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Destiny 2: Lightfall


Uncle Mike

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1 hour ago, Qazimod said:

Removing it seems a bit drastic - there’s stuff in there I don’t mind (e.g. everything that isn’t the boss encounter) - but I guess rebalancing it is too much work...

 

Sounds like that’s what they’re doing though. ‘Teams investigating changes’ sounds like ‘we’ll try and make it less shit’

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On 17/05/2018 at 18:11, Oz said:

It's also the least fun you could be having in crucible just shooting this when there are so many weapons that are viable.

 

Nope, it's definitely the most.

 

 

I have this strange feeling that Dead Orbit might just win the next faction rally.

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That guy (YOU!) could have walked into the zone with tractor cannon instead and pushed all the potatoes against the wall.... That's all am saying... :)

But if I am honest I think the game is in such a good place at the moment... Any weapon is fun to use and the variety is doing wonders for the game (at least on PC)... Just pick one you like and go is my advice... Don't follow the advice of the dickheads on Reddit. 

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I'm ever so hopeful that the planned Bounties in July will return to the D1 Vanguard and Crucible reputation packages that grant a power engram on level up.

 

That might go some way to help the milestone-blocking ahead of September expansion.

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Update notes read as though theyve fixed the Heroic Strikes milestone issue and you now have a chance to get a powerful engram every 4/5 strikes

 

Edit: changes to Warlock Lunafaction boots look good

 

 

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Can someone briefly explain the Masterworks stuff to me? I didn't really pay attention to that when Curse of Osiris came out. Is it basically their new way of adding random rolls back to  gear like in the first game by giving stuff an extra perk and a kill tracker?

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It gives you a kill tracker (either pvp or pve) for the weapon, the weapon will drop an orb after two consecutive kills without reloading, and it'll give one of the weapon's stats a random boost (e.g. range, reload speed, etc)

 

For the armour as far as I can see it makes you a bit tougher to kill when executing a super.

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It’s all about the orb creation really. Crucially you create an orb on every multikill not just for your team but for yourself. A fireteam all with masterworks makes for a lot more supers creation. Personally I’d just dismantle all masterwork armour for which you get masterwork cores which then allow you to modify any weapon into a masterwork. 

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On 27/05/2018 at 01:32, Gorf King said:

 

Nope, it's definitely the most.

 

 

I have this strange feeling that Dead Orbit might just win the next faction rally.

 

What that clip doesn't show you is @Scruff and I softening them all up for Gorf to get some easy kills.

 

Or I was probably dead.

 

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1 hour ago, Gorf King said:

I hope this isn't the new game mode the summiteers raved about. It just feels like four very short rounds of Clash really, not the unique experience to which they alluded.

 

(Plus I got mauled.)

 

Definitely not the new mode, don’t worry. 

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2 hours ago, Oz said:

PSA: Probability of getting DFA is zero this week guys

 

 

 

There's been one Warmind nightfall since the expansion launch, the rest have been base game of CoO ones. How the hell are they just noticing something is up now?

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The heroic strikes are already noticeably easier than they were a couple of weeks ago – the bosses are still generally pretty hard, and particular modifiers can make them nigh-impossible, but I can feel the increase in power making a huge difference. Plus, the tweaked exotics can make a huge difference to damage output – DARCI in particular feels like a boss-killer in the same way that Merciless does. That lock-on make a huge difference to precision damage, and the huge mag means you can absolutely batter a boss if you nail a few headshots in a row. Me and a couple of randos managed to get the guy from the end of the Earth strike set on the dam down to a quarter health within a few seconds of him spawning.

 

It’ll be interesting to see if Bungie recalibrate the difficulty of the strikes. Public events are already comically easy – I was doing the Titan flashpoint the other day, and the thing that spawns at the end of the heroic version of the witch ritual event barely lasted five seconds

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6 hours ago, Mafro said:

 

There's been one Warmind nightfall since the expansion launch, the rest have been base game of CoO ones. How the hell are they just noticing something is up now?

by noticing you mean reddit found. :facepalm:

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TWAB's also got some details of more imminent changes. Faction rallies:

 

Pledging to a faction should be a meaningful choice.

  • Players may now only pledge to one faction per account during a Faction Rallies event
  • Reputation progress is retained through multiple events, and it will not be reset during the season, even if a player changes allegiance
  • Each faction offers unique rewards, such as Exotic armor ornaments or Masterwork Catalysts for Exotic weapons
  • We are planning to host three Faction Rallies events over the course of Season 3
  • Dead Orbit will offer the Eye of Another World ornament and the Graviton Lance Catalyst
  • New Monarchy will offer the Crest of Alpha Lupi ornament and the Sweet Business Catalyst
  • Future War Cult will offer the Knucklehead Radar ornament and the Sunshot Catalyst

Seasonal Vendor Progression

  • Each faction now features ranks, which players can reach by earning faction tokens
  • Faction rank-up rewards will continue to grant Legendary armor and weapons past Rank 30

Faction Rallies now features the “Renown” system

  • After pledging to a faction, players may earn Renown by completing a public event or patrol, or by defeating high-value targets on destinations
  • Players who loot a Lost Sector with Renown active will receive significantly more faction tokens than usual—the more stacks of Renown they have, the more faction tokens they earn
  • Renown is lost when players are defeated by enemies, so be careful when you're attempting to loot a Lost Sector with high Renown!

Renown increases the level of challenge in gameplay

  • Health regeneration is vastly reduced (all stack levels)
  • Enemy kills have a chance to drop health orbs (all stack levels)
  • Player damage decreased (scales with stack, up to 5)
  • Incoming damage increased (scales with stack, up to 5)

While Renown is active on a player, others around them can see which faction the player has pledged to:

 

05312018_Faction_Auras.gif?cv=3983621215

 

[hmm...]

 

Note: Renown displays which Faction a Guardian is pledged to, but only from a third person view. This functionality applies to all players.

 

Faction Rallies will continue to feature a Winner’s Offering to the faction that earned the most rank packages during a given event. These rewards will then be available in the rank-up reward pool in the following event. During Seasons 1 and 2, New Monarchy dominated the charts. We’re eager to see whether Dead Orbit or Future War Cult can rack up some wins.

 

Faction Rallies will be available Tuesday, June 5 at 10 a.m. PDT through the following weekly reset. We’ll continue to collect feedback once Faction Rallies is live, and monitor the conversations.

 

Also after that reset, Protocol will be made easier:

 

Old values

Wave 1: 370

Wave 2: 370

Wave 3: 370

Wave 4: 385

Wave 5: 385

Wave 6: 400

Wave 7: 400

 

New values

Wave 1: 370 

Wave 2: 370

Wave 3: 370

Wave 4: 380

Wave 5: 380

Wave 6: 385

Wave 7: 385

 

And a word on how they're making this change so quickly:

 

How We’re Making This Change

Normally changing enemy Power levels requires a patch, but during development, we created unique server flags which can flip between two sets of Power levels for all Escalation Protocol enemies. These were created in the wake of the community summit, when we decided to make the activity even more difficult. The flags don’t require any download from you to flip, which is how we can enact this change so quickly.

 

Reasons for This Change

We've been looking at our internal data while listening to all of your feedback about Escalation Protocol since the launch of Warmind. Reading these stats, not as many players are attempting Escalation Protocol with a fireteam of three as our designs intended, mostly because of how difficult waves 6 and 7 are. Tweaking the difficulty of waves 6 and 7 very quickly through Power level changes is something we can do right away because of the server flags mentioned above, rather than waiting a number of weeks to deliver a patch.

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6 minutes ago, Gorf King said:

How We’re Making This Change

Normally changing enemy Power levels requires a patch, but during development, we created unique server flags which can flip between two sets of Power levels for all Escalation Protocol enemies. These were created in the wake of the community summit, when we decided to make the activity even more difficult. The flags don’t require any download from you to flip, which is how we can enact this change so quickly.

 

Reasons for This Change

We've been looking at our internal data while listening to all of your feedback about Escalation Protocol since the launch of Warmind. Reading these stats, not as many players are attempting Escalation Protocol with a fireteam of three as our designs intended, mostly because of how difficult waves 6 and 7 are. Tweaking the difficulty of waves 6 and 7 very quickly through Power level changes is something we can do right away because of the server flags mentioned above, rather than waiting a number of weeks to deliver a patch.

 

wait. so balancing the activity based on the performance of people who do this for a living was not a good idea? weird. 

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  • Uncle Mike changed the title to Destiny 2: Lightfall

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