hebbnh
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Post by hebbnh on Feb 27, 2015 15:31:59 GMT -5
Personally, I've found the PvP a lot more fun when I'm not in the Control gametype. I've had better experiences overall in Rumble and Clash. Then again I played Rumble Pit and Team Slayer almost exclusively in Halo way back when, and TDM almost exclusively in CoD more recently, so that may just be my personal gametype preferences influencing my thinking there.
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hebbnh
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Post by hebbnh on Feb 27, 2015 14:01:54 GMT -5
It does one shot kill a lot of people in Crucible. I have tried it a bunch too, while doing some 'get 10 caps' bounties. Crucible is kind of dumb now. Just a constant sound of "POP...POP....POP....POP' going off, as people run shotties all over the place, while also doing slide moves. Dumb game. What perks did you get on yours?
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hebbnh
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Post by hebbnh on Feb 27, 2015 13:26:27 GMT -5
So, my Grenadier/Hammer Forged/Shot Package Felwinter's Lie is leveled up. This thing wrecks Crucible. Wrecks. Basically, if you ADS and hit an enemy at any kind of reasonable shotgun range, that enemy dies. Always, every time. I can't even tell you how many times last night I was in a shotty fight where we both fired one shot at almost the same time, but I was left with 1/4 health while the opponent was dead. It's fantastic. "But Hebb," you say, "I rerolled mine for Full Auto for PvE purposes." (Or, alternatively, "I didn't buy Felwinter's Lie and feel like a dumb dumb!") "How can I join in the 1SK fun?" I'm so glad you asked! Simply head to the Vanguard Quartermaster equipped with 150 marks and 1 Vanguard Commendation, and buy yourself a shiny new Secret Handshake that just so happens to include Arc damage, Accurized Ballistics, Grenadier, Hammer Forged, and Shot Package. It's not quite as good as FL, but it's as close as you can get without all that RNG hassle. Found Verdict is still pretty damn good too.
I'm going to work on leveling my stock Felwinter's Lie next (Return to Sender/Hammer Forged/Rangefinder) and report back with how it compares. I'm guessing better range with less 1SK potential due to the higher pellet spread as compared to shot package. We shall see.
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hebbnh
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Post by hebbnh on Feb 27, 2015 11:10:29 GMT -5
At that time it was tinfoil because we had no evidence to the contrary. Since then, some Japanese dude (maybe not actually Japanese, but he posts in Japanese) on Reddit figured out some method to see what Xur would be selling in the future. He's been exactly right two weeks in a row, except that this week was supposed to have heavy ammo and didn't, which he claims is evidence of Bungie actively manipulating Xur's inventory -- though to be fair, he did state changes to Xur would be likely with the 1.1.1 patch. So in that aspect, it's predetermined. We don't know how exactly the items for sale were actually selected though. It could be they RNG'd every week for some set period of time, and coded the results into the game.
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hebbnh
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Post by hebbnh on Feb 27, 2015 9:48:00 GMT -5
I don't mind doing it again if we can get a group together sometime this weekend. We knocked the whole thing out in like 45 minutes.
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hebbnh
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Post by hebbnh on Feb 27, 2015 9:33:36 GMT -5
How far did everyone get last night? It got to be a little after 11, and I just got to tired. Needed to get to bed. If people didn't do Atheon yet, I have still have a Atheon hard checkpoint. Plus still have two Crota Hard Deathsinger checkpoints. I'm probably more interested in doing the Atheon finish stuff, if I had to prioritize. Would also, if there is time, try out my Hunter with taking down Crota. We got the 3 Atheon kills. I don't know if anyone except Post is done with hard Crota. I know all I've done is one full normal run, and a couple Deathsinger checkpoints on hard.
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hebbnh
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Post by hebbnh on Feb 26, 2015 16:18:26 GMT -5
Another angle why this change is increasing your vault size: there are much less need to have 3 identical weapons, 1 for each class. Hmm, the implications... Yeah, I was just thinking about how pointless it was for me to have spent the last two weeks leveling the CE primaries so each character could have a full set maxed out and I wouldn't have to go to the tower to swap them around all the time. Not much need for that now when it takes 10 seconds to swap everything around from the app. Kind of aggravating, but I'll get over it quickly with how great this change is! I imagine I'll keep the stuff that I've already finished leveling and go ahead and shard the rest.
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hebbnh
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Post by hebbnh on Feb 26, 2015 16:11:38 GMT -5
Do you thin kwe could do the crota fight with only shotguns if everyone had a really good shotgun? We can sure as hell try! I have a maxed Swordbreaker, maxed Found Verdict, and two different Felwinter's Lies with different rolls that I need to level up. I will bring them all along with my "A" game!
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hebbnh
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Post by hebbnh on Feb 26, 2015 15:09:27 GMT -5
Thank fucking god. Sooooo much time will be saved on raid nights!
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hebbnh
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Post by hebbnh on Feb 25, 2015 14:18:52 GMT -5
I mean yeah, I get it, and the mechanic makes sense from a realism perspective. I just don't think it makes sense from a fun perspective. I had enough "fun" with that mechanic in Oblivion to know that I don't really care to ever have to deal with a damage/repair mechanic again LOL. I'd rather see them implement some actual new content than add a mechanic like that which forces us to grind more on the current content.
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hebbnh
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Post by hebbnh on Feb 25, 2015 13:43:27 GMT -5
According to Bungie, this will be pushed out shortly:
1.1.1 : The one about Weapon Rebalance
Destiny Update 1.1.1 brings you a round of weapon balancing, perk fixes (including the heavy ammo fix), and other issues.
Weapons For a detailed review of weapon changes, head over to Destiny Weapon Tuning.
General Fixed an issue in which armor with perks that increase ammunition carrying capacity resulted in ammunition loss upon respawn Decreased over-penetration value for weapons with armor piercing perks Fixed an issue where items from the PS3/360 Destiny demo were using old power values. They have been adjusted to regular levels Song of Ir Yut weapon tooltip now advertises the correct magazine size Shoot to Loot: Two-second cooldown added to perk to prevent extra ammunition gains while ammunition bricks despawn Dark Breaker perk will now correctly damage Hive Shriekers Snap Discharge will now increase attack speed as per the description Thunderer perk now has priority on the 4th Horseman tooltip Full Auto: Fixed issues in which the weapon perk stopped working while the trigger was being held down
Auto Rifles Reduced base damage of Auto Rifles by 2.5% Reduced effective range values
Pulse Rifles Increased base damage of Pulse Rifles by 9.7%
Hand Cannons Slightly reduced effective range Slightly reduced initial accuracy
Fusion Rifles Widened blast pattern on a Fusion Rifle burst cone Reduced starting ammunition in PVP
Shotguns Increased damage against all non-Guardian combatants by 2x (100% increase) Reduced high-end range values Damage falloff starts sooner Reduced starting ammunition in PVP
Activities Strikes Weekly Heroic Strike now is a matchmade activity Strikes will be less likely to repeat in Matchmaking rotations for full Fireteams
PVP General Players will now unlock all playlists (Control, Clash, Rumble, Skirmish) simultaneously when unlocking the Crucible. Added a new notification when Crucible modes unlock Crucible maps will be less likely to repeat in Matchmaking rotations for full Fireteams Guardians no longer drop heavy ammunition when killed in PvP Guardians now drop much less special ammunition when killed in PvP Completed matches will now award gear with the proper power level Fixed a bug where there was no audio playing for the bullet that kills them
Event: Iron Banner Iron Banner playlist now contains smaller maps in rotation "Focused Aggression" Bounty can now be completed with headshots from Pulse Rifles, Scout Rifles, and Hand Cannons
Items Fixed an issue in which Xur did not carry exotic engrams in inventory on certain dates Crota’s End completion emblem will now be sent to the Postmaster when player inventory is full Ammunition consumables will now work if used when player inventory is full Fixed issues that prevented qualifying players who had deleted their characters from claiming the Tumbler Sparrow from Tess Everis in Tower
User Interface Character inventory screen now displays faction reputation and weekly mark counters Players in public spaces will no longer see voice notifications when a player in a matchmade fireteam enter Players will now see improved notifications when teammates join and depart Team and Fireteam chat channels
Grimoire Combined Arms Grimoire cards will now unlock when completing a Clash or Control game House of Wolves card will now unlock upon the start of Ishtar Collective story mission Guardian Abilities card will be granted when a player enters orbit Siege Dancers card will be granted upon the start of the Dust Palace Strike Completing Crota's End now adds to the Raid Introduction Grimoire card's Completed statistic Ir Yut grimoire card will now unlock appropriately Siege of the Warmind card will now unlock appropriately Fixed Grimoire scores for the following cards: Omnigul, Will of Crota Ir Yut, the Deathsinger Crota, Son of Oryx The Wakening The Will of Crota Crotas End Ascendant Sword Pantheon Skyshock The Cauldron Might of Crota Ghost Fragment: Rasputin Ghost Fragment: Rasputin 2 Ghost Fragment: Hive 4
Technical DLC and Patch systems have been improved Xbox One upsell from trial version to full version no longer makes you leave the game Improved networking resilience to packet reordering Networking improvements for certain routers
Edit Bug was introduced in 1.1.1 patch that caused the Vex Mythoclast to spawn with less ammo in the magazine and reserves in PvP This weapon was affected by overall Fusion Rifle changes because it is treated as a secondary weapon We intend to correct this issue in a future release
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hebbnh
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Post by hebbnh on Feb 25, 2015 13:25:12 GMT -5
Putting our vault in our ship seems like it makes sense to me. After all the ship docks with the tower so even if we're in the tower the ship is technically stowed inside thus the vault terminals still make sense. I don't know about bounties, though. Picking up bounties without being able to turn them in seems fairly pointless. I fill my bounty slots every time unless there just aren't any of the right flavor (PvE/PvP) left. I could do without the damage as well. Random damage seems like nothing but an excuse for us to waste resources to repair them. Unless there's some gameplay tied to it I don't want ships to take damage or wear out in any way. Though it would be cool if some of the ships you can buy show signs of battle damage. 1) completing a bounty, to me, requires proof of closure. I kinda view it as in an wildwest/wanted DoA wanted poster. To collect the reward, you have to bring in the body, dead or alive. So while the Tower can "email" your ship the bounties, you should still go to tower as proof of completion. 2) Random damage/wear and tear should be standard. We're flying through space here... we're flying into hostile territories that want to kill us... why is it so hard to believe that our pristine glorious ships shouldn't get a nick or chip or a shell in the engine? Furthermore, where do they go when they drop us off? If they're hovering in the atmosphere, shouldn't they get damaged? 3) what else are we going tO do with the stacks of spinmetal that Bungie has conditioned us like Pavolvian dogs to get? Delete them? why would we spend marks to buy mats? Here's why: "Sorry guardian, yer ship can't to go mars because your jump drive is damaged... 50 RI to fix it... what? No iron? that'll cost you _____" Ugh...2 and 3 are horrible. Sorry. The biggest complaint with the game for many people is RNG, so let's add more RNG. Not only that, you now are forced to pay X materials or glimmer to "fix" said RNG. That's awful. What happens if you're low/out of the requested material? Pay glimmer? OK, what if you don't have enough glimmer? Pay in marks...? What's next? Guns degrade as you use them and you have to have the Gunsmith repair them, costing you more materials? Congratulations, you just doubled the game's grind factor. Actually, this is bound to happen now. Bungie loves them some grind.
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hebbnh
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Post by hebbnh on Feb 25, 2015 13:17:42 GMT -5
I'm in for tomorrow. I can help with Nightfalls if you're on before we get a whole group together (or if we can't get a group together). I still need 2 more weeklies also.
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hebbnh
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Post by hebbnh on Feb 24, 2015 8:40:21 GMT -5
I actually ended up buying a third after we glimmer farmed last night. I'm out of motes but the plan is to reroll one of them to try for full auto next time the Iron Banner is up. That way I'll have the stock one for maximum range, the hammer forged/shot package one for tightest spread and best 1HK capability (should be beast for PvP), and a full auto/whatever other perks I get for faster ROF that might be better suited for PvE. Then I can compare all 3 and see what tends to work better across different situations. I'm kind of a noob when it comes to shotguns in this game.
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hebbnh
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Post by hebbnh on Feb 23, 2015 19:55:42 GMT -5
I think i am going to leave mine alone. I have Returned to Sender, Hammer Forged and Range Finder. That's good enough for me. Could always buy a 2nd one and leave your stock one alone.
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hebbnh
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Post by hebbnh on Feb 23, 2015 18:41:53 GMT -5
Rerolled 6 times (only had 12 motes left after the Xur engram lottery the other day) and ended up with a void version with grenadier, hammer forged, and shot package (tighter spread while ADS'd). So basically the pseudo-sniper high-precision variant instead of the high(er) ROF no-ads-required full auto version. Should be fun!
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hebbnh
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Post by hebbnh on Feb 23, 2015 15:19:15 GMT -5
Reforge with the Iron Banner vendor -- costs 2 motes per reforge.
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hebbnh
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Post by hebbnh on Feb 23, 2015 14:09:59 GMT -5
I guess I'd counter that by saying I do enjoy Destiny's PvP, but I enjoy the PvE more -- I bought the game for PvE, not PvP, just like I previously bought CoD and Battlefield for multiplayer, not campaign. Throw in the fact that PvE actually rewards you for playing it, and that's it. Game over for PvP.
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hebbnh
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Post by hebbnh on Feb 23, 2015 13:38:45 GMT -5
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hebbnh
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Post by hebbnh on Feb 23, 2015 13:34:00 GMT -5
We can disagree on how to change Destiny PvP, but one thing is clear: none of the bros here (well, maybe there is one: mannon ) enjoy playing it if not for the loot. That's a clear indication that something needs to be changed in PvP, because otherwise it is a great opportunity lost: the one thing that Destiny desperately missing is highly replayable content (because it is clear that Bungie can't produce non-highly-replayable but interesting content fast enough to keep the community from getting bored), and a great PvP could have easily made that up. I enjoy playing it, at least when connections are somewhat decent, and especially with a group. The problem is there is absolutely no incentive to do so outside of Iron Banner. That's been brought up many times. Whether you're looking for glimmer, gear, engrams, marks, bounty completions, materials, or anything else you can think of, PvE is a better place to do it. You get more of literally everything in PvE in less than half the time you'd get the same amount in PvP. It just doesn't make any sense to PvP when the rewards are so few and far between (and what few good rewards are given out, seemingly go to the lowest scoring players all the time). Due to that, I don't even consider PvP -- outside of Iron Banner -- until all of the following are completed across my 3 characters: Nightfall, Weekly, Daily, Crota's End, Vault of Glass, and PvE bounties. If somehow I get all that done and I still have time available, which is almost never, then I'll think about jumping into some PvP, and even then I usually decide not to. There just isn't any point.
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hebbnh
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Post by hebbnh on Feb 23, 2015 10:35:32 GMT -5
If I'm on, I'm in. I need one more Weekly and then I'm up for whatever.
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hebbnh
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Post by hebbnh on Feb 21, 2015 21:13:45 GMT -5
Nice! I'm assuming you did normal mode since it sounds like you killed the Ogre? I'm planning on being on quite a while tomorrow so I can try to help out with the other parts on normal, plus we could get through the first two parts on hard no problem.
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hebbnh
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Post by hebbnh on Feb 20, 2015 19:24:36 GMT -5
Has anyone NOT gotten a Praxic Fire from the engram lottery today? Feels like Oprah is handing them out to everyone LOL. Well, apparently it's not my lucky day. Starfire, Alpha Lupi (one each for Hunter and Titan), Lucky Raspberry, and the Armamentarium. Do not pass GO!, do not collect $200. Down to my last two motes too, which coincidentally is exactly how many I need for buying Iron Banner buffs this weekend. Better luck next time, I guess.
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hebbnh
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Post by hebbnh on Feb 20, 2015 18:51:54 GMT -5
Has anyone NOT gotten a Praxic Fire from the engram lottery today? Feels like Oprah is handing them out to everyone LOL.
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hebbnh
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Post by hebbnh on Feb 20, 2015 13:14:41 GMT -5
Indeed...Voidfang + Goldspiral = Fabulous.
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hebbnh
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Post by hebbnh on Feb 20, 2015 11:46:26 GMT -5
Solid runs last night all the way around. Special recognition to THebb and Post for their successful swordrunning efforts against normal mode Crota, and extra special recognition to Witty for absolutely beasting on hard mode Crota. Nicely done, gentlemen, nicely done!
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hebbnh
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Post by hebbnh on Feb 20, 2015 11:29:44 GMT -5
You can safely take Mythoclast and Super Good Advice off that exotic weapon list, Stone -- Xur won't sell exotic bounty rewards or raid-only drops.
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hebbnh
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Post by hebbnh on Feb 20, 2015 11:02:06 GMT -5
Voidfang is actually pretty great with a Sunsinger in PVP too. You miss out on the enhanced Axion Bolt, obviously, but if you use the Sunsinger two grenade perk (the name escapes me -- gift of the sun?) you get to spawn with 2 grenades every time. That's pretty awesome.
Agree that HotPF is mostly hyped due to rarity, but it's still probably the best Sunsinger piece in PvE. I believe it's a 33% cooldown reduction during Radiance, which means you can throw grenades and melees constantly without ever having to wait for them to recharge. Instead of the usual 7 or 8 grenades you could get off, now you're looking at 10 - 12. It sounds great, but honestly how often do you need an extra 3 or 4 grenades? Most everything will be dead by then anyway. Then again I don't actually own HotPF yet, so maybe it's better in practice than it sounds on paper -- hoping to find out soon!
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hebbnh
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Post by hebbnh on Feb 20, 2015 10:39:06 GMT -5
I don't get it.... This Heart of Praxic Fire..... other than the rarity and the reduction of the cooldown of abilities... what's so good about it? Is it a helluvacool down? Because I don't see anything special for it? I'll be getting the voidfang vestments, but how is the 144/155 strength roll for it? I've heard the max is 170. And with the heavy ammo bug about to be patched, is there any reason whatsoever to buy NLB? Honestly, I think Xur is trolling right now. EDIT: he's even selling it on sale... for 17 SC instead of 23..... ahahahahahahahahahahahahahahahhhahahahahahahahahahahahaha Voidfang at 155 is pretty solid -- not exceptional, but definitely above average -- so go for it and enjoy!
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hebbnh
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Post by hebbnh on Feb 20, 2015 9:40:33 GMT -5
Also, lets hope he wont forget the heavy ammo in the future as well Indeed. I can't believe Bungie explicitly stated in the update the engrams would always be there from now on, which is great but not really a priority, without even mentioning anything about him stocking heavy ammo synths, which has been one of the biggest demands since TDB came out. It's like Bungie WANTS people to be pissed off at them all the time with how tone-deaf they come off so often. The only other explanation is an almost unfathomable amount of stupidity on their part. It's ridiculous.
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