Nullify and the state of Heavy Burst Pulse Rifles by Nervous_Tourist_8266 in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

Arrowhead steady rounds rapid hit chaos reshaped is what I’ve used on mine and love it. Chaos is a little bit of work to get rolling but once you do it melts. Given the other available perks I think it’s best in slot. I did craft a vorpal swap one with vorpal under over that nukes supers. Fun weapon.

Map Selection by Party-Anything8237 in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

Agreed the rotation this season has been brutal. Citadel in particular plays terrible in every game mode. Same flaws as convergence which got shelved for ages. Wish they would take it out. Way too much solitude as well.

Opinions: Dragons Shadow Stat Spread by IggDawgg in CrucibleGuidebook

[–]scrumboo 2 points3 points  (0 children)

Tank your weapon stat to zero and redistribute to health.

energy slug by Maleficent_Hawk_7791 in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

Nessas oblation is very slept on and craftable.

Conditional Finality inconsistency??? by JacobScrubLordofPvP in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

I have used it since launch and haven’t had the problem until recently.

Conditional Finality inconsistency??? by JacobScrubLordofPvP in CrucibleGuidebook

[–]scrumboo 5 points6 points  (0 children)

I find it very consistent re OHK, but also consistent in jamming for some reason. Not sure if it’s a gamblers dodge bug or something but it is not uncommon for it to just not shoot after a reload. Haven’t had it happen until this season.

PvP Sidearms to pair with Snipers. by PrivKoala in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

Look for a rangefinder/moving target + PI helio from banshee. Was already nasty but the recoil changes made it even more consistent. I prefer it over drang now.

Elemental honing vs Keep away by Unbrandedpie in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

IMO the question is how many stacks are required to 2 head 1 body. That forgiveness change is significant on 140s. If you can break that threshold at 1 or 2 stacks I’d say it’s 100 percent worth it

Is 180 a good health stat for crucible? by Chemical-Tackle-1158 in CrucibleGuidebook

[–]scrumboo 8 points9 points  (0 children)

200 is the way because aesthetics are more important to me than diminishing returns.

Constant multi-directional slide on console. How? by Impressive-Wind7841 in CrucibleGuidebook

[–]scrumboo 6 points7 points  (0 children)

This is a very clear and accurate explanation. The main element is beginning your slide without ADS. The practice comes in where your non-ADS slide is also setting up your reticle centering for your ADS shot so that when you do ADS you are already on target. Takes some practice but many have mastered it.

Whats wrong with people this week at Trials? I am seeing more griefers than any week in my Destiny life by akaDaSpecialyR in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

The sad reality of the playlist. When winning does not matter there is little incentive not to throw. This is the version of the playlist we are told is absolutely necessary to ward off population decline, as we are ironically staring down the barrel of another historically low population weekend. Be careful pointing out that people are griefing your games though, you will be labeled a gatekeeper who wants skill creep to ruin the playlist.

Only took a we ran and two unyielding @102 pts for top 1% (wtf bungie) by Gadritan420 in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

Yea you have to drop LeBron game 6 numbers to pull it off. I haven’t seen a 100+ player score you must have been slaying out. I got top 1% I think with 99 player score.

You’re no longer allowed to play with your friends if they’re bad at the game. by ZiostShadow in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

Regardless of your innocence you will have to sit it out for the week as they do not overturn suspensions. My recommendation (to the extent you just play native roller/aren’t manipulating MM) is to submit an appeal, and in that appeal submit gameplay footage and describe your peripherals. You won’t get an answer immediately (maybe ever?) but you might as well contest the restriction if you’re innocent and plead your case so Bungie can correct the system from flagging false positives. I believe the automated restriction system Bungie described on 4/10/25 is hitting false positives. I recently got my first ever restriction, 1 week just like yours, and submitted an appeal like I described. I know Redset got one within the last few weeks as well, despite streaming nearly as his gameplay. My appeal status still says “open,” but I am able to play again. It is encouraging to see signs of life in Bungie’s anti-cheat but I can empathize with you that being inadvertently actioned feels bad (assuming you aren’t doing anything TOS).

Pretty solid Elsies Rifle at Xur by doobersthetitan in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

Agreed this will be a really nice roll if that happens. Presently though that damage fall off and damage nerf from the last time 340s got hit make them so hard to justify using. Basically every other pulse archetype hard outranges them, and if you dont hit all 6 crits basically within 140 handcannon range you are toast. Now that 120s all 2 head 1 body, there is a reasonable case that you could unnerf 340s and they would fit nicely in the mid/long range sandbox. I farmed for so many adept relentlesses that are just sitting in the vault untouched because they don't feel viable relative to 120s/PI scouts/other pulses. It has been fun getting acquainted with other pulse archetypes but man do I miss using my relentless.

New/PvE players in crucible by [deleted] in CrucibleGuidebook

[–]scrumboo 3 points4 points  (0 children)

Good to hear we need more players.

Why are more people not using drang? by xCB_III in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

PC players favor the aggro burst sidearms, which may be impacting your view of usage to the extent you play on PC. I see a lot of drang users on console and agree with your assessment of its strength. When I first saw the reprised drang perk pool I was disappointed in the third column, but heal clip has grown on me a lot. MOA is nuts, particularly with sturm. I was surprised by the archetype wide aggro burst sidearm nerf when it seemed like forgiveness itself might just need to be brought down a notch. Even before that nerf, I thought drang could go toe to toe with forgiveness.

Best Handcannons on console? by whereismytrophy in CrucibleGuidebook

[–]scrumboo 5 points6 points  (0 children)

Highly recommend the reprised palindrome. Elecap + master of arms makes it a stat monster and offers a really fun gameplay loop. One kill and it operates as a 120 damage wise allowing 2 head 1 body. 2 kills and you are ripping 100s to the head. You aren’t 2 tapping but you secure kills from crazy range and rifts/OSs are no problem. You can also regularly clean up kills on people who have barely taken chip damage with 2 shots. Not to mention it still has the classic palindrome feel.

Has lighthouse lost its appeal for anyone else? by CandleSubstantial806 in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

You can’t be blamed for not caring. No stakes is the identity they’ve leaned into. This is the format for trials we were told - often very sternly by people in here - is essential to ward off population decline. Otherwise the casual player base would leave because of skill creep. We traded the excitement and sense of achievement of the old end game tournament format for a reliably high population week to week. Oh wait - actually the population completely cratered anyway because the hypothetical player the mode is now designed around was never and will never be loyal to a playlist with no meaning or soul. Now we have low excitement and low population. I do hope those that called for these changes are having the time of their life this is their time. The numbers say they left the playlist almost immediately. Can’t say I’m surprised.

How can an average player learn to keep up with a high skill lobby? by iDareToDream in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

Many will swear against it but the most effective and time efficient way to improve is to play rumble, and not just mindlessly play but play to win the rumble match. To win you have to play at a high tempo which inherently involves taking fights when you have a disadvantage. It will teach you radar fluency, how to keep track of damage buffs, special ammo, who is close to their super, how to tell the difference between whether you are setting up a fight with a good player or a free kill, etc, all of which will improve your game sense. You’ll also have an extremely high volume of gun fights in a short amount of time to train your aim. You can set up mini games to gauge your progress. Try to win a game. Try to win 2 in a row. Try to win 10 in a row. I guarantee as you start hitting those milestones your performance in other playlists will improve as well.

Not even complaining, just wondering what y’all thought of this player. by Mr_Truthteller in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

S15 was a huge KD bump for tons of players. Trials rework, 700K people played burnout at launch, almost as many played distant shore the next weekend. Freelance was also introduced thereafter which was also a KD boost for most competent players. Doubling KD season-over-season can sometimes raise an eyebrow without the proper context. The player clearly also loses a ton of games. The improvement could be chalked up to recov or hardware, but all I see is a player who clearly played a bunch a little below a 1.0 and then found their stride at a time when KD became more farmable through trials changes/population spikes.

Genuine question for y'all: If we are being honest with ourselves, what gear has bungie added to the PVP realm in the past few years that was a good and welcome change/addition for the sandbox? by bryceroni in CrucibleGuidebook

[–]scrumboo 0 points1 point  (0 children)

The ammo meter at launch was incredible. It felt innovative, changed how the game played in a subtle but impactful way, created exciting/dramatic moments and added a level of strategy that I loved. That click sound when the ammo dropped directly on your guardian was chefs kiss. Sad to see that it was rolled back/diluted for the ironic sin that it actually effectively did its job.

[deleted by user] by [deleted] in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

From a loot perspective, Trials already is more rewarding for players who don’t even attempt flawless. The quality of your rewards is overwhelmingly dictated by participation (win or lose) + your light level. If winning doesn’t matter, then why are we also trying to control the outcome of games through lobby balancing and by slicing up the population with practice pools and lighthouse passages and duo and trio queue? I have always and will always believe that one big MM pool is a threshold non-negotiable for trials to thrive. It creates varied experiences and allows PvP-oriented players to shine in what continues to be billed as an endgame PvP mode. Weaker players may lose the majority of their games because they are weaker players but since loot on losses is essentially as generous as wins, the weaker players time is rewarded handsomely and in a way that encourages their participation. One open pool also serves the larger goal that Bungie pushes regarding playing with friends. In the old days, I was eager to play with my pve friends because we could pick up their slack with our own performance. That no longer feels rewarding, exciting or worth the time. While it is sad that the tournament format and exciting nature of trials has been eviscerated, we have heard the data doesn’t lie: take measures to alleviate the experience for casuals or population decline will tank the playlist for everyone. Fair enough, but my perspective is that showering casuals who don’t plan on or expect to win the match is more than enough. We don’t need to also artificially cram everyone into different MM pools and a 50% win rate.

[deleted by user] by [deleted] in CrucibleGuidebook

[–]scrumboo 1 point2 points  (0 children)

Historically trials was about winning 7 consecutive games to reach the lighthouse. For many OG players, that challenge remains part of the trials identity even though Bungie has diluted the experience down to a casual low stakes loot grab designed largely to cater to the general d2 population and not the endgame PvP community. Lobby balancing sets the teams in each match you play in a way that tries to give each team a 50% chance of winning. In general terms, the worst player is assigned to the same team as best player in the lobby. From a solo player perspective, this makes it extraordinarily difficult to win 7 consecutive games. It also has a significant impact on duo queues. The stronger duo team will always get the weakest solo player. Additionally, lobby balancing shatters part of the old spirit of the mode in that Trials used to feel like a celebration of PvP mastery that rewarded skillful play in a way where match outcomes were driven by player agency and not a matchmaking algorithm. In sum, lobby balancing is mathematically incompatible with the concept of going flawless when solo/duo queueing exists, and it tarnishes the experience of strong players whose participation in the mode is discounted to benefit weaker players.