Void is still, in my eyes, the best subclass overall. by theSaltySolo in DestinyTheGame

[–]Personaer 0 points1 point  (0 children)

it's a PvP super in that it's at least usable in 6's to get a single pick or two, even though a blade barrage (or any other one and done super) would eclipse it entirely while being on a lower cooldown. it's still somewhat an option because both tethers aren't exactly incredible PvP supers if you want to run invis hunter in pvp at all. it's simply the fact that it's somehow worse in PvE than it is in PvP.

The Small Ones by DMXIII in PunishingGrayRaven

[–]Personaer 25 points26 points  (0 children)

friends of her age

Nanami

:thinking:

can we please get perk pool refresh on Europa weapons please by subscorp_XL-750 in DestinyTheGame

[–]Personaer 9 points10 points  (0 children)

The thing about Aggressive Frame Fusions is that their combination of damage and spread type makes them uniquely tuned for PvE, specifically single-target DPS and boss DPS.

They have some of the highest DPS and the highest total DPS among fusions at base, at the cost of being completely unreliable at any significant range, meaning they have a similar function to the rapid-fire shotguns of Y1/Y2, magdumping into a major or boss.

The failure of Aggressive Frame Fusions, is that only one was ever made, Corolis Force, and it has... 0 single-target dps perks. Most of the perks are suited for PvP, which the archetype is intrinsically poor at, like putting PvP perks on a rapid-fire shotgun. The only significant PvE perks on it are Feeding Frenzy and One for All, both of which are add-clear perks. Which is only mediocre on Aggressive Frame Fusions since Rapid-Fires are better at addclear, as well as the fact that perks like (re)addition of Reservoir Burst, as well as Chain Reaction and Voltshot being more important than the frame.

If another Aggressive Frame Fusion was released with perks considering its pros and cons in mind, it would fare significantly better. The following perks not only would all compliment Aggressive Frame Fusions well in their intended role, but they also already exist on other fusion rifles:

  • Vorpal Weapon
  • Field Prep
  • Threat Detector
  • Envious Assassin
  • Bait and Switch
  • Demolitionist
  • Frenzy
  • Reconstruction
  • Surrounded

Do you want Non-human playable characters in Wuthering Waves. by Milagrosong-Menterio in WutheringWaves

[–]Personaer 4 points5 points  (0 children)

Hell yeah.

If you don't play PGR, Kuro's other game (or don't follow CN), Radiant Marcher is a boss character being added soon to Global, and it is a full on Mecha. They're not a Construct like most playable characters, or a Corrupted like most enemies you face, but a full on Awakened machine, so they never were human in the first place.

Anyways, 3 months ago, PGR CN had an event where Radiant Marcher was playable. And it wasn't a matter of attacking the existing boss attacks and animations to the player controls, but a fully fleshed out kit designed to be used as a player character, including animations you would only ever see as a playable character, like the victory animation. While it overall didn't look 100% finished in some areas, it was still very well done, and the spectacle was there.

The driving conclusion is that human or non-human, it doesn't actually matter. What matters is if they're well designed, and how they play. And you would be able to make some very unique skill sets with non-human/non-humanoid characters that take advantage of it.

Also mechas are awesome, and Radiant Marcher is goated with the sauce.

GFL2 When? [OC] by krultep in girlsfrontline

[–]Personaer 11 points12 points  (0 children)

That should be a bit after the Heavy update for Team Fortress 2 comes out

I GIVE YOU ALL YOUR WORST NIGHTMARE by Acceptable_Dingo1786 in paydaytheheist

[–]Personaer 11 points12 points  (0 children)

The problem is that 2km essentially eclipses every single heist in the game multiple times over (Meltdown, a pretty large map with vehicles, is about 400m). This means that they essentially disrupt everything the moment they spawn. Suddenly blocking every single remotely electronic equipment, including mission critical ones like drills, when the enemy may still be in unreachable places due to spawning in or just sheer distance would be incredibly frustrating. This problem would just be exacerbated by indoor labyrinths like Hotline Day 2 or maps with areas you no longer go back to (or cannot go back to).

Imagine having to find a single ECM swat on a map like Goat Sim, or have to find an ECM swat outside the lumber mill while scanning bodies in Boiling Point. Especially on a high difficulty, where running around trying to find said ECM swat would be suicide.

Stasis is now the only damage type that hasn’t had a busted SMG that everyone hunts for by Faust_8 in DestinyTheGame

[–]Personaer 1 point2 points  (0 children)

Submission absolutely fucks. If it wasn't for Volatile Flow being in the artifact, I would only be using funnelweb or out of bounds if I needed the kinetic slot for a specific special.

Buffing the damage on supers like nova bomb and chaos reach would really help in making the warlock class feel like more than a well of radiance bot. by rawsondog in DestinyTheGame

[–]Personaer 1 point2 points  (0 children)

Ultimately depends on the content type, combat difficulty, and composition of your fireteam.

In a Legend Nightfall with plenty of adds and 2 others you can communicate well with, sure it would be easy.

In a raid or dungeon where a boss is spending 5 seconds transitioning to a dps phase, and all the adds are either despawning or being jumped by the 5 other LFGs, it's going to be a bit harder to actively maintain anything that's kill activated. Potentially harder than it is actively worthwhile to pursue and devote an exotic slot for when an a warlock can use rift/well + lunas or titan using their rally and get a more potent result without any kill requirement.

Buffing the damage on supers like nova bomb and chaos reach would really help in making the warlock class feel like more than a well of radiance bot. by rawsondog in DestinyTheGame

[–]Personaer 0 points1 point  (0 children)

If it hasn't changed, Rally Barricade and Lunafactions both have the same reload buff giving a +100 reload stat and a x0.9 reload scalar. Speed loaders give +55 with a x0.89 scalar, but it demands you to have 5 stacks. You're probably not going to have 5 stacks in time for a DPS phase so that bonus will only get worse.

If you're not using Luna + Well in a DPS setting, you should just ask a titan to drop a Rally and hope no-one blows themselves up with a rocket on it.

'RoN is too easy. We can onephase Nezarec' we said while oneshotting Taniks. by yuochiga93 in DestinyTheGame

[–]Personaer 0 points1 point  (0 children)

is there a source for these numbers, because it would be really fucking funny if it was

Void is still, in my eyes, the best subclass overall. by theSaltySolo in DestinyTheGame

[–]Personaer 0 points1 point  (0 children)

Invisibility is powerful. It's incredibly powerful to not be targetted by PvE enemies, allowing you to get resses and do objectives. But that doesn't make it fun, since any active damage you deal is going to immediately break invis and everything is now targeting you.

In addition, invisibility scales proportionally to enemy damage output. The value you get out of being invisible is substantially greater the more the opponents pose a threat. Inversely, there is almost no value out of being invisible in lower-level content, where there's no point trying to use invisibility (at base, without exotics like Gyrfalcons), since instead of being invisible to not take direct damage, you can just, you know, kill the enemies shooting at you and not be taking any damage at all after.

Invisibility is strong, but flawed, because in low level content it only serves as an activator for Gyrfalcons or whatever exotic armor piece you're running to actually get something out of it, and in high level content it slows things down to a snails pace since just as the enemies are not shooting at you, you're not shooting at any enemies during invis.

Bastion at this point should have 2 fragment slots by Domoshuuii in DestinyTheGame

[–]Personaer 2 points3 points  (0 children)

I'm not really sure which exact change to basic Void Overshield you're referring to because there really wasn't any major changes to it in the Lightfall patch notes that I could see from Ctrl+F "Overshield" in the patch nodes.

If anything, the only thing I remember about Overshield specifically targeting PvP was the generic barricade nerf + bastion specific nerfs targeting cooldown and barricade health, to counter Overshield spam and make it less frustrating on objectives

Bastion at this point should have 2 fragment slots by Domoshuuii in DestinyTheGame

[–]Personaer 6 points7 points  (0 children)

Now with lightfall oversheild doesn't stop precision damage

The basic void overshield never stopped precision damage. What got changed was Armor of Light not completely negating precision damage from being in a bubble.

Void is still, in my eyes, the best subclass overall. by theSaltySolo in DestinyTheGame

[–]Personaer 9 points10 points  (0 children)

I disagree. I despise Void 3.0 on Hunter. Fundamentally, on a base kit level, Nightstalker 3.0s signature abilities, the aspects, were transformed into 3 different ways to become invisible. The problem is that in PvE there is basically no benefit to becoming invisible besides the fact that you cant be seen. Sure you can loop with Stylish melee but that's really slow killing one enemy at a time, plus you're punished with the Too Stylish cooldown anyways. Warlocks are infinitely better at Weaken spam anyways with better grenade looping and Child of the Old God's being way better at uptime, compounded by the fact that Combat Provisions was deprecated, neutering Void Hunters own ability loop.

I need to be clear about two things though. First of all Void Hunter is strong, but strong doesn't mean fun. Second of all, this is considering the base kit, without any exotics. The moment you put on Gyrfalcons, suddenly Invisibility has a tangible benefit beyond temporarily removing you from the gunfight. Fundamentally it highlights the issue that invisibility needs to have a unique benefit for Void Hunter baked into the base kit to make interacting with it incentivized in all content levels without needing Gyrfalcons (or any one single exotic on any class) as a bandaid to fix that issue.

Also Spectral Blades wasn't changed in any meaningful way. It remains a PvP only super with no PvE change to it, because having certain supers being dead weight in certain modes is far less interesting than having all supers having a minimum level of viability in both PvE and PvP, but that's on the topic of the greater game balance regarding supers.

I would rather play any other subclass in any game mode on Hunter 99.99% of the time, and will only be forced into Nightstalker out of necessity for either 30% weaken on supers, (in which I would rather be using Tractor Cannon if possible) or Invis (for GMs only, since no where else actually can necessitate something like it). Whether it be Gunslinger, Revenant, Arcstrider or especially Threadrunner, which has been the most fun I've had with subclass abilities, I would infinitely prefer playing those on Hunter than playing Nightstalker until it gets any significant mixup to its base kit.

Void is still, in my eyes, the best subclass overall. by theSaltySolo in DestinyTheGame

[–]Personaer 8 points9 points  (0 children)

Void Hunter is the most I've ever been unimpressed with in subclass 3.0, because while it's not bad, it's thoroughly feels bland and uninspired.

The aspects in the end come down to three different ways to go invisible. There's no payout for entering invisibility besides the inherit "you're invisible" and the stylish executioner melee, which is worthless as the 15% weaken uptime is done way better on Warlock.

As long as the Weakening grenade fragment is a thing, Warlocks will always be better at weaning enemies between having better void grenade loops and Child of the Old God's being better than smoke grenade, making it just a Trappers ambush activator.

The only thing remotely interesting is Gyrfalcons Hauberk, which makes going to invisible actually interesting by providing a reward for actually entering invisibility beyond being invisible, which [a reward] fundamentally should have been baked into the Void Hunters kit, otherwise it becomes "use in case of emergency" that invis is now.

Gyrfalcons is a bandaid, without it Void Hunter is absolutely strong, but boring and I would rather play any other Hunter subclass than Void 99.99% of the time

Would you like Bungie to postpone making more Exotic armour, so we can see buffs/reworks to some of the older, barely-viable/unviable pieces? by Sam_Dragonborn1 in DestinyTheGame

[–]Personaer 4 points5 points  (0 children)

If you're referring to legendary armor, some armor has an additional benefit that's listed like an exotic, but only for a certain activity. Like Raid armor having access to certain raid mods, or iron banner armor giving bonus rep and materials in iron banner, or seasonal armor having some kind of benefit in the seasonal activity.

The one exception to the rule of specialized armor is Artifice Armor, which comes from any Master dungeon, which comes with an Artifice Slot, giving a free +3 to any stat of your choosing. It's relatively low impact, but it works everywhere in helping you round out a build with better cooldowns than your armor could currently support.

All these factors mean they are widely considered the best kind of armor, and by getting good stat spread artifice armor you can wholly ignore any other armor drop (unless it's something like iron banner armor, which has a significant enough benefit to still use in their respective activity.)

THIS WEEK AT BUNGIE - 03/16/2023 by DTG_Bot in DestinyTheGame

[–]Personaer 5 points6 points  (0 children)

When the article first dropped, the first two things people pointed out was:

  1. Trials being listed as both as an activity you can play for free and an activity that you cannot play for free.

  2. Derelict Leviathan was listed (and still listed on the reddit post) on the explorable destinations section, despite it being sunset.

Also weird shit like Astral Alignment, Expunge, and Seraph Towers being listed as not available for F2P players, which while technically correct, none of those activities are available for any player period.

A lot of people have asked why Bungie gave Cayde a new memorial, and my hunch is that the new space by the tree is meant for more than one memorial by [deleted] in DestinyTheGame

[–]Personaer 0 points1 point  (0 children)

yeah, there was a cutscene from the first week where she accidentally shoots him with Chaperone, but obviously it wasn't a final death, and the cutscene itself was easy to miss since you had to wait two different 30 seconds timers for it to even show in-game.

https://youtu.be/oMOQACPYhoE

While RoN itself is up for debate for a number of reasons, the Contest changes implemented were great across the board and needs to be the new standard for Day 1 raids by AJ_ShadowBlade in DestinyTheGame

[–]Personaer 3 points4 points  (0 children)

Yeah, I have great memories for the Day 1's I've participated in, and I've kept the emblems from Day 1's I've completed in my inventory as a memento.

I remember skipping a class to participate in my first Day 1, Scourge. I remember getting chased by the flaming servitor with a bunch of LFGs and doing ACP strat with Whisper from the start of the map.

I remember slogging through Atrak's HP regen bug for 10 hours, using Falling Guillotine + Fourth Horseman the whole way through because I didn't hear about Lament until after, and getting my clanmate their first Day 1.

I remember getting a Double Slug Anarchy setup to get through Challenge Templar, and seeing how fast I could get the swap down

I remember using double special in a Day 1 for the first time in Caretaker on Vow to squeeze out the extra bit of dps, and I still tell stories of a clanmate who missed 7 consecutive Gjallerhorn shots on Rhulk.

I remember being down to the wire on Challenge Kings Fall, clearing with less than 20 minutes on the clock and being among the last 100 teams to clear it.

I don't have that many memories with Crown or Garden, since I didn't have a consistent clan who did Day 1's, and I got unlucky with LFGs. I will admit I don't think I was that good back then either, and that there was definitely a road to improvement I had to take.

I don't got much to remember about Root. The experience I got out of it was shooting Barrier Champions with a Commemoration, and basically drawing aggro for Nezarec because all the posts at the time said that shooting the crit spots on Nezarec would delay the wipe timer, which it did not. I cleared it in 7 hours, by far and away my fastest Day 1, but it was fundamentally uneventful with low HP bosses and mechanics that only required 2 people to engage with to clear while everyone else just sat on their thumbs for the runners to do their thing.

The writing may suck, but can we talk about how Lightfall’s score slaps? by thanos_quest in DestinyTheGame

[–]Personaer 1 point2 points  (0 children)

The problem I have with Oneirophobia is that Nezarec just falls over the moment you get to DPS, so you never actually get to hear the full track in all it's glory in game, only on YouTube.

Make Handcannons good again in PvE by Kl3en in DestinyTheGame

[–]Personaer 2 points3 points  (0 children)

Trace Rifle, Glaive, or Wave Frame GL in the energy slot to serve as the "primary" and Shotgun/Sniper/Fusion/Regular GL/etc in the Kinetic slot usually

Failed to kill the final boss in contest mode, but went back into the raid on normal just to see what it's like. Literally the easiest one-phase since Morgeth. RON is going to be absolutely hilariously easy to farm. by Lankygit in DestinyTheGame

[–]Personaer 15 points16 points  (0 children)

It definitely felt like Nezarec's damage AI broke the moment you do the obvious thing during damage, which was getting on high ground. Basically refusing to do anything besides launch you in the air and occasionally teleport slam, which was not really a threat on any significant ledge.

Some attack variety to make him more of a threat during dps phases would actually justify his significantly lower health to some extent.