Destiny - [D2] Xûr Megathread [2018-04-06]


[D2] Xûr Megathread [2018-04-06]

Posted: 06 Apr 2018 10:02 AM PDT

Agent of the Nine, Xûr

Description:

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

Location:

Titan

Exotic Gear:

Name Type Cost
Eye of Another World Warlock Helmet 23 LS
Hallowfire Heart Titan Chest Armor 23 LS
Celestial Nighthawk Hunter Helmet 23 LS
Prometheus Lens Trace Rifle 29 LS

Curios:

Name Type Cost
Three of Coins Consumable 31 LS

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.

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Data provided by DestinyTracker

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Iron Banner 6v6 delayed due to late-breaking issue, Rumble to replace it.

Posted: 06 Apr 2018 10:10 AM PDT

Due to a late-breaking issue that's been discovered through internal testing, Iron Banner 6v6 is being postponed.

We've found that all players in 6v6 matches are returned to Orbit with ANTEATER errors when reaching certain score and timer conditions. We are actively working on a fix for this issue, but will not be able to release this by April 10.

As such, Rumble will be replacing Iron Banner next week as the featured gametype in the Weekly Crucible playlist. As noted in yesterday's blog update, Rumble will now feature 6-player Free-for-all with additional spawn fixes coming in Hotfix 1.1.4.1 on Tuesday. Iron Banner will return as soon as we can issue a fix. Sorry for the inconvenience.

Source: https://www.bungie.net/en/Forums/Post/244272740

submitted by /u/TheLittleMoa
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Why Lore and Writing should be just as important a focus as Gameplay

Posted: 06 Apr 2018 08:06 AM PDT

In this current state of Destiny 2, a lot of the general feedback and milestones set out by the community relates to gameplay.

Don't get me wrong, gameplay is where the game needs a lot of attention put towards it. If Bungie don't fix the glaring lack of certian features or issues, we risk being stuck in a repetitivitley boring game-space for god knows how long.

Yet lately I've noticed Bungie aren't really highlighting story, writing or lore as big issues to fix. Sure, the community managers have made the odd comment here and there about hearing the feedback and noting it is on their radar. But yet when you look to the recent Q&A or the Monthly Mile-stone, only gameplay improvements have been listed.

I am a big advovate for a better means of managing lore in this game. I'll be frank, I find the Lore tab outright lazy. It takes interesting stories and concepts about the world and it's characters and hides behind a gear piece.

Complain all you want about D1 but the grimoire was a database of information (It shouldn't have been put on an external site though) about the world which we could easily pull up and look through. You had a easy way to manage and look through information you wanted at the pace you desired in D1.

In D2 it feels so much more baron and bare. Not just in the lore department but in the writing department too. Characters feel far too generalised, there's no depth or complexity to them anymore.

In D1 you only had limited interactions with these characters but what was there made you yearn to learn more, it made you want to play more of this game and understand more of the characters in it.

Amanada Holiday is a prime example. She was initially just a shipwright, but with TTK they introduced an interesting backstory to her, and with SRL you got more of an idea of her character.

In D2 she has no excuse to be there post-story. She simply lingers around in the Hanger Bay offering you green ships with nothing else to her. What was once a mildly interesting character is now a blank slate the writers don't know what to do with.

Brother Vance is another example. In D1 you could tell there was an air of mystery to the vendor and the order he represented. His interactions with you seemed to indicate Vance despite his unfortunate blindness had perception to an understanding far beyond what you had. He seemed cool and calm and offered small bits of insight into the order he represents and the leader he follows.

In D2 he is generalised as a rambling fanboy who is so one note it's cringe-worthy. He does nothing but spout ecstatic praise to Osiris like he's so ready to suck his mighty golden balls.

Despite all this, I see people argue that the main focus right now should be Gameplay and Lore isn't as important. To those people I say, you are wrong.

If the game's lore and writing is not given the same amount of focus and attention that the gameplay is being given, what makes Destiny different than any other standard live service game?

The story makes the game just as much as the gameplay.

TL:DR: This game needs just as much focus on lore and writing as it does on gameplay.

submitted by /u/Illusivebroker96
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"Players will now be removed after 3 minutes of inactivity."

Posted: 06 Apr 2018 11:07 AM PDT

https://twitter.com/BungieHelp/status/982318638886617088?s=19

*In response to recent player feedback, we are reducing the amount of time it takes for players to be returned to Orbit due to inactivity in Strike playlists. Players will now be removed after 3 minutes of inactivity.

If you encounter issues, please report to the #Help forum.*

EDIT: This change is LIVE in D2: https://twitter.com/DestinyPointcom/status/982322308718178304?s=19

submitted by /u/Eyes_Up_Guardian
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Massive Breakdown of a Way to Make Mods Meaningful, Rewards Exciting, and the Chase Fun Again, All While Solving Vault Space and Reuse of Assets Complaints

Posted: 06 Apr 2018 12:10 PM PDT

If you'd like to listen to me explain the idea in more depth, here is Massive Breakdown Podcast Episode 75: Mercules Takes the D2 Reins.

Definitions:

  1. Frame - All weapons (and armor/ships/sparrows) that share the same base design would be combined into one "Frame." Examples would be: Omolon Precision Auto Rifles, SUROS Adaptive Auto Rifles, SUROS Precision Shotguns, Veist Rapid-Fre Auto Rifles, Omolon Lightweight Scouts, EDZ Lightweight Pulse Rifles, New Age Precision Auto Rifles, Hakke High-Impact Pulse Rifles, etc.
  2. Ornaments - Right now we have many different designs of the same base weapon. The SUROS Adaptive AR Frame currently has 6 variants of it that are all separate weapons. I would combine these all into Ornaments for one weapon Frame. Ornaments would come from random drops for low rarity ones, and reward drops, completing activities, and the vendors for Legendary ones. Examples: Martyr's Make, Galliard-42, Medley-45, Restoration VIII, and Solemn Hymm Legendary Ornaments for the SUROS Adaptive AR Frame. Jiangshi AR4, Uriel's Gift, The Number, and Positive Outlook Ornaments for the Omolon Precision AR Frame.
  3. Mod - All current perks would be made into Mods that can drop as activity rewards, be purchased from vendors, come from rank up packages, or decrypt from engrams. Some Mods would be universal, and could go on any Frame. Others would be limited to specific Frames. For example: no Sniper Scopes on Auto Rifles, no SUROS Sights on Omolon Frames, no Fusion Rifle Mods on Rocket Launchers.

Here's the basic idea for weapons:

  1. Weapons Frames (outside of Exotics) could drop at five levels (similar to current Destiny):
    • Common - White
    • Uncommon - Green
    • Rare - Blue
    • Legendary - Purple
    • Max Rank - Purple with Yellow Border (similar to Masterworks in appearance)
  2. If you get a weapon other than one at Max Rank (which would only drop from Endgame activities), getting kills or completing events with the weapon equipped will give it experience, and allow you to improve the weapon to the next level. Alternatively, every time you rank up your character, you will receive Motes of Light (similar to D1) that you can use to level the gear up.
  3. All current perks become Mods that can be purchased from the Gunsmith or dropped from activities, or given as level up or engram rewards. Some Mods will be universal, other Mods will be locked to a certain type of weapon. At each level, you will gain one additional Mod Slot on the frame which will initially (except for Max Rank) contain one mod determined by RNG. Max Rank Mods can only come from completing Endgame activities like Raids and Trials.
  4. Mods can be purchased from vendors with rotating stock, or found as rewards for completing activities, leveling up the Gunsmith, etc.
  5. There will be six mod slots, the latter 5 of which will be changeable by the player. Here is an example of the Mods that could be in some of the player controlled sections: https://imgur.com/a/xcKY2
    • Intrinsic Frame Mod - Set on all weapons by default, determined by the Frame (ex. Adaptive, Precision, High-Impact)
    • Barrel/Scope/Sight - Unlocked on Common Weapons
    • Magazine/Ammunition - Unlocked on Uncommon Weapons
    • Grip/Stock - Unlocked on Rare Weapons
    • Legendary Perk - Unlocked on Legendary Weapons
    • Endgame Mod - Unlocked on Max Rank Weapons
  6. Each mod slot will have the ability to store three mods, but only one can be selected at a time for use. Mods will be consumable, as they are now. Certain Mods will only be able to be used on certain weapon Frames (for example no sniper sights on auto rifles, no Omolon sights on SUROS or Hakke guns, no fusion rifle perks on rocket launchers, etc).
  7. Instead of having multiple weapons in each archetype that look the exact same just with different paint schemes, there would be between 1 and 5 "Frames" for each archetype (example SUROS Adaptive Auto Rifle Frame, and Hakke Adaptive Auto Rifle Frame), and every weapon currently matching the Frame in said archetype would become a "Ornament" on the Frame that can drop from activities and engrams, or be purchased from vendors, and then can be chosen just like current Ornaments. They can be found/purchased independently, or a Frame can drop with one already equipped, which would then unlock it across all examples of that Frame.
  8. Each frame would have between 1-6 "Ornaments" that could be applied to change the appearance of the gun (either by small attachment modifications or paint schemes, depending on the rarity) and then Shaders would be applied over the top of this. More Ornaments would be added each update/DLC/event, and additional frames with a different base appearance could be added as well. Once you have received one example of a frame, that frame can still drop for you at another rarity level, with a different Ornament and different Mods applied. Getting a frame with a different Ornament unlocks it to be used across that frame universally. There would be repetition protection for them, so that once you have one, the next example of that frame to drop will be with a skin you do not have (if possible), until you have collected them all or received all the ones you can get as random drops (some will only be activity rewards). Dismantling duplicate frames rewards you with the currency used to purchase Mods from the Gunsmith.
  9. Each Frame could store all possible Ornaments, and you could choose which one you wanted (similar to current Ornaments). It would also store up to 10 applied shaders so that you could switch between them as well. Shaders would still remain consumable, and would drop as they do currently. Ornaments act as they do now, in that once they are unlocked they can be used permanently.
  10. Trials, Raids, Iron Banner, various world locations, vendors, etc would all sell/have frames with their various Ornaments as rewards.
  11. Likewise, Endgame Mods would be unique to each activity. For example a Raid Mod that does bonus damage to Cabal, or a Trials Mod which increases ADS speed.
  12. There would also be Endgame Ornaments that would only be unlocked by people completing the hardest tasks, Raid Prestige Mode and Challenges, and Trials of Osiris Flawless.
  13. Exotics could only drop as Exotics, and they would have their Legendary Perk replaced by an Exotic Perk, which is not able to be changed. Their frame perk would also be replaced by a second Exotic Perk that is specific to that weapon. All other Mod Slots would function as they do on other weapons of Max Rank.
  14. Here is a chart of how the Auto Rifle class would look with this idea: https://imgur.com/a/xy4Gh

Example - Weapon

  1. A weapon drops for you. It is an EDZ Precision Auto Rifle Frame, at the lowest rarity level, Common. The default Ornament is called Pariah, and it has the Model 6 Loop sight in the Barrel/Scope/Sight Mod Slot.
  2. You like the frame, and continue to use it. You level the gun up to Uncommon, and it shortly thereafter have the same Frame drop with the Scathelocke Ornament, which unlocks the Ornament on your current frame. You switch the first mod slot to the IS 5 Circle sight, and it also unlocks the Magazine/Ammunition Mod slot, which contains the High Caliber Rounds mod.
  3. You continue to level up the frame, this time to Rare, by running strikes on Titan. You Unlock the Lionheart Ornament as a strike reward, and the Grip/Stock Mod slot, which contains the Fitted Stock Mod. Meanwhile, you've also added another Mod to the Mag/Ammo slot, Tactical Mag. You can now choose to use either Model 6 Loop or IS 5 Circle as your sight, and Tactical Mag or High Cal Rounds as your Mag/Ammo.
  4. You level the weapon up to Legendary by doing Faction missions for Dead Orbit, and unlock the Guiding Star Ornament, and the Legendary Perk slot which contains the Moving Target Legendary Mod. You like Moving Target, but also sometimes like Under Pressure, so you add that mod to the slot as well and switch between the two as you choose. You've also added the IS 2 Classic Sight, and filled all three of the spots in the first Mod slot (Scope/Sight/Barrel). If you want to use a different sight, you'll have to overwrite one of the existing three.
  5. You run some Iron Banner with the EDZ Precision AR Frame weapon, and gain enough experience to get it to Max Rank. It unlocks the Orimund's Anvil Ornament, and the last,Endgame Mod slot, however the slot remains unfilled. You ran the raid earlier, and had a raid specific Endgame Mod drop for you, which does bonus damage to Cabal, so you place it in the slot.
  6. You now have a Max Rank Precision Auto Rifle Frame, with 5 Ornaments, and Mod Slots for Sights, Grips/Stocks, Mags/Ammo, Legendary Perks, and an Endgame Mod.

This system can be used for Sparrows, Ships, Armor, and Ghosts as well, with only a few minor changes.

Example - Armor

  1. Armor would function very similarly to weapons. You wear the gear while you complete activities or kill enemies, or use Motes of Light to level it up.
  2. Just like with weapons, there would be six Mod Slots, the latter five of which would be changeable by the player:
    • Intrinsic Armor Stat - 1 to 2 points towards Resiliency, Recovery, or Mobility, set on all armor by default, determined by the armor piece (gauntlets - 1, chest - 2, helmet - 1, legs - 1) and type (Survival, Heavy, Mobile)
    • First Additional Point Mod - Unlocked at Common. 1 Point towards Resilience, Recovery, or Mobility
    • First Open Mod Slot - Unlocked at Uncommon. Mod that decreases cooldown of an ability, or increases reload speed or handling
    • Second Additional Point Mod - Unlocked at Rare. 1 Point towards Resilience, Recovery, or Mobility
    • Second Open Mod Slot - Unlocked at Legendary. Mod that decreases cooldown of an ability, or increases reload speed or handling
    • Endgame Mod Slot - Unlocked at Max Rank. Activity specific Endgame Mods.
  3. Exotic Armor would drop only as an Exotic, and would replace the Second Open Mod Slot with an Exotic Mod unique to that piece of equipment, all other Mod Slots would function as they do on armor of Max Rank.
  4. So you start off with a piece of Common gear, like the Mobile Hunter Gauntlets, with the Daring Hunter Ornament, the single base point allocated towards Mobility, and one additional Point Mod Slot that you can change.
  5. You wear it and gain enough XP to level it up to Uncommon, which unlocks an Open Mod Slot, into which you place a Mod that can either speed up an Ability cooldown, or increase the reload speed or handling of a certain class of weapon. You also equip the Uncommon Ornament, Scavenger Suit.
  6. The gear is leveled up to Rare, and you can now choose another Mod that allocates an additional point to Recovery, Mobility, or Resilience, and you can equip the Shadow Specter Rare Ornament.
  7. Once the gear is brought up to Legendary, the Second Open Mod Slot unlocks, and you can use that mod to either speed up an Ability cooldown, or increase the reload speed or handling of a certain class of weapon. You can also equip the Legendary Ornament Errant Knight 1.0
  8. Max Rank would open the Endgame Mod Slot, in which you could place Mods that come from specific Endgame activities.

Example - Ship

  1. There are no Common or Rare ships, and the only things changeable are their appearance or Transmat Mod. Exotics would just be ornaments, instead of actual new ships, because they don't offer unique perks and are based off of existing ships.
  2. So the Frames for each ship would simply be the base uncommon ship, and then you would level it up once to Legendary (simply by starting activites like Crucible, Raids, Strikes, and Patrols, or use Motes of Light), which would unlock the ability to use higher level Ornaments and the Transmat Mod slot.
  3. Ornaments and Transmat Mods would come from in-game activities.
  4. So you start off with the Uncommon Wanderwing Frame with no Ornament.
  5. Level it up to Legendary so you can use a Transmat Mod, and at some point find the Legendary Antonio Ornament and use it.
  6. You reach Max Rank with the ship, and complete the Curse of Osiris storyline and receive the exotic Ornament Sails of Osiris ornament as a reward, which you can now equip.

Example - Sparrow

  1. There are no Common sparrows, but they can upgrade the NLS drive and gain a Mod Slot as they level up. Same as ships, Exotics would be ornaments only.
  2. So you start with the Uncommon Starchaser Zero Frame with a Standard NLS drive (speed 140) and no Mod Slot.
  3. You upgrade by riding the Sparrow during patrols or SRL, and get a massive boost for getting kills with it (or use Motes of Light). When you get to the Rare level, you can use a Rare Ornament like the Athena Victorious and also you unlock the mod slot, but the NLS drive stays at Standard (speed 140).
  4. When you level up to Legendary, you get the Tuned NLS drive (speed 150), and can equip Legendary Ornaments like Aeon Plume
  5. When you reach Max Rank, you get the Custom NLS drive (speed 160) and can equip Exotic Ornaments like Dinas Emrys.

Example - Ghost

  1. Ghost Shells do have Mod Slots that actually change things, and there are Common, Uncommon, Legendary and Exotic variants. Same as with ships and sparrows, exotics will be ornaments for the base shells, but there will also be exotic perks that can be placed on Max Rank Ghosts. Uncommons will have one Mod Slot Open, Legendaries will have two, and Max Rank shells will have three and be able to wear Exotic Ornaments and use Exotic Mods. Shells level up simply by being equipped when enemies are killed or activities are completed. Similar to weapons, mods will also have corresponding levels that unlock as you level the Ghost up:
    • First Mod Slot - Unlocked at Uncommon. Weapon Cache Mods (Uncommon Ghost Mods) and XP Gain Mods (Rare Ghost Mods)
    • Second Mod Slot - Unlocked at Legendary. Gunsmith Telemetry Data Mods (Legendary Ghost Mods)
    • Exotic Mod Slot - Unlocked at Max Rank. Used by Exotic Ghost Mods
  2. Start with The Last City Shell, with no Mods or Ornaments.
  3. Level up to Uncommon, unlock the First Mod Slot which can use Uncommon Ghost Mods (Detect Loot Caches on x planet within 30m radius). Uncommon Ornaments can also be equipped like the EDZ Shell.
  4. Level up to Rare. Unlock the ability to use Rare Ghost Mods (Gain 10% more XP in x activity) in the First Mod Slot.
  5. Level up to Legendary. Unlock Second Mod Slot and the use of Legendary Ghost Mods in the first slot (Gunsmith Telemetry Data on x-elemental weapon kills), as well as the ability to equip Legendary Ornaments like the Viceroy Shell.
  6. Level up to Max Rank, which sets the second Mod slot to "Generate Gunsmith Telemetry Data on all elemental weapon kills" and opens up a third slot, which you can fill with any Exotic Ghost Mod (which are dropped from specific activities and events) like "Gain 10% XP in all activities" and "Detect loot caches within 75m on Mercury," and allows you to equip Exotic Ornaments like the Sagira's Shell, also dropped from specific events or quests.

Problems This Idea Solves:

  1. It greatly decreases the need for massive amounts of vault space.
  2. It helps to cut down on the annoyance of being given "different" weapons, ships, sparrows, ghosts, and armor pieces that look basically the exact same with slightly different paint, because now they actually are just paint schemes for the main design.
  3. Helps to introduce a chase and grind element with RNG into the game, but without the RNG punishing casual players.
  4. Makes Mods meaningful in the game.
  5. Combines the RNG aspect of random perks with the ability to choose your own perks, without making it too easy to get the perks themselves.
  6. Players will very quickly collect all of the frames, which is rewarding to casual players, but the chase for ornaments, mods, and max rank will provide continued motivation to play for hobbyists.
  7. Endgame Mod slots provide motivation to play Endgame content, while allowing all weapons to be made useful.
  8. No weapon becomes a simple throw away gun, because every weapon has a chance to be brought to Max Rank, and each drop may have a better Mod selection or uncollected Ornament.
submitted by /u/Mercules904
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My only wish for DLC 2 is to actually take itself seriously.

Posted: 05 Apr 2018 08:22 PM PDT

For the love of god, don't turn a massive section of the lore into a walking joke. I could let Curse of Osiris slip by, at least he was just a single(Albeit extremely interesting) character. Brother Vance was extremely obnoxious and a massive turn from his idle talk in D1, but hey, he was an extremely minor character who gave you some cards before you could get into the Trials. Saint-XIV's death is a tragedy, but working his past into our future is an excellent way to work with the Vex timelines to tell a potentially very interesting story.

Just, please, don't let Rasputin go down this path. Rasputin is arguably one of the most important characters lorewise. He represents what we lost during The Collapse, and gives us a glimpse into what we had during the Golden Age of humanity. Destiny's plot core is Humanity's demise and fight for survival after The Darkness fought The Traveler and the Warminds and sent Humanity into the Dark Ages. And the only being that survived the Collapse and carries the knowledge of what happened during that battle is Rasputin. No Human, Awoken or Exo even knows what The Darkness truly is, and nobody knows what exactly Humanity was like during the Golden Ages.

Except Rasputin. Rasputin knew mankind. Rasputin fought The Darkness, alongside the Traveler. Rasputin survived the Collapse, where the Traveler did not. Rasputin is powerful, dangerous and mysterious. And, most importantly, Rasputin the most human connection in the lore to the otherworldly powers in the neverending battle between the Light and the Darkness.

Rasputin creates a power triangle between The Light, The Darkness and Humanity, the protagonists themselves. If Rasputin becomes a joke, if it ends up getting written off or replaced by any other being, then the entire core of Destiny changes. It goes from Humanity building off from it's own ruins, defending itself and the Traveler of evil menaces that threaten to finish off all of us once and for all, while attempting to recover what it has lost to these forces, to Humanity being kind off awkwardly caught in the middle of a battle they had no influence at all.

If DLC 2 manages to work with Rasputin, and not around it, it could bring back the D1 feel many people have been missing from the storytelling standpoint. You're sitting on a gold mine, Bungie. Don't blow it up.

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Credit where credit is due: The writing and tone during the subclass missions is actually pretty good.

Posted: 06 Apr 2018 03:17 AM PDT

D2 has some... issues when it comes to the writing and tone. We've thrown around some of the worst lines ("Keep it together giiirl.", "RAWR, I'm a big scary monster.", "Later Haters.") a few times now and I think most people can agree that the overall tone of the dialogue clashes with the intent of the story by completely evaporating the stakes by just refusing to take anything happening as serious.

However, as I was levelling a Warlock this past weekend, I got to play through the subclass reclimatation missions which I hadn't got to experience basically since launch.

And you know what? They actually feel really good. Besides the intro of "You ready for weird story time." the tone and gravity of the deliverances is really there. The writing itself as each if the projections talk about the aspects that led to that discipline of Light being discovered or controlled is really feels like you're reading from a grimoire card.

All in all, if the story could be delivered with the same sense of weight and with the same respect for the lore and for the intelligence of the player in following expansions I'd be really happy.

And, just because a lot of people blame the casualisation of thr game, remember that these subclass missions are not endgame content for hard core players, they're missions that almost every single person who has picked up Destiny 2 will have experienced.

submitted by /u/Voidjumper_ZA
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For April fools, Bungie should've changed the name of catapult lift to trebuchet lift

Posted: 06 Apr 2018 08:41 AM PDT

As a person who never played d1, this looks insane

Posted: 06 Apr 2018 08:44 AM PDT

Friend of mine made a Coldheart.

Posted: 06 Apr 2018 08:39 AM PDT

Breakdown of Mobility and Sprint Speed POST-1.1.4 Update

Posted: 06 Apr 2018 05:24 AM PDT

Yo, yo, yo, it's ya boy Crystic back again with yet another hot science discussion about the effects that mobility has and sprint speed. My previous thread was all about movement before the patch. You already know the deal, it's time to see the hard numbers for what Bungie has changed in update.

Methodology

Because I'm lazy, I'll let past Crystic tell you how I do things, as nothing has changed since then.

If any of you reading this have read my previous post, you may already know my methodology for testing. However, due to limitations on those procedures I modified how I do things to get more accurate results. Previously I used D.A.R.C.I. to estimate distance in the beginning of the raid. That part hasn't changed, but if you've read my post you'll recall that DARCI does not report decimal values, which threw off my numbers quite a bit. What I've done is set my control to distance instead. This way I can inch very close to integer values and just have the time be variable instead. This has produced much more accurate results and I feel confidant in these numbers way more than my previous ones. In layman's terms, I now run towards the cabal instead of away from it and time how long it takes to get there. -Past Crystic

Sprint Speed

Sprint Speed Modifiers Speed (m/s) Percent Increase
Base Sprint Speed 8.00 --
Lightweight 8.52 6.5%
Transversive Steps 8.52 6.5%
Dunemarchers 8.52 6.5%
St0mp-EE5 8.52 6.5%
St0mp-EE5 + Keen Scout or Focused Breathing 8.52 6.5%
Dragon's Shadow* 8.52 6.5%
Dragon's Shadow* + Keen Scout or Focused Breathing 8.52 6.5%
Keen Scout 8.52 6.5%
Focused Breathing 8.52 6.5%
MIDA Multi-tool 8.8 10%
MIDA Multi-tool or Lightweight + Transversive steps/Dunemarchers/St0mp-EE5 or Keen Scout or Focused Breathing 9.04 13%
MIDA Mini-tool (with MIDA Multi-tool stowed) 8.8 10%
MIDA Mini-tool (with MIDA Multi-tool stowed) + Transversive steps/Dunemarchers/St0mp-EE5 or Keen Scout or Focused Breathing 9.04 13%

*After Dodging, and only for 10 seconds.

Sprint Speed is unchanged.

As you may have heard, sprint speed was not changed. Well, Technically that's not true. MIDA Mini-tool got it's lightweight bonus removed while you have MIDA Multi-tool stowed, so now it acts just like the MIDA. When you don't have a MIDA Multi-tool it acts like any lightweight weapon. Also it appears that they have still not fixed St0mp-EE5 or Dragon's Shadow stacking with the subclass perks, so either it's intentional or they are still working on it, because I doubt they don't know about it at this point.

Walking Speed

Let me preface this like last time by saying you walk forward faster than you strafe. I also did mobility 0-10 this time, to show all values before the update. And also, these numbers are an order of magnitude increase in precision over the previous ones as my testing method is more precise. However, it also means that there is a greater chance of error. I'd like to think that I kept it to a minimum, but I am only human. So there may be a ±0.05m deviation from what the values actually are.

All numbers are in m/s.

Mobility 0 1 2 3 4 5 6 7 8 9 10
No Bonuses 5.00 5.20 5.40 5.60 5.80 6.00 6.20 6.40 6.60 6.80 7.00
Lightweight 5.75 5.96 6.18 6.39 6.60 6.82 7.03 7.24 7.46 7.46 7.46
MIDA Multi-tool 5.94 6.16 6.38 6.60 6.82 7.04 7.26 7.45 7.70 7.70 7.70
MIDA Mini-tool* 5.94 6.16 6.38 6.60 6.82 7.04 7.26 7.45 7.70 7.70 7.70

*only when MIDA Multi-tool is stowed, acts like Lightweight otherwise

So it looks like Mobility got a solid boost overall. At the top end, you now move +0.5m/s faster or a 7.7% increase (I wonder if that was intentional) with all the lower levels being brought up as well. For example Mobility 9 in the previous patch would be roughly the same as Mobility 6 now. Interesting thing to note is that Mobility now scales linearly, granting +0.2m/s for every point you have. I believe the patch notes said that 0 and 1 mobility were unchanged but it seems like only 0 was unchanged, so I'm unsure if that was a miscommunication or what as 1 mobility did get a buff, albeit a small 0.1m/s increase. Also mentioned previously and in the patch notes MIDA Mini-tool was nerfed, it now acts just like a MIDA Multi-tool when you have the Multi-tool stowed, and acts like a lightweight weapon otherwise. At least now I can just say MIDA and it means the same thing I guess.

I'll give a brief overview of the conclusions I made last post. Lightweight and the MIDA twins give +2 mobility. On top of that, they give a 'moving forward bonus' (MFB) as I call it which is identical to their bonuses to sprint speed. Lightweight and MIDA give a 6.5% and 10% bonus respectively to moving forward speed which is why even if you have 10 mobility you can get some increase as opposed to nothing. Obviously it is better to run 8 mobility when using MIDA or lightweight, unless you are using another weapon that does not have lightweight and wish to be moving as fast as possible.

ADS Forward Speed Nothing has changed here, so past Crystic comes to the rescue.

So my previous post illustrated that all ADS speeds were that same speeds with a 25% reduction in movement. To save myself some time and sanity I skipped ADS testing. I of course tested to make sure this was still the case, even after my methodology change, and it is. If you would like to find out a specific value just multiply the value you want from above by 0.75.

Strafe Speed

Mobility 0 1 2 3 4 5 6 7 8 9 10
No Bonuses 4.25 4.42 4.59 4.76 4.93 5.10 5.27 5.44 5.61 5.78 5.95
Lightweight 4.59 4.76 4.93 5.10 5.27 5.44 5.61 5.78 5.95 5.95 5.95
MIDA Multi-tool 4.59 4.76 4.93 5.10 5.27 5.44 5.61 5.78 5.95 5.95 5.95
MIDA Mini-tool* 4.59 4.76 4.93 5.10 5.27 5.44 5.61 5.78 5.95 5.95 5.95

*only when MIDA Multi-tool is stowed

Looks like the strafe speed cap has been increased by +0.45m/s to 5.95m/s, roughly the same percentage increase as before. This makes sense as in my last post I showed that strafe speed was just walking forward speed reduced by 15%.

ADS Strafe Speed

Same deal as before, if you want to know a specific value, just multiply it by 0.75.

Exotics

MIDA Multi-tool

  • Increases sprint speed by 10%.
  • This effect stacks with Keen Scout, Focused Breathing, and all exotic armor that increases sprint speed.
  • When strafing, sets Mobility to X+2, where X is your mobility. This cannot exceed 10.
  • When moving forward, sets Mobility to X+2 and then multiplies speed by 10%. Your mobility cannot exceed 10, however the 10% boost is still active.
  • MIDA Mini-tool no longer gains all these effects + Lightweight bonuses. It now acts as the MIDA does when you have the Multi-tool stowed. The moving forward boost stacks additively, so it is a 16.5% boost.

St0mp-EE5

  • Increases sprint speed by 6.5%.
  • This effect stacks with lightweight and MIDA.
  • This effect still does not stack with perks Keen Scout or Focused Breathing.
  • Increases slide distance.
  • Does not increase mobility.

Dunemarchers

  • Increases sprint speed by 6.5%.
  • This effect stacks with lightweight and MIDA.
  • Does not increase ADS movement speed or sprint rotation like in D1.
  • Increases slide distance.
  • Does not increase mobility.

Transversive Steps

  • Increases sprint speed by 6.5%.
  • This effect stacks with lightweight and MIDA.
  • Increases slide distance.
  • Increases sneak speed to the maximum (4.0m/s), regardless of mobility, lightweight, etc. like in D1.
  • Does not increase mobility.

Dragon's Shadow

  • Increases sprint speed by 6.5%, but only after dodging. This effect last 10 seconds
  • This effect stacks with lightweight and MIDA.
  • This effect still does not stack with perks Keen Scout or Focused Breathing.
  • This effect does not increase mobility at all.

Hot Takes

  • Sprint Speed Increases stack, but you can have only 2 of them, for a total of 13% increase.
  • MIDA Multi-tool is unique in that it gives you a 10% boost to sprint speed, while everything else gives 6.5%. So you can use it without any other boosts to get most of the total increase possible.
  • If you are using the MIDA multi-tool or a Lightweight weapon, be wary that anything past 8 mobility may only affect your initial jump height.

  • With the MIDA Mini-tool you can get the 13% sprint speed increase while also having the same strafe speed as mobility 10, but at 6 instead.

Footnotes

  • Mobility has no effect on Sprint Speed. I know most people know this but it's worth repeating.
  • Lightweight weapons only give their speed boost while equipped, and not stowed. When strafing, sets Mobility to X+2, where X is your mobility. This cannot exceed 10. When moving forward, sets Mobility to X+2 and then multiplies speed by 6.5%. Your mobility cannot exceed 10, however the 6.5% boost is still active.
  • Sneak speed is also determined by mobility and was affected by the update. Running 0 mobility, you will sneak at 2.76 m/s, and running 10 will get you 3.58m/s 3.86m/s. Using MIDA or a lightweight weapon will increase the value, but not past the sneak speed cap of 4.0m/s. The cap is unchanged from the update. I know a lot of people are going to be disappointed that the sneak speed cap wasn't increased, so I hope Bungo takes a look at it.

  • Moving Target gives a 3.5% boost to ADS speed. It also allows you to go past the ADS strafe speed cap.

  • Quickfang increases speed the same way any lightweight weapon does, and stacks just as well.

Thanks for reading and if you have any feedback I will gladly hear it.

submitted by /u/Crystic_Knight
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One thing we rarely mention in regards to Exotics anymore, is how easy it is to get them.

Posted: 06 Apr 2018 07:46 AM PDT

Yes, it's brought up from time to time, but this should be a main staple of the argument. With exotics being buffed, and being made exotic in terms of potency, they should also be made exotic in terms of rarity. Back in D1, during year 1, I only had four exotics because I couldn't raid or play trials or do the Nightfall, and I LOVED them. They truly felt exotic. I would love for exotics to regain not only the feel of exotics, but the rarity. Even if it's one of the only grinds in this game, it would be a worthy change.

submitted by /u/ItsTheWill-Deal
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The best Destiny montage ever made just topped 1.8 million views

Posted: 06 Apr 2018 08:15 AM PDT

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

I still watch this thing at least once a week and I am grateful to tripleWRECK for making it because it brings back so many memories of my three years and thousands of hours spent playing that game. Even the song choice is absolutely perfect, a haunting melody and lyrics that perfectly describe the tumultuous relationship we all had with it. Whatever happens from here on with Destiny 2 and beyond, Destiny was a game that captured my imagination and created so many memorable moments that I continue to carry with me.

submitted by /u/jdbolick
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Bring back Twilight Garrison

Posted: 06 Apr 2018 03:56 AM PDT

In response to the bones of eao post, we titans would like our mobility exotic back too please. Thanks

Edit: or add the perk on lion rampants as part of the exotic buff update. Much better looking

submitted by /u/elvis_depressdly
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Im looking forward for Exotic Balance patch in May, but all Bungie talk about are weapons.

Posted: 06 Apr 2018 01:50 AM PDT

So Roadmap says in May we are going to get "Exotic Weapon/Armor Sandbox Changes" but so far all Bungie talked about were Weapons and so far I like what they showed, they are really quiet about Armors. Can u/Cozmo23 or u/dmg04 give us any info about that? Are Exotic Armors still planned to get same treatment as Weapons in May or this part of changes will be pushed back ?

submitted by /u/chmurnik
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There has been an obvious hint that this DLC was SIVA related for a long time, in the GoM cover art.

Posted: 06 Apr 2018 05:44 AM PDT

First, forgive me for the google image links.

GoM cover art: https://www.pcgamesn.com/sites/default/files/destiny%202%20rasputin.png

I think most people (myself included) for the longest time thought that the structure in the art was a warmind bunker, which isn't an unreasonable assumption given we knew a warmind was involved somehow. However it's most likely a SIVA replication chamber.

Replication chamber from RoI: https://i.ytimg.com/vi/32KXKV00tws/maxresdefault.jpg

As you can see they are basically the same structure sans the SIVA growth in the GoM one.

Going back to the cover image though, this is an uncropped image of the one you usually see. There are 4 pillars of some kind that are obviously man made holding something up behind Ana Bray. What is it? The only thing that massive that I can think of is Phobos but that seems unlikely to me given we know they DLC takes place at one of Mars's poles and I don't believe Phobos is near there.

submitted by /u/Draggor64
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Crown Splitter, I don't even know her! (spiffy Crown Splitter PvP slam kills)

Posted: 06 Apr 2018 08:13 AM PDT

https://clips.twitch.tv/ObeseAffluentLasagnaKappaClaus

Here is a silent gifv version, if you're into that sort of thing OwO

I really, REALLY like Crown Splitter. It's no Acrius, but boy is it satisfying as shit to give someone the ol' from the top turnbuckle slamma jam frog splash.

Speaking of frog splash, can we have giant space toads please.

submitted by /u/Sliq111
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[D1] Xur Mini-Thread [2018-04-06]

Posted: 06 Apr 2018 02:43 AM PDT

Been a while since one of us had to do this. That said, the bot deserves a day off. Here we go.

Location: The Reef

Legacy Engram: Heavy Weapon- 31 Strange Coins

Titan Armor: Ruin Wings - 13 Strange Coins

Hunter Armor: ATS/8 Arachnid - 13 Strange Coins

Warlock Armor: Sunbreakers - 13 Strange Coins

Weapon: Gjallarhorn Bad Juju - 23 Strange Coins

Weapon Bundles: Hawkmoon and Moonglow/Trespasser and Fallen Assassin - 30 Strange Coins + 25 Silver Dust

Plasma Drive, Emerald Coil - 23 Strange Coins

submitted by /u/SepiksImperfected
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Bungie Please: Use Wrath of the Lich King as a model for future large expansions.

Posted: 06 Apr 2018 08:46 AM PDT

The biggest issue facing Bungie and the community in my opinion is time. There is an imbalance where it will always take them much longer to create quality content than it takes us to complete it. The current strategy seems to have been to hire a bunch of staff and support studios to try and create content faster. My concerns are keeping a large team unified and focused in theme and goals for the game, and that if amount of content becomes paramount over quality of content you can add even more staff and still fail. I think there is a more elegant solution which would help Bungie, help the community, and be far more sustainable moving forward.

Bungie already has some access to Blizzard under the Activision/Blizzard umbrella, and I think a meeting should take place to discuss how Blizzard rolls out content in major WoW (World of Warcraft) expansion patches. If you use Wrath of the Lich King as an example, the content matters more, feels more substantial, because the community isn't given the go ahead to burn through the expansion as fast as they choose. Content is presented, and then additional content falls behind time gates. Let me say now before going further, this suggestion would take some commitment on the part of Bungie to step up what content is provided (which I will get into later) because if only half measures are done this won't work.

Let's start with Wrath of the Lich King to set the ground work for what I'm talking about. I have quoted the main patches for Wrath of the Lich King from Wikipedia for reference.

On October 15, 2008, Patch 3.0.2, titled 'Wrath of the Lich King', was released to pave the way for the upcoming expansion, bringing many of the expansion's updated systems to the game pre-release. [19] Several new features were added including an all new class called the Death Knight. Classes received new spells and abilities. A harbor was added to Stormwind and new Zeppelin towers outside Orgrimmar and Tirisfal Glades.

Patch 3.1.0, 'Secrets of Ulduar', was released April 15, 2009.[20] Players discovered the titan city of Ulduar to learn it was a prison keeping the Old God of Death, Yogg-Saron inside. New content along with the new raid, Ulduar, was added including the new Argent Tournament Grounds. The dual talent specialization and the equipment manager were added to the UI.

Patch 3.2, 'Call of the Crusade', was released August 5, 2009.[21] Since release of Argent Tournament in patch 3.1.0, players have been fighting champions of each faction. Patch 3.2.0 added the Crusader's Coliseum raid, a PvP season 7, a new Battleground, Isle of Conquest and some Argent Tournament quests.

Patch 3.3, 'Fall of the Lich King', was released on December 9, 2009.[22] It added the Icecrown Citadel raid, where players would fight the Lich King and the main storyline came to a conclusion. Other new content included the Kalu'ak Fishing Derby. Cross server LFG (looking for group), which allowed players from different servers to play together in a dungeon. Now that you can see how Wrath was rolled out, let's translate this to a Destiny expansion.

Hype Train Update

Let's call this update the "Hype Train," you are getting a taste of things to come on a larger scale than we have seen in the past. The physical spaces in Destiny would get some updates and we would get a sandbox update for weapons/abilities. This is similar to the first patch made a month prior to the expansion release.

Expansion Release

I think Destiny should stick to three part expansions, so in my model you would combine the launch patch and 3.1.0. I think this is necessary because part of this model working is not just time gating a small amount of content, if we are going to use time gates they need to be done deliberately and there needs to be a payoff for the player. The player needs to feel like they have plenty to until the next content drops. Expansion launch would add level and gear progression, however not the full amount, as progression is now going to be ongoing over the course of the expansion. We would get new story missions setting up both new strikes and the first raid lair that would launch one month after the expansion release.

The Raid Lairs are a great idea, but I feel the current implementation is disjointed. Raid Lairs will now increase in complexity from the first to the second, and should help the community prepare for the larger challenges that face them. The gear earned from the first Raid Lair will help prepare the player for the second Raid Lair, which will in turn prepare the player for the Raid.

Mid-Expansion Update

If Expansion launches stick to a September release, then the first major update would hit around December. This works for Bungie because updates = hype, and hype around Christmas is great for sales. This mid-expansion update would further change in game locations; we would get an additional world space (think Dreadnaught) that puts us close to the overarching enemy, but not quite within reach. The atmosphere should become heavier, as we get closer to the culmination of the expansion. One of the reasons I'm suggesting this model is because in WoW the main bad guy feels powerful, and feels like this gigantic force in game. When playing Destiny, everything happens so quickly that some of that feeling is lost. Panoptes in Curse of Osiris meant nothing… the story, delivery, and resolution happened so fast you didn't have time to care. Similar to Wrath's Patch 3.2 this update should have some heavy crucible love, including a sandbox update, updates to rotating crucible events like Faction Rally (which is now faction wars, where faction selection is account based, and you fight on teams made up single factions). The final addition would be the second Raid Lair. This encounter would be longer than the first, but shorter than the raid. It would be tied to the story; it would be the final gate before facing this expansion's Oryx or Atheon. The gear would again prepare you for the next encounter, which would be the raid.

Final Expansion Update

Similar to Patch 3.3 'Fall of the Lich King' this would be the final large update of the expansion, and would be the culmination we have worked towards. Releasing mid-spring, it would add the final story missions, final strikes, as well as the Raid. The raid would be released a week after the update, giving players a final shot at maxing out light level and gear, and time to play through the story missions. Finally the world's first would have some weight, everyone would know exactly who we were fighting and why… the anticipation would have been building for months, and if you were able to best the raid there would be worthy loot as a reward. The loot system would revert to RNG, not smart RNG, not tokens… the kind of RNG that makes you play the raid every week, the kind of RNG that tears apart friendships, and the kind of RNG that makes you jump up and down screaming when Gjallarhorn or the Vex Mythoclast drop. Raid would still have a hard/prestige mode that dropped at a later date, and the rewards would be more than cosmetics. The raid exotic would have a small drop rate off the end boss on hard mode only. Specific armor pieces and weapons would be split between normal and hard.

Next Hype Train Update

Wrath had a final update, Patch 3.3.5 which was a minor content patch that added some hints at future content that would come with Cataclysm. In a similar way the summer patch could combine into the next Hype Train update for Destiny.

So there it is all laid out.

Some things to point out, this model would not work with the current DLC 1 / 2 model, however, most people bought an edition that included these… so I don't think it's too crazy to increase the cost of the base game and put that content into the main game. I have yet to play a DLC that I felt really delivered as a standalone piece of content, but if that content wasn't trying to be independent and supported the main game it would make the overall game feel much larger.

The final note would be that the main dev team would move on to the next expansion after launch, and the live team would be handed the reigns. If the live team no longer has to duct tape together stop gap content, it allows them to really focus on holidays, world events, world bosses, side quests, etc. Another thing WoW offers is super rare mounts that spawn in general locations on random timers… and are very hard to defeat/tame. This is the sort of stuff I would love for the live team to handle.
Eververse is no longer a dirty word, cosmetics only, no ships, no sparrows, only emotes and ornaments. My guess is as seen in the past when people are happy with the game and how they are treated they are more generous with extra purchases.

Is this perfect, not by a long shot, some people will complain about time-gates, some will complain about RNG loot, or this or that… and that's ok, but I thought it was worthwhile to at least contribute to the conversation with an idea that I haven't seen mentioned.

I know it's not likely to happen, but in this age of Netflix and binge watching I hope Bungie is willing to save me from myself, and take me on a voyage not a weekend getaway.

Edit: Formatting

submitted by /u/Cryptographic83
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Christopher Barrett tweeting interesting things...

Posted: 05 Apr 2018 04:21 PM PDT

Christopher Barrett - @cgbarrett

[] AURORA RETROFLEX initiated / ...

For ones that do not know, Aurora Retroflex is Rasputins defence subroutine.

 

Reveal Hype!

 

Thanks to u/Natekid99 and u/Mblim771_Kyle

submitted by /u/AOD_Saenai
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Hey bungie, according to datto’s most recent video, the curtain call will 99% of the time beat out the best performing dps sniper (darci) during a boss damage phase for overall damage.

Posted: 06 Apr 2018 01:42 PM PDT

This is why snipers and rockets should never have been in the same slot, AND, you just buffed snipers in pve as well.

Even if you hit all 23 crits during an argos phase with darci, curtain call will still win.

submitted by /u/CodProXox
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[D2] Trials of the Nine Megathread [2018-04-06]

Posted: 06 Apr 2018 10:00 AM PDT

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

Midtown

Game Mode

Countdown

7 Win Options

Beep booo awaiting results

Flawless Options

Beep boop awaiting results

submitted by /u/DTG_Bot
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When you and a randy get the dance moves juuust right...

Posted: 06 Apr 2018 09:18 AM PDT

Destiny Stuck in Y2 (Xbox 360 Destiny One play through with live notes)

Posted: 06 Apr 2018 06:07 AM PDT

Hey this was a post originally created in the Bungie forum, due to a mod moving my post I was unable to edit the post. Here is the post, I will be adding notes on as the day progresses.

///

Mostly for crucible reasons, that's really it.

I'll be posting live notes every time I hit a milestone, I am playing through the story as well.

For people who don't understand, since Bungie dropped support for the legacy consoles right before RoI, it's essentially stuck in Y2. Which is good for many reasons, but bad for others. I'm really just bored and the game with TTK is 15 dollars on Amazon. ——————— Part 1 ——————— Note 1- It begins! https://imgur.com/gallery/LIkfJ Note 2- My character model looks like a Bungie app rendering, https://imgur.com/gallery/ogTQ9 Note 3-The tower is surprisingly full of people, especially for a dead version of the game, https://imgur.com/gallery/zOngv

Part 1 Overall Thoughts- I'm ending early today because of the 9 hour download time, getting late here. Thoughts so far, it's really weird, it's just like if RoI never happened and it's just stuck in the April Update, which is not bad, but also not good for many reasons. I can't wait to play some more Y2 Destiny tomorrow! ——————— Part 2- Earth ——————— Note 1- It looks like xur is in the tower, interestingly enough, he has no armor or weapons. https://imgur.com/gallery/skrWA Note 2- Just killed an Archon Note 3- I also just killed a wizard from the moon Note 4- Rasputin Story lone setup Note 5- Speaker cutscene where he explains nothing. Note 6- Look at all the choices, take notes Bungie. https://imgur.com/a/dPcad

Part 2- Earth overall thoughts- Yup this is Y2 alright, I'll be playing more later. ——————— Part 3- The Moon ——————— Note 1-

submitted by /u/IronGemini
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I only have one saved screenshot from Destiny 1, and this is it:

Posted: 05 Apr 2018 01:49 PM PDT

https://i.imgur.com/0rZeu6t.png

This gun was my everything. It never left my Hunter's side, regardless of the PVP game type or map. I chased it for hundreds and hundreds of hours, and seeing it drop was nearly as satisfying as the thousands of kills that I secured with it over the life of D1.

This was my Eyasluna, and I miss that feeling, dammit.

submitted by /u/NinjaGamer89
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