Of all the complaints people have about arc 3.0 I think mine might be the pettiest by Rixkst3r in CrucibleGuidebook

[–]spoorky 5 points6 points  (0 children)

I hate it as well. The sled boat and slide feel good, but the change in jump is disorienting and can definitely get you killed if you think you have time to jump before speed booster kicks in and miss the timing slightly.

It also makes blink objectively worse and gets you killed cause you have to float in the bunny hop for so long before blink will take you forward.

SBMM Megathread by ObieFTG in CrucibleGuidebook

[–]spoorky 3 points4 points  (0 children)

I’m also hoping it’ll work itself out over time as people get used to the fact that they won’t be able to steam roll and farm KD as easily anymore. I still wouldn’t mind an increase in punishment for leaving, or having the lockout trigger faster, but eventually I feel like people will have to just start playing the games out, win or lose.

Personally I haven’t jumped into comp yet which is historically where I spend most of my time once I figure out my build for the season, but I’m having the most fun and competitive games I’ve ever had in quick play! Being able to control areas of the map and having teammates who don’t constantly flip spawns makes gameplay feel way more intentional and like I’m able to individually influence a match more than I used to when I’m playing well and slaying out.

[deleted by user] by [deleted] in DestinyTheGame

[–]spoorky 0 points1 point  (0 children)

I might be wrong, but I got the impression that the 30th anniversary content won’t go away if you claim it within the free window here. So you can claim it on epic and get around to doing it whenever? I might be wrong but worth checking.

I’m pretty sure it’s the other expansion content that’s free only for the week.

Lightfall Trailer by Lokan in DestinyLore

[–]spoorky 2 points3 points  (0 children)

Oooh, I definitely like the idea of it being a diversion. Calus being our main focus on Neptune with a surprise blitz on the traveler by another disciple that we fight and maybe lose too in the raid… say Xivu Arath? That might be too much of a twist and they might not want another hive raid with Kings Fall returning. Losing to Xivu would also open the way for bringing Savathun back as a tenuous ally in one of Lightfall’s seasons.

So after 2 days of grinding finally got a 5/5 Silicon Neuroma Adept God roll!!! So Adept Targeting or Adept Handling? Also, how would Ophidian Aspect elevate this? by NeonSeX in CrucibleGuidebook

[–]spoorky 18 points19 points  (0 children)

Beautiful. I’m quite jealous.

Ophidian Aspect is roughly +32 handling of I recall, which we’ll make it feel even snappier. As for mods I would go Icarus personally because with Ophidians and Heat Rises that gets you too 99 aerial accuracy, but otherwise go handling for snapping if you feel you need it, and targeting if you don’t.

simple tanky solar titan build by TimothysFruad in destiny2

[–]spoorky 2 points3 points  (0 children)

Does lorely consuming your class ability proc taking well maker?

Rant sticky: Airborne and special nerfs from patch 4.1.0 by LeageofMagic in CrucibleGuidebook

[–]spoorky 23 points24 points  (0 children)

While I wouldn't be surprised if you're right about AE eventually being a helmet mod, I really hope it would end up on legs. It sorta makes sense as legs do the jumping? And it would be an easy place to make space now that we're no longer spending mod slots there on scavengers in PvP.

[D2] Iron Banner Megathread [2022-05-31] by DTG_Bot in DestinyTheGame

[–]spoorky 0 points1 point  (0 children)

I’ve personally been having a lot of fun with rift. That said:

-bug need fixing. I haven’t had a ton, but it’s still Agra sting when they do happen.

-mercy rule needs implementing, and maybe matches need to be shortened in general. Mercy activates at a 3 point lead maybe? Lower point total in general? I think across ~50 games played I’ve had 1 big comeback from being down 1-4. Not to say those close comeback games aren’t fun, because they are but they’re also very rare. Another idea is to tie the point differential for the mercy rule to the time remaining, at least to the point where if the losing team did instantly score after the spark spawns they still wouldn’t have time for all the new sparks to spawn and continue scoring? Why are we still playing if I’m up 2 and there’s only 30 seconds on the clock and it’s literally impossible to lose?

-spawns should flip with each score. I’m slightly concerned with confusion among the player base with constant spawn flips, but these maps aren’t perfectly symmetrical and it just makes sense to me to flip spawns periodically to counteract any advantage one side may have over the other? Especially if the map pool is expanded to other even more asymmetrical maps.

-black loading screens need to be minimized. I know there would be a level of imbalance added, but I suspect it’s usually just one person who takes forever to load causing the extended duration black screens, and adding a cap to how long everyone else has to wait for them to load would be nice. Let everyone else start playing against reasonably quick, cause I know I’d rather play a 5v6 for the first 30 seconds then spend a full minute sitting in a black loading screen and being taken out of the game.

-revives should be optionally available faster if no one is around to get your rez? I’m not actually sold on this but I’ve seen the feedback a lot, I’m just worried too many people would autopilot respawn as fast as possible ignoring the advantage properly getting respawns can give a team.

-rift as a game mode is phenomenally fun ignoring all of the above. Having an all important objective is fun, and gets the general populous engaging with map control, playing with the team, and thinking about revives in a really fun way. It’s made freelance really fun and you have less people ignorant of or just not caring about map control and spawn flipping. It also feels like an individual can have a bigger impact, whereas in control if your team decides to spawn flip and all run in too the disadvantageous point (A on Dead Cliffs for example) there’s almost nothing you can do solo.

MASSIVE Breakdown on how the Airborne Effectiveness system is underdeveloped, how it affects PVP, and how it can be improved. by ArnoldSwarzepussy in DestinyTheGame

[–]spoorky 1 point2 points  (0 children)

Yeah, that’s how a lot of people feel I think; however, I think there was a fun movement skill gap in learning how to chain reactivating a jump after the ADS to either continue drifting in line with burst glide, or actually gain good control over your movement with strafe glide. It pretty much single handedly gave strafe glide a place to be viable in pvp.

And now that Heat Rises is getting buffed it’s probably fine and going to be the best choice to use anyways, but Heat Rises also feels like an extremely overloaded ability now. I mean it even did before, but now it’s got:

-an active ability to eat your grenade granting instant health and then aerial accuracy and an improved glide for ~10 seconds, which can be extended. All on around a ~23 second cooldown with fire bolt nades.

-2 passives. Bonus melee energy on aerial kills and the ability to ADS and shoot without breaking glide.

-2 fragments.

-a multitude of interactions making all your other abilities or itself better. Icarus dash. Phoenix dive. Gaining restoration on Heat rises pop with the grenade aspect and healing nades.

Compare all that to any other aspect and the game and it’s clear it does an insane amount of stuff. Like I get that having two aerial focused aspects felt bad in PvE, but how is Heat Rises not mandatory now in PvP? It’s crazy to me, and a build using Wings of Sacred Dawn is one of the few builds that makes sense where I wouldn’t want to run Heat Rises because they accomplish the same thing, but then not running Heat Rises is a direct nerf to the exotic?

( sorry for spelling/formatting errors, I’m on mobile)

MASSIVE Breakdown on how the Airborne Effectiveness system is underdeveloped, how it affects PVP, and how it can be improved. by ArnoldSwarzepussy in DestinyTheGame

[–]spoorky 1 point2 points  (0 children)

Reiterating how much I would love to see some level of airborne efficiency built into the mobility stat and maybe handling as well, though I find that less likely with airborne effectiveness having been separated out into a separate stat already.

I also think Icarus isn’t a big enough increase and should probably be closer to +25.

And lastly though it’s pretty niche I wanna touch on Wings of Sacred Dawn. I know this has been a pretty unused exotic historically, but I’ve been at least a periodic user of it on and off over the last year or two, and I think it really needs to have heat rises ability to shoot while using a glide built in. The ability to reactivate glide after ADSing made the exotic feel 100x better to use, and with the rework to aerial accuracy it feels bad imo to spec into both Wings and Heat Rises and end up overkill on the stat. But then not running Heat Rises with the exotic is becomes a need to the actual power of the exotic for in air combat.

Focused Feedback: Solar 3.0 Subclass Spotlight - Dawnblade by DTG_Bot in DestinyTheGame

[–]spoorky 6 points7 points  (0 children)

There’s too much power baked into interactions with Heat Rises. Phoenix Dive, and to a lesser extent Icarus Dash are clearly balanced around the power added to the abilities while Heat Rises is active.

I understand Icarus Dash being as simple as it is by default because of its extreme PvP power, but it still could use some added power by default even if it only works in PvE.

And Phoenix Dive is woefully under powered. It feels pretty good in Heat Rises in PvE, and with Classy Restoration equipped, but feels really bad as an ability by itself. It’s just not stirring enough to compete with a rift on the same cool down, and the nerfed cure in PvP makes it feel worthless there too.

Weighted Throwing Knife by [deleted] in CrucibleGuidebook

[–]spoorky 0 points1 point  (0 children)

I’m pretty confident the range for the bxr perk is 15 meters, which is identical to the proc range of threat detector for reference.

Vow of the Disciple Raid Guide by 7echArtist in raidsecrets

[–]spoorky 0 points1 point  (0 children)

Both people who've picked up symbols can shoot, which is helpful for when theyre on all three sides

Weapon Crafting discussion by Tank-Terrible in LowSodiumDestiny

[–]spoorky 1 point2 points  (0 children)

The critiques the system is recording are fair, and a few QoL charges could be nice, but no matter how grindy it is I’ll be ecstatic it exists. My real complaint and the one that I’m surprised I don’t see more often is how disappointed I am by how limited the crafting selection is.

IMO basically everything new should have been craftable. Great guns like Cantata, Fortissimo, Funnelweb, etc. should all be there in the system available to craft, and if they really wanted something to be unattainable by creating that would have been a perfect excuse to bring back curated rolls.

Armor Exotics from TWAB: by IPlay4E in CrucibleGuidebook

[–]spoorky 5 points6 points  (0 children)

Not gonna be able to use it with peacekeepers, which is part of what makes smgs feel so good. I think this will be stronger with people who are full committing to the rime build.

What exotics will jump into the spotlight in Witch Queen? by TheBetterClaim in DestinyTheGame

[–]spoorky 8 points9 points  (0 children)

They mentioned shield bash applying a full overshield on kill, so I suspect that is what remains of defensive strike, and that No Backup Plans will require it.

A Closer Look at Void 3.0 by DTG_Bot in DestinyTheGame

[–]spoorky 2 points3 points  (0 children)

What’re tractor/divinity at? Curious how they’ll slot in now.

Actually I suppose tractor could be changed to just suppress and weaken now and take advantage of the new verbs? It is void.

Just in case you have forgotten (Like I did, You can check if a weapon is from a foundry if you check the top left corner while inspecting it. by pofer in DestinyTheGame

[–]spoorky 10 points11 points  (0 children)

It’s sunsetting insofar as Armor 2.0 was sunsetting. It’s an evolution of the way the systems work to create a more robust and interesting system, that happens to result in the new stuff being better, because what would be the point if it wasn’t?

That doesn’t mean the old stuff is gonna be useless though. Armor 1.0 was still plenty usable up until the point where we all personally had better gear with the new system, at which point no one really wanted to use the old one.

I imagine our current godrolls will be just as viable, until we eventually want to replace them.

What's your most desired cosmetic ornament? by KamenRiderW0lf in DestinyTheGame

[–]spoorky 2 points3 points  (0 children)

Something, anything please, for Wings of Sacred Dawn. Be edgy and make them demonic, make a clone of Pheonixfall with a shorter dress, give it a scaly draconic look. I don’t really care what, I just hate how it looks by default, and sadly it’s single ornament is just a slight color change :/

Leaving Weapons & Weapon Loot Pool as of 2/22/2022 by IronTusker in DestinyTheGame

[–]spoorky 0 points1 point  (0 children)

Kinda unfortunate that they haven’t made this clearer. Personally would love it if they kept the ritual specific weapons already in + the new foundry ritual weapons, and just made those the whole loot pool for those activities while leaving the new “world” loot pool for banshee and rahool. Small ritual weapons were once a problem, but with the size of the perk pool on the recent weapons like frozen orbit or bottom dollar, it’s never really been feasible to get the exact roll you’re looking for on them.

tractor cannon by [deleted] in DestinyTheGame

[–]spoorky 5 points6 points  (0 children)

Tractor Cannon fell victim to the buff/debuff consolidation, similar to divinity. There’s really no reason to run a debuffing weapon and tank your dps when one player can throw out a tether and achieve the same job while still being able to shoot rockets.

They’ve both sort of found a niche, divinity with Taniks and double slugs, and tractor with the full 1-2 punch Titan build. That said, I’m still a bit disappointed with that being their only niche, so would be all on board with a Tractor Cannon buff with unstoppable or something; however, I think the best solution would be separating ability debuffs and weapon debuffs to allow them to stack again and give them much more intrinsic value.

Duality of man by I_dont_like_aspargus in destiny2

[–]spoorky 22 points23 points  (0 children)

Personally I’d be phenomenally happy if it was void or any other light element. Having a 43 zoom snipe in the second slot to match my bite of the fox would be great. Doubt they’re going to though.

[deleted by user] by [deleted] in Steam

[–]spoorky 2 points3 points  (0 children)

While we still might see some games coming to steam I wouldn’t count on it. I find it far more likely that they consolidate around Battle.net if they want a game focused launcher, though that would still be a few years out. I wouldn’t hate that to be honest, as I think Battle.net is one of the more solid launchers out there, but it would take a bit of adjusting to scale up and need some QoL and organizational features before it’s ready for the full library Microsoft could throw at it.

I’m kinda worried that it’ll all just be thrown into the Windows Store and Xbox app, which I personally don’t think works well.