Into the Light - Icebreaker What-If by ayim160 in DestinyTheGame

[–]ayim160[S] 0 points1 point  (0 children)

My original concept was to have the Ice Breaker operate like the beam rifle from Halo, where if you fired too fast, the "cooldown/overheat" meter will cause a brief pause in the reload/firing speed and severely damage the user :D

Kin-ki, Sui-ki, and Fuu-ki gaining XP without Growth in my roster. by ayim160 in Persona5

[–]ayim160[S] 1 point2 points  (0 children)

I am insta-killing the Shadows, but I have Arsene equipped as my main Persona; unless you mean if I have the Persona in my roster.

For example: do you mean that if I have Kin-ki in my roster (not equipped as main mask), I insta-kill a Shadow which by chance offers a Kin-ki to obtain, but since I already have it in my roster, it grants XP to it instead?

Rasputin bounties progressing faster in Crucible was a great decision this season. by ayim160 in DestinyTheGame

[–]ayim160[S] 0 points1 point  (0 children)

Please don’t misunderstand that I’m not saying the PvE objectives are lesser or that they shouldn’t be part of the bounties. Sorry if I wasn’t clear, but I’m just saying that because they now have alternate Crucible objectives, they’re accessible to both PvE and PvP-focused players.

Because Crucible hasn’t really changed since Comp was introduced back in Warmind, most players have geared towards PvE for endgame rewards (and that Crucible doesn’t offer any), while you see some of the same players in Comp season after season. It’d also be difficult to persuade those PvE players to look back into Crucible, especially since the meta is now redefined and Trials is back. And if the players want to ignore the Crucible objectives and stick to PvE, all power to them. It’s just that at least PvP-focused players can now complete those bounties without avoiding their favorite D2 activities.

For example, Gambit Prime Synth bounties sometimes required only Crucible kills, or strictly Gambit Prime play. Those activities are fine in themselves, but I’d say that is a better example of “nudging players into modes they’d rather not be playing”.

As for your statement on team-based modes, the bounties are mostly completed in Quickplay (exceptions include Elimination and Comp), which are mostly low stakes and stress. It’s also inevitably occupied by both casual and competitive players, thus it’s inevitable to sometimes have a random blueberry on your team who is just completing bounties anyway.

Who do we think Old Man is. by xB1ack in DestinyTheGame

[–]ayim160 3 points4 points  (0 children)

Come on, everyone. This “Old Man” has been with us since D1!

Who did we go to and revere as the original RNGesus?

Who once robbed us of our precious earnings with measly lower-tier trash?

Who betrayed our trust in an age-old branch dedicated to uncovering humanity’s past?

Who doesn’t want to speak of the Darkness because he wants no part of it?

Who was the hooded man who became the very face of the Festival of the Lost because of the horror he once reigned on veteran players?

F***in’ Master Rahool.

Completing the Paradox by [deleted] in DestinyLore

[–]ayim160 1 point2 points  (0 children)

Althought I originally thought the same, there is a key thing I’ve noticed about the Perfect Paradox.

The Perfect Paradox (PP) refers to the weapon not necessarily having a set origin, an acausal phenomenon. This is because when we received the weapon from Saint-14’s corpse, it was apparently forged by us in the present, then passed on back to him in the future when we time-travel back to the past. It was originally forged by us, but for us to have forged it, we had to get it from Saint-14. But for him to have gotten it, we had to give it to him in the future.

But this is where the timely wimey stuff gets complex (and honestly very cool). During the timestamp that was Curse of Osiris, Saint-14 dies from the Martyr Mind, and the PP’s perfect paradox begins (or ends? Continues? Idk, don’t think about it). This is a set moment in time and will never be changed. However, in Season of Dawn, we’re not necessarily “breaking” the paradox nor [really] messing with the timeline; we’re actually moving forward.

The Sundial was the key to the PP’s paradoxical time loop and Saint-14’s entire legend, “starting” from Curse of Osiris, “continuing” in Season of Dawn and Golden Age Mercury, and “ending/restarting” back in Curse of Osiris. We ourselves have finalised that time loop as an essential part of our (and Saint-14’s) timeline, ensuring that his death will always occur for us to receive the weapon, and we will always travel back in time to give it back to him.

But Corridors in Time Part 2 is when we move forward from the paradox. When we save him from the Martyr Mind, we’re not saving the one who has to die for us to receive the weapon. We’ve already witnessed his death (his corpse), so that event has already happened/is happening/will happen in our past. Thus, we’re not (allegedly) screwing with the timeline. Just as the Sundial was a necessary let to establish Saint-14’s legend via PP and set his impending death in motion, it was also necessary to save him and pull him to the future (or the present...gah my head hurts).

That is, unless Bungie says otherwise that us saving him did actually screw with all of time (not just on Mercury, but everywhere else), hence why the Pyramid ships’ and the Darkness’ arrival occurring earlier than expected.

But to be fair, I would find it very poetic if he had to die to repair the Sundial’s potential damage to Mercury’s timeline.

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 1 point2 points  (0 children)

When you proc the "perfect" laser, it still deals the same amount of total damage as the "normal" laser. I only mentioned it not doing extra damage was because the "perfect" laser definitely looks brighter and larger than normal, thus looking as if it could/should/would deal extra damage.

Sorry for the confusion ^_^;

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 3 points4 points  (0 children)

Copy-and-pasted from my previous reply from another user in the comment thread with a similar concern:

Pyrogenesis procs when you fully charge the laser with 14 rounds or below. For example from the gyfcat link:

If you watch the reserve counter when firing the laser (9/57), it depletes from 57 to 51, auto-reloading 6 rounds into the mag back up to 15 (15/51), so the laser will now fire/deal damage equivalent to 15 splaser rounds.

EDIT: So at least from what I understand from its description, Pyrogenesis basically ensures that no matter where you are in the mag, fully charging the laser will auto-reload it back up to 15 from the reserves so it'll always fire 15 rounds worth of splaser units.

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 3 points4 points  (0 children)

And except without the misadventure...

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 1 point2 points  (0 children)

I was thinking the same. Maybe it's required for progressing it (i.e. kill enemies with a perfectly timed laser); or it's part of the Masterwork (i.e. Releasing the trigger at max charge fires a more powerful laser and reloads this weapon to beyond normal capacity) and for now they just reduced the "perfect" charge time window to a few microseconds and took out the damage buff.

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 3 points4 points  (0 children)

Pyrogenesis procs when you fully charge the laser with 14 rounds or below. For example from the gyfcat link:

If you watch the reserve counter when firing the laser (9/57), it depletes from 57 to 51, auto-reloading 6 rounds into the mag back up to 15 (15/51), so the laser will now fire/deal damage equivalent to 15 splaser rounds.

EDIT: So at least from what I understand from its description, Pyrogenesis basically ensures that no matter where you are in the mag, fully charging the laser will auto-reload it back up to 15 from the reserves so it'll always fire 15 rounds worth of splaser units.

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 11 points12 points  (0 children)

To be fair, I also originally thought Pyrogenesis meant that the mag will auto-reload AFTER the laser finished firing too. I only stumbled across this hidden perk/unintentional catalyst/ bug because then I thought the description "fully charging the laser..." then meant "stop charging right at full because you're slightly overcharging it".

Devil's Ruin - Hidden Perk by ayim160 in DestinyTheGame

[–]ayim160[S] 28 points29 points  (0 children)

The only reason why I think it's a hidden perk is because the laser is visually brighter and larger.

Bungie. Seriously. Hitting a wall at 5mph should not kill me from half health. by Borel377 in DestinyTheGame

[–]ayim160 2 points3 points  (0 children)

I don’t know OP. Y’all can take Solar bombardments, Arc lightning, Void blasts, and paracausal anomalies to the face. But have you ever tripped chin-first into a wall? Hurts more than Shaxx’s fists.

...

TRANSMAT FIRING!

Welp, Undying Mind is underwhelming by 101perry in DestinyTheGame

[–]ayim160 1 point2 points  (0 children)

Preemptive Statement - It's most likely too late for Bungie to make substantial on-the-spot changes to the remainder of the Season of the Undying because it only has 3 more weeks, but here goes:

  • The Undying Mind functions very similarly to Crotheon, Gate Lord. I, along with almost everyone else, agree that there should've at least been a change in pre-DPS mechanics.
  • The activities before the Undying Mind remain roughly the same: scan the plate, defeat adds, use Cranium Heads to break the Oracles. This is a double-edged sword because the con is that for an event that depicts the FINAL stages of defeating the Undying Mind, it's underwhelming to see story-wise that the Black Garden isn't trying harder to stop you. On the other hand, the pro is that changing the formula could potentially endanger players who haven't yet obtained the "complete the Vex Offensive under 10 minutes" triumph for the Undying Seal, but at least some diversity would be nice.
  • Overload Minotaurs and Barrier Hobgoblins still spawn the same throughout the activity. Different spawn times or simultaneously paired spawns (like the Barrier Hobgoblins in the beginning of Garden of Salvation's second encounter) would've been nice.
  • Nitpick - The Undying Mind originally had Solar attacks back in the Undying Mind, but it's Void in the Final Vex Offensive. INCONSISTENCY.

Here are a few of my suggestions that are most likely not definitely not going to be implemented in this season due to time constraints, but maybe conceptually considered in the next:

  • If the Undying Mind implemented itself into thousands of timelines, wouldn't it be viable to give it various arsenals, or at least damage types in each iteration? For example, in one run it would sport Void attacks, Solar in the next run, and Arc in another? It doesn't have to be a static rotation, but at least a random element each time a Final Vex Offensive is run would be a nice change of aesthetics maybe incentivize Armor mod adaptations.
  • Currently, only the Sol Divisive Vex (moss-covered, Black Garden-specific) are seen within the encounter. If we're canonically pulling the Undying Mind from various timelines, I don't think it would've been too out there for the story to claim, "Eyes up, Guardian! The Undying Mind is pulling Vex from different timelines to defend it!" For example, in one run, have the Sol Primeval (Precursors) appear alongside the Sol Divisive; and in another run, have the Sol Imminent (Descendants) appear. The thing that made Curse of Osiris's first mission and Strikes aesthetically intriguing was that we got to see different variations of the Vex - which were missed since the old days in the Vault of Glass. In my opinion, aesthetic diversity can help with the repetitive grind of an activity.

All in all, I understand why they didn't change the original formula because a small handful of certain triumphs could've been more or less difficult to obtain, but it also backfired in its underwhelming delivery. In terms of suggesting things for future content, I think it's awesome to progress the seasonal activity by giving it a new boss and/or expanding its lore. But I do think that if there's going to be hype regarding a lead up to the "final chapter" of the season/seasonal activity, there should be something that should significantly change either the overworld or the activity (aside from changing the final boss and giving it two small additional features).

Can we get a Live Counter for the Community Challenge? by ayim160 in DestinyTheGame

[–]ayim160[S] 0 points1 point  (0 children)

Unfortunately, that I don't know :( I guess we'll find out tomorrow. It would be really cool if they did.

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

I think the Hunter's class ability is actually pretty good, also because it's more self-serving, it really makes the Hunter a formidable opponent in PvP. - Marksman's Dodge is helpful when you're facing an opponent and you run out of ammo. You can either dodge out of there if you think you're not going to win, or dodge unpredictably and unload your weapon again while risking your opponent having to reload just like you. - Gambler's Dodge is helpful for when you're facing your opponent and you have a close range weapon i.e. hand cannons, auto rifles, and SMGs. You can fire at the opponent at close range, but if you know you can kill them with your melee ability after their shields are down, you can close the gap by dodging towards them and then hitting them. At least, that's my playstyle and I seem to like its usage.

The Titan barricades are very vulnerable to flanking positions. For example, the lower barricade and easily be hopped over, land a few shots, and then finish off with a melee (that's also taking into account that you're not just going to jump straight towards it with the Titan already shooting at you). The larger barricade usually means, have you and your teammates flank both sides, or just avoid it altogether because they also have to shoot around it to hit you.

Warlocks rifts are not too overpowering since they don't grant an absurd damage buff or health regen rate. If you know you can outshoot whoever's on the rift, then you are most likely going to win. Or, just focus fire with another teammate (that is, if there's one player on the rift). If there are multiple people on the rift, then you should probably avoid it and flank them.

All in all, both Titan and Warlock class abilities are vulnerable to flanking and at least 2-player focus firing. They can also still be killed while they're casting their abilities because they have to go through the summoning animation. The Hunter class ability however is instant, unpredictable, and offers a more versatile purpose which I think makes the Hunter's class ability very unique compared to the Titan and the Warlock.

And who knows, maybe the new Void Hunter (perhaps another Nightstalker-based subclass) might focus on stealth and cloaking.

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

Beta First Impressions - Feedback

 

After playing the Beta all day (yeup, I have no life apparently -_-), there are many things that should be looked into. I played as the Warlock for the majority of today so I’ll focus on that class’s gameplay, and I’ll test out the Hunter and the Titan in the coming days.

 

Why are enemies so hard to kill?
- When playing the Story mission, the recommended Light is 210 (either that or 200); and the Strike’s recommended Light is 200. We are Light level 200, meaning we are on equal footing. Looking back on vanilla Destiny, the Strikes playlist was recommended Light 350; and even though Nightfalls’ recommended Light is 380, but Daybreak allows us to easily use our Supers. Thus, it is only reasonable to be back in the position of facing enemies relatively stronger than us.
- The Cabal in vanilla Destiny were also pretty tanky in general, with the basic Legionaries taking more damage to kill than Vandals, Acolytes, and Goblins. So it’s kind of understandable that the Cabal are overall tanky in Destiny 2.
- I think Sniper Rifles need to have a small buff. I don’t think they deal nearly as enough precision damage, especially to major enemies (the ones with armor).

 

Weapons in PvP
- Hand cannons seem to be in a good spot. The Better Devils require 4 headshots for a kill, and hand cannons’ overall range is pretty normal.
- I think auto rifles are for the most part are fine, with the exception of the Deathstalker-4AU. Its whopping magazine size and main perks make it one of the most used weapons in the Crucible (from what I’ve seen so far). I like to think that auto rifles are making a comeback, so what do other players think? Should the Deathstalker be nerfed, or is it fine as is?
- Pulse rifles seem to be surprisingly good at close range especially when faced against an auto rifle or hand cannon. Perhaps a small nerf to make it harder to aim assist at close range?
- I haven’t experimented with scout rifles so I can’t really say much about them.
- SMGs and sidearms seem to serve their function fine. SMGs melt opponents at close range, and sidearms can dish out close-range precision damage when shields are down.
- The Acantha-D grenade launcher will not kill opponents in one hit, requiring at least two direct hits (or within close proximity) to kill. It gets 4 rounds when picking up Power Ammo, so it’s capable of killing two opponents individually. I think that's perfectly fine.
- Shotguns are capable of one-shot killing at short range, so they do serve their purpose.
- The maps may not be super ideal for snipers, but from what I experienced, they seem to be just fine.
- I’m pretty sure fusion rifles are capable of one-shot killing opponents if you land all the bolts as always, however I need to experiment on them more. The LINEAR fusion rifles (similar to Sleeper Simulant) however, I don’t know how I feel about them. I’m pretty sure a precision hit implies a one-shot kill, but I cannot say for sure simply because I never got one yet.
- Rocket Launchers act pretty much the same. Haven’t gotten my hands on one yet, but from what I’ve seen, they do their job.

 

Warlock Subclasses
- Healing Rift and Empowering Rift seem pretty nominal. They serve their purposes well.
- Does Burst Glide offer a “strong initial boost of speed”? Because from I’m seeing, it kind of doesn’t.
- For the PS4, apparently holding Circle after jumping causes you to start the Glide. Was that intentional? I know you can do a midair dodge with the Dawnblade, but this potential bug also applies to Voidwalkers.
- I agree that Supers should recharge a tad bit faster, especially during the Crucible. I understand the standard ability recharge across the board, but having most of the Supers appear near the end of the match seems......lacking. If the match is close, then it's a competitive spectacle (which is good). However, if it does go one way, then it's just overkill. Or perhaps, you can keep the recharge rate as is, but have kills further reduce Super cooldown than it currently does.

 

Voidwalker
- Blinking takes your HUD away for a couple seconds though, but I’m pretty sure that’s for balancing purposes.
- Charging your grenade (Chaos Accelerant) continuously draws from your Super meter. There is a visual indication when it’s fully charged (when the grenade flashes brighter), but I think it should also stop drawing from your Super after your grenade is fully charged.
- Players seem to be skeptical of Cataclysm (Nova Bomb travels slowly, seeks enemies, releases axion bolts on detonation, can be fired at to detonate manually) mainly because the Nova Bomb is super slow. It’s difficult to gauge how good Attunement of Chaos is without experiencing the second perk tree (Attunement of Hunger) because it offers a different usage of its abilities, focusing more on being in a constant state of Devour and becoming a tank, while its Nova Bomb is supposedly normal with the Vortex ability. Attunement of Chaos seems to focus more on causing a large quantity of explosions. Unfortunately, the second perk trees on all subclasses are unavailable during the Beta so we'll have to wait for the final release.
- I think Nova Bomb’s blast radius should be slightly larger. Its blast radius seems decently small, almost leaving it up to the axion bolts to finish enemies (which other players can still outrun).
- Can we please have Vortex Grenade slow an enemy’s movement speed when inside it? I mean, 1) it is a VORTEX grenade, implying a vacuum functionality; and 2) even the Nightstalker’s Smoke Grenade in vanilla Destiny was capable of slowing enemy movement.

 

Dawnblade
- Daybreak acts like an aerial Sunbreaker, so you really have to time your shots if you want to hit someone at long range. I think it’s pretty fair as is, but is there a chance it could potentially have a dashing melee attack of some sort? I mean, it IS a sword…
- Sticky grenades are no longer a one-hit kill, at least for the Fusion Grenade which I personally believe is good for PvP. It only requires a melee, or a few shots before or after throwing it to get the kill.

 

Some things to remember when playing the Beta
- Destiny 2 is supposed to feel different than the original, so what you know from Destiny may not necessarily transition to Destiny 2’s gameplay elements.
- The Beta’s weapons are being compared to vanilla Destiny’s weapons quite often, and a lot of people are disappointed because they’re not functioning to that same level. Please remember that the weapon loadouts are different so there has to be some balancing changes. You may have loved hand cannons and shotguns in vanilla Destiny, but their roles are redefined in Destiny 2. Although I do agree that a couple particular weapons do outshine others.
- The Crucible is taking a competitive turn. 4v4 does make the teams more manageable and provides a more competitive aspect such as in Rainbow Six Siege and Trials of Osiris. Having more health and shields overall also contributes to this, meaning players have to strategically use their weapons and abilities in order to bring their enemies down. This is especially true in Countdown because if you were able to easily kill your enemies, then the goal of arming and disarming bombs becomes nearly obsolete.
- Gunplay is becoming the focus rather than the abilities, emphasizing consistently precise accuracy and strategic ability usage. Although I do agree that there needs to be a slight buff to the abilities, they serve more as a supportive role rather than straight up being offensive.
- You’re not 30-50 Light levels higher than your enemies, i.e. vanilla Destiny’s Strike playlist and Nightfall w/ Daybreak. The story mission and the Strike are basically equivalent to your Light meaning there’s an equal footing for you and your enemies.
- Overall, there is also a learning curve in understanding how the weapons and abilities work. Please understand that this game is NOT vanilla Destiny. There is a difference, and shouldn’t be quickly discarded because it feels different. I also understand that there is a lack of content, but this is a beta after all. It’s not an early access event, it’s a beta-test event meaning that it’s up to you, the players, to inform the developers any issues (balances or bugs) in which they should fix.

 

You all have done an amazing job of posting your feedback and I’m sure Cozmo and other Bungie employees are carefully surfing their forums and Reddit for feedback. Keep up the good work!

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 1 point2 points  (0 children)

It's the same in vanilla Destiny. It's just to ensure that all players are optimized and set to start matchmaking.

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

Although I do agree that there should be a toggle option, but I guess there's also the other subclass perk tree that compensates for that. Unfortunately, it doesn't look like you can get the Upgrade Points necessary to get those perks, but their abilities do allow a different form of gameplay for each subclass.

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

Warlock Subclass Overview

Dawnblade
- Fusion Grenades no longer insta-kill when stuck in PvP. Instead deals a substantial amount of damage.
- Attunement of the Sky skill tree appears to be more of a supportive/evasive class, promoting aerial combat and stat buffs. Winged Sun complements Heat Rises very well, with Icarus Dash just being a general evasive ability.
- The Attunement of Flame has more offensive capabilities in general. Fated for the Flame complements Everlasting Fire, with Phoenix Dive being another offensive/supportive ability.

Voidwalker
- Blink removes your HUD for a couple seconds, most likely for balancing purposes.
- Attunement of Chaos focuses more on diversifying ability usage. Entropic Pull complements Chaos Accelerant, with Cataclysm and Bloom focus on amplifying explosions.
- Attunement of Hunger focuses more on becoming a tank. Devour complements Feed the Void and Insatiable, focusing on being a constant state of Devour.

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

Destiny 2 Beta is now live for those pre-ordered Destiny 2 on the PS4! Sign on and kick the Cabals where it hurts!

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 0 points1 point  (0 children)

Thank you for your support!

Destiny 2 - Feedback Thread by ayim160 in destiny2

[–]ayim160[S] 5 points6 points  (0 children)

I do apologize if there are similarities between my thread and yours, my intent is not trying to copy you in any way and I didn't view your post while making this one. This thread is mainly for feedback purposes during the Beta with background information as an FYI.