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Destiny: FIN


Gorf King

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So apparently black spindle makes a few of the boss fights in the raid a lot quicker (once you know the mechanics of course). I can certainly see how not having to reload would help, although the raid weapons themselves have perks that play to this anyway so in time people should be better prepped.

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I'm another Jade Rabbit fan, getting into the Zen moment against yellow bar enemies and not having to reload isn't getting old, in fact its a bit disappointing when do run out of bullets because you know you've messed it up. Its amazing from range, everything seems to be a critical hit, I have armour that gives me quick reload with Scout Rifles and I have a sword for any close encounters. It really shines in the Dark Blade strike. Any higher light gun drops I get are gonna be fed into it...will enjoy it before the inevitable nerf.

I do feel sorry for anybody in my fireteam that has to listen to that constant monotonous firing sound effect tho.

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Yup, I reckoned they would nerf it. The infusion jamboree obviously wasn't their intention as it seriously undermines the gradual light levelling mechanics evident in the rest of the game's gear.

Ah, wasn't sure if it was 310 or 300. I guess they weren't expecting people to find it so soon, so the nerf does sound like the right thing to do. My interest in the weapon had already waned after I realised it was just Black Hammer. Now with the nerf, it's only really worth it for collectors of exotics. Though it does have a decent impact rating - it's by means a shit weapon, but as both you and I have said previously, it's not worth the yellow slot.

And yes, Destiny has consumed my entire non-working life since TTK's release. I'm about to hop on now before work. :unsure:

I don't agree, I have mainly 300 weapons as is so why would I spend 150 legendary marks it at 300 to buy and then infuse something else? Even at that, it's not something you can go wild with, 150 LM aren't quick to come accross.

The mission itself is a 300 light mission so anyone completing it will be in 300 light range and will most likely have special weapons at 300 anyway.

Big over reaction from bungie, why not just reduce the one in the vault to 280/290 and that's it.

Also "just black hammer"? Black hammer is a great sniper and Spindle feels more stable(maybe it's because I haven't used Black Hammer in months though), even with the nerf to pull ammo from reserves its still great, I have 23 rounds in total so i can fire them all without reloading and the fact it is the highest impact sniper. How can that be underwhelming? It's still a bullet sponge boss destroyer.

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But when re-buying a year 2 exotic you don't need 150 marks, you just need an exotic shard and, I think, 2500 glimmer. So yes, you can indeed go to town with it and get all your special weapons near to 300, if you so chose.

The nerf is right in this case.

As I said, go to town with the one in the kiosk, reduce it to 280/290 but no need to reduce the players who managed to get it. I used higher than 300 level guns to get it.

It's a fitting reward for how difficult it was. Major overreaction from bungie.

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http://www.theguardian.com/technology/2015/sep/24/destiny-one-year-bungie-final-frontier-of-gaming

Interesting article in today's Guardian about Bungie's oversight of Destiny, and how they changed it during the first year. They briefly ask about the story problems in the original game (and are given a non-answer), but it's mainly about the changes made moving from year 1 to year 2.

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Just by having weapons at 300 doesn't guarantee future drops will be 300+ and the vendor gear will still only be 280, so having a system that only costs 2500 glimmer and an exotic shard to get them up to speed needs removed. They should leave the ones that folk managed to get yesterday at 310 though.

I wonder if the fix is only going to hit all the 310 Black Spindles? If you infused a blueprint version with the 310 version taking it to a bit less than 310, will it still get the nerf?

Try it for Science it's getting pegged down anyway!

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Just by having weapons at 300 doesn't guarantee future drops will be 300+ and the vendor gear will still only be 280, so having a system that only costs 2500 glimmer and an exotic shard to get them up to speed needs removed. They should leave the ones that folk managed to get yesterday at 310 though.

I wonder if the fix is only going to hit all the 310 Black Spindles? If you infused a blueprint version with the 310 version taking it to a bit less than 310, will it still get the nerf?

Try it for Science it's getting pegged down anyway!

Yeah that's what i'm saying, leave the drops, fix the kiosk rebuy method.

I'm going to infuse one of my other snipers to 310 then once it's nerfed I will start to infuse it back to 310.

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http://www.theguardian.com/technology/2015/sep/24/destiny-one-year-bungie-final-frontier-of-gaming

Interesting article in today's Guardian about Bungie's oversight of Destiny, and how they changed it during the first year. They briefly ask about the story problems in the original game (and are given a non-answer), but it's mainly about the changes made moving from year 1 to year 2.

somewhat creepy stuff about user testing in developing game mechanics. interesting how much player input has been considered when you think about year 2 decisions. I think they have improved basically every single aspect of the game. one thing in particular I have found is they finally got the perk system for weapons just right. everything feels very different and every perk makes sense in relation to the weapon type and providing different viable options for playing. the depth of what you can do with your build and how your weapon and perk decisions affect your play style for a particular session is amazing.

unifying crucible and vanguard marks was another great decision as it brings more people across from single player trying crucible and vice versa. the crucible population is more diverse and this helps matchmaking in that more matches go down to the wire (maybe except for salvage) and there is space for anyone to jump in on a crucible match and have a degree of fun, rather than getting destroyed by people who have been playing the game every night for a year.

EDIT: On the downside crucible lag is still a threat.

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Anyone got a good resource for beginners to learn about the game? All this talk of infusion, light levels, dismantling and legendary marks has confused the hell out of me.

This is my first post here from March this year

I've only just got around to starting Destiny and looking forward to learning it but this thread is like reading a novel in an alien language. It's a little off-putting. I assume that all of this chatter will begin to make sense in a year or so?

and the best advice I got was just start playing it. Honestly by the time you're at the end of the story part you'll have been introduced to all of the main mechanics and you'll be levelling up like a pro and it will be the only thing you play.

Destiny is Royston Vasey.

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Just got the daily with LFG. 2 good US players and myself got it done with time to spare. Solar sword is amaze balls on that mission.

Glad you managed to get it done. Tried with a LFG myself this morning, managed to get him down to about 20% but the adds were out of control and the others didn't seem to have much of a gameplan. I wanted to try the bubble sword method but neither of the other two had mics and it would have been pointless trying to sword him on my own...

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Gimme two rllmukers, one with weapons of light bubble, melting point solar titan, or a fefellow tethering hunter, and we will destroy the adds. We will destroy them in a bloodbath of debuffs, orbs, blue and green engrams, special and heavy ammo, and then we will make the kell regret he was ever shat out by the darkness or the traveller or whoever, and that 310 snipes will be ours. I have every faith in my hunter and his bow.

In retrospect, my bravado was ill advised. I feel like a total failure.

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somewhat creepy stuff about user testing in developing game mechanics. interesting how much player input has been considered when you think about year 2 decisions. I think they have improved basically every single aspect of the game. one thing in particular I have found is they finally got the perk system for weapons just right. everything feels very different and every perk makes sense in relation to the weapon type and providing different viable options for playing. the depth of what you can do with your build and how your weapon and perk decisions affect your play style for a particular session is amazing.

unifying crucible and vanguard marks was another great decision as it brings more people across from single player trying crucible and vice versa. the crucible population is more diverse and this helps matchmaking in that more matches go down to the wire (maybe except for salvage) and there is space for anyone to jump in on a crucible match and have a degree of fun, rather than getting destroyed by people who have been playing the game every night for a year.

EDIT: On the downside crucible lag is still a threat.

I liked the bit where they worked out that there was no point in nerfing the Mythoclast right now, as only 600 people had the gun.

Also interesting that the team that worked on overhauling the in-game systems was much bigger than the teams that did Dark Below and House of Wolves - which to be fair, is kind of obvious from the end product, but it's still worthwhile to read Bungie's commentary on it.

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Does anybody know if there is a limit on armsday orders account wide? I get to my other characters and they get the option to get some but it also says Max weapons ordered or summat. So when I click I still get the gun order slot, but I wonder if it has overwritten other characters' orders.

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