Destiny - Focused Feedback: Season 3 Faction Rally |
- Focused Feedback: Season 3 Faction Rally
- [D2] Daily Reset Thread [2018-06-11]
- Silent protagonist concept has its merits, as does 'Ghost as our voice'. However, Ghost as an airheaded, cringe-comedy machine is insulting.
- Escalation Protocol: Loot Table
- Tether kills should count as super kills.
- After listening to the most recent Crucible Playbook interview with Josh Hamrick, Jon Weisnewski and Kevin Yanes, the balancing philosophy behind Destiny PvP is extremely flawed, which explains why we ended up with the abomination that is Destiny 2 PvP, and I hope it changes, ASAP.
- Gladd demonstrates new (?) SoS one phase strategy
- Everything You Ever Wanted to Know About SHOTGUNS
- Why do most Ghost Shells from Season 2&3 look like a webcam from the 90s?
- Link the ability to gain renown with wether or not you have the faction emblem equipped.
- Forcing myself to stay alive while holding renown was exciting and resulted in a lot of close calls and hero moments. Destiny needs more complimentary systems like renown, where multiple games elements are tied together to change the experience and encourage new playstyles.
- It would be cool to have your faction crest (which appears on the back when you have renown) permanently present once you hit rank 50.
- Transmat Effects. Why can’t I preview them?
- Killing Val Ca'uor, the Spire of Stars boss, in LESS THAN ONE SECOND! [.7 Second Kill] - Fastest Boss Kill Ever, D1 and D2
- Hey can we get a trace rifle that shoots an ogre beam?
- Can strikes and raids reward WAY more faction tokens next time around?
- I ain't going to work on Destiny's farm no more
- High Value Targets need to appear on the map when you bring it up with your ghost
- Masterwork weapons should always give 3 cores when dismantled
- In light of my recent success with the bubble in PvP and everyone thinking it is underpowered, I have decided to give my two cents as a 4 year Titan main.
- My wife’s finally mad at me again. Thanks for the grind Bungie!
- MacDonald im lovin it
- Division 2 just announced all Year 1 DLC will be free
- Dear Bungie, please add Cabal meat cleavers to our guardians weapons.
- Thank god I don’t care about the sunshot or sweet business catalysts...because god damn, grinding loss sectors and pubs for 7 hours for the graviton cat was boring as shit.
- Bungie please add at least one more bullet to Sunshot
- Sweet Business Catalyst Tips
Focused Feedback: Season 3 Faction Rally Posted: 11 Jun 2018 07:47 AM PDT Hello Guardians, Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower. We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard. This Thread will be active until next week when a new topic is chosen for discussion Whilst Focused Feedback is active, ALL posts regarding 'Season 3 Faction Rally' following its posting will be removed and re-directed to this thread Any and all Feedback on the topic is welcome. Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the Sub as time goes on. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[D2] Daily Reset Thread [2018-06-11] Posted: 11 Jun 2018 10:05 AM PDT Daily MilestoneFaction Rally: Io: Earn faction tokens by looting a Lost Sector cache on Io with at least 3x Renown. Also live: Trials. Planetary Challenges
Heroic StrikesModifiers:
Strike Challenges
Crucible Challenges
Heroic Adventure Modifiersbeep boop failed to fetch Gunsmith Inventory
[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 06:05 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Escalation Protocol: Loot Table Posted: 11 Jun 2018 04:12 AM PDT Good Morning Guardians, It's my Cake Day. So let's celebrate with a quick and easy Loot Table guide to Escalation Protocol (EP) If there's anything missed off and points of SGA which could prove useful, please let me know What is Escalation Protocol? (EP)
EP can house up to 9 Players in a Patrol instance and is able to be manipulated to allow a full party of your friends join in. This is achieved by being wholesome to your fellow Guardians and sending a fellow player in the same instance, not in the your fireteam, a nice message and ask if they want to help your EP run OR if your buddies can join them, make your buddy fireteam leader and the leave in order for your buddy to get 2 of your other buddies in their team. EP consists of 7 waves. Only waves 3, 5 and 7 hold chances at unique rewards from this activity There are reward 'tiers' (Waves 3,5 and 7) and a Weekly rotating boss wave at Round 7 (5 bosses total). Weapons, Armour and cosmetics can be awarded in EP. Only the armour is not RNG based and is instead awarded for completion The weapons are also on rotation, were every 4th and 5th week since EP began (May 8th, 2018), ALL 3 Weapons host RNG and can be dropped to those lucky few. On offer is an SMG - IKELOS_SMG_v1.0.1, Sniper - IKELOS_SR_v1.0.1 and Shotgun - IKELOS_SG_v1.0.1. The Wave 7 boss can be farmed as many times as you wish in a week for Weapon chances. The Armour drops in a specific order: Class item, Legs, Arms, Chest & Helmet. You will only get dupes once your set is complete. These can only be obtained by opening the Chest after successfully beating Wave 7. The chest is located at the Spire of which you go to for the final Wave of EP A Sparrow, Ghost and Ship is also available and can drop from ANY reward chest (3,5 or 7) and is also RNG based After your first clear of Round 7 (Boss Wave), you will be rewarded with an emblem which tracks your number of EP clears. A Variant for this Emblem is also available and appears in your Emblem Tab after 25 successful EP clears Wave 3 - All from Reward Chest
Wave 5 - All from Reward Chest
Wave 7 (Final / Boss Wave)
Weapon Calendar - Starting this Week Commencing 05/06/18 until Reset
Disclaimer: This table is based off the first instance of rewards for EP. May potentially mix up on each rotation. Will amend accordingly if so. Good luck! SGA
Proof of the WLZ Catalyst progress
You are able to carry stacks of the'Encrypted Cache Key' (It appears in your 'Pursuits' tab). Once used, you can visit Ana to create another key using 7 Rasputin Key Fragments. You only able to create '1 key per week' using the Fragments and can only carry a MAX of 7 Fragments. Ways to get RKFs:
Complete EP, Use Key, Go to Ana and make Key and complete EP wave 7 again for another armour piece. The Blue Key made DOES NOT stack so to open the chest multiple times, you must have previously stacked your Encrypted Cache Keys
The Last Word I like EP. It's plenty of fun and has a lot of madness to it Great feelings to be had clearing it, bagging the really great Weapons or just helping folks through Have a good day, Guardians [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tether kills should count as super kills. Posted: 11 Jun 2018 09:03 AM PDT Its as simple as that. The tether is applying damage to units and killing them. Why isn't it a credited kill to me? I spent hours farming faction rally with a hunter, and now to unlock the chest ornament I need multi kills with a super. Guess how many tether got me? 0.... So dumb. For anyone else struggling i have a plan, its not great but its progress. Looks like 1% is one multikill. Multikills are time gated, like if I kill 20 enemies of 3 enemies at once, its a multikill. What I have been doing is travling to a public event that hasn't started, using the banner for the rally to the flag super, popping my super for a multikill then fastraveling to the same zone. Use the banner again and again till the public event starts. Its not super fast but the best Idea I have. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 12:45 AM PDT In the most recent Crucible Playbook interview with Weisnewski (Gameplay Lead), Hamrick (Sandbox Lead), and Yanes (PvP Lead), on the topic of TTK and the community's overall negative reaction to the boring, slow paced PvP of Destiny 2, they brought up a scenario in defense of Long TTK. They bring up the age old Halo vs. CoD TTK debate, and the (misconstrued) advantages that a Long TTK like Halo has over a short TTK like CoD. From the Podcast at around 1:23:00 Weisnewski: "In Call of Duty a scrub can come around a corner, see someone of higher skill unload on them and win that fight. In Halo, a scrub can come around a corner, find someone who is facing away and higher skill, come up behind them, open fire and then the high skilled player will turn around, jump in the air, bounce a grenade off the ground, the grenade will pop that player off the ground, they'll headshot them as their in the air, and then they'll land and immediately t-bag and walk away like nothing happened. Having more space allows for more opportunities of skill to happen." This analysis and reasoning is completely wrong and not the philosophy Destiny PvP should be designed around IMO. First, lets take a look at the first scenario with Halo/Longer TTK. The problem with this analogy, which is introduced in an attempt to somehow offer an alternative reason to introduce a longer Time to Kill in Destiny, is that the gameplay atoms Weisnewski talks about that are present in Halo - which ultimately are the reasons a skilled Halo player are able to pull off the scenario he mentions against a flanking noob - are non-existent/nerfed in Destiny. The atoms I'm talking about: A) The high skilled player in halo throws a grenade. ~ Grenade's in Destiny are weak, have no gameplay effects such as launching someone in the air, and have an abysmally slow recharge rate. B) The high skilled player jumps up in the air and headshots the noob ~ In air accuracy in Destiny is by design in-accurate in an attempt to cater to lower-skilled players, so the scenarios like Weisnewski mentions are near impossible to pull off. C) There are no "opportunities of skill" in a game where individual skill and empowerment is non-existent/punished. In Destiny, because of the aforementioned point about in-air accuracy and combined with the fact that Destiny's movement is so versatile, players don't utilize vertical space to 180 Turn-On and out gun a player. They utilize movement to run away and regroup with their team, to, you guessed it, team-shot. This habit is made even worse with exotics like Wormwood Husk, which ultimately leads to a slow boring PvP that just isn't fun to play. The 2nd scenario talks about Call of Duty, and how a noob can flank a high skilled player, unload on them, and get a kill before the player can react. This is just completely false and a testament to just how out of touch the PvP/Sandbox team is with how TTK works. Is it possible that a noob can just flank around, spray and get a kill on a high skilled player? Yes. Is it likely? No. There are countless clips where CoD pro's turn-on other CoD pro's even with TTK as fast as CoD's. "Destiny 2 slowed the average kill time for primary weapons compared to the original Destiny (which had been already slowing the average kill time since the second expansion) while also slowing the cool down timer for supers and other abilities have and removing special ammo. Doing all this outright killed individual empowerment. Slowing the kill times on primaries coupled with the removal of special ammo and nerfing of abilities has lead to an incredibly sterile multiplayer. The multiplayer for the first Destiny was light years away from being perfect, but it speaks volumes as to how individually empowered players were in that game, where the premier player count is 6v6 and team shot was marginally helpful at best while Destiny 2 is 4v4 yet team shot is required to succeed at all. Why individual empowerment is necessary: 1.The average player need not rely so heavily on their teammates to successfully play to the best of their ability therefore the game is easier to play casually with less skilled friends. 2.Individually empowered players can help their teammates by taking the initiative and effectively flanking opponents alone thus promoting team work even among players that are not communicating 3.Games with strong individual empowerment are inherently rewarding to play as they are encourage players to stay on the offensive and reward them for it. 4.Contrary to what you might immediately imagine, empowering lone players does not diminish team work but promotes it. When a team can be fairly easily wiped out by a lone player, communicating enemy positions becomes increasingly important at higher levels of play. Communication between teammates helps lone players execute clever flanks while groups of players need to warn each of such flanks. Strong individual empowerment only improves a multiplayer experience for the hardcore gamer and casual gamer alike however it is possible overdo it. Methods of increasing individual empowerment should carry a respectable degree of skill and depth to pull off. The original Destiny did empower the individual beyond semi-fast kill times, however, it did so with a plethora of easy to use instant hit kill abilities which often led to a frustrating multiplayer experience for all players. Ultimately every game is about interactive and rewarding entertainment. Competitive multiplayer shooter games that successfully turn every kill into its own reward are the best ones. The way to consistently achieve that? Empower the individual. Allow lone players to succeed so that they may benefit the team as a whole thus allowing the game to be inherently rewarding and fun at all skill levels. Thanks for reading Guardian. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gladd demonstrates new (?) SoS one phase strategy Posted: 11 Jun 2018 08:54 AM PDT Method: Have one guardian stand on Calus bot right before he is raised up. That guardian can "intercept" the balls as they are thrown to Calus's hand. Balls caught this way still count towards interrupting the instakill mechanic. The guardian on the raised Calus bot can then throw the ball back to the team which can be used during the damage phase. Balls used during the damage phase deal 400k damage. So 1-phasing him is trivial if you get 2-3 balls back into your teams' hands. Video Example: https://clips.twitch.tv/OnerousKitschyAubergineUncleNox [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Everything You Ever Wanted to Know About SHOTGUNS Posted: 11 Jun 2018 06:29 AM PDT Let's talk about shotguns. They're a power-weapon staple in Destiny, but they're also tricky to understand completely. I decided I wanted to do a deep-dive on the nature Shotguns (in PvP, specifically) to better understand how they perform, and to find out which non-exotic shotties truly are the 'best' to bring into the Crucible. If you'd like to watch rather than read, Video Guide on this subject is here: On a personal note: I hate testing shotguns. Despite my love for the weapon type since D1, I really dislike working with them, because they are, by nature, horribly inconsistent. In relation to the below data, I'd like everyone to keep in mind what I'm casually referring to as the 'golden rule for shotguns': shotguns are inconsistent. Any possible strange or irregular results in data, especially if you go off and test things on your own (with Shotguns, specifically) - please see: golden rule. Why are Shotguns Inconsistent?: So in terms of determining "which shotgun can OHK most frequently from the furthest range", why are the results often so inconsistent? Two reasons. Reason #1 (biggest reason): Pellet Spread RNG. Shotguns fire a barrage of pellet-spread (slug shotguns being the exception) that is always random: fire 2 shots against a wall, the spread patterns will never be 100% identical. The randomness of pellet spread can mess with data - if you get a one-hit-kill at deep range, it may just be because that one specific time, you got a generous pellet spread & hit the bare minimum number of pellets it took to kill said guardian at that range. It's possible that if you tried again at the exact same distance, you might not get the one hit kill due to a random, poor pellet spread. Reason #2 is Enemy Resilience (health). When testing one-hit-kill shotgun range, a Warlock with 1 Resilience is more likely to die from from further away, than a Titan with 10 Resilience from the same range. So, for the record - the numbers I'll share with you below were all conducted against Guardians with 4 resilience. After conducting these tests on literally every noteworthy shotgun in the game, patterns emerge. I'm fairly confident that in determining What Makes A Shotgun Good?, there are 3 factors to consider. They are, in order: 1: High Impact 2: Pellet Spread 3: Range This is the Holy Trinity of Shotguns in PvP: Impact, Pellet Spread, Range. High impact trumps anything else: the numbers showed that shotguns with strong impact/weak range were able to outperform (aka get OHK's more consistently from far away) shotguns with moderate impact/very high range. "So what about Pellet Spread? You said it was random" It is, but there's ways to modify it slightly. One such perk is 'Full Choke', a barrel modification found on several shotties that gives you a tighter projectile spread at the cost of precision damage. There's been some discussion as of late as to whether or not the perk actually works. It does. It may not be immediately noticeable, but firing (repeatedly) against a wall at one, fixed distance, you can start to notice a pattern. If you're still having trouble noticing against a wall, it's definitely more noticeable when repeatedly shooting a Guardian. Far more often than not, shooting at an enemy with Full Choke will result in significantly more pellets landing, resulting in more overall damage. Yes, the perk removes your precision damage, but you lose so little in that trade-off. Take the above ^ linked picture. For both barrels, bodyshot pellet damage was locked in at 20 per pellet (at that specific range). For the regular barrel spread on the right side, precision pellet damage was 22 (it says 44, but precision damage is added up in-game for some reason...so it's not 1 pellet landing for 44 damage, it's 2 pellets hitting the head for about 22 each). On Full Choke, even though it shows one pellet doing yellow damage, I've found that pellets that connect in the head when using FC will still display as yellow (and the fact that it's 21 is likely due to some kind of rounding error). So let's say that the tradeoff, in this picture, is losing a possible extra 2 damage per-pellet that connect to the head, but in return, you get more pellets hitting your target overall. So what about Range? Is it totally worthless? No, but IMO it definitely takes a backseat to both Impact and Pellet Spread. What does range actually effect on shotguns? For one thing, damage dropoff. A high range will slightly help your pellets from being hit too hard by damage dropoff. Jon Weisneski (Senior Gameplay Designer, Bungie) also confirmed that high range affects your shotgun's pellet cone angle - although with the in-game results, it doesn't seem to affect it as much as Full Choke does. Range is also tied to Aim Assist, but that's only something you need to concern yourself with if you play with a controller. So What Shotgun Should I be Using in PvP?: I think it depends on what 'family' of Shotguns you prefer, and in my eyes, there's 3: slug shotguns, classic spread shotguns, and full-auto spread shotguns. For Slug Shotguns (which fire one, thicc bullet rather than a barrage of small pellet spread), the go-to pick is likely the Unification VII, obtained via the New Monarchy faction. It comes with High Caliber rounds for a slight flinch-factor, and also full auto. It's also worth noting, there may be some kind of range-cap associated with slug shotguns. We were unable to obtain a OHK from further than around 12m away, even after dropping the range down on Slugs with very high range, like the Gunnora's Axe. For Classic Spread Shotguns, in my mind there's 2 champions, and you can pick whichever you like based on their unique advantages. First up is the Baligant, specifically with Full Choke and Flared Magwell. Out of all non-exotic spread shotguns, the Baligant is one of the few that could most consistently OHK from deep range. Incredibly high impact, and Full Choke helps keep a nice tight pellet spread for reliable OHK's. The nice thing about the Baligant is that it also comes with snapshot sights, so you can very quickly ADS if suddenly faced with another guardian in close quarters. The other winner is the Deadpan Delivery, specifically with Full Choke and Accurized Rounds. Like the Baligant, it can also OHK very consistently from deep range. Although it doesn't have snapshot sights, it has exactly 8 more range than a full choke Baligant - so even though range is #3 in 'The Shotgun Trinity', it still affects Aim Assist, Damage Dropoff, and Pellet-Cone Spread. So theoretically, if you were to try and get a OHK from the deepest possible range, it's extremely likely that due to the extra +8 range, the Deadpan would get the job a few more times out of 100 tries than the Baligant would. At the end of the day, you just have to weigh a +8 range vs a Fast ADS speed. Try using both, and see which you like better, but they're both solid. For Full Auto Spread Shotguns I also decided to test furthest consistent two-hit kill range, because that's one of the strengths of that particular weapon type. You may get less overall kills per power ammo brick pickup in PvP, but the benefit is that with a lightning fast full-auto two tap, you'll be killing guardians from even further away than the classic one-shot spread shotguns. In my mind, there's also two winners here: First up is the Perfect Paradox, specifically with Full Choke and Accurized Rounds. Perfect Paradox comes with Rampage, which despite a very short duration (3 seconds) can be quite helpful in PvP if you're really surrounded by enemies. Another full auto shotgun which you may be surprised to hear is top of its class, is the BLUE SHOTGUN, the Badlands MK.24, specifically with Full Choke. It may have a 90 RPM, while other Full Autos come sporting 100, but that's hardly a deal-breaker. The Badlands can consistently OHK and THK from further out than any other full auto spread shotgun due to its generous stats combined with Full Choke - and to make things even better, it also comes with the Lightweight weapon perk, so you'll move faster when holding the weapon. TL;DR Shotgun Golden Rule: shotguns are inconsistent What Makes a Shotgun Good: 1) High Impact, 2) Pellet Spread, 3) Range If you want to view my document that contains all my tested shotgun kill ranges and notes, it's right here. This is a view-only document. When Bungie continues adding new shotguns to the game (or if, heaven forbid, shotguns get a complete re-tweak in the sandbox), I will try to update this document to include data on the new weapons. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Why do most Ghost Shells from Season 2&3 look like a webcam from the 90s? Posted: 11 Jun 2018 02:34 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Link the ability to gain renown with wether or not you have the faction emblem equipped. Posted: 11 Jun 2018 08:11 AM PDT Assuming renown is sticking around for the next faction rallies it would be really great if you could choose wether or not you want to earn it. Ritual suicide has become a thing in EP due to this mechanic and it was rather annoying to have after you finished your faction grind. Linking to the emblem not only makes the most sense but would allow you to see anyone else in your instance actively grinding so you could link up with them to make the lost sectors a bit easier. Just a thought. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 08:56 AM PDT This is not a post for arguing for or against the faction rally grind. I'm suggesting adding more systems like renown that take individual elements like PE's and Lost Sectors and turn them into singular, long engagements with special modifiers (losing renown on death) that influence loadout and playstyle. I also hope that this rally was a test before implementing them to a full time part of the game. I love the idea of running flash point for the week and having the choice in between public events of turning what was just a weekly PE chore into an activity that encourages exploration, planning, and execution while also advancing me towards a powerful reward. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 01:24 AM PDT I feel the crest looks really cool and to be able to sport it in all public spaces would be a cool prize for the investment one has to give to get to rank 50. What do you guys think about it ? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Transmat Effects. Why can’t I preview them? Posted: 10 Jun 2018 02:08 PM PDT As title. It bugs me Bungie. Edit: Whoa! This blew up overnight! Front page! Hi Mum! waves Should probably add more to the OP but there's not much to add other than allowing us to preview them, in the same way that we preview emotes. Glad that many others think the same! For what it's worth, I've really enjoyed Warmind and I'm looking forward to Forsaken, however there are still lots of things that Bungie need to rectify with the game, particularly QoL stuff. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 12:52 PM PDT Video Link - My PoV from above Calus: https://www.youtube.com/watch?v=rKiETmxVm-g&t=1s Indica's PoV from below Calus: https://www.youtube.com/watch?v=wG7oY0NeIWM This is a demonstration of Val Ca'uor, the Spire of Stars raid lair boss, being killed in less than one second; the kill was about .7 seconds to be more accurate. Let's get straight to it... how was this possible? This was possible by "duplicating" or "intercepting" the bombs that need to be thrown at Calus's raised hand. At multiple points throughout the encounter, you must toss bombs charged with "greed" at various different targets. One of the targets happens to be Calus's raised hand, in order to break Val Ca'uor's shield for DPS. What we found was that a ball could be "duplicated"... kinda. If you have a player stand next to the designated target of the ball, the ball will connect and register the hit as usual. However, the ball will ALSO be caught by the player, allowing it to be used again. So the game registers the objective of the ball hit, but also registers as the player holding an objective ball. We utilized this on the raised Calus. By standing on Calus, I was able to ride him all the way up. If I stand at the perfect spot and distance from Calus's raised hand, I will intercept the balls that my teammates throw at him. The game registers all three balls as successful hits, thus breaking Val Ca'uor's shield and allowing for DPS. After I catch each ball, I throw it back down at my teammates. I hold onto the third ball for my own DPS. Therefore, three of us have bombs for DPS, two Hunters have Nighthawks, and the remaining player applies Melting Point to the boss. With Melting Point and the 20% Striking Hand buff, the bombs do over 500,000 damage to him. When everyone connects with their DPS methods simultaneously, he dies pretty much instantly. This was a really fun journey figuring all of this out and I thank everyone who participated and watched it all happen. Huge shoutout to all the homies who did runs with me: Indica, Gigz, Golden, Ehroar, Edwin, trem, Carolina, DVS, Astronomer, and all the others! Enjoy! Gladd [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hey can we get a trace rifle that shoots an ogre beam? Posted: 11 Jun 2018 03:17 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Can strikes and raids reward WAY more faction tokens next time around? Posted: 10 Jun 2018 08:45 PM PDT I would love to grind some strikes and get a worthwhile return for the time invested. Plus it could give us a chance at those elusive strike catalysts. The lost sector thing burned many of us out pretty quick. Edit: Crucible could use a token boost too. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I ain't going to work on Destiny's farm no more Posted: 11 Jun 2018 03:44 AM PDT I got to level 21 for FWC, but I can't bring myself to keep grinding. Making it more difficult the more patrols and public events you do is quite genius. It could be expanded in a number of ways. But using it as a mechanism to get to 50 levels in a short amount of time is just not worth it. I already have a job I hate. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
High Value Targets need to appear on the map when you bring it up with your ghost Posted: 11 Jun 2018 08:04 AM PDT This would make them significantly easier to find and track down. Yes, people know their spawn locations but not everyone does. In order to make this fairer, the boss should have more health than currently as it would be much easier for a tema of blueberries to find him and help with the kill. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Masterwork weapons should always give 3 cores when dismantled Posted: 10 Jun 2018 08:38 PM PDT RNG on top of RNG is stupid. The same can be said with armor but with 2 cores. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 06:40 AM PDT So recently we had some exotics for the Titan get released (or re-worked) that made me get a lot more involved with making a working build for the bubble Titan in PvP. I used it all the time in D1 and found a lot of success with it. However, once D2 came out I found the bubble lacking and underpowered to say the least, but not useless. Here are some tips I have found that work with a PvP bubble build and why I will run nothing else: A bubble is only as good as your placement of it. Put it in a corner to recover your health or protect yourself against 1 person and of course you are going to think it sucks. Key placement on control points and and heavy traffic areas can make a world of difference. (More to come on this later) Make sure your loadout is primed for bubble. Synthoceps, Armamentatium (double suprression), Mask of the quiet one, ACD0 feedback fences, and even Dunemarchers are all good choices. My personal favorite is Arma because I am all about that fun police business. Make sure you understand what your exotic is doing for you and when to use its function correctly. Make sure your weapon loadout is GTG. Shotguns are going to be your preferred method of attack from inside the bubble. A sidearm back up is good as well for quick swap and clean up of people who don't quite fall from your shotgun blast. (Avoids having to waste a shell) Your other weapon should be a mid range one. That one is your free choice. I actually only use Tractor Cannon and we will get to why next. If you take damage, just leave your bubble real quick and re-enter to get your full Armor of light back. Tractor cannon is god with a bubble set up. Placing your bubble in a key area will turn it into a super magnet. Most people won't even think twice about popping their super to take you out. Its just a thing that makes them feel better. Below is a list on how to counter most other supers. NOT ALL SUPERS NEED TO BE AN OFFENSIVE POWERHOUSE TO BE GOOD!! Nova: Run or if you are feeling lucky, boop before they do it. Either way, you are getting them use there 3-4 person killer super on little ol you. Day break: Come on into my house of pain Tickle fingers: See above Golden Gun: Put up a barrier in the bubble and it should take him all three shots to get to you. The 6 shots...you're are probably screwed. Arcstrider: My current most hated super to go up against in PvP. They stand no chance if they decide to enter the bubble. A simple boop and its over. I have taken a hit from one and kept trucking because of my Armor of light. Tether: Multi shot tether can break the bubble, so be careful here, but you should be able to escape while they are doing it. Single ether will do nothing but sit and wait for you. Even if you get caught though, just walk back into your bubble as it will still be there. Striker: See Arcstrider, you can tank a hit before booping them. Hammers: If they are dumb enough to enter your bubble with them, just boop them and kill them. Outside, they will break the bubble and probably kill you. I would run. Sentinel: Boop Other bubble: Dance off Your bubble is a super magnet and can make people use theres at terrible times, which can help turn the mathc in your favor. Don't forget about your melee ability, that shield from a kill is amazing and will save your life in instances where you should have died at least twice. I have tanked so many hits and killed 2 ,3, and even the whole team when having this ability. Not to mention it increases your melee ability and with the Synthoceps perking going, its a one shot melee kill on anyone. The bubble can be a power house if you learn how to use it. However, it does have its problems and unfortunetely has been brought down a peg or two since D2 came out. There should be no way regular firearms should be able to pop it. Power weapons or supers only. Its already stationary, give it some help. If they fixed that, I would have issue with its strength. Also, give it an offensive mechanism when popped. Have it explode for some damage or allow me to press the super button again to manually pop it with the strength of the damage based on how much life it has left. Anyway, these are just some tips and ideas I have for the bubble. It really is a lot more useful than most people think, when used correctly or given a chance. Go out there and bubble away. Edit: Your guys hate for Titans here is ruthless. Its just a simple post about proper bubble usage in PvP. Whelp, to downvote hell I go. Edit: Thanks to whomever gave the gold. Must have been a bubble bro. Also, this started with many a downvote, so its nice to see it come back from the basement. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My wife’s finally mad at me again. Thanks for the grind Bungie! Posted: 11 Jun 2018 11:02 AM PDT I spent the entirety of this weekend grinding to level 30 for this seasons faction rally. I barely saw my family, I drank caffeinated beverages and I didn't mow the lawn like I said I would. Feels good to be a gangster again. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 04:07 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Division 2 just announced all Year 1 DLC will be free Posted: 11 Jun 2018 01:37 PM PDT They announced 3 DLCs will be dropped in Year 1 (called episodes) and they'll all be free. Really making Bungie look bad. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dear Bungie, please add Cabal meat cleavers to our guardians weapons. Posted: 11 Jun 2018 06:38 AM PDT I would love to run around with those cleavers dual wielding them like the cabal. If necessary make them exotic tier equip. (apologies for the lack of quality, i'm not that good with MS paint). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 10 Jun 2018 04:20 PM PDT They definitely need to make other activities more rewarding...idk why bungie loves loss sectors and public events so god damn much. Changes i would make. Pvp matches- 4 tokens for a loss, 8 for a win. Heroic strikes- 12-15 tokens Raids- 5 for each encounter, 25 for completing it. Edit: LOST sectors, not loss sectors lol [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bungie please add at least one more bullet to Sunshot Posted: 10 Jun 2018 10:29 PM PDT Whether it's through the catalyst or just as a buff to the gun it would make it so much better. In PvP it's so noticeable, shooting at one enemy and then swapping to another just about to finish them off to realize you have to reload. So heartbreaking. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 11 Jun 2018 11:50 AM PDT Hey, so this is for all 10 of us who pledged New Monarchy to get the Sweet Business Catalyst. Basically just a couple things that may help you get your masterwork finished with as little frustration as possible. First thing I want to note is that it seems like Rally Barricades mess up the whole "multikill" aspect, meaning that you won't progress if you're using a barricade to refill your mag. I've only tested it a couple times, so please, if you have additional info or a different experience, please share. I don't know about Lunafactions Boots, but Actium War Rig works fine. Now by far the best tip I have is that any extra kills after the first 4 will give you an extra multikill. So if you kill 5 enemies, it counts as 2/250. This means you want to kill as many things as possible in one mag. This lets you get 4-6 "multikills" in one mag fairly easily. Good places to do this are the Castellum and EP thralls. I think Castellum is faster and doesn't have randos around to mess you up, but can be a bit of a pain since you're getting shot by 8 things at once (if only you had a perk that reduced flinch...) As for how effective the actual perk is once you're done, I'd say it almost completely eliminates any and all flinch. It's actually pretty fun and makes you feel like a real turret. Although, I have noticed that I tend to not realize how much I'm getting shot, since there's really no indication except for your health going down. Just cause you can duel a Colossus in a 1v1 minigun fight now doesn't necessarily mean you should. But yea, that's it. Hope it helps...someone...(hopefully I wasn't the only one to go NM). [link] [comments] |
You are subscribed to email updates from Destiny | Reddit. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment