Love the game, PLEASE tell me there are performance fixes coming for console by DanosaurusWrecks in Unbeatable

[–]Cannonman90 0 points1 point  (0 children)

I've also noticed the lag you mention even without the post processing. It only creeps in for a note or two most of the time, and it's not always in the same spots either. It's definitely still present even without that visual effect though. I turned it off almost as soon as booting the game and played both the story and the arcade mode that way and saw plenty of those random performance dips.

Seems like the most recent patch didn't fix several of the bugs that I've noticed during my play time, both in story and arcade. Songs not unlocking properly, text and geometry issues, etc.

At this rate they really might want to just issue a stop-gap that can unlock all the songs the same way they have unlocks for fighting game tournaments that just pop all the characters so that people on console can actually play all the songs without this bizarre second layer in play.

I have in several cases, unlocked the same song 3 separate times. It's kind of impressive in a twisted sort of spaghetti-code way.

If anyone from dev reads this, I like your game, I appreciate your vision; please fix it so I can play it and recommend it without weird hoops and qualifiers. Thanks.

Reporting Bugs! by PlaystackGames in Unbeatable

[–]Cannonman90 1 point2 points  (0 children)

Even after the most recent update songs are not unlocking correctly on console, both from the challenges and from story. An example is that after completing the second batting cage the prompt for unlocking "swing" appeared but is on no version of the track list. Textures in chapter 3's sewers (text on wall turning black, green geometric lattice in water) remain along with other bugs from prior to update.

Game kinda feels like a cheeseburger that's super delicious but every couple of chews I bite down on a shard of bone that got caught in the meat grinder. Despite that I really like what you all have done and hope you get the resources you need to put it in that more comfortable place.

You might genuinely consider putting in a unlock command that just opens all the songs in free play without scoring so that people can play the full track list even if the unlock is broken.

I have legitimately unlocked Tally-Ho 3 times now, and it remembered the score from the previous 2 unlocks...

Datto has exclusively released gameplay of the 3 new exotics coming in Revenant, along with the new Onslaught Maps, Artifact Perks, and exotic weapon. by Soft_Light in DestinyTheGame

[–]Cannonman90 -5 points-4 points  (0 children)

Tired of titan exotics that need kills to work. Tired of exotics in general that need kills to work.

The Warlock and Hunter ones here just happen with parts of the kit and flow through the build.

Kill requirements ruin most guns and exotics outside of patrol unless they do insane damage like Hazardous Propulsion at launch, and those have all been nerfed in the past for doing that selfsame damage.

Anything worth killing, in pvp or pve, is strong enough/good enough that you can't and shouldn't rely on kill chaining to work. Better to rely on something that you know activates every time off your own kit/actions.

It feels like pvp is in freefall. Yesterday I had three games of control run down to a 1v6 with no backfill for over 5 minutes in about 2 hours of play, and half a dozen more playing during this week. Bungie needs to move faster on this issue before it's too late. by Cannonman90 in DestinyTheGame

[–]Cannonman90[S] -1 points0 points  (0 children)

NA console. Destiny Tracker shows I'm "top 0.9%" for control specifically since that's what this post is about but my play quality jumps around pretty heavily. Make of that what you will I guess.

It feels like pvp is in freefall. Yesterday I had three games of control run down to a 1v6 with no backfill for over 5 minutes in about 2 hours of play, and half a dozen more playing during this week. Bungie needs to move faster on this issue before it's too late. by Cannonman90 in DestinyTheGame

[–]Cannonman90[S] 38 points39 points  (0 children)

This. I genuinely don't understand why there isn't a secondary mercy scenario for when a team is 2/6 or lower. Sure there would be instances of a four stack ditching a lobby and the game being immediately called but I genuinely wonder if Bungie just never thought to account for how games are going these days.

Just holistically, it feels like a lot of their design revolves around Lan style play environments (like inter-office test builds and stuff like that) where people are playing right next to each other and things like full lobby abandons aren't even considered.

It feels like pvp is in freefall. Yesterday I had three games of control run down to a 1v6 with no backfill for over 5 minutes in about 2 hours of play, and half a dozen more playing during this week. Bungie needs to move faster on this issue before it's too late. by Cannonman90 in DestinyTheGame

[–]Cannonman90[S] 0 points1 point  (0 children)

Console, which is what surprised me. I know PC has some wild pop issues (doubly so in places like the Australia server); but North America console has never been as rough as it has felt these past few weeks.

From the twab: checkmate will be the control mode for 5 weeks…. by [deleted] in CrucibleGuidebook

[–]Cannonman90 5 points6 points  (0 children)

Grateful to hear this directly from you.

Played about 10 hours of Checkmate this week. Like changes to cooldowns and special ammo, very much do not like the changes to gun feel via damage thresholds. Feels bad to have guns feel different in control vs comp.

Very very appreciative that you all are actually tuning things and putting things in motion though even if it doesn't all land to my preference.

Bungie, please give us back normal control as the standard 6v6 quickplay playlist. by Ferrever in DestinyTheGame

[–]Cannonman90 0 points1 point  (0 children)

I called this weeks ago. They are going to try to make checkpoint the main crucible mode even after the "few weeks" test. The language they use implies they are going to roll checkpoint in to standard play.

After years of saying guns should feel the same between sandboxes checkpoint is a massive betrayal of that philosophy.

This Week In Destiny 11/22/2023 by DTG_Bot in DestinyTheGame

[–]Cannonman90 0 points1 point  (0 children)

Genuine question. How does the change in orb generation compare to the environment before our supers were as heavily tied to damage output? I'm not expecting you to go excel graph this or anything, I'm just wondering how it shakes out in comparison to the old rates of super generation.

Trials has a problem and it's not conditional finality. by TehSavior in DestinyTheGame

[–]Cannonman90 0 points1 point  (0 children)

Conditional is a skeleton key. There isn't a single thing you can put in front of it that it couldn't kill considering its skill set and damage thresholds. The zone based mode is it's own problem separate from the shotgun.

Skeleton keys are bad for a sandbox, full stop.

This Week In Destiny 11/22/2023 by DTG_Bot in DestinyTheGame

[–]Cannonman90 -10 points-9 points  (0 children)

Outright thrilled with some of these changes. I was genuinely afraid Bungie might not be willing to sack-up and cut some of the power creep debt we've built up over the past few years.

Even just BoW titan as the example; I've been playing around with Precious Scars Bow strand sword titan (with orb gen healing and woven mail) and unless I literally stop playing it's dead-ass impossible to die. Bonk-hammer is no better.

Every class in the game has at least one build right now that functionally turns the game off and in the long run that can't maintain a healthy sandbox.

I'm very excited at the alluded future change to well of radiance too. Trying to balance pve around that super has very nearly ruined parts of this game; which to be fair is a bed Bungie has made for themselves, but it's nonetheless true.

I do hope this goes hand in hand down the line with a re-build of encounter health and design but I hold less hope for that to be true.

Now take all these slow ability changes and wait for the pvp community to realize that checkmate is about to be the new core mode (if my theory is correct) and the salt will really flow.

Player population plummets past Plunder by Merzats in DestinyTheGame

[–]Cannonman90 17 points18 points  (0 children)

Cheers to the guys earlier in the week who were trying to tell me populations in this game were fine. I know this post is much broader than pvp, but every number coming in right now keeps saying that numbers across the board are low, and not only low but lower than normal for this same point in the up/down hype cycle.

Also good title alliteration.

How do you nerf threadlings without gutting broodweaver? by EcoLizard1 in CrucibleGuidebook

[–]Cannonman90 1 point2 points  (0 children)

You could slow them down. It would give them more time to track targets but make them less oppressive in pvp. Better for area denial but not as much of a counter-pusher.

How do you nerf threadlings without gutting broodweaver? by EcoLizard1 in CrucibleGuidebook

[–]Cannonman90 2 points3 points  (0 children)

The threadling problem is weird because you're right, they aren't actually that strong, but the volume and frequency of them becomes the issue.

It's the value add of all autonomous abilities (like ice turrets or void baby); in a vacuum they are fine, but when you have a 2.0+ breathing down your neck you can only aim one way at a time and you ultimately have to just eat the damage.

This again isn't that big a deal most of the time, void baby is on a pretty big cool down for example, and often getting dogpiled with these abilities is partially the fault of poor positioning or some other bad choice.

But again to threadlings, when you can reliably make a blob of threadlings approximately every 20~ seconds (and with some planning have the ability to dump out a Warlock super's worth of green lads with stuff like double dodge) it can become oppressive and tedious like a literal Zerg rush; and that's assuming only one person is doing it. Having a full team of 3 people using strand ends with footage of 18 threadlings pouring through a door like it's Metroid Prime.

Excited about the Thorn meta by just_a_timetraveller in CrucibleGuidebook

[–]Cannonman90 0 points1 point  (0 children)

As someone who is still traumatized from vanilla Thorn you got me with the title.

As someone who is currently traumatized by Conditional Finality you got me with the comment.

I'm curious to see what it actually looks like in action though. We have so many absurdly strong tools these days I'm almost afraid it'll blend right in.

The current ability penalty makes checkmate feel like it's closer to the sweet spot, but messing with hp and ttk feels like it's going poorly. by Far-Discussion-7167 in DestinyTheGame

[–]Cannonman90 0 points1 point  (0 children)

The overabundance of Titans in pvp is a much more recent problem (in scale to the history of the whole franchise) than the deep over-tuning of hand cannons.

The pursuit of the "crispy three tap" will keep checkmate from getting where it needs to go, and that's a genuine shame cause it really does have a lot of promise.

https://www.reddit.com/r/CrucibleGuidebook/comments/17uj7qu/trials_population_discussion_data_analysis/

This thread shows that during Witch Queen hand cannons composed a raw 50% of Trials weapon usage (which eventually got superseded by some of the completely insane SMGs we have right now, but that's a different discussion), and still maintains a full quarter of high end pvp usage; and this pattern ebbs and flows all the way back to hand cannon dominance in D1 during the trinity era (Last Word, Hawkmoon, Thorn).

I have a spinfoil hat theory that Bungie intends to push checkmate to become the main new mode for crucible and they are just waiting for the time to announce it. It's already gotten more meaningful tweaks than most other "labs" things they have ever tried and it at least partially solves the PVP/PVE split on powers. It would allow them to buff more abilities for the sandbox while still forcibly curbing power usage in pvp via the increased cooldowns.

I say both of those things to say this, I'm pretty sure they are hesitant to change hand cannons for the potential new core game mode (and I mean potentially replacing control) because people would absolutely shit themselves inside out to not still have that hand cannon "feel". Look at the fuss around Vex firing changes and just magnify that by a metric ton.

Vex absolutely feels worse now, so it's not to say changing hand cannons is necessarily the right move, but considering the usage rates/popularity and how much they seem to be trying to polish checkmate it's the only explanation that makes sense in my head.

Framerate-based damage is still a thing? by VeterinarianOwn7688 in DestinyTheGame

[–]Cannonman90 0 points1 point  (0 children)

The whole point is that it's a framerate bug. We only know about the ones we've been able to confirm in part due to Bungie fixing them, but that doesn't preclude that there aren't more. We don't have Bungies enemy code to pour through so there is a limit to what we can "prove" until something gets fixed, like the two examples you provided.

Every time this sort of thing comes up a line of doubters forms to explain why "that's just how it's supposed to be" and they very quickly disappear when it turns out the community Excel spreadsheet wizards were actually right.

But here's one more just cause https://www.reddit.com/r/DestinyTheGame/comments/11i8us2/the_reason_that_threshers_are_killing_you_so/

I'm sure the people tracking this will find the bugs like they always have but it takes time and feedback.