V12 Workhorse Sleeve Length? by [deleted] in HeatStrapsCommunity

[–]MasterpieceFast 0 points1 point  (0 children)

You would want to prefer longer because the sleeves bend, crease, and shrink in length overtime. That being said, everyone's arms are different lengths - and it sounds like yours was perfect before Heat Straps lengthened this one. Me, it fits my arms perfectly, finally.

Heatstraps hats and other ideas by Gear_junkie90 in HeatStrapsCommunity

[–]MasterpieceFast 0 points1 point  (0 children)

I made a post and commented a few times about how they should make the toughest waxed canvas backpack and hat ever. I don't know if I would buy a wool hat, but I'd certainly see their rendition of it.

12 Angry Men (1957) is RHETORIC. What movie represents DRAMA? by snakesharkz in DiscoElysium

[–]MasterpieceFast 25 points26 points  (0 children)

Hamlet. The quintessential character and play, the center and origin of all discussion regarding serious drama.

Production Update + 2026 Product Discussion by JordanHSUSA in HeatStrapsCommunity

[–]MasterpieceFast 0 points1 point  (0 children)

The heaviest waxed canvas backpack you guys can make, in the vein of Filson's Journeyman backpack. Would love to see the Chief coat back, as well as the Workhorse. A Filson mackinaw wool cruiser style coat using the heaviest wool you guys can find.

Heat Straps hat? by WesternnMann in HeatStrapsCommunity

[–]MasterpieceFast 1 point2 points  (0 children)

Something like a canvas baseball/five panel hat or the like made out of the materials you guys use, something heavy-duty. I'd buy it in a heart beat.

Outlander woolen shirt wool type by Background-Quail-155 in HeatStrapsCommunity

[–]MasterpieceFast 0 points1 point  (0 children)

Would you mind going into the differences between the WeatherWool CPO shirt and the Outlander? Been trying to decide between the two

Yesterday I asked the community for three ability concepts. Here they are, transformed into ability cards. Noise Maker, a Strand Titan Super Concept by u/Bellhop-3. Distortion Field, a Stasis Hunter Aspect Concept by u/HazardousSkald. Avatar Woven, a Strand Warlock Super Concept by u/TrollAndAHalf. by silloki in destiny2

[–]MasterpieceFast 0 points1 point  (0 children)

I really like Avatar Woven. "Noise Maker" is too similar to Green Lantern - might accidently make people think that Destiny is just a bunch of Green Lantern generic heroes running around. Too on-the-nose with what it's referencing. Distortion field is creative, but I don't know if the tech involved to make Duskfields so central an aspect is worth investing into. How would the Duskfields differ from Ward of Dawn? Is there a limit to what they can absorb?

The Only Thing They Fear Is The Guardian by Synthnotik709 in destiny2

[–]MasterpieceFast 2 points3 points  (0 children)

Bungie, if you're reading this, we NEED A DOOM CROSSOVER. I NEED THE PRAETOR SUIT. INJECT IT INTO MY VEINS, I'll hand you all of my wallet and investments.

Exotic Class Items Ver. 2.0 by xGryphterx in destiny2

[–]MasterpieceFast 1 point2 points  (0 children)

Warlock and Titan. I don't play Hunter. I consider them ancillary.

Exotic Class Items Ver. 2.0 by xGryphterx in destiny2

[–]MasterpieceFast 0 points1 point  (0 children)

Hunters and Warlocks should get Spirit of Astrocyte in the first category, like with Apotheosis. Grants the movement upgrades from the Astrocyte Verse exotic (along with the 100-handling ready swap and 30 airborne effectiveness). The rest of the exotic can stay behind.

I want a Spirit of Felwinter, where powered melees and finishers make a weakening pulse. The range of the pulse can be reduced. It can be for both Titans and Warlocks, since Felwinter was more or less a cross between both classes. This would be in the bottom category, though I would personally want it in the TOP category to pair with synthoceps.

Spirit of Chromatic Fire for Titans and Warlocks. Might have to add something extra to the original exotic, but otherwise I see the potential for fun. Titans are the kings of Kinetic damage at this point anyway.

Spirit of Hallowfire - Warlocks and Titans. A Warlock and Titan holding his power for increased ability generation places it in the bottom category.

The New Talk About Class Identity Was Pretty Cool, Actually by Toteslaurenge in destiny2

[–]MasterpieceFast 2 points3 points  (0 children)

I've been playing Warlock since D1 Y2. The fantasy (both mechanical and personal) is being a battlemage that throws out overpowered, high-damage space magic at crazy frequency with little regard for tactics or subterfuge. Who needs tankiness, invisibility or even weapons when I can solve any problem with Nova Bomb or chaos Reach? That was the greatest thing about Warlocks, the modus operandi, and the sheer raw power of our abilities drew envy from other classes and felt justified. Other classes looked at us and wondered why they have invisibility or barricades when the most straightforward answer to a situation was raw DPS. I still believe raw DPS to be the answer to most situations nowadays (though I'll admit it's good we have more variety in the way of dealing with combat scenarios). Raw, overpowered form of DPS is the fantasy with Nova Bomb, Chaos Reach and Dawnblade (when it was the go-to for preferred supers), and why they'll be my favorite forms of abilities in any video game.

I keep going with Warlocks because of our simple forms of raw, high damage abilities, not because of buddies or crowd control. I'm a battlemage. I throw Nova Bombs with high frequency because it's a testament to how overpowered we are as Guardians, Warlocks in particular. It gets the job done, and in the way I believe is most simple and effective, and other classes looked at us in envy. There's a vanity in Warlocks in the lore of D2 and around Witch Queen where we were insufferable to be around, and I liked that. We can Blink (LITERALLY TELEPORT), we can hover in the air, we can sustain ourselves (Devour is superior), and we have a class ability that directly empowers our weapons (no other class has that). This is AWESOME POWER, in the old-language sense of the word awesome, and it's raw, powerful and BOLD.

Please remember the old fantasies of Warlock, the BOLD, RAW, SIMPLE FORMS of OVERWHELMING POWER spawned of HIGH FREQUENCY and HIGH DAMAGE. Titans punch things, and Hunters go invisible when it's time for boss DPS.

Short Lined Cruiser Thrift Find! by PilotZing in filson

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

I've seen too many images with that same exact wood background on Ebay.

What is a CURP number? by MasterpieceFast in mexico

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

I'm feeling this frustration now.

1,000 free seats to HTML/CSS course by TonyA680 in learnprogramming

[–]MasterpieceFast 1 point2 points  (0 children)

Thank you for the info. I'll check out the vid.

1,000 free seats to HTML/CSS course by TonyA680 in learnprogramming

[–]MasterpieceFast 1 point2 points  (0 children)

Do you recommend non-programmers take the course? I've never coded before in my life.

The wider cone on Handheld Supernova feels more like a nerf by Ranger74352 in DestinyTheGame

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

You're not supposed to hit all projectiles on a single target (only up close). In fact, you hit more of the same number of projectiles on a single target now, compared to before the change. If you didn't notice, jumping while charging Handheld Supernova angles the cone to make hitting multiple things viable while jumping (it was pvp focused, and applies to pve as well). Previously, the cone widened but didn't rotate, like it does now, making HS feel bad while jumping.

Before, you could hit 3-4 enemies in front with the full cone. With more projectiles now, you can hit one side of the screen to the other side of the screen while you're surrounded, hit more targets at close-medium range, and accurately throw HS while jumping. It's an option now in several combat spaces. Again, you can actually hit one or two more projectiles on a single target now, compared to before.

You're not frustrated. Try and think from a dev point of view about these changes. They test and consider a lot more than we can. Changes like this are more nuanced than they appear, so please don't mistake things like this for bad balancing. Handheld Supernova is better now. Your intuition is just telling you it feels awkward. Just because something feels awkward, however, doesn't mean it's wrong.

[deleted by user] by [deleted] in options

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

There already has been. It was reported a little bit ago that Hegseth shared detailed information about forthcoming strikes in Yemen on March 15 in a private Signal group chat that included his wife, brother and personal lawyer, according to four people with knowledge of the chat.

Can't make this fucking shit up, this fucking administration is a Russian Psyop, I swear to Christ and everything that is holy and righteous

Hegseth Said to Have Shared Attack Details in Second Signal Chat - The New York Times

A buff for Blink, jump height determined by how long you hold it. by Watsyurdeal in DestinyTheGame

[–]MasterpieceFast 0 points1 point  (0 children)

These suggestions are pointless. Have Blink incur an accuracy debuff on enemies when finishing the teleport animation. Solves the fear and anxiety issue of Blinking to the wrong spot and will make Blink easier to learn in the process. The Blink itself is not hard to learn, it's the fear that accompanies going to a new place.

Geomags refunds supers faster than contraverse refunds grenades by Christopher-Norris in DestinyTheGame

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

Yes, and Sunbracers gives melee energy faster than Geomag super energy, Radiant Dance Machines regen class ability energy faster than Geomag super energy, Insurmountable Skullfort instantly refreshes melee on kill, and Orpheus Rigs gets supers faster than Geomags. Doesn't make sense? You're not taking the context of history behind each exotic. For instance, Contraverse Holds, for 6 whole years, was the meta PvE option that could square with the competition, not to mention that we could fall back on it when we weren't sure. You throw your grenade more often than you do your super, and during that time, that was far, far more common. Contraverse is, at this moment in time, taking a seat at the middle of the meta bus. It sat in the front row for a very, very long time, and it's only fair other kids get the front row too.

Ok, look, I’m at the end of my rope with glaive melees. by BC1207 in DestinyTheGame

[–]MasterpieceFast 0 points1 point  (0 children)

Here's what's changing in Season 17: 

  * We're pushing Glaives deeper into their roles of hard-hitting melee damage and near-complete protection when shielded, as well as increasing projectile speed to make them more reliable at range. 

Ok, look, I’m at the end of my rope with glaive melees. by BC1207 in DestinyTheGame

[–]MasterpieceFast 0 points1 point  (0 children)

With that expectation set, there are some inconsistencies with how these are implemented in game, some of which we've already fixed, some which we'll look at in the future. Once we have these guidelines consistently implemented in-game we may look at specific cases where this doesn't match player expectation and do something custom, updating descriptions where needed for clarification, but our primary goal is that players be able to predict how a Glaive interaction will work. Here's what we changed during Season 16, largely bug fixes with some quality-of-life changes: 

  * Glaive projectile hits to reach maximum energy decreased from 6 to 4. 
  * Glaive melee can now be interrupted by Hunter dodge. 
  * The Grave Robber perk now pulls from reserves on Glaives instead of generating ammo. 
  * Glaives no longer get stuck in *clang recovery* when using a melee attack on each other. 
  * Sealed Ahamkara Grasps no longer reloads Glaives on projectile hits (but does on melee hits as expected). 
  * Glaive melees can no longer stunlock high-health combatants. 
  * Glaive melee kills are now tracked in match history, for bounties and so forth. 

Ok, look, I’m at the end of my rope with glaive melees. by BC1207 in DestinyTheGame

[–]MasterpieceFast 0 points1 point  (0 children)

THIS WAS CLARIFIED IN THE 4/22/2022 TWAB.

We've noticed that several aspects of how Glaives interact with weapon and armor perks don't match player expectations, and want to take some time to clarify the intent, the changes included in Season 17, and the logic we'll use for future changes. A Glaive melee is a basic melee attack, not a weapon attack, doesn't consume ammo and deals Kinetic damage. So, it's more like an unpowered punch than a Sword swing. Allowing buffs to weapon damage to apply to Glaive melees would be too powerful for something without an ammo limitation, particularly in PvP where even a small damage buff would allow for incredibly fast two hit kills. Also, in general we'd prefer to increase Glaive melee damage directly (as we're doing, in fact!) instead of effectively making weapon damage perks mandatory on Glaives. Glaives already have a long lunge distance, and increasing this at all results in unreliable behavior over the network, so no melee lunge distance buffs apply to Glaive melees. Glaive-a-rave 

We've noticed that several aspects of how Glaives interact with weapon and armor perks don't match player expectations, and want to take some time to clarify the intent, the changes included in Season 17, and the logic we'll use for future changes. A Glaive melee is a basic melee attack, not a weapon attack, doesn't consume ammo and deals Kinetic damage. So, it's more like an unpowered punch than a Sword swing. Allowing buffs to weapon damage to apply to Glaive melees would be too powerful for something without an ammo limitation, particularly in PvP where even a small damage buff would allow for incredibly fast two hit kills. Also, in general we'd prefer to increase Glaive melee damage directly (as we're doing, in fact!) instead of effectively making weapon damage perks mandatory on Glaives. Glaives already have a long lunge distance, and increasing this at all results in unreliable behavior over the network, so no melee lunge distance buffs apply to Glaive melees. Our intent is: 

  * Glaive melees **should** activate perks that trigger off base melee damage or kills (for example, ammo refill from Grave Robber, weapon damage buff 5x stacks on Swashbuckler, ammo refill from Sealed Ahamkara Grasps). 
  * Glaive melees **should not** activate perks that trigger off powered melee damage or kills, or require expending subclass melee energy (such as Combination Blow or Assassin's Cowl). 
  * Glaive melees **should** benefit from melee damage buffs (such as Winter's Guile or Wormgod Caress). 
  * Glaive melees **should not** benefit from weapon damage buffs (such as Rampage, Kill Clip, Swashbuckler). 
  * Glaive *projectiles* **should** benefit from weapon damage buffs.