I'll masterwork stuff that I like only up til shards....the glimmer portions are fine cuz glimmer is endless
I'll masterwork stuff that I like only up til shards....the glimmer portions are fine cuz glimmer is endless
I think I would quit comp after losing a game like this >.>
Also, might be time to learn how to Telesto <.<;
Molesto.
Patch Notes:
https://www.bungie.net/en/Explore/Detail/News/47377
Sandbox
Weapons
Malfeasance
Increased Explosive Shadow detonation damage
Increased damage against Taken and invaders
Wish-Ender
Increased base Wish-Ender damage
Fixed an issue where Wish-Ender’s Broadhead perk would not activate properly, which would result in a loss of damage
Wish-Ender's Queen's Wrath perk effects are now more readable and consistent
Trace Rifles
Now spawn with 50 ammo in the Crucible
Now benefit from the following armor perks:
Auto Rifle Loader
Unflinching Auto Rifle Aim
Auto Rifle Targeting
Precision Weapon Targeting
Auto Rifle Dexterity
Increased Sword damage in PvE
Increased Fusion Rifle damage in PvE
Proximity Grenades now have a stat penalty to blast radius
Reduced the amount by which Full Choke narrows projectile spread
Changed the Dynamo and Distribution perks
Players will need to activate their class ability in proximity to at least one enemy to gain the benefit
Increased the energy gain by 20% to compensate slightly for the new requirement
Fixed an issue where Dynamo’s effect was not scaling based on the player’s class type; the Distribution perk had this, but it was unintentionally left out of Dynamo
General
Increased visibility through a Titan’s Banner Shield for allies
The White Nail perk should no longer occasionally activate before the player achieves the required number of precision hits
Fixed an issue where the SUROS Regime scope was opaque yellow
Fixed an issue where Polaris Lance’s The Perfect Fifth perk was not triggering
Combatants
General
Fixed an issue where Vex Cyclopes weren’t attacking players
Fixed an issue where Hive Knights and Taken Vandals were not using special abilities
Activities
Crucible
Breakthrough
Decreased attacker respawn time from 7 seconds to 5 seconds after the Breaker is deployed
Modified the game rules to prevent teams from forcing the round into a stalemate:
In the initial fight over the Breaker, the team with the most capture progress (high-water mark) will win the Breaker if time runs out without any Breaker progress present. There will still be overtime if time runs out with progress present, and the Breaker will go to the team with current progress at the end of 30 seconds, or to the high-water mark if progress reaches zero with no players on the Breaker.
While a team is hacking the other team’s Vault, progress decay accelerates gradually during Sudden Death for up to 30 seconds, after which the round will end the moment no attackers are present in the capture zone.
If the round ends in a draw twice, the match ends in a tie.
Neither team will get Glory points from this scenario.
Win Streaks are maintained.
Gambit
Sleeper Simulant now gains less ammo from Heavy ammo crates on the wall in Gambit (now 2, down from 4)
Swords now gain more ammo from Heavy ammo crates on the wall in Gambit (now 12, up from 6)
Fixed an issue where sometimes one team’s invasion portal would not open
Fixed an issue where sometimes the wrong team would be credited for defeating the Ascendant Primeval
Increased the spawn rate of the Ascendant Primeval Servitor
The Gambit ship and Sparrow are no longer guaranteed drops
Quitter protection
Fixed an issue where matchmaking would sometimes result in players being kicked from Gambit matches, thus triggering quitter penalties
Quitter penalties have been reenabled
Players will now receive two warnings before they are suspended from Gambit
Players will not be immediately suspended on the first match of the day if they quit a match the night before
Increased suspension time to 30 minutes
General
Fixed an issue where players could play the strike “The Corrupted” with a six-player fireteam
Items and Economy
Exotic Duplicate Weighting
When a player receives an Exotic, we now take into account all Exotics the player has found and weight them against Exotics they have yet to acquire. This lowers the player’s chances of receiving Exotics they already own.
Exotics that the player does not yet own are individually weighted much higher than duplicate Exotics
When receiving duplicate Exotics, the player is more likely to earn armor pieces as these have randomly rolled perks
Removed quest Exotic weapons from the Exotic engram loot pool
Worldline Zero
Ace of Spades
Wish-Ender
One Thousand Voices
Malfeasance
Lord of Wolves
The Chaperone
Enhancement Cores
Renamed Masterwork Cores to Enhancement Cores
Enhancement Cores are now awarded by Scrapper bounties and six of the Spider's weekly bounties
Enhancement Cores will be more visible in the loot feed
General
Banshee-44 now accepts up to 25 Gunsmith Materials at a time
Removed hold time for the Spider’s material exchange interactions
Increased the stack size of Ghost Fragments from 10 to 20
Reduced shader dismantle time from 1 second to 0.25 seconds
Fixed an issue where the Secret Victories emblem was using the wrong tracker description
It now correctly displays as “Ascendant chests looted”
The requirements for the Queen’s Bounty “Purification Ritual” have been clarified and now list the target as “Abyssal Champions” instead of “Swordbearing Knights”
Raid challenge bounties now rotate in a fixed, round-robin fashion
Nightfall unique rewards will drop more consistently; the longer players go without a unique drop, the higher their chances of a unique reward on their next Nightfall completion
The chance resets once a player receives any Nightfall unique reward
PC
General
Text chat auto-fade can now be toggled on or off in the Gameplay settings menu; when turned off, text chat will never automatically fade out, even after a period of inactivity
Gonna need to test, but wish ender might one-shot with an empowering rift now.
Also, glad I soloed shattered throne last time, fuck doing vorgeth now..
Serra. Killer. Us plus Hogans tonight for Luna's crucy.
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Get yourssss
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How big is this update? I have over 60 gigs free and there still isn't enough space to download.
I've had that a lot when updating on PS4. I dunno how it works exactly, but I assumed you had to have the free space of the entire game available so it can create a copy of the game while updating. The update itself appeared to only be 150~ mb.
also, 30+ minutes to install.
https://twitter.com/ratedeforeric/st...995433985?s=21
Also, sometimes I hate Reddit:
Destiny subreddit is trash. Complaints are all they do. Heaven forbid someone say something sensible.
Ugh,spent 20 minutes trying to find an instance of Blind Well with literally just 1 person in and gave up, started my own Tier 3, and saw one guy coming in who immediately teleported back out presumably cause i was alone. Managed to get to boss phase before timing out.
I hate Blind Well ._.
Edit: I'm all for Infusing costing something, but it should never have cost Masterwork cores. Masterwork cores should be for, shockingly, Masterworking. This ones on Bungie for needlessly complicating it. I don't need a feeling of Pride and Accomplishment leveling up one of my guns, at the end of the day all it caused me to do was literally delete everything as I got higher light level items.
Masterwork cores are just virtual currency you earn by playing the game. They can call them whatever the fuck they want and require them for whatever the hell they want. It's not about this low hanging EA "pride and accomplishment" fruit everyone loves picking. It's about making you more judicious with what you infuse and forcing you to use items you would have otherwise passed on. You get to experiment up until 600 and there's no content in the game beyond IB and the new forsaken content that needs you to even be above 570ish so you can always drop your LL temporarily for synergy in that other build you like.
Well thats one way to see it, and Bungie clearly agrees since they just renamed them, problem solved. We already have "FUCKING IN GAME CURRENCY NAMED WHATEVER THEY WANT "ulcerpop""... Glimmer, Patrol Gathers materials, and Legendary shards are 3 items required to infuse, Cores on top of it just seemed an unnecessary sink on top especially considering how rare they were/are. It didn't make me feel better or more wary about infusing it just made me straight up delete everything even if I enjoyed the weapon and just pray I got another when I was higher level.
I didn't have 800 Cores built up from playing since Mars or whenever the hell they added Masterworks, I returned fresh to PC when Forsaken dropped completely brand new account since i was originally PS4. I guess if someone already had a stash it probably seems a lot less annoying.
I can't and wont speak for everyone but I would have experimented otherwise to try all the new random rolls and testing out the new weapon adjustments since i last played. I didn't need the game forcing variety on me, i'd try things out new things just fine, especially so in De2, a game about loot. Heck when it came to exotics I just deleted them and reclaimed them from Collections every couple levels. From ~300 to 600 I kept exactly 2 guns to Enhance later and only because they had fantastic PVE rolls that I had a blast using. Everything else was deleted when it became outdated because the cost was too high for a new player even if they had good rolls. Especially since I had to consider actually using the Masterwork cores for Masterworking weapons I'd like to use more often.
So yah, if their intention was to deter you from growing attached to good loot drops and "Just delete everything" until 600 it worked for me, and I can't argue with the outcome or goal. If the cost for upgrading say, Non-MW10 gear was only 1 core instead of 3 I feel like maybe it'd of satisfied the conditions of not just sticking to one gun without making it feel like it was a huge investment and opportunity cost to upgrade your favorite weapon. I'm still salty when I had to delete "No Turning Back" because that bow was amazing and I had a blast playing with a Bow... Thankfully its static rolls so I could get it back whenever as I found out later.
The cost was too step for a new player is all I'm saying, it sucked ass.
The amount of players that will try out new weapons over proven ones they already have is probably very low. This has been going on since D1 where everyone was using Fatebringer, Vision, Icebreaker, Gjallarhorn, etc.
I didn't have a huge stock of cores when Forsaken came out, but I've also never dropped below 30 because outside of a few questionable early masterworks, I haven't been upgrading everything on the way to 600. For most content, the light levels aren't that important anyways. For example, infusing your boots from 560-570 doesn't really do anything for the Nightfall if you're already over 540 unless you're going for the 100k and using the level penalty. You also don't have to dismantle any outdated drops. Just put them in your vault and bring them back out for infusion when the time comes.
Masterworks also aren't required for anything, they're just nice bonuses for players able to put more time into the game.
Comparing randomly rolled legendaries to Exotics seems a little... unfair but yah, strong weapons were strong. I guess it does impact Exotics as well though, though I don't know very many people who don't immediately equip a new exotic when they get it to try it out lol, I could be weird on that regard.
I've never owned 30 at a time, for the record, they were very very rare for me leveling up and I did spend some of them upgrading weapons before i realized how bottlenecked they were as a resource. But I wasn't really talking about the Masterworking part of those shards so much as using them for infusing to a higher light level. My plan was originally to treat it like D1 where you'd only really infuse when jumping 20~30+ Light levels because of how it was in that, but eventually tossed out the idea entirely. Now at least at 600 I can start re-finding some old gear I liked.I didn't have a huge stock of cores when Forsaken came out, but I've also never dropped below 30 because outside of a few questionable early masterworks, I haven't been upgrading everything on the way to 600. For most content, the light levels aren't that important anyways. For example, infusing your boots from 560-570 doesn't really do anything for the Nightfall if you're already over 540 unless you're going for the 100k and using the level penalty. You also don't have to dismantle any outdated drops. Just put them in your vault and bring them back out for infusion when the time comes.
Masterworks also aren't required for anything, they're just nice bonuses for players able to put more time into the game.
Side note, I know its not nice to say this, but Destiny really needs to get away from this "3 man fireteam" limitation for Patrol zones. 6 Man teams should be allowed in Patrol zones even if it means disabling Adventures/Story missions and just letting people reasonably enjoy playing with clan mates/friends in content like Blind Well or Escalation Protocol, events clearly designed with larger groups in mind. I really hope they at least include something like this in Destiny 3. I'm possibly just salty I cannot acquire the Ikelos Shotgun.