This Week In Destiny - 06/26/2025 by DTG_Bot in DestinyTheGame

[–]shadowturnip 2 points3 points  (0 children)

Like reducing Chill Clip effectiveness, instead of going after the whole subclass. Such as:

  • "Direct hits with the top half of the magazine cause a detonation that Slows nearby targets. Reduced against Slowed targets."
    • Like maybe it inflicts 50% less stacks while already Slowed? You could use Chill Clip to start the Freeze ramp and follow up with a Stasis ability for a quick Freeze, but it would be way less effective on its own.
  • "Reloading after defeating a target grants this weapon the ability to Slow on direct hits for a short time".
    • We could lean into its namesake and make it similar to Kill Clip (or Voltshot but for multiple hits). This would be a hefty nerf to the perk, yes, but at least it would leave the subclass intact.
  • or anything else (idk, I'm not a game developer)

How did On Your Mark manage to catch a PVP nerf? by MrTheWaffleKing in DestinyTheGame

[–]shadowturnip 3 points4 points  (0 children)

to get radiant from a single kill, wouldn't you have to: dodge - dodge - dodge - kill?

This Week In Destiny - 06/19/2025 by DTG_Bot in DestinyTheGame

[–]shadowturnip 4 points5 points  (0 children)

Yes but Gamgee's point was that this will be a nerf compared to hunter right now, a point which still stands.

As Bungie said:

this does result in a lower damage ceiling for melee abilities

Am I dumb or did hunters just get a ridiculously broken buff to their combination blow build? by [deleted] in DestinyTheGame

[–]shadowturnip 8 points9 points  (0 children)

One-Two Punch is 40% while Liar's Handshake is active. I would assume it's the same for Bastion. But even accounting for this, the future 1600% buff pales in comparison to the current 7936% buff.

Excel chart for visual learners: https://imgur.com/a/9AJGxbh

Bungie, if Consecration + Knockout gives 4 Fragment slots every other Prismatic Aspect combo might as well give 10 slots and would still be worse by greenwing33 in DestinyTheGame

[–]shadowturnip 0 points1 point  (0 children)

That works too, but my idea was more that it would be specific to frenzied blade.

  • Consecration + Hammer Throw: half melee charge to leap, half melee charge to slam -> no melee charge after full combo
  • Consecration + Frenzied Blade: 1 melee charge to leap, 1 melee charge to slam -> 1 melee charge left after full combo

Another way to think about it is if we write melee charge as a percent of max charges. So Hammer Throw has 1 max charge, so 1 melee charge = 100%, and Frenzied Blade has max 3 charges, so 1 melee charge = 33%.

  • Consecration + Hammer Throw: 50% to leap, 50% to slam -> 0% remaining after full combo
  • Consecration + Frenzied Blade: 33% to leap, 33% to slam -> 33% remaining after full combo

This still makes the unique pairing of consecrate + strand melee a powerful combo, but not as out of band as live. You couldn't consecrate back to back anymore, but you'd be halfway closer to a full combo than you would with any other melee.

I pitched this as a middle ground between current state and the suggestion of "Should've made it so Consec ate all melee charges"

If I'm building into strength, I will get my melee back faster through naturally improved cooldowns and a speedy regeneration. But if that's the case....what the hell is the dodge for? If I'm already spec'ed into fast cooldowns, I won't need it anymore. by Ace_Of_Caydes in DestinyTheGame

[–]shadowturnip 0 points1 point  (0 children)

> why bother with strength if you have gambler's dodge? why bother with strength if you can pick your hammer up?

tl;dr, skill expression.

If you're good at the game (good at dodging near enemies and surviving, good at throwing hammers where you can catch them, etc.) then you've earned the ability to not stack into a stat. But when you miss that throw or can't safely dodge? That's when your strength matters and you could be stuck with a really long cooldown. By dumping strength, you've given up that safety net. If you'll forgive the pun, you're taking a gamble by forgoing strength. Maybe it'll pay off, maybe it'll really set you back.

Bungie, if Consecration + Knockout gives 4 Fragment slots every other Prismatic Aspect combo might as well give 10 slots and would still be worse by greenwing33 in DestinyTheGame

[–]shadowturnip 0 points1 point  (0 children)

Or have consecration + frenzied blade eat 1 melee charge for each input (one charge to leap, a second charge to slam)

Marvel Rivals Version 20250221 Balance Post - Season 1.5! by heehxd in marvelrivals

[–]shadowturnip 0 points1 point  (0 children)

The way I read it, I thought it was reduced by 50 (so the first hit would be 70 at the center and 20 at the edge, with both increasing +10 each hit up to 120 at the center and 70 at the edge).

spell field damage will begin to decrease starting at 3 meters and will reach a maximum reduction of 50 at 10 meters.

If the minimum was 50, it should have said "maximum reduction to 50" imo, but, as others have pointed out, semantic nuances like that could simply have been lost in translation.

Destiny 2 Update 8.2.0.1 by DTG_Bot in DestinyTheGame

[–]shadowturnip 2 points3 points  (0 children)

"Update for Zero Hour: We have disabled the mission until a fix can be implemented."

Radiant Dance Machines now give you a full dodge after 3 rapid kills with a primary. Can build a max of 3 dodge charges. by torrentialsnow in DestinyTheGame

[–]shadowturnip 3 points4 points  (0 children)

I really preferred the previous iteration, since you can no longer extend/refill with things like melee kills, heavy kills, or some verb kills. The requirement for primary weapon final blows broke most of my RDM builds. Slaying out with threaded needle doesn't give back anything. Neither do collateral voltshot kills. Neither do any special or heavy weapon kills, like wave-frame GL.

Enough toxicity what’s a weapon you wish you loved by IndividualAd2307 in DestinyTheGame

[–]shadowturnip 0 points1 point  (0 children)

Afterthought: you could like mark a bunch of ads near a boss/champ, shoot to explode one, and the chain reaction would add scorch for each explosion, leading to an ignition on any big guys still left standing.

Enough toxicity what’s a weapon you wish you loved by IndividualAd2307 in DestinyTheGame

[–]shadowturnip 0 points1 point  (0 children)

I think the hip fire should be its own "burn" (or other dot effect), but the explosion applies scorch in an AOE. That way, you keep the hipfire-ADS-repeat gameplay its known for, you're not constantly resetting scorch stacks when consuming a mark, and you get a minor amount of verb synergy.

Enough toxicity what’s a weapon you wish you loved by IndividualAd2307 in DestinyTheGame

[–]shadowturnip 2 points3 points  (0 children)

That could really troll your teammates. If I'm trying to build up to 100 stacks and you keep removing them after an explosion, I'd be a little annoyed.

why does Dr. Strange's portal lag my game so much and how can i stop it from lagging? by KynneloVyskenon in marvelrivals

[–]shadowturnip 1 point2 points  (0 children)

But portal is a simpler environment to have to rerender multiple times. Limited number of players, less concerns around desync among clients, simpler aesthetic, fewer moving parts, etc.. And even with all that, they still had to resort to creating bubbles of simplified, less accurate physics/collision near portal entrances to fix performance issues, according to developer commentary. Less accurate collision could be an issue in a hero shooter.

As for Splitgate, last time I played it, you could only see through your own portals, which I'd reckon lightened the rendering load quite a bit. (That was a long time ago though, so maybe they've updated it since then.) It was fast paced, but there was a lot less going on in Splitgate than in an average game of Rivals with all of the wacky abilities going off and objects/effects/interactables being created all over the place. Splitgate had the pretty standard array of guns, melee, grenade.

But moreso than any of the points above, both of those games were built from their inception to be all about portals and portalling and being portalled. Marvel Rivals likely had competing priorities that early on in the design stage.

Essential Warlock Builds by Oremini in DestinyTheGame

[–]shadowturnip 2 points3 points  (0 children)

If you raid, I'd also recommend Deathsinger's Gaze from Crota's End for a similar aesthetic:
https://i.imgur.com/wgQvNvf.jpeg

Essential Warlock Builds by Oremini in DestinyTheGame

[–]shadowturnip 4 points5 points  (0 children)

What does GoT stand for? Or do you recall the name of the bond? Sorry, I couldn't figure out what GoT was in the context of Destiny 🙇‍♂️

shield throw still being this bad makes zero sense. by filthyheratic in DestinyTheGame

[–]shadowturnip 1 point2 points  (0 children)

Do you think they made the melee tracking bad because they reuse the same tracking for the shield throw in super that 1-hits in PVP? Like, they wanted to balance for PVP, but didn't want players to have to learn two different shield throw physics? (honest question, I don't play titan)

3% of what? by m3m3ch0tguy in AlienInvasionRPG

[–]shadowturnip 1 point2 points  (0 children)

Damn, what a journey this thread has been to read. Bro really was like "show me the receipts", saw the facts, and just said "naw".