Destiny - [D2] Daily Reset Thread [2018-04-26]


[D2] Daily Reset Thread [2018-04-26]

Posted: 26 Apr 2018 10:04 AM PDT

Daily Milestone

EDZ Challenges: Complete 3 challenges while exploring the EDZ.

  • Lost Sectors: Winding Cove - Loot a Lost Sector in the Winding Cove.
  • EDZ Scavenger - Gather 10 Dusklight Shards.
  • Scourge of the Cabal - Defeat 75 Cabal enemies.

Planetary Challenges

Planet Challenge 1 Challenge 2 Challenge 3
EDZ Lost Sectors: Winding Cove - Loot a Lost Sector in the Winding Cove. EDZ Scavenger - Gather 10 Dusklight Shards. Scourge of the Cabal - Defeat 75 Cabal enemies.
Titan Lost Sectors: The Rig - Loot a Lost Sector in the Rig. Arcology Scavenger - Gather 10 Alkane Dust. Chain of Command - Defeat 5 Fallen Captains.
Nessus Lost Sectors: Exodus Black - Loot a Lost Sector around the Exodus Black. Treasure Hunter - Loot 3 Vex or Fallen supply caches. Scourge of the Vex - Defeat 75 Vex enemies.
Io Pyramidion Raider - Defeat 40 enemies around the entrance to the Vex Pyramidion. Treasure Hunter - Loot 3 Vex or Cabal supply caches. Dark Decimation - Defeat 3 Taken Centurions.
Mercury beep boop failed to fetch

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. Ride the Lightning - As a fireteam, defeat 100 enemies using Arc attacks. Tactical Clear - As a Striker, defeat 10 enemies blinded by your Flashbang Grenade. Skullduggery - As an Arcstrider, defeat 5 enemies afflicted with Disorienting Blow. Arc Automaton - As a Stormcaller, defeat 5 enemies using your Arc Soul.

Heroic Strike Challenges

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

Crucible Challenges

Mode Challenge 1 Challenge 2 Challenge 3
Quickplay The Hunger - Defeat 15 opponents with Void final blows. Moment of Glory - Defeat 5 opponents in a single life. Look Them in the Eye - Defeat 10 opponents at close range.
Osiris Quickplay Child of the Sun - Defeat 15 opponents with Solar final blows. Moment of Glory - Defeat 5 opponents in a single life. Look Them in the Eye - Defeat 10 opponents at close range.
Competitive Sound And Fury - As a team, defeat 20 opponents using Supers. Hot Streak - As a team, remain undefeated while defeating 3 opponents, 5 times. Deny Their Supply - As a team, load Power ammo 3 times before the opposing team loads any.
Osiris Competitive Rocket Beats Everything - As a team, defeat 20 opponents using Power weapons. On A Roll - Win back-to-back rounds 3 times. Hold My Light - As a team, rapidly defeat 4 opponents.
Mayhem The Hunger - Defeat 15 opponents with Void final blows. Payback - Defeat 5 opponents who recently defeated you or a teammate. The Big Guns - Defeat 5 opponents with Power weapon final blows.

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.
  • Elite Soldier: Power weapons and Kinetic weapons deal more damage and reload faster. Your Super charges slower.

Gunsmith

  • Solar Damage Mod
  • Chest Arc Paragon Mod
  • Helmet Impact Absorption Mod
submitted by /u/DTG_Bot
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For Warmind, we will finally be able to delete items from the postmaster AND have a separate menu for quests like “On The Comms”!

Posted: 26 Apr 2018 05:51 AM PDT

I caught a couple of pretty cool changes we will be getting for the DLC that players have been wanting for a while, now. I mentioned this to /u/RiseOfBacon and he suggested making a separate post about this because it's pretty cool stuff soooo here it goes.

So, first thing is that we will finally be able to delete items from the postmaster! Listen to what these guys say at around the 14:55 mark. They were at the summit so I think it's fair to say that this is a reliable source:

https://youtu.be/29Ff6N0owRA

Second thing is that we will be getting a new menu option under "shaders" that will hold quests such as "On The Comms". Now, I can't find the exact video where this was verbalized, but at around the 3:55 mark you can see the 4th menu under our "shader" menu and this is called something like "pursuits" and it will be where we keep quests such as "On The Comms". I'm also assuming Rat King, MIDA, etc. will be taken out of our weapon selection screen and placed here as well:

https://youtu.be/qd_M5ozjLcg

I will keep looking for the original video that shows more of that "pursuits" menu, but just wanted to throw this out there in the meantime.

EDIT: Just wanted to add that a few guardians caught that we will also be able to dismantle directly from our vaults, as well!

EDIT: Timestamped links :)

https://youtu.be/29Ff6N0owRA#t=14m55s

https://youtu.be/qd_M5ozjLcg#t=3m55s

submitted by /u/Coohippo
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I’m average at best in pvp and almost always play solo I’m still gunning for Redrix Claymore

Posted: 26 Apr 2018 09:49 AM PDT

I really don't care about the odds and statistics I'm still gonna push myself and try to get this damn gun. I know a lot of people are up in arms and upset about it being exclusive but I encourage you to still try hop in some matches try and win some and maybe you meet a couple of randoms and make some great friends for the future. Most of my friends list are randoms from strike playlist and crucible in D1 good luck guardians see you out there.

submitted by /u/RonnieTLegacy1390
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Tether should kill on impact

Posted: 26 Apr 2018 10:30 AM PDT

I dont know why this still hasnt happened, i dont use nightstalker that much but when i do it always feels terrible to body a guy with the bow and not get the kill.

submitted by /u/DARKzIMPULSE
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The direction of Destiny's armour/gear aesthetic design (constructive feedback)

Posted: 26 Apr 2018 07:05 AM PDT

Preface

In light of recent posts providing feedback on particular design choices for specific pieces of gear (such as this one regarding the massive Titan shoulders) - after seeing that this feedback is making its way back to the design team, I'd like to get a discussion going and formulate some feedback regarding the overall aesthetic design of gear in Destiny 2 (and the future direction of Destiny as a whole).

What this targets

This post is aimed at broadly targeting all aesthetic design choices made for gear.
I'd like this to be primarily focussed around the following:

  • Appearance of weapons
  • Appearance of armour
  • Auditory cues for gear functionality (gunfire, for example)

However, if there are other points people feel strongly about and feel is relevant, please note them and I'll be happy to add them to this post.

Things feel different now

Personally, I feel the aesthetic design for gear, and thus; our Guardians, took quite a different turn in D2.
I'm not saying "different is bad", but the lack of the style of gear from D1 is what concerns me.
If we had gearsets that were aligned with the art style of D1 amongst the new gear we have today, that'd be perfect - variation is really what makes customisation so enjoyable!

I'll expand on a bit of background of D1's gear aesthetics to set the scene before we take a direct look at some examples.

Background

There was a great section of a talk from some of the designers at Bungie that outlined the guidelines they adhere to when designing armour for each class. It broke down primarily on two factors: percentage of armour plating and percentage of cloth.

Unfortunately, I'm unable to find where this was discussed, perhaps the Bungie stream which was given on the art design of the Destiny universe (I believe this was a Twitch stream). If anyone is able to find this and link it; it'd be greatly appreciated.

/u/FERRDO_Actual found it! Check it out: https://youtu.be/vUxRTCTr7ic?t=44m44s
I've linked the time they start talking about it, but its generally a good section of the talk and all very relevant to this post.
So, if you're interested, start a bit further back and listen to what they had to say.

This cloth/armour plating ratio really helps tangibly express how each class should look.
It was something like:

  • Warlocks: 80% cloth, 20% armour plating
  • Hunters: 40% 50% cloth, 60% 50% armour plating
  • Titans: 20% cloth, 80% armour plating

Note: this is a rough recollection, hopefully we can get this clarified if someone finds the source

This is something I feel has been lost in D2.

Along with these guidelines, armour design was in keeping with three "universal themes" that embodied the vision, spirit, and inspiration of the world we know and love:

  • Sci-Fi
  • Wild West
  • Fantasy

Note: again going from rough recollection. I believe this has been spoken about on numerous occasions by Bungie designers

Where we are now

In D2, a lot of this seems to be kinda lingering, but not feel all that natural.
It's funny, because when trying to think of solid examples of these themes, actually it's pretty easy to come up with some obviously directly influenced sets of armour heralding from these backgrounds:

And in fact there are many more, like the great Iron Banner sets and their ornamented versions for instance; they branch out for the Samurai style inspiration.

So, when you look at these examples, it's pretty easy to see the designers are holding onto their roots.
However, I'm not so sure the material ratios are being stuck to as much. There are some excellent designs that just seem to have been left behind in D1.

Let's take a look at a pretty common looking Hunter set you'd expect to see in the wild any time you'd hop on:
Front
Side
Back

This is a new style that was introduced with D2 - it's pretty cool, but I feel its "base" dominates the majority of Hunter sets.
Even those with pretty radically different appearances still adopt this style. The materials look like they're made of some sort of rubber adhesive. A wetsuit ninja or something. The armour plating looks like it was made in a car factory.
Again, I'm not actually meaning to put this down, but it feels very far from the styles we knew and loved in D1.

There was an almost pinnacle moment for me toward the end of D1: when I finally managed to get my hunter looking something like this.

In fact, let's look at the spread. This is what I'm talking about. It feels all but lost in D2.
Just look at the concept art for each class from D1:

What we got in D1 was pretty damn close to these.

Of course, I appreciate some of the newly developed aesthetics, but why can't we have both? The same can be said for weapon design.

Weapons

There are some incredible weapon designs in D2. Some of the exotics look amazing.
But if we look at some of the legendary weapons, a lot of them feel very "plasticky".
This isn't just in their physical appearance, but also the sounds they make.

A widely used hand cannon: Better Devils
Just watch a minute of that, or even just a few seconds. Likelihood is you already know the sound of this weapon pretty well.
Hand in hand, the sleek, bright, boxy frame; paired with its sound of shooting Rice Krispies makes using this weapon feel like a toy. Sadly, this carries over to most hand cannons. Largely because we get a lot of reskins (this sucks, in my opinion), but even on other weapons that are of entirely different archetypes or types altogether.

I miss the heavy, hard hitting, metal, "this thing has a history" feel of weapons from D1.

Remember when the new Crucible brand rolled around? That turquoise/orange/black colour scheme?
Man, that was ugly. Who was on centre stage? The Palindrome. An ugly water pistol (sorry, ily Pali ❤️)... but goddamnit it felt amazing to shoot. Just look at this! You can feel the weight of this thing.
The kick vibrates up your arm, you can feel when you're timing your shots!

The only thing even moderately close to this in D2 that I know of are the Dire Promise/Old Fashioned - which are really cool, but still feel pretty "light", and the Ballyhoo - which reminds me of Ill Will.

I miss the fact that weapons used to feel like they had a history. Even some of the vendor weapons just felt like they'd seen some action, been on an adventure to distant worlds, slain untold enemies.
Now we get "fresh off the line, this one's the same as the Mk1 but with a different paint job".

In conclusion

Personally, I feel like a lot of character has been lost in the D2 aesthetic design of gear.
There are some incredible armour sets, and some beautiful guns... but they're few and far between, and they just don't feel as rugged, mystical, ancient, alien, war-worn as their predecessor's.

I'd like to have some good discussion around these points, and I'd really, really like it if this reached it back to the design team at Bungie - if people are in agreement with me, of course.

TL;DR

Miss D1 gear design, can we please bring it back/see more of it in D2.

EDIT I: What is this, Lucky Pants for ants? / It's Rice Krispies... it was literally drawn out for me in the image I linked

EDIT II: Added source for statements regarding cloth/armour ratio. Thanks /u/FERRDO_Actual!

submitted by /u/phyrne
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I hope cutting down on Eververse is still a goal for the future

Posted: 26 Apr 2018 10:51 AM PDT

With Warmind right around the corner, I want to stress something that has taken a back seat since the uproar earlier this year. Something that i'm not sure was discussed much at the Summit but is still a huge issue for myself and friends.

4 months ago I had proposed this idea here on the subreddit. I believed all Exotic Ornaments should be visible on the gun already, but locked until you complete the challenges specific to that gun.

I still believe this would be a great idea even though it sounds similar to the new Masterwork stuff coming on May 8th. Alternatively, Exotic Ornaments could be thrown out into the loot pool of Endgame Activities such as Hive Escalation Protocol (round 7 only), Raid and Raid Lairs, Prestige Nightfalls, and Trials of Osiris.

The same goes for Exotic Ships and Sparrows (although personally I think both those should be tied to hidden quests) and Exotic Ghosts should have a chance to drop from Heroic Adventures or Meditations.

I think everyone would be totally fine with Emotes and Transmat Effects staying in Eververse.

The Seasonal Eververse gear set should be tied to a season-long quest where completing milestones, certain activities, challenges, (future bounties), etc. but i doubt this will ever happen.

And Shaders. I wish the best looking Shaders in the game would come from activities. You should still be able to buy them at Eververse, but they should also drop in the world randomly.

There is so much cool loot still stuck in Eververse. We saw a little bit of it get spread out into the world during Crimson Days but that was just for that small event. I sadly expect to see Eververse loaded with goodies in 2 weeks. It is definitely still a problem we need Bungie to work on. The cool stuff needs to be earned through activities, not through loot boxes.

Let's hope they haven't forgotten.

submitted by /u/Ninja-Pups
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Make our guardian talk again!

Posted: 26 Apr 2018 06:37 AM PDT

I just rewatched some old vanilla destiny cutscences. To be specific I rewatched the one in which we arrived at the reef for the first time. Our guardian and our ghost talk to each other and it makes their situation so much more immersive. Think about how good the opening of d2 could have been if our guardian screamed or cried after ghost falls of the command ship or how our guardian could have argued with ghost when he was struggling with the gate of the infinite forest and ghost checked his memories. So much potential for good dialog between these Characters. And if bungie really wants our ghost to be a likeable Character, give him someone he can interact with in a more personal way like with his guardian. I want to experience a good, emotional, sometimes funny and sometimes creepy and dark but hopefull Sci fi story and I think destiny will never be able to deliver this with a silent protagonist. I really hope bungie considers this option.

submitted by /u/Osiris-1337
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Toggle aim please

Posted: 26 Apr 2018 08:41 AM PDT

Almost every shooting game have this feature, but not destiny. Im a tetraplegic (not sure if thats the correct english term), but it means that i cant use my fingers. With toggle aim, Im able to simply tap the aim button and it won't aim out until i tap it again, or sprint. I've played D1 for almost 3k hours and was able to play. The problem is (mostly) when i go into crusible/raid. I have to take my hand off the left analog stick to aim, wich means i either have to stand still and shoot or run and hip fire. If toggle aim was in the game i can simply tap the button, strafe and shoot, and sprint to cancel the aim and run away when i need to. I need this in game. Im sure most of the players doesn't need this, but it would make everything alot easier for me (and many other in my situation).

submitted by /u/alwayskag
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I would be fine with buying Silver from Eververse if you could buy exactly what you wanted instead of a hoping you get something cool from the Slot machine aspect.

Posted: 26 Apr 2018 12:06 PM PDT

I remember when Microtransactions were first starting out and you could buy exactly what you wanted for $1 USD on the marketplace for Xbox. I would rather have this come back, than spend money hoping you get something worthwhile from the Illuminated Engrams just for you to get a ghost you didn't want and two blue mods.

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Rasputin and his plans

Posted: 26 Apr 2018 12:43 AM PDT

The Warmind weapons that appear to be given to Guardians by Rasputin have the name "Ikelos". IKELOS_HC_V1.0.1, IKELOS_SMG_V1.0.1, etc. This is no coincidence, as this is the directive given to the Sleeper Simulant weapon. So essentially these are the weapon modified from weapons that Rasputin armed human forces with during the Collapse.

This is not the interesting part. What is interesting is the item description. For the Sleeper Simulant the description was:

Subroutine IKELOS: Status=complete. MIDNIGHT EXIGENT: Status=still in progress.

For a bit of background information, we all know Rasputin had plans for the Traveler and what to do if humanity was in an extinction scenario. Part of this is the Yuga protocol. Yuga is the four-age cycle of Hinduism, with a complete cycle ending with the "age of Darkness". Rasputin seems to label the four ages with the cycle of the Sun: SUNRISE, MIDDAY, SUNDOWN, MIDNIGHT.

During the Collapse, at SUNDOWN, he is preparing for MIDNIGHT, the age of Darkness. If there is a civilisation kill event underway, then he must decide what his tactical morality must be during this "Age of Darkness". What his decision appears to be is that he will abandon humanity (killing billions) and learn from the Darkness in order to find a way to win. He then signs off, seemingly abandoning humanity.

During the "age of Darkness", we see two instances of Rasputin checking his moral structures. The first is when the Iron Lords search for SIVA and he maintains his structure, considering his study of the Darkness to be most important. The next is when he provides Guardians with the Sleeper Simulant, where he once against states "Operation MIDNIGHT EXIGENT is NOT YET COMPLETE."

We see that Midnight Exigent is "still in progress". However, with the new weapons, we see something else:

Subroutine IKELOS: Status = reinitiated. APOTHEOSIS: Status = active

Apoethosis active...Does Rasputin finally believe that he has learnt enough about the Darkness? Have his Midnight Exigent moral structures been completed? With the information that Xol, the Worm God, has been trapped within the ice underneath Rasputin's facility on Mars, I believe that he has been waiting and learning from this beast of the Darkness. Finally, after all these years, Rasputin has completed the Midnight Exigent protocol, the tactical morality to learn from the Darkness, to abandon humanity, to win.

Rasputin has finally achieved apotheosis. He has elevated to divine heights and now has the knowledge to not only fight the Darkness (or the Traveler?), but he has the belief that he can win. He now has the the means to do what he was built to do. He has the means the save humanity.


edit:

Byf has released a video on a similar topic. If you want to expand on what I've wrote then I'd highly recommend it:

https://www.youtube.com/watch?v=LDTULc9hFNg

submitted by /u/dobby_rams
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Griffin Bennett, former Social Media Manager for Overwatch, joins Bungie in a similar role.

Posted: 26 Apr 2018 12:25 PM PDT

From his twitter account:

I'm excited to share that I've joined @Bungie as their new Social Media Manager! As a kid who grew up in Bellevue, it's an honor to join my hometown studio. Eyes up, Guardians. Memes are inbound.

And from DeeJ

Meet @GriffinWB, one of our teammates. Please hold your gameplay questions for @Cozmo23 and @A_dmg04. The new guy is here to help us create great content to show you where the game is headed. And memes, apparently.

submitted by /u/lafonh
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What happenned to the game's visuals between D1 and D2 ?

Posted: 26 Apr 2018 06:10 AM PDT

I wondered why some things looked kind of wrong in Destiny 2 compared to Destiny 1, and I think it's because of the textures.

In D2, most items looks like plastic because there's much less details on the textures than in D1, a few examples to illustrate my point :

Suros Regime in D1 / Suros Regime in D2

Häkke weapon in D1 / Häkke weapon in D2

Plain white ship in D1 / Plain white ship in D2

Suros weapon in D1 / Suros weapon in D2

Suros RL in D1 / Suros RL in D2

Claws of Ahamkara in D1 / Claws of Ahamkara in D2

Now I think that you got my point, the textures in D2 lacks all the things that made D1 looks like paint/metal.

The most obvious example for me is the Suros Regime, in D2 it looks like a toy, not only because of the new color scheme, but because the material just looks like plastic. In D1 the guns didn't necessarily looked worn and torn, but the textures used to have small details like scratches and light reflections which showed that we were dealing with metallic surfaces, not plastic.

That's why I don't think it's an issue solely related to shaders, because even worn shaders in D2 can't match the details of D1 textures.

submitted by /u/Roboute_Girlyman
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Bungie can we please get a separate sensitivity slider for aiming down sights? This is a QOL change Sorely needed.

Posted: 26 Apr 2018 05:16 AM PDT

It's good to see D2 is continuing the tradition of shafting Warlocks on Exotic boots.

Posted: 26 Apr 2018 11:17 AM PDT

They currently have 2, Lunafaction Boots and Transversive Steps. Hunters have 5, Titans have 4.

Assuming the exotic armor announced for WMD is all there is, it will be at least September until Warlocks get a third pair.

Still, 2 is a step up from D1. They didn't get their first pair till RoI (Transversive Steps).

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Prestige NF "Garden World" Boss Spawn kill featuring Snipers on every Singe/Burn

Posted: 26 Apr 2018 08:33 AM PDT

Arc Singe | D.A.R.C.I Sniper Rifle - https://www.youtube.com/watch?v=NAtLN3abclM

Void Singe | Maestro-46 Sniper Rifle - https://www.youtube.com/watch?v=7bNBh9qY1CM

Solar Singe | Alone As a God Sniper Rifle - https://www.youtube.com/watch?v=8-XBiBDzBHQ

NOTES

-"Melting Point" aka Hammer strike wasn't used for any of these unlike most boss spawn kills. It's because not only is it very hard to hit the boss with it, most of the time it ends up killing you and it just becomes a 2-man DPS fight so...generally not worth the effort.

-A vast majority of the damage from each of these is strictly sniper damage. Although abilities were used, some even missed entirely due to "immunity" at the beginning.

-D.A.R.C.I is literally just not fair for this boss fight. You can just not use ANY damage ability and still destroy him with just about half your clip from each person. HALF.

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6v6 Iron Banner Poll Results

Posted: 26 Apr 2018 09:59 AM PDT

Hello Guardians!

A couple of days ago I posted this post which contained a poll regarding the latest 6v6 Iron Banner. This post will serve as a collection of the findings from the 355 responses made at the time of writing

 

I feel the need to say that this is by no means indicative of the Destiny community as a whole and isn't really indicative of /r/DtG as a whole however with a large number of participants I feel we can make some conclusions about how people felt about it.


Overall Feelings Towards 6v6

The first question in the poll was asking about the participant's overall feeling towards 6v6 Iron Banner. 81.7% of participants said they either loved or enjoyed 6v6 Iron Banner with 5.9% saying they either disliked or hated it, leaving 12.4% of people to say they had a mixed experience.

 

From this I would say that a large majority of those polled enjoyed Iron Banner, however when searching through /r/DtG while 6v6 was active you could be mistaken for thinking those who disliked 6v6 were a larger group.


Quickplay 6v6

The second question in the poll was about whether the participant would like the Quickplay playlist to become 6v6 after experiencing 6v6 in Iron Banner. 73% of participants said they would like this to be the case, 17.5% said Maybe and 9.6% said they would not like this to happen.

 

I would say there is definitely a case for Quickplay to be 6v6 while leaving Competitive/Trials to smaller fire teams however problems arose during 6v6 such as worse connections and long loading times which would need to be addressed first. Potentially having a 6v6 Quickplay playlist alongside the regular 4v4 playlist as an experiment for a short period would be useful to gain more feedback on Bungie's behalf.


Best 6v6 Crucible Maps

The third question on the poll was regarding which maps were good for 6v6. I realise in hindsight that I should have written individual questions for every map however I feel like we can still draw good conclusions from the data.

 

235 participants felt that Distant Shore worked well for 6v6, which is interesting as it came from Destiny 1's 6v6 Crucible. 179 participants thought Midtown worked well and 169 people thought Javelin-4 was a good 6v6 map.

 

Other notable favoured maps were Vostok (160) and The Burnout (155).


Worst 6v6 Crucible Maps

In comparison to the previous question the 4th question was which maps felt the worst for 6v6. **91 people thought Endless Vale was not a good 6v6 map, 85 people thought The Dead Cliffs was not good and 84 thought the same for The Burnout.

 

It's interesting to note that the Burnout appears in both lists as it, like Distant Shore, is a reimagined Destiny 1 map.

 

Other disliked maps included Altar of Flame (75) and Legion's Gulch (72).


What Needs Looking At?

The penultimate question was what needs to be looked at for the 6v6 game mode based on last week's Iron Banner.

&nsbp;

The top response was Team Composition (Stacked/Non-Stacked Teams) which received 196 votes. Next was Time to Kill with 184 votes then Heavy Ammo which received 160 votes.

&nsbp;

I'd say these results correlated heavily with posts on the subreddit and general community feedback.

Other Thoughts

Finally in the poll I provided space for other thoughts regarding 6v6 Iron Banner. Some responses are below:

  • When you're winning 6v6 is awesome, but when you're losing it feels more hopeless than 4v4.

  • This is the first time I actually want to play a bit more pop in the game.

  • Literally every game I played took 6-8 minutes to load in AFTER finding 12 players.

  • Power ammo being on the field at all times undermines whatever positives 6v6 may bring. It is impossible to mitigate for an opposing team constantly having a rocket/colony/acrius at their disposal.


Final Thoughts

Here is a link to all of the results of the poll.

 

I'm happy with how the poll turned out and it's brought forward some very interesting points about favoured maps, issues and feelings about the 6v6 Iron Banner. Hopefully this can go forward to Bungie and provide some interesting points of data!

 

Thank you to everyone who participated and thank you for reading this wall of text - looking forward to seeing your comments on the subject.


TL;DR - 6v6 was enjoyed. Quickplay should look into becoming 6v6. Distant Shore and Midtown were great, Endless Vale and Dead Cliffs were not. Team Comp, TTK and Heavy Ammo needs looking at.

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Where did the designers of these armor ornaments go?

Posted: 25 Apr 2018 03:28 PM PDT

if bungie don't get the "fwoomp" right on sleeper right I will literally never forgive them.

Posted: 26 Apr 2018 11:47 AM PDT

dont care how long the wind up time is, hell make it ten seconds for all i care so long as when it eventually fires i feel like i just shot some stupid/dangerous laser cannon designed by a borderline batshit Russian AI. do not make this weapon feel reasonable!!

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Helm of Inmost Light

Posted: 26 Apr 2018 08:19 AM PDT

I really miss this helmet for my titan. It made him look like a total badass. Having death from above back would be a welcome addition too. Can this please come back at some point?

submitted by /u/N1NJA_OF_F1RE
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Hunter dodge broken since Go Fast

Posted: 26 Apr 2018 04:28 AM PDT

Hey y'all, I wanted to bring this up since I haven't seen it talked about at all since the patch.

Since Go Fast dropped, I'd say about 1/3 of the time when I use my hunter dodge, the roll animation doesn't proc, my guardian does not move at all, and my dodge cooldown has started. Sometimes, after dodging and with a slight delay, my character will be pulled toward the area I dodged, with no third person roll being registered on screen.

This has been affecting pvp quite bit, since I can't count on my dodge to roll me into cover a lot of the time.

Would love to know if bungie has been made aware of this bug.

Anyone else experiencing this issue?

submitted by /u/jonesthagoat15
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Grenade. Throw. Distance. Please.

Posted: 26 Apr 2018 02:10 AM PDT

Tired of having to look up at the sky every time i want to throw a nade from a reasonable distance. Would be great to either get a buff to distance, or a perk/mod that does the job.

submitted by /u/IDUnusable
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Have all season 2 items available for purchase the last week of season 2

Posted: 26 Apr 2018 10:21 AM PDT

Maybe also have a Double XP week?

submitted by /u/Gunnar_Optik
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Since it's Avengers weekend (woohoo!) It would be awesome to see Mayhem be used for nothing but Cap shield, Thor hammer, and Hulk smash for a day or two. All Titan Avengers brawl!

Posted: 26 Apr 2018 07:00 AM PDT

Not sorry for the shitpost, I'm excited. Been waiting on this damn movie for over 20 years. Grab your titan and come punch me in the face!

Yea I know, never happen, people love their hunters and warlocks. I guess I could give you Hawkeye for Nightstalkers, Black Widow for Gunslingers and Iron Man for Nova Bombs maybe but that's stretching it.

submitted by /u/GardenerInAWar
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I’d love to have a new PvE event where we’re going back into the city and we see everything’s aftermath.

Posted: 26 Apr 2018 07:03 AM PDT

Like the true aftermath. Even if it wasn't an event I'd love to have had or have more cutscenes of the vanguard going back and helping. I'm craving more interactions with them like we did in homecoming and the red legion story missions. Playing them over is cool. But I'd love to see something new regarding the city.

submitted by /u/Ouijacake
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[Spoiler] I’d be a little disappointed if Eris wasn’t in this DLC

Posted: 26 Apr 2018 10:40 AM PDT

So from what I understand, Eris leaves before the Red War to deal with the Hive, primarily looking for Nokris, who was confirmed to be in this expansion. So what's the deal with that? Does she just not care anymore?

I at least hope there's a mention of Eris and her whereabouts.

submitted by /u/DontMindMe420
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