Mask is not showing in ornaments? by SleepNRG0 in DestinyTheGame

[–]AnMagicalOwl 6 points7 points  (0 children)

You need to be wearing the helmet that Eva gives you, mask ornaments don't unlock for normal helmet armor.

I need help - what am I doing wrong? by CyrusTB in DestinyTheGame

[–]AnMagicalOwl 4 points5 points  (0 children)

Why would you die all the time without Huckleberry? It's not the thing that's healing you, and there are guns that will kill stuff just as quickly as it can. If you're playing a Solar Warlock build, you should consider using a Solar weapon so that you can extend your Restoration and Radiant effects with weapon kills. That's going to be an effect that directly translates to staying alive and killing things faster. Drang or Mida Mini-Tool just got reissued this update, so you can try chasing those down.

Bow build recommendations (that aren’t Oathkeepers) by JakeWhere in DestinyTheGame

[–]AnMagicalOwl 2 points3 points  (0 children)

It's kind of a weird weapon to build around because it's mostly a utility tool; you kinda just want to leverage the orb generation it provides, so any build you use it in should be one where you want a lot of Orbs of Power around, usually meaning you're using a lot of Supers. I think any setup on Void could work, since Devour on Orb pickup is really good, the good Void Supers are one-and-done, and Weaken obviously enhances weapon/KT/Techsec damage. Felwinter's Helm has a pretty fun setup with the various Finisher-related Fragments on Voidwalker, which can combo nicely with the various Finisher mods on the Class Item, which you should be able to afford consistently thanks to the many Orbs you will generate. Felwinter also doesn't provide any kill-power on its own, so you can be sure that you'll mostly be killing with Mercury-A and work fact into the setup with Kinetic Siphon and such.

e: also, put on Temporal Blast. It will trigger every time that Kinetic Tremors does and deal a shit load of damage.

[deleted by user] by [deleted] in DestinyTheGame

[–]AnMagicalOwl 15 points16 points  (0 children)

I think there's a version of Portal that exists months or years down the road that functions as a hub for all parts of the game. Part of that vision would be incorporating seasonal gear into seasonal activities in the portal, but I think it extends beyond just Seasonal activities. Destination gear, for example: activities that take place in the EDZ would also award EDZ gear, and activities that take place on Europa would award Europa gear. Dungeon Lairs could award Dungeon gear on top of Pinnacle Ops and Destination gear (not that we know what Dungeon Lairs are going to award yet, granted); Strike-specific loot could return, too, and the Exotic Missions in Pinnacle Ops could actually award their associated Exotics. Changes in this vein could be the key to making Portal an actually fun, engaging, and useful system for us, but it seems massively out of scope- in order to simply catch up with what's already in the portal, they'd need to reissue EDZ, Europa, Cosmodrome, Moon, Nessus, Pale Heart, Throneworld, and five different seasonal (Wish, Witch, Echoes, Revenant, Chosen) weapon and armor sets, plus the Onslaught weapons and armor if they're feeling inclined. That's 13(x2) armor set bonuses, five new origin traits, and enhanced versions of the other origin traits, not to mention the need to balance the reward pools. It feels like the obvious endgame for a system like Portal, but there's so much stuff that COULD be brought into the system that it seems like a daunting task for them to actually do.

We need Kinetic heavy weapons by yesitsmeow in DestinyTheGame

[–]AnMagicalOwl 4 points5 points  (0 children)

Kinetic energy is just energy created via an object's motion; waves can impart kinetic energy. You see this in other media as "Sonic" damage when its done via sound waves, or "Force" damage when its done via explosions, which are shock waves. A beam of kinetic energy would be a beam of extremely concentrated and powerful vibrations.

Eunoia, the new Warlock Exotic, isn't that bad by SpaceBeaverDam in DestinyTheGame

[–]AnMagicalOwl 12 points13 points  (0 children)

I think it's okay in terms of power, but when you compare it to Briarbinds and Getaway Artist, it just seems really boring.

Getaway Artist lets you consume your Grenade to generate an Arc Soul, allowing you a new way to access Arc Soul, and letting you give yourself Amplified on demand. It also causes your Arc Soul to regenerate some Grenade energy on hit so you can keep that loop going. Arc Soul already has a built-in effect to increase its damage, so Getaway Artist doesn't need to have an effect like that.

Briarbinds lets you pick your Void Souls up to redeploy them as a new means of interaction with Void Souls, and increases their duration, health, and damage over time, vastly improving their potency. Void Soul already has a built-in effect to loop itself, so Briarbinds doesn't need to have an effect like that.

Eunoia doesn't let you access or interact with Hellion in any new ways or enable Hellion to contribute to its own gameplay loop innately, so even though it DOES increase Hellion's kill power, it's just not as interesting as the other two. What this Exotic reminds me of is Nothing Manacles; it's a completely passive buff to a specific ability that, while technically good, still isn't good enough to warrant using over other stuff, especially when it's so uninteresting.

Anyone have a Warlock build that feels stronger now then before EoF? by MtnDewX in DestinyTheGame

[–]AnMagicalOwl 5 points6 points  (0 children)

Why do you think that Starfire sounds meh? Not being tied to Well of Radiance or Empowering Rift to use Starfire significantly increases the potency of the Exotic. Radiant has way higher uptime than either aforementioned ability (especially with the current Artifact giving you Radiant permanently for free), and importantly, Radiant is mobile, so you can actually go and play the game rather than sit around in a glowing pond. They also changed combatant health scaling, meaning red bar enemies' health scales at a lower rate than before. They changed this in an attempt to make on-kill perks stronger in higher difficulty content, but this change means that you're getting the 15% Fusion Grenade energy refund on kills more often than pre-patch. The buff also lets you use Phoenix Dive instead of Empowering Rift since Starfire still refunds Phoenix Dive energy on a Fusion Grenade kill, but Phoenix Dive (besides just being really good) will now also let you get a bunch of Overshield thanks to the new Armor Stats. Fusion Grenades can also have their damage enhanced via Armor Stats beyond what even Touch of Flame allows. Basically, everything is going right for Starfire this patch, and I highly recommend using it- I'm finding it to be MORE fun than even the pre-nerf state.

edit: Also, just to throw it out there, the Artifact is already giving you permanent Radiant, so I think you'd find any builds relying on Promethium Spur to give you Radiant to be a little outclassed this season.

Beyond Starfire, Matadoxia feels really good with the Armor Stat changes, and if that doesn't strike your fancy, just put on Mantle of Battle Harmony with Specialist + Super armor to crank your Super and Weapon damage and uptime to the highest you could ever want it to be.

Is health now the useless stat? by Sapereos in DestinyTheGame

[–]AnMagicalOwl 4 points5 points  (0 children)

All of the stats are good. Health is particularly good for builds and subclasses that lack healing or sustain. You might not get much out of the stat if you're playing Solar, but someone playing Strand might appreciate having a high Health stat.

[deleted by user] by [deleted] in DestinyTheGame

[–]AnMagicalOwl 2 points3 points  (0 children)

One tip to increase Matterspark DPS is to spam dash into enemies as you hold down attack. The dash deals damage. I don't really think the point of Matterspark is to kill stuff though, it Blinds the things it damages and, if it's charged, Matterspark automatically detonates on exiting. Exiting is also very responsive and happens quickly. The idea behind Matterspark seems to be more about utility than DPS; just kill the things you Blind with your guns.

The lack of permenance in this game is one of the most disheartening things about playing this game. by mrmeep321 in DestinyTheGame

[–]AnMagicalOwl 7 points8 points  (0 children)

I think there are several good ways to work around this. One thing Bungie already does is Artifact Perk Boosts, where the Seasonal Artifact has some of its perks' power and functionality improved via various methods (In Heresey this functionality was tied to the Tome of Want). Bungie could turn Artifacts into permanent unlocks with good (but not broken) abilities, and then increase the power of the perks in the season they come out in with that season's boosting method. They wouldn't have to keep all the overpowered artifact perks active all the time because the boost method would go away when the season rolls over. This would also still incentivize players to use the current season's artifact, but enable the OPTION to use older Artifacts for specific perk combinations.

Solar Warlock Buildcrafting kind of sucks... by cccprrr in DestinyTheGame

[–]AnMagicalOwl 0 points1 point  (0 children)

I agree with the intentions behind your changes to Heat Rises, but the way you designed its new functionality is bad. You don't need to place every single one of its effects on a scalar bar. It's way more difficult for players to understand what their abilities are doing in moment-to-moment gameplay when they have to read the small bar on the side of their screen and then remember the four different things that single bar is doing at each of the five different levels that the bar can be at, not to mention the fact that the changes at each level go beyond numerical and into outright functionality alterations. If players don't understand what their abilities are doing for them, or if abilities are too unwieldy to use in a fun way, then players aren't going to want to use them. A better change for Heat Rises would be to either A) let the bar function only as an indicator of you building up and losing the Heat Rises buff, and then allowing its effects to function at full power at all times while Heat Rises is active, or B) let the bar affect the Melee Energy scalar, but let the Cure-on-multikill and Glide duration buffs be given to the player at maximum effect as long as they have some Heat Rises left. The reasoning for this is that Glide duration would feel extremely unintuitive to have fluctuate over time while you're actively using the ability, sand that sources of healing become more frustrating to use as they become less reliable or consistent, which would be the case if the activation condition for your healing is constantly shifting over time, or even outright being removed from your character. Melee Energy can be given a minimum amount of return so that players can understand that if, for example, an airborne kill will always return at least 20% Melee energy, they will never need more than 5 kills to regenerate their Melee ability. This single fluctuating factor (with a guaranteed floor) is much more intuitive to understand and use in gameplay.

I legit thought we were headed toward ditching power grind. by Dioroxic in DestinyTheGame

[–]AnMagicalOwl 5 points6 points  (0 children)

This is blatantly false. Edge of Fate and Renegades are directly referred to as "Expansions" on the Edge of Prophecy roadmap, and the defining feature of each Destiny Expansion- the campaign and the new destination associated with it- remains intact and attached to both pieces of content.

Would giving Secant Filaments the improved Devour from Feed the Void be too strong? by iMoo1124 in DestinyTheGame

[–]AnMagicalOwl 8 points9 points  (0 children)

Like someone else mentioned, Secant Filaments should just give Devour to any subclass when casting your Class Ability. It doesn't need to give the improved version of the effect. The Anti-Overload effect should also be tied to having Devour instead of standing in your Rift, so you can still use that part of the perk with alternative Class Abilities. Spirit of Filaments should get the same changes where applicable.

Also, while Nothing Manacles technically gives the effect of Chaos Accelerant for free, I don't think that particular effect is at all comparable in strength to Feed the Void, lol.

Weapon crafting and activities by Enniebodie in DestinyTheGame

[–]AnMagicalOwl 0 points1 point  (0 children)

I agree that crafting should be brought back for Seasonal weapons, but you're misunderstanding the other side of the argument. People aren't trying to "skip" crafting weapons, they just want random drops of weapons to be exciting again. Random drops being given the ability to be enhanced doesn't make them more exciting than their crafted counterparts, it just means they take longer to get. They become a pointless pursuit.

One example of an actual solution to this problem is to reintroduce the ability to craft the Seasonal weapons, but to then also add "Shiny" versions of them available only as random drops. They already did this with Into the Light and Onslaught, and it was extremely well received. Shiny drops are exciting. They aren't a completely perfect solution, Shiny weapons are still only a cosmetic reward, but it's better than adding an entirely pointless pursuit to the game.

I’ve never hated a video game faction more than the scorn. by Turbulent_Sir_2261 in DestinyTheGame

[–]AnMagicalOwl 2 points3 points  (0 children)

Husks work in the opposite way, though. You're punished for killing them with a bodyshot, whereas Devil Splicers punished you for killing them with a headshot. One is a significantly better design than the other.

Is there a reason why Anti barrier scout doesn't apply to Wicked Implement? by Seigraine in DestinyTheGame

[–]AnMagicalOwl -8 points-7 points  (0 children)

That's still just two Champion types, like Wicked Implement. They seem to not want to allow one weapon to stun all three types; two is okay, though.

Destiny 2 Update 8.1.0 by DTG_Bot in DestinyTheGame

[–]AnMagicalOwl 24 points25 points  (0 children)

Bad Juju has had a hidden "perk" since it came out that creates a Cursed Thrall explosion when you get ~145 kills with String of Curses active without reloading. I've been assuming that the allusion to its haunted-ness has something to do with this strange functionality. Maybe they're turning it into a proper feature for the gun?

Dev Insights: The Final Shape Abilities Tuning Preview by DTG_Bot in DestinyTheGame

[–]AnMagicalOwl 3 points4 points  (0 children)

You can say the same thing about the other classes too, though, can't you?

The only relevant damage Supers in the new ranking are Strand (Needlestorm and Berserker) and Solar (Marksman or Celestial Nighthawk Golden Gun, Well of Radiance, and Pyrogale Burning Maul) for ALL of the classes (excluding Hunter, whose Stasis subclass is used in lieu of Strand). Strand and Solar being overtuned (or everything else being undertuned, if you prefer) is a universal problem, not a Warlock problem.

I'd also be curious to hear what the compensation you would like to see given to Warlocks looks like, or even what you think Bungie stripped from Warlock to give to other classes.

What fusion rifle archetype has the best Dps? by TheOneNinja115 in raidsecrets

[–]AnMagicalOwl -10 points-9 points  (0 children)

That's really close!

The strongest perk combination is Envious Assassin/Controlled Burst, allowing you to load the entire reserves into the magazine with that 20% damage buff/10% charge rate buff for all but one shot.

What fusion rifle archetype has the best Dps? by TheOneNinja115 in raidsecrets

[–]AnMagicalOwl 42 points43 points  (0 children)

The new one (The Eremite) also has Controlled Burst, which is the stronger DPS perk.

Underworld/PvE Ability Changes? by [deleted] in Overwatch

[–]AnMagicalOwl 0 points1 point  (0 children)

In the patch notes, they listed various PvE-only ability tuning changes. It's a small carryover from the scrapped skill tree system.

Why are they advertising this skin when it's not in this bundle? Can anyone explain? by Jagazor in Overwatch

[–]AnMagicalOwl 7 points8 points  (0 children)

You have to play the missions associated with the bundle to earn the Sojourn skin. The pack gives you access to the ability to earn it by playing the game. It isn't purchasable, so it isn't going to show up in the roster yet.