There's more to ascendance than just Queensfoil. Going to need higher light level though...
Did you happen to find something - or are you referring to the changes coming with the weekly cycle. Because at the moment and quite a bit of looking all we have come across are
the ascendant chests and the one challenge - assuming more open up as the zone cycles
.
I found something...
after I did my 10 blind well runs and presented an offering to the Oracle I got two different pursuits. One for defeating a “plague of the well” while ascendant and one for beating “the corrupted strike” while ascendant
Pretty sure neither are possible this week
Yeah, I got some of those bounties as well. Not the strike one though. I got kill knights in the ascendant realm - which I did in the challenge available. Also got the Plague of the Well one. My assumption on that one was that people just don't have the light levels overall to mess with it. But yeah, presumably all of that is tied to the Dreaming City cycle. Just didn't know if anyone had found something that was available now that no one had stumbled across yet.
So... I'm kind of confused. During the vanilla campaign, did not some/many guardians die-die? Did everyone forget that? Did they come back to life when the light returned like nothing happened?
Devrim did a reaction speech so I started going to all the other NPCs, but Amanda's was like, unexpected. I imagined she would have interacted with many of the guardians, that would have died... but uh... seems like I was wrong? Or they were all red shirts and therefore none of them mattered.
Failsafe's reaction was interesting, and Asher more or less said what I said earlier. :pop:
Was Shaxx supposed to say something?
I'm not sure how much the gameworld officially reacts to it, but yeah, a lot of guardians died during the Red War.
Just none with a name.
It was a pretty big disappointment to me that they wasted their bite at that apple.
Oh, a ton of them have names. Check the lore on the Solstice gear for a bunch of them.
There are few enough named main characters already that I don't see a ton of value in killing them off during the Red War and it would feel kinda cheap anyway. "Oh, so and so is now dead. I guess."
Hiding the actual story in lore tabs means it isn't part of the main story. They've patched up a lot of fuck ups recently but when you're sequel is about "the time all the gods became mortal" and features none of the gods dying on screen then it also isn't actually about "the time all the gods became mortal" but still uses up that story line.
That's where all the lore is, one way or the other.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
Sleeper does 100% trivialize the invasion stuff, which is either frustrating or boring, depending on whether your team has Sleepers or not. But that's the nature of the beast, I guess.
On another topic: after focusing on mostly Quickplay since 2.0 (and loving it, because it feels so much like D1), I dipped into a bunch of Competitive this weekend. I really dug it - which I did not expect - but I wouldn't call it "fun." It was sweaty and intense and made for a nice change of pace.
The problem is that I can almost guarantee I only feel this way because there are a bunch of non-tryhard noobs rolling in Competitive right now. In another month, I imagine it'll be "stay out of here if you aren't uber-tryhard" again.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
I enjoy Gambit, even though it can be frustrating at times. I think Sleeper (and everyone currently working on AoS) are the biggest culprits though. Not sure how to fix Sleeper in the context of Gambit. The drawback to Sleeper is normally ammo capacity but when you can only get a maximum of 4 kills when you invade that stops being a problem. I am inclined to say that they need to make a body shot not kill and have it only kill with a headshot - but then you just have any other linear fusion/sniper. I'd be curious to see if they implement a change where you eventually can't carry heavy ammo through the portal and have to rely on primary and secondary and super to get your kills. Then you have to determine the value in using your super in an invasion attempt or saving it to clear adds/boss dps.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
You know, if you take Sleeper out of the equation the whole mode is way more fun.
This shit is gonna get Sleeper nerfed sadly. And I can't even say it's unwarranted. It feels like Gambit just makes it more obvious that there were issues.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
You know, if you take Sleeper out of the equation the whole mode is way more fun.
This shit is gonna get Sleeper nerfed sadly. And I can't even say it's unwarranted. It feels like Gambit just makes it more obvious that there were issues.
They could put heavy bricks on a PvP ammo economy though. That would solve some things. Another choice of "do I use heavy to invade or save it for boss damage"
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
The low soft cap and reliance on powerful engrams means that progression absolutely is limited. In D1 there were times where max level was limited to raiding, but the difference between the soft cap and max was a small fraction at the top, like 300 to 310, or 390 to 400, not 500 to 600. And there were points in D1 where you never needed to touch the raid to hit max.
For example, the leveling chart from launch Rise of Iron. In addition, it was also easier to chase higher gear in specific slots with stuff like strike chests. Once it hit Age of Triumph, faction rank ups gave max level gear as well.
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
The low soft cap and reliance on powerful engrams means that progression absolutely is limited. In D1 there were times where max level was limited to raiding, but the difference between the soft cap and max was a small fraction at the top, like 300 to 310, or 390 to 400, not 500 to 600. And there were points in D1 where you never needed to touch the raid to hit max.
For example, the leveling chart from Age of Triumph. In addition, it was also easier to chase higher gear in specific slots with stuff like strike chests.
Does it matter in the end though if that 10 level difference for all intents and purposes is the same as a 50 level one? All they did was inflate the numbers themselves. You generally start raids now considerably farther below max light, level up some more then do the prestige/hard version at the next "tier".
I guess what I am saying is it depends on how you individually view the process. Which is preferable? Having a 10 or 20 level gap, but only having access to a couple potential high drops a week? Or having a much larger gap and get many more small incremental upgrades? It seems like they are rolling the dice (no pun intended) on most people preferring seeing little jumps in progress instead of only getting a couple rolls at an upgrade a week over a smaller amount.
Edit- Going back to getting max without the raid in D1 - absolutely- but they tended to be tied to things like IB (as I mentioned) which was available once a month. Once again the idea of a smaller light level gap but with a more limited way to fill it.
Edit 2- Also I don't know if using Rise of Iron, a time when the game clearly was straight up tossing loot at everyone because it was the end of a games life cycle is the best time to judge its general generosity towards loot over all.
I will agree that Gambit is a profoundly unfun experience at 3 rounds a match with demoralized teammates and just a sleeper/sniper invasion game. Real stale, real quick.
You know, if you take Sleeper out of the equation the whole mode is way more fun.
This shit is gonna get Sleeper nerfed sadly. And I can't even say it's unwarranted. It feels like Gambit just makes it more obvious that there were issues.
It's going to have to happen to other Linear fusion rifles as well. I just had a match against the new Queenbreaker one and its charge-up time was straight up unfair. Felt almost mythoclasty.
I agree. I love the concept. The tweaking needs to come ASAP, though.
To add positives: I got my second seed and unlocked the sentinel super. Holy shit this thing is great, especially in Gambit. Very easy to snowball an entire spawn
I think my first new class will be the Void Titan.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
One that isnt dogshit like this, remove the random aspect, make every powerful be the same amount of light upgrade per drop.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
My friend is 8 levels higher than me despite us doing the same things because I keep getting shit.
Sirialis on
+2
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Current loot system seems fine to me. I’ve had a few instances where I’ve gotten the same slot 2-3 times in a row. My boots are holding me back from 520...
But there’s a lot to do to “give me a chance!” at the upgrade I need so, I’m fine with it. Progression by rng is only awful to me if it’s also super rare to even get those drops
Does bounty progress not count if you're on a mission? I've been using solar and grenades on mars exclusively during this mission and there's been no progress since I've begun it... I'm also in a solo area.... does that count? is this some kind of anti-farming countermeasure?
There are some really weird restrictions on bounty/quest/triumph stuff now.
I don't know how across the board it is, but there's a load of things I've found that don't count if it's a situation where enemies will spawn endlessly, specifically on missions/strikes.
For instance at the end of one of the new strikes there's a part where the boss just sends absurd amounts of enemies at you. None of them count for any triumphs or bounties.
But other, "normal" things in the strike do.
It seems almost arbitrary, honestly. I'd be curious if things like farming zone battles works anymore for catalysts.
Also, I don't know about specific bounties right now, but I do know prior to Forsaken, you couldn't do planetary challenges while you were in an instanced activity on that planet. It was really weird/dumb. So that might have carried over somewhat?
Unrelated to the question, but to other comments re: Gambit, there's actually several maps. There's at least a vex one, a scorn one and an EDZ one. If there's more I either can't recall, or haven't seen them. On the scorn/vex ones, keep an eye out for portals/jump rings. It makes getting around way easier so you're not always trudging across the whole map.
Personally I find Gambit really fun. Something needs to be done about the Sleeper, but it's really the only thing that is a glaring issue. Well, I guess, also, that the team to summon their primeval first puts themselves at a distinct disadvantage, because it allows the other team to just chain invasions. I've noticed a trend on relatively even matched teams, that the first team to summon their primeval usually loses the round.
shoulder charge doesn't count for the crucible melee kill bounties
I know for sure this isn't correct. At least for the arc shoulder charges (well, charge and dive bomb). I've completed many a melee bounty from those.
It wasn't counting for the Clan crucible melee kill bounty, at least. Direct hits weren't counting.
Unless they changed/broke something in the last day or two I did those clan bounties on my Titan a couple of times using nothing but Shoulder Charge and Skullfort. So they were definitely counting at some point.
Which is interesting, because I was complaining in party about how none of the melee ability kills were triggering progress for me. Had to slum it with those tasty 2-hit punches :rotate:
Does bounty progress not count if you're on a mission? I've been using solar and grenades on mars exclusively during this mission and there's been no progress since I've begun it... I'm also in a solo area.... does that count? is this some kind of anti-farming countermeasure?
There are some really weird restrictions on bounty/quest/triumph stuff now.
I don't know how across the board it is, but there's a load of things I've found that don't count if it's a situation where enemies will spawn endlessly, specifically on missions/strikes.
For instance at the end of one of the new strikes there's a part where the boss just sends absurd amounts of enemies at you. None of them count for any triumphs or bounties.
But other, "normal" things in the strike do.
It seems almost arbitrary, honestly. I'd be curious if things like farming zone battles works anymore for catalysts.
Also, I don't know about specific bounties right now, but I do know prior to Forsaken, you couldn't do planetary challenges while you were in an instanced activity on that planet. It was really weird/dumb. So that might have carried over somewhat?
Unrelated to the question, but to other comments re: Gambit, there's actually several maps. There's at least a vex one, a scorn one and an EDZ one. If there's more I either can't recall, or haven't seen them. On the scorn/vex ones, keep an eye out for portals/jump rings. It makes getting around way easier so you're not always trudging across the whole map.
Personally I find Gambit really fun. Something needs to be done about the Sleeper, but it's really the only thing that is a glaring issue. Well, I guess, also, that the team to summon their primeval first puts themselves at a distinct disadvantage, because it allows the other team to just chain invasions. I've noticed a trend on relatively even matched teams, that the first team to summon their primeval usually loses the round.
shoulder charge doesn't count for the crucible melee kill bounties
I know for sure this isn't correct. At least for the arc shoulder charges (well, charge and dive bomb). I've completed many a melee bounty from those.
It wasn't counting for the Clan crucible melee kill bounty, at least. Direct hits weren't counting.
Unless they changed/broke something in the last day or two I did those clan bounties on my Titan a couple of times using nothing but Shoulder Charge and Skullfort. So they were definitely counting at some point.
Which is interesting, because I was complaining in party about how none of the melee ability kills were triggering progress for me. Had to slum it with those tasty 2-hit punches :rotate:
I know that my shoulder charges were counting correctly for melee kills and arc damage kills. I remember you mentioning they weren't working for you.
The only big problem I have with the current Powerful reward system is the fact that it doesn't consider the level of the slot where it's giving you a reward.
If I get 6 pairs of boots, each one light higher than the last, then that really sucks but at least every reward was technically an upgrade.
When you get one of your limited number of nominal upgrade rewards for the week and it's straight-up worse than what you already have because the reward dropped in a slot that's higher than your overall Light that feels really bad.
A system where your PR drops are a) guaranteed to be better than your top item in that slot and b) heavily weighted to drop in (one of) your lowest-Light slot(s) would be, I think, ideal.
To be completely fair and honest, I did have 1 point towards the bounty and I do not know if it came from Shoulder Charge or regular melee, but I killed like 5 people in a row with Shoulder Charge (thanks, Skullfort!) and it didn't finish/progress the bounty. So definitely something wonky going on there.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
You have stunningly bad luck. I didn't think it was possible to be able to get a powerful reward that was below current LL. I've had quite a few rewards that were the same slot/duplicate items, but not a single one that wasn't an upgrade. Is anyone else getting that behavior? I haven't read up on it at all, I don't know if that's a feature or what. May want to report it as a bug if it hasn't been specifically called out as normal?
0
ObiFettUse the ForceAs You WishRegistered Userregular
To be completely fair and honest, I did have 1 point towards the bounty and I do not know if it came from Shoulder Charge or regular melee, but I killed like 5 people in a row with Shoulder Charge (thanks, Skullfort!) and it didn't finish/progress the bounty. So definitely something wonky going on there.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
You have stunningly bad luck. I didn't think it was possible to be able to get a powerful reward that was below current LL. I've had quite a few rewards that were the same slot/duplicate items, but not a single one that wasn't an upgrade. Is anyone else getting that behavior? I haven't read up on it at all, I don't know if that's a feature or what. May want to report it as a bug if it hasn't been specifically called out as normal?
I had it happen a handful of times last week. Its infuriating.
Its not a bug. If you get an powerful reward that is the same slot as something that is your clear highest item, it can be at best a sidegrade but oftentimes it can be lower.
To be completely fair and honest, I did have 1 point towards the bounty and I do not know if it came from Shoulder Charge or regular melee, but I killed like 5 people in a row with Shoulder Charge (thanks, Skullfort!) and it didn't finish/progress the bounty. So definitely something wonky going on there.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
You have stunningly bad luck. I didn't think it was possible to be able to get a powerful reward that was below current LL. I've had quite a few rewards that were the same slot/duplicate items, but not a single one that wasn't an upgrade. Is anyone else getting that behavior? I haven't read up on it at all, I don't know if that's a feature or what. May want to report it as a bug if it hasn't been specifically called out as normal?
I have. It happens when you have a couple of slots way above the others. Like my kinetic is 527 or something versus like 510ish for my boots so my overall LL is maxed out at, I think, 521. If I get a kinetic 'upgrade' it might be 522-525.
I wish I could have shoulder charge + superman titan missile. I'm not crazy about the ground-pound melee ability -- it triggers a little less reliably than I'd like.
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
One that isnt dogshit like this, remove the random aspect, make every powerful be the same amount of light upgrade per drop.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
My friend is 8 levels higher than me despite us doing the same things because I keep getting shit.
It's not even quite a week since the expansion came out. Assuming we play enough we are all going to end up in the same place. It's going to be OK. I promise.
As an aside to this conversation, I know we joke about it sometimes Sirialis in regards to your saltiness, but your reaction to nearly everything in the game in some capacity is calling it stupid, dogshit, moronic, unfair etc. You are definitely entitled to your opinion - but if you really feel about it the way you tend to post about it - why do you do it to yourself man? It seems like it would be profoundly unfun and unhealthy. Maybe its just the internet amplifier, as can be the case, but if it isn't...well I hope it that Bungie either fixes everything in a way you desire or you find a small piece of zen calm. Cheers.
To be completely fair and honest, I did have 1 point towards the bounty and I do not know if it came from Shoulder Charge or regular melee, but I killed like 5 people in a row with Shoulder Charge (thanks, Skullfort!) and it didn't finish/progress the bounty. So definitely something wonky going on there.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
You have stunningly bad luck. I didn't think it was possible to be able to get a powerful reward that was below current LL. I've had quite a few rewards that were the same slot/duplicate items, but not a single one that wasn't an upgrade. Is anyone else getting that behavior? I haven't read up on it at all, I don't know if that's a feature or what. May want to report it as a bug if it hasn't been specifically called out as normal?
I think the issue is Siri's primary is considerably higher than his max light, like 516 compared to 510. So if the slot a full "powerful" reward drops in is primary he can get 6 over his Current Light and still end up getting no upgrade.
A process that verifies that the drop is higher than slot level instead of max light average would be a positive. Possibly sliding the upgrade to a different slot if it'd violate rules about 5 over or whatever for the drop.
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
One that isnt dogshit like this, remove the random aspect, make every powerful be the same amount of light upgrade per drop.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
My friend is 8 levels higher than me despite us doing the same things because I keep getting shit.
It's not even quite a week since the expansion came out. Assuming we play enough we are all going to end up in the same place. It's going to be OK. I promise.
That's what I told myself whenever I got a non-upgrade PR. But it occurred to me last night that the gap between soft-cap and cap for Warmind was like 35 Light and I didn't make it the whole way before SoH started. Now it's more than double that. So I hope the expanded number of PRs/week makes up for that or else that I can schedule myself into a regular raiding group...
This is the third time I’ve tried Blind Well, we did a tier 1 and wanted to do a tier 2 next - greyed out.
You mean the bug where nobody can activate the machine? You really do have the worst luck... I think I did 15+ Tier 1 runs and maybe 5 Tier 2 over the weekend and never ran into that bug.
I think Blind Well is alright but is going to be more interesting when I'm high enough level to solo Tier 1s and can do mostly 2+'s. Tier 1, even under-leveled, is kinda boring with more than 2 people. By the boss phase the area is so full of motes that it's basically just continuous super until the boss dies. I started kinda feeling bad for the ogre 'cause he'd always end up hunched over, hiding in the doorway while three warlocks pounded him with simultaneous Chaos Reach.
PSN,Steam,Live | CptHamiltonian
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ObiFettUse the ForceAs You WishRegistered Userregular
This is the third time I’ve tried Blind Well, we did a tier 1 and wanted to do a tier 2 next - greyed out.
You mean the bug where nobody can activate the machine? You really do have the worst luck... I think I did 15+ Tier 1 runs and maybe 5 Tier 2 over the weekend and never ran into that bug.
I think Blind Well is alright but is going to be more interesting when I'm high enough level to solo Tier 1s and can do mostly 2+'s. Tier 1, even under-leveled, is kinda boring with more than 2 people. By the boss phase the area is so full of motes that it's basically just continuous super until the boss dies. I started kinda feeling bad for the ogre 'cause he'd always end up hunched over, hiding in the doorway while three warlocks pounded him with simultaneous Chaos Reach.
Motes dont even matter in the Blind Well really. The
Harmony buff will give you full super before its duration ends. In fact, I activate the new Nightstalker super, go pick up the Harmony buff, run out my super, and by the time the Harmony buff expires I've got my super back.
How do you trigger the heroic version of the rift generator public event?
I thought maybe keeping the generator at 100% would do something but I got a completion and triumph for finishing with the generator at 100% and no heroic.
BNet: ElMucho#1392
Origin: theRealElMucho
0
ObiFettUse the ForceAs You WishRegistered Userregular
How do you trigger the heroic version of the rift generator public event?
I thought maybe keeping the generator at 100% would do something but I got a completion and triumph for finishing with the generator at 100% and no heroic.
There are three blights that spawn when the abominations spawn. The blights slowly lower themselves into the ground and disappear. You gotta kill all three of the blights and then kill the wizards that spawn when all the blights are destroyed to trigger the heroic.
There's more to ascendance than just Queensfoil. Going to need higher light level though...
Did you happen to find something - or are you referring to the changes coming with the weekly cycle. Because at the moment and quite a bit of looking all we have come across are
the ascendant chests and the one challenge - assuming more open up as the zone cycles
.
I found something...
after I did my 10 blind well runs and presented an offering to the Oracle I got two different pursuits. One for defeating a “plague of the well” while ascendant and one for beating “the corrupted strike” while ascendant
Pretty sure neither are possible this week
Yeah, I got some of those bounties as well. Not the strike one though. I got kill knights in the ascendant realm - which I did in the challenge available. Also got the Plague of the Well one. My assumption on that one was that people just don't have the light levels overall to mess with it. But yeah, presumably all of that is tied to the Dreaming City cycle. Just didn't know if anyone had found something that was available now that no one had stumbled across yet.
Shoulder charge worked sketchily for melee kills for me. Sometimes it gave credit, sometimes it didn't. Still faster than trying to punch people.
Yeah, I found like 90% of the time they didn't register as a melee kill. I assume it's instead an ability kill and not a melee kill (I assume not intentionally but who knows) and getting progress on it is some weird buggy interaction.
Out of the last 4 powerful engrams, one has been a slight upgrade, the rest were lower or same level as the equipped item.
Fuck whoever thought of this shitty system.
At the risk of going down a rabbit hole - in comparison to old systems and not any that we have never seen- which would you prefer?
As it is now you can earn a minimum of 2 powerful engrams a day (per character) plus your weeklies. So something like 22ish powerful rewards a week including all weekly quests etc. This is without the raid being out which presumably will be another source of powerfuls. In year one you had your weeklies (and exotics before that change) and the raid. EP added a source of one additional piece a week.
In D1 you literally originally couldn't progress past a certain point outside of the raid. Then they added IB and Trials as options. And eventually exotics became a source of of infusion fuel for your other gear.
Now obviously they have slowed progression overall as a game choice - but there has never in the game's history been a time that has had more potential progression items available than right now.
One that isnt dogshit like this, remove the random aspect, make every powerful be the same amount of light upgrade per drop.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
My friend is 8 levels higher than me despite us doing the same things because I keep getting shit.
It's not even quite a week since the expansion came out. Assuming we play enough we are all going to end up in the same place. It's going to be OK. I promise.
That's what I told myself whenever I got a non-upgrade PR. But it occurred to me last night that the gap between soft-cap and cap for Warmind was like 35 Light and I didn't make it the whole way before SoH started. Now it's more than double that. So I hope the expanded number of PRs/week makes up for that or else that I can schedule myself into a regular raiding group...
I think this new system is in part a reaction to that. They are still trying to figure out how to give players a meaningful sense of progression from the light level system at a constant rate.
The current system seems like it should be pretty good for that. Constant but small upgrades.
Posts
That's where all the lore is, one way or the other.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Sleeper does 100% trivialize the invasion stuff, which is either frustrating or boring, depending on whether your team has Sleepers or not. But that's the nature of the beast, I guess.
On another topic: after focusing on mostly Quickplay since 2.0 (and loving it, because it feels so much like D1), I dipped into a bunch of Competitive this weekend. I really dug it - which I did not expect - but I wouldn't call it "fun." It was sweaty and intense and made for a nice change of pace.
The problem is that I can almost guarantee I only feel this way because there are a bunch of non-tryhard noobs rolling in Competitive right now. In another month, I imagine it'll be "stay out of here if you aren't uber-tryhard" again.
I enjoy Gambit, even though it can be frustrating at times. I think Sleeper (and everyone currently working on AoS) are the biggest culprits though. Not sure how to fix Sleeper in the context of Gambit. The drawback to Sleeper is normally ammo capacity but when you can only get a maximum of 4 kills when you invade that stops being a problem. I am inclined to say that they need to make a body shot not kill and have it only kill with a headshot - but then you just have any other linear fusion/sniper. I'd be curious to see if they implement a change where you eventually can't carry heavy ammo through the portal and have to rely on primary and secondary and super to get your kills. Then you have to determine the value in using your super in an invasion attempt or saving it to clear adds/boss dps.
You know, if you take Sleeper out of the equation the whole mode is way more fun.
This shit is gonna get Sleeper nerfed sadly. And I can't even say it's unwarranted. It feels like Gambit just makes it more obvious that there were issues.
They could put heavy bricks on a PvP ammo economy though. That would solve some things. Another choice of "do I use heavy to invade or save it for boss damage"
The low soft cap and reliance on powerful engrams means that progression absolutely is limited. In D1 there were times where max level was limited to raiding, but the difference between the soft cap and max was a small fraction at the top, like 300 to 310, or 390 to 400, not 500 to 600. And there were points in D1 where you never needed to touch the raid to hit max.
For example, the leveling chart from launch Rise of Iron. In addition, it was also easier to chase higher gear in specific slots with stuff like strike chests. Once it hit Age of Triumph, faction rank ups gave max level gear as well.
Does it matter in the end though if that 10 level difference for all intents and purposes is the same as a 50 level one? All they did was inflate the numbers themselves. You generally start raids now considerably farther below max light, level up some more then do the prestige/hard version at the next "tier".
I guess what I am saying is it depends on how you individually view the process. Which is preferable? Having a 10 or 20 level gap, but only having access to a couple potential high drops a week? Or having a much larger gap and get many more small incremental upgrades? It seems like they are rolling the dice (no pun intended) on most people preferring seeing little jumps in progress instead of only getting a couple rolls at an upgrade a week over a smaller amount.
Edit- Going back to getting max without the raid in D1 - absolutely- but they tended to be tied to things like IB (as I mentioned) which was available once a month. Once again the idea of a smaller light level gap but with a more limited way to fill it.
Edit 2- Also I don't know if using Rise of Iron, a time when the game clearly was straight up tossing loot at everyone because it was the end of a games life cycle is the best time to judge its general generosity towards loot over all.
It's going to have to happen to other Linear fusion rifles as well. I just had a match against the new Queenbreaker one and its charge-up time was straight up unfair. Felt almost mythoclasty.
I agree. I love the concept. The tweaking needs to come ASAP, though.
To add positives: I got my second seed and unlocked the sentinel super. Holy shit this thing is great, especially in Gambit. Very easy to snowball an entire spawn
It can be a slow start, but once you unlock explosions everything in the world will make sense again.
One that isnt dogshit like this, remove the random aspect, make every powerful be the same amount of light upgrade per drop.
Oh, my newest powerful is a primary that is two levels below my current, big surprise.
My friend is 8 levels higher than me despite us doing the same things because I keep getting shit.
It takes a bit to get it fully unlocked but once you do you become the absolute monarch of add clear.
But there’s a lot to do to “give me a chance!” at the upgrade I need so, I’m fine with it. Progression by rng is only awful to me if it’s also super rare to even get those drops
Which is interesting, because I was complaining in party about how none of the melee ability kills were triggering progress for me. Had to slum it with those tasty 2-hit punches :rotate:
I know that my shoulder charges were counting correctly for melee kills and arc damage kills. I remember you mentioning they weren't working for you.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
If I get 6 pairs of boots, each one light higher than the last, then that really sucks but at least every reward was technically an upgrade.
When you get one of your limited number of nominal upgrade rewards for the week and it's straight-up worse than what you already have because the reward dropped in a slot that's higher than your overall Light that feels really bad.
A system where your PR drops are a) guaranteed to be better than your top item in that slot and b) heavily weighted to drop in (one of) your lowest-Light slot(s) would be, I think, ideal.
You have stunningly bad luck. I didn't think it was possible to be able to get a powerful reward that was below current LL. I've had quite a few rewards that were the same slot/duplicate items, but not a single one that wasn't an upgrade. Is anyone else getting that behavior? I haven't read up on it at all, I don't know if that's a feature or what. May want to report it as a bug if it hasn't been specifically called out as normal?
I had it happen a handful of times last week. Its infuriating.
Its not a bug. If you get an powerful reward that is the same slot as something that is your clear highest item, it can be at best a sidegrade but oftentimes it can be lower.
Xbox Live / Steam
I have. It happens when you have a couple of slots way above the others. Like my kinetic is 527 or something versus like 510ish for my boots so my overall LL is maxed out at, I think, 521. If I get a kinetic 'upgrade' it might be 522-525.
but imagine you were superman in this comic
and replace sun with fire hammer
giant fire hammer is my favorite thing in Destiny in a long time
It's not even quite a week since the expansion came out. Assuming we play enough we are all going to end up in the same place. It's going to be OK. I promise.
As an aside to this conversation, I know we joke about it sometimes Sirialis in regards to your saltiness, but your reaction to nearly everything in the game in some capacity is calling it stupid, dogshit, moronic, unfair etc. You are definitely entitled to your opinion - but if you really feel about it the way you tend to post about it - why do you do it to yourself man? It seems like it would be profoundly unfun and unhealthy. Maybe its just the internet amplifier, as can be the case, but if it isn't...well I hope it that Bungie either fixes everything in a way you desire or you find a small piece of zen calm. Cheers.
por que no los dos
I think the issue is Siri's primary is considerably higher than his max light, like 516 compared to 510. So if the slot a full "powerful" reward drops in is primary he can get 6 over his Current Light and still end up getting no upgrade.
A process that verifies that the drop is higher than slot level instead of max light average would be a positive. Possibly sliding the upgrade to a different slot if it'd violate rules about 5 over or whatever for the drop.
That's what I told myself whenever I got a non-upgrade PR. But it occurred to me last night that the gap between soft-cap and cap for Warmind was like 35 Light and I didn't make it the whole way before SoH started. Now it's more than double that. So I hope the expanded number of PRs/week makes up for that or else that I can schedule myself into a regular raiding group...
You mean the bug where nobody can activate the machine? You really do have the worst luck... I think I did 15+ Tier 1 runs and maybe 5 Tier 2 over the weekend and never ran into that bug.
I think Blind Well is alright but is going to be more interesting when I'm high enough level to solo Tier 1s and can do mostly 2+'s. Tier 1, even under-leveled, is kinda boring with more than 2 people. By the boss phase the area is so full of motes that it's basically just continuous super until the boss dies. I started kinda feeling bad for the ogre 'cause he'd always end up hunched over, hiding in the doorway while three warlocks pounded him with simultaneous Chaos Reach.
Motes dont even matter in the Blind Well really. The
edit: spoilered for Blind Well mechanics
Xbox Live / Steam
I thought maybe keeping the generator at 100% would do something but I got a completion and triumph for finishing with the generator at 100% and no heroic.
Origin: theRealElMucho
Xbox Live / Steam
What platform? The instructions to get into the clan are in the OP.
Xbox Live / Steam
@squall99x
Yeah, I found like 90% of the time they didn't register as a melee kill. I assume it's instead an ability kill and not a melee kill (I assume not intentionally but who knows) and getting progress on it is some weird buggy interaction.
I think this new system is in part a reaction to that. They are still trying to figure out how to give players a meaningful sense of progression from the light level system at a constant rate.
The current system seems like it should be pretty good for that. Constant but small upgrades.