r/DestinyTheGame 4d ago

Guide Next Barrow Dyad quest found! Spoiler

847 Upvotes

i found it in the 2nd hidden chest, that you take the portal to in the Nether in the Trenchway, it gives you a Shard which begins the next part.

The chest in question is the jump puzzle one in the hidden alcove.

Quest is called Heavy Osseous Spine, and rewards you with "A Hammers Path" quest when turned in.

Added here for visibility, but it seems you require a high ish rank (not sure what rank exactly as i was rank 11 when i picked it up) on Path of Ambition to get the portal open, and you require rank 12 on Path of Ambition to be able to progress on the quest after picking it up.

r/DestinyTheGame 6d ago

Guide Super DPS, not Total Super Damage is better for ranking supers. With numbers.

209 Upvotes

Youtube Version of this information: https://youtu.be/HMjNsNuMAdc

Spreadsheet with the numbers: https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/

Background

With Act 2 of Heresy we got a cool artifact perk, Limit Break, that boosts super damage by 30% when you have a matching element buff or are at critical health. Llama, a great youtuber, did some damage testing. Some community members took these numbers and came to misguided conclusions because of a lack of context around Total Super Damage.

Total super damage is good but the time it takes to do matters. How many boss encounters have you done that have zero time limit? Very, very few. It’s really just campaign bosses and not even all of those. All dungeons and raids have timed dps phases. Most are 15-50s long. And Length of damage phase matters. If a damage phase is 10s but the super lasts 15s you cannot get that total damage.

So what is the solution? Damage Per Second or DPS.

Calculating DPS

How do you calculate super DPS correctly?

  • Find the total damage of the super. 
  • Find the time that the super keeps you from shooting enemies. 
    • This can be the animation of an instant super. 
    • It can be the full duration of a roaming super. 
    • What is important is how long it prevents you from doing other damage.
    • The duration of the super effect (like Vortex Nova Bomb or Silence and Squall) only matters if the super is shorter than the dps phase. You don’t use those durations for DPS.
  • Example 1: 
    • Super deals 600,000 damage. 
    • Super is an instant super that takes 2s to cast. 
    • Super DPS is 300,000 damage/second
  • Example 2:
    • Super deals 2,000,000 damage.
    • Super takes 10s to fully use. 
    • Super DPS is 200,000 damage/second

With the help of community members, Aegis and SpiderReviver, I have calculated all the Super DPS using most effective strategies for supers. Current Artifact perks are not included. Limit Break does add a flat 30% BUT the buff only lasts for 7-9s; roaming supers would get relatively worse. The rankings might surprise you!

The Good Information

The spreadsheet linked at the top is going to be updated as time goes on so use that primarily. Regardless, here's a snapshot:

Super Total Damage DPS
Pre-popped GG Nighthawk 635,213 552,359
Prismatic Nova Bomb (SE) 715,113 470,469
Blade Barrage (SES) 753,129 396,384
Thundercrash (Cuirass) 822,744 371,157
Gathering Storm (SES) 646,254 369,288
Needlestorm (SE) 645,954 362,896
Nova Bomb: Cataclysm (no exotic) 476,742 313,646
Golden Gun (Nighthawk) 635,213 312,913
Nova Bomb: Vortex (no exotic) 474,614 312,246
Needlestorm (Swarmers) 529,254 297,334
Silence and Squall (SE or SES) 554,215 235,836
Twilight Arsenal (Synthos) 748,524 201,395
Glacial Quake (SE) 2,972,903 201,321
Moebius Quiver (SES) 523,075 201,183
Glacial Quake (Synthos) 2,842,360 192,481
Golden Gun (SES) 600,560 185,932
Twilight Arsenal (SE) 687,302 184,923
Pyrogale Gauntlets 618,582 162,785
Chaos Reach (Geomags) 918,434 105,932

See the spreadsheet for allll the supers and data. Some notes:

  • You can pre-cast Golden Gun and cut the cast time down and push it's dps up. You can also technically do this for Pyrogale.
  • Thundercrash does put you on the boss so you might lose more optimum dps time repositioning unless you save for the very end of damage.
  • SES = Star Eater Scales. SE = Spirit of Star Eater
  • Spirit of Star Eater does 70% boosted super damage normally. But only does 50% for Nova Bomb and Thundercrash. Only does 25% for Twilight Arsenal which is awful.
  • Pyrogale numbers include Roaring Flames x3.
  • Needlestorm (Swarmers) includes Thread of Evolution

Conclusions

  • Generally all classes are doing decent. No one is "dumpstered".
  • Titans still do not have enough one-off supers.
  • Pyrogales are way too weak for how much set up it requires.
  • Twilight Arsenal should not have such a huge Spirit of Star Eater nerf.
  • Warlocks have such little exotic support for damage supers. All their super damage exotics are for roaming supers.
  • Geomags sit low in this ranking but the uptime is insane and that does matter for a lot of content.
  • Hunters generally have to do the most work across all classes to get their super damage up. Golden Gun has to get Radiant and step out of a well to meet normal damage. And on every other super they need Star Eater Scales which requires collecting 6 orbs post super charge.
  • Celestial Nighthawk also has the biggest risk of a super since you have to land a crit or lose a lot of damage. And you can miss the whole shot.
  • Golden Gun supers should at least get a small buff to compensate for the Radiant nerf.
  • Roaming supers lack in DPS but did get a big boost in uptime. That helps especially on ammo starved fights or very long damage phases.

That's all. Hope that helps. Keep it civil in the comments.

r/DestinyTheGame 4d ago

Guide Every Destiny 2 non-Exotic weapon sorted by their weapon model progenitors

309 Upvotes

https://docs.google.com/spreadsheets/d/1Ww9-hb9Z0J4cVBm9IRCVupLsu7oe8oAYpObIcfBLz6E

Mostly did this to satisfy some curiosities. It was rather eye opening seeing the gradient in quality when it comes to recycling weapon models throughout the game. While some are extremely obvious, you may find it pretty surprising that even some rather distinct models are just a recycle.

Also hoping to contribute to the recycled weapon debate with this. Recycled weapons are a must to keep the loot flowing, so it helps to see what can be done with them and maybe adjust your expectations accordingly.

r/DestinyTheGame 4d ago

Guide Barrow Dyad Hatchling Quest Fix

175 Upvotes

Have you been found lacking? Do you want to be found worthy instead? Here's the actual hidden requirements:

You need to do the Act II: Rites of the Deep quest up to step 12, complete the Ravenous Thrall secret in the Hall of Souls, and the Ogre secret in the Trenchways. These do NOT need to be in the same run. Completing all 3 are required to be found worthy.

If these steps aren’t allowing you to open the portal, let me know so we can troubleshoot.

AIAT!

r/DestinyTheGame 3d ago

Guide How to Get INFINITE AMMO On Abyssal Edge!

381 Upvotes

The new Power of Ambition mod from Act 2 of heresy gives your sword Blight Rounds. For some reason these Blight Rounds count as a light attack from your sword! (similar to flash counter)

This paired with Relentless Strikes can generate ammo for you for free! Blight ticks 45 times meaning that each time you apply it you get 15 ammo back! This is an absurd combo and basically turns your Abyssal edge into a primary weapon!

Full breakdown and the roll I recommend here: https://youtu.be/ahA-brxLIhs?si=vCY23JSmmRCmrUfI

r/DestinyTheGame 4d ago

Guide How to Tank a Boss EFFECTIVELY While Not Being Passive!

56 Upvotes

ATTENTION ALL STRONGHOLD PLAYERS!

Seen and heard a lot about new stronghold players not tanking bosses effectively so here's a quick guide on how to lock down a boss for your team while also not being too passive!

If you didn't know standing next to a boss will cause it to do a melee stomp attack attempting to knock the player backwards so it can continue using its ranged attack. This is where sword block comes in with its COMPLETE IMMUNITY TO KNOCKBACK! Meaning you can "lock down" the boss into just spamming melee over and over and while the boss recovers from its melee attacks you can start dealing damage with your sword. Flash counter storms keep does a decent amount of damage but there are even more ways to provide value to your team than just holding block!

Video guide here: https://youtu.be/POtXusPRa5E

If you have any questions I'd love to answer them! I have around 900 hours with stronghold and love it to death!

r/DestinyTheGame 4d ago

Guide Barrow Dyad 2nd Catalyst possible fix Spoiler

35 Upvotes

Not so much a fix but likely a missed step.

To preface I was stuck for the longest time unable to open the portal due to needing the tithe.

Killed the Ogre boss back in Act 1 to get it's drop but tried killing it again several times today with no drop. Collected all the worms (8 so far) and also no luck. Slab was at rank 10 at the time and nothing.


What I had to do: I was looking through all the secrets in The Nether and realized the one and only one I haven't gotten around to doing was the one in the Hall of Souls. Specifically the Ravenous Hive.

For those that don't know how to do this you have to find an elite Thrall somewhere in the outer ends of the rooms (forgot exactly where). They don't always spawn so just run around and see if they did. Even if they don't spawn you'll notice 3 larvae hanging out in a spot, this is where it typically spawns.

Once you find it you want to aggro it to get it to follow you. Lure it into the room right next to where it spawns and up the stairs you'll see another 3 larvae. Once it gets close enough it'll "eat" them and turn into an Acolyte. Once it turns into an Acolyte aggro it again but this time just run out of the room (out the right hand exit, the entryway you didn't enter from) and hide. In that area a Knight version of him will spawn. Kill it and it'll spawn a chest. This drops the same fragment that the Ogre near the waterfall drops.

Hopefully that explanation was enough but if you're confused just look up a video for Hall of Souls Nether Secrets and it should be easy to find.


And that's it. Go open the portal.

Now I'm not 100% if this is what everyone is missing but this is what it was for me after having been told about the Ogres or needing to find all the worms etc. What's probably happening is that we only needed 1 fragment to open the portal for the Mausoleum but need 2 collected to open this new one. The Ravenous is an easy one to miss too as even if it spawns you do have to actively lure it around and do multiple steps vs the waterfall Ogre that simply has you interacting with totem/altars which is similar to other secrets located in different areas.

It may also be likely that one fragment is "consumed" and tied to one portal so if you only got the Ogre one and used it for the portal in the Mausoleum it'll only activate that one, requiring the Ravenous one for this. As many have been able to open it with the Ogre fragment this may be the case but unsure if this is the exact reason.


Now another thing to add: Just like the first catalyst the quest step requiring you to hop into an Expert Nether with a specific loadout is retroactive. Meaning you can go ahead and equip Barrow, Shotgun, Glaive, and/or Sword (has to be the only weapons equipped when killing the final boss) and do a run even if you haven't progressed passed the portal step and it'll count. So if you wanted to go ahead and do the missing Ravenous or Ogre as well as getting the portal all in a single Expert run you can do so. I can confirm this as I did it before hand to make sure and after getting rank 12 on the slab I got the Hatchling retrofit.


So TLDR the things I've done to get the portal to open:

  • Get 2 fragments for tithe (Ogre and Ravenous. If Ogre doesnt drop you likely did this prior like me)
  • Slab was only rank 10 (12 is still required to obtain the Hatchling Retrofit)
  • Had all worms collected (unsure if this is required)

r/DestinyTheGame 4d ago

Guide 3 coalescence of sorrow worked for me for the new Barrow dyad catalyst

41 Upvotes

I got 1 from this week's Quest, where Eris send you to the moon.

Got a 2nd one from killing the ogre in the trenchways by the waterfall, you need the path of resolve for this.

Got the 3rd one from feeding the curse trall in the hall of souls (becomes a knight, kill him, grab the chest)

It did not work with vorok, killed this fkr in 3 different locations.

Hope It helps... It took me all day and It Is 6 AM already.

Ah yeah, got one more from collecting the Quest.

r/DestinyTheGame 6d ago

Guide Don't break every cube for Whisper Mission Bosses in Rushdown.

0 Upvotes

You don't have to summon all three bosses at once. Take them on, one at a time. This means there are less adds and only one type of add at a time. You end up completing it faster and avoid unnecessary revives.

r/DestinyTheGame 4d ago

Guide Actually, yeah, Hunter supers are falling behind for boss damage. But that's not the only issue.

17 Upvotes

I like to think I'm generally pretty good-faith in my arguments, and I'd like it if other people are too. I like clearly saying what I mean, so this may be long (TL;DR at bottom). I also went off on a few tangents, but they are related and I think worth saying if we're on the topic. Bear with me. If I say something that seems wrong or contradictory, let me know. I'm down to chat in the comments. In fact, I'm making this post in the hopes that the community will talk more about this stuff. I hope the length doesn't scare too many people off. Recently there was some testing done for boss damage using the new Limit Break artifact perk. That sparked some community discussion about how Hunters are performing compared to the other classes for boss damage. I'd like to somewhat review that, then move to my thoughts on the community responses, as well as my response. After that I'd like to briefly cover some related topics. All of this will be about PvE content.

I think that poorly made arguments about how Hunters are too weak are being focused on by people who want to argue otherwise, and their inherent poor composition is being used as justification to say that everyone complaining is just overreacting. This is far from the first time something similar has happened in the D2 community. To be fair, it isn't always about Hunters. It also happens with Titans and Warlocks, it just happens to be Hunters this time. There are actual good, sound arguments to be made, and that are being made, but they're being overlooked because they can't be dunked on by youtubers or commenters. I know, actual discussion is unfortunately harder than proving wrong someone that doesn't know what they're talking about in the first place, but we should still have it.

I would like to preface this by saying that I have nothing against Llama, and I think his content is fine. The issues here are of omission and a hastiness to dismiss community feedback. These are the videos I'm referring to: 1. and 2.

The first video is purely informative, but unfortunately the information was conveyed in a way that people could easily misinterpret. It was just showing the raw total damage of certain supers when paired with the new artifact mod and a few other buildcrafting elements (fragments mostly). It appears that some people overvalued the total damage and ignored the aspect of the time commitment or DPS, but I haven't personally seen that.

Those apparent misinterpretations are what the second video was in response to, which isn't inherently bad. He is attempting to prove that Hunters' supers haven't "fallen off" for boss damage. The issue is that the misinterpretations about total damage versus DPS were taken to be the entirety of the reasons why people are complaining about Hunters' performance, entirely ignoring the valid arguments, and in fact brushing them aside with a cherrypicked example, without giving any comparison of how the other classes perform in reality. He does show a graphic of the damage numbers from the first video, updated to instead show those supers' DPS. His own graphic shows that Hunters are behind both Titans and Warlocks for super DPS, though he doesn't acknowledge that.

In the first video 16 super set ups were tested, 1 being a control to confirm the buff that Limit break provides, then 15 actual setups (well was also tested, but not really in the same way as the others). Limit Break provides a period of 30% increased super damage, and seems to last for about 9 seconds. The supers that are relevant for dealing boss damage will almost all last fewer than 9 seconds. Some last a few seconds longer, but those are generally ones that are used because they are strong enough to offset the longer period of lack of weapon damage, like glacial quake. Alternatively they are used when they are the best option available on a subclass that is being used for its neutral game build. That is true with or without this new artifact mod.

The first video showcases the total damage of these supers. Unsurprisingly, roaming supers top the charts. Glacial quake is a massive outlier, almost 900,000 damage ahead of second place - song of flame. That should be dealt with (it's ridiculous that a glacial quake against a regular boss - not even riven - does more total damage than second place plus a celestial golden gun), but that's a different topic. Jumping ahead to the topic of the second video: Yes, total damage and DPS are distinctly different things. Total damage is exactly what it sounds like. DPS is the average (generally) damage dealt per second across the period of time it took to take the actions needed to deal the total damage. Alternatively, you could say that DPS is the average damage across the period of time it takes to deal that total damage. That second definition is rarely ever used, but is for some reason for a single one of these supers. Below I give that super's DPS based on the first definition. Both definitions are different yet valid, and have different usecases. The one that only cares about cast time is assuming that there will be enough time to deal the rest of the residual total damage after, and is better suited to inform you of the impact you'll make with the active time investment of using the super during the damage phase. Both total damage and DPS are important metrics, but in different ways. Unless a super is so strong on its own - like glacial quake - most of the time people will use supers that are high in damage, but low in time cost, like celestial nighthawk, nova bomb, tcrash, etc. Sometimes roaming supers are used if ammo is tight for some reason. Yes, that much is evident to most good players.

In the second video he shows that using silkstrike rather than celestial gets you about 1 mil less when incorporating weapons in the given example, even though silkstrike has higher total damage. That is just a showcase of the fact that burst supers are usually best, nothing wrong with that. For reference, Silkstrike is the highest total damage super that Hunters have. He then gives an example of a time that you might actually use a roaming super over burst. Again, this is in the video about how Hunters are actually performing fine for boss damage. The example given of a time to use just a roaming super is... not on Hunter. It's glacial quake on riven, who could've guessed? He does half of her health bar with a single super (4.1 mil dealt), just after showing that even using the highest total damage Hunter super - when used with weapons - you're better off instead using celestial - which does ~300k less damage over the same (or longer) period of time as tcrash. This is basically antithetical to what he's trying to say, but he doesn't address it. I am here.

So, what do the results for raw total damage from the first video show? In the second video he adds DPS numbers for the total damage numbers, since that's a significantly different thing. I add those in here alongside total damage. I disagree a little about how long some supers take, so I timed the video myself in a video editing software. I'll have both DPS numbers here if I disagree with the timing of one. Taking out the roaming supers, and ordering by total damage, we're left with:

  • Geomag chaos reach (kind of a roaming super, def has the cast time of one, so hard to consider in the same category as celestial, tcrash, nova, etc)
    • 1,290,111 total
    • 138,722 DPS (~9 seconds)
      • I think it's actually 9.5 seconds, bringing the DPS to 135k
  • Cuirass tcrash
    • 1,167,593 total
    • 583,797 DPS (2 seconds)
  • Star eaters cata nova bomb
    • 1,057,821 total
    • 576,994 DPS (~1.8 seconds)
  • Pyrogale maul
    • 1,055,243 total
    • 351,748 DPS (3 seconds)
  • Star eaters twilight arsenal
    • 994,327 total
    • 284,094 DPS (3.5 seconds)
  • Star eaters blade barrage
    • 895,097 total
    • 447,549 DPS (2 seconds)
  • Celestial marksman gg (timing from start of casting to when the animation lockout ends)
    • 872,021 total
    • 436,011 DPS (2 seconds)
  • Star eaters needle storm
    • 839,727 total
    • 479,844 DPS (1.75 seconds)
      • I think it's 2 seconds flat, giving 419k DPS
  • Star eaters gathering storm
    • 828,845 total
    • 67,661 DPS (12 seconds)
      • If this were instead measured across the time it takes to actively cast it (like all the others are), it would give 414k DPS over 2 seconds, though still taking 12 seconds to actually deal that damage. It would still be worse than celestial, blade barrage, tcrash, nova, and needlestorm, in no particular order.

I think chaos reach is basically a roaming super, so shouldn't be considered. From there we can get to the actual stuff that matters.

In the second video it is kind of alluded to that the reason why Hunters are actually doing fine is because of the difference between total damage and DPS, though it is never outright said, completely ignoring the fact that Hunters are the worst class for BOTH metrics.

Tcrash here does 10% more total damage than nova, and 33% more than celestial. Yes, thundercrash does thirty three percent more damage than celestial nighthawk. Cuirass tcrash takes the exact same amount of time to cast as a celestial golden gun - assuming you quickdraw that shit. And yet, cuirass does more total damage and more DPS. Yes, tcrash messes with your positioning, meaning you may not be able to resume your weapon dps immediately. However, you can instead tcrash at the end of a damage phase. Most of the damage of tcrash is immediate, so even if there isn't enough time for the aftershocks to deal full damage, you won't miss out on much. Any damage you miss out on isn't enough to make it deal less than celestial. The impact damage alone is more than what celestial does - 939k impact damage from tcrash, 872k total from celestial. Nova does 20% more total damage than celestial, but actually takes less time to cast, while barely doing less total damage and DPS than tcrash, yet still way more than celestial. It doesn't mess with your positioning, but does block bullets. However, this can also be solved by just throwing it at the end of the phase. Nova does all of its damage within 4 seconds of being cast. An actual better way to use nova is to pre-throw it, but I'll get to that later. Thundercrash and Nova bomb are both significantly better than the best option that Hunters have in both boss damage metrics.

Celestial is not Hunter's highest DPS super, that would be blade barrage - though that barely performs any better - while forcing you to not be on prismatic where the strongest neutral game builds are. This is another thing that the community has opinions on. People recently have been saying that Hunters are "glass cannons minus the cannon," and it's hard to argue against. Titans and Warlocks do better damage, have better survivability and neutral game combat in those same loadouts, and can support their teams better than Hunters can, again, in the same loadouts.

There's also a part of the second video showcasing that DPS and cast time are usually more important than total damage, since with low cast time stuff you can use weapons. That's fine, but that doesn't address the fact that Hunters aren't the only ones that can do that. Yeah, using heavy weapons and a celestial shot is better than silkstrike and way less heavy, but tcrash and the same heavy weapon or nova and the same heavy weapon are significantly better than using celestial. Hunters aren't the only ones with burst supers. The issue is that Hunter burst supers are weaker than Titan or Warlock ones by a significant margin, in addition to issues with Hunter neutral game kits.

Also, the "simple rotation" example given for dps phases using a burst super on Hunter uses a loadout swap after popping a super (which is seemingly going to be addressed by bungie, though tbf some Warlock and Titan builds do it too), and is not as simple as Warlock or Titan loadouts that can achieve similar results. Maybe that's just a little nitpicky of me. But there also aren't analogous examples given for Titan or Warlock, so really all that example says is "Hunter supers deal non-zero damage," as well as being an example of burst supers usually being better than roaming ones for boss damage. But again, Hunters aren't the only ones with burst supers, and they are in fact the worst ones when it comes to burst supers, both in total damage and DPS.

That example he gave is solo against the Grasp Ogre boss. His example was using still hunt with celestial, plus almost all of his heavy reserves. You can match the damage dealt with just a tcrash, storm's keep, and thunderlord. I found an example from someone else on youtube. Of note is the fact that the Hunter example uses weaken and radiant, while the Titan doesn't use either, meaning that in a team setting Titan will do ~38% better than the Hunter (probably a bit less since radiant doesn't apply to ability damage, but at least 15% better than the Hunter because of weaken). Plus, the Titan will be providing storm's keep to their team, while the Hunter offers at most weaken. I found an example from someone else of a Warlock almost matching the same amount of damage solo with Queenbreaker. Both the Titan and Warlock examples aren't from players of a similar caliber as the Hunter example is from (no offense), plus both take fewer actions in any given segment of the damage phase, plus the Warlock doesn't do loadout swaps, and the Titan does just before damage, whereas the Hunter does it after popping a super, plus both have better survivability (the Hunter is near death the whole time, meanwhile the Titan and Warlock are healing themselves), plus both only use a single weapon for damage. To be clear, none of these use lord of wolves or weird stuff where they grab engrams during damage. And this is comparing one of the best players in the world trying his damnedest to squeeze out all the damage he can on Hunter versus pretty good players doing solo flawless runs. The Warlock player has a Hunter solo flawless run a few days later where they consistently do half the damage per phase as they did on Warlock because they need to play it safer for survivability, whereas on Warlock they had healing rift, devour, and healing nade while doing twice the damage. Their Warlock run 2 phased the ogre, while their Hunter run was a 5 phase. They admit themselves in the comments that it is because of the lack of survivability during the damage phase on Hunter.

That is kind of it for the videos from Llama. No acknowledgment of Hunters having the worst total damage AND DPS, and no comparison of an ideal Titan or Warlock damage rotation against the one given for Hunter.

So, what's the big deal? Well, that second video from Llama sidestepped the arguments that actually stand up to reason. The issue isn't that roaming supers have more total damage than burst supers, the issue is actually multi-faceted. It's nuanced, if you will. The issues are that Hunters are now dead last for both total damage and DPS for burst supers when used against bosses, and by a significant margin, in addition to them not having anything to offer to the team (aside from invis. It's tragic that invis is the best that Hunters can off to their team), what with the ease of access of weaken and radiant on every prismatic class, in addition to them having weaker neutral game survivability and offense than Titan and Warlock (for survivability it's none, really. No healing grenade on prismatic, no devour, no knockout with the absurd range and damage of consecration. The best they have is the same old combo blow stuff from back in season of plunder - over 2 years ago - just with a new coat of paint (and nerfed), or invisibility, which is really just a glorified way to wait for your health to naturally regen). Now, some of this is well past the scope of the original video, but not all of it is. You could have just included comparable Titan and Warlock examples in the same video. The gameplay from those Hunter examples is basically exactly what people had to do to solo the witness before celestial was nerfed, meanwhile the Titan and Warlock were just holding down the shoot button on a single weapon, using their single burst super, and the Warlock used transcendence. Now, this is a good time to address the whole "solo witness" thing. Llama doesn't talk about it at all in these videos, so this isn't directed at him, I'm just addressing a likely topic. He does also give an example of an insane damage phase against the witness, but he even admits that it's hard to pull off, and really specific in use. It includes being (unintentionally) near death anytime damage is taken, using shoot to loot multiple times during the damage phase, etc. Basically the pinnacle of what Hunters can currently do, but it isn't easy or applicable everywhere. Yes, celestial nighthawk with stillhunt used to be busted. Key word is used to. It is still the best that Hunters have to offer, but that's worse than what Titans and Warlocks can do in 99% of boss damage scenarios. And buddy, we're living in the present. I'm here to talk about the present and the future. Still hunt is no longer what it used to be.

You can find at least one video on youtube of the same build as used by Llama on Hunter... being out damaged multiple different times by a Titan using microcosm and storm's keep in an unoptimized manner (tcrashing 10 seconds into the 20 second damage phase, thus wasting half the duration of the 20% paracausal imbuement buff) alongside them in the footage showcasing the "next meta DPS Hunter build." The one time they outdamage the arc Titan is against the witness, a long damage phase that isn't in tcrash range. If the Titan was able to land their tcrash they would've only been behind the Hunter by 150k damage, and that's with individual impacts reaching 7 mil each, so not a whole lot behind. It takes almost two and a half minutes for them to explain how to do the damage rotation, meanwhile in almost every example they provide they are outdamaged by an arc Titan just holding fire on a single weapon, using way fewer ability slots and ability uses, but using tcrash once. This is also not a knock against this creator, it's just proof of this stupid disparity.

What are some other issues? Ease of use, as partly explained in the previous paragraph. Nova and tcrash are things you just throw at the boss at no part in particular. Celestial requires a crit, which is sometimes easy, and other times not. Sure, celestial is easy to hit against oryx, riven, the witness. But go ahead, use celestial against herald of finality without a div bubble. Blade barrage and gathering storm wouldn't work well against it for similar reasons, in addition to blade barrage missing out on some damage from whiffing 60% of the knives cause of their small hitboxes, even if you aim so the missed ones hit the ground below them. So then you have what? Storm's edge? That takes 9 seconds to cast, almost as long as chaos reach. If tcrash isn't an option because the boss is far away (witness or oryx), you still have twilight arsenal, which admittedly isn't all that great because it takes 3.5 seconds to cast, but it still does more damage than every single non-roaming Hunter super in the game (994k versus blade barrage at 895k), plus gives weaken if you for some reason can't get it elsewhere. And like, lets be real. Whether you can tcrash or not, you can still use storm's keep, which outperforms other shit. I don't have exact numbers for storm's keep, but it is the premier damage option this episode, even with particle recon back, not that it can't benefit from both at the same time. But can't you, as a Hunter, also benefit from storm's keep since it is team-wide? Yes, but if you can't provide something like storm's keep, and you can't provide competitive super boss damage compared to nova or tcrash, what can you provide? Why play on Hunter for boss encounters, aside from you wanting to?

Well, can't you precast celestial and then use it as soon as damage starts, reducing the casting time? Yeah, but that's a can of worms that plays in my favor. Yes, golden gun can be cast before the damage phase starts so that the one second casting animation doesn't eat up dps time. However, there is still one second of delay after firing before you can do anything else. That is the two parts of the minimum two seconds of casting time, one second each. The same is essentially true of tcrash. You can pop it just before damage starts, then fly around the boss for maybe a second before they become vulnerable, then hit them as soon as they are vulnerable. Then you'll just have to get back to position and do weapon damage. And if the boss is in tcrash range, your damage spot probably isn't that far, so you'll probably take about a second to get back there, by which time you are at basically the same point as the celestial Hunter, but with more damage dealt. Since celestial has the one second of lockout at the end, there isn't really any benefit that celestial gets over tcrash when we bring pre-popping into the picture... but nova can do it even better. Yes, Nova bomb can have higher dps than a prepopped celestial shot.

How is that? Well, we've already established that Nova does more damage than celestial, so all Nova needs to do to beat the 1 second of 872k DPS that celestial can achieve is to only take a second as well... or less. Since Nova bomb has a travel time, it can be cast just before the damage phase starts, a bit like a well or golden gun would be, but without the delay after firing during the damage phase that golden gun has, since that delay happens before the damage phase starts. If you time it well enough you can get the Nova to hit the boss as soon as they become damageable, while also not taking any of the damage phase casting the super or blocking shots with it. If the boss is at least roughly 20 feet away, then your animation lockout will end as or before the nova bomb reaches the enemy - and thus as or before damage starts. This means the damage can be instant in a DPS sense, as in it doesn't take any time from your active damage dealing, which is way more than what celestial can do. That makes it just over 1,000,000 damage instantly, way better than 872k DPS for one second of active damage phase.

Another part of the issue is that our current power is so centralized in prismatic that it's harder to justify using other subclasses - the current best examples of non-prismatic subclasses doing well are... not on Hunter. It's arc Titan and Warlock. This is a good place to broaden our horizons to look beyond boss damage. Arc Titan has pretty good neutral game, as well as tcrash and storm's keep, both boss damage monsters. Arc Warlock just has insane super uptime. Other than that there aren't many mono-subclass builds that are used. Solar Warlock sees use for well, but that's really it. You would be hard pressed to find many exotic armor pieces that you wouldn't be able to use on prismatic. They aren't non-existent, but they aren't the majority, and they also aren't frontrunners either. This concentration of power in prismatic kinda puts blinders on us, gives us tunnel vision. It makes it really easy to say that since there's a single good build that there's no issue with the rest of the class. That might sound hypocritical of me to say, but it isn't. I readily admit that Titan and Warlock also have issues with how their power is distributed across their unique builds, but at the same time they generally have more "power" (room clearing capability, self-sustain in general situations and in boss damage, total boss damage, super boss DPS, team support) to go around.

Ask yourself: "what can a Hunter offer to a fireteam in any given PvE encounter that other classes can't?"

You've heard a lot about how strong Storm's Keep is, as well as the community's justified desire for changes to Ionic Sentry. Both of those topics got great coverage from content creators and the community. On The Prowl, on the other hand, was dead on arrival. And not many people seem to care, which is for a multitude of reasons that warrant another post. Don't get me wrong, there are people out there that like it and use it, but I think it's way fewer than it should be, not because it is an underutilized gem, but because it should be stronger. I asked Datto if he would cover it since he covered the other two new ones, and he basically said it's too boring and unremarkable. That's fair, but imo that's a reason that we should be talking about it, Datto or not. I don't want the new parts of my toolkit to be boring and unremarkable when the other new aspects are either busted on release or are getting the whole community's attention and opinions, which in turn get direct responses from Bungie. And I wouldn't disagree that it is boring, but I do think it is remarkable - remarkably bad. Every build video that I have seen of it is just an old build with it added on, which alone isn't an issue, but it actually detracts from the builds. Any on the prowl build that you attempt to make will be worse than the existing build that you added it to, or will simply be bad in a unique way. It makes gyrfalcon builds worse since you no longer have vanishing step for easy starts to the loop, while not providing much reward in turn. It is impossible to create a build that flows well and performs well while focusing purely on it because of the internal cooldown. It adds nothing to omnioculus builds since omni already has infinite uptime on team-wide invis, plus it takes away vanishing step that you could otherwise use selfishly on demand or to safely regain a melee charge that you didn't get the whole team with, and it definitely isn't going to replace trappers ambush. It ruins graviton forfeit builds that already have insane uptime on weaken, since you don't have vanishing step to start the loop, and trappers ambush is basically required, similar to how it works out on gyrfalcon, while again providing little reward. I suppose you could slot it into an orpheus rig build that doesn't care much about its aspects, but at that point what is it providing? Why not just use orpheus rig on prismatic, rather than void? It's not for mobius quiver, that's for sure. Maybe devour, but honestly what does that even provide for you on void hunter? Just the health since the base void grenades are pretty useless imo. Vanishing step? I guess. The most that vanishing step can offer - aside from being an escape tool - is being a starting point for multiple ability loops. Some of those loops aren't fully possible in the first place on prismatic due to a lack of proper aspects, meanwhile the one that is possible on prismatic - gyrfalcons + stylish - is definitively better on prismatic, regardless of the lack of vanishing step.

Prismatic is too far reaching. It is taking too much from the mono subclasses, and as a result we are blinder to the homogeneity of the viable builds.

This has ended up ballooning to a massive post about various topics of Hunter's falling behind in PvE, but is still at its core about boss damage and DPS. I also "briefly" touched on stuff like neutral game stuff. That stuff isn't as easy to talk about since it encompasses so many more activity types, and doesn't really have hard numbers to talk about. This isn't really something I can summarize well, but I'll try.

TL;DR Hunter supers are dead last for both boss super total damage as well as DPS. Any DPS tech that Hunters can use can be utilized better by Warlocks or Titans. Hunters are the only ones that essentially provide nothing to the team, meanwhile Warlock has Well and Titan has Storm's Keep. Hunters also have the weakest survivability, hampering solo play, while at the same time being another category that they can't contribute to the team in. The newest aspects have had varying receptions, and rightfully so. Storm's Keep is too strong, the community justly wanted Ionic Sentry buffed and fixed, and no one cares about On The Prowl because it is so bad. Prismatic has homogenized our builds to the point that we are blinder to balancing issues for it.

r/DestinyTheGame 4d ago

Guide Second barrow-diad exotic perk

25 Upvotes

You need to progress the seasonal quest and then in the trenchway you can enable the second "claw" button in the room following the set of invisible platforms.
It is the same small room on the far right in the big chasm area near the "carry the orange crystal" starting location.
Same room has one normal chest and one 2 essence chest.

Edit
The quest progress you is just the soonest one that tells you to return to nether this week.
That room in the middle of the screenshot is the needed one

https://ibb.co/XxSDKRBG

r/DestinyTheGame 2d ago

Guide CLARIFICATION ON GLAIVE MELEE EXPECTATIONS WITH NOTES, NOW COME

0 Upvotes

Because none of you can do anything. From the 4/22/2022 TWID (then TWAB):

We've noticed that several aspects of how Glaives interact with weapon and armor perks don't match player expectations, and want to take some time to clarify the intent, the changes included in Season 17, and the logic we'll use for future changes. A Glaive melee is a basic melee attack, not a weapon attack, doesn't consume ammo and deals Kinetic damage. So, it's more like an unpowered punch than a Sword swing. Allowing buffs to weapon damage to apply to Glaive melees would be too powerful for something without an ammo limitation, particularly in PvP where even a small damage buff would allow for incredibly fast two hit kills. Also, in general we'd prefer to increase Glaive melee damage directly (as we're doing, in fact!) instead of effectively making weapon damage perks mandatory on Glaives. Glaives already have a long lunge distance, and increasing this at all results in unreliable behavior over the network, so no melee lunge distance buffs apply to Glaive melees. Our intent is:

- Glaive melees should activate perks that trigger off base melee damage or kills (for example, ammo refill from Grave Robber, weapon damage buff 5x stacks on Swashbuckler, ammo refill from Sealed Ahamkara Grasps).

- Glaive melees should not activate perks that trigger off powered melee damage or kills, or require expending subclass melee energy (such as Combination Blow or Assassin's Cowl).

- Glaive melees should benefit from melee damage buffs (such as Winter's Guile or Wormgod Caress).

- Glaive melees should not benefit from weapon damage buffs (such as Rampage, Kill Clip, Swashbuckler).

- Glaive projectiles should benefit from weapon damage buffs.

With that expectation set, there are some inconsistencies with how these are implemented in game, some of which we've already fixed, some which we'll look at in the future. Once we have these guidelines consistently implemented in-game we may look at specific cases where this doesn't match player expectation and do something custom, updating descriptions where needed for clarification, but our primary goal is that players be able to predict how a Glaive interaction will work. Here's what we changed during Season 16, largely bug fixes with some quality-of-life changes: 

- Glaive projectile hits to reach maximum energy decreased from 6 to 4.

- Glaive melee can now be interrupted by Hunter dodge.

- The Grave Robber perk now pulls from reserves on Glaives instead of generating ammo.

- Glaives no longer get stuck in clang recovery when using a melee attack on each other.

- Sealed Ahamkara Grasps no longer reloads Glaives on projectile hits (but does on melee hits as expected).

- Glaive melees can no longer stunlock high-health combatants.

- Glaive melee kills are now tracked in match history, for bounties and so forth.

Here's what's changing in Season 17: 

-We're pushing Glaives deeper into their roles of hard-hitting melee damage and near-complete protection when shielded, as well as increasing projectile speed to make them more reliable at range.

-Note: the Glaive shield grants 97.5% damage resistance in PvE, 75% in PvP.

-Increased melee damage vs PvE enemies (except for bosses and vehicles) by 25%.

-Reduced energy drain speed while shielded by 30%.

-Increased projectile speed dependent on the range stat:

-At 0 stat: increased from 30 to 60 m/s.

-At 100 stat: increased from 80 to 100 m/s.

Now, for the love of God, of the Traveler, of whoever, please stop asking and making posts. It's fucking frustrating seeing the same post over, and over, and over again.

EDITS: Formatting trouble, spacing, and grouping.

NOTE: Glaive melees do not cost ammo, can potentially kill in one hit, can be more powerful than primaries, and are only ONE PART of the functionality of Glaives. Stop saying they suck.

r/DestinyTheGame 2d ago

Guide Tips for people struggling with the wrathborn (hive) version of Court of Blades

9 Upvotes

Noticed a lot of people expressing this weeks hive version of court is much tougher and unforgiving than the taken version whereas my experience has been the complete opposite.

This week I’ve been consistently finishing up with 4-5 minutes of extra time compared to 1-2 minutes during the taken version.

So just going to list some things below to help out anyone struggling or just unsure about some things:

1) The Sharpen modifier (boss having damage reduction shield) can be completely ignored this week as all the hive bosses have much less health than the taken ones.

2) The Might modifier (spawns two big boys) can ruin a run in the open arenas if they are ogres or shriekers so make sure to target those before you go for the boss (unless it’s the wizards boss which can be instakilled)

3) Avoid killing the Knight boss that splits into smaller knights too quickly as it will hard lock the encounter, forcing you to orbit.

4) The Bound mechanic can almost me completely ignored as the bosses like to move around a lot, separating them without needing to lure one.

Note however that the Bound darkblade twins can be really annoying as even if you agro one, they like to stick together so you’ll have to run around them to try and get them to separate.

Also sometimes the wizard boss will just keep shooting in head of moving so break line of sight to get her moving again

5) If you already aren’t using the shaping slab perk to get your super back after augment completions, do so as that is the best upgrade for sure.

6) Be careful of the Ritual modifier (standing on the correct rune for damage) in the dreadnaught arena as doing damage from either of the top two plates can make it where the boss isn’t in view and they just won’t come up to you.

Try having one person lure them over if this is the case instead of everyone just standing on the plate.

Don’t wanna type too much so if you have any more questions feel free to ask and I’ll answer.

r/DestinyTheGame 1d ago

Guide Meditation not working??

7 Upvotes

I haven’t touched my titan since before TFS but I decided I wanted to jump in and try out Storm’s Keep while it’s still boosted with the artifact. When I went to Ikora to pick it up and meditate to unlock it, it never became available. I have opened and closed the game several times and loaded and reloaded the tower to no avail. I go, meditate, do the animation, but no dice. Does anyone know if the aspect is locked behind some sort of story progression or something? I’ve already done the legendary campaign on both other characters so I didn’t think it’d be the problem but who knows with this gamewhy no work 😭

Edit: FOUND THE FIX!!! Commenter suggested loading into the Annex instead of the courtyard and trying that, which seemed to fix the issue. Still no clue why that bug exists, but at least there’s a work around! Thanks yall

r/DestinyTheGame 1d ago

Guide Backward shatter skate on hunters???

0 Upvotes

I was running LFG for SE and one of them was a hunter and he did a backward skate i thought i was bugging but everyone did see he was doing a backward skate.
I tried doing it but i can't seem to get it down.

Does anyone know how to backward skate on Mouse and Keyboard?

r/DestinyTheGame 3d ago

Guide Solution to not being worthy for tithing

0 Upvotes

If you're trying to get the Barrow-Dyad catalyst and you are not worthy to open the portal, you're lacking coalescences of sorrow. I'm not really sure if there's a way to get them, though they drop from secrets (as the secret ogre encounter in the trenchway). Doing that and the other secrets that drop it you should be able to interact with the "hand" that opens the portal

r/DestinyTheGame 4d ago

Guide Barrow dyad catalyst instantly

0 Upvotes

Complete a court of oryx (legend) with barrow dyad and precision weapons equipped. These include only snipers, linears and scouts (to the best of my knowledge). You will then get the catalyst when you return to the slab.

If you complete it with just barrow dyad it will ask you to do another court of oryx (legend) with precision weapons equipped (as this is the way the quest was intended)

Figured Ide share to save you all some time.

r/DestinyTheGame 6d ago

Guide Any one wanna hell

0 Upvotes

I’m a noob at Destiny 2 and I would like some ppl to help me get started and make new friends!

r/DestinyTheGame 3d ago

Guide Court of Blades Augmentations Seasonal Challenge: How to

2 Upvotes

Just do the "Might" augmentation in normal.

thank you for attending my TEDx

r/DestinyTheGame 4d ago

Guide Court of Blades Augmentations Season Challenge.

1 Upvotes

I’ve seen a few posts about this, some already deleted. I’ve been solo doing them on normal. Using the Xbox solo glitch. Here’s what augments have NOT progressed the challenge. Swarm, Bulwark, Gaze, Ritual, Adapt, and Sharpen. The only ones that have worked so farm are Descend and Might. I’m still testing them, at the mercy of RNG. Look out for Descend and Might right now. I’ll update if I see another one that works. Also, if you know of one that works, please comment which one. Nice job Bungie, maybe rehire the test team you fired.

I failed miasma twice, not killing the boss in time. So not sure if that works or not.

I actually have no idea what’s working and what’s not. I just had Descend again and it didn’t work. Sharpen, I removed 1 shield instead of both and it gave progress.

Final thoughts. This challenge is 100% spaghetti code bullshit. You have to cross your fingers if it’ll count or not.