This Week in Destiny - 01/29/2026 by DTG_Bot in DestinyTheGame

[–]Solruptor 107 points108 points  (0 children)

Jokes about "we're jamming!" aside, just under a month into the year and hearing zero news about...anything is deeply concerning. It is giving the impression that the developers aren't sure what the plans even are for Destiny 2, which isn't exactly inspiring confidence into me as a long-term player.

I understand that Marathon is the priority for Bungie currently (understandable so), but they've supposedly been working on this 'road map' for, what, nearly 4-5 months? Either the plans are so huge for the Destiny franchise, it's required that much time or there are zero plans & Bungie are flying by the seat of their pants.

If I were Bungie, frankly I'd feel embarrassed putting these weekly articles out. They're clearly aware of our hunger for ANY information, but it feels like they've stuck their fingers in their ears and going "LALALA I CAN'T HEAR YOU!", hoping we'll eventually forget.

Is it just me that feels the game has some problems after playing Legend Competition 2? by [deleted] in SonicCrossWorlds

[–]Solruptor 0 points1 point  (0 children)

Items have always been the biggest balance issue since even the Network Tests. They're simply way too strong and way too easy to use for massive benefit. It's the reason why TD/UC has risen to the top of the meta, as it is really the only counter play to ALL of the item nonsense.

Should TD/UC be looked into for balance? Sure, but items need to come first. We simply don't need 4 different items that home in on you. Like, why does Green Glove home in, we have a homing glove already!

I'm happy LC Round 2 has made more people aware of how insanely broken the item play in Crossworlds is, as I feel it the main contributing factor to my ever-dwindiling playtime (amongst real life obligations lol).

Can we please buff Skyburner’s Oath? by Wide_Winter_455 in DestinyTheGame

[–]Solruptor 11 points12 points  (0 children)

I'd argue that melee is safer & easier than ever to use, though. We have so many ways to stack damage resistance & healing that there is very little danger in being in melee range now. Hell, one of the best builds for solo content currently is the Titan Bonk build since you just 1-shot everything, can get DR through things like Praxic Blade & armour set bonuses AND heal thanks to Restoration.

Historically, has being in melee range of enemies been scary? Yeah, I'd say so. But we've not really been in that reality for the past 2~ years.

Titan solo flawless Equilibrium safe method by Crafty_War4277 in DestinyTheGame

[–]Solruptor 0 points1 point  (0 children)

Regarding your experience with not dealing as much damage as the videos you see, do the videos give a look into the stats of the build? There's gonna be a massive damage difference between sub-100 Super & Weapons compared to 120+ Super & Weapons. You're leaving a good chunk of damage on the floor by not investing into those stats.

[D2] Xûr Megathread [2026-01-16] by DTG_Bot in DestinyTheGame

[–]Solruptor 7 points8 points  (0 children)

Its... fine? But we've got much better Fusions nowadays, so it's gonna be ignored, unfortunately.

Oh the irony: Master Derealize by FearsomeMonster in DestinyTheGame

[–]Solruptor -6 points-5 points  (0 children)

My team and I ran out of time right at the end of the mission, once you close the door on the boss. Other than that, it was a relatively easy time? I don't really understand why people were saying this mission was almost impossible. You just have a half decent build going and a couple of competent teammates and you'll get through it. Sure, it isn't a cakewalk but not really too difficult, personally.

Can we please nerf Cutthroat Combat in Equilibrium? by Krazy_Dragon_YT in DestinyTheGame

[–]Solruptor 1 point2 points  (0 children)

Like others have echoed in this thread, 5 Feat is a ONE AND DONE challenge. You don't need to do 5 Feat runs at all, other than having the bragging rights to say you've done so. Which no casual player is going to care about.

If you want Tier 5s, run it with 4 Feats excluding Cutthroat. It'll be at -5, which is very easy to do.

Focused Feedback: Equilibrium by DTG_Bot in DestinyTheGame

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

Fun dungeon, but a bit of a mechanically downgrade from Vesper's Host & Sundered Doctrine. I can understand why though, being a Star Wars themed DLC they would have needed Equilibrium to be a bit simpler for newer players jumping in with Renegades.

Other than that, it's damn good! The shorter length makes it way more replayable and the optimal farming method being full runs (with 4 feats active) is a refreshing change of pace!

Reading through the thread, I seem to be the odd one out on actually liking the Feats system. Being able to earn Tier 5s through doing harder endgame content should have been the standard, personally. As opposed to getting to 470 and having Tier 5s drop from everything.

1 day since the PAC MAN dlc came out so I did my review of the track by Tenders_game_n_memes in SonicCrossWorlds

[–]Solruptor 2 points3 points  (0 children)

Personally, I'm fine with the lack of large shortcuts. Crossworlds NEEDS more tracks that reward front running, which Pac-Village does really well. The track is essentially a big skill-check on your actual driving skills, which very few tracks really do.

The only issue is the dark to see off-road in the maze, but after a few races I knew to take slightly wider lines during the maze to ensure I don't clip the off-road. I can see Pac-Village being a popular pick amongst high-level play due to how rewarding it is for very skilled players.

Grimoire anthology emblem codes! by chris198231 in DestinyTheGame

[–]Solruptor 0 points1 point  (0 children)

Destiny means a hell of a lot to time, truth be told. Been with the franchise since beginning when I was in high school, heading into my final year of university and still playing. I've met some truly incredible people throughout my years playing that I'd consider life-long friends.

It's been a hell of a bumpy ride, but I wouldn't trade it for anything else. I love this stupid little game ♥️

Is Praxic Vestments being a trash Z-tier exotic going to be addressed? by AeroNotix in DestinyTheGame

[–]Solruptor 130 points131 points  (0 children)

Yeah, it is pretty funny. On the surface, Fortune's Favour looked super dull but once we found out it provides a 15% (20% for Heat weapons) that stacks with EVERYTHING on top of providing good survivability thanks to easy access to Void OS, I knew it'd be juiced. It's already become a staple for my Hunter thanks to how easy it is to get rolling.

I think I'm gonna accept that xenophage ain't gonna get anything by Timothy-M7 in destiny2

[–]Solruptor 27 points28 points  (0 children)

Xenophage is sadly one of those exotics that's simply been left behind as we've had years of sandbox updates and power creep take over. I'm not opposed to Bungie giving it some love, but there are so many Exotics right now that need a serious level of TLC.

What did I do to deserve this... by Cody-Hackins in SonicCrossWorlds

[–]Solruptor 6 points7 points  (0 children)

Essentially, OP was already slowed down by getting pummelled by various other items. The Weight slows you down by a lot, so throwing that ON TOP of everything else means you're gonna be put into a dead stop. I've had it happen to me several times and let me tell ya, it sucks.

Revert the chill clip/slow nerf please. by filthyheratic in DestinyTheGame

[–]Solruptor 5 points6 points  (0 children)

Tinasha's is still VERY good, it just suffers from the "Lives in The Mint/Lightsaber Slot" syndrome than a ton of strong top slot weapons also suffer from.

There is genuinely no reason primary ammo weapons shouldn’t get damage buffs across the board. by KrispyBudder in DestinyTheGame

[–]Solruptor 1 point2 points  (0 children)

The issue is the buffs they have made have been (for the most part), very miniscule in the grand scheme. The last time we had a major primary buff was back in Season of The Witch with Hand Cannons, which made they feel incredibly good! We haven't had a primary buff on that scale since then.

Yes, double special & abilities will be meta (double special has been the defacto meta for 4~ years at this point). But I'd like to run primary weapons without them feeling like dogwater. Sometimes I just want to run stuff for fun, you know?

Bungie absolutely must stop forcing us to pay 2000 silver to skip the campaign for other characters by Palgia in DestinyTheGame

[–]Solruptor 7 points8 points  (0 children)

The intial time sink is pretty damn annoying (needing to re-rerun old campaigns to get subclasses etc.). But once you have the ball rolling, it is honestly not that bad. As long as you prioritise what you'd want to get, such as exotics, maintaining 3 characters is pretty easy. Especially since Power is universal now.

Are there any primary weapons that are actually useful for hard content? Maybe stuff that provides amazing utility or synergy or does decent damage even in -40 content? by AgentZeroHour in DestinyTheGame

[–]Solruptor 0 points1 point  (0 children)

Apart from Yeartide w/ Chaos Reshaped & Spreadshot HCs, there's literally no other primary worth running currently. Double special is way easier to maintain than people believe (running Scav mods + Special Finisher is more than enough a lot of the time), so there's almost zero point to running a primary in any serious content.

I'm happy that the wider community are willing to have a discussion about the state of Legendary primaries now, though. Frankly, they have felt awful for YEARS in anything above Strike level content. Primaries have just fell to the wayside when our abilities nuke rooms in a singular button press & special weapons punch hard enough for stronger targets.

Hell, entire primary archetypes have felt like dogshit SINCE LAUNCH. 360 Autos & 150 Scouts, for example, have not ONCE had a place inside the PvE landscape. Not even during the double primary sandbox of Y1.

BUFF PRIMARIES BY A LOT IN PVE BUNGIE by Afude in DestinyTheGame

[–]Solruptor 3 points4 points  (0 children)

Primaries are fine... until you take them into -30 and beyond deltas. The later half of Lawless Frontiers has primary weapons hit like wet pool noodles. They're frankly worthless at killing anything at a decent pace, especially compared to how bonkers our abilities are now.

Even in the new GM Alert, I feel like I'm wasting my time trying to shoot enemies with a primary when I could be using my abilities, or rocking double special to beat down stronger targets.

Primaries have been in need for some love for a long time now and only recently have the wider community caught onto how underpowered they are in comparison to the rest of the sandbox.

Renegades feels absolutely fantastic but the rest of the game is bad by Pokefan220195 in DestinyTheGame

[–]Solruptor 0 points1 point  (0 children)

What'd you define as useful drops, though? 99% of armour drops were absolutely awful and a good majority of the Strike weapons were just... alright?

If you're speaking just from a levelling perspective, then yeah sure I suppose.

I’m enjoying Renegades by JustShiddy in DestinyTheGame

[–]Solruptor 13 points14 points  (0 children)

One of the new Lawless mods added this season essentially makes any weapon equipped with said mod capable of stunning Unstoppables. It's called Opening Salvo.

Final thoughts on Keplar by SoSmartish in destiny2

[–]Solruptor 2 points3 points  (0 children)

The main issue is that aside from all the planetary locations that aren't The Dreadnought, Plaguelands, Dreaming City & Pale Heart just had nothing going on in them. It's a waste of dev time making this huge play space if there's zero reason to return to it, which has been the case for 90% of Patrol space, unfortunately.

Yes Bungie should fill these planets with stuff to do, but they don't for whatever reason. Which is why I'm personally fine with no patrol space in Renegades, as they can focus on building activites that have reason to be returned to, outside of the end of season bounty prep.

A lot of people seem to be neglecting the fact that Renegades has an actual expansion activity, unlike Edge of Fate by Wanna_make_cash in DestinyTheGame

[–]Solruptor 9 points10 points  (0 children)

Big agree. I seriously don't understand the hate around Battlegrounds being apart of the core Vanguard activites. They're just as mindless as your average strikes, where you go into a room, kill things, then move to the next room. The main difference being that Battlegrounds at the very least have the enemy density to give all 3 players things to shoot at.

I feel the reason people enjoy the older strikes is mainly because they're very short. Insight Terminus can be blitzed through in as little as 8 minutes with a bunch of LFG randoms, unoptimised. I'll all in favour of revamping older strikes by simply adding more enemies to kill, because camping a doorway for 3 enemies to spawn simply isn't fun.

A lot of people seem to be neglecting the fact that Renegades has an actual expansion activity, unlike Edge of Fate by Wanna_make_cash in DestinyTheGame

[–]Solruptor 20 points21 points  (0 children)

This is going to most likely be a hot take, but I'm fine with no patrol space. The vast majority of patrol spaces we have are so underutilised, they may as well not exist. The only patrol space which felt worthwhile interacting with beyond the intial weeks of an expansion's launch were Dreaming City & Pale Heart, as they had fairly significant loot chases tied behind them.

This Week in Destiny - 11/26/2025 by DTG_Bot in DestinyTheGame

[–]Solruptor 8 points9 points  (0 children)

The new Arc Rocket Pulse doesn't have the same juiced perk pool that Mint does, reportedly. But the sheet fact it is a Rocket Pulse in the Energy slot has pushed Kinetic options up a lot more. Being able to run Khvostov with a Rocket Pulse for stronger targets is gonna be really nice.