*****Official Destiny 2 PS4 Thread*****

209,472 Views | 2624 Replies | Last: 6 yr ago by kill0509
kill0509
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KidDoc
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I picked up a new 330 rocket launcher called Sins of the Past that is pretty sweet from some engram or another. It allows you to switch from high damage single rocket to cluster bombs. I think it will be better than Curtain Closer since you don't really need cluster bombs on single boss type targets.

Anyway been busy with work & life. On call this week, vacation in Colorado next week, then on call the week after so no raiding for me in the near future QQ.
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Pac1698
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Sins of the past is the raid rocket launcher and is really good for clearing out large groups of enemies due to it's large blast radius with cluster bombs. Curtain call is still the best for doing damage on a single boss due to it's cluster bombs and smaller blast radius which allows a tighter grouping of cluster bomb damage.
kill0509
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Iron Banner starts tonight
BreNayPop
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I noticed. My titan would love to play, if yall want to help a brother level up... :-)
KidDoc
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I'm working up my warlock since my Titan is right at 335 and I like the warlock. At 288 now. Any tips to cool appearance sets? From browsing around the tower the only one I really like is Ikora's set.

I like New Monarchy as well but I don't want both of my guardians geared out in garish lion themed suits!

And so far I'm liking void the most, is that viable in raids/nightfalls?
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BreNayPop
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Lol, you must be off call now too.
KidDoc
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BreNayPop said:

Lol, you must be off call now too.
Nah I have some time to play even on call I just cannot commit to a raid/nightfall when I may have to leave or be on the phone for 10-30 minutes. I can solo or duo now & then though.
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kill0509
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I'm your Huckleberry
kill0509
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Nevermind, got home to find out that our internet and phone are both down. Thanks suddenlink!
BreNayPop
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Im still grinding the story. Almost on the last mission. Then iron banana time
BreNayPop
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Boogie, thanks for the party inv but i was using my child labor to level my titan up. I should be on tonight and my titan is now level 307... iron banana time
Beezy2389
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New This Week at Bungie write up coming and it's the one we've been waiting for...shader dismantling. I mean sandbox changes.
Beezy2389
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This Week at Bungie - 3/8/18

The March 27th Update
  • Iron banner becoming 6v6
  • Mayhem (fixed the nova bomb issue)
  • 8 person rumble

Crucible Sandbox
  • They are claiming the feedback involving "time to kill" was that there was a lack of excitement or spikes of intensity. Goal is to increase the pace of the crucible (faster, more dynamic, and more action-packed experience on the activity side)

Respawn and Revive timers
  • Quickplay revive timers lowered to 2 seconds
  • Survival revive timers reduced to 7 seconds
  • Revive lockout time in Countdown reduced to 7 seconds
  • You don't lose your revive token on death

Power Ammo
  • Power Ammo spawn timers reduced by 50% in Iron Banner
  • Timer reduced by 30% in quickplay
  • Timer reduced by 40% in Survival
  • Timer reduced by 25% in Countdown
  • Power Ammo Count has been adjusted (Swords and Rockets were decreased but everything else either stayed the same or went up)
  • Players drop their power ammo on death. It's available to all players, allies and enemies, but they can despawn.

***Competitive and Trails will no longer have a radar***


Subclass Changes
  • all three glides plus catapult and strafe lift have been buffed to be faster and more unique.
  • mobility stat expanded (everyone gets faster and the high end is higher)
  • Arcstrider, Sentinel, and Striker all move faster while in their Supers.
  • Arcstrider is getting faster attack animations, faster dodge animations, and increase range with all attacks.
  • Shoulder Charge can be used as a movement mode once again
  • Dawnblade has a reduced cost for throwing swords (resulting in +1 sword to throw), Everlasting fire increases the duration of the super, removed all in-air accuracy penalties while "Swift Strike" is active, reduced the Icarus Dash Cooldown, Increased the Grenade and Melee energy "Heat Rises" gives you per kill.
  • Invisibility on Dodge will no longer break aim assist or projectile tracking in PVP. Dodging still breaks tracking but only during the dodge itself. Increased duration of dodge & smoke invisibility by 1 second.
  • Supers recharge 1:40 faster (25%)
  • Mods that reduce grenade, melee, and class ability cooldowns are now up to 2x faster.

Weapon Changes
    • Pulse Rifles
      • Increased PvE damage for all pulses
      • Increased rate of fire for adaptive and high-impact pulses
      • Increased base damage for adaptive, high-impact, and rapid-fire Pulses
      • Increased precision multiplier for lightweight pulses
      • Decreased precision multiplier for adaptive pulses
      • This keeps precision damage close to where it is now, putting most of the buff into body shots, though it is still an increase in precision damage overall.
    • Scout Rifles
      • Increased PvE damage for all scouts
      • Increased base damage for High-Impact Scouts
    • Hand Cannon
      • Increased PvE damage for all Hand Cannons
      • Increased precision multiplier for precision hand cannons
      • Increased hip fire accuracy on consoles
      • Increased ADS accuracy on consoles
    • Sidearms
      • Increased PvE damage for all sidearms
      • Increased hip fire accuracy
      • Increased ADS accuracy
      • Increased inventory size (allowing more reserve ammo to be stored)
      • Increased minimum range
      • Added an ADS movement bonus
    • SMG
      • Increased PvE damage for all SMG's
      • Set Optics to 1.3x
      • Increased inventory size (allowing more reserve ammo to be stored)
    • Linear Fusion Rifle
      • Increased PvE damage for all linear fusions
      • Increased precision multiplier
      • Increased aim assist
      • Reduced flinch multiplier
    • Shotgun
      • Increased PvE damage for all shotguns
      • Increased inventory size (allowing more reserve ammo to be stored)
      • Increased aim assist for Suros precision shotguns
    • Sniper Rifle
      • Increased PvE damage for all snipers
      • Increased precision multiplier
      • Increased aim assist
      • Increased inventory size (allowing more reserve ammo to be stored)
    • Grenade Launcher
      • Increased blast radius
    • Assault Rifles
      • Decreased range and aim assist stats for precision autos (Uriel's Gift). Base damage is not changed.
    A few weapon perks are also getting some updates:

    • High Impact Reserves
      • Increased PvE damage
    • Kill Clip
      • Increased PvE damage
    • Rampage
      • Increased PvE damage
      • Increased duration
    • Dragonfly
      • Increased damage
      • Increased radius
      • Stronger visual effects
    • Grave Robber
      • Reloads .5 magazine instead of .3
    • Timed Payload
      • Splits damage 55 Explosive / 45 Direct instead of previous split which was more direct damage
    • Explosive Rounds
      • Decreased PvE Explosive Rounds damage
      • This decrease has been compensated for with an increase in PvE damage for the base weapons - your weapons with explosive rounds will not do less damage after 1.1.4


Snipers flinch will be adjusted in the May update. And some Companion app stuff.


Some dev gameplay using updated snipers.
KidDoc
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Beezy2389 said:

New This Week at Bungie write up coming and it's the one we've been waiting for...shader dismantling. I mean sandbox changes.
You joke about shaders but I have some stacks for 50+ that I will never use and would take way too long to dismantle!
No material on this site is intended to be a substitute for professional medical advice, diagnosis or treatment. See full Medical Disclaimer.
Beezy2389
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So the big takeaways

  • Revives will be quicker
  • Power Ammo will be more available and those dropped on death can be picked up by anyone.
  • Competitive and Trails will no longer have a radar.
  • Subclass jumps are getting faster
  • mobility actually does something
  • Arcstrider super getting buffed but invisibility will be nerfed.
  • Dawnblade super and perks getting some improvements
  • Supers recharge 25% faster
  • Ability mods allow cooldowns to be twice as fast.
  • Pulse, Scout, Hand Cannon, Sidearms, SMG, Linear Fusion Rifle, Shotguns, Snipers, and Grenade Launcher's are all getting various buffs including PvE damage output.
  • Auto Rifles (Uriel's Gift style) will have range and aim assist nerfed.
  • Buffed several gun perks
  • Nerfed Explosive Rounds in PvE (but they claim net damage won't change with the weapon buffs above)
KidDoc
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Figures I just started to work towards Mida multitool on my Warlock and they nerf radar in PVP!
No material on this site is intended to be a substitute for professional medical advice, diagnosis or treatment. See full Medical Disclaimer.
FightinTexasAg15
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Just competitive modes. Quickplay and other special modes will still have the radar
koadie
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So I hopped on for a quick game of iron bananas. I haven't turned it on in two weeks and boy was that rough. Pressing the wrong button for sprint, crouch, abilities. Man that was bad.
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Eph: 2:8
Beezy2389
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Dev Twitter Q&A

Q. I noticed a lot of damage increases on pulses, scouts, etc mentioned PvE but not PvP. Is the goal for decreasing TTK based on buffing our abilities and power ammo spawns?
Any Base Damage or Precision Damage buffs is in both PvE and PvP. Bonus PvE damage goes on top of that.

Q. I see PvE wise, loads of weapons are getting a damage boost. Is this a flat 10%? Or is this being individually tuned for each weapon class and if so, possible to give us a rough idea?
Changes per weapon. Think the average is currently sitting at 15%.

Q. With the extra second of invis, I can see it being used preemptively instead of as an escape more, like in D1. Will Graviton Forfeit extend that duration even further?
Yep, Graviton remains unchanged.

Q. With changes it feels like NightStalker gets hit hard. Knucklehead and Gemini no longer viable in comp/Trials, aim assist in invis gone & smoke nades in comp/trials less potent as can't scramble radar. Are they being buffed elsewhere to compensate?
Not at this time. However, I run NS in 90% of playtest, including Comp, and I was still able to be very effective. You'll likely want to investigate other Exotics to use in competitive. I've been having a lot of fun with Foetracer in comp playtests.

Q. What setup did you run as NS? Foetracer I know you mentioned, what about the subclass?
Spike, Triple, reload dodge and mostly top path. I actually think bottom path may be the way to go but I'm more comfortable with top at the moment.

Q. So is FoeTracer now useless in comp? with no radar now in comp doesn't that reduce it's usefulness considerably tbh I don't PvP much I'm just curious since I main a Hunter.
Foetracer is GREAT in comp. [But], I think you're thinking about knucklehead, in which case, yes... Switch to Foetracer recommended.

Q. Really, cause i love knuckelhead. I dont find the foetracer bonus to helpful though. Thats my opinion though
Right but if knucklehead doesn't help in comp and foetracer marks targets... Knucklehead will still be great in quickplay!.

Q. Will we still have the call outs displayed still even tho radar is displayed. Call outs will be useful to know which part of the map a player is located with out radar.
Yup

Q. Your road map is looking good so far however instead of removing the radar in comp/ trials I propose you limit the range of radar as a whole for all pvp playlist. I believe the radar's range is the problem removing it altogether feels counter intuitive.
We played like that for a while. It feels broken when you see someone closer to you than you'd expect but your tracker is telling you no one is there. That being said, like I said in the TWAB, these changes are a step forward and not the end. Let's play it live and go from there.

Q. The solution to that problem is fixing the radar. If I can see a player in there within a double jump distance from me, they should appear on radar. If they don't, that is a bug, not an enhancement request
I feel like we're saying the same thing. We felt like we didn't have enough room to do both. Shrink range enough to allow flanking and now the radar feels broken... Extend the radar enough to feel right and now you struggle to flank...

Q. If time to kill doesnt change i and many many others wont come back [SIC]
I think you should try 1.1.4 for a bit first and then talk to us more about what you think knowing how those changes play. I'm not saying you'll change your mind only that you'll have more context.

Q. Aim assist and invisibility explanation is confusing. Does this mean that Aim Assist is re-enabled after the dodge ends, but before the invis ends?
Sorry you guys, I tried to write that multiple times multiple ways but clearly didn't get it perfect... but yes, [aim assist is re-enabled after the dodge ends, but before invis ends] is what happening.
You break tracking and aim assist briefly when you initiate a dodge. That's unchanged. But invisibility and tracking is reenabled during invisibility. You're easier to shoot and tracking grenades and the like will seek you out.

Q. Would you mind giving us some more insight as to why the sniper flinch bug will take another 2 months to release? You could win over the hearts of many players/creators by prioritizing that.
Happily. It was a big, nasty bug that forced our artist to go through and do work on every sniper in the game. So huge amount of work AND it means every sniper in the game has to get retested. Once we figured it out we just didn't have the time to complete it for 1.1.4.
Trust me, we tried and everyone except Father Time himself wanted it. But, we do have it going through testing in 1.2.0 as you saw in the video and we're very excited to get it out to you.

Q. Any info on why super recharge times are going to be faster instead of giving more super energy per kill? I think the latter would raise the skill gap, I liked the D1 super system much more for this reason.
It was a big global change for PvE and PvP. We felt like it was just too long in general. That being said, we actually did bump up those amounts some too and I'm glad you mentioned it because I need to make sure I put it into patchnotes.

Q. Looks fun, but I really think we need four weapon slots. Way too much going on in the Power Ammo slot.
Give it a go when it's out. Like I said, we're not (ever) done working to make it as good as it can be.

Q. So the video showcased alone as a god, which has no sniper bounce I believe. Is that still a thing? all my options have that little spin and reticle bounce; is that going to remain as an intended design mechanic because it's incredibly frustrating Double so when you have no ability to get alone as a god or the NM sniper that have QuickDraw and no bounce.
Yea, the incoming (1.2.0) fix touches ALL snipers.

Q. Ability cool downs up to 2x faster AND stack (3 times currently) ???!! Or diminishing returns?
Triple stack gives you 2x. (1.33x, 1.67x, 2x)

Q. I'm curious and I hope I'm not out of line. What went into the decision to not allow the explosive rounds to keep the damage they have in PvE? We love our overpoweredness.
They will deal the same damage overall in PvE, the ratio of what causes it has been tweaked.

Q. I okay. So it's still a buff but the damage is mostly from the bullet and not the explosive impact. Leads me to this question. You specify pve damage buffs. So just so people don't speculate. This means the damage buff, when specified, is only in PvE?
Yes, on top of any base damage boosts.

Q. Enjoyed reading the update! I'm excited to try them myself. Will we possibly get a static ability cool down buff? Or will it stay tied to mods? Dawnblade tuning sounds hella fun.
Possible, yes. Not planned at this time though.

Q. Mida will still be very good in trials. High cal, very consistent. Its a good weapon without its exotic perks. But it won't be " exotic " it will be just a normal good gun.
It'll work like normal in Quickplay

Q. If you don't bring up TTK inline with movement this will lead to people being able to easily disengage and run away due to how long it takes to kill a player. However, the increased super and ability times may improve gameplay. Who knows, it's a change so we'll have to wait and see when it's live.
Playtests have been really good and it's definitely changed things. It's a lot of moving parts all at once. However, like I said, we're not claiming to be finished. This just felt right the right amount of change to put forth and let you all in to re-evaluate it with us.

Q. The nerf to aim assist on dodge for hunter seems haaaarsh. Especially considering how potent all other class abilities are for Titan and Warlock.
To be clear, Dodge is unchanged... Invisibiltiy was nerfed.

Q. When compared to a rocket, which is an easy 1 hit kill on up to several enemies, a sniper and a shotgun will always be overlooked. Always. It's an easy decision.
I'm not going to imply I can predict the future, but I can say that in combination with with ammo changes there have been significantly less rockets in playtests.

Q. To clarify gents, is the time to kill remaining the same whilst movement speed is increasing? Wasn't quite clear in the update
Some weapons are being brought up to be more viable and competitive. We're modeling our ideal TTK to that around Precision Auto Rifles. In current D2 most of our TTK and pace is defined by weapons due to lack of variety in gameplay. This means we have a fixed (static) TTK which is on the slow side. We're actively going to change that. Heavy, Ability Mod/Perks, Movement, and weapons are being brought up to make sure the game is fast and spicy and at the level we believe players would expect from Destiny.
I look forward to you trying 1.1.4 & getting your feedback further. I know you're concerned about movement trumping TTK & I understand where you are coming from. In our playtests we (and external participants) felt that disengaging is not as prevalent as it reads on paper. <3

Q. Also Colony is rife atm, but its ammo supplies are being raised w/ power ammo frequency right?
Colony stays at 4 shots per pull! We feel it's good enough as is.

Q. Gotcha, but doesn't that still mean more potential ammo as power ammo spawns more often and blocks can be picked from enemies/teammates? Not trying to be combative here at all btw, just worried that Colony spam might be even worse!
Yep but with this patch we wanted to establish a new base line and balance around that instead of holding onto preconceived notions of the previous build. We're open to tuning this based on feedback though.
Josh H followup comment:
"We definitely had people running Colony in playtests but with the buffs to movement speed, snipers and shotguns it felt like there were more counters available overall. We didnt wanna crush it into the ground for no reason. Again, we'd rather balance around cool things."

EXTRA STUFF FROM DMG:
As seen in the video, you have to hold to pick up Heavy ammo off of defeated enemies.
"Yep. If you want that ammo, you have to actively pick it up. Noticed this in playtests, had less instances of someone dying as they realized they had picked up power. Adding that barrier, the conscious decision to pick it up, led to me actually getting a bit more power ammo more often. Sometimes players ignore it entirely, as they're focusing on a kill or getting to a portion of the map to trigger a super."
BreNayPop
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My ps4 will be on tonight, but i wont. See yall tomorrow
koadie
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So I bought a pc and I must say D2 is great at 120 FPS
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Eph: 2:8
Coby
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Dude be careful or you might turn to it entirely. The ability to control recoil on sub machine guns is sick also. And Hand Cannons. And really everything feels great about the game on that platform. You got a clan? lol
koadie
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They allowed a demo I'm going to wait until the next dlc drop to get it on pc
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Eph: 2:8
heisatouchdown
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Anyone looking to buy a Desinty PS4 Season Pass?

I realize I am way late posting this, but I bought the Destiny PS4 Pro bundle and never really got too into this release to justify using it on my account.
Beezy2389
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Side note: Apparently Hard Light is getting the Borealis treatment where you can change it's element without going to your inventory screen. I think this is a May update deal.
Beezy2389
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TWAB 3/15/189

FINAL Faction Rally of Season 2
*******Get all emblems and ornaments you can cause they'll be gone after April 3rd******


Added to the engram pool of weapons.


Winner's Prize






Development Goals for Season 3's Faction Rallies.
  • Pledging to a faction should be a meaningful choice.
  • Rewards should not be time-gated.
  • Faction Rallies should provide a unique gameplay experience and not simply be a reward layer on top of the existing game.
  • The event should grant additional insight into faction lore and goals.
  • It should build upon player interest in Lost Sectors and armor ornament objectives.



March 27th update will also be increasing hip fire accuracy and ADS accuracy for Hand Cannons.

The Roadmap they've released twice will be getting an update tomorrow as well so we'll see what's delayed or added.



FightinTexasAg15
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koadie
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What's the pc clan? I actually can play the full game on trial period it's weird, and awesome. Hand cannons are the meta on pc. They feel crispy!
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Eph: 2:8
Coby
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I'm not sure of one existing with regards to A&M. I was asking you lol
Beezy2389
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Xur is selling Celestial Nighthawk on Io
Beezy2389
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  • Adding Heroic modifiers pushed to 1.2.0
  • Exotic Repetition Reduction, Nightfall Strike Unique Rewards, and Companion Vendor Viewing have all been confirmed 1.1.4 (March 27th) (no longer has the "iffy" asterisk)
  • Exotic Weapon/Armor Sandbox Changes is confirmed for 1.2.0 (no "iffy" asterisk)


New Crucible Playlist Rotation
  • Mar 27: Rumble
  • Apr 3: Mayhem
  • Apr 10: Iron Banner
  • Apr 17: Rumble
  • Apr 24: Mayhem
  • May 1: Iron Banner
kill0509
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Now that's a handy piece of information right there! I don't care what boogie says about ya, you're a good man beezy!
Bulldog73
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Know how I know you're lying?
Boogie05
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Thank you Bulldog. Kill is just jealous he is not a killer B!
 
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