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I mainly play strikes as I play destiny as a more chill pve game. In the vanguard playlist I’m wondering what is more beneficial, getting to the engram and resetting as quickly as possible or trying to complete every single challenge before resetting.
How many times does you have to run the exotic missions to get them fully crafted? I’m aware that outbreak has a quest involved switches in the mission on legend to unlock the perks but do all the other missions simply require doing it multiple times or do I have to wait for the next time it rotates in to get the next perk?
I can't find a clear answer so I'll ask it myself.
With resetting Shax's reputation, can the "Arcite's Keepsakes" weapons roll with extra selectable perks?
I'm hunting for a R.Brace/Destabilizing Riposte. If these weapons can get extra perks I'll keep engrams until I reset Shax's reputation.
I went looking tonight for them to see if there were Stasis and Strand emotes like there are for the light classes but none of them were there. I know Titans (the class I was looking on) have the big hammer and holding the vpid shield but they're just gone.
I saw them in there a long time ago but do they rotate things from the archive?
Is anyone else experience problems with pulling stuff when u click in a loadout? I keep trying to get this set out and idk arms wouldn’t load or idk in my titan kept being the helmet that was missing from the set (No I didn’t delete the armor piece)
I'm just curious because I see people using armour pieces over the class items
Tonic is a core farming mechanism for Episode Revenant, and it's been bugged since the episode launch.
Some people can use an alt character to brew tonics, but there are people whose all 3 characters are softlocked like myself.
I can't farm seasonal weapons this episode. Adding insult to injury, they are not craftable.
Please fix this issue so that we can play the game and grind weapons.
So after owning the clownshed campaign for at least a month or so, I think it'll be 3 months at this point. I finally got around to getting the exotic khvostov. And I have a few words to say about it number one who thought it was a good idea to put one half the collectibles in pain in the ass activities? Seriously getting those Lost Encryption bits was the hardest thing to do And then fighting nine separate bosses was a pain in the ass again I seriously have to find several videos to find where they were. One response is one for the recontests one for the visions of the traveler and another for all the encryption bits. That's a pain the ass to do but that concludes my rant. Was it annoying for you or was it easy? I'm assuming it was difficult.
Hey all. Gage Allen here, the creator of Destiny Solas. I poured my heart and soul into this, as did a lot of other people. It's not perfect and I very much know that, but I do at least hope some of you enjoy this. What you are about to see is in a format called immersiplay, and contains original VO, writing, sound design, music, animation, visual effects, cgi, and lore, all designed to look like this is all happening in game when the vast majority of it is fabricated.
Quite a bummer, I loved spamming things like shurikens, moths, slashing everything with a titan, stasis turrets on warlocks. Why removing the fun?
Welcome to the Daily Questions thread! Do you have a Destiny-related question that needs answering? Can't find it anywhere else on the web? Well, You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!
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I'm astounded that while performing a shield bash I take damage. I'm holding my shield up - to bash with it! An arc energy shield can block one infinite dmg tick but the same shield from the Sentinel Shield neither blocks nor reduce any dmg? Wtf bungie, that breaks immersion for me.
I'm wondering if I should keep trying to get it before the next week or if I'm just wasting my time
unbreakable is good, but as soon as i transcend i lose it as a survivability tool, which is its primary function. imagine if Feed the void was disabled when transcendent.
And this goes for every exotic or aspect that gives you a 'new' form of grenade. im fine if something like moth keepers doesn't have unique functionality whilst transcendent, but give me the option to keep using my moth boys or have access to the Icey hot tornado when transcendent.
I finally took the time to finish the Shattered Throne quest and now working to aquire Wish Ender. I'm about to go after the ogre boss and was wondering, If I die after beating the secret boss but not before the actual boss, do I have to do the whole quest mechanic all over? Or once I deposit the relic it's ok if I die? For some reason I had a harder time with this boss the the final boss.it took me 3 attempts.
Thanks in advance!
Here is mine:
1 - Sunshot
2 - Outbreak Perfected
3 - Forbearance
4 - Pro Memoria
5 - Lost Signal
6 - Quicksilver Storm
7 - Nation of Beasts
8 - Midnight Coup
9 - Indebted Kindness
10 - Thunderlord
What about yours?
Hi, I saw that there is a really good sale for almost all the DLC's in place, and I honestly don't know if I already missed too much or what.
I have around 700 hours on D1, and maybe 250 on D2. I think I have just bought D2 before it became free and got around 2 DLC's for free with it, but that's all.
Of the steam sale that's going on now, I only own one of the DLC's in the bundle.
I really love(d) the game, but life got in the way and I had to drop it for a few years. There seems to be too many new enemies and too many new strikes, raids and missions to catch up, and I'm wondering if it's too late to get back into all of it or if the game no longer has an active player base to revisit some of the non-latest content (r.g. raids and so on).
Thank you so much in advance, and have a nice day.
Just about 3 months ago, I came back to D2 after 5ish years away. I am strictly a PVP'er - it's the only game mode I actually enjoy playing, period. I'm not exceptional and am very casual.
Anyway, here are my thoughts and observations after a considerable period AFK. These are my individual perceptions and thoughts and pretty much may strictly apply to PVP, who knows:
(Off of 1) Grenades often feel more like area-control tools than weapons.
Rewards are laughable.
I don't think I'll be sticking around. PVP has really always been their red-headed stepchild - which was why I quit those years ago...I quit and went back to D1 PVP. D2 feels like a truly incomprehensible mess. In the rare matches where it's reasonably balanced(ish) and not everyone has the lowest TTK meta picks, it's fun.
But overall, that's not the usual experience. It just feels like a busy, sloppy mess to me (personally!).
Maybe I'll go back to D1, waiting 15+ min for a single PVP match lmao
In closing, a lot of this is complaining. I get that. I don't want it to be - I genuinely did love D2. I don't really have solutions, but wanted to share on the very off chance people agree or Bungie sees.
If I had one piece of advice to give them - "KISS - Keep It Simple, Stupid"/"Less is More." Get back to your roots.
Correct me if I'm wrong but no one knows the actual percentage on this? I've never gone more than a couple drops on Onslaught without getting an attunement but I've just farmed the 7th exotic without my selected attunement. Seven. Tried deselecting and reacquiring multiple times. With Weight-Gate and now this I'm beginning to get the impression that I'm just wasting my time.
I stand by my point. For a dungeon, there's no need for more than half of my playtime to be on the Corrupted Puppeteer. It should be 10M health, because then the 1 phase Solo with all the crazy damage tech would be possible, and it wouldn't be that hard to get a 3 phase, which is the sweet spot for dungeon bosses.
I LOVE my prismatic build, but I REALLY REALLY REALLY miss my fancy aerial back flip into sticking the landing.
It's the best thing ever. Not even including the combat utility, it's just way to fun.
I know it might be hard to implement for non-Strand utilization for Prismatic, but it'd still be pretty amazing. Like it could AoE jolt nearby enemies or something with Arc super, AoE Slow for Stasis, AoE Scorch for Solar, AoE Suppress for Void. Plus it's regular AoE Suspend fro Strand.
PLEASE? I just wanna go REALLY FAST down big drops (like the Corrupted) and stick the landing again.
I just tried to help a friend circumvent the BB quest for the catalyst and failed. I have the quest and catalyst completed, they are on step 6 (I think). We spawned in at boss cp and went to secret room, no boss. We just ran the entire dungeon and no blights popped up. Am I missing something / doing something wrong? Or has this work around been removed?
Before anyone yells out "it's a PvP super"
Bungie has shown they can add PvE exclusive changes to supers, exotics, aspects and fragments. This mentality has no place in the game anymore.
It seriously needs help.
It has half the duration and DR of every other roaming super in the game.
It needs radiant and a fragment to work properly.
It does less damage than a spectral blades that whiffs half it's hits. It takes multiple bullets to kill red bar knights.
I feel it should get a substantial damage buff. Remove the ignition and radiant requirement. Make it so combatant kills refund bullets and extend super duration. (Specifically combatants so that it has no effect on PvP)
What are your thoughts?
I don’t see how a game that has cancelled its predecessor and can’t maintain a steady player base through a season can survive. Even when I cope about how many loyal players there are it really only seems a couple of hardcore influencers taking focus away from the game and bringing players to another. They have had a couple incredible stories this past year, but I just don’t know how with so many important lay offs with most of them being individuals that made things the community preached for is a company that puts its player base first. I guess we will see how long nostalgia and skins can keep the game afloat until capitalism forces its hand around the neck of Destiny.
If Bungie wants to keep crafting as a catchup mechanic / specifically for certain content, I think we need more focusing/attunement/double perks. More specifically, a mixture of these for EVERY SINGLE ACTIVITY.
I think that the ritual playlists actually have a REALLY good spot. You invest each season to build up engrams and each reset adds to how many perks can drop on a weapon, up to 3x3 perks.
This is somewhat necessary due to how many perks each weapon can have, but heavily rewards investment by giving you the ability to focus weapons with triple perk rolls.
I think this system could be applied to banshee for world drops. Every world drop is focusable and you get up to triple perk rolls after so many resets.
Dungeons could incorporate the Savlation's Edge approach, where completing the badge unlocks multi perk rolls, with a higher chance (or guaranteed) in Master. Bonus points for adding attunement to each dungeon, selectable for the dungeon as a whole, but increasing the drop rate of that weapon/armour piece for any encounter that can drop them.
If we want to keep the non-craftable seasonal weapons, then attuning to a weapon also gives it a good chance of dropping as a masterworked double perk weapon, but only in the season that it came out in. Afterwards, it just functions as current attuning.
tldr I think that every activity should have some form of focusing or attuning. I don't think that focusing necessarily needs to always offer a source of multiple perks, but world drop weapons could use the ritual playlists treatment due to the insane number of perks. Attunement could work with other activities with a limited time, challenge locked, or investment locked way to get a high probability of double perks, especially for weapons that will be much harder to get later (event and season weapons).
So i used to play Destiny until the Black Armory and i recently wanted to come back playing the game with a mate. We created a new Character and wanted to know in which order we should play the Quests.
So what ive found is Shadowkeep -> Beyond Light -> Witch Queen. But when do we play the Dreaming City? and where do we put the Timeline quests? Like Forsaken and stuff.
Should we do it like DreamingCity (the short quest line) -> Forsaken TimeLine -> ShadowKeep -> Beyond Light -> Beyond Light Timeline quest -> Witchqueen -> Witchqueen timeline -> Lightfall -> The final shape?
Guess we would do some stuff twice, but at least we wouldnt spoiler stuff.
I've noticed recently that very few people are playing destiny. I crucible competitive, I frequently get matched with the same people over and over again, even though it's supposed to be a different team each time. I was trying to find a fireteam for dungeons in FF, and there was no listing's for ANY dungeons or raids for that matter. It just feels so dead rn, when are we going to get a player base back? I want to run some dungeons now that I'm getting better at the game, but there's no one who is even playing to run them with me
bit of backstory: I've made it my goal to have a raid-ready build on each element for each class. for the most part, this has been going fine. there's been a couple of difficulties though, and specifically my struggle with arc hunter is probably something to discuss.
i have genuinely tried *so many* different builds, all of which felt frustrating to play or felt like they didn't add anything i couldn't do on other hunter subclasses but better.
I've come to the conclusion that out of all subclasses in the game, arc hunter is definitely the worst one (in PVE at the very least, i am not a PVP player and have no idea where arc hunter sits there. it might be amazing in PVP or it might still be terrible)
so let's dissect the problems with arc hunter:
problem #1: identity
it might sound weird to start with something as non-substantial as "class identity", but in this case it's pretty important. Arc hunter is still all about up-close skirmishing. the entire subclass is basically destiny's rendition of the "monk".
the problem there is that this has a large overlap with the class identity for titan. this has actually been an area of criticism in the past back when titans felt weak, which was that arc hunter did the melee class fantasy better.
this is obviously not intended, and this might have been part of what has held arc hunter back. it's stuck with its identity being "titan, but mobile instead of tanky". with "being mobile" not really adding much against enemies surrounding you, highly damaging melees and splash/spread damage, that just means titan but not survivable.
problem #2: survivability
this is... a shared problem of all arc subclasses, but hunter has a pretty unique blend of it.
arc only has two survivability tools built in globally: speed booster's 15% DR and spark of resistance (25%).
warlock has nothing further, but that's okay because the arclock playstyle is actually relatively long-range.
titan has juggernaut as a defensive option and knockout, which triggers on ANY punch kill and both heals (50 to 100 hp depending on enemy tier) and instantly starts natural regen. this helps titan survive in close quarters pretty well. on top of that, arc titan has two melees that greatly aid survivability:
thunderclap gives 80% DR during and for a couple seconds after charge-up
seismic strike *blinds* nearby enemies after hitting.
these both make close-quarters combat a viable option in all on-level content as well as regular dungeons and raids.
hunter has the following:
>66% DR during the dodge animation only (using flow state)
>disorienting blow (which blinds in a smaller radius on hit than seismic strike and deals significantly less damage)
>combination blow (which heals 40hp per kill once stacked up and only heals if you get a melee kill with the ability charged)
this wouldn't be a big deal if combination blow was consistent, but it is anything but.
without good survivability tools, a closerange playstyle is simply not viable. but out of arc hunter's 4 aspects and 2 melees, only *one* aspect is useful at all in more mid to long-range combat, which is flow state.
this means that at long range, 3 of your aspects are genuinely useless outside of maybe using flow state + ascension so you can use ascension to proc amplified more easily. you can pair this with either shinobu's vow or lucky raspberry to get a grenade build going which will work at long-range, but there's very little support in the subclass for this kind of playstyle. nothing of the hunter kit plays into grenade at all.
problem #3: combination blow
combination blow is BY FAR the most important part of the arc hunter kit, as its their primary source of survivability (excluding the use of subclass-agnostic weapons like buried bloodline).
combination blow and to a lesser extend disorienting blow both have an insane fatal flaw in their design though, which is that how they work was never updated from subclass2.0.
back in subclass2.0, a lot of subclasses had melee abilities that were simply "uncharged melee but it triggers something", devour warlock had a slap that granted devour, solar warlock had a slap that empowered, etc.
these have been removed in favour of actual powered melee abilities, like pocket singularity, incinerator snap, shield toss etc.
except combination blow and disorienting blow.
those two are still effectively "ability triggered on unpowered melee hit".
this is especially a problem for combination blow, which triggers on *unpowered melee kill*.
unpowered melees suck. especially on classes that are not titan. even in regular raids they feel like limp noodles and basically ALWAYS fail to one-shot even the lowest tier ads (like thrall, dregs, shanks and psions)
and what does combination blow ask of you?
it asks you to get an unpowered melee final blow to get some health back and refund your dodge, so you can then dodge and do it again but with a slight melee buff.
a melee buff btw, that depending on the modifiers on the vanguard playlist, doesn't even allow you to one-shot red-bar ads until you stack it to x3.
which makes it impossible to use there too, since while i can barely get ahead far enough to slap something before my teammate wipes everything out with graviton lance, i CANNOT go double or triple slapping red bars because it simply takes too long.
on top of that, combination blow has anti-synergy with lethal current, the aspect that sounds like it is designed to work together.
lethal current makes your first punch after a dodge apply jolt. which is great!
but if you do not have at least combination blow x2, red bar enemies will not die in one punch, but instead die from the jolt, which won't proc combination blow.
running combination blow with this aspect makes your healing incredibly inconsistent, and if you're doing a melee build the LAST thing you want is inconsistent healing where you might push because your healing will kick in if you get this melee kill, only for it not to kick in due to jolt and resulting in your death.
in all honesty? combination blow should be an aspect, not a melee. it works exactly like an aspect, but also robs you of your charged melee ability.
disorienting blow doesn't have this problem *as much*, because it triggers on-hit, but you're still triggering it by hitting like a wet noodle, and with disorienting blow, the recharge is much longer and there's no real way to loop with it outside of making it give you amplified, then using amplified to get your dodge back quicker with flow state. plus, again, now you're lacking survivability.
problem #4: anti-synergy.
two of arc hunter's aspects, ascension and tempest strike, consume your abilities, but do not trigger them.
this results in breaking the loops that arc hunter *can* have. you cannot do the combination blow melee loop with ascension because when you use ascension, you end up breaking your loop for the next 9 to 18 seconds.
you cannot loop tempest strike since with the dodge/melee loop, you will only have both abilities charged at the same time at the start of an engagement, during the entire engagement, you are basically trading a single ability charge between your dodge and your melee.
with both things charged, you can cast your tempest strike, then dodge to get your melee back, but if you then tempest strike again, you are now out of your abilities and have no way to trigger their refund until your dodge comes back 9 to 18 seconds later.
problem #5: prismatic
despite how *terrible* arc hunter already was, it recently caught multiple nerfs. why? because of prismatic.
well, sorry to say bungie, but prismatic still does everything arc hunter does *significantly* better.
flow state *really* isn't that big of a deal since combination blow gives you your dodge back anyways. the bonus reload is nice but not enough to give up ANY of prismatic's other features for.
lethal current can literally be replaced with a spirit of caliban class item, and unlike lethal current, spirit of caliban procs *on kill* so it will not cause the same kill-stealing issue.
tempest strike is not something you base your build around in PVE, since it has looping issues and in all honesty is also just kinda weak.
obviously, bungie should know better than me how this should be resolved, but for the sake of entertainment, here's what *i* would do to resolve this:
#1: move combination blow's scaling damage to tempest strike, triggering on melee hit. change the damage scaling to account for other changes to the melees listed below (so at x3, your damage will stay roughly the same as it is now, maybe a tiny bit more)
#2: make tempest strike synergize with glaive melees (both the jolt AND the scaling damage)
#3: give combination blow 3 charges, increase the cooldown and change its health return to a flat 40HP (what it gives at x3 now)
#4: make combination blow deal *significantly* more damage as a charged melee, matching other charged melees like threaded spike, knife trick and withering blade in their effectiveness. also maybe give it a fancy animation.
#5: make disorienting blow ALSO deal more damage, and give it a fancy animation. make it a *proper* charged melee.
#6: make flow state's damage resist last *a couple* seconds longer, so it keeps active maybe 3 seconds after your dodge. obviously, this should exclude radiant dance machine multi-dodge (just like all other aspects) and should *probably* not stack with DR from gifted conviction (otherwise you end up with 82% constant DR and that might be a bit much)
#7: allow ascension to trigger your dodge feature.
#8: *maybe* give arc hunter an exception on triggering their melee abilities with their glaives. IDK, i feel like it'd be fun. might be a bit too much though.
with these changes, i didn't want to touch tempest strike since having 3 charges of combination blow, even if the actual damage buff part is on an aspect now, would allow you to cast tempest strike significantly more often since you can do your dodge/melee loop and then passively recharge the other two charges for use with tempest strike.
this also makes arc hunter survivability significantly higher as a skirmisher, if you were running combination blow, lethal current and flow state with these changes, you'd be able to keep up consistent damage resistance and healing on hit. healing from lethal current is deliberately kept on the low end to account for this and not make it too insane, same for flow state granting DR only for a couple seconds.
keep in mind, this would still be an incredibly high-risk playstyle. the MOMENT you back off in an engagement, your healing falls away since you aren't punching things AND your DR falls away since you are not constantly dodging.
again, not a game dev, this is just kinda what i think would fix the problem as a player.
if you've somehow read the entire thing, thanks for reading my massive wall o text on why arc hunter sucks!
and if you happen to be a bungie employee: *please stop letting arc hunter catch strays for nerfing prismatic, it's already dead*
Holofoils (shinnies) should return as they fix this current RNG vs Crafting situation.
Crafting may have ruined the replay-ability factor in content (in particular raids, which it slaughtered) however it was fairly respectful of your time.
I feel seasonal weapons should be craft-able especially given that the content in which they come from historically speaking hasn’t always been the most engaging compared to the games premiere content like raids and dungeons.
However these seasonal weapons should have Holofoils variants which can drop from said content, these are completely RNG based.
This adds an optional grind for its hardcore audience while valuing the casual players time. While the casual can craft a perfect Gridskipper, the more hardcore or fortuitous player can show off the perfect 5/5 Holofoil Gridskipper.
Holofoils are a near perfect system, I mean why are shiny Pokemon & the act of shiny hunting is so popular. It shows time commitment, adds an optional chase which has no impact on player performance. You don’t need a Holofoil but you want one, it makes loot desirable.
This system I believe should really be intro raids first. As they need a grind like this back. If they updated VOG and added introduced the Holofoil system. I guarantee the community would want a Holofoil Fatebringer (Timelost).
Bring back Holofoils.
I haven’t really used a rocket sidearm since they nerfed the ammo economy. I was thinking of making a warlock build with Tinasha’s Mastery and Icebreaker with Rime-Coat Raiment. Is it possible to consistently run this double special loadout in endgame content?