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Gorf King

Destiny 2 Shadowkeep: the Undying Grind

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It's all just tiny nods toward the problems, or it's utter bullshit "fixing" problems by making us equip something. So much f what they do is adding things that should be universal to the game as a "feature" to bulk out the perks of whatever identical shit they're adding.

 

As an example, they've added Raid mods, with specific perks. That's fine, but they've also announced that these mods are removable, which is such utter bullshit. I can just about cope with the shitty, random way mods, shaders and transmat effects are given out, but the fact that they're just used up is something people have been complaining about since release. That doesn't mean that we want that as a fucking "feature" of their new best mods, they've written the fucking code to remove these things and return them to us so apply it to all fucking mods. The "perk" on the new ghost for the raid means that you're more likely to get exotics you don't already have, another thing that should just be how fucking exotics work. I don't want to have to grind for a ghost for each activity to equip it to fix their terrible design decisions that make the game feel shit to play. They've fixed the shitty iron banner reward system which was fine in D1, but they've still not added light levels. It's all just working towards being D1, instead of moving forward.

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41 minutes ago, Uncle Mike said:

I just get the feeling there's someone behind the scenes vetoing properly fun perks in the name of balance.

 

Probably Jon 'slow cooldowns increases the potency of the moments when you get to melee/grenades/supers' Weisnewski.

 

 

 

 

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If the Raid mods stack, some of the abilities will be space magic OP.

 

Nighthawk GG does insane damage against Argos. 6 members of the fireteam with 5 solar boosting mods with a 125% damage increase? :eyebrows:

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4 hours ago, Broker said:

The "perk" on the new ghost for the raid means that you're more likely to get exotics you don't already have, another thing that should just be how fucking exotics work. I don't want to have to grind for a ghost for each activity to equip it to fix their terrible design decisions that make the game feel shit to play. 

It is funny to notice how the change in communication strategy clashes with the original vision and design. For example, we don't know how likely we are to get an exotic you don't already have as a base stat in the first place. That is, their buff is 50% applied to what exactly? Is that number static? Or does the base probability go up or down the more dupes you get? Or cashing in drops in succession? They are communicating a modifier to a stat we know nothing about.

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It sounds like every update is just adding rewards and nothing is actually fixing the bugs.

 

I don't give a fuck if there's a greater chance of me getting an exotic if I'm just going to keep my MK.44 Stand Asides streak going.

 

I've got every single possible set of titan legs at 335 now but it would be nice to get some of my other armour up to scratch.

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14 hours ago, Uncle Mike said:

Yeah, agreed with all of that. I wish they'd notice the repeat trend now that people like being powerful (Mayhem, the crazy Prometheus Lens weekend) and ignore their bias towards "balance" for a bit.

 

Now I've just got to work out if I'm getting Monster Hunter, I guess.

I'm probably going to get it (MHW) at some point, even though I had mixed reactions with the beta (due to the servers mainly). I liked what I saw, but the server seemed to throw a wobbly the one time I played with 2 other people, meaning there was some severe latency on some actions.

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I uninstalled this weeks ago (having belatedly gotten halfway through the dlc and decided I didn’t care anymore), but can’t quite kick the habit of coming in here. I’m not sure if I’m still hopeful it’ll come around (I miss my Hunter, and so wanted it to be good), miss my fellow guardians, or if I’m just voyeuristically watching a slow-motion car crash unfold.

 

I think it’s interesting (and suggests I’m almost certainly not the only one in a similar boat, and that they’ve buggered the loot in this one) that no-one has posted what Xur has had at all since lightshow weekend. Throughout the entire life of Destiny, and the first few weeks of this, there’d be an update within minutes of the tentacle-faced tease showing up, but now no-one cares at all.

 

It’s a bit sad, really.

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To be fair, Gorf was usually the one to post about Xur, but Gorf's long since given up on the game entirely, and Xur hasn't had anything of relevance since laser tag either.

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Xur should sell unique items, IMHO.

 

Plus the legendary gear you get, you should be able to wear all of it when doing high end stuff like Raids.

 

The spontaneous battles you get on the planets are good fun.

 

I miss those Arena battles you could do in D1. You did four/five (I can't remember) battles, then you dropped down that hole to get the loot.

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Here's a discussion topic. My Masterwork weapons are nearing completion. I have MW Nameless Midnight, Uriel's Gift, Positive Outlook, Conspirator, Black Scorpion-4SR, Curtain Call, & Classical-42. So that's a Kinetic sorted, 4 Energy weapons, and two Rocket launchers.

 

What Kinetics are great for PVE, other than Midnight? I have Better Devils, if that's one. Do I go Origin Story? I quite like that Loquitor IV from the most recent Faction Rally. What other PVE guns would you convert?

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Better Devils, definitely. i think short-range weapons work best for Masterworks, as you can scoop up the light almost immediately. I'm tempted to give Atalanta-D a try as a masterwork for the same reason.

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8 minutes ago, Uncle Mike said:

Here's a discussion topic. My Masterwork weapons are nearing completion. I have MW Nameless Midnight, Uriel's Gift, Positive Outlook, Conspirator, Black Scorpion-4SR, Curtain Call, & Classical-42. So that's a Kinetic sorted, 4 Energy weapons, and two Rocket launchers.

 

What Kinetics are great for PVE, other than Midnight? I have Better Devils, if that's one. Do I go Origin Story? I quite like that Loquitor IV from the most recent Faction Rally. What other PVE guns would you convert?

 

I was finding origin story decent in the defend plates bit of the raid last week for what its worth.

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I've currently got 6 cores as well, so I can be upgrading soon. How are people grinding for them? I find the Heroic Strike playlist pretty good value - I seem to get a MW every couple of strikes, once I take into account the levelling I do at Zavala and the Gunsmith.

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1 hour ago, Uncle Mike said:

Here's a discussion topic. My Masterwork weapons are nearing completion. I have MW Nameless Midnight, Uriel's Gift, Positive Outlook, Conspirator, Black Scorpion-4SR, Curtain Call, & Classical-42. So that's a Kinetic sorted, 4 Energy weapons, and two Rocket launchers.

 

What Kinetics are great for PVE, other than Midnight? I have Better Devils, if that's one. Do I go Origin Story? I quite like that Loquitor IV from the most recent Faction Rally. What other PVE guns would you convert?

Probably origin story has the most orb potential on account of rampage. Loquitor is shite.

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Midnight Coup + Galliard or FWC scout for Masterworks + Rampage max orb power. If only people would stop stealing my kills. However the thought of needing and grinding for 50 masterwork cores per armour set per character is giving me indescribable anxiety.

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You're probably only going to have to grind for 20 or so (at least some armour will drop, right?) And then, hopefully, you'll get MW guns and armour slightly more frequently (because every armour piece is a potential drop) so at least dupes will start to add up.

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Can’t wear any of that peasant planet vendor armour so playing the slots and sharding away is the way forward. Knew those 500 New Archeology tokens would come in handy. “Guaranteed” “better” “rewards” also on reset too?

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Update's complete, apparently. Here's the update list.

 

Spoiler

Destiny Update 1.1.2 - The one about Armor Masterworks

 

Armor Masterworks

Legendary Armor now has a chance to drop as a Masterwork

Any non-Masterwork armor may be upgraded to Masterwork for five Masterwork Cores and 20 Legendary Shards

Upgrading to Masterwork may rework the stat of the armor

Masterwork armor grants 3% damage resistance while players are in a Super state for each Masterwork armor piece equipped

Masterwork armor can have a different stat package (Heavy, Light, or Restorative) from the base armor piece

Players may rework Masterwork armor to randomly assign one of the three base packages to the armor, allowing players to reroll the stat packages on their armor piece by piece

Reworking Masterwork armor requires one Masterwork Core and 10 Legendary Shards

Like weapons, armor Masterworks have a higher drop rate from Trials of the Nine and raid activities

 

Raid

Benedict 99-40 now has a rotating stock of armor and weapons available each week

To unlock these items for purchase, players must complete the corresponding activity that week 

Raid encounters drop at least one armor or weapon item

Note: The Castellum and Reactor Escape encounters each drop one Legendary engram per week

Completing a Prestige version of a raid encounter prior to normal difficulty will drop both Prestige and normal rewards while also locking the weekly rewards for each activity

The last encounter of raid activities has a chance to drop a new Exotic Ghost, exclusive to the Leviathan

Raid armor has unique mods that only function within the Leviathan

Raid mods can be swapped at will for the cost of one raid token

Existing raid armor already held in inventory will automatically have the option to equip mods

All raid encounters now have a chance to grant an Exotic reward

 

Sandbox

Prometheus Lens

Flame Refraction perk now generates ammo instead of pulling from reserves

Increased base damage

Lucky Pants

Fixed an issue where the Illegally Modded Holster perk could provide infinite ammo

Ophideans Aspects

Fixed an issue where the Cobra Totemic perk did not function properly when using weapons with the Quickdraw perk

I Am Alive

Revised perks on the Eater of Worlds Grenade Launcher to include a second trait perk: Moving Target

Removed the Augmented Drum and High-Velocity Rounds perks

Fixed an issue where grenade projectiles could remain indefinitely after being hit by Telesto in the Crucible

 

Activities

Fixed an issue where warp gates did not always function when players were completing Heroic Mercury adventures

Revised the description for the Heroic adventure “De-Powered” modifier to correctly state that grenade damage is decreased when the modifier is active

Revised the description of Heroic Mercury adventures to properly state availability

Players may play up to three Heroic Mercury adventures on a given day

Each Heroic adventure may be played once per twice-weekly reset

Heroic adventures are no longer automatically selected at weekly reset

Mercury challenges are now available during adventures

Fixed an issue where new characters created after the release of Curse of Osiris were not receiving the Flashpoint milestone

Fixed an issue where scannables for Faction Rallies were not properly appearing during Faction Rallies events

Trials of the Nine now properly shows requirements when the featured map requires Curse of Osiris ownership

Revised the Lost Sector reward throttle from 10 minutes to 5 minutes

Fixed an issue where players could no longer progress during the final encounter in the Tree of Probabilities Strike

 

UI

Fixed an issue where Ikora would display a waypoint in error

Players in social spaces receive a notification when their Postmaster Lost and Found is full

Chest waypoints now properly appear when using Scout Reports on Mercury

Colorblind settings now apply to elements of the Gauntlet encounter of the “Leviathan” raid

Armor offered by Brother Vance now displays mod slots when previewed in the vendor inventory

Fixed an issue where players would see incorrect level-up UI when leveling up alternate characters from levels 21 through 25

Auto Rifles now correctly display perks when players are previewing weapons within the Vault

Adjusted the display order of gear sockets (mods, shaders, etc.) in the Item Details screen to be more consistent

Increased the dismantle timer for Masterwork Cores

Masterwork Weapons and Armor now display a gold border when being viewed in the Postmaster Lost and Found

Crucible players will be properly notified when Power Ammo is acquired from the Cave area of Radiant Cliffs 

 

Rewards

Reduced the amount of XP required to earn an Illuminated Engram from 160k to 120k

The Crossroads emblem correctly displays within Collections for players who have earned the emblem

Character models no longer flinch when spawning in to social spaces with spawn effects equipped

Updated the names of spawn effects to properly reflect their in-game appearance

Gold Spotlight Effect is now the Yellow Spotlight Effect

Blue Class Sigil Effect is now the Purple Class Sigil Effect

The New Monarchy helmet ornament icon now displays the correct helmet

The New Monarchy cloak now displays the correct imagery for female Hunters

Fixed an issue where the Future War Cult gauntlets would display floating geometry

Gunsmith engrams correctly grant weapon foundry shaders once again

Fixed an issue where Three of Coins was not increasing chances for Exotic rewards when players were completing public events on Mercury

Heroic strike completions now have a greater chance of granting Exotic rewards

Fixed an issue where Curse of Osiris strikes were not properly granting Clan engrams when featured as a Nightfall activity

Arcite-99 will now offer Gunsmith Engrams to players who have reached level 20 but have not yet completed the Red War campaign

 

Misc

Gleaming Boon of the Vanguard price reduced from 350 to 250 Bright Dust

Gleaming Boon of the Crucible price reduced from 750 to 600 Bright Dust

Fixed an issue where Challenges were not appearing within Quickplay

Fixed an issue where Masterwork Cores and Mod Components were not being forwarded to the Postmaster Lost and Found

Fixed an issue where Destiny 2 could crash when players were changing emotes quickly

Fixed an issue where players could not interact with vendors after fast-traveling to a social space

Fixed an issue where the belt on Lucky Raspberry was not properly attached to the character model

Fixed an issue where some Sparrow contrails could obstruct player view

Fixed an issue where the Get Up and Sneaky emotes could not be in the player inventory at the same time

Cayde now properly acknowledges player accomplishments during Mercury Flashpoint weeks when granting the Flashpoint engram, rather than asking the player about the weather on Io

Fixed an issue where Zavala would display the wrong text when granting players rewards from the Heroic Strike milestone

 

Best bit: "Revised the Lost Sector reward throttle from 10 minutes to 5 minutes"

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Reddit says Raid perks are:

 

Helm:

Activating your Super recharges your grenade (one for each Element)

 

Arms:

Melee kills increase all damage by 20%

Melee kills decrease all incoming damage by 20%

Melee kills have a chance to drop Heavy

 

Chest:

Defeating Challenging enemies with Power Weapon boosts Power Weapon damage by 15% for a short time

 

Legs:

Normal enemy kills with an Energy Weapon boosts Energy Weapon damage by 15% for a short time

 

Class item:

25% more ability damage (one for each element)

 

Normal, Prestige and Lair gear all have the same perks.

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While my first impression of masterwork weapons was very positive, I can't say the same for the super protection. It is almost impossible to notice. We are probably talking a couple of extra bullets. 

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15 hours ago, Phelan said:

I've given this up for No Man's Sky and weirdly I'm enjoying NMS more. What a weird world.

Monster Hunter World has absolutely destroyed any desire to go back to this at the moment for me too. I just can't get excited about some stat buffs, I need new content before I return.

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I caved and got MHW tonight. Would have bought it last week, but been playing through my back catalogue of games, which I finished and then used to part exchange for MHW, so I got it cheaper to boot.

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