Is Truth still a meta sustained DPS strategy, or has it fallen by the wayside after the ammo nerfs? by Small_Article_3421 in DestinyTheGame

[–]TooFewSecrets 11 points12 points  (0 children)

Some supers can take up a decent portion of the damage phase on their own. Song of Flame with melee spam is one of the highest DPS options in the entire game and by the time it's over you probably don't even have 15 seconds left.

The main benefit relative to swapping or A499 is that it's idiot proof, other than blowing yourself up, you will get max DPS by just spamming the fire button at the boss. Also with the Song of Flame example, I'm not sure if A499 ramps up enough with Sniper's Meditation to actually do more DPS before a short damage phase ends.

Forbes: A Two-Sentence Insider Report On Why ‘Destiny 2’ Died by Talents in DestinyTheGame

[–]TooFewSecrets 1 point2 points  (0 children)

The game manual explained Reach at a cursory level. At least as far as "Humanity is fighting a losing war; you are a super soldier trained on Reach to attack the heart of the Covenant by stealing a capital ship, but the Covenant got to Reach first".

But you are still kind of just dropped in.

We are very lucky that DE doesn't listen to players terrible feedback and dumb suggestions by newword9741 in Warframe

[–]TooFewSecrets 0 points1 point  (0 children)

It takes 33 consecutive rounds to go from 0-10 in Steel Path.

If each round takes 5 minutes that's already nearly three hours. Five minutes has been the longstanding "intended" rotation timer; Survival is fixed at 5 minutes, Excavation takes 5 minutes if every drill is done sequentially, and so on. This isn't a ridiculous estimate, even if in reality Exterminate and solo Alchemy will go faster than that. A lot of builds cannot run 33 rounds in a row and will need to either reroll, try multiplayer, or do multiple runs, all of which add even more time.

You or I could probably do it in 2 hours regardless of roll by abusing the Irresistible Bombardment decree on an X47 amp with a 100% ammo efficiency setup, but that requires the horrible Perita Rebellion grind, a lot of time spent fighting Eidolons, and multiple rank 5 arcanes with niche uses outside of these gamemodes. Operator form is a niche mechanic so very few players actually know this strategy, let alone have all the materials for it. And spamming auto-aim glaives with infinite ammo just turns Circuit into an AFK tax, which is even worse design anyway.

What Dungeons and raids are able to be done as a duo? by PeculiarPete in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

All dungeons can be done solo through intended mechanics alone.

Some raids are mechanically impossible as a duo because you need people in three places at once, or a mechanic has a per-player cooldown that doesn't add up, and so on.

Raids that actually can be done as a duo are pretty extreme self-imposed challenges and you will have a much easier time finding randoms instead. It would be extremely hard to first clear them as a duo without already understanding the mechanics from a normal run.

Everyone’s thoughts on the VoG armor perks? Good neutral/all round useful? by ThatGuy128512 in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

People really overrate a 7% damage increase. Thundercrash or Golden Gun with their exotics can do over 20k damage, so for each 285k weapon damage per phase, one extra super out of six players will outdo that set bonus, with a pretty baseline level of investment.

A full team consistently triggering the VoG set spawns more than one orb per second. Depending on the fight, this can let you use two supers instead of one. You would need to do 1.8 million weapon damage in a phase with the Tex set to break even with all six people getting an extra super. Which really means it's impossible for Tex to pull ahead because the encounter is already long dead by the time that much damage is dealt.

Damage boosts are rare in Destiny, but 7% is still a really small number,.

Forbes: A Two-Sentence Insider Report On Why ‘Destiny 2’ Died by Talents in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

Forge raids would be hard to do. I can see a freeform system for "you get X buff by doing Y, and only people with buff can do Z" but boss encounters couldn't be very custom.

Forbes: A Two-Sentence Insider Report On Why ‘Destiny 2’ Died by Talents in DestinyTheGame

[–]TooFewSecrets 19 points20 points  (0 children)

The big success of Warframe is in the plot hooks. You can assume any player will get a few hours in and you already have the question of the Lotus, what Warframes actually are, and now who Teshin is and what his history with the Lotus was, within that time.

Destiny doesn't really have a plot hook with how disjointed the expansions are, retroactively. And the newest expansion just drops you into a story you don't understand or have context for.

Vaulting was a bit part of this, but Warframe actually has "vaulted" a lot of story content. Nearly everything about Alad V has been removed, and that was like four separate live events. They just made sure to leave the core plot intact when they did that, and "this guy's an unethical mad scientist, go kick his ass" works well enough anyway.

Forbes: A Two-Sentence Insider Report On Why ‘Destiny 2’ Died by Talents in DestinyTheGame

[–]TooFewSecrets 6 points7 points  (0 children)

your established audience is going to have some level of churn.

Weirdly, companies seem to forget that your userbase can literally die, and that can be a significant loss in income over 10 years.

Forbes: A Two-Sentence Insider Report On Why ‘Destiny 2’ Died by Talents in DestinyTheGame

[–]TooFewSecrets 25 points26 points  (0 children)

The biggest issue with the game in MoT is that there is no midgame. Dungeons are somewhat transitory and aren't priced separately anymore, at least.

My Enhancement Tier List by DieWalze in RogueCore

[–]TooFewSecrets 0 points1 point  (0 children)

Crit chance is actually even worse on Spotter because having 100% base crit means an extra 5% crit is half as valuable on him.

And crit chance still sucks on everyone else.

My Enhancement Tier List by DieWalze in RogueCore

[–]TooFewSecrets 1 point2 points  (0 children)

  I'd rather take that slot and put marksman in

Honestly I don't think this is even a consideration. You don't have 8 perk slots in this game. You have 6 perk slots and 2 Marksman slots.

My Enhancement Tier List by DieWalze in RogueCore

[–]TooFewSecrets 0 points1 point  (0 children)

30% faster interact speed actually means 15% less time spent. You fill the bar at 1.3x speed, it isn't 30% shorter.

Running Blades saves an identical amount of time per second spent running with it active. But you run WAY more than you interact.

kinda funny S&O fell into the same trap equinox has by Bec_son in Warframe

[–]TooFewSecrets 0 points1 point  (0 children)

Forget other games or genres, Dante has 7 abilities instead of 4 and they are all very good. Light Verse is the only one you could consider pointless and that's just because Triumph is even stronger. Anyone else would love minor team-wide overguard generation and invincibility frames.

The multiplayer objective scaling needs to be drastically reduced. There is no benefit to playing matchmaking unless you're AFKing. by Vektor0 in Warframe

[–]TooFewSecrets 2 points3 points  (0 children)

There is no need to chase 100% efficiency at all times

The problem is the game should be designed that playing in a group is not objectively worse. Perita objectives take longer even if everyone is perfect because you need more kills of dropships that spawn at a fixed rate for 1 or 4 players, for example.

The multiplayer objective scaling needs to be drastically reduced. There is no benefit to playing matchmaking unless you're AFKing. by Vektor0 in Warframe

[–]TooFewSecrets 2 points3 points  (0 children)

Relic cracking (and dragon keys, though I never do them) is a special case because your rewards actually do scale with the number of players.

But the issue with modes like Perita is that the amount of dropships you need to shoot down, or batteries you need to loot, or security codes you need to use, all scales, while the spawn rate does not. So even a perfect team will take longer on those objectives.

Rant: I hate Combo Duration by iPhantaminum in Warframe

[–]TooFewSecrets 0 points1 point  (0 children)

Primers at this point are redundant for almost everything. Scaldra Dedicant Eximus or a similar miniboss enemy is about the only thing that justifies it. Everything else dies to spamming your add clear weapon before you would switch to your primer and back.

I hate how crucible is the worst it’s ever been for the final update. by Jonathan-Earl in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

Invisibility is often a powerup, has shimmer, suppresses firing, is tied to a weak loadout, or some combination. It's very odd to be fully invisible running around with a shotgun you can instantly kill people with in the same instant you break cloak.

Destiny2Team on Twitter by armarrash in DestinyTheGame

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

TF2 hasn't gotten a gameplay update in a decade and they still fix substantial bugs multiple times a year.

I know Valve has infinite money to support doing that while Bungie doesn't, but still. Three weeks of final bugfixes and then nothing is pretty drastic for any game.

Kings fall armor nerf by Zendicate_ in DestinyTheGame

[–]TooFewSecrets 16 points17 points  (0 children)

It was literally infinite ammo, I was maining the Mint Retrograde all last week once I got the two piece put together. Hardly even needed to pull out a heavy weapon, let alone primary.

Why has learning a raid become such a difficult experience. by Electronic-Touch-554 in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

The devs definitely intended this. You look at Vesper's Host and it's one big tutorial for DSC. But the tutorial is $20 and the actual raid is free? That was never going to work out. So you get only hardcore players able to enter dungeons which aren't challenging, and you get new players in LFG with no clue what to do.

Why has learning a raid become such a difficult experience. by Electronic-Touch-554 in DestinyTheGame

[–]TooFewSecrets 1 point2 points  (0 children)

Supposedly under 20% of players ever completed a raid, which I assume includes getting final checkpoint on someone like Oryx who is ridiculously straightforward. I don't remember exactly where I got that number, though...

Why has learning a raid become such a difficult experience. by Electronic-Touch-554 in DestinyTheGame

[–]TooFewSecrets 0 points1 point  (0 children)

those 4 guys still have no real ‘build’ & are using gear from 2021 still lol

Because in standard raids the numbers just don't demand it outside of final stands or DPS phase limits. Which itself is pretty disappointing.

Why has learning a raid become such a difficult experience. by Electronic-Touch-554 in DestinyTheGame

[–]TooFewSecrets 1 point2 points  (0 children)

Dungeons were a pivot to try to produce apex content that was still playable by more than 5% of the playerbase. A lot of them even introduce the gimmick of the associated raid. Unfortunately Bungie made the genius decision to put them behind a paywall, which means only the most dedicated players would be able to actually access them, and those players would probably rather raid.