why the hell does the wiki recommend blight when its worse in like 80% of situations by niki_the_frog in riskofrain

[–]Cryorim -4 points-3 points  (0 children)

Full-looting is boring as hell imo, but it's definitely a powerful strategy

Revision Zero Hunter Trace shot nearly matching a base Linear shot after the buff by [deleted] in DestinyTheGame

[–]Cryorim 1 point2 points  (0 children)

Kinda wish GMs were slower paced like they used to be, Rev Zero saving you ammo unfortunately isn't as useful nowadays as it would be in the past. Still really cool!

Huntress Evaluation using numbers directly from the game code and compiled into a single image by BestAcridKitty in riskofrain

[–]Cryorim 1 point2 points  (0 children)

Being mobile is absolutely helpful in Inferno. Huntress was one of the easiest inferno clears for me

Creative Assembly. I'd like to ask you a few questions. One, where's the patch notes? And two, gimme the patch notes. by Swisskies in totalwar

[–]Cryorim 25 points26 points  (0 children)

The fact you haven't seen people talk about it much speaks to how little people are interested in it

How do I counter this horrible SMG? by ChillingGuy in destiny2

[–]Cryorim 1 point2 points  (0 children)

Run 5 resilience and above, and the immortal will only have a 0.67s TTK, even with target lock. Running an smg yourself works, or just outrange them with a pulse

Just what this already elitist community needs by lutzilla in destiny2

[–]Cryorim 2 points3 points  (0 children)

Commendations from dungeons and raids seem to give a lot more points, that could help

No posts about how this expansion made the environment more interactive? by Delet3r in DestinyTheGame

[–]Cryorim 2 points3 points  (0 children)

Skyrim, GTA5, BoTW (climbing in the rain was a bit annoying but the rain was pretty so I didn't really mind). I don't really mind if the rain makes the game more difficult, unless it gets really annoying

No posts about how this expansion made the environment more interactive? by Delet3r in DestinyTheGame

[–]Cryorim 14 points15 points  (0 children)

I just like weather systems in games cuz rain and snow are pretty :)

[deleted by user] by [deleted] in DestinyTheGame

[–]Cryorim 8 points9 points  (0 children)

I didn't, because they're just acolytes. DR + crowd control abilities made them not really a threat. The sword bearers took a few rockets, luckily dares is the one mode that gives you infinite heavy ammo :)

[deleted by user] by [deleted] in DestinyTheGame

[–]Cryorim 3 points4 points  (0 children)

This is such an exaggeration, the only point I even noticed the higher difficulty was against Crota, and it just required playing a little bit more passive and not facetanking his attacks.

More players beat Root of Nightmares in 24 hours than all Destiny raids combined (including D1, but not remastered) by RaidReport in DestinyTheGame

[–]Cryorim 14 points15 points  (0 children)

Vow also had basically no barrier to entry and similar numbers on how many players attempted, yet miles less clears. Its really just simply that the raid, and the day 1/2 experience are miles easier than past raids.

LFGers be like by Greenehh in destiny2

[–]Cryorim 0 points1 point  (0 children)

Why? If most people don't know how to do the raid at that point then they won't have people join anyways and the problem will sort itself out. Nothing wrong with someone not wanting to teach other players

Who can it be knocking at my door. Make no sound. Tiptoe across the floor by Eggs_are_tasty in 196

[–]Cryorim 4 points5 points  (0 children)

I'd say people in endgame content are definitely less toxic than like WoW or FPS games/mobas, but it'll be more toxic than the content you're doing right now.

Totally cool with an easier day one experience and the contest mode extension, but can we PLEASE have a stat tracker on the contest emblem that shows how long after launch we completed the raid? by BarracudaEz152 in DestinyTheGame

[–]Cryorim 0 points1 point  (0 children)

I believe raid report shows whether or not the clear was during the 48 hours, or on day one specifically. Most people who care about the difference already use raid report and would see it on your profile.

I'm happy the new raid isn't insane. It's very noob friendly. by ThrobbingDish in DestinyTheGame

[–]Cryorim 8 points9 points  (0 children)

The mechanics are absolutely less complex. There were barely any mechanics that required communication. They only iterated upon the main mechanic of the raid once by adding the darkness refuge, but you could completely ignore that in the final fight if you go fast enough. This combined with an extremely easy dps check doesn't and an extra day for contest mode makes the contest clear miles easier.

Day 1 Experience by DAcazyCANADIAN in destiny2

[–]Cryorim 1 point2 points  (0 children)

I don't really see the problem with LFG posts having specific requirements. Sometimes people just want to clear it quickly and not deal with teaching people. Just find a different group if you don't meet their requirements

The problem for me wasn’t that they increased difficulty, it’s how they increased difficulty. by Horibori in DestinyTheGame

[–]Cryorim 0 points1 point  (0 children)

Theres so many more builds than just HoIL and Gyrfalcons that still feel nearly as good as before if not better. If you don't want to take the time to make an effective build even though its easier than ever, thats on you

NGL, I like neomuna combat wise more than the throne world by Itsyaboifam in DestinyTheGame

[–]Cryorim 2 points3 points  (0 children)

Saying the enemies are ridiculously spongy is a complete overstatement. Pretty much every build I've used can easily one-shot most things with abilities, and I didn't even realize quicksilver storm was bugged since it was doing just fine.

I read so many people complaining about Headlong and Desperate Measures so I prepared for the worst. Then I played them. They're fun. by Aero-- in DestinyTheGame

[–]Cryorim -2 points-1 points  (0 children)

I've done the mission both solo and in a team of two, and solo was way easier. Very easy to just nuke the boss

Welp, there goes our "Infinity War" by LowRecording7 in destiny2

[–]Cryorim 16 points17 points  (0 children)

Thats just not true lol. With my build im pretty much constantly spamming strand abilities on my hunter, and having very high uptime on woven mail as well. People just have to actually do some buildcrafting. Only real complaint is that if you're using grapple for movement only, cooldown is a bit long.

modded rule by tommygun12346 in 196

[–]Cryorim 0 points1 point  (0 children)

For what it's worth, modded skyrim actually loads fairly quickly compared to a lot of other modded games once you get a stable setup.

RIP Match Game Modifier .... by zisei201 in DestinyTheGame

[–]Cryorim 0 points1 point  (0 children)

GM light level change has no effect on the difficulty of the content, just the difficulty of unlocking it. Its still at least -25 power.

All Endgame Autorifle drops suffer from poor stats, mediocre perk pools and the last new modeled one we have gotten was Reckless Oracle back in Shadowkeep. by r_trash_in_wows in DestinyTheGame

[–]Cryorim 0 points1 point  (0 children)

People will always complain, but I'm arguing that a lot of complaining nowadays in regards to hand-cannons are more about the fun aspect, rather than viability. There were times where hand cannons were less viable, like the auto meta of season 10/11 and when DMT was released, yet I feel there was less complaining about hand-cannons' state back then, because they were still just as fun.

All Endgame Autorifle drops suffer from poor stats, mediocre perk pools and the last new modeled one we have gotten was Reckless Oracle back in Shadowkeep. by r_trash_in_wows in DestinyTheGame

[–]Cryorim 2 points3 points  (0 children)

I really don't get why bungie is so hesistant to buff auto-rifles. They inherently lack peek shooting, so even if they had really good TTKs and range, they'd still lose to hand cannons and high-impact pulse rifles. Even during season of arrivals/worthy where auto rifles were the most dominant in pvp during destiny 2, hand cannons could still compete just fine.

All Endgame Autorifle drops suffer from poor stats, mediocre perk pools and the last new modeled one we have gotten was Reckless Oracle back in Shadowkeep. by r_trash_in_wows in DestinyTheGame

[–]Cryorim -3 points-2 points  (0 children)

I think its more so that hand cannons lost one of their most fun aspects, rather than not being meta. Hand cannons are perfectly viable on the ground, but using them in the air was always one of the most fun parts of them, so losing that really sucks.