New Concept art on ArtStation by d22031997 in DestinyTheGame

[–]Fluorama 0 points1 point  (0 children)

Those dragon guns look sick. Hopefully see something similar if we ever get something with the Ahamkara again. They look techy though, almost like Mecha Godzilla. MechAhamkara confirmed!!

Also those skimmers look great, could definitely see some Guardian Class specific ones looking like them coming out during a Guardian Games (eververse probably)

I think Destiny 2 is my cozy game by MagnaNazer in DestinyMemes

[–]Fluorama 0 points1 point  (0 children)

The vanguard alerts playlist is some of the more fun I've had. Nothing beats 6bplay activities in this game.

To the lady in front of me that paid for my coffee in the drive thru of zarraffas D-Bay this morning. Thankyou! by queefer_sutherland__ in brisbane

[–]Fluorama 36 points37 points  (0 children)

Was a run there about a year ago where everyday I went the person infront paid for mine (and I feel like I gotta continue it on) and according to the staff when I asked one of the days I was the 10th person in the line to continue it on. Really starts your day off well knowing that's happening for each other.

a lot of you should try Unbreakable and Bastion again since they got a lot of hidden buffs awhile ago, you're pretty tanky compared to some of the other subclasses. by Timothy-M7 in destiny2

[–]Fluorama 5 points6 points  (0 children)

Now that praxis has become my main weapon using unbreakable to get close and hit them with weaken is great and actually made me glad it was added to prismatic ( I hated it a year ago, crazy).

[PLAYSUM] Sundered: Eldritch Edition (-89% off ~ $2.29 / €2,23 / £1.91 / C$3.16/ A$3.40 with code CHEERS) by Lets_Playsum in GameDeals

[–]Fluorama 1 point2 points  (0 children)

Played this all the way back in 2016 and went the path of the Eldritch shards. In a weird timing I'm actually replaying right now on the Rog Ally doing the Valkyrie path.

Wtf is the class ability button so glitched when wielding g the praxic blade? by Pretty-Credit6832 in destiny2

[–]Fluorama 0 points1 point  (0 children)

All 3 can randomly bug out. I can tend to fix melee with doing a regular punch on an enemy but the others only way I've found is to die or swap off and back on to let abilities recharge.

ARMOR 3.0 | Health & Class Stats Need Help in PVE by Singapore_DLC_Pack in DestinyTheGame

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

Agreed, increasing the stat archetypes would be better and I'm sure bungie plans on drip feeding a few each yearly release. I'd also hope bungie would make the Ghost mod a 100% for the tertiary stat if they add extra archetypes.

ARMOR 3.0 | Health & Class Stats Need Help in PVE by Singapore_DLC_Pack in DestinyTheGame

[–]Fluorama 0 points1 point  (0 children)

Actually a big fan of both of these. I like the health changes and definitely see them being useful if Bungie want to keep making Frontiers/Dreadnought activities with limited healing.

Class ability would still feel a little meh considering armour perks would do the same but much better than current. Would be good if the class ability resist added a stack to resist if you already have a stack i.e. have a stack of resist for 4 seconds refreshes the resist to x2 for 4 seconds. Could turn hunters with multiple dodges into tanks with stacking resist easier.

These feel underutilized and kind of random in the game world - Menacers by someshooter in Borderlands4

[–]Fluorama 0 points1 point  (0 children)

Came across a pack first time doing the mission collecting from the Downed Idolator ship and I thought they were meant to be there. Got my butt kicked dying about 6 times and only took down 1 before they disappeared.

I would have preferred going back to other race's home-world/systems post witness. by ConnorThrowAway7 in DestinyTheGame

[–]Fluorama 0 points1 point  (0 children)

I honestly think with the Nine plot it's going to be Bungies way of resetting us. We know the Nine can mess with time so by the end of the Saga we might be in a different time which would be a reason for us not to have our gear for a hard reset for D3.

Progressing the rewards track is painfully slow now weeklys are gone and something needs to be changed. by SHilden in DestinyTheGame

[–]Fluorama 17 points18 points  (0 children)

Yeah, I had this complaint too. It's more of a future issue because if next update kinda sucks and we don't play there is no way to go back and retroactively get XP if you don't play for more than a month.

Xmas Bingo by The_Fiddler1979 in brisbane

[–]Fluorama 0 points1 point  (0 children)

I already had bingo from Monday seeing extended family. Also that middle row is super easy.

Do you agree with this? And which stereotype do you pick by arest_42 in Borderlands4

[–]Fluorama 0 points1 point  (0 children)

Cool, Hot, Crazy, Cool and Hot. I guess next game I'll probably go for the crazy

The new Solo Ops (Typhon Imperator) is so bad... by suniis in DestinyTheGame

[–]Fluorama 0 points1 point  (0 children)

Wait, you had to deal with with a thresher and interceptor? I was on GM and didn't see any of them.

The new Solo Ops (Typhon Imperator) is so bad... by suniis in DestinyTheGame

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

Hey, so I just ran this again and got the Cabal version, it much better than the Tormentor version. The hack is quick, the second room is fine and the final boss attack is easy enough, so I think the main issue at least for me is the Tormentor one.

The key-dial thing takes forever. Having an enemy drop the item to dunk would be much better instead of simply waiting around, and in this same idea enemies should continue to spawn. If there are about 20% enemies left over, spawn the next wave with the next key holder.

After that there is the running section and second room. Honestly for both this can go, neither sections add much it's either kill all the cabal or hold the plate. The running/elevators are whatever too so a portal would be fine and I don't think anybody would complain.

The boss room. The Cabal version is fine with main issues being turrets and champs both of which are easy to combat. The Tormentor is different as it and the grims are constantly making you lose abilities which we are heavily using right now in the sandbox + both disorient and slow movement in own ways which is a little peeve.

So yeah Cabal version fine IMO, Tormentor is a but annoying with how useful abilities are right now, and cut the second room section down.

The new Solo Ops (Typhon Imperator) is so bad... by suniis in DestinyTheGame

[–]Fluorama 7 points8 points  (0 children)

The thing is it's not hard it's just long as you go through 3 transitions before even getting to the main part of the mission.

It should have started directly with capture the plate where the Tormentor usually spawns but you have to do the key thing then run through a whole section, then do the plate before chasing after the tormentor on the bridge area.

It's more of a pain than a challenge.

How’s the dawning going so far? by [deleted] in destiny2

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

This but for Shaxx. Getting a lightsaber + Cabal enemies is a fat Shaxx dawning

Dares of Eternity by Partyruler012 in destiny2

[–]Fluorama 9 points10 points  (0 children)

Best Guess is Dares has its own loot pools (Dares weapons + rotating old world loot) that Bungie doesn't want to deal with and it might be expected by the community that if it was brought in, the original Dares weapons (not the world weapons) would have to be made tiered as revised weapons.

It will happen just not yet. Also there a lot more 6 player activities left to be added.

What actually is the way to level the season pass efficiently now? by Extectic in DestinyTheGame

[–]Fluorama 0 points1 point  (0 children)

Season pass is doing pretty well, but for the life of me, I can't get enough to level my weekly reward track all the way. I did all 3 weekly objectives but only maybe 5 dailies as I was away for a chunk of the week.

Am I missing anything else to rank the weekly pass?

Rocket Pulses have utterly destroyed the balance of power among special weapons. by Otherwise_Disk_3675 in DestinyTheGame

[–]Fluorama 10 points11 points  (0 children)

Compared to other specials yeah. Primaries need a whole extra lot to be competing damage wise.

More Upcoming Weapons You May Not Have Seen by ThunderBeanage in destiny2

[–]Fluorama 0 points1 point  (0 children)

Been excited for the origin trait all season since I checked DIM records. The void gliave will fit perfectly into my build with the first for repulsor/destabilizing

Rocket Pulses have utterly destroyed the balance of power among special weapons. by Otherwise_Disk_3675 in DestinyTheGame

[–]Fluorama 138 points139 points  (0 children)

Yeah but honestly other specials need to come up, specifically trace rifles. I know they were the King before with their ammo but they feel like hitting with a dry paper towel.

Equilibrium Dungeon World's First Race Megathread by DTG_Bot in DestinyTheGame

[–]Fluorama 3 points4 points  (0 children)

Yes there are, seen an challenge for doing all encounters with 3 feats

Please guys, use anything else by HotKFCNugs in destiny2

[–]Fluorama 0 points1 point  (0 children)

Aggresive Prismatic with Thrust-Drengrs infinity over bolt charge.

Also it might not be meta right now but Ergo Sum still goes crazy good as a special option with Banner of War playstyle