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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by mattysemo247
(Post 13288937)
Damn, down to $10.84 now (still $25 on XB1). I wonder why the hell it's so cheap? Maybe they are coming out with a newer version with the expansions, kinda like how they did with The Taken King.
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Well, hopefully you pick it up and get some enjoyment out of it. At under $11, it's a no brainer. You should get plenty of hours out of it for that. I don't think I've booted it up this year yet, but there are still plenty of people on my friends list playing, so I'm sure you will also run into some fellow Daggers here.
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by joeblow69
(Post 13288954)
From what I've read they've done nothing but piss off Destiny players since this released, and the active player numbers are plummeting. This is surely an attempt to stop the flood.
there has been since early in D1 but has grown even stronger over the years some of the complaints are valid, most of it is just noise I paid almost $100 for D2 (but that includes the 2 expansions) I've already got my money's worth and will continue to do so can't tell you how to spend your money but $16 or less for the core game is a bargain in my opinion |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
So I finally get a chance to sit down and play d2, and the servers are down? Does that happen a lot? It just says to go to help.bungie.net but I don't see anything about servers being down there :(
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by joeblow69
(Post 13290733)
So I finally get a chance to sit down and play d2, and the servers are down? Does that happen a lot? It just says to go to help.bungie.net but I don't see anything about servers being down there :(
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
So I've made it up to level 11, and am enjoying it as a single player game so far. What happens when I finish the story and/or get to level 20? Is it pretty much grouped content only at that part, or can I still progress my character solo?
Btw, maybe I suck (actually I KNOW I suck) but it seems to me that the best strategy in this game so far is to just rush towards the enemies and punch them in the face? I'm not sure why I should waste 10-20 bullets trying to kill someone from far away, if I can just run up and 1-shot them. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by joeblow69
(Post 13295098)
So I've made it up to level 11, and am enjoying it as a single player game so far. What happens when I finish the story and/or get to level 20? Is it pretty much grouped content only at that part, or can I still progress my character solo?
Btw, maybe I suck (actually I KNOW I suck) but it seems to me that the best strategy in this game so far is to just rush towards the enemies and punch them in the face? I'm not sure why I should waste 10-20 bullets trying to kill someone from far away, if I can just run up and 1-shot them. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by slop101
(Post 13295249)
Yeah, but it would be a hell of a grind on your own, and would take forever.
Because the shooting mechanic is the best thing about the game, and if it's not fun to shoot things, then why the hell are you playing it? |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by joeblow69
(Post 13295439)
Well it's not that the shooting isn't FUN, it's that my aim is so bad that I go through a ton of bullets and time killing anything, and it just seems silly when I could just run up and punch them in the face.
If your aim is really bad, maybe lean more toward autorifles that are more "spray and pray". I use autorifles just because I don't really like pulling the trigger multiple times. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by joeblow69
(Post 13295439)
Well it's not that the shooting isn't FUN, it's that my aim is so bad that I go through a ton of bullets and time killing anything, and it just seems silly when I could just run up and punch them in the face.
guess it just depends on the archetype weapon you are using and its perks obviously a SMG is going to be less stable than a scout if you are having issues you can always adjust the sensitivity in the settings tab or you can just continue punching shit which is fun as well |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
"What's the worst that can happen" cut to << Prometheus Lens clip >> LOL |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
I really don't see this as fixing anything. There still nothing to do, no unique rewards to chase. Having 2 primary weapons is boring. They need to bring back D1s weapon system.
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by Me007gold
(Post 13298474)
I really don't see this as fixing anything. There still nothing to do, no unique rewards to chase. Having 2 primary weapons is boring. They need to bring back D1s weapon system.
If you are not a PvP player, which I know you aren't, you may not have reason to be as excited but to dismiss it as not fixing anything is a bit naive try using a kinetic and Fighting Lion if you find 2 primaries boring :P |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by musick
(Post 13298620)
I agree there isn't much to chase at this point but that isn't the main focus of this update thought there will be Nightfall specific reward drops (with strike specific drops to follow later)
If you are not a PvP player, which I know you aren't, you may not have reason to be as excited but to dismiss it as not fixing anything is a bit naive try using a kinetic and Fighting Lion if you find 2 primaries boring :P |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by Me007gold
(Post 13298653)
If they are unique sure, but if its just a reskin of a Better Devils or Uriels Gift, or whatever, then its just one more thing to collect because its there. Mods 2.0 has the potential to fix a large part of the problems with the game, but I am not holding my breath. They have my money through the next expansion, but its going to take something major to get me back(and most others i assume) for the "comet" expansion later this year.
Each terrible villain that players face should have a very rare and powerful unique item, themed to them, that tumbles to the ground as they collapse into a pile of bones. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
patch notes
Strikes Nightfall strike unique rewards Possible rewards include Legendary weapons and Exotic accessories Drop rates increase in likelihood based on score thresholds Strike repetition reduction Players will no longer see the same strikes back-to-back in strike playlists Challenge Card Increased the Power handicap maximum from 40 to 45 Fixed an issue where “Tree of Probabilities” wouldn’t end immediately after Valus Thuun’s death if he was killed very quickly Fixed an issue where players could respawn below the boss fight of “A Garden World” Fixed an issue where vehicleswere not rewarding points when destroyed Fixed an issue where Orbs granted points in public areas Other Exotic repetition reduction Protections were put in place that prevent back-to-back duplicate Exotics from Exotic Engrams Fixed an issue where some emblems were not displaying what statistic they track Prometheus Lens correctly appears in the Exotic weapon collection for players who acquired the item from Xûr without owning Curse of Osiris Reduced interaction time for patrol beacons and activity totems from 3 seconds to 1 second Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory Sandbox Weapons Pulse Rifles Increased PvE damage for all Pulse Rifles by 16% Increased rate of fire for adaptive and high impact Pulse Rifles Adaptive: from 360 rpm to 390 rpm (+8.3%) High Impact: from 320 rpm to 340 rpm (+6.3%) Increased base damage for adaptive, high impact, and rapid-fire Pulse Rifles Adaptive: from 14.5 to 16 (+10.3%) High Impact: from 16 to 18 (+12.5%) Rapid-Fire: from 12 to 12.5 (+4.2%) Increased precision multiplier for lightweight Pulse Rifles from 1.5x to 1.6x (+6.7%) Decreased precision multiplier for adaptive Pulse Rifles from 1.55 to 1.475 (-5.8%) Design Note: This keeps precision damage close to where it is now, when you factor in the base damage and rate of fire buffs above. This puts most of the buff into body shots, but in the end, this still increases precision damage overall. Scout Rifles Increased PvE damage for all Scout Rifles by 15% Increased base damage for high impact Scout Rifles from 37 to 40 (+8.1%) Hand Cannons Increased PvE damage for all Hand Cannons by 15% Precision Hand Cannons deal 0.15x more precision damage, increasing from 1.5x to 1.6x (+6.6%) Increased hip fire accuracy when using controllers on console and PC by 33% Increased ADS accuracy when using controllers on console and PC by 25% Sidearms Increased PvE damage for all Sidearms by 15% Increased hip fire accuracy; reduced cone by 20% Increased ADS accuracy; reduced cone by 12% Increased inventory (allowing more reserve ammo to be stored) Increased range falloff start by +1 m Increased ADS movement speed Submachine Guns Increased PvE damage for all Submachine Guns by 10% Set optics to 1.3x Increased inventory (allowing more reserve ammo to be stored) Linear Fusion Rifles Increased PvE damage for all Linear Fusion Rifles by 50% Increased aim assist Decreased flinch multiplier Shotguns Increased PvE damage for all Shotguns by 35% Increased inventory (allowing more reserve ammo to be stored) Increased aim assist on SUROS precision Shotguns Sniper Rifles Increased PvE damage: By 20% for yellow bar enemies By 40% for red bar enemies Increased precision damage, which now scales with the weapon’s rate of fire Changed from 2.5x for everything to 3.0x at the lowest rate of fire up to 3.5x at the highest rate of fire Increased aim assist Increased inventory (allowing more reserve ammo to be stored) Grenade Launchers Increased blast radius Drum-Fed Grenade Launchers: +0.5 m One-Shot Grenade Launchers: +1.0 m MIDA Mini-Tool Decreased the MIDA Mini-Tool’s optics to match other Submachine Guns Prevented the stacking of Lightweight and the MIDA Mini-Tool’s Lightweight perks Adjusted player movement speed to match the MIDA Multi-Tool Auto Rifles Decreased range by 10 for all precision Auto Rifles Decreased aim assist for all precision Auto Rifles Perks Scaled up PvE damage for the following perks: High Impact Reserves From 1.12x to 1.30x (+16%) Kill Clip From 1.33x to 1.53x (+15%) Rampage From 1.33x at 3 stacks to 1.65x while at 3 stacks Also increased duration from 3 seconds to 3.5 seconds Dragonfly Buffed damage From 50 to 65 (+30%) +30% additional damage against combatants Updated FX Explosive Rounds Decreased PvE Explosive Rounds damage multiplier by 15% Increased PvE damage for the base weapons to compensate for this decrease Grave Robber Reloads 50% of the magazine instead of 30% Timed Payload Splits damage 55/45, explosive/direct instead of previous split which was more direct damage Abilities Increased Super regeneration rates from 6:40 minutes to 5:00 minutes The output of every increment of the Mobility stat, from 2 - 10, has been increased allowing for a significant boost in player speed Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility) Dodging remains unchanged and still breaks both aim assist and projectile tracking for the duration of the actual dodge The invisibility granted by Vanishing Step no longer breaks aim assist or projectile tracking in PvP (unchanged in PvE) Increased the duration of invisibility granted by Vanishing Step by 1 second Increased the duration of Smoke Bomb invisibility by 1 second Increased the movement speed of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff) While these Supers are active, sprint speed is automatically set to the fastest possible sprint speed (no additional perks needed) Characters automatically sprint when you request forward movement Increased movement acceleration to reach max speed almost instantly Titan Increased the distance the player travels with an untargeted airborne shoulder charge attack (Shield Bash, Seismic Strike, and Hammer Strike) back to 4.5 m Lift Strafe Lift Increased top speed of Strafe Lift Catapult Lift Increased the initial horizontal acceleration gained from activating Catapult Lift Increased the amount of time Catapult Lift can be active to allow for more control Hunter Arc Staff Increased the speed of the Arc Staff dodge animation Increased the speed of all Arc Staff attack animations For Arc Staff Super cast animation and all Arc Staff melee attacks, reduced the amount of time you’re locked in animations before you can move or attack Increased the AoE range of all Arc Staff attacks Warlock Glide Overall Increased the initial extension of vertical speed gained from activating Glide to allow for quick, on-demand bursts of speed Strafe Glide Increased the top speed of Strafe Glide Greatly increased the horizontal acceleration of Strafe Glide to allow for more in-air maneuverability Increased Strafe Glide’s max height to match the other vertical movements Burst Glide Greatly increased the top speed of Burst Glide (higher than Strafe Glide’s top speed) Balanced Glide Recalibrated Balanced Glide to gain some of the added speed of Burst Glide and some of the added horizontal acceleration of Strafe Glide. Design Note: Our intent is for Balanced Glide to have some of the properties of both Burst and Strafe Glide without being as potent as either version. Dawnblade Decreased the cost of throwing sword projectiles with the Daybreak Super, allowing for one additional throw Increased the Super duration extension gained from the Everlasting Flames perk (~+20%) The buff granted by the Swift Strike melee ability now removes all in-air accuracy penalties while active Decreased the Icarus Dash cooldown from 10 seconds to 6 seconds Increased the grenade and melee energy that Heat Rises gives you per kill from 10% to 16% Fixed an issue where players could throw infinite numbers of Nova Bombs in Mayhem Mods Mods that affect ability regen rates (i.e., for grenades, melee, and class abilities) now have increased output (16.667% per mod). They still cap at 3 mods (50% regen rate). Crucible Weekly Featured Playlist (Rumble, Mayhem, Iron Banner) Each week we will rotate among Rumble, Mayhem, and Iron Banner playlists in the Crucible Crucible repetition reduction Enabled repeat map protection for Quickplay, Competitive, and Iron Banner playlists Quitter penalties Incomplete matches in Competitive Crucible playlists will now result in a warning or temporary (30 minute) suspension from Competitive and Osiris Competitive playlists Added invisible physics and kill volumes to keep players inside the intended playable area on a number of maps. Iron Banner Now features 6v6 Time limit is 12 minutes Score limit is 125 points Respawn time is 7 seconds All Control Zones start off neutral Additional Guardians (max of 3) in a zone increases capture speed Emperor’s Respite has been removed from the Iron Banner Control playlist Power ammo Recurring side crate respawn times reduced from 90 seconds to 45 seconds Initial side crate respawn times reduced from 90 seconds to 30 seconds Crucible gameplay/ammo improvements Quickplay (Clash, Control, Supremacy) match length has been extended to 10 minutes, with score limits adjusted accordingly All modes Increased assist and kill credit time from 2 seconds to 2.5 seconds Increased Super energy granted to players for both kills and assists Players who are defeated while carrying Power ammo will lose all of their Power ammo and drop 50% of it on the ground as a brick This brick is visible to all players, and anyone can pick it up The brick expires after 30 seconds The brick requires a full .25-second interaction instead of a passive walkover This interaction can be interrupted if the player takes damage Quickplay All modes Match length has been extended to 10 minutes, with score limits adjusted accordingly Respawn time for all Quickplay game modes has gone down from 5 seconds to 2 seconds Recurring side crate respawn times reduced from 90 seconds to 60 seconds Neutral crates for Clash/Supremacy are unchanged The player Super display has been removed from the HUD Players can still access this information in the death screen and while in Nav Mode (when their Ghost is out) The player Super display remains unchanged in Competitive Control Reduced initial side crate Power ammo respawn times from 90 seconds to 30 seconds Changed the amounts of Super energy players get for capturing zones Players on the capturing team get slightly less than before Players participating in the capture itself get 2x that amount Clash/Supremacy Initial side crate Power ammo respawn times reduced from 90 seconds to 60 seconds Competitive (Includes Trials of the Nine) All modes Tracker is now turned off Design Note: This is to enable more flanking and expression of individual power. Survival Reduced recurring neutral crate respawn times from 75 seconds to 45 seconds Reduced respawn time to 7 seconds Countdown Reduced recurring side crate respawn times from 60 seconds to 45 seconds Lowered revive lockout time from 20 seconds to 7 seconds Players no longer lose revive tokens on death Crucible Power Ammo Crates Rockets Now: 1 rocket Was: 2 rockets Drum-Fed Grenade Launchers Stays at 4 grenades Single-Shot Grenade Launchers Now: 6 grenades (may be capped by weapon inventory size) Was: 4 grenades Sniper Rifles Now: 6 shots Was: (variable) 2 mags, capped at 6 Shotguns Now: 5 shots Was: (variable) 2 mags, capped at 4 Slug Shotguns Now: 6 shots Was: (variable) 2 mags, capped at 4 Fusion Rifles Now: 5 bursts Was: (variable) 4–5 shots based on mag size Wardcliff Coil Stays at 1 volley Swords Now: 6 swings Was: 30% of total Energy, capped at 9 swings Linear Fusion Rifles Now: 4 shots Was: (variable) 2 mags, capped at 6 The Prospector Now: 8 grenades Was: 4 grenades Legend of Acrius Now: 4 shots Was: (variable) 2 mags, capped at 4 Tractor Cannon Now: 6 shots Was: (variable) 2 mags, capped at 4 The Colony Stays at 4 shots D.A.R.C.I. Now: 8 shots Was: (variable) 2 mags, capped at 6 Borealis Now: 8 shots Was: (variable) 2 mags, capped at 6 |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Originally Posted by musick
(Post 13298663)
strike specific rewards in D1 were pretty good .... I expect the NF strike specific rewards would rise to at least that level |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
some transcript notes from the Q&A during the Bungie Bounty today
https://imgur.com/a/AXEXp of note: Josh H: we're actively working on weapon slot changes right now summer change hinted at Josh H: Absolutely you're going to see the average TTK get significantly faster EDITED with new expanded transcript link ^ video of Q&A if you like listening instead of reading |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Bungie inviting content creaters to playtest
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Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
something be threatening Rasputin
better not be Cornholio |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
sorry Killer
Due to a late-breaking issue that’s been discovered through internal testing, Iron Banner 6v6 is being postponed. We’ve found that all players in 6v6 matches are returned to Orbit with ANTEATER errors when reaching certain score and timer conditions. We are actively working on a fix for this issue, but will not be able to release this by April 10. As such, Rumble will be replacing Iron Banner next week as the featured gametype in the Weekly Crucible playlist. As noted in yesterday’s blog update, Rumble will now feature 6-player Free-for-all with additional spawn fixes coming in Hotfix 1.1.4.1 on Tuesday. Iron Banner will return as soon as we can issue a fix. Sorry for the inconvenience. Source: https://www.bungie.net/en/Forums/Post/244272740 |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
https://twitter.com/BungieHelp/statu...886617088?s=19 *In response to recent player feedback, we are reducing the amount of time it takes for players to be returned to Orbit due to inactivity in Strike playlists. Players will now be removed after 3 minutes of inactivity. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
OK, I'm going to be the Ice Breaker here and end Ice's streak of posts. Heh
Kinda glad I wrapped up that chest ornament on both accounts during the last IB, and that they're not adding anything new with IB. Makes the postponement less of an issue with me personally. I think my second account still needs that Shotgun, but nothing else. |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
from the TWAB (yes, a day early this week due to the summit)
Warmind hard power level cap will be 380 ... soft cap 340 progression will be significantly slower from 370 - 380 than 340 - 370 (about equal time) also Masterworked versions of exotic weapons look like they will have their own unique something |
Re: Destiny 2 - 9/8/17 (PS4,XB1,PC)
Warmind reveal teaser
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