*** The Official Destiny Thread (now includes 2.0 and TTK) ***

Gah, I went and did it, spent my marks on vendor gear for my warlock. Just need to 290, just need to do a bit of CoO for a >200 bond and artifact and I'm 300. Hunters suck :P
 
I think the helmet looks great, just a shame that shaders don't affect it because it's hard to find one that goes with it. Even Chatterwhite doesn't seem to mesh very well.
 
Xür's pretty decent today for those that don't have the new TTK exotics:

The Taikonaut
Graviton Forfeit
Alchemist's Raiment
Zhalo Supercell
 
Try Harder

Brother Vance has been idle in the Reef for too long. Tomorrow morning, Trials of Osiris will resume. Be ready for action on Friday, October 30th at 10AM Pacific. Since its hiatus during the launch of The Taken King, we’ve talked about how this competitive event will be different in Year Two. If you missed the Patch Notes for Update 2.0.1, here are the bullets we aimed at the PvP endgame:

Trials of Osiris
Requires a minimum Character Level of 40
Requires a minimum Light of 251; Recommended Light is 290
Winning teams now receive Trials gear rewards directly at the end-of-match completion
Players that go undefeated on their Passage will continue to be invited to The Lighthouse
Players may continue to play in the Trials past 9 wins (but rewards are maxed out at 9 wins)
Trials Passages now have a Details page containing your Boons
Player must now purchase Boons from the Details page on their Passage instead of from Brother Vance
Boons can no longer be applied to Trials passages after starting a run
Trials gear can be purchased from Brother Vance (including some items found at the Lighthouse)
Brother Vance now has Bounties that award Legendary Marks
Crucible Bounties can now also be completed in Trials of Osiris
Matchmaking has been updated to make it more competitive to reach The Lighthouse

Them’s the facts. If you want a more philosophical explanation of our goals for the competitive event, we scared up Senior Designer Derek Carroll to share some thoughts about our hopes and dreams for your next trial.

Derek: The original design for Trials of Osiris employed no skill-matching whatsoever. Instead of expecting teams to win roughly 50% of their games (the goal of most matchmaking systems), you’d expect above-average teams to win and below-average teams to lose. While this was generally interesting, one of the side-effects was that a capable team could breeze though a field of challengers to reach the Lighthouse without really breaking a sweat. PvP Sherpas were even conducting Lighthouse safaris for players who couldn’t get there under their own power.

Tomorrow, we’re hoping you’ll find the competition a little fiercer. With the changes we’ve made to matchmaking, there will be a greater chance that the other team will be on the same rung as the ladder as you, making your climb to 9-0 much more meaningful, and those last few matches much more fun for everyone. Well, almost everyone. Half of everyone?

With greater risk will come even greater reward. For those of you who can go the distance, we’ll be dropping endgame gear that will rival the Light of those Guardians who have been defeating Oryx in King’s Fall Hard Mode. Because we’re dropping the gear into the end-of-match stream, you’ll be able to lord your rewards over the losing team.

Will you be the final boss for another PvP warrior? As always, the arena for this week will be revealed at game time. See you in the Reef. Bring your Passage Coins, and a team to revive you when the chips are down.

Lighthouse gear will be up to 320 light then....not sure what regular trials drops will be. Happy plundering HM KF for now but will give trials a bash soon.
 
I've been waiting for the Zhalo for about a month and a half to no avail so I'm glad Xur has sold it. All their BS about weapons you already have being less likely to drop. I've had 3 hawk moon, 5 jade rabbits, 4 4th horseman etc
 
Xür's pretty decent today for those that don't have the new TTK exotics:

The Taikonaut
Graviton Forfeit
Alchemist's Raiment
Zhalo Supercell

I don't think I have the Taikonaut but have the rest. Sod's law the Zhalo drops for me and 2 days later Xur is selling it. Mine dropped at 310 so the question is do I infuse my 310 into a legendary primary and buy a 290 supercell. Hmmmmmmmmmmmmmmm. Lots of ToC for my to buy this week though as I continue my search for the elusive helmet :mad:
 
I've been waiting for the Zhalo for about a month and a half to no avail so I'm glad Xur has sold it. All their BS about weapons you already have being less likely to drop. I've had 3 hawk moon, 5 jade rabbits, 4 4th horseman etc
I seem to have been quite lucky then. The only exotic weapons that can drop that haven't for me yet are the Y2 versions of Suros and Bad Juju. For armour, it's just Starfire Protocol. I did buy Red Death and Helm of St-14 though, so technically they've never dropped either.
 
I got the year two version of bad juju from the kiosk and haven't had a suros either. I have decrypted a lot of exotic engrams and got a lot of duplicates. Before I hit lvl300 I stored a load of exotic engrams and decoded 4 primaries to get 2 jade rabbits (already had 2 before that) and 2 hawk moon (already had one of those)
 
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Is anyone else not a fan of the way Destiny handles raids? Bungie seems to have followed the WoW template in making the challenge in getting everyone to understand the mechanics and what to do. And that's it. Gameplay wise encounters are basic, with little aiming and movement skills required. It's been like that in all the raids. Wouldn't it be better have to react and co-ordinate as a team? Covering each other, los, complimenting loadouts, objectives, falling back when areas get overrun (much like clan matches in RTCW or ET, for anyone who still remembers those). You know - actual teamwork and adapting as opposed to everyone following a simple script and punishing single mistake with a wipe. And that's my biggest gripe really - despite requiring 6 people there is next to no actual teamwork involved in Destiny's raids. Everyone gets a simple job to do and as long as they do it, it's job done.
 
Is anyone else not a fan of the way Destiny handles raids? Bungie seems to have followed the WoW template in making the challenge in getting everyone to understand the mechanics and what to do. And that's it. Gameplay wise encounters are basic, with little aiming and movement skills required. It's been like that in all the raids. Wouldn't it be better have to react and co-ordinate as a team? Covering each other, los, complimenting loadouts, objectives, falling back when areas get overrun (much like clan matches in RTCW or ET, for anyone who still remembers those). You know - actual teamwork and adapting as opposed to everyone following a simple script and punishing single mistake with a wipe. And that's my biggest gripe really - despite requiring 6 people there is next to no actual teamwork involved in Destiny's raids. Everyone gets a simple job to do and as long as they do it, it's job done.

Er whut?

Go trials if you want a dynamic team-based PvP mode.

Raids with RNG....eugh, no thanks.
 
I've finally started to take my second character through the taken king. I promised myself I wouldn't do all 3 characters again and just main my titan, but now my titan is at 304, I don't have much left to do other than the raid/hard mode raid 1 week (plus maybe the nightfall).

So my level 34 warlock is going to get some attention now. But I think my Hunter will forever stay at 34.....
 
Is anyone else not a fan of the way Destiny handles raids? Bungie seems to have followed the WoW template in making the challenge in getting everyone to understand the mechanics and what to do. And that's it. Gameplay wise encounters are basic, with little aiming and movement skills required. It's been like that in all the raids. Wouldn't it be better have to react and co-ordinate as a team? Covering each other, los, complimenting loadouts, objectives, falling back when areas get overrun (much like clan matches in RTCW or ET, for anyone who still remembers those). You know - actual teamwork and adapting as opposed to everyone following a simple script and punishing single mistake with a wipe. And that's my biggest gripe really - despite requiring 6 people there is next to no actual teamwork involved in Destiny's raids. Everyone gets a simple job to do and as long as they do it, it's job done.

In my opinion the raids in Destiny are revolutionary to the FPS genre. I remember playing through the Vault of Glass for the first time, I was so amazed. I think there is plenty of team work involved but it's just everybody learns the mechanics quickly so it becomes very much about execution rather than adaptation. I'm not sure how Bungie would accommodate what you are asking, maybe challenge mode in King's Fall will help I don't know.
 
In my opinion the raids in Destiny are revolutionary to the FPS genre. I remember playing through the Vault of Glass for the first time, I was so amazed. I think there is plenty of team work involved but it's just everybody learns the mechanics quickly so it becomes very much about execution rather than adaptation. I'm not sure how Bungie would accommodate what you are asking, maybe challenge mode in King's Fall will help I don't know.

New to fps, but old for mmos. And don't get me wrong - a lot of the mechanics in the raid fights are good - they're just not surrounded by particularly interesting gameplay or bring out the best an fps can offer.

There could be a base your team has to defend with say a few key bottlenecks. You'd divide up and hold the push, maybe have a roaming guy or two when things get hairy and it looks like one is going to fall. And a fall back position should that happen. Maybe have one guy in each team as an uber medic with alpha lupi etc. Pre-agreed positions good for setting up crossfire. Maybe some builds/gear loadouts for crowd control and others for single target dps. You'd have to get together and decide amongst yourselves on tactics and gear etc before hand. So you hold things for a set amount of time before the boss appears and phase two kicks in. Say he destroys one of the bottle necks and all **** breaks lose - you have to take up new, more suited positions and deal with whatever mechanic the boss requires. Perhaps it's just holding him at bay until something - let's say a super lazer - charges up and now we get to take the fight to them. Phase 3 kicks in. This is what I want - dynamic teamplay that requires lots of communication. Having to split up if needs be or pick up the slack if something goes wrong. Not this rigid, overly basic model we have now which rewards repetition and harshly punishes (especially for a game as bug prone as this) single mistakes. Let the failings be team failings and the victory team wins.

//end rant
 
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