markopolo
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Post by markopolo on Sept 7, 2017 12:38:54 GMT -5
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markopolo
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Post by markopolo on Sept 13, 2017 14:01:59 GMT -5
Not a post, but redditors are reporting that if you go to orbit, you lose the progress in the raid and start over from the beginning, much like Prisoner of the Elders. No video/definitive proof just verbal comments EDIT: apparently the raid is "special" and the checkpoints like D1? EDIT 2: Apparently this is what you're supposed to do
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markopolo
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Post by markopolo on Sept 13, 2017 14:15:05 GMT -5
So far, it looks like this raid is hard af... 2 hours and all the 300 power streamers are getting their butts kicked and no boss fight.
Looking like it's more kingsfall-ish (mechanics mechanics mechanics) than Wraith of the Machine (2 hours and done)
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markopolo
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Post by markopolo on Sept 13, 2017 15:43:20 GMT -5
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markopolo
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Post by markopolo on Sept 14, 2017 8:43:44 GMT -5
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markopolo
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Post by markopolo on Sept 14, 2017 11:36:24 GMT -5
So... this post from reddit apparently explains the raid checkpoint system, or lack there of...
Since there still seems to be some confusion about this I figured I would share what my team and I figured out last night.
To resume where you left off, you have to use the switches under the bridge to gain access to the maintenance type corridors. (Not sure if this area can be accessed without using the switches or not.)
Once you are in this labyrinth of hallways, tunnels, and shafts, you can simply find the room you left off from. You can go directly to that room. We did it with the gardens, and found the entrances to the last couple of areas but they were locked. (we stopped in the gardens.)
THERE IS NO NEED TO OPEN THE DOORS AGAIN IN THE CASTELLUM! You can go straight to the room. There are markers above certain access doors that are a light, and a purple circle with a gold icon for each area. Red light = door is locked white light = door is open
Hope this helps.
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Dumien
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Post by Dumien on Sept 14, 2017 13:23:22 GMT -5
Major raid spoilers all ye who enter here! This raid is massive. All the rooms are on bigger scales than anything we have faced. If I had to describe the raid theme in one phrase I would say: "Vacation Resort." First up is the sequence you are going to repeat a total of 4 times. Once for each section. This is sort of represents the "rising action" the first time you play it and then becomes the "falling action" every other time you play it. It is the palate cleanser section. The goal is to hunt down the three massive keys that spawn after you kill a massive yellow bar enemy. The rest of the team defense the keyhole from tons of enemies that try to steal the keys back. There are shieldy psions that make stuff immune so you have to kill those things too. My group put 4 people on defense chaining supers while me and one other hunted down the yellow bar enemies and fetched the keys. The first major area is the baths This is very very reminiscent of the oryx totems section. There are 4 totem-like circles that you need to stand on in order to raise censers. If you stop standing on them they lower. If all the censers are raised to thier max height at the same time, the damage phase begins. After an individual censer has been raiser after a certain preset amount of distance, a yellowbar masterchef type enemy will spawn and wreck your day. However, this is about the time that the other mechanic comes into play. Since one person is assigned to start at each pillar (2), one person will always be rotating from a center pillar with a buff that runs out after 50ish seconds. The buff lets you stand in the water without taking massive damage. What this ends up being is one long massive rotation of killing enemies standing on a platform running to the center to recollect the buff running to the other platform on your side and then running back to the center to recollect the buff. Lots of running. After all the censers are raised, everyone runs to the center to damage some purple censers. When all 9 are dead, you win. If you don't finish them in one go, you have to try again. I think you are only allowed enough time for 2-3 tries. Next section! This section is stealth! I won't go into to much detail since I haven't really optimized a strategy for this. I only have a general idea of what an optimized strat will look like. There is a hunting ground maze on the bottom. There are two prism weapons up top. At the beginning you get free reign of the maze to kill some yellow bar enemies and get some heavy ammo. When everyone is ready, picking up the prism weapons starts the fight. A bunch of beasts run out of a signel safe room. At the same time a hole at the top of the safe room opens that lets you drop in behind them. Ther are a total of 4 spores that you pick up in this room. All around the maze are flowers that renadomly spawn. The players hoilding the prism weapon up top must guide the 4 players with the spores throughout the map without getting seen. The objective is to get all the players standing next to a purple flower and have one of the players up top hit the flower with the light. Doing this gives the players below a buff depending on how many spores were around the flower at the time. I am pretty sure the max is 12. The more buffs you get, the more damage you do to the beasts. We ot a max of 55. After some time the beasts get "restless" then use a "psionic howl." They each run to a predetermined location and a death timer starts. You get a certain amount of time to dps the beasts with your buff and then quickly run back to the saferoom before the death starts. The big trick is...that every beast you kill decreased the time that you get to run around the maze collecting buffs. Yes, it makes running around the maze easier since there are less beasts, but you don't get enough time. The trick that I figured out is that if you dps the beasts without killing them, then you always get the max time. You want to aim for killing all of them in one fell swoop. Success really only comes once at least one player figures out the best route from flower to flower... then follow the leader (informed by the 2 up top) becomes the best play. The next part is my favorite since I figured it out after struggling with it. The Gauntlet is all about creating a consistent plan that never changes. I might do some mspaint here. imgur.com/a/20fJsSo the outer ring is a "gauntlet" that gets progressively harder. There are 3 rounds here before the final epic run. You want to select two runners and four pillar standers. The gauntlet runners should enter at opposite sides of the map. For the sake of this guide I'll say that you should send one runner goblet side and one runner beast side. At each of the green lines there is a tic tac toe board. Every time one of the green dots will be red. It is the job of the runner to clearly call out which row has the red one. The pillar standers will have to shoot the corresponding arrows opposite of that row. That means if the runner calls out "BOTTOM" then the pillar standers will have to shoot the top and middle arrows. If the runner calls out "MIDDLE" then the pillar standers have to shoot top and bottom. If the runner calls out "Top" ........... you guessed it.... the pillar guys shoot middle and bottom. Shooting those arrows allows the runner to run through the special ring. In addition, every time a runner passes through a psion will spawn right under the arrows that you need to shoot. This psion is shielded and must be killed at close range.... which means you need to jump down from your pillar and slap/punch/knife it. The only issue is that there are four pillars and two people need to be shooting at the same time... which is why we have the runners at opposite ends... I will explain. This is the strategy that I came up with. The typical strategy involves all the pillar guys rotating with each runner. We tried that. It is messy since it involves parkour and teamshooting and things have to go right. Instead, you want opposite pillars to be in charge of shooting "top" or "bottom." They always shoot for their own arrowboard or the arrowboard immediately to their right. That might sound confusing but I promise it is the simplest strat. Let's break down what happens with runner #1 starting at goblet. Goblet pillar guy is in charge of shooting "bottom." Axes is in charge of shooting "top." Beast is in charge of shooting "bottom." Sun is in charge of shooting "top." So the runner sees that goblet's red dot is in the middle so he calls out "MIDDLE." Goblet pillar guy shoots the bottommost arrow (bottom) and sun pillar guy shoots the topmost arrow (top). As the runner passes through the tic tac toe board, the goblet pillar guy jumps down and slaps the psion then jumps back up to his pillar with more than enough time to shoot for the next time. The runner then runs calls out that axes is "bottom" The axes pillar guy shoots the topmost arrow (top) and the goblet pillar guy shoots the bottommost arrow (middle). Then axes guy jumps down and shoots. This repeats for four cycles with minimum effort from the pillar guys and minimum needed communication between any party. The only callouts that need to be said are "top" "middle" or "bottom" That is all. Once the gauntlet runner runs through a full four tic tac toe boards, then they will reach the finish line and be teleported back into the main area. They then deposit the orbs they have been carrying into the center area. After three full completions the gauntlet, EVERYONE gets teleported into the outer ring and it is a mad dash to the finish line. This is the part that I understand the least. Three of our guys (including me) died at this part on our second try of it. Thus, I won't detail any strategy about it. I don't fully understand it. Likewise, I won't say anything about the final boss atm since, while I understand the mechanics, it wouldn't be prudent to claim expertise in the form of writing a guide on it. Suffice to say, like ofther boss fights, it is a rehash of previous mechanics. It's got the psions you need to slap and a whole lot of callouts and communication. The precedent of "doing the opposite" had been previously set by the gaunlet so we were able to figure out that was how you should approach callouts in this boss. We were struggling with adds 20 levels above max recommended light level. This fight is no joke...though it seems you get alot of tries to actually kill him. The world's first completion was a five cycle that lasted a staggering 20 minutes. WOW. Editting as I go...
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markopolo
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Post by markopolo on Sept 14, 2017 14:01:11 GMT -5
I've read that the raid size is equivalent to the entire Dreadnaught
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Dumien
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Post by Dumien on Sept 14, 2017 14:38:26 GMT -5
I've read that the raid size is equivalent to the entire Dreadnaught Maybe bigger.
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markopolo
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Post by markopolo on Sept 14, 2017 15:07:11 GMT -5
Can you sparrow?
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Dumien
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Post by Dumien on Sept 14, 2017 16:47:01 GMT -5
not that I know. I'm going to say no.
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qupie
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Post by qupie on Sept 15, 2017 4:19:28 GMT -5
No you can't sparrow. But a sparrow would be kind of useless either way in there. Thnx for sharing your strategies Dumien. Here is two additions/things we did different, I think these can help.
For the hounds: Each hound returns to their dedicated flower once you are seen. In our group the flowers are called: left 1 (closest to safe room), left 2, left 3, forest. Right 1, right 2, right 3, cave. At the damage phases there will always be a hound sitting at left 1, forest, left 3, right 1, right 2, right 3. So every player picks a hound spot, and runs there asap after one is discovered. Nobody kills a hound! just DPS. AOE grenades are awesome as the hounds are still in there. Winning subclasses for me: Voidstalker with increased grenade duration (wombo takes off 1/3 on its own, add tether for extra spice). Voidwalker with vortex nova (nova with AoE should explain itself). have not run it on my titan yet, but I think Sunbreaker might be a winner with the sunspot build. Other than that, swords/fusion/shotgun and SMG/Sidearm. Don't reload the same weapon over and over, just switch between them when empty. The trick with the sneaking is that forest and cave are 99% of the time a free walk from the safe room. The middle road is almost completely free. First round there is always an active flower on left 1 + right 2 or right 1 + left 2. The first one should always be done without being seen (or wipe) and the second flower should always be activated, but getting away can be a bitch. But even x24 is more than enough to get at least 1/3 of the hounds down. You have 4 damage rounds so you are fine really. Last round try to give callouts if your hound is more than 1/4 and need help. Most of the time my hound is almost dead after 2 rounds (but I use crystal so I can get there really fast). This stage just takes some time for everyone to get used to the routes, especially getting as fast as you can to your hound once you are seen. We have never been higher than 40 something, and I don't think you should anyways.
For the gauntlet, we do one thing different. We have 2 teams of 2 on the pillars. Dog + Sun and Gauntlet + Axe. They help eachother with the shooting. I think it is way less confusing and don't see a downside on it tbh. One takes top arrow, the other the bottom arrow like you explained. Do you see a downside to this approach? I have been runner so I don't know for sure, but we never really have any problems in that stage. The group run however... We haven't completely figured that out. As I see it now, you don't have to pick up all the white globes in the holes (we thought so first) and you have more than enough time. And only one guy has to make it to the finish line. So the most important thing here seems to be don't Foxtroting die. If you die early we wipe on the 30 second revive timer. Only one guy has to make it so this is the only way you can fail this step (which we did like 5 times...). Do you have some additional info on this? Do you need to pick up the globes in the group run? i have also read that some players only get 45 or even less time on their charge, but we always had 1 minute +. That might be a result of the three perfect runs before though, I am not sure. Anything you don't agree with? p.s. the first (banner pole key thing) part is a lot of fun imho. Even after 10 times. And it is by far the best loot cave in the game.
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Dumien
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Post by Dumien on Sept 17, 2017 6:37:35 GMT -5
I think your garden plan is reasonable. Our current optimized garden plan involves having 3-4 people with swords (the 3 hit->free ammo uppercut variant). The goal is to hit a perfect first run with around 55x buff. Each person picks a dog and solos it down to a sliver with infinite uppercut. This leaves one dog and some change. The second round doesn't need to be perfect. 24x is fine. It ends up being a pretty clean sweep and it frontloads all the pressure so any small mistake wipes are much less devastating. Using the ammo swords also means that as long as you have one ammo you get those infinite uppercuts...you always have something you can do.
Our goal in gauntlet was to form a plan that was as simple as possible. We have 2 runners and 4 players who sit on towers and swivel while occasionally jumping down to slap a psion. This makes it easy to sub in a new raider with very minimal instructions and effort on their part.
Final boss we got down pat. I will be honest. I know nothing about being in the void zone. Just like the Oryx raid, my team has me on add control. My buddy Gadzuki is in charge of slapping psions, but I actually end up getting alot of them while roaming. I invested heavily in max resilience and two of my characters are warlocks with healing rift. I think this boss comes down to situational awareness and the ability to anticipate, process, and act upon information rapidly. The more I play it, the more I enjoy it. The centurions are a pretty good challenge too.
Tonight we two cycled the boss with a mix of Coldhearts and Merciless spam. Instead of giving the play by play strategy I will share some tips that my team uses.
1) using different sounding words for the simultaneous callouts.
"cup" and "dog" and "sun" when overlapping can get confusing. We chose "solar" "goblet" "beast" and "axes" because you can call them out simultaneously and with clarity. Something to consider because it is hard to rely on ennunciation in the heat of the moment.
2) OP nightstalker boots are OP. Generating 20+ orbs per phase is intense. If your nightstalker has the OP exotic boots... dedicate yourselves to making sure he has his super up at the end of every DPS phase.
3) Lunafaction boots are awesome and so are archon orbs. On the closest two platforms you should have your warlocks drop rift near the back of the platforms. This enables instant reload AND x6 archon orbs which really add up. They can also damage the boss while he is immune between "revenge" shots.
4) Coldheart is amazing with the above setup. If you can afford it, I would ready up a coldheart for this phase to try it out. More damage the longer you stay on a target combined with insta reload from lunafaction rift or titan barrier means that you never stop firing and you get that exponentional bonus. If you do this you need to make sure you have something to slay adds on the inside and DPS the boss if you are on the outside. I personally use the raid rocket launcher and a hand cannon to complement this DPS machine.
6) Make sure void people use their revive tokens first (if possible). Things can get chaotic in the throne room and if someone dies in the void, the people in the throne room need to use their tokens for that.
7) the more skulls you get the more damage you get. However, to get max skulls you need to hold the boss in his DPS check until the last possible second. I pop a heal rift and hold back a bit. When he starts blinding us I secure the kill with a rocket launcher shot to the tummy. Mecriless would also do the trick.
8) This is actually my biggest tip. After clearing all the initial adds you can figure our the optimal position for everyone to be in secure all four heavy drops from the spawning psions. You can always nab 3 as a group but getting all 4 requires some finessing. Just figure our how to get your whole team close enough to each psion death in order for the heavy to drop. As far as I can tell, they have a 100% heavy drop rate.
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qupie
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Post by qupie on Sept 18, 2017 8:24:50 GMT -5
7) the more skulls you get the more damage you get. However, to get max skulls you need to hold the boss in his DPS check until the last possible second. I pop a heal rift and hold back a bit. When he starts blinding us I secure the kill with a rocket launcher shot to the tummy. Mecriless would also do the trick.
You can dictate how long the skull phase lasts? I am always in the underworld (void world) in my team. So didn't know about this one.
He is just waiting till he got enough damage and then the skulls stop? That could explain a lot of the changing number of skulls.
Cold heard + arc souls are also extremely usefull for skulls.
Another general tip for your underworld people, use high DPS scout rifles. one shot headshot the psions is a big deal. Their grenades in this encounter are one of the most annoying things I have ever seen in Destiny.
Also, if ammo is a problem in the garden phase:
Group up once you spawn and run around in a tight group. You only get ammo from kills close to you. So if you stay close together when you kill every single enemy, you can get ammo from every single one of them. Almost a guaranteed full power weapon at the start of a new round.
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markopolo
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Post by markopolo on Sept 18, 2017 14:43:20 GMT -5
It's a minor spoiler: but f$$k the Sturm quest needing an exotic engram to f$$king f$$kity f$$k f$$k.... after 2 hours and public eventing and lost sectoring to the point where chests weren't popping out anything... I finally got an exotic engram.... and the Borealis PSN exclusive sniper that has all 3 elements too >:>
But seriously: to f$$king f$$kity f$$k f$$k with that
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markopolo
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Post by markopolo on Sept 18, 2017 14:50:13 GMT -5
Also from Reddit: about the 50 SMG in the air kills for MIDA:
The game really doesn't care as long as you're standing on anything above what's considered to be floor level (as in, the floor you stand on when entering an area). You can stand on a crate, a concrete block, that street lamp you struggle to stay on, even a slight elevation from a ship debris. Heck, you can get on the platform enemies are standing on and kill them, and still get it to count towards the 50 "Airborne kills" required for the MIDA Multi-Tool Exotic quest!
Or, equip the peacock tailfeather chest armour for the warlock
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markopolo
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Post by markopolo on Sept 19, 2017 9:40:54 GMT -5
Perhaps the best raid map I've come across
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Post by TheHawkNY on Sept 21, 2017 10:29:21 GMT -5
Dumien qupie For the dogs, as you kill them, it shortens the timer you have to walk around. My group assigns everyone a dog - the first phase, everyone does as much DPS as possible without killing their dog. We run to the room, figure out who has a lot of health left on their dogs. Second phase, you kill your dog, then run to help others finish theirs off. As for #8, supposedly killing thos psions makes more adds spawn in that room. The whole system of keys is infuriating. I don't enjoy spending half my time in the raid wandering around a maze in the underbelly of the ship to get my drops. I have no idea why the keys disappear at weekly reset. If I could exchange my keys for reputation with sweeper-bot, I wouldn't think twice.
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markopolo
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Post by markopolo on Sept 21, 2017 12:24:28 GMT -5
Dumien qupie For the dogs, as you kill them, it shortens the timer you have to walk around. My group assigns everyone a dog - the first phase, everyone does as much DPS as possible without killing their dog. We run to the room, figure out who has a lot of health left on their dogs. Second phase, you kill your dog, then run to help others finish theirs off. As for #8, supposedly killing thos psions makes more adds spawn in that room. The whole system of keys is infuriating. I don't enjoy spending half my time in the raid wandering around a maze in the underbelly of the ship to get my drops. I have no idea why the keys disappear at weekly reset. If I could exchange my keys for reputation with sweeper-bot, I wouldn't think twice. HE'S ALIVE AND POSTED ON THE FORUMS!!! LAWDY LAWDY LAWDY PRAISE JEEBUS!!!! Other than the keys thing, whatcha think of D2 Hawkie? I've kinda been awaiting your opinion
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Post by TheHawkNY on Sept 21, 2017 15:10:12 GMT -5
Dumien qupie For the dogs, as you kill them, it shortens the timer you have to walk around. My group assigns everyone a dog - the first phase, everyone does as much DPS as possible without killing their dog. We run to the room, figure out who has a lot of health left on their dogs. Second phase, you kill your dog, then run to help others finish theirs off. As for #8, supposedly killing thos psions makes more adds spawn in that room. The whole system of keys is infuriating. I don't enjoy spending half my time in the raid wandering around a maze in the underbelly of the ship to get my drops. I have no idea why the keys disappear at weekly reset. If I could exchange my keys for reputation with sweeper-bot, I wouldn't think twice. HE'S ALIVE AND POSTED ON THE FORUMS!!! LAWDY LAWDY LAWDY PRAISE JEEBUS!!!! Other than the keys thing, whatcha think of D2 Hawkie? I've kinda been awaiting your opinion -Lack of new subclasses, enemies is expected, but it feels somewhat stale. The subclasses feel less important, less defined than in D1, it feels like it matters less which you choose. -Much of the exotic armor feels very weak. -Many of the quality of life improvements are very nice. -Raid is currently all mechanics, if you know what to do, you should be spending as much time getting to the chests to use your keys as you spend doing the raid. The dogs section is terrible and unredeemable. The baths section just needs to have some more enemies tossed in, as it stands most of the deaths I've seen have been from jumping into pits, the adds aren't challenging. The Gauntlet is currently 100% mechanics, and has the most potential for improvement. It currently plays like Oracles from VoG, except if there were no adds, just the Oracles. Hopefully they'll put some more enemies in there and make it more like Oracles, which I thought was a really good encounter - you had to mix the mechanics with managing the enemies, you could legitimately dies from the adds. I'm interested to see the changes for the higher difficulty modes, and hope it adds more enemies. -There's a distinct lack of high-level content right now, which I expected, given how scarce content was at D1 launch. I'm hoping that they have a plan for a constant stream of new content. Overwatch has kind of proven the event model and that people will pay for cosmetic items, and I hope they follow that path. -Part of the lack of content for hardcore players has to be attributed to static weapon rolls. -The legendary mods system isn't really adding anything to the game. (Also, just a tip, don't exchange your rare mods for legendaries with Banshee until you want to use them - there is limited inventory space for mods, and with legendary mods you won't have room for the rares, it's annoying) -I like the switch from straight reputation to tokens. -Strikes are too long. -The PvP suffers from many of the same problems as the first one. Connections are still bad, I've seen people lagging like hell, kill trading is still rampant. The PvP has no personality - your choice of subclass and weapons really doesn't change your playstyle significantly. COD works because everyone has the ability to customize their loadouts and play lots of different ways, and Destiny just doesn't have that. In COD, there are lots of challenges to chase, scorestreaks to earn, etc. It's very individualistic and rewarding. At the other end of the spectrum, you have Overwatch, where teamwork is extremely important, and you have no character customization. Of course, in Overwatch, you have twentysomething unique characters - any two of them are way more different than any combination of Destiny subclasses. I have hundreds of hours played, and there are still only 5 or 6 characters I feel comfortable using in competitive. With it being neither individualistic nor teamwork-oriented, and without different playstyles, it's very repetitive. Every gamemode has devolved into running around with your teammates and teamshooting enemies. -Regarding PvP rewards - it's crazy how broken their system is. They're missing all of the reinforcing aspects other games have - killstreaks, play of the game, etc. The Call to Arms quest feels like a slog - every game I get 12-16%, it doesn't really matter much how well I do. Wins don't mean jack sh it in terms of rewards, so who cares? Because of that, Trials is the only gamemode that's even slightly interesting, and Trials was a huge problem in D1. This past weekend my clan found it easy to go flawless, because there were tons of bad players, and the matchmaking wasn't matching you against players who had the same number of wins. But the pool of bad players is likely to decrease, as it did in D1, and I don't know if they're going to change the matchmaking (I've heard rumors they'll go back to matching you against players with the same number of wins, and with not being able to discard your passage after a flawless run, would you just be guaranteed at going up against streamers doing carries once you get to 6 wins?) Warlock specific: -Dawnblade is trash. The super sucks at both single-target DPS and add control. The melee no longer gives an overshield. One tree is around jumping and killing things in the air to get your grenades and (pointless) melee to recharge sooner. The other increases the effectiveness of your super, but not to a viable level, and gives you healing if you drop-down from midair, which isn't very effective. -Whoever designed the top skill tree for Stormcaller is twisted. Your grenades and melee chain to nearby enemies...but you need full grenade and melee for the increased super length, so you end up not using them. The bottom skill tree is fine, it's not that exciting. -Voidwalker's top skill tree has slovabomb, which I intentionally haven't spent the token on because I don't know of any situation where I would want it, but I can think of plenty of situations where I wouldn't, and there's no way to use that skill tree without it. The bottom skill tree is somehow completely OP for PvE, and yet not really all that fun to use. Continuously checking the timer to make sure I still have the streak going to heal on every kill isn't all that fun. -Grenades used to be the defining characteristic of Warlocks - Sunsingers had 2 grenades and Radiance, Voidwalkers had their infinite grenade setup, Stormcallers had melee kills refill grenade and grenade kills refilled melee. Not only have they taken that away, but you don't even use the grenades you do have, you're holding on to them to lengthen your super or get health back. Meanwhile, Titans are running around with two pulse grenades which are like tactical nukes. To summarize - new PvE content is fun, but there's still a lot of recycled stuff and not enough new stuff. It would be less of a problem if PvP didn't suck, but it does. They're going to need to rely on a steady stream of new content - new things to do, new things to grind for. In the meantime, they should make some changes to make better use of the content they have. Add a couple more meditations, give a high-level reward for completing all 5. Add a heroic strike playlist with modifiers. Reduce the Call to Arms quest to take 5-6 games to complete so it doesn't feel so painful. Make Trials be all week. Make a high level reward milestone for clearing a specific set of lost sectors. I'm eager to see what comes with the return of factions next week.
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wings
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Post by wings on Sept 21, 2017 15:40:48 GMT -5
It's a minor spoiler: but f$$k the Sturm quest needing an exotic engram to f$$king f$$kity f$$k f$$k.... after 2 hours and public eventing and lost sectoring to the point where chests weren't popping out anything... I finally got an exotic engram.... and the Borealis PSN exclusive sniper that has all 3 elements too >:> But seriously: to f$$king f$$kity f$$k f$$k with that You ever did the OG Thorn quest?
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markopolo
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Once a LMG Camper, Then a Voidlock, Now a Lexington 25-8-366 Runner
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Post by markopolo on Sept 21, 2017 15:55:01 GMT -5
It's a minor spoiler: but f$$k the Sturm quest needing an exotic engram to f$$king f$$kity f$$k f$$k.... after 2 hours and public eventing and lost sectoring to the point where chests weren't popping out anything... I finally got an exotic engram.... and the Borealis PSN exclusive sniper that has all 3 elements too >:> But seriously: to f$$king f$$kity f$$k f$$k with that You ever did the OG Thorn quest? Yea...... The crucible part was the most difficult part of this, that required no RNG Unless I'm forgetting something?
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wings
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Post by wings on Sept 21, 2017 16:06:45 GMT -5
You ever did the OG Thorn quest? Yea...... The crucible part was the most difficult part of this, that required no RNG Unless I'm forgetting something? It was RNG in order to get the exotic bounty to pop up and then you had to hope that Thorn was one of the three options available. If not, you had to grind more bounties, carrying a maximum of five in total, and regular trips to the Tower were a thing.
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markopolo
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Once a LMG Camper, Then a Voidlock, Now a Lexington 25-8-366 Runner
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Post by markopolo on Sept 21, 2017 16:23:33 GMT -5
It was RNG in order to get the exotic bounty to pop up and then you had to hope that Thorn was one of the three options available. If not, you had to grind more bounties, carrying a maximum of five in total, and regular trips to the Tower were a thing. If I had a nickel for how many times I took and deleted that quest.... I'd have around a buck fiddy. When I first started playing Destiny pre-friends list and pre-Mannon days, I ground the living $hit out of bounties and patrol quests. People complained about the mat grind for the exotic swords quests... pfff: fam, I had chunks of that grind in my stool.... my stool! "A light in the dark.... again? Eff me...."
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qupie
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Post by qupie on Sept 22, 2017 5:18:49 GMT -5
I can't agree the PvP sucks, I find it way better than D1 PvP personally. Don't think the comparison to either COD or Overwatch is valid though. Those are both vastly different games. I agree though that some kind of a play of the game thing would be cool. I personally like this game is less about ability spam and more about gunskill. Trials is the only game mode worth playing though, unless you use the others to practice for trials. The rest is just no fun if you have played trials. Honestly I think the dog part is the coolest part of the raid. Don't know why it gets hate. Way better then gorgons at least. I think dawnblade has a lot of untapped potential. Slova bomb is stupid, or at least it is stupid that you cant disable it. It is useful every now and then, but overall not very useful. markopolo, just wait a week, you will get an exotic. It is not as if it is an OP weapon you need to have asap. Raid gives you at least one exotic per clear as well.
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wings
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Post by wings on Sept 22, 2017 7:22:57 GMT -5
I can't agree the PvP sucks, I find it way better than D1 PvP personally. Don't think the comparison to either COD or Overwatch is valid though. Those are both vastly different games. I agree though that some kind of a play of the game thing would be cool. I personally like this game is less about ability spam and more about gunskill. Trials is the only game mode worth playing though, unless you use the others to practice for trials. The rest is just no fun if you have played trials. Honestly I think the dog part is the coolest part of the raid. Don't know why it gets hate. Way better then gorgons at least. I think dawnblade has a lot of untapped potential. Slova bomb is stupid, or at least it is stupid that you cant disable it. It is useful every now and then, but overall not very useful. The thing with reducing ability spam is that Destiny 1 to a lot of people was about space magic. If you diminish the effectiveness of space magic a lot then what differentiates Destiny to other shooters? For PvE you might as well play Borderlands and for PvP you might as well play Halo. Gunskill gets diminished somewhat when teamshooting becomes more prevalent because the effective time to kill for those teamshooting are probably beating the time to kill in Destiny 1. I don't mind the Pleasure Gardens but it's Bungie's attempt at trying to do stealth in a first person shooter. I've always felt third person shooters are better for this. My biggest issue for the raid, besides the annoying chest hunting, is that the raid armour don't give you benefits for the raid from what I've seen. All previous raid armour did this to varying degrees, with the Wrath of the Machine armour topping the raid armours' utility within their respective raids.
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qupie
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Post by qupie on Sept 22, 2017 7:39:29 GMT -5
Yeah if the ability spam was your favorite part about destiny PvP, I can see you got the short end of the stick this time. I never really liked the feel of borderlands, doesn't click for some reason. Halo is a great game, but haven't played the last couple itterations, reach was my last one (have PS4 now). All in all they are pretty comparable in PvP now, which I honestly like, although Destiny favors mobility far more.
Gun skill getting diminished when team shooting becomes more prevalent doesn't really make sense to me though. Positioning and gun-skill becomes more important with higher TTK, and higher TTK always favors team shooting. It is still the ability of your team to land your shots what dictates who is going to win the fight. You simply cannot get away with bad plays by simply killing your opponents with low TTK weapons/abilities anymore. You actually have to work for your kills.
Yeah I am bummed about raid gear in general as well, although it does look fabulous. Isn't the pleasure gardens 3rd person anyways? I shoot crystal so not sure but thought it was.
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wings
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Post by wings on Sept 22, 2017 7:46:31 GMT -5
It was RNG in order to get the exotic bounty to pop up and then you had to hope that Thorn was one of the three options available. If not, you had to grind more bounties, carrying a maximum of five in total, and regular trips to the Tower were a thing. If I had a nickel for how many times I took and deleted that quest.... I'd have around a buck fiddy. When I first started playing Destiny pre-friends list and pre-Mannon days, I ground the living $hit out of bounties and patrol quests. People complained about the mat grind for the exotic swords quests... pfff: fam, I had chunks of that grind in my stool.... my stool! "A light in the dark.... again? Eff me...." Just keep at it. You will need an actual exotic engram to decrypt so completing the raid and claiming your prize from Hawthorne won't help since they are already decrypted. There's a chance from a Crucible match if public events are seemingly not going to give you an exotic engram. They also drop from strikes but exotic engrams appear to have the lowest drop rate here so I wouldn't bother. I've only seen one exotic engram drop in all the strikes I have done and that was for me.
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qupie
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Post by qupie on Sept 22, 2017 9:42:51 GMT -5
The raid has a ~20%-30% chance per underbelly chest to drop an exotic though.
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markopolo
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Post by markopolo on Sept 22, 2017 10:22:32 GMT -5
I played a whole evening of crucible quickplays to see if I liked it.
First few games were rough... then shockingly, I dropped my Mida for a different scout with explosive rounds and started to do a LOT better.
Some games were better than others... but did I like shooting people and not running from grenades all the time, or sliding shotgunners or not being sniped every 5 seconds
Again, this is quickplay and not competative
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