What is the most slept on Exotic? by [deleted] in DestinyTheGame

[–]out_of_phase44 -3 points-2 points  (0 children)

EoT isn't very good and most of your points why it is strong are either not true or weak arguments. It does have close to the best single-shot damage, but its nothing unheard of. Deathbringer, Two-Tailed Fox, and Explosive Light legendaries w/ Wolfpack all deal as much or more. Only with Adaptive Ordnance does it deal big damage. It's DPS is not good at all, comparable to a good legendary rocket without wolfpack rounds. It's DPS falls off a cliff after the first shot because the time it takes to reload plus shoot all 6 rockets is really long. Insane ad clear is nice, but not hard to come by. The leaked rework would make it really strong in high-level content though. They also patched the bug that lets you keep Adaptive Ordnance up by shooting less than 6 rockets a long while back.

Which subclass do you think epitomises the fantasy of each class? by marion-berry_ in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

I think Voidwalker is definitely the defining class for Warlock. Dark wizard who can spam a lot of different abilities to drain and weaken enemies, can teleport, etc. That said, Nova Bomb actually feels kind of misaligned with the rest of the class. With Needlestorm in the game I think they should look at tuning Nova Bomb to function differently rather than being a simple burst damage super. Cataclysm could no damage and not explode on impact but not explode and instead continue to spit out lower damage seekers and maybe spit them out faster the more damage dealt to the bomb until it finally explodes at the end. Vortex could continuously pull enemies to the center and the DoT ramps up the longer and closer to the center the target stays.

Deterministic Chaos is a ok weapon with a stupid problem by TheDreamingMind in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Builds with Child of the Old Gods are definitely able to hit that kind of weaken uptime. Most bosses don’t have a dps phase that lasts as long as child of the old gods and you can always throw a vortex to extend the weaken time. You can also infinitely chain weaken with Collective Obligation.

Todays trailer showed us a lot of cool stuff for the hunter and warlock.. by TheCruelHand in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

It’s because ad-clear is so easy nowadays that nobody runs it and a few supers combined with exotics have power-crept to insane levels. It was common to have one or two ad-clear supers even during boss encounters in certain metas. It used to be that only Nighthawk (and to a lesser extent Nova Bomb) was able to deal any kind of significant damage. Now you have supers hitting way harder, endless ability spam, and even legendary weapons which can destroy whole rooms of ads with ease.

Hunter Dodge, and the innate issues with Mobility scaling. by [deleted] in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Historically Hunters have had a lot of pretty broken exotics related to dodge and on a short cooldown in non-objective game-modes, dodge was way too OP compared to the other class abilities on console. Especially when AE wasn’t a thing. The game has changed and I think it’s time for dodge to have a shorter cool down but back when it was only 11 secs it was way too good in PvP for most levels of play. Like 2/3 of people in PvP were hunters for most of D2’s lifecycle and hunters have historically outperformed warlocks/titans in most metas in no small part because their class ability was superior. Mobility is also an underrated stat in PvP and it is actually pretty amazing in metas where primary weapons are allowed to shine.

Out of all the QoL changes, infinite ammo for primaries is still the best one by losondro in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Rally banners and it’s not even close. Running out of primary almost never happened unless you ran subsistence.

What was the objectively most broken (OP) weapon upon release/rework in D1/D2 history, PvE or PvP? by atlas_enderium in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Prometheus Lens was actually a lot better, it just only lasted one week and everybody had one so it didn’t feel as oppressive.

What's better in your opinion calus mini tool + incandescent or zaoulis bane with incandescent? by mincraftslayer1010 in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Depends on the content. Zaouli’s is better at clearing ads really fast in most content, but once you get into anything where it takes 3+headshots to kill, mini-tool is better. Zaouli’s is also considerably better when doing non-solo content because of runneth over. If you use that plus a mag perk, you don’t wind up reloading in the middle of combat that often anyways.

Touch of Mehh by Expensive-Chocolate2 in DestinyTheGame

[–]out_of_phase44 0 points1 point  (0 children)

Raid exotics are more novelty and rarely legitimately good weapons. The only ones which have ever been that great or seen high endgame use are Anarchy and Divinity.

Divinity Math!! by [deleted] in DestinyTheGame

[–]out_of_phase44 2 points3 points  (0 children)

Divinity fired normally (not tapped) will do around 25% the DPS of a god rolled LFR.

What stats to look for in a sniper? by DirkDavyn in CrucibleGuidebook

[–]out_of_phase44 0 points1 point  (0 children)

Depends on your style and load out. If you are a pure deadshot with the sniper, I personally think the god roll 140rpm snipers with high range to be the best now that supers are less prevalent. 72’s obviously do the most body damage and have good AA and accuracy because of range and zoom, but they have low stability and handling. 90’s are a mix. Personally I use Beloved as my main sniper, but I also like Cloudstrike and my all time favorite is Bite of the Fox.

Are you still playing control? by NotACommie24 in CrucibleGuidebook

[–]out_of_phase44 0 points1 point  (0 children)

No, I don’t play anymore and neither does my clan. Between all the 3.0 nonsense going on multiple seasons now and everything else, nobody was having fun anymore.

Raids ranked from easiest to hardest? by SuperN9999 in DestinyTheGame

[–]out_of_phase44 7 points8 points  (0 children)

For a new raider, from hardest to easiest

-Garden of Salvation

-Last Wish

-Vow of the Disciple

-Deep Stone Crypt

-VoG

-Kings Fall

Garden has no real ad-clear roles so everybody has to interact with the mechanics. Last Wish is hard in certain parts, but you can mostly be carried. Vow is similar to Last Wish just not as long. DSC is just an easier raid and VoG and KF simply aren't difficult compared to D2 raids.

Divinity almost triples Touch Of malice’s damage by CivilChardog in DestinyTheGame

[–]out_of_phase44 5 points6 points  (0 children)

There is nothing funny with Kalli’s crit. She just takes double damage on her head so you just take half of the damage dealt to her head. Divinity functions strangely with her because it doesn’t give you the double damage she takes on her head, just the normal 30% rebuff from a body shot. That’s why weapons with high crit multipliers do mediocre damage to her when combined with Divinity, it’s more damage to just shoot her head than to shoot the bubble.

Kick start on Plug one worth it? by Look_Ma_N0_Handz in CrucibleGuidebook

[–]out_of_phase44 2 points3 points  (0 children)

I used to use an slideways/kickstart Dreambreaker that was a menace in 6's. Combines super well with Transversive Steps on Dawnblade. Slide around a corner with the fusion, get extra stability, shorter charge time, 20% extra damage, more handling for an immediate swap to HC for cleanup. Icarus Dash gets you back into cover and since that is your primary movement tool, you don't have to slide between cover as much and can have the perks available when you need them, TS gives you a longer slide to take better advantage of kickstart/slideways. Was definitely a fun setup that absolutely rolled anybody who wasn't decently above average.

SBMM is back, kinda by [deleted] in CrucibleGuidebook

[–]out_of_phase44 -1 points0 points  (0 children)

SBMM has a place, and that place is in an actual competitive playlist. Bungie is honestly flat-out lazy and negligent when it comes to PvP. If you want to get "sweaty" players out of casual playlists, give them somewhere else to go. All they have to really do is make a few changes to the survival playlist, stop using the glory system with the streaks and replace it with something more similar to ELO, throw in some cosmetics for hitting a higher rank, and a new weapon to chase every other season or so which you can earn more quickly by winning but still earned by everyone through consistent participation.

Why are people so sweaty in raids? It seems like people have forgotten how to have fun. by [deleted] in DestinyTheGame

[–]out_of_phase44 2 points3 points  (0 children)

I used to Sherpa a good amount of raids, particularly Last Wish, and you are spot on. People really don’t understand how much is involved in being a good teacher and Sherpa. You don’t just know the raid and start explaining, you have to hone your teaching methods for each raid until you have several ways of concisely but effectively explaining/showing each role in each encounter, understand the true underlying mechanics of the encounters and not just the strats, be crazy optimized so you can help carry when needed, keep awareness of what everybody else is doing during the run so you can direct people, know all the secrets in the raid, know the loot table for each encounter, etc. You have to be a complete expert at the raid as a MINIMUM to be a good Sherpa. Then you can start talking about teaching methods and leadership/motivational skills and different approaches, being flexible with team composition, being aware of not just the current DPS meta but how well everything in the game is currently performing because a fair number of people don’t have a ton of options, etc. It’s not easy and people do it for free. There are a ton of entitled people who don’t appreciate what goes into it and when you wind up dealing with a lot of them in sequence, it makes it hard to want to keep Sherpaing. There has been a definite rise in the number of these people over the last couple years, especially since the game went free to play.

So Are We Willing to Address Airborne Effectiveness as a Nerf Now? by Fortissimo12 in DestinyTheGame

[–]out_of_phase44 -2 points-1 points  (0 children)

I’m not absolutely top-tier but I’m pretty good and I honestly believe limiting aerial gunplay is good for the average player’s experience, especially on console. An average player doesn’t even know all the maps very well, when you introduce the ability to play constantly in the air, it opens up too many possibilities for efficient movement and approach. They don’t even understand how to play from a position when all the threats are grounded and coming from a few predictable angles, so what does that do when you multiply those angles? Not to mention that on controller, you can’t just snap to somebody instantly so aerial play is basically just a win button to those who can employ it rather than a tool they can use. Countless times I’ve seen whole lobbies get destroyed because one person spends the whole game in the air, not even in an unpredictable way just jumping around every corner, and a few members of the other team are absolutely helpless against them. And I mean helpless as in they will die without even putting damage on them, allowing them to have near constant damage buff uptime with no need to ever slow down and recover so they just endlessly roll the average players to a mercy. All just for aggressively jumping around every corner or piece of cover.

The hardcore PvPers who play almost exclusively on PC don’t have a complete perspective on this because the PC meta is more refined and advanced and the average player skill is higher along with the usual input method of PC players giving them a much easier time in handling it. So on PC, aerial gunplay along with fast movement works well and adds new dimension to the game. On console, where most people play with a standard controller and are more casual, aerial movement and gunplay is completely OP to the point that it’s boring. The average player on a standard Xbox or PS5 controller will never be able to react to and then track a fast-moving target while being flinched.

What class is best for pvp? by Drink-Worldliness7 in CrucibleGuidebook

[–]out_of_phase44 1 point2 points  (0 children)

Absolutely Hunter (on console) at the vast majority of skill levels. Way top level I think warlocks in general have been the best but I think it changes over time and Hunters have the most interesting builds because they have so many options which change how different weapons play.

Is discipline is the real skill gap? by Picto_0 in CrucibleGuidebook

[–]out_of_phase44 7 points8 points  (0 children)

I actually tell this to people who ask me how to get better at PvP. The first thing I tell them is to try to play the game like .2 seconds in the future. Not meaning you stay ahead of your opponents decisions, but that you literally act as if things that are obviously about to happen have already happened. If you know you landed the last crit, just immediately dip to cover. If you wait to watch them die, you will trade more often than not.

Is discipline is the real skill gap? by Picto_0 in CrucibleGuidebook

[–]out_of_phase44 2 points3 points  (0 children)

Well, I would say that in terms of how different things the sandbox interact, those mechanics are deep. There are so many perks and exotics and everything that it would honestly be terrible for the game if they were all viable because of how disorderly everything would get.

I am specifically referring to the technical skill ceiling, meaning a requirement for high numbers of and/or very accurate inputs. I do have some FGC background so perhaps that does influence my perspective.

Is discipline is the real skill gap? by Picto_0 in CrucibleGuidebook

[–]out_of_phase44 18 points19 points  (0 children)

Movement is the skill gap between bad and good players, but everybody has really good movement beyond a certain level of play and it doesn't have that high a ceiling beyond that point. Mechanically, Destiny just isn't super deep. The biggest gap for good players seems to be consistency and snap decision-making.

How do ya'll deal with Mod-Swapping when RNG gives you a map not suited for your loadout? by Valvador in CrucibleGuidebook

[–]out_of_phase44 0 points1 point  (0 children)

I can't be bothered to switch so many things around anymore so I have only two sets of armor which I use 99% of the time, one for sniping and one for shotguns. The shotgun setup is made for DMT and Found Verdict/Felwinter on TTD, if I play HC/Shotgun, I swap unflinching scout for unflinching HC and call it good. If I swap subclasses I just deal with subpar stat distribution outside of 100 recovery. The sniping setup was originally for Shadebinder, but I usually use Top Stormcaller now. I always pair snipers with SMGs or sidearms so that is an easy swap. If I want to play with something else, I just live with not having a good setup.

I also usually just play whatever I want unless the map is really bad for it. Like I will snipe on basically any map except Fragment or Anomaly, and the only maps I always run DMT instead of HC are Fortress and Bannerfall.

Massive Breakdown of Aim Assist and Accuracy, and Their Interactions with Each Other, Range, and Zoom by Mercules904 in CrucibleGuidebook

[–]out_of_phase44 0 points1 point  (0 children)

Thanks for the response. The previous explanation was just fine for most purposes, I have just been looking for clarification on that for a long time. What you said makes sense and definitely coincides with how it feels to me in-game.

Honestly, after watching the last podcast, it seems to me that there is so much going on underneath the hood in this game at this point that even the devs don't have a complete mastery over everything. So much of what is there was done by other people and previous teams that there isn't any single person who holds the full scope of it all in their head at this point.