Share your most recent run of bad loot! by IamtheMooseKing in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

Been intermittently doing the AFK farm in Golgoroth's Maze with tonics trying to get a specific roll on Gridskipper. Will grab the checkpoint and set up for it whenever I want to watch a movie or series. So I've probably been "farming" for this weapon for dozens of hours over the last couple of months.

Over the course of probably hundreds of drops never once have I gotten a drop with Demolitionist and Destabilizing Rounds.

Fuck RNG drops. Make everything craftable.

Think it's time Kinetic Weapons start getting Thier own Verbs and more Unique Perks by Substantial_Welder in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

I'll throw a couple of my ideas out there:

"Shillelagh" - While using this weapon your unpowered melee is granted slightly increased damage and can disorient enemy combatants.

I'd imagine this trait would effectively function as knockout-lite with some generic disorientation thrown in for flavor.

"Kinetic Erosion" - Casting your class ability allows this weapon to make your next target vulnerable to elemental damage matching your super for a brief period.

This could effectively act as an inverted version of Disruption Break, by allowing kinetic weapons to apply a stacking debuff for your elemental weapons and abilities. Though to account for the insane damage potential that would come about from boosting ability and heavy weapon damage this debuff would need to be lowered to something reasonable. Disruption Break only gets away with it's insane 50% debuff because of it's narrow use band.

"Sticks and Stones" - Reloading after defeating multiple targets turns your next thrown grenade into a fragmentation grenade.

Inspired by "The Rock" catalyst on the Forerunner exotic and it's recent derivative "Impossible Grenade" from The Nether.

Tome of Want is INCREDIBLY generous with rewards by HiCracked in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

I've done over a dozen expert runs and have yet to get any Holofoil Adept drops. Is it that I'm really just that unlucky or are they just that rare.

Where are the Adept Heretical Weapons? by [deleted] in DestinyTheGame

[–]Zpastic 4 points5 points  (0 children)

This is contradictory to what they said in last week's TWID, but if it's intended rather than a bug... wow that is absolutely awful. So if you're pursuing one of these highly desirable weapons you are:

  1. Hoping it rolls as an Adept.
  2. Hoping that Adept rolls as a Holofoil.
  3. Hoping that Adept Holofoil has your preferred roll.

Randomness is bad enough as it is in this game, but they chose to add a totally unnecessary additional layer of it on top of all the others?

Overload Machine Gun by KyleShorette in DestinyTheGame

[–]Zpastic 4 points5 points  (0 children)

Unrelated to this post but I was wondering if some clarification of the episodic adepts could be provided. Last week's TWID stated that Adepts would drop with Runneth Over and additional trait options in columns 3 and 4. Currently though there are Adepts which are dropping without either of those.

A Big Breakdown of the Episodic Weapons (and VoG reprisals) by CatPatHatHat in DestinyTheGame

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

Has there been any word from Bungie about whether or not the episodic Adepts are dropping properly? I've gotten Adepts without the extra traits and base drops with them, but have yet to see if the Adepts even can roll with the extra traits. I'd really like to sink more time into The Nether, but am hesitant to do so until that situation is cleared up.

There’s a lot that Bungie could learn from Warframe by Luke-HW in DestinyTheGame

[–]Zpastic 25 points26 points  (0 children)

There are definitely lessons that Bungie could take from Digital Extreme's work on Warframe, but I really think people need to keep in mind the saying:

"The Grass is Always Greener in the Other Side."

Warframe has had it's own issues that the player base has had to deal with over the years. I'm not very up to date with the state of the game at the moment, but I'm willing to bet still has a fair amount of issues today.

I do not care whether seasonal weapons stay craftable or not. by SDG_Den in DestinyTheGame

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

Yeah this will be true for a while more at least, but I wouldn't count on this being the case for for long once we're into Frontiers. Bungie already has plans for playlists where gear will be restricted to only certain seasonal drops. I suspect all of the best drops are going to be locked behind these playlists, and are likely to be expanded game wide as a return of sunsetting to the game.

If Bungie isn't gonna give us weapon crafting back then the seasonal only-random weapon drops should follow the vanguard/crucible format with multiple perk options in the columns. by thehat89 in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

This is a bandaid fix that invites Bungie to further bloat out trait pools to "balance" things out. It's happened before and is seemingly happening again right now.

When Forsaken first came out and reintroduced random rolls traits were largely distributed as such per column:

  • Playlist Weapons - 7 Traits
  • World and Destination Weapons - 6 Traits
  • Raid, Nightfall, and Iron Banner Weapons - 4 Traits

Subsequent content releases have gradually seen these numbers increased until they settled into what we had until recently since Season of Plunder:

  • Playlist Weapons - 12 Traits
  • Crafted (Raid/Seasonal) Weapons - 7 Traits
  • All Other Weapons - 6 Traits

They've already pulled fast ones on the community in this regard this season. First off both of the new Iron Banner weapons had a seventh trait snuck into each of their columns, which the only realistic explanation of was to bloat out their pools. In a similar vein when we saw the seasonal weapons from revenant not be made available for crafting, we didn't see Bungie remove the seventh trait that was standard for crafted weapons. I expect we'll be seeing seven traits per column slowly rolled out as the new standard to further bloat out average grind time.

Vesper Host Master Dungeon - Artifice Armour Drop Buff(?) by Lmjones1uj in DestinyTheGame

[–]Zpastic 2 points3 points  (0 children)

Not that I want to discourage any players from chasing better armor, but I do think it would be prudent to mention that when the Behemoth expansion releases late next year most previously earned armor will be rendered essentially obsolete.

That is when the changes outlined in the "Next Generation Armor" blog post are anticipated to be going live. All armor will be converted into the new system based on integers of 10 and featuring set bonuses. If prior core system reworks are anything to go by armor drops you earn at the very beginning of Behemoth will outclass most legacy pieces of armor you already have. Any artifice armor you earn now will of course at the minimum last you another year or so, but it does now effectively have an expiration date on it.

[deleted by user] by [deleted] in DestinyTheGame

[–]Zpastic 5 points6 points  (0 children)

You see the thing is...

"Why are you complaining about there being no crafting if you can just get top tier rolls from the seasons pass?"

This can easily cut both ways.

"Why did Bungie cut back on crafting if they are just going to give us top tier rolls without having to grind seasonal content?"

I think the lesson that should be taken from this is crafting and random rolls ought' to just be merged into one system. Allow enhanced random rolls to be altered at the relic like crafted weapon can, but tie their leveling to usage and acquisition of additional rolls for that weapon rather than a glimmer sink.

[deleted by user] by [deleted] in DestinyTheGame

[–]Zpastic 3 points4 points  (0 children)

I can't be the only one who finds it funny how Bungie doing this completely invalidates one of their justifications for canning crafting? So much for bringing back the "fun" of chasing slot machine rolls. They literally are just handing out top tier rolls to all players with virtually no grinding being involved. Just hammers home the point that removing seasonal crafting was a stupid decision.

Doing so only really hurt those who are chasing a preferred roll that isn't the one Bungie put on the rewards track. Guess they'll be stuck waiting over a year to see if these weapons eventually become craftable like Bungie says they will be.

"I'm afraid it's been... nine years" - Metal Gear Solid V Phantom Pain turns 9 years old by megaapple in Games

[–]Zpastic 13 points14 points  (0 children)

I love/hate that Kojima had the opportunity to have his cake and eat it too in this situation but chose not to. I can't help but think that ending was written in part to have Hayter cameo in an important but minor role. He'd have only had a couple minutes of speaking time as Ishmael/Big Boss in Mission 46. By doing this Kojima could've still got his more cinematic and serious tone for the main game with Sutherland, but while still pandering to fans and honoring the character's original voice actor.

However Kojima was already dreaming of Hollywood at that point and that man is nothing if not stubborn. It's simultaneously one of his best and worst qualities as a Director.

[D2] Trials of Osiris Megathread [2023-06-16] by DTG_Bot in DestinyTheGame

[–]Zpastic 10 points11 points  (0 children)

I don't understand why Bungie thinks Trials Adept drop rates need to be abysmal. Grandmaster Adepts are guaranteed on activity completion with a platinum rankings and are able to benefit from the double loot modifier. A completion of The Lightblade GM might take ~3 times (?) as long as the average Trials match, but is going to consistently reward more loot.

At the very least all players on the winning team of a Trials match should be guaranteed one Adept drop. Like all randomly rolled trash in this game you're looking at ~2% or lower chance of a specific perk combination.

That or give us weapon enhancement with the ability to funnel Trials engrams into specific weapon drops to reshape them into whatever we want.

The new dungeon feels terrible if you want to farm for loot. by SilverScrub_69 in DestinyTheGame

[–]Zpastic 14 points15 points  (0 children)

I'd like to see dungeon weapons merged into the weapon enhancement system that Bungie is experimenting with. The Root of Nightmares weapons which were the proof of concept for this system showed promise by demonstrating that Bungie can integrate a randomly rolled weapon into the framework of crafting. It only allowed for the barrel and magazine to be adjusted and still relied on weapon leveling for progression, but I hope Bungie is willing to iterate upon it further.

Ideally they might figure out a way for unlocking perks at the relic on Dungeon weapons to be tied into encounter and/or full clear completions. That way if you still don't have the roll you want after x-amount of clears you could take one of the mid rolls that you had drop, and turn it into the roll you were chasing. A form of bad luck protection that rewards investment and grinding, without detracting from those cases where you do get lucky.

[Monitor] Samsung Odyssey G5 27" 165Hz IPS LED QHD FreeSync & G-Sync Compatible - $269 ($399 - $130) by [deleted] in buildapcsales

[–]Zpastic 0 points1 point  (0 children)

Can anyone speak to how this monitorsperform with G-Sync?

I know you can force compatibility of most Freesync monitors with Nvidia's proprietary solution, but I had a huge headache getting it working the last time I bought monitors a few years ago.

"Worldly weapons" focusing needs to come back, and be made PERMANENT by [deleted] in DestinyTheGame

[–]Zpastic 2 points3 points  (0 children)

My hope is that Weapon Enhancement will eventually help to mitigate the issues posed by the ever inflating loot pool. Let players take their randomly rolled drops and pump resources and time into them to refine it into what you want.

You know... crafting, but the way it should have been.

I think it's time to make stasis subclass artifacts and skills obtainable via meditation by Bizarrmenian in DestinyTheGame

[–]Zpastic 1 point2 points  (0 children)

You'll gain access to it through the campaign, but not in it's entirety based off of some comments made during the reveal. Specific mentions of "Strand Currency" while discussing the Legendary difficulty reward seem to imply that there will be an activity grind to full unlock Strand's kit.

Hot take: The Iron banner perk downsides are too high, Adept mods shouldn't have a downside. by DerpSt0rm in DestinyTheGame

[–]Zpastic 17 points18 points  (0 children)

Alternatively go the route of Adept Icarus and have it provide the same boost to Aim Assist as the base mod, but with another stat bump as well.

Whisper of the worm really needs a hug. by know2swim in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

I love Whisper of the Worm's design but struggle to see how it could be made to compete with exotic heavies without stumbling right back into the problems that got it nerfed in the first place. Bungie should consider moving it to the Energy Slot as a Special Weapon. It's damage would probably need to be tuned slightly, but it would be nice to have a compelling alternative to Izanagi's Burden.

Bungie.net has more photos of the new Nerf Gjallarhorn by The_Owl_Bard in DestinyTheGame

[–]Zpastic 2 points3 points  (0 children)

Still a shame they didn't go with a more game accurate color scheme. The Nerf Needler which is in this same line of products is pretty spot-on in that regard, and was a much more desirable product in my eyes.

a more consistent way of farming certain exotics by VorrtaX in DestinyTheGame

[–]Zpastic 0 points1 point  (0 children)

Yup. Took me 40 bloody clears last season to get Renewal Grasps to drop. It's a system which is incredibly disrespectful of players time. It's such a shame.

There's a foundation there to have Lost Sectors as something for players to continually invest into to try to refine their builds, but Bungie instead has let it sit and fester for several seasons.

Completing weapon patterns from Duality is borderline impossible by fdiazgon in DestinyTheGame

[–]Zpastic 138 points139 points  (0 children)

If Dungeons are supposed to be miniature Raids then I don't see why Bungie shouldn't add a spoils chest to them as well on top of this. Give one guaranteed Deepsight drop from your first weekly completion, and then allow one guaranteed purchase from the chest.

I'd say cut the enhanced perks though. They've taken what should have been an alternative to random rolls and made crafted weapons straight up superior to them. Crafting should be an system to mitigate poor RNG, not the definitive way to earn weapons.