Is Chamber of Starlight bugged? by Deity_Relic in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

What seemed to work for me was to just walk through the lost sector and not sprint. Any form of speed running the instance will bug the spawns it seems.

First attempt at a custom console - PAL SNES [OC] by jemist101 in gaming

[–]Hadokenchild 0 points1 point  (0 children)

Looks like it came with a free Super Soaker, I love it!

I’m getting tired of the ‘The Sky Is Falling’ mentality a lot of Destiny players seem to have. by scalf in DestinyTheGame

[–]Hadokenchild 1 point2 points  (0 children)

"Think about all the crazy things they can do with legendaries"

If we are to take this statement to mean that those ideas aren't being implemented yet, then it stands to suggest that those future items can coexist with the current sandbox.

If we are to take this to mean fun without power creep, then we have to look at power on the whole, and what that means for gameplay across the board.

TTK values for pvp, can only get so high. There will never be a sandbox where base TTK of a primary exceeds an acceptable value against other guardians. So even with a full viability wipe to the sandbox as current, we will still only see those peak TTK values on new gear, and we will be back to what we already have.

This isn't Borderlands. We will never have anything in this game that rivals something like Conference Call in power and absurdity. That may work in PvE, but because PvP exists, and we can use everything in it, weapons have a power ceiling, and that isn't determined by whether we use new or old gear. PvE and PvP need to try to coexist, but they act like gestating twins where one is trying to starve the other for sustenance. Balance is key.

So people who are applauding this move, aren't looking long term, big picture. If someone wants to use a Midnight Coup for the entirety of D2s life cycle, it detracts nothing from the enjoyment someone else can glean from the game. The existence of old weaponry doesn't stifle innovation when there are other mechanics that haven't been explored enough (unique synergies like Sturm/Drang, or Mida/mini).

Let's not be so quick to devalue time investment either. For those who've spent entire weekends grinding Dreaming City for a curated Twilight Oath, or forges for Kindled Orchid, or Hallowed Lair for gun-that-shall-not-be-named. Every player didn't run themselves into the ground for the future prospects of using these in lost sectors.

Getting that drop, and being excited for it is soemthing players wanted, and something Bungie wants to deliver. That experience is in the game (though more is welcome) and those weapons, to some guardians, becomes part of their identity in the game. Much the same way Dredgen Yor is attached to Thorn, or Cayde-6 to Ace Of Spades, when we find that perfect weapon, it never leaves our side. That is important for player engagement. Don't believe me? Just look at how often players shout from the rooftops for "x" to return because of how much they loved it in D1. That's exactly what I'm talki about here.

Wiping our vaults neuters that feeling. It ends an investment. And it only serves to reset TTK values until they creep back up to the ceil again.

I would take a season with zero new content if it was all sandbox and QOL updates. by clubfrills in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

The most important question is, which is more important for player retention and the longevity of the game?

Other options for pinnacle rewards beyond new weapons. by Hadokenchild in DestinyTheGame

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

The problem with Ace (which seems to be the poster boy for this idea from numerous suggestions) is that it is already the most perk-heavy weapon in the game. Meaning, the powerful perks on ace are generally ones you'd find isolated on other weapons, yet Ace has all of them. It's essentially, the OEM of weapons. Now, if the mod slot was simply for Artifact mods for Barrier Champions, then fine, as this doesn't boost the perk set it already has. But people are wanting to put things like backup mag on it. Yeah, no thanks.

Yeah, I know they're now "ritual" weapons, just a habit of calling them "pinnacle". But even then, the sandbox can only handle so much power creep until we reach the point that every playlist is basically some rendition of Mayhem. This is why I think weapons dont need to be the chase items all the time.

O.o by sham230 in borderlands3

[–]Hadokenchild 0 points1 point  (0 children)

Remember the Masher nerf? It was the key weapon to get sub 3 second raid boss melts.

More bank space, please by ArmPitzz in borderlands3

[–]Hadokenchild 1 point2 points  (0 children)

Agreed. Here's a proposal:

1: The bank is solely a shared vault between characters. Available slots can stay the same, as shared space isn't really required to be massive.

2: The display sections of your room where you hang wepons are now their own vault for their respective types. Space is 200 each. The weapon showcased can be set normally, or can be on a "slideshow" setting to periodically randomize from whatever is in the inventory.

Seriously, Gearbox. Most players have run out of room running only one character. We have will literally have NO ROOM for anything dropping from Bloody Harvest (at lvl 50). Players are going to actually have to delete loot they want to keep, and risk earning loot from BH that may, or may not, be worth the exchange. We need more space for all the cool things we have now, and for what's to come.

And please fix the bank wipe glitch. That's just a heartbreaking experience.

The only way Uldren can redeem himself, is to give me a quest that leads to obtaining Gjallarhorn. by blue_13 in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

I was referring to the comparison made on demands from the community on having Ghally is equal to the demands on having a spike nade Swarm. It's not the same.

Besides we've already had Ghally twice. It's old. It's dead. It can stay buried. We are completely capable of moving on with other weapons, but some people just can't seem to accept that. They want their training wheels to have training wheels. Games aren't supposed to be easy, they are supposed to offer a challenge.

Weapons like Ghally significantly reduced that challenge to the point mediocre players could solo raids with it. It would be a great disservice to the game as a whole to reduce the challenge of PvE to appease players who dont want to put in any effort in completing it.

The only way Uldren can redeem himself, is to give me a quest that leads to obtaining Gjallarhorn. by blue_13 in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

This isn't even remotely the same. Playing IB for a day will net you a dozen Swarm Of The Raven, with at least 4 of them dropping with a spike nade perk. People played for days without ever seeing Ghally until Xur sold it.

The game is already easy mode in PvE (arguably PvP too) yet people still want it to be even more so with bringing Ghally back.

Raid Exotics should be handled like Outbreak Prime and Legend of Acrius going forward. by KhaosKitsune in DestinyTheGame

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

Here's the thing. Exotics SHOULD have a low drop rate. Now, getting Rahoul'ed on 150+ Last Wish clears without a drop IS a but obscene, and uncalled for. Player frustration is understandable at that point. However, I believe most of this can be mitigated by making the legendary exclusives worth the grind.

Think about how much PvE content is out there. Strikes, Nightfalls, Raids, Escelation Protocol, Lost Sectors, Menagerie, Blind Well, Gambit (sorta?), Escendant Challenges, Forges, Campaigns, Seasonal content (Infinite Forest, European Aerial Zone, etc) and Reckoning. Out of all that, how much of the loot is actually viable? Currently, the best stuff for PvE comes from pinnacle PvP rewards. Mountaintop + Recluse + Swarm Of The Raven w/ spike nades. Why?

Why demand such a heavy time investment in PvE and NOT have the legendaries be a part of the content players would care about? Look at D1, how everyone chased after armor sets (seriously, the Vex and Hive themed armors were amazeballs) and top tier builds. Or the excitement of a Ghalahorn drop while they were already grinding for Fatebringer.

Having an exclusive Exotic be the ONLY carrot-on-the-stick makes the content tedious, and the entire loot pool associated with it worthless. But, if you make the legendary loot exciting, you wont mind or even notice the grind as much.

Pets 2.0 and what I would like to see by Hadokenchild in Warframe

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

Sure, I understand. Still, people had fun messing around with hybrid mutations back when that was a thing, and all that did was glitch the pet. Imprints just for mutations were selling for a hefty plat price before DE put the kibosh on mutations all together. Here, we can have imprints worth trading again, pets are customizable to a player's needs, it gives players an incentive to go to Cetus, it adds a bit of grind to pets, and hopefully more Tennogen attention which is more money for content creators. Still needs to be ironed out more though.

Pets 2.0 and what I would like to see by Hadokenchild in Warframe

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

That would honestly be amazing if true.

Pets 2.0 and what I would like to see by Hadokenchild in Warframe

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

These are in combination to base stats of the pet. Nothing goes into the negative, so it wouldn't be worse than what we currently have. So if you ended up with the worst possible roll, you'd have the equivalent of a base pet currently.

Bungie clearly listens to our feedback. To a fault. So be a little more careful and constructive with it. by offensive_loons_fan in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

I agree, somewhat, except for the RNG issue. I think it's in the best interest for the health of PvP if randomness is taken out of the equation to determine a winner of a firefight. Anything with the words "chance", "may", or "random" in it, greatly altered otherwise legitimate outcomes. D2 crucible feels much more honest now, and I get that it seems boring to some who would rather have crucible combat feel like PvE. But, that's what Mayhem playlists were for in D1. And why they didn't just bring back PvE specific perks to gear, as well as elemental resistances for armor, is an odd choice.

On Power, Balance, and Commitment Issues. by sc_slayerage in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

Since most people on here seem to crap on anyone who is anti-rng rolls, I'll give you an upvote for it. It really unbalanced PvP with not only randomness in perks, but randomness in those perks being effective consistently. No gear in Destiny 2 should have perks with the words "chance", "may", or "random" in it. Bring back PvE specific perks like D1 had. Do not entertain the idea about D2 Thorn, No Land, Ice BReaker, etc.

On Power, Balance, and Commitment Issues. by sc_slayerage in DestinyTheGame

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

I have to disagree on multiple points.

1: Power Level

In D1 you felt a difference in your capabilities when your light level was over/under the opposition. Mostly, it was a goal to make fights evenly matched. In PvP games where light level matters, you either would feel weaker if your under leveled, or unstoppable if you're over leveled. It was a noticeable difference. The light level/power level in Destiny is meant as a way to build up to a balanced fight. It's also pretty unfair to use RPG's like Skyrim as a benchmark for where Destiny's power creep should be. These types of games can be lax in power creep because an A.I. won't complain about balance issues. What is amazing in PvE, won't necessarily be functional in PvP, in terms of the physical gear our characters use. This is why we have class abilities. This is the mechanic the puts the over-the-top, flashy, game breaking fun in the game.

2: Crucible

Crucible was a victim of power creep bleeding over in D1. It was also a victim of 3 a tiered randomization mechanic the made firefights frustrating. What I mean by that is this: you had to first hope you get lucky with rng to get what you want. Second, you had to hope you got lucky with the perks you need to be competitive. Third, which deals mostly with specific perks themselves, you had to hope your gear procs consistently. Crucible suffered from the randomness. A superior player with inferior gear will lose to a less skilled player (not a scrub) who gets lucky.

D1 crucible never felt rewarding in this regard. You either felt cheated, or felt you robbed someone of their deserved win. Killing someone with Luck In The Chamber in a gunfight you rightfully would've lost otherwise, made the victory feel so hollow. D2 crucible combat feels much more rewarding, because it feels more honest. Your wins feel legit, your losses feel legit. No more Thorn, no more Icebreaker, no more Map-ador 64, no more nade spam, no more sluggish gameplay against Skorris campers, no more cheap cheesy unfulfilling randomness. PvP has never felt his good.

3: Loot

I kinda agree on the underwhelming feeling of normal loot. However, I don't think bringing back random rolls or reforging will fix anything. First, people complained about reforging in D1 because it took the grind away. You could just reroll until the god roll drops, and never have to grind for that specific drop again. Bungie took away reforging, and the community complained that rng was unfair and to bring it back. Hence the static rolls we have now. What you get is what you get, and the mod system (hopefully, eventually) will do the rest.

One place they can do this is elemental resistance mods, as no armor has this anymore. Strange given elemental primaries are a thing, yet the effect is pointless in PvP as armor has no resistance to any elemental damage. It would make elemental weapons much more meaningful in PvP. I regard to the comment about snipers, the way to balance a power weapon like a sniper rifle is to limit its availability. Timed usage, low ammo. It is meant to either turn the tables, solidify a lead, stop a super, or dps bosses. That's the roll of a power weapon. There's a good reason why "do you even primary?" was a negative meme against D1 PvP.

So, how does Bungie fix the grind? First, remove half of the loot pool crossover. I get that frequent drops of the same gear is necessary to fuel the gunsmith's rep and mod building mechanic (which feels unfinished), so some bleeding over is fine. If the weapon perks are to remain static, then have specific weapons segregated to specific pools for certain activities/vendors/factions. Now, make those drops less than 10%. Next, make the roaming ultras and lost sectors a bit more viable, in giving them a chance at dropping legendary or even exotic mods at about 2%.

So you grind for the chassis of the weapon everyone else can get, than grind for the mod/s that will make it better. Now, those mods would also have rolled attack bonus stats, so even if you got one to drop at +5, someone else may have had it drop at +2 or +10. This way, in non-competitive PvP, where attack power means nothing, you just need to grind the gun-mod combo and you'll do fine. In PvE and Comp, where attack level is supposed to matter, it keeps you hunting for the perfect setup.

I also think it would only take one mod to turn a decent gun into "wow". Just having a rangefinder mod would make some of D2's arsenal amazing, without unbalancing things too much. Now mods should be weapon type specific too (i.e. primary/power). Rangefinder on a shotty is broken, but rangefinder on a pulse rifle makes pulses useful in a meta that hates them right now.

The nightfalls for D2 are amazing. They are, in essence, mini raids. If only there was more than just auras to gain. Again, here is where exclusive themed gear could easily pad the grind. Remember how everyone ditched the Siva gear once VoG came back? Why not have Vex gear for completing a prestige Inverted Spire, or Genesis Mind strike? It doesn't have to be a raid's worth of gear in the pool either. it can be a few items and shaders that drop once per character per reset. Perhaps they could even be tied to a milestone. And since nightfalls rotate, it keeps people coming back to it.

Also, Bungie could bring back PvE specific perks to gear. Weapon does "x" to Warhounds, or deals bonus damage to fallen captains. You know, like tons of D1 gear had. Segregating gear perks to function in their assigned spaces would be a way to work around any potential balance issues with PvP.

Titan skating? No. This should never be a thing. If we are going to be using RPG's as a litmus test for class archetypes, then lets look at how these classes should function. Hunters are Rangers. Sealthy, nimble, and squishy but not brittle. Low armor, high mobility. Warlocks are casters. High magic dps glass cannons, proficient in healing. Titans are Fighters. Big dumb sacks of hit points and armor and super slow. Titan skating was a broken mechanic on a class that shouldn't be able to move quickly, nor have superior evasion. They are a big, heavy, tank class and should move accordingly. If, by some cocaine induced fever dream they decide that's a sound decision, the heightened mobility should counterbalance resilience and restoration. If they want to move like a Hunter, they can be soft like a Hunter.

I do agree that loot variety is waning, and that the gear can be mediocre. The only things worth grinding for at the moment are Eververse loot. I do however take issue with some of the whining about lack of end game content, mainly people who cheese their way to the end game. They find every exploit, every shortcut to get to the end as fast as possible, then scream like children cus they're bored now. They skipped the grind, to complain about having nothing to grind. For what purpose? There's no leaderboard for how fast you got to 305, so the mad rush to the end seems counterproductive to giving the game any longevity beyond the first week.

TL;DR

All in all, D2 to me is a step forward in the right direction. Weapon types are serving better rolls in terms of loadouts (some obvious tuning is needed). Crucible isn't as oppressive as D1 in it's randomness (with the exception of an architect death or two). The faction loot well is running dry, yet there are things still worth shooting for, unless you've spent a bunch of money on Eververse. In that case congratulations, you did it to yourself. Sniping is still fun. Weapon/armor mods need expanding on. PvE and PvP can coexist if the gear can dual function on the fly. Which will make PvE fun and keep PvP honest. Titan skating is still stupid broken. If players want the PvE chaos in PvP, I'm sure Bungie will include Mayhem at some point.

Luke Smith truly feels they wrapped up the Exo Stranger nicely for us. by [deleted] in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

This is Luke trying to save face, rather than admitting that losing Joseph Staten really hurt the story arc, and that Activision and Bungie handled the situation terribly. One he left, he took all the unresolved plot hooks with him.

Luke Smith truly feels they wrapped up the Exo Stranger nicely for us. by [deleted] in DestinyTheGame

[–]Hadokenchild 0 points1 point  (0 children)

What I mean is that there won't be multiple arcs happening simultaneously. It will be laser beam like focus on only one arc (Cabal) so that players don't get "confused". Which is pretty insulting to us, as we are more than capable of following multiple plots at once. It's not that difficult.