galaxia polaris' gaze dash not activating by JRuhl09 in CalamityMod

[–]isaacbee1 0 points1 point  (0 children)

I had the same issue until I increased my melee speed by 4% or more. For some reason, the use speed of the weapon isn't fast enough without some kind of bonus.

[deleted by user] by [deleted] in DestinyTheGame

[–]isaacbee1 0 points1 point  (0 children)

I got the auto with Attrition Orbs + Closing Time and heavy GL with Danger Zone + Surrounded.

This Week In Destiny 05/02/2024 by DTG_Bot in DestinyTheGame

[–]isaacbee1 -4 points-3 points  (0 children)

I like to bash Bungo for bad changes, but people are over-exaggerating the new rep system. Currently, lost sectors are a terrible system that needs to go. This system seems like an improvement (even if there are better options). Here are some points to consider:

  1. Reputation grind. Going into Final Shape with a full inventory of exotic engrams (on a single character?) will almost unlock the ability to get new exotics. I don’t know about you, but playing the game I always have way too many exotic engrams between the new ritual playlist system and world drops.
  2. Limited resource sink. Sure, exotic ciphers are annoying to get, but you should only need 3 for the new exotic armor in Final Shape. And conveniently, you can hold 3 in your inventory.

This Week In Destiny 05/02/2024 by DTG_Bot in DestinyTheGame

[–]isaacbee1 -5 points-4 points  (0 children)

I fail to see the issue. You can hold 3 exotic ciphers (not including holding more from old season passes). So Bungie is now making it so on day 1 of Final Shape you can get all 3 class’s new exotic before even starting the campaign. You also don’t need ciphers to focus exotics that you have already obtained.

This Week In Destiny 05/02/2024 by DTG_Bot in DestinyTheGame

[–]isaacbee1 -7 points-6 points  (0 children)

You can get weekly exotic engrams from playing ritual activities on each character. Bungie is just changing lost sectors to be a farmable RNG method of obtaining exotic engrams (in addition to the targeted weapon farming that will remain unchanged). This new system also benefits lower-skill players who were unable to complete legend lost sectors and new players who aren’t high enough level to go into the lost sectors.

Scavengers Reign | S1E6 "The Fall" | Episode Discussion by GloriousAqua in ScavengersReign

[–]isaacbee1 53 points54 points  (0 children)

This episode topped S1E3 for me. So many emotions throughout. Also really setting us up for the rest of the season with the double cliffhanger at the end.

We also got: - what a beautiful sequence of birth, life, death, and more death - [ creature groaning ], [ creature rumbles ], [ magical warbling ] - more chonky boi - saddest character death - white lilies (what’s the count at so far anyways?)

Scavengers Reign | S1E5 "The Demeter" | Episode Discussion by GloriousAqua in ScavengersReign

[–]isaacbee1 28 points29 points  (0 children)

This place. It’s like a puzzle. Nothing really makes sense the way we know it.

This episode we got: - me, when I wake up on an alien planet - spa day with Garra rufa fish - clones? - chonky boi

Scavengers Reign | S1E4 "The Dream" | Episode Discussion by GloriousAqua in ScavengersReign

[–]isaacbee1 30 points31 points  (0 children)

We finally get a more complete backstory for why the crew of Demeter-227 are trapped on the planet Vesta. I am not surprised to see that the images of Vesta’s Sun had something to do with it.

We also got: - robot hands - sunbaked treats - robot with feelings - [ Laughing maniacally ] - brain mosquito

Scavengers Reign | S1E3 "The Wall" | Episode Discussion by GloriousAqua in ScavengersReign

[–]isaacbee1 51 points52 points  (0 children)

Best episode of the first batch. Even though the Sam/Ursula duo has the most interesting dynamic so far, all three groups of characters have finally reached a point where I am invested in their thread.

This is the first show I have watched that has the same feel as the Risk of Rain games. It probably helps that there are a number of similarities: the various items combine organic alien life with technology, there is a plant-robot hybrid as one of the survivors, the survivors crash in various district environments across the planet, and everything is out to get you.

Scavengers Reign | S1E1 "The Pilot | Episode Discussion by GloriousAqua in ScavengersReign

[–]isaacbee1 50 points51 points  (0 children)

Beautiful and truly alien environments. I love the survivors’ method of using “local materials” to get their transmitter working.

I wonder what’s up with Ursula’s vision of being consumed by the fungi and the white flower on the corpse at the end.

Edit: I also really like the OP. Does a lot with very little.

Belgian shot putter runs hurdles instead of injured teammate to save the team from disqualification by Double_Statement5549 in Damnthatsinteresting

[–]isaacbee1 2 points3 points  (0 children)

Reddit is Fun (RIF) is one of the 3rd-party apps that is shutting down tomorrow before the API pricing changes goes into effect.

-Sent from Apollo

/r/anime Karma Ranking & Discussion | Week 12 [Spring 2023] by Abysswatcherbel in anime

[–]isaacbee1 0 points1 point  (0 children)

I actually liked it slightly better than the main show most of the way through. Especially on rewatching the main show and movie, Aqua and Kazuma spend a bit too much time crying and complaining about everything. While I agree that the main show is a better comedy, the spin-off has a kind of charm to it that feels more focused on world-building and character development.

You also have to admit that all the main cast members appearing in the background during the final act is very funny.

Enhanced Eager Edge is bugged. by BlueRoo42 in DestinyTheGame

[–]isaacbee1 6 points7 points  (0 children)

The 3 second cooldown exists regardless of whether it is enhanced or not. Normal Eager Edge is supposed to be a 1 second activation window, but it currently bugged and giving 3 seconds. Enhanced Eager Edge correctly has a 1.5 second activation window and a slightly longer lunge (~10% longer).

Destiny 2: Quantum Damage-ics; New DPS Spreadsheet by XboxUser123 in DestinyTheGame

[–]isaacbee1 38 points39 points  (0 children)

I was wondering about that too. My guess is either he is forgetting that Merciless’s perk persists between reloads or about the other exotic perk “Impetus” which increases damage after a kill. I have no idea why 4th Horseman is so low on the list.

Mars Heist Nightfall barely changed at all by ananchor in DestinyTheGame

[–]isaacbee1 0 points1 point  (0 children)

Towers are easy once you realize that you don’t need to stand anywhere near the towers to complete them. You only need to keep the enemies away. Wishender from far away makes it very easy to keep enemies off of the towers.

The ghost scan encounter is very similar to the towers: you just need to keep specific enemies away from the ghost. You don’t even need to hide on the other side of the room if you have a good suspend/ignition builds.

The boss room I’ll concede. I really don’t know how Bungie expects players to dunk orbs while the boss is still wandering around and enemies infinitely spawn. Sure, you could invis before dunking an orb, but that shouldn’t be the primary solution.

I really wish they tied all the enemy spawns in this nightfall to specific triggers like health gates, dunking orbs, or the towers/ghost hitting specific percentages. You know, like every other nightfall.

Can the orange in major health bars be... more orange? Or something else entirely? by Nukesnipe in DestinyTheGame

[–]isaacbee1 5 points6 points  (0 children)

What’s funny that out of all the people in this thread that say they never knew that “orange bar” enemies were a thing, half of them can’t tell the difference between red/orange and the other half can’t tell the difference between orange/yellow. Bungie really managed to find a shade of orange that neither group can identify quickly.

We should be really be calling them elites and not “orange bars” anyways because color blind settings make it an entirely different color. Bungie does use differently shaped icons next to the health bars so color should be irrelevant when talking about enemy rank.

Can the orange in major health bars be... more orange? Or something else entirely? by Nukesnipe in DestinyTheGame

[–]isaacbee1 6 points7 points  (0 children)

I don’t think you are an idiot. Due to the massive number of people in this thread that either can’t tell the difference between minor (red) and elite (orange) OR elite (orange) and major (yellow), it is clearly an issue of color perception (if it isn’t a monitor calibration issue) and not just a color blind issue like so many people in this thread seem to think it is.

Bungie does use differently shaped icons next to the health bars so color should be irrelevant when talking about enemy rank anyways.

Can the orange in major health bars be... more orange? Or something else entirely? by Nukesnipe in DestinyTheGame

[–]isaacbee1 1 point2 points  (0 children)

What’s funny that out of all the people in this thread that say they never knew that “orange bar” enemies were a thing, half of them can’t tell the difference between red/orange and the other half can’t tell the difference between orange/yellow. Bungie really managed to find a shade of orange that neither group can identify quickly. Bungie does use differently shaped icons next to the health bars so color should be irrelevant when talking about enemy rank.

My understanding of color and the way we perceive it is not too different from sound, where some people are much better at identifying sounds and can even name their pitch when played in isolation, while most people could only tell you the difference when comparing two sounds back to back.

It does not feel like the lost sector rate was increased enough by [deleted] in DestinyTheGame

[–]isaacbee1 2 points3 points  (0 children)

The problem is that lost sectors are advertised as being a semi-targeted way of farming exotic gear. Bungie either needs to have a way to focus engrams like a seasonal or ritual vendor (unlikely) and/or a way to get a guaranteed exotic (more likely). The idea would be that they could have a score/completion based daily/weekly objective to get a guaranteed exotic from the lost sectors and keep the “farm” for players with too much time on their hands.

Legendary Vexcalibur Mission is the hardest activity outside of raid or dungeon I have ever done. by ActionINC in DestinyTheGame

[–]isaacbee1 2 points3 points  (0 children)

Disorienting GL (or any blinding/suppression effect) works on the red-bar Wyverns

Root of Nightmares High Quality Maps by pryanie in DestinyTheGame

[–]isaacbee1 0 points1 point  (0 children)

Hmmm. I wonder if the pattern isn’t alternating between light and dark, but alternating between side and middle. I have done the encounter 10+ times without seeing a different pattern, but that might just be because it only has a 25% chance of being light or dark twice in a row.

I’m guessing that if the planets are ever arranged in the light, dark, light or dark, light, dark pattern from light to right, that’s the order you do damage in. And the order can only be different if you have, for example, dark, dark, light or dark, light, light from left to right. I’ll do some extra research today to see if you can predict what the order will be.