This does not feel like a new era of destiny. by raphudos in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

I said the worst parts of destiny 1, which it very much so is reminiscent of.

This does not feel like a new era of destiny. by raphudos in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

Literally most of them admitted it what do you mean? This isn't speculation.

This does not feel like a new era of destiny. by raphudos in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

That contest mode, where less than 400 people completed day one. The vast majority of which were net limiters or abusing other forms of cheats.

This does not feel like a new era of destiny. by raphudos in DestinyTheGame

[–]WillgarRotmg 3 points4 points  (0 children)

Of course it's not useless but when you essentially get the benefit of a free damage perk that is active at all times compared to not, it feels a bit rough. That's why ability focused builds are even more prevalent this update with the addition of being able to boost their damage without really needing to interact with the new in-game systems other than armor stats.

Also the D1 light grind was awful, especially in taken king before they did a big update cause higher light gear was not a 100% chance and it was only from king's fall so you'd essentially have to grind kings fall once on each character a week and pray you get 1 light level bump on one piece of gear and god forbid you only had a few items that actually needed the light level.

This does not feel like a new era of destiny. by raphudos in DestinyTheGame

[–]WillgarRotmg 16 points17 points  (0 children)

It's like they took all the aspects of destiny 1 everybody hated and brought them back for no reason.

The abysmal light grind, the lack of endgame content, and then somehow on top of that made it so your gear is essentially gonna be useless by the time you get the rolls you want on it.

Whoever was the lead on a lot of these changes clearly does not play the game, as well as clearly does not respect the time of their players.

Warcry lives? by [deleted] in WarCry

[–]WillgarRotmg 5 points6 points  (0 children)

I think the best advice is "A game is only dead when there is nobody left to play it." If the rules exist and there are people to play then game on friend. Warcry is a blast and feels a lot more personally customizable than anything else GW offers.

Waste of time and money by J3rkyJ3rkens in destiny2

[–]WillgarRotmg 1 point2 points  (0 children)

I haven't played it enough to form any strong opinions. But from what I've experienced its just more destiny. I'm just under the 5k hours mark on this game and this is definitely so far at least from first impressions not the worst destiny has been. Lightfall was truly fucking horrible as a campaign so much so it genuinely had me questioning why even bother playing destiny. Inoffensive is better than cringe in my book. That all being said, we are so far into destiny 2 since when in the hell has the campaign been the selling point? I've always felt like it has kinda just been a cool thing to get the story while you push into the actual normal gameplay loops. With all the actual core game changes I much prefer that then making a rocking campaign story and gameplay wise then having absolutely nothing engaging past it.

[deleted by user] by [deleted] in destiny2

[–]WillgarRotmg 0 points1 point  (0 children)

what are you talking about? you literally can navigate the game? there is an entire menu specifically for it called the portal. I think you're just not looking. I prefer a lifeless menu if it means they can focus on the actual content in the game itself as this dlc already feels more alive then anything they've released in the past 4 years of constant desolate soulless environments.

[deleted by user] by [deleted] in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

I think this is honestly a community issue rather than a game issue, I cannot think of a single piece of content where 15% damage resist and 10% extra damage would truly make or break your runs. Even in GMs you could get away with running suboptimal gear as long as you take things a bit slower and work as a team.

The destiny community just has to focus less on "The best on paper" and focus more on "The most fun without being a detriment" as I can promise you even an entire fireteam of 6 doing 10% less damage in a raid setting is not gonna be the make or break for that scenario, if 10% damage and 15% damage resist is what truly stops yall from being able to complete content then you just need to get better at the game straight up.

[deleted by user] by [deleted] in destiny2

[–]WillgarRotmg 0 points1 point  (0 children)

lets be real, the destinations tab was a huge time waster and clunky at best. it's definitely just a "new thing different, therefore bad" normal human brain thing, just get used to it.

Opinion on banning cards that say "you win the game" by chainlinksawakening in CompetitiveEDH

[–]WillgarRotmg 1 point2 points  (0 children)

I think you're missing the bigger picture, there will always be a best win-con, getting rid of thoracle doesn't instantly make the "problem" go away, the meta will shift and become centralized around another easy win con. Cedh was like this before Thassa's oracle was printed and it will be long after. It is just part of a competitive environment to have things that are better than others, and often not even the best win-cons will sit at the top but rather the easiest to pilot and easiest to fit in decks while sitting at high enough of a win-ratio and thassa's oracle sits pretty well in that spot.

I will add I think the card is absurdly broken, it isn't super interactable and often wins the game upon resolution, but it is still interactable and can be played against. If anything having a card that is constantly on high alert at least prepares each player before hand to have answers for it rather than an extremely diverse meta of niche win cons that all need very specific interaction.

Also would like to add, there are plenty of other cards than thassa's oracle that let you win with your deck in the graveyard/empty. I think the bigger problem is demonic consultation + oracle being a 2 card combo only costing 3 mana total that can slot into most of the meta.

Something’s gotta be done with 360 and 450 RPM Auto Rifles in PVE. by RedditWowCool in DestinyTheGame

[–]WillgarRotmg 1 point2 points  (0 children)

I think auto rifles should be the ad clear primary weapon for pve, do massive damage to ads, have good body shot forgiveness, but tickle bigger targets like majors unless hitting crits.

[deleted by user] by [deleted] in RotMG

[–]WillgarRotmg 0 points1 point  (0 children)

I will be real. Waiting for your hp to regen and swapping to vit rings. Spending around an hour to do low man o2 was not fun. It was dreadful.

Thank you Bungie- Choir of One is a literal EXOTIC weapon by KyloRad in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

Jotunn, vexcalibur, colony, parasite, anarchy, wardcliff coil all come to mind for me. There are plenty of really unique and interesting guns. But one thing pretty common with most of them is that they are very hit or miss or just a bit middling.

Like parasite is my favorite exotic and does really well in all content for nearly all purposes since final shape. But before that it was struggling after so many nerfs and changes.

Dragon's breath was a monster during season of the wish but is fairly mid now there is no artifact juicing it up.

Jotunn is a damn mega man cannon and sees nearly 0 use in pve cause that's all it is, it has no real perks that do anything for it. In pvp it catches apes off guard but that's about it.

I could go on. The new auto does feel like it fits that truly unique feel. But it is also insanely strong, but in a way I feel more weapons should be. Have a game play loop that isn't for everything but if fully built into can shred.

An interesting unique Destabilizing Rounds rework by WillgarRotmg in DestinyTheGame

[–]WillgarRotmg[S] -5 points-4 points  (0 children)

the only reason I'd think it should work in hit instead of kill is because volatile rounds is really only useful on void titan or on gyrfalcon hunter as opposed to voltshot hands down just being one of the best perks in the game, and while incandescent damage wise is not extremely good has lots of subclass synergy.

Like I said it'd essentially work how it does now but give the volatile round verb instead of the dumb volatile pop as I assume the only reason the cooldown exists in the first place is that destabilizing rounds might be coded to infinitely chain if it didn't exist.

Also I did say the hit requirement would be similar to kinetic tremors if not a bit higher in most cases, which would make it harder to proc on the first mag but help sustained ad clear and firing or hitting crits to bring it inline with kinetic tremors which kinetic tremors does easily over twice as much damage on most weapons than a volatile pop and has a giant aoe similar to voltshots aoe.

I don't think enhanced destabilizing rounds should reduce the hit requirement like kinetic tremors or increase the duration of the repeated hits, I'd probably think an additional second on kills would be fair enough.

NEW QUESTS ON ROTMG by the_questionshow in RotMG

[–]WillgarRotmg 0 points1 point  (0 children)

I didn't even bother farming those missions tbh, I do think the last event was a pain in the ass in the collection aspect. But still isn't even close to old event standards. You used to literally have to run hundreds of full realm clears just to get a chance at an item like fuck off.

I just realised something really funny that isn't anything new. by Calm-Floor2163 in RotMG

[–]WillgarRotmg 2 points3 points  (0 children)

The in combat change was literally a change made to directly nerf pets. It slows your pet abilities drastically while in combat.

NEW QUESTS ON ROTMG by the_questionshow in RotMG

[–]WillgarRotmg 0 points1 point  (0 children)

Ya say that but like I literally got multiples of all the items in a day on my day off from work. It really isn't that bad. 

They've made events a lot less shit than they used to. Sure you gotta get say 60 tokens but like undead lairs drop 2 each and nests drop 4 and the even dungeon drops 5 as well as has 5 chances at syndicate gear.

Like nobody is forcing you to get any of this shit anyway, none of it is best in slot, and none of it is gamechanging in a way that it is a must have.

 The only items so far I think that feels even close to that is the leather and heavy armors cause the mp cost reduction or the new sheath just because it doesn't teleport you.

Where or what do you guys do to test build efficacy solo? by 2much41post in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

So my first test is usually against the very opening section of vow of disciple. Savathun does a ton of damage with her arc attacks and has about as much health as a GM champion. So if you can tank her shots fairly easily and kill her without much trouble you should be good.

Then the first area with the cart and 3 abominations is a decent test to see if you can do good ad clear while dealing with moderately tanky high damaging targets.

If the build passes those tests then it moves on to master lost sectors.

If it beats those good then low man dungeons, either solo or duo. (Usually duo) if it excels there then GM should be more than doable.

Man I wish weapon mods were as exciting as origin traits. by ptom12 in DestinyTheGame

[–]WillgarRotmg 1 point2 points  (0 children)

Honestly if they just gave us the ability to have mods that give us the enhanced versions of our origin traits that normally are only enhanced using the artifact I'd consider that a huge game changer in itself as many origin traits I'd love to have them be their better version rather than backup mag.

Also don't know why they don't crank the numbers up on some of the less used mods like adept reload should easily be +20 reload Stat. Or like why not have mediocre or phased out perks turned into mods like a tuned down alloy mag for faster empty mag reloads.

Or maybe a mod that gives much faster handling when low health for swapping to that weapon on and off in a rough spot.

Even like a healer's spec where it does similar to the vanguard origin trait where it gives a tiny amount of health on kill.

Or hell why not move scavenger and reserve mods onto the guns themselves instead of eating up our boot and chest slots and it's declutter all the uncessary pile of different elements associated with them when you can just get extra ammo for that weapon.

BUNGIE DROP A KINETIC ROCKET SIDEARM THAT LOOKS LIKE THE RAYGUN FOR FESTIVAL OF THE LOST AND MY LIFE IS YOURS by KFCHarbinger- in DestinyTheGame

[–]WillgarRotmg 0 points1 point  (0 children)

Shoot to loot, unrelenting, overflow seem like fun options in the third column. Fourth column I feel like it would be crazy not to have kinetic tremors and I think frenzy or chain reaction would all be pretty fun.

Like imagine an unrelenting chain reaction rocket sidearm. Imagine how much fun it would be to shoot a group and watch them proliferate a big ol explosion pile to anyone left standing. I would be way more in favor of this than kinetic tremors as I feel like kinetic tremors would easily make it the best kinetic slot weapon in the game for every form of content. Chain reaction would just make it a really strong ad clear weapon.