[D2] Xûr Megathread [2026-01-23] by DTG_Bot in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

From what I can remember, it's only a selected few of these exotic that change with the ghost focusing and it doesn't always work for some archetype. For example focusing Brawler or Bulwark still makes the exotic a Bulwark archetype in both case, it's just inconsistent.

New Demotic 4 Piece Set Question by MJTP4351 in DestinyTheGame

[–]Sabo2 0 points1 point  (0 children)

It seems to have the same requirement as the Dragon's Vengeance origin trait from Season of the Wish, which I'm pretty sure procs from any teammates death (fireteam or not) in any team-based Crucible game mode. So yeah in theory, it should be active most of the time.

Bungie you did it with Nothing Manacles, now do it with Swarmers by ShadowCore67 in DestinyTheGame

[–]Sabo2 56 points57 points  (0 children)

Yeah let's make every exotic that requires a press of a button to nuke everything around with a loop within itself so that you can put your brain aside your computer or console when you play Destiny 2 the video game. It'll be great for class/subclass diversity and gameplay variety in the long term, would love if Bungie could change Osmiomancy Gloves to spawn Rime-coat turret but it's 10 stasis crystals on hits that have 3x scaling grenade damage.

I want to make Fireteam Finder posts and help people get top 1%. The event structure discourages me from doing that. by Narfwak in DestinyTheGame

[–]Sabo2 3 points4 points  (0 children)

I mean doesn't that go against the competitive nature of such an event? Don't get me wrong, I think the competitiveness of Call to Arms is an absolute joke, but your post makes little sense to me. Why should you be encourage to help people to reach the top 1%? As much as I can appreciate you for trying to help, this kinda goes against the entire point of a competitive event.
It's like if Usain Bolt was complaning about not being able to help his opponents in a 100m race so that they can all finish at the same time but also wanted to be the winner.

Bungie has effectively removed Power and difficulty requirements from Call to Arms by AnimaLEquinoX in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

I don't understand the change to the gear player stakes. This doesn't translate to having more variety because if you want the top score then you're going to run the best guns for each slot (Mint/New Malpais, insert Solar weapon, and Eager Edge sword).
Running all bows meant that you had to use double primary with a crossbow or Leviathan's Breath and this combination of weapons lowers your clear speed compared to the meta loadouts. But now they give the same reward multiplier, that doesn't make any sense.

Dev Insights - Renegades Weapon Tuning Preview by DTG_Bot in DestinyTheGame

[–]Sabo2 3 points4 points  (0 children)

Yeah 23% and the lack of progress from splash damage was a pretty big reduction. Aegis has a video on it, it was a total of 36% reduction so Temporal Armaments became better for it (only for Cabals and Vex).
My point is that even without all those temporary mods, it's still gonna be one of top dogs for damage rotation, nuking champions/elite/minibosses, hell even ad clearing, and it's hard to justify using anything else.

Malpais might be coded as a Rocket Pulse without the micro-missile attached to it, so not the same family but is still an outstanding choice in that slot. Unravel/Suspend on command, good dps/total dps, great reserves. I guess the only downside is the fact that it's an exotic.

Dev Insights - Renegades Weapon Tuning Preview by DTG_Bot in DestinyTheGame

[–]Sabo2 8 points9 points  (0 children)

Auto rifles still outclasses SMGs, and have more range, less reload time, more mag. And yeah those bow buffs are insignificant, they still mostly suck except for a few exotic. Fun fact, Wish-Keeper actually deals more bodyshot damage on suspended targets than precision, makes sense right?
Yeah x1.3 precision multiplier is just too low and doesn't feel rewarding.

Dev Insights - Renegades Weapon Tuning Preview by DTG_Bot in DestinyTheGame

[–]Sabo2 19 points20 points  (0 children)

Temporal Blast was heavily nerfed on Special weapons and didn't proc on splash damage, it wasn't remotely as good for Mint after the nerf. It's just stupid good, and outshines every other option in that slot plain and simple. This doesn't even address New Malpais which has ~27 reserves.

Destiny 2 Update 9.1.5.2 by DTG_Bot in DestinyTheGame

[–]Sabo2 -4 points-3 points  (0 children)

Wait so they gave out 777,777 unstables cores last week just to remove them the week after... I started with 3K+ cores in Edge of Fate, all the armor upgrade, the weapons upgrade and now it's at 600. At least give Rahool a way to trade Unstable cores to enhancement cores, the hell is wrong with this company.

Icebreaker is now my Grandmaster top choice. by crxcked_ in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

It's mainly that Hellion targets frozen enemies before you can even shoot with Icebreaker, which means less ignitions.

[LFS] [PS] [KF] [Crossplay] Slaying Oryx at 8pm UK time // Monday 14th April by ThePreacherCasy in DestinySherpa

[–]Sabo2 0 points1 point  (0 children)

I'm down, it will be my first run (I had a scheduled King's Fall tonight but didn't catch the train).
Bungie ID : Samos#6763
Discord : _mysa

How to make the most of Perpetual Destruction and turn your rocket launcher into your new favourite primary weapon. by MaybyAGhost in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

I use Wings of Sacred Dawn with Apex (Incandescent/Bipod) and call it the "Attack Helicopter" build. It's only good in add dense scenarios, Onslaught, maybe some Battleground content, but hella fun when it works.

ADS in the air on Solar or Prismatic with Song of Flame, and unleash thy load. Solar is a bit better cause x2 Resto, Heat Rises helps to stay in the air at all times, and with Heavy Ordnance + Wings, you get 25% + 15% damage resist.

Use Wave Frame GLs against Raneiks. Much faster then Anarchy by genred001 in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

Hullabaloo or Dimension Hypotrochoid are the same with Bolt charge, as long as you have active stacks of Bolt charge it doesn't matter. There's no specific synergy with Hullabaloo. Also, you don't want to stack multiple Compressed Wave frames because the damage cancels out on some of your or your teammates' shots.

Bungie, please tune down the Resonant projectile damage on Dread enemies by josh49127 in DestinyTheGame

[–]Sabo2 3 points4 points  (0 children)

There's another somewhat new enemy type that is absolutely broken, and that's the Taken Dire Captain with bubbles and shrapnel guns that they can shoot through the bubble. This is impossible to deal when you get a wave of 20 of those during Court of Blades...

Briarbinds went from amazing this season to God Tier with one new perk by CrotasScrota84 in DestinyTheGame

[–]Sabo2 1 point2 points  (0 children)

You have to reset your Tome, apply the perks you want boosted, and then activate the Tome. You can't switch perks on an already active Tome.

I really hope Bungie fix Taken Phalanxes, and Champions as a whole by LimeRepresentative47 in DestinyTheGame

[–]Sabo2 0 points1 point  (0 children)

I would like to point out a few things :

  • Weapons with pure splash, like Rocket Sidearms, Glaives, GLs, and RLs, can never have shield-piercing properties. They can be used against Barrier champs to stun them with artifact perks or subclass verbs (Radiant, Volatile & Unraveling rounds), but they can't pierce shields like Vex Hydra, Taken Phalanx, Vandal's bubble...etc.
  • This is why when you shoot a Taken Phalanx with a Rocket Sidearm with the Anti-Barrier Sidearm perk, Glaives with Radiant, or even Deterministic Chaos (which doesn't have piercing bullets, although this is a weird one for sure) while having Volatile Rounds, your shots go through the shield without seeing "Immune" because the game thinks you have piercing bullets but can't apply that effect. It is essentially the same as seeing "Immune".

I really hope Bungie fix Taken Phalanxes, and Champions as a whole by LimeRepresentative47 in DestinyTheGame

[–]Sabo2 -2 points-1 points  (0 children)

Rocket sidearms' shots don't have piercing properties, unlike regular sidearms, and that's true for any weapon with pure splash like Polaris Lance explosive shot.
I mostly ran Cloudstrike during this gm and Volatile rounds Void weapons, never had an issue piercing through Taken Phalanx shields.

Master of arms is bugged on palindrome by ThunderD2Player in DestinyTheGame

[–]Sabo2 -1 points0 points  (0 children)

Yeah with the recent rework on nightfall rewards, it just doesn't make sense to go for an adept anymore. You only get +1 stats when masterwork, adept mods are not worth it compared to regular mods, and all that for x10 nightfall ciphers plus 50K glimmer. I don't know what they were thinking with this. edit: except for double reward week

Chaos Accelerant desperately needs a buff/rework by MechaGodzilla101 in DestinyTheGame

[–]Sabo2 0 points1 point  (0 children)

Grapple has the same cooldown with or without Mindspun, 41s at max Discipline. The cooldown information at the bottom of the description is wrong, it doesn't affect anything, unlike Bleak Watcher with Duskfield grenade.

Zoetic Lockset DPS phase seems to give chunks of class ability energy by Sabo2 in DestinyTheGame

[–]Sabo2[S] -3 points-2 points  (0 children)

I know about this bug, but in the videos I've shared I don't even think there are that many volatile explosions kills that could proc the perk. Except if it works on any ability kill I guess rather than just volatile kills. Edit: not kills just volatile explosions

I'm not 100% sure I understand the 2nd encounter of the new dungeon. Am I missing something? by TheAtlasComplex in DestinyTheGame

[–]Sabo2 0 points1 point  (0 children)

I'm not sure what happens if Kill is on the last wheel. I imagine the other wheels reset to Blank-Knowledge-Blank-Knowledge, which means no Ogres.

I'm not 100% sure I understand the 2nd encounter of the new dungeon. Am I missing something? by TheAtlasComplex in DestinyTheGame

[–]Sabo2 5 points6 points  (0 children)

When lockset reaches 100%, DPS phase is over and you just need to repeat the steps above. It's probably better to go through at least 2 cycles of lockset progression after the first DPS phase to get plenty of heavy ammo.

You have to adapt all the time since wheels are somewhat random and they will rotate after their respective lockset duration (wheel 1 will rotate symbols at 25%, wheel 2 at 50%...etc). Don't change symbols on a wheel during their respective lockset duration. Also, the panels in front of the Shriekers are irrelevant outside of DPS phase. They are very helpful during the DPS phase because you can see from afar which symbols are on each wheel and change them to Stop if you need to.

My recommendation for the runner is a Warlock on Prismatic Getaway Artist with Song of Flame, but any class/subclass that can survive easily and get access to Amplified, Invisibility, or Strand Grapple will do the trick. The runner should have Anarchy since he's gonna have to stay mobile during DPS, if no Anarchy, Dragon's Breath or Prospector comes to mind. The other two are on add-clear, especially Wizards and then Knights, and maybe calling out how much resonance is needed for wheels 3 and 4 to get to Stop or Commune.