I have either by Warlock or Titan that needs to do it. PSN = IkkarusLooking to run my 3rd and final Skolas run. Preferably with people who have already run it either today or yesterday since if you have you know the amount of teamwork it requires. I'll be bringing my Hunter so at least one Titan required. Gallys/black hammer not required, though of course they help.
PSN: El_Bombastico
Eh, unless The Taken King has 20+ Exotic Weapons (which I seriously doubt), leaving current Exotics at year 1 attack levels would be a horrible mistake. Otherwise you'd find yourself with the current 26 Exotic Weapons being outclassed by a newly viable but vastly reduced year 2 tier. That would be a true shame.
I don't really understand why people think Gjallarhorn is seriously broken and should be broken or left behind. Again, outside of doing solo/2man raids or burning Skolas with Solar burn (which won't be a thing anymore) I can't think of any encounter where not having the Horn is even remotely an issue. Or where having it will really change much beyond being a neat rocket launcher.
I also think the problem of Thorn in Trials is way overblown. It's not 90% Thorn, that would be insanity. I've been killed by TLW and Red Death at least as often as Thorn. I do think the gun needs a slight nerf just to raise the skill ceiling required to make it work.
I also think the problem of Thorn in Trials is way overblown. It's not 90% Thorn, that would be insanity. I've been killed by TLW and Red Death at least as often as Thorn. I do think the gun needs a slight nerf just to raise the skill ceiling required to make it work.
I get the idea but I really don't want my old weapons that I played forever hoping to get to not mean anything. If they would actually make better weapons I would move on to them but I would always like to have the option of using anything legendary/exotic that I have ever received. That might be a big enough deal to where I don't want to come back. I already feel some shame about how much time I've put in this game so I really wouldn't be cool with it not mattering. Ascending was a huge deal to me.
Also, I really don't see a problem with Gjallahorn. It actually feels special and that's somewhat rare in this game. Thorn isn't that big of a deal to me (although it's one of the few weapons that feels truly special) but I can at least understand those complaints in PVP. I would like all weapon types to be viable.
Something I'm wondering about. That picture of the gun that looks like a bare frame. I wonder if that has something to do with a new Exotic leveling system. I also saw the picture of exotic gauntlets that just say "gauntlets" and look really plain. Maybe exotic armor will work the same way? Those could very well be them hiding what those will be when the expansion actually comes out though, I guess. I hope we really do get ghost shaders. Maybe we are closer to my dream of gun and ship shaders too... or the option to have shaders work with all of your exotics. One day...
Anyway, no mic this morning but I need to run the NF. Anyone want to help? PSN: The_Sacred
That was one of the first times I've left a Heroic Weekly. First off my teammates weren't doing anything, by the time we got to the boss I had +100 kills and they both had less than 20 kills. When we do get to the boss they both decided to stay up top and they both died somehow. I couldn't rez them, so I just killed myself because I wasn't going to dps the boss alone, takes too long. Next try they both go afk or something. I don't know what they were doing, but they were just standing around at the boss fight the majority of the time. So I left, don't even care. My new group did it in 10 mins.
Eh, unless The Taken King has 20+ Exotic Weapons (which I seriously doubt), leaving current Exotics at year 1 attack levels would be a horrible mistake. Otherwise you'd find yourself with the current 26 Exotic Weapons being outclassed by a newly viable but vastly reduced year 2 tier. That would be a true shame.
I hope they have this planned, but it would be a HUGE missed opportunity not to have weapon and armour upgrading available in the future.
Some system where you could "evolve" the exotics into higher tiers with better stats, a newer look, or something (Like Husk of the Pit > Eidolon > Nechro mechanic, for example). Or maybe fuse two different Exotics together.
Anything, really. We love our gear, the idea that we should just "move on" even to the "better" new stuff is silly.
Also, Vault space, come on Bungie, get with it, please.
I've seen about 60% in trials, maybe 40% in IB.
I'd remove sendit and only DoT on crit. Just as powerful in the right hands, without the sniping it can currently do.
Exotics will be carried over anyway. They can't do away with all weapons.
Still, early, but it looks like some of the new weapons give you Light. Still requires Level 20 to equip though. That's interesting. Could be placeholder, though - since the weapon Attack is not there.
Warlock
Grenade
Lightning Grenade
Deluge Grenade: Creates a local lightning storm
Pulse Grenade
Glide
Enhanced Control
Focused Burst
Balanced Glide
Stormtrance: Hold R2 to fire Arc lightning from your hands.
UNKNOWN
Superconductor: Doubles your Stormtrance Lightnings chaining capabilities
Electric Glide: While in Stormtrance, L3 teleports you a short distance in the direction you are moving
Thunderstrike: Deliver an Electrocuting melee strike to close range targets.
UNKNOWN
Tempestuous: Your thunderstrike has greater range
Rising Storm: Hits with Thunderstrike charge your Super, Ability and Melee energy
Column 5
Unchanged
Column 6:
Rain Check: When revived you trigger a shockwave, disorienting all nearby enemies.
Uninsulated: Incoming Melee Attacks Shock the attacker
Inclement Weather: Getting a Grenade Kill recharges your melee. Getting a melee kill recharges your grenade.
Column 7
Unchanged
Column 8
Gathering Storm: Stormtrance charges faster when allies are in close proximity. When Stormtrance is active, nearby enemies take damage.
Greased Lightning: Enemies damaged by your grenades chain deadly lightning to other nearby enemies
Wellspring: When cast with full grenade and Thunderstrike energy, Stormtrance restores your health to full and drains slower.
Titan
Grenade
Fusion Grenade
Match Grenade: Grenade explosion sends forward a burning line of fire.
Incendiary Grenade
Lift
Improved Height
Improved Control
Catapult
Hammer of Sol
High Noon: The higher your health, the more Hammers you can throw and the bigger their impact.
Suncharge: Press R1 to hurl yourself forward, crushing enemies that are close.
Conflagration: Ignite the world, creating Sunspots where your Hammer of Sol impacts.
Sunstrike
Melting Point: Burn away your targets defenses. Target takes more damage from both you and your allies.
Fulminator: Your Sunstrike melee releases a Solar explosion on hit, igniting enemies within the blast. Kills create a sunspot around you.
Stoke the Forge: Natively reduces the cooldown of your Sunstrike melee. Getting a killing blow with Sunstrike instantly recharges it.
Column 5
Unchanged
Column 6
Fleetfire: Enemies brought down by your fire grant you bonus agility and reload speed for a short time. Stacks up to 3 times.
Tempering: Grenade and Melee abilities cool down faster when Hammer of Sol is fully charged
Wreathed in Flames: Hammer of Sol lasts longer and you gain an overshield while standing near a Sunspot.
Column 7
Unchanged
Column 8
Flameseeker: Your Hammer of Sol will alter its flight path to seek out your enemies.
Cauterize: Enemies brought down by your fire regenerate your health
Wildfire: Enemies brought down by your hammer explode, catching other nearby enemies on fire.
Hunter
Grenade
Spike Grenade
Slash Grenade: A Grenade that creates a horizontal wall of burning void light.
Vortex Grenade?
Double Jump
Increased Height
Increased Control
Triple Jump
Shadowshot: Tether a large group of foes to a Void Anchor, slowing and silencing them for your fireteam.
UNKNOWN
UNKNOWN
Gloamranger: Unite your allies! Reduces incoming damage and buffs outgoing damage for your tethered Fireteam.
Smoke: Throw smoke to slow and disorient those within its cloud.
Smog: Significantly increase the size of Smoke, allowing you to affect multiple targets.
Envenomed: Adds a toxin that suffocates enemies within smoke.
Snare: allows Smoke to stick to surfaces, detonating when enemies are near.
Column 5
Unchanged
Column 6:
Uncanny Archer: Every target tethered increases your Armor and Recovery stats by 1 until Shadowshot is next recharged. Reduced time until next Shadowshot.
Shadowtrapper: Tethers have increased range, duration and potency.
Well Provisioned: Gain an additional Grenade and significantly increase grenade durations.
Column 7
Unchanged
Column 8:
Keen Scout: Sneak faster, gain Enhanced Motion Tracker and Mark targets you damage. Allies get waypoints to marks.
Rapid Shot: after firing your initial Shadowshot arrow, you may fire up to two explosive arrows in quick succession.
Shadestep: Gain an evade on (Circle, Circle) ((controller input))
I'll update this if I get more info.
Still, early, but it looks like some of the new weapons give you Light. Still requires Level 20 to equip though. That's interesting. Could be placeholder, though - since the weapon Attack is not there.
I wonder if there will be gear that requires level 25 or 30 to equip. That would be cool.
That 3rd perk is interesting, too. I like it.
Oh yes please I need this.Oh lawd, look at this thing of beauty: Firefly on a Hand Cannon, with a reload speed perk + Army of One. Fatebringer.....has the time come for us to part ways?
Oh lawd, look at this thing of beauty: Firefly on a Hand Cannon, with a reload speed perk + Army of One. Fatebringer.....has the time come for us to part ways?
Oh lawd, look at this thing of beauty: Firefly on a Hand Cannon, with a reload speed perk + Army of One. Fatebringer.....has the time come for us to part ways?
Pretty sure that just means it has two requirements, level 20+ having at least 34 light.
With 6 bullets in the mag, I don't think so.
6 round mag.. no elemental damage?
nah i don't think so
Add me by quoting. I'm at the final boss I'll wipe so you can join. I don't wanna do this by myself anymore lol
I thought that at first, too, but the armor has the same thing:
Like I said, this could be placeholder as there's no Defense stat for armor or Attack for weapons. And the disc/str,int stats are way too low.
Here's the screen of the actual weapon saying 34 Light:
Pretty sure it's just a mote of light. I just bought the Titan PoE intellect gauntlets, so I sharded the strength ones and got one MoL.
Pretty sure that just means it has two requirements, level 20+ having at least 34 light.
Fallen as well. So there's no reason to keep the STR ones if you buy the INT ones this week. ^^The first gauntlets sold had STR and Fallen perk. I gather this week is INT, but what enemy faction is the perk active with?
Dot only on crit would be too big of a nerf IMO.
I should have clarified that my wacky theory is based only off something that went in effect after this weekly reset, even if the code was patched in earlier. Pure speculation but 6/6 would have been astronomically low odds previously and I killed him 3x every week.
Anyone else have Skolas loot drops to report from today, either good or bad?
The first body shot with Thorn does roughly the same damage as a headshot. Spam some more body shots (fast firing), they are dead and you still have 1/2 a mag, it really doesn't take any skill or accuracy.
DoT doesn't stack and the DoT health regen delay is a weapon in itself. I like the fear with thorn, but I feel its low skill usage needs addressing, not just its range.
On the flipside, although I'll cherish my Fatebringer and Black Hammer forever, I don't see a problem with leaving the Legendary tier weapons and armor capped at year 1 values. The exotics though? C'mon, that's just silly.
They're just in a weird design space with this stuff. Gear gives you very specific traits in this game rather most progression loot games that just have very superfluous loot that simply exists as a "gear check". The only stand out really is the diablo/diablo-like game. But in Diablo you just learn to move past gear that isn't good enough anymore (a legendary at Lv 40 will be near useless at 60).
Going back to Destiny, they've gotta decide at times when you just have to move past old equipment, and as I said before, they should. Exotics, however, are the "build around me" weapons. They almost definite your playstyle, to an extent. However, it's not as extreme as key cards in MtG decks or gear in Diablo (it should be, though). Basically what I'm getting at is I have no idea how to solve this problem and their current execution of exotics is incredibly lackluster in many regards. They're much better on the armor side because they can really play around with the perks in that space but the guns are just... different kinds of guns. Gjallarhorn is only good because it's got absurd DPS over every other rocket launcher and dumb amounts of burst damage. It's not that it is in itself unique. And the more unique guns tend to, well, suck shit. No Land Beyond, Hard Light, Dreg's Promise, just to name a few. And Thorn, while a strong weapon, is not strong because of its DoT. It should be, but it's not. When they lean on the really weird perks, they trip over themselves and we just get bad weapons that no one cares about.
Also, they are being too conservative with their exotics. A big problem is just that Destiny is still a shooter and they're just making very standard guns without really experimenting or making crazy stuff that can further create "build around me" weapons such as ones that might be more support focused in different flavors (buffs and debuffs). Lord of Wolves is a cool step in the right direction but we need *waaaaaaaaaaay* more than that.
Honestly, in their current stage, I don't think they need to cling on to these current exotics. Most aren't unique enough or differentiated enough, and when they are they aren't useful. They just end up feeling like different flavors of the same boring set of guns we have now. As I said, in the end, this is still a shooter and they're leaning too hard on that because it's such a limited design space when they're trying to create heavily coordinated objective modes (e.g. Raids). If they start moving exotics into this direction, then they will be worth constantly holding on to but as of now they're just another gun that doesn't need to be carried over.
Maybe I'm in the minority but I like the Skolas fight way, way better now. It's all about teamwork and communication, like a raid boss should be. No sword-runner-all-star Scrota nonsense. Cannot wait for TTK raid, even if I'm a little bummed it looks like another dreary Hive-ish affair. I'd love a sprawling Cabal raid with huge, sunny outdoor areas as a change of pace.
Hope hope hope we finally get a worthy VoG successor. Big shoes to fill but not impossible by any stretch.
I should have clarified that my wacky theory is based only off something that went in effect after this weekly reset, even if the code was patched in earlier. Pure speculation but 6/6 would have been astronomically low odds previously and I killed him 3x every week.
Anyone else have Skolas loot drops to report from today, either good or bad?
Can't really say I agree. I wouldn't like Destiny going the Borderlands route of adding batshit insane weapons. I like the fact that there are clearly defined weapon classes, with a little space for crossovers (Mythoclast, Lord of Wolves etc). I feel that sticking to their shooter ground is limiting, sure, but in a good way - it makes the game a coherent and consistent experience from a gameplay standpoint.
It goes on. Exotics are unique enough that, even while being average in most situations, most will have a particular scenario where they shine. I don't want to lose that. It's even worse when considering we'd lose the armor.
Haha, that's cute.
Yeah, and I think it's a good thing in the end: the game needs OP weapons that "breaks" it a little bit. Of course, I was not saying the same thing when I didn't have one, though...At this point Gjallarhorn is probably too much the poster weapon of Destiny to get hit with any nerfs directly.
Yeah, and I think it's a good thing in the end: the game needs OP weapons that "breaks" it a little bit. Of course, I was not saying the same thing when I didn't have one, though...
I finally have one now and still think it's a burden on the game in some ways. I want it nerfed into the ground and force them to build less dumb dps race encounters.
Oh I can also agree with this feeling, especially the encounters relying too much on pure dps.I finally have one now and still think it's a burden on the game in some ways. I want it nerfed into the ground and force them to build less dumb dps race encounters.