By doing this, your Titan can skate EXTREMELY fast.

Out of curiosity, I wanted to see if a Titan could actually beat a sparrow in a race. Myself and Element82 went to Nessus to test this out in various different scenarios.

Not to our surprise, the Titan won every single race!

Until Bungie addresses this, Titan skating will create some pretty interesting engagements on the PC platform. My advice: if you see a Titan skating towards you, keep strafing to throw his aim off!

submitted by /u/patelk_44
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