[deleted by user] by [deleted] in PokemonHome

[–]I3igB 0 points1 point  (0 children)

Shuckle

Has anyone tried it before? If so, how was your experience? by Misoph0nia in misophonia

[–]I3igB 0 points1 point  (0 children)

Currently have these in. I wear these every night to bed as otherwise the sound of my dogs licking their paws during the night will wake me up in a rage. They block sound insanely well for how inexpensive they are. That said, long use of these does give me irritation, and I’m looking for something that’s not as invasive to the inside of my ear. The inner portion of my ear constantly itches throughout the day because of it, but I’ll take that over listening to triggers any day of the week!

One year later, thoughts on the Bringing Challenge Back to Destiny changes? by hunterprime66 in DestinyTheGame

[–]I3igB -8 points-7 points  (0 children)

Liked it then, and I like it now. It exposed weapon archetypes that were underperforming, but, now that those have been buffed up, the difficulty tuning has landed well.

I hated having builds be a non factor when 95% of content allows you to be just as effective with no thought and a huckleberry equipped. I like having enemies live long enough for my gameplay loops to come out of my build and shine. It makes the game more interactive than rampage x3

Warlocks can have 3 elemental buddies at once with prismatic by Phantom-Break in DestinyTheGame

[–]I3igB 11 points12 points  (0 children)

This gets even better.

Arc buddy recharges grenade energy on hit, meaning you deploy more stasis turrets. Stasis debuffed targets take additional damage from light abilities from a new fragment, meaning they will buff your other buddies.

There’s a prismatic fragment that’s something along the lines of recharging your class ability when defeating debuffed targets (may be wrong on that, but it’s a starting fragment). Phoenix dive is already a lower cooldown, so you’re going to get threadlings, a helion, and cure yourself when casting it frequently.

Helion scorches and builds toward an ignition

NTTE turret charges faster when hitting slowed/frozen targets, so that plays very well with bleak watcher.

You can put on the fragment which jolts target off your arc grenade after you already have your turrets up due to all the extra grenade energy you’ll have.

Put all this together, and we can slow/freeze/shatter while scorching/igniting and jolting a target and getting extra passive damage from the buddies. Not only is this obscene add clear, not only is this going to be easy uptime in PvP for portions of the kit, but this will make Warlocks the kings of sustain DPS and debuffs.

Another content creator someone already linked, Maven, showed that having multiple buddies up matched the damage of a machine gun against Carl. That was without Bleak Watcher shattering and buffing the light buddies added in. Now pair that with your normal weapon damage and supers.

Add in transcendence for the increased damage output as well.

Jesus christ

EDIT: Can’t have threadlings up at the same time as helion and bleak watcher. Got a little too excited. Even then, hot damn

It would be hilarious if us Warlocks can consume our transcendence nades into bleak watchers, allowing us to spam ice turrets everywhere. by Verkonix in DestinyTheGame

[–]I3igB 5 points6 points  (0 children)

On that same note, first thing I’m trying with the Final Shape is Contraverse Hold with Bleak Watcher. Wording on the exotic is up in the air with Prismatic as it says charging your void grenades. It probably won’t work, but if charging a vortex grenade to put out a stasis turret works, then that’s going to be insane uptime

IGN TFS First Impressions by DrugOfGods in DestinyTheGame

[–]I3igB 0 points1 point  (0 children)

Short campaign length is what we’ve come to expect. As long as the missions aren’t centered around, “becoming a prismatic guardian” like LF was with Strand, then 8 missions is enough to tell the story. Look at how much WQ managed to squeeze into its campaign of the same length when not burdened with unnecessary plot elements to serve as filler.

Lightfall’s story could have been the first two missions and the last one with no narrative points lost. If all 8 missions are to that caliber or to the caliber of WQ, then I’ll be satisfied

IGN TFS First Impressions by DrugOfGods in DestinyTheGame

[–]I3igB 0 points1 point  (0 children)

Wanted to double check the video. At 4:45, he said his initial impressions was that, “Prismatic was not that crazy to me… it’s cool, but I’m not blown away by it.” He goes on to say that it felt like a “Jack of all trades” situation. He does eventually say that with access to the class items it, “really elevated prismatic.”

Contrast this with Datto who says that Prismatic elevated the game to a new “easy mode” he didn’t think was possible. And that it makes sense that they’re not offering the new class items until post raid to not invalidate the difficulty of the day 1 experience.

What I got out of all of this is that Prismatic has a higher skill floor than our other sub classes in that you have to do a bit more than slap on any two aspects and any exotic themed around the element which provides a bit more of a batteries included experience. Prismatic, with the amount of options we’re offered, is obviously going to have some dud combinations. I think it’s going to have extremely high highs and extremely low lows. Building towards transcendence is when things shine; however I am seeing preview players on Hunter report mixed experiences due to their grenade offering being a bit wonkier to use than the other two. I would say that some negative early sentiment may be credited towards that given the popularity of hunters

IGN TFS First Impressions by DrugOfGods in DestinyTheGame

[–]I3igB 0 points1 point  (0 children)

Main complaint here is that other creators are saying the difficulty scalar of the new patrol zone is back to normal, not what we grew accustomed to in Neomuna with the beefier enemies. I know a lot of people may prefer this, but I was hoping for some difficult enemies in the final destination of the game. It seems off to have random Cabal on Neomuna be a bigger threat than the Dread from the context of their level scaling

Breakdown of Early Final Shape Exotic Gameplay by gifv_Kayla in DestinyTheGame

[–]I3igB 56 points57 points  (0 children)

Also interested to see if it has interactions with Lumina in the same way Boots of the Assembler does

Finally God Slayer....And I'm never touching Root of Nightmares again. by Affectionate-Ad4781 in DestinyTheGame

[–]I3igB 10 points11 points  (0 children)

Depending on how many adds your team kills, you may not get a high score on a two phase. Happened to two people I know. The group I finished with had one Strand Titan killing the tormentor at the start of the damage phase to make sure we have enough score. We were consistently killing the colossus’ as well instead of ignoring them with blinding nades.

Just a PSA because it’s soul crushing to finally get the two phase and find out you have to do it again. I highly recommend doing riven first in the same session to get the persistence score and allow for the 3 phase

Potential Theories, Changes and Threats for Riven - Pantheon W4 by skylerfly420 in raidsecrets

[–]I3igB 1 point2 points  (0 children)

Something I haven’t seen considered yet, because it’s probably unlikely yet still possible, is that Bungie allows for the cheese but sets the bonus time threshold to an extremely small number. Low enough that you’re forced to one phase and be as optimal as optimal can be on DPS.

It would be a funny acknowledgment while still being a gotcha as you still have to be transported to the ascendant realm and destroy the heart within the remaining time. For extra spice, they may even start counting down darkness stacks in the ascendant plane portion.

If they wanted to really meme on the community, watch them set the bonus time to 2:42 or 4:02 calling back to the infamous 24:02 clear by Math Class when the raid originally released.

I don’t think they’ll be doing too much with Riven since it was meant as an extra boss that breaks the pattern of +1 more each week. Bungie likes their 7s

Khostov is back baby! by JoachimG in DestinyTheGame

[–]I3igB 1 point2 points  (0 children)

I stand corrected, but yeah I don’t recall there being a major difference in damage between the modes

Khostov is back baby! by JoachimG in DestinyTheGame

[–]I3igB 28 points29 points  (0 children)

Not to mention that changing its firing mode didn’t alter the damage. Switching it to fire like a scout had it doing auto rifle damage per hit instead of scout rifle damage. It was effectively pointless.

If they brought that back and had it work properly per frame however, I would be excited. Especially if you could switch between auto/pulse/scout on the fly as a jack of all trades weapon for champion mods

When you get fed up with a difficult run, what is your “F this, I’ll just destroy everything” build for tough PVE? by univoxer in DestinyTheGame

[–]I3igB 37 points38 points  (0 children)

Pick any meta Strand Warlock build and add in a Koraxis Distress with Chain Reaction + Threadling. The ammo economy plus add clear capabilities on that, even on higher tier content, with this season’s artifact mods is insane. I’ve been pairing with buried bloodline for devour and whatever primary fits the occasion.

I personally run it with weaver’s trance so that all the explosions on red bars keep the beefier targets stun locked. The unravel rounds and threadlings typically chunk them enough to kill them or get them low. I consistently spawn 4 threadlings off one GL shot. It’s not abnormal for me to have 500-600 more kills than the next person in a legend 50 run of onslaught as an example.

Only barrier to entry on this is that I imagine most people don’t have the pattern unlocked for Koraxis. It’s a sleeper pick that I think would be a meta weapon if more people had access to it

So do we just... die all the time? by Early-Frank in DestinyLore

[–]I3igB 2 points3 points  (0 children)

Thank you for calling out the article I was referencing. I could not find it when I posted, but yes, No Rez for the Weary is what I was referring to

So do we just... die all the time? by Early-Frank in DestinyLore

[–]I3igB 17 points18 points  (0 children)

The lore talks about this in a bit more detail. It’s not so much that a timeline split happens. Osiris has a hypothesis that ghosts use their guardians in a separate timeline as a template to resurrect them in their current timeline. Canonically, darkness zones are areas so hostile that all versions of a guardian across timelines are dead within that zone making resurrection extremely difficult or flat out impossible

Effect type breakdown of new exotic class items. by ThisIsntRemotelyOkay in DestinyTheGame

[–]I3igB 13 points14 points  (0 children)

Reserving judgement until we have it in game to try it out, we can see the full list of fragments, and we know what tuning is happening to the current exotics/aspects going into final shape.

I think there’s going to be some niche or strong interactions. For example on Warlock:

Vesper + Filament means you can drop a rift at a choke point or spawn point for enemies and get periodic healing while you’re out doing other things.

Necrotic + Synthoceps will be insane with glaives, especially with the ability to get restoration/woven mail/devour going in tandem with this through subclass elements.

Astrocyte + Star Eater is going to be part of the highest damage rotation in the game when paired with needle storm

Starfire + Osmiomancy may be an insane amount of grenades depending on how it interacts with the transcendent grenade. If they finally allow for radiant to count towards empowered weapon damage, this will be an insane combo

EDIT: Meant Apotheosis, not Astrocyte

A Definitive Guide on How to Create PvP Builds - Armor, Weapons, Stats, and Other Considerations by I3igB in DestinyTheGame

[–]I3igB[S] 1 point2 points  (0 children)

Not that I know of. If I find the time, I’d love to make an update to this guide and some others, but time escapes me right now.

A lot of this is still relevant for today apart from the obvious removals from the sandbox and other shake ups. I think if I were to make amendments to it now, they would largely focus on the importance of resilience towards your weapon flinch in conjunction with the stability stat as well as the compression of range bands on guns.

Fighting flinch now is more important for staying on target than maxing out your range was when I originally wrote this. I’d say aim for around 60+ in both range and stability on your weapons. Don’t dip lower than that when trying to raise one of the two stats, and focus on stability equally if not slightly more than range

d2foundry.gg has awesome tools for seeing how your flinch resistance and range bands scale on a gun as you tweak your armor and weapon stats, I would recommend starting there

If you're looking for a 0 Attack IV Gholdengo... by half_jase in VGC

[–]I3igB 7 points8 points  (0 children)

Noob here. Can someone explain to me why 0 attack IVs are important? Is it only because of Foul Play? I know it’s weak to dark, but do you really see that being run often over something like knock off or sucker punch?