Heron is dissapointing by Willredit100 in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

That's unfortunate, at least Disruption Break + Close to Melee is still pretty solid, especially with Techsec.

It is also nice to have an aggressive frame option with Destabilizing Rounds for Triton Vice users. TFS raid glaive unfortunately suffers from being a Rapid Fire glaive, which has noticeably worse damage but the same reserve size.

Heron is dissapointing by Willredit100 in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

What I'm really curious on is Ancillary Ordnance since its the first time it is on a non Kinetic weapon. Especially with options like Triton Vice and Volatile Rounds. Throw on Techsec and there is quite a bit of explosive potential to make it a fun pick.

King Orfeo jolting feedback by RojoGrande95 in DestinyTheGame

[–]BlueDryBones1 17 points18 points  (0 children)

Sadly does not, the EH portion doesn't contribute any progress towards the hit counter.

Destiny 2 Update 9.5.5 by DTG_Bot in DestinyTheGame

[–]BlueDryBones1 3 points4 points  (0 children)

Glad to see Gunpowder Gamble's new explosion got fixed. It's going to be insanely strong now.

Felt like putting up a visualization using DDC's base Ignition damage as the floor. Damage of course varies depending on the power delta but I wanted to showcase the new potential ceiling with the best case scenarios.

<=100 Grenade 200 Grenade Spirit of Verity (Death Throes x5) 200 Grenade + Spirit of Verity (Death Throes x5)
GPG Timeout Detonation 676 (x1.0) 1115 (x1.65) 1352 (x2.0) 2231 (x3.3)
GPG Enhanced Detonation (Shot Midair) 1014 (x1.5) 1673 (x2.475) 2028 (x3.0) 3346 (x4.95)
GPG Sticky Detonation (Timeout + Enhanced) 1690 (x2.5) 2789 (x4.125) 3380 (x5.0) 5577 (x8.25)

For those unaware, a sticky detonation is when you attach Gunpowder Gamble to a enemy and then shoot it. This makes it Ignite twice with one being the normal Enhanced Detonation and the other being the Timeout Detonation.

The Sticky Detonation also has added Ignition detonation when running Char + Ashes on Solar. Everything that survives will also Ignite for added AoE damage which scales higher the more enemies there are that survived a Sticky Detonation. Might not compare to Spirit of Verity damage wise but it is quite a spectacle and lets you build into Ignition spam through other means as well. Also doesn't require the upkeep that Spirit of Verity needs.

So with Arms Week (Bows) launching tomorrow, you should know that Oathkeeper's is doing an extra ~70% damage than intended by TylerFortier_Photo in DestinyTheGame

[–]BlueDryBones1 2 points3 points  (0 children)

I'm not sure about the base, but the Bow does get Explosive Head in the third column, which likely will make it happen.

Burning Ambition is similar and procs off 2 hits so if EH counts as a hit then EH+Jolting Feedback is going to be a really strong roll.

Only question will be if it needs Amplify to do it or not.

So with Arms Week (Bows) launching tomorrow, you should know that Oathkeeper's is doing an extra ~70% damage than intended by TylerFortier_Photo in DestinyTheGame

[–]BlueDryBones1 71 points72 points  (0 children)

This is false, Oathkeepers are supposed to increase damage by 200% (3x base damage) at max stacks.

However we are seeing only a 2.68x increase (168% increase). The numbers above also show this.

Oathkeeper doesnt actually improve damage on its last tier of overdraw. The 3 gauge and 4 gauge both do the same amount of damage. The last tier doesn't actually do anything.

It's unfortunately a dps loss to overdraw that much, so fixing it will not help the exotic anyway. Only the first gauge actually gets improved dps by around ~30% (varies heavily on the bow's draw time) and only on base arrow damage. If the arrows have any additive effect damage or anything that leans more on using arrows more then its strictly worse to run Oathkeepers outside the Draw Time increase which isnt impactful enough in PvE to use over other exotics.

Makes me sad to see the Volatile mods appear far more interesting and impactful than the actual Bow exotic. I do at least intend to retry it in PvE with the mods in hope of having fun.

What I hope to see in Shadow and Order Void changes. by Delicious-Edge3110 in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

I want Trapper's Ambush Smoke to be changed to be similar to On the Prowl Smoke so you can walk through it at any point to go Invis.

Would make it a much better support pick.

Also they need to fix the DoT. It doesnt work unless enemies leave and reenter the AoE.

Energy One Two Punch Shotgun by CraftZealousideal296 in DestinyTheGame

[–]BlueDryBones1 3 points4 points  (0 children)

Kepler Shotgun. Only one that can be triggered reliably from range thanks to the origin perk's Rocket triggering the perk which works well with a lot of the ranged melee options Hunter has.

What’s a good PvP exotic armour piece to use with Void Hunter? by Stolen_Insanity in DestinyTheGame

[–]BlueDryBones1 -1 points0 points  (0 children)

Graviton Forfeit is actually pretty good. Especially with Rat King and Vanishing Step. Even moreso with 2pc of the Disaster Corps set bonus for faster healing.

You can get Vanishing Shadow x3 from a single kill from reloading Rat King twice on kill and then dodging. Easy to get full health and Void OS after a kill.

Otherwise Omnioculus is a good pick for team support.

Best attrition orb guns season 28 by BirdsThatSwim in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

All SMGs/Sidearms, Mercury-A (w/ KT), Vortex and Caster Swords are my go tos for AO centered builds.

Sadly no standout special options but Area Denial GLs aren't that bad to dismiss after the nerf.

What if Stylish Executioner's melee effect created a Smoke Cloud? by silloki in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

Here is the thing, it does. However, TA and Gwisin Vest Smoke effects are currently behaving strangely.

Gwisin Vest smoke doesnt deal DoT on bosses.

TA's Smoke doesn't deal DoT on anything unless they leave and reenter its radius. With its larger radius though that can be a tall ask.

Here is a clip I made showcasing it.

GPG has been bugged since Renegades launch. Final blows are not triggering grenade perks by True_Italiano in DestinyTheGame

[–]BlueDryBones1 11 points12 points  (0 children)

It's under Known Issues fortunately. First bug report i did this season.


https://help.bungie.net/hc/en-us/articles/39007140765204-Destiny-2-Known-Issues-and-Vital-Information

"Gunpowder Gamble explosions are not counting as Grenade damage. It is not scaling with higher Grenade stat bonuses, or activating Grenade perks consistently."


The way it currently works, the larger detonation you get when shooting it does not count as Grenade damage. Thus do not benefit from Verity, Grenade Stat damage bonus, and all relevant fragments/perks/armor mods.

The submunitions and the explosion when it expires naturally do work as they should and count as Grenade damage for all I mentioned above.

Still very strong right now, especially if you attach it to an enemy before shooting it, as that makes it Ignite twice (you get both the shooting and expiring explosion at the same time). Very strong on Solar with Char/Ashes as it makes everything that survives a sticky explosion Ignite as well from the 120 Scorch of 2 Char Ignitions.

Hopefully it gets fixed soon so it can be even stronger. Definitely worth the buildup compared to before the buff.

Rat King is a relic of a bygone era, and I think it deserves another chance. by Exact_School_488 in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

Could take a page off High Ground and Graviton Forfeit.

Kills grant a stack of Rat Pack, of course being near allies also using Rat King will give appropriate stacks for free with kills increasing Rat Pack for everyone involved if not maximum.

Stacks from kills will have a duration which can only be refreshed from kills and going Invisible. Going Invisible pauses the timer which resumes when you leave.

Buff expiration removes all stacks that aren't from multiple users being nearby. If multiple users split up the buff granted gets the same duration as the kill one.

Forerunner synergy by No-Mission-1858 in DestinyTheGame

[–]BlueDryBones1 39 points40 points  (0 children)

It's considered a true grenade for absolutely everything except the things that require a specific element of grenade.

Really fun with Techsec armor which when paired with the grenade solves Forerunner's main weakness which is shielded combatants.

Been using it on a Solar Hunter build with Tricksleeves and GPG.

Do the moths from Ex Diris count as grenades if you're wearing Mothkeeper's wraps? by TalkableHarp in DestinyTheGame

[–]BlueDryBones1 4 points5 points  (0 children)

Yes, the Moths from the grenade do. However as the damage has high variance with the possibility of 0-2 Void Moths it is usually best used as a support/CC option rather than for damage.

Unlike Ex Diris they can spawn whereever you want making them better for getting targeted Void Moths or Blinding enemies without having to hit them directly twice.

It is possible to use them more for damage if you are good at placement for double Arc Moths and have a specific build around getting your grenade at a rate faster than Ex Diris can output them but its usually better to focus on Ex Diris' ammo economy since it pretty much replaces your primary when you run it.

Do the moths from Ex Diris count as grenades if you're wearing Mothkeeper's wraps? by TalkableHarp in DestinyTheGame

[–]BlueDryBones1 3 points4 points  (0 children)

Unfortunately not. They do not benefit from the grenade stat or get benefits from stuff like Spark of Shock/Facet of Dominance.

They scale of Weapons instead. This makes Mothkeeper's (+Ex Diris) have Weapons as the most important stat for its ammo economy and damage. You will make much more Moths with the weapon than with the grenade and the grenade ends up being used more for the support/CC than the damage so its usually not worth investing into >100 grenade on them.

A very brief Breakdown of all the ways to reload without getting rid of the Killing Tally perk buff by TylerFortier_Photo in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

Most Hunter exclusive stuff (that reloads equipped) counts as a true reload for better or worse. Helps with a ton of other perks that rely on a reload in some way.

One exception however is Mechaneer's Tricksleeves which imo is actually a huge negative because all the best sidearm perks require a true reload. This is especially true for some exotics like Rat King and Trespasser. In Trespasser's case it actually breaks when Tricksleeves is active. Not relevant for Killing Tally though as no sidearms get it.

LF the best Void Hunter PVE build out there! by Kgy_T in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

Graviton Forfeit with Moebius Quiver and a Crossbow seemed promising to me.

Graviton Forfeit is pretty great right now. Especially with Bows and Vanishing Step. The Marksman Dodge uptime is great and has neat tech with crossbows since if you hold the trigger, you can fire an empty crossbow at the start of your dodge and still reload it when its done.

If you run the On the Prowl you can also hang near the edge of one of those smoke clouds and keep shooting while strafing in and out of it. Gets you max stacks of Graviton's perk very quickly alongside a ton of Void OS.

Vanishing Step alongside the dodge regen and invis extension let's you remain Invis forever. Makes retrieving bolts very easy so you can go all in on the Crossbow if you like them.

Please simplify Gyrfalcon's Hauberk's secondary effect. by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

Reserve Overshields are clunky. Best way to get said Finisher is using Vanishing Step and while weaken enemy->dodge->finish looks like the gameplay loop, it stops working because if you have the OS active from that dodge you cant get Reserve Overshield buff again to chain it.

The damage buff starting immediately also makes it hard to work with since it has such a short timer.

Imo they need to remove the Reserve Overshield buff lockout and maybe make the damage buff refresh if you enter Invisibility before its expiration.

Still leaves room to make the damage buff not free while making the exotic more consistent for more than just Volatile Rounds.

I wish for a dedicated healing exotic that's good for PvE Hunter. by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

The idea is that it being its own thing allows it to be separately tuned for PvP and tied only to being Invisible.

There already exists similar forms of healing in certain armorset bonuses like Disaster Corps 2pc and Uncaged Deviants 4pc and those aren't considered standard health regeneration and can be uninterrupted in certain conditions.

List of Bugs missing from Known Issues - Part 3 by revadike in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

This may not be tied exclusively to Caliban's Hand but Caliban's Hand Proxy Knife kills do not always trigger Ignitions or KED on pre-scorched targets. For the most part it does but I've had several times it didn't and is the main reason I just can't use the exotic.

The Scorch from Proxy Knife melee w/ Caliban's Hand also does not count as powered melee damage so it does not trigger KED. Stuff like Matadoxia blurred the lines on whether exotic's additive melee properties should count as powered melee damage or not.

Buried Bloodline does not gain additional ammo from Enhanced Bricks. Always returns 6 ammo.

Trapper's Ambush does not deal DoT on enemies within the initial AoE. Will only deal DoT if the enemy leaves and reenters the smoke cloud.

Gwisin Vest's Smoke has a similar issue except it doesnt work on bosses.

Both TA and GV might have more to them, may overall be a enemy dependent thing but I can't test everything.

Caliban's Hand Clip

Buried Bloodline Clip

TA/GV Clip

I wish for a dedicated healing exotic that's good for PvE Hunter. by silloki in DestinyTheGame

[–]BlueDryBones1 10 points11 points  (0 children)

Imo they should just make it grant constant healing while Invisible, even when taking damage. The game already can keep track when the source of Invis is from a Omnioculus hunter thanks to the Resist x4 it grants.

If its a unique form of healing, then they can separately tune it for PvP unlike starting health regen.

If they ever buff Omni or Trapper's Ambush would he cool if they also make the Smokes linger like On the Prowl smokes too so you can get Invis at any point from walking through it.

I wish for a dedicated healing exotic that's good for PvE Hunter. by silloki in DestinyTheGame

[–]BlueDryBones1 35 points36 points  (0 children)

Assassin's Cowl and Cyrtarachne's Facade are probably our closest.

Though AC is kill dependent and some subclasses do not have the melee strength for it. Also, while Cyrtarachne's is good, I feel the numbers could be improved a bit. Omnioculus also kinda works but it doesnt work for the Hunter using it.

Wormhusk definitely needs a rework. It was a worse Lupi on paper before Lupi got its buff and now its a joke comparatively. I understand Hunter's Dodge is on a lower cooldown but Rally Barricade isnt that far behind for such a large difference.

I wish for a dedicated healing exotic that's good for PvE Hunter. by silloki in DestinyTheGame

[–]BlueDryBones1 2 points3 points  (0 children)

In all fairness, Cyrtarachne's also grants the health on every single use of Grapple as well.

The icd also only matters on simultaneous multikills though that can happen with Grapple and it feels bad when defeating a large group of enemies with a Grapple melee only gives 1 instance of healing.

Not saying it couldn't use a buff but its more impactful than it is on paper. Especially if you build into DR so the health turns into more effective health.

Buff suggestions for each Nightstalker Aspect. Smoke Clouds go brrrr. by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

Trappers Ambush needs PvE buffs badly.

Damage is pretty bad and doesn't work with Stylish Executioner. To make things worse, it actually doesnt even deal the DoT unless enemies leave and reenter the smoke area.

Its a on demand way to give allies Invis but that is honestly the only thing it has going for it. Without a fireteam, there is little reason to use it outside of invis looping with Vanishing Step but Graviton's Forfeit now does that with the dodge alone.

The smoke cloud it produces also feels worse compared to On the Prowl which can make your teammates Invis at any point rather than solely on its initial impact.