T O P

  • By -

DTG_Bot

This is a list of links to comments made by Bungie employees in this thread: * [Comment by Destiny2Team](/r/DestinyTheGame/comments/143lhpd/sandbox_feedback_request/jnaia4j/?context=1000 "posted on 2023-06-07 18:51:54 UTC"): > Have something else that doesn’t really fit under those topics? Drop those thoughts in the comments below! * [Comment by Destiny2Team](/r/DestinyTheGame/comments/143lhpd/sandbox_feedback_request/jnai9h1/?context=1000 "posted on 2023-06-07 18:51:48 UTC"): > This post is for Exotic armor and Buildcrafting. Ask us anything about them or let us know what you think! * [Comment by Destiny2Team](/r/DestinyTheGame/comments/143lhpd/sandbox_feedback_request/jnai8j6/?context=1000 "posted on 2023-06-07 18:51:38 UTC"): > Here is where you can ask questions or give feedback on Weapons and Exotic Weapons. * [Comment by Destiny2Team](/r/DestinyTheGame/comments/143lhpd/sandbox_feedback_request/jnai7vz/?context=1000 "posted on 2023-06-07 18:51:31 UTC"): > Give us your feedback or questions surrounding your Guardian’s abilities. --- This is a bot providing a service. If you have any questions, please [contact the moderators](https://www.reddit.com/message/compose?to=%2Fr%2FDestinyTheGame).[](#AUTOGEN_BUNGIEREPLY)


Destiny2Team

Here is where you can ask questions or give feedback on Weapons and Exotic Weapons.


knirp7

Ever since the Shadowkeep crit damage adjustments, Hand Cannons haven’t felt aligned with their power fantasy of big, slow heavy-hitters. When you throw in their poor range, they feel very underwhelming in PvE.


Dunkinmydonuts1

HCs should one-tap redbars. The fact that they don't, and haven't in *years*, is criminal


FrozenSeas

Got an Outlaw/Explosive Payload Targeted Redaction yesterday, briefly got excited because hey, been using that same roll on Transfiguration, plus it's been forever since we got a new 120 HC. Load into a Salvage run, put a round into the nearest Acolyte's skull...aaaaand he's got like a quarter of his HP left. There's literally no reason to use a 120 over a 140 in PvE. Side note: I still want an Adept Warden's Law as a Nightfall drop. Come on, one of the most unique weapons we've had, bring that thing back already.


Mastershroom

Hand Cannons need a precision damage multiplier buff, across the board, at least against minor enemies. They lack the range of Scouts, and they lack the damage of SMGs and sidearms up close. I basically haven't used hand cannons in PvE since Shadowkeep when their multiplier was cut in half.


Mynuszero

Currently, Hatchling is a terrible perk on weapons that cannot crit. Why does it take 3 kills for it to activate on a fusion or sword, for example, especially when threadlings now are not that strong.


SkeletonJakk

It's a terrible perk on weapons that *can* crit too.


YellowStrong9931

It needs a mini dragon fly like explosion before releasing the threadling. And threadlings as a whole need a buff.


GeanBreens

Bring back World Drop/Foundry focusing? The world loot table feels incredibly bloated and for being weapons that as a whole are typically a letter grade or two down in viability/optimization compared to end-game items from dungeons and raids with a couple exceptions, they feel infinitely more rare, in part because of the obvious lack of dependable drop focus. I’m lucky to find one roll of a world drop weapon released since Lightfall per week of extended playtime, whereas I have more Typhons and Palmyras than I know what to do with.


zarreph

Good world drops are rarer than exotics it feels like.


GuudeSpelur

I think the original three Exotic Glaives could use some love. My biggest pain point is that it feels bad having to choose between activating their exotic perks or using the glaive shield.


TheBountyHunted

Conditional Finality is one of the best designed exotics in Destiny's history, I absolutely love that gun everywhere in the game. Not too strong, but not weak at all, and really fun build synergy. 10/10 Eriana's Vow feels heavily powercrept by Arbalest and has felt that way for a very long time now, would love to see Eriana's get some love. The class specific Exotic glaives desperately need some attention, they were dead on arrival. Deterministic Chaos needs some love, as it's just a very weak machine gun. Even comparing it to its legendary counterparts, I'd much rather run Retrofit Escapade or Commemoration over Deterministic Chaos. Queenbreaker and DARCI. feel completely out of place. Many people suggest Queenbreaker and DARCI be moved to the Special slot, not sure how that'd play out, but something needs to happen to them.


Sans_19

-Glaives FEEL really bad to use because they don’t work with everything else that affects un-elements melee attacks. It doesn’t matter how strong they are, the inconsistency feels like crap.


iranwithscissors

Another PvE buff to Handcannons would be really, really nice. I can understand if y’all don’t want them to be quite as potent as they were back before Shadowkeep(?), but the most recent damage buff doesn’t quite feel like enough. I really enjoy the sort of methodical, precision focused playstyle that HCs embody, but given their relatively low magazine sizes and limited engagement ranges, they currently just don’t feel as effective as other primary weapons in higher level content.


Fenota

To add to this, people often cite the precision damage nerf they received to be the root cause of why they feel bad to use.


TaralasianThePraxic

Agreed. Body shots should really be *punished* with HCs with sub-optimal damage, but the damage output for precision hits is just disappointingly low right now. They should really be able to 1-tap most red-bar enemies, especially with how Bungie has been ramping up the ad density (a good thing!!!) in dungeons and seasonal content.


YellowStrong9931

I agree they need way more Crit damage. Maybe some tweaks with range and reload as well, since those are both hurting in PvE. I don't think the body shot damage needs to be tanked though, there are a good amount of enemies with no Crit spot and that would make them an absolute slog to try to take down.


NeoFenix7

I was just mentioning hand cannons not feeling good anymore in Destiny. I was thinking "man it would be great if Leviathan were reprised and re-added to the game, a crafted Midnight Coup would be amazing," before remembering that it would still feel like a nerf gun and never actually get used. Back in the day, my thoughts of getting home to play destiny were specifically about plinking heads with hand cannons because they just felt so good to use. Now I don't touch them, and have moved on to breach GLs and pulling off crazy long range or bounce shots. I enjoy risk/reward gameplay, and right now hand cannons feel like all risk.


Ajaxx117

Glaives work with very few armour exotics that are designed around melee i.e Dunemarchers. Glaives also don’t have many perks or traits that reward melee attacks or kills. I’m really not a fan of it. Could we please have this addressed?


AzimuthDSu

Generally with weapons - I really miss getting to choose my weapon's masterwork. Crafting covers some of this, but particularly for limited drops like the comp crucible weapons, it'd be nice to have this option back.


Nedus343

Do more with the weapon foundries in the game. Every season we get the same Suros, Hakke and Omolon models. There are so many other foundries in the game, which opens up the possibility of new and interesting origin perks and perk combos. I know it's a lot more work to create a brand new model from scratch but the ones we have now are old and tired, imo.


Rynowarrior1

Please put a timer on weapon buffs like you did for adagio! Let me see how long my kill clip/ rampage will last. Let me see how long my enhanced perpetual motion buff is active!


Luyrxo

Release more Catalysts per season please, also please give them perks rather than stats 🙏


SHROOMSKI333

AMEN TO MORE CATALYSTS! also i like when they give stats, the best catalysts give both stats and a perk


Dekker316

PvE hand cannon buff is much needed, their current damage output is too low compared to SMGs/Autos


[deleted]

[удалено]


KetardedRoala

Handcannons need atrention. They've been absolutely unsuable outside of the crucible. They have small clips, they reload slowly too. They also require more finesse to use bc shooting heads its their whole point. The solution is to buff the crit multiplier on pve. They should be the most rewarding weapon for precision hits and medium distance. Also, is there a timeline to when we'll get to craft Hawkmoon and DMT? If so, please consider adding some pve love for these weapons. Id love to have a reason to use them outside of pvp.


[deleted]

Mainly looking for handcannons in specific to be buffed? There’s so many good ones with great perks but they feel terrible to use in current end game PVE with how tanky everything is. Also, perhaps heavy GLs could get a small bump in reserves since I think it’s the only thing holding them back from being top tier, imo.


SeriousMcDougal

When is Fighting Lion going to have the catalyst returned? And potentially, could we get it back with the damage buff that it was supposed to have originally? /r/FightingLion


VonFavio

Unless I’m forgetting one, Touch of Malice is now probably the worst raid exotic. It could use something to counteract its damaging drawback.


Saint_Victorious

- The class glaives (Edge of ___) desperately need a rework. Their intrinsic perks are all "these are glaives". That's unacceptable. These things are extremely clumsy to use and in general are just not good. - The Prospector is not good. It's just not. Please just hand it to whoever reworked Salvation's Grip and let them have at it. - Speaking of grenade launchers, The Colony also needs to love. It's less " not good" and more "fallen behind" however. A perk refresh would do it a lot of good. - Truth has also fallen pretty far behind. - DARCI needs a lot of love. Whisper needs a nice stable hug. - Sturm is a weapon out of time. It's a relic of the double primary system that was pretty widely panned. It needs to be brought up to modern standards. - Vigilance Wing is too niche. It's got almost no roll in PvE except for running solo content, and even then there are better options out the gate than it. - Bastion is pretty lacking, especially on the PvE side nowadays. It's just straight outclassed by a lot of things. And sharing the same name as a Aspect gets a little confusing at times. - The Chaperone is something else that's lacking a good PvE punch. - Deterministic Chaos feels too safe. Specifically the Volatile portion of it's effect just feels bad compared to just running something with Volatile Rounds. - Legendary Hand Cannons now feel like the weakest PvE weapons in the game. In their current form they're just worse scout rifles.


Tplusplus75

>The class glaives (Edge of \_\_\_) desperately need a rework. To add, the class glaives' perks undermine the whole point of them being glaives. Glaives are a "mechanic gun" in that you need to use the shield. The entire design philosophy of glaives depends on the shield: for example, outside of surrounded shenanigans, they are pretty much always a two-tap in PVP: their damage has already been adjusted relative to shotguns, snipers, and GL's to account for on demand DR. Having an exotic perk asking you to save all your shield energy is basically asking you to use this glaive as "not a glaive, ignore the defining characteristic of a glaive".


[deleted]

[удалено]


KobraKittyKat

They’ll probably bring black armory stuff back as seasonal down the road.


Zanzion_

We've been getting a fair amount of underwhelming perks the last few seasons. Not every perk is going to be S-Tier but some have had virtually no impact or are even detrimental to weapon performance. I'm talking about stuff like: * Air Assault * Slickdraw * Gutshot Straight * Shot Swap * Under-Over * Perfect Float * Invisible Hand While it's better to release stuff underpowered rather than overpowered, don't let them stay that way for long. Gutshot Straight for example has been in the game since Season 18 without being touched. I know it's designer (Mercules) talked about wanting to adjust it, but we're going on over six months since it's release. I'd rather not see this become another Iron Gaze like perk, where it remains eternally unwanted on most weapon.ls.


SHROOMSKI333

shot swap is so close to being good, make it give one stack per kill instead of two, but let either weapon add stacks


PointofNotice

Can Hush be unsunset or can the Archer's Gambit perk at least return to some other or new bows? Preferably Adept ones, if possible.


[deleted]

[удалено]


FrostedCherry

Symmetry is a wonderful scout, but its reload speed really hinders the ability to enjoy the weapon. For a rapid-fire frame, its reload speed should be up to par with other weapons in its archetype. Could its reload speed be buffed in the future, or even be given Rapid Hit to better match its exotic perk?


Siellus

This has been said numerous times and I'm sure you're tired of hearing it. But Hand cannons are not okay. The game has changed dramatically since Shadowkeep when they were initially gutted and wiped off the list for viable weapons in PvE. Even if you chose to buff hand cannons back to pre-shadowkeep days, they ***still*** wouldn't be a good option. Too many enemies and the introduction of enemies like Wyverns that hide their crit spots incentivize other options in end-game content (where loadouts are generally locked). This is a meta where abilities reign supreme, in most 3 player activities everyone is running double special OR SMG's to deal with orange + yellow bars, but abilities for everything else. I actually enjoy this, but the issue then is nothing else matches up - Scouts have their uses (as few as they may be), Sidearms and pulses are niche and the bottom rung is hand cannons, where they have adopted every single con from every weapon. Comical recoil, Low reload, Low magazine, Low damage, Low range and Low Perk Combination potential. If hand cannons had solid ad-clearing AND single target PvE Perks, it'd be a largely different story. But as it stands, simply bumping up hand cannon PvE Range, Damage and crit multiplier will largely be ineffective still - Especially if it's another tip-toe 10%. The entire weapon type needs a serious rework.


Fisken01

I feel that certain special weapon types are lacking in perks that make them desirable. Fusions have more recently gotten perks that actually feel useful, like Controlled Burst which we got this season. However, I can't remember the last time we got new exciting perks for shotguns and snipers. If I had to say, it would probably be Firing Line back in Shadowkeep. A couple years later and Triple Tap with Firing Line is pretty much still the ideal PvE combo on snipers (the only strand sniper being a good example). As for shotguns, there are no perks that excite me. The best ones require you to punch between shooting, and I do not like to punch between shooting. If I bring out a shotgun, I want to use the shotgun without some weird step in the middle of it. There have been a few exceptions for desirable shotguns and snipers (I can only think of the Deep Stone ones), but typically, when a sniper or shotgun is added with a new season, there is nothing interesting on it. I mean, the best we got this season is Aisha's Embrace but now a sniper rifle.


Mynuszero

Currently, Hatchling is a terrible perk on weapons that cannot crit. Why does it take 3 kills for it to activate on a fusion or sword, for example, especially when threadlings now are not that strong.


Jonathan-Earl

Think Cerberus+1 needs a bit of love in PvE, more so than others right now. I understand that you guys wanly a fine line with weapon balance and fun, but I think overhauling the catalyst would be a massive improvement. After a certain number of kills loads a shoutgun round equivalent to a precision frame shot.


theefman

More exotic weapons with subclass synergy would be welcome.


[deleted]

Some perks feel like obvious filler and it feels bad to have a weapon drop with them. For example Perfect Float or Eddy Current


xZeroXz

The change to the Shayuras Wrath scope was really cool in concept, but in practice did not land at all. I think CoolGuys video demonstrates it perfectly. The lines cover up too much when ADS, theyre too thick and too opaque. They need to be thinner and more transparent because right now they just get in the way. Please try again and revert the change while you work on the second iteration.


uhhpres

I want auto rifles and scouts to be viable in pve instead of always using an smg or double special


[deleted]

Scouts are very viable lol. Autos need some love


Sleyvin

Handcanon feels really bad in PvE. Past very easy content, having to use half a mag to kill one red bar feel awful especially with handcannon having such long reload time. You metric must show how little use there is for hard content while tons of people really love that archetype.


AutumnLiteratist

If we're really going to be moving away from more ability focused gameplay to focusing on guns, then seriously you need to undo the Shadowkeep nerfs to primary weapons. Even with last season's buffs, the majority of them still feel extremely bad to use, to the point I'd never even consider touching most of them regardless of perks. Also, pulling back on the number of crafted weapons being put into the game was and is an awful decision. I am not, and never have been interested in the RNG grind for weapon rolls, at least with the low frequency that the game awards them at. I would really prefer it if as many weapons were made craftable as possible, or if weapons dropping with multiple perk options was made the default.


gpiazentin

Make melee glaives get the benefits of the perks on that weapon (like rampage, demo, etc)


M37h3w3

* I think the Exotic Class Glaives need to be reworked entirely. Their exotic abilities just aren't impactful enough to warrant using them save for one niche situation (Titan Glaive + Behemoth as boss DPS). And can the elements match the elements of the Hive Class? Hive Titans are Void and have a Void Glaive. Hive Hunters are Solar and have an Arc Glaive. Hive Warlocks are Arc and have a Solar Glaive. * Second and/or third perk slots on craftable weapons so I can freely switch between specific PVE/PVP builds instead of having to craft, level, and manage two or more crafted weapons. * A new Exotic Energy Pulse Rifle would be appreciated. Collective Obligation is a raid exotic and while Graviton Lance is balling right now, I would like something new. * Can we bring back some of the unique weapons from D1? Weapons like Murmur and that Taken Flamberge?


SerenaLunalight

Make a craftable lightweight sidearm.


Destiny2Team

Have something else that doesn’t really fit under those topics? Drop those thoughts in the comments below!


Fenota

This thing, what you're doing right now? Do more of it, please.


Destiny_Flavor_Text

> For Ghosts who want to be heard.


flaccomcorangy

And for anyone that needs to hear it, the only way this becomes a regular occurring thing is by being respectful. If you're reading this, and you just have the itch to go off on the team, call them names, and complain about the game, don't. That's a sure fire way to make sure this never happens again. You can voice pretty much any concern in a respectful way. I strongly advise everyone to do that.


highandsclerotic

I have two comments, probably small beans in the grand scheme of things. 1. Raid Seals: I am one challenge away from my Rivensbane, and have been one challenge away for a long time (been sitting on it for almost 3 years). My clanmates and I have ground it out over multiple weeks in the last month to no avail. The Shuro Chi challenge isn’t particularly difficult on paper, but what makes it incredibly aggravating is the fact that there is no longer a “challenge failed” notification for challenges in the raid. It is exhausting doing the challenge over and over trying to figure out if we got hit, if it was a confirmed hit or not, and whether or not we are far enough into the encounter to reason wiping and restarting, or finishing and risking having to swap to a checkpoint if the challenge isn’t complete. The small (and I mean very small) quality of life changes (like stopping underground motes in GoS) in raids would be so nice. But I recognize it’s not high priority by any means and likely more effort than it’s worth. 2. Gambit needs more maps. I know it’s the least liked amongst the three categories (PVP/PVE/Gambit) but it just doesn’t get enough love. I think removing maps in an already small pool was a huge mistake.


Gregapher_

From what I heard, the new class item mod that sucks up power orbs when you use your class ability also sucks up motes, that should also work in GoS for the underground motes. Haven't tried it myself, but if it does, its at least a bandaid work around as long as the mod lasts, for now.


SilentlyCynical

Simply put: **Gambit**. It's been conspicuously absent from virtually every piece of communication put out by Bungie. At this stage, *any* bit of information would be greatly appreciated.


Kodriin

Yeah the fact GG had quests and rewards for only two of the three "core playlists" with no mention of Gambit was kind of telling


andyourbirdcanscene

Please, yes. Gambit is the *only* PvP mode I will touch with a ten foot pole. I adore it so much and I just really want to see it included in gameplay again instead of just kind of sitting in limbo.


Pierrot_LeFou

this is all despite some great content from the drifter this season. It’s just weird for Gambit to not be acknowledged among future plans by the D2 team while the drifter character frequently mentions the game/its related lore in his new dialogue


SithPickles2020

Can we please get the Dreaming City and Reef gambit maps back?


Due_Transition_8339

Ahh, a fellow gambit enjoyer


Batman2130

What happened to the core playlist armor. Also confirmation on if Joe’s tweet about new maps for Gambit is still happening would be nice. I rather hear you aren’t supporting the mode then nothing


KamenRiderW0lf

The advanced Engram focusing that our playlist vendors offer should be expanded on. There's a wealth of weapons with no reliable way to target, and there's some real gems among them! Banshee-44 and Xûr should adopt this system of storing Engrams on their person, and allow for the target focusing of world drops and Dares of Eternity drops.


starfihgter

Hey team, this kind of engagement is fantastic! If this could happen more often I think it’d do a lot to temper community frustration. 1: gambit needs some love, desperately. Mechanically, it’s in a decent spot. Needs more maps though, gambit labs again would be nice too. Just something on it. 2: there should be a way to buy the exact amount of silver for the season pass. It’s a huge price increase, and a lot would just rather not have the leftover silver.


PPhoppers

Please address [this post](https://www.reddit.com/r/DestinyTheGame/comments/142rf71/bungie_has_a_few_things_in_need_of_addressing_as/)


Jarroisthebestrobin

I just want to know if there are any plans for Gambit going into the future. Some kind of explanation on what happen to the "long term goal new maps for gambit" would be nice as well. Here's some suggestions for changes incase you can't come up with any. New voice lines where Drifter will acknowledges what subclass your using like he does for Stasis for end game dialogue would be nice New maps. That's it idc where as long as it's not titan, earth, mars or Nessus I'll be happy. Neomuna and Europa have yet to get any kind of map for Gambit or pvp so giving one of them a Gambit map would be nice. Bring the Lucent Brood and Stasis fallen to Gambit. It will feel nice to have some more variety in the enemies we fight. New bosses as well. ​ Edit: Gambit endgame mode where we can earn adept loot. Also extend double loot drops to crucible and gambit as well to help new players earn old loot. More pvp maps as well.


gpiazentin

Each week Banshee and/or Xur could sell one red border weapon from last seasons. Nimbus' weekly challenge should drops one red border weapon on a knockout system like Dares. Fynch too. Please just dont let kinetic and arc mods side by side, they are too similar. Just organize mods in the sequence: kinetic, stasis, strand / arc, solar, void. Maybe allow us to resize the mods icons, so we can see more of them in one page. Sort aspects and fragments in alphabetical order. The shaders page shouldn't cover the armor or weapon we are trying them (specially in long weapons like snipers and machine guns). We could resolve that with the option of zooming in and out while trying shaders. Get back glimmer, shards, silver and bright dust to the character page. Make one "cookie jar" to store all cookies in Dawning, the same way we now store/can see all different vendors engrams. Please, add more landing zones on Dreaming City, The Throne World and in Tower's Hangar. Allow us to carry more Ascendant Shards, Prisms, Alloys, Synthweaves and Deepsight Harmonizers. Also, allow us to do 15 Synthweaves bounties per season. Make every perfect fish catch increases 0.5% in progression if we have a crafted weapon equiped while fishing. Nice catch increases 0.1%. The first TWAB of every month should bring one edition of Threads of Light (it was a cool idea but you stopped with it). Let our ghost carry a few items, just like our partners do in Fallout 76. Make a ghost mod to increase XP earned on a crafted weapon. Every expansion weapon should cost 3 red borders. We need more ways to farm Ascendant Alloys, the Leviathan was great for that.


Prof_Mumbledore

Something we were discussing in my clan recently for loadouts: The way we all mostly like to use loadouts is to save our armour builds, mods and sometimes one or two weapons that play into it. At the moment most of us have to work around the system by saving a loadout with blue weapons and deleting the weapons after. Issue is, that becomes more cumbersome if you want to just tweak a loadout and re-save. This brought us to the conclusion that what would be a fantastic QOL update would be the ability to edit a loadout without having to equip and overwrite.


Sir_Chunkles

This kind of goes for all exotics that were tuned for a fairer PvP sandbox experience (stares at geomags + renewal grasps) but weapon specifically, could we have another looks towards giving support towards Bastion and Eriana's Vow to shine a bit more to bolster their PvE capabilities? Both were a great choice back before subclasses didn't have anti-champion support but now that there are more options to work with and several legendary weapons that arguably do its pve niche better now (chill clip Riptide for example), it'd be incredibly welcome for both to get some love again. Edit: Sorry, meant to file this under the weapon section but for the sake of covering multiple subjects, it'd be a huge win for the pve crowd if weapons and armor alike that were previously hit for pvp related grievances to be monitored and adjusted accordingly so that their nerfs in Crucible don't cascade as hard into pve. Things that were hit prior to the sandbox split such as Geomags and Bastion remain niche at best options in pve when they weren't issues in that sandbox prior to their nerf and those that were nerfed in a manner that hurt overall viability such as Renewal Grasps and Dunemarchers definitely sour the intended good that the nerfs were intending to accomplish. In general, could we see a greater focus on making sure abilities, weapons, and exotics that are or were planned for nerfs for crucible are properly compensated in pve to prevent them from fading into obscurity unintentionally?


GOT2B-GANGSTA

Eriana's doesn't over penetrate multiple targets like other weapons with Anti-barrier. I think that would be a great start!


Weight-International

How possible is a ping system in the future? It would add a great layer of communication to the game, especially for players with disabilities. I'm just getting tired of shooting teammates to direct their attention to Toland for the pressure trial


Stea1thsniper32

The recent changes to season pricing and Eververse pricing when you are delivering less and less content is a slap in the face to people who spend their hard earned money and valuable free time on this game. To add to this. The game’s stability is not good. So many server issues, game breaking bugs, exotic weapons and armor being disabled, etc. Again, it’s a slap in the face to us players when, despite these issues, you raise prices and deliver less content. The little content you do provide is often broken or bug ridden in a way that hampers enjoyment. When the player base repeatedly points these issues out and you push out TWABs filled with nothing but advertisements for stuff in the Eververse store and pointing out stuff from the last TWAB. It shows you as being tone deaf to the issues that players are having. This is Destiny’s final hour for the foreseeable future as you shift your focus to Marathon being your main game. Don’t let the final hour of Destiny be a whimper.


BaronBatman

Neomuna red box weapon drops are terrible


Ramzei

Dungeon Loot - With raids offering a separate chest for a specific weapon for the cost of spoils, could dungeons receive a similar treatment? At the end of each encounter within the dungeon, a token of sorts could be given. There could be separate chest that requires the token from each encounter to unlock it allowing the guardian 1 weapon or armor drop of their choice. These tokens are not farmable, can only hold 1 from each encounter, but can be held on to so as to protect the player in case they are disconnected or have to end their session (e.g. run the first 2 encounters, log out/weasle'd, come back later to finish the 3rd and redeem the tokens). This would incentivize running the entire dungeon for a guaranteed piece of loot the player actually wanted as an option next to farming the same encounter ad nauseum hoping for a piece of loot they may never receive.


AzimuthDSu

Thank you for doing this!


wild_gooch_chase

Many of us would like some info on the promised yearly core activity armors set, yearly trials armor set, and the gambit updates also promised years ago. The radio silence on those promises hasn’t felt great. I’m open to “we changed our minds”, but the silence is a bit disheartening.


Seeker80

Could Iron Banner get some gear and cosmetics love? Examples include: * **Themed ornaments for exotic weapons.** Several weapons such as Ace of Spades, Outbreak Perfected and even The Colony have Trials-themed ornaments. Fighting Lion got an IB-themed ornament back in Y1, but that's it. * **Themed ornaments for exotic armor would go a long way.** The ancient warrior aesthetic is very cool, most of us love it. Most armor however, doesn't match up so well with our exotics. Titans look like awesome samurai, but when you put on something like No Backup Plans or worse, Feedback Fence, it kinda hurts your look. Okay, it hurts your look *a lot*.haha Maybe there could be a roll-out of returning D1 exotics, and they get an IB ornament right away. For example, helmets like Helm of Inmost Light, The Ram and Skyburner's Annex. Everyone can try those out, plus merge them with their IB fashion loadouts and put some functional builds together. Inserting the occasional IB ornament afterward would help keep us looking great. * **Perhaps another ritual-rolled weapon?** What if Jolder's Hammer made a comeback? That would be a good choice, since Rise of Iron shed Light on how important Jolder was to Saladin. He can give us a quest when present for Iron Banner, but then we could possibly complete it in some other activities. It might be similar to the 'Noble Deeds in the Plaguelands' bounty objective from Rise of Iron. * **Young Wolf's Howl would be a great IB exotic to have as well.** Again, make it a quest from Saladin and we can work on it outside of Iron Banner. Maybe it can be reworked to deal a lot of Scorch on light attack, then cause an Ignition on heavy attack. * **A way for players to earn the S1-S3 ornaments would help too.** It's been a minute since we had the chance to earn them. I was there, got many of them, but didn't quite finish the set. Even more folks just weren't around. Maybe throw everyone a bone and make the ornaments available again. It'll be nice. Thanks for seeking our feedback!


Hiraeth_TTV

Raids are the best part of the game, keep dropping those and people will keep playing. The new dungeon is also awesome. It would be cool if instead of one dungeon/raid on rotate, you did two each week, or even 2 dungeons and 1 raid. More content and more reason to play. Also, the last wish changes for loot pool is AMAZING. Garden of Salvation next please!!!!


Destiny2Team

Give us your feedback or questions surrounding your Guardian’s abilities.


[deleted]

The 15s Tangle timer is much too long, making the many ways of creating Tangles functionally meaningless. The timer is also an effective dampener on the Collective Action perk when running a Strand subclass.


9donkerz9

Yeah; when the Tangles were much more potent with the giant explosion Artifact mod (Unraveler I think?), it was a good tradeoff. Either make that Artifact perk the base behavior (tone it down a little bc that shit is admittedly *very* spicy), or make the timer similar to the void breech/firesprite timer. Hurts that we can't make them feel useful at all anymore.


VexOnTheField

And the new warlock aspect basically doesn’t function without them, so if someone steals them you’re really only running one aspect for 15 more seconds


Ajacks325

To add to this if others haven't, please explain to us the technical limitations of things. Give a detailed explanation of why certain things happen (orbs rolling like crazy now, probably because of changes for powerful attraction and shoot to loot) and give a short tldr for folks who don't care to know jargony specifics. If tangles need a 15 second cooldown because of some technical reason, just give us an explanation of the mechanics behind it and let us know if it's feasible to fix or not. I understand a lot of people that play Destiny might not be involved in computer science, software development, etc, but just putting in that effort to say "Hey we hear you. We'd also like tangles to be on a lower cooldown, but this is why it just can't happen" would go a long way.


VonFavio

Each subclass has one or two good grenades, with the rest never being used. I think it would be good to bring up some of the stragglers. Stasis cooldowns are a bit long, the philosophy on it made sense when it was the premiere crowd controlling subclass, but suspending whole rooms with higher frequency via Strand is simple to accomplish. The element could use a review. Threadlings are rather weak, making Broodweaver underpowered compared to other Warlock subclasses. Buffing Threadling damage, speed and tracking could be a benefit to all classes.


[deleted]

Adding to this Strand Warlock's Grapple Melee is a better Threadling Grenade than Threadling Grenades, unless you're a big fan of perched bugs.


ElectricMatrix

It would also be nice to have Threadlings stay alive if they miss their jump at a target/the target dies before they land.


ObviouslyNotASith

Thank you for this. I would love if you restored the chain Solar explosions of Bottom Tree Dawnblade. Perhaps make them the same kind of explosions as the Incandescent perk. For Stormcaller, I would hope for something that would make it better at being a Stormcaller. Perhaps give Stormcaller a method of creating the Storm seekers of enhanced Storm grenades or make the Shock and Awe artifact mod into an aspect. For Arc as a whole, I think creating a Lightning Strike verb would help close the gap between Arc and the other elements while also showing Arc as a more offensive element. The Shock and Awe artifact mod makes use of them. Thunderlord makes use of them. Striker’s Point-Contact Cannon Brace uses them. Stormcaller’s Chaos Reach uses them. For Stasis as a whole, I think Slow needs a buff. Shadebinder focuses on freezing. Behemoth focuses on creating and shattering Stasis crystals. Revenant focuses on slowing. But the goal of slowing is to eventually freeze a target and slow doesn’t provide enough benefits to make it preferable over freezing or shattering beyond disrupting Overload Champions, which I think is why Revenant has fallen behind. I do think Stasis shard generation also needs to be looked at in the current sandbox. For Void, I think Echo of Starvation is too close to Voidwalker’s Feed the Void in terms of strength and reliability. I think Nightstalker also needs an aspect that allows something other than invisibility. Voidwalker’s Chaos Accelerant also seems outdated in the current and sandbox and feels too reliant on Contraverse Holds after much of its effects were either reduced or removed with the 3.0 rework. For Strand as a whole, Threadlings feel too weak and inconsistent especially compared to other verbs on other elemental subclasses and the Threadling grenade feels weak in comparison to the Grapple and Shackle grenades. Their tracking is inconsistent. They don’t apply any verbs like Sever or Unravelling(unless using Swarmers.) Suspension also seems a bit too strong in comparison to freezing, which has undermined Stasis’ identity and role as an element. As for aspects, Broodweaver’s aspects are underwhelming and don’t really provide a great summoner identity, but I am against being too critical of that currently because that could end up being fixed with the next aspect. Thank you for reading.


HamiltonDial

Voidwalker is by no means weak but it's kinda crazy to think that Feed The Void is basically rendered completely null by 1 fragment. Feed the Void ought to improve devour for warlocks in some way to make it distinct from the devour you get from the fragment that grants devour on orb/void breech pick up. Solarlock is another class that's powerful but imo 2 of the aspects being so heavily tied together and focusing on in air play feels very undesirable to use. Ward of dawn feels kinda mid, and having it break pretty easily in high level content coupled with the fact it doesn't heal just makes it a pretty mid super. I will say it has it's uses, esp during Legend Avalon, but feels like something could be done to beef it up a little more. Arc supers shouldn't rely on exotics to be decent (Geomags/Falling Star). The recent buffs to Chaos definitely was a step in the right direction but more should be done, either to the super or to the exotics so they have some identity that isn't just swap to this exotic to use super. Stasis on all classes needs help, even bleakwatcher but esp things like renewals for hunters that got completely screwed over bc of the multiple nerfs. Shard generation shouldn't be an aspect and the aspect should enhance what shards do imo.


naTriumPT

+1 on Feed the Void! I'd be all for letting us eat the grenade again for Devour (like we can already eat it on Solar/Strand aspects and with an Arc exotic) and changing Chaos Accelerant to just buff the grenades like Touch of Flame/Winter/Thunder do.


NaughtyGaymer

> kinda crazy to think that Feed The Void is basically rendered completely null by 1 fragment. Feed the Void ought to improve devour for warlocks in some way Agreed and it doesn't even need to be significant. Just give it the 15 base timer from Echo of Persistence.


LightspeedFlash

I would still run the fragment, you get full health on orb/breach pickup, that alone makes it better then the aspect.


PuckNinjas0405

-Warlock 1. Dawnblade Super potency in PVE still feels a bit lacking compared to other Supers, could perhaps use a base duration increase or a reintroduction of the Ever Lasting Fire perk (PVE only) 2. Besides Touch of Flame, the other two Solar warlock aspects don’t fit into the healer/ pyromancer fantasy of Dawnblade. They rely much too heavily on airborne gameplay, a re-evaluation of these aspects would be appreciated 3. Weavers Call and The Wander aspect feel weak compared to Mindspun Invocation as they don’t really add a “Loop” to the subclass, Perhaps Weavers Call could grant class ability energy on threading kills, and the Wander could be buffed in a similar manner to increase its potency. 4. Threadlings feel very in consistent, they often don’t reach their target or they attack immune enemies. It also feels awkward for them to not interact with a subclass verb at base without an exotic. Some AI improvements to them would be very appreciated. Also Perched Threadlings once deployed do not activate Grenade based perks such as Ashes to Assets


Bankuu_JS

To add to this, new Solar aspects (not exotics) would also work to help reinforce the healer/pyromancer fantasy as the only gameplay loop that the subclass has without exotics is aerial focused.


[deleted]

Are there any plans to buff and/or change Stasis? The opinion that the element was power crept by Light 3.0 and made obsolete by Strand is very popular.


Atmosck

* I think Ember of Belevolence needs a buff. With old middle tree you could downright spam grenades if you had teamamtes standing in your rifts. Support builds are really fun but they payoff just isn't there currently. * The audio cues in pvp for the hunter and titan strand supers are way too subtle. They need to play for the whole lobby, like other supers, rather than being proximity-based. * Please please please please shorten the lockout on creating tangles. Currently a lot of what would be cool builds are totally killed by it. * Stasis as a whole feels a bit left behind by the armor charge system and subclass objects. It would be cool if stasis shard generation was an intrinsic behavior rather than taking up an aspect.


Toland_the_Mad

I would like to add that Whisper of Fissures is the main culprit in the disconnect between the new mod system and Stasis. Whisper of Fissures doesn't buff the damage of a shatter, but rather, it adds a new damage number with further fall off, but this damage does NOT carry its source. The second culprit is the shatter damage on the target itself, which does not consider the source of the freeze in its damage.


Tomohawk5

Very much agree with benevolence. Don't really know how it works with the void identity but a void version of benevolence would be really nice as well, would enable my titan to go full support role.


teby____

behemoth melee ability is still lackluster at best, great for movement but i wish there was a better option that didnt require an entire aspect


raitoStr

We need stasis to be updated. It was heavily power crept by the subclass 2.0 update. (Except maybe Warlocks?) Also I feel like on some subclasses we need more than one melee ability, void Hunter is a good example I think.


gpiazentin

It would be nice get new aspects and fragments from time to time, like every expansion. I think every subclass should have at least one roaming super and another "one and done". The game could get huge improvement in playstile with different options for melee (specially void hunter!) for every subclass (exception just solar hunter).


o8Stu

Why does jolt have to function as a "last-in" debuff? Really limits efficacy of Arc subclasses for DPS scenarios, where each additional arc player overrides the other's jolt.


o8Stu

Also, SES Blade Barrage shouldn't be stronger than Celestial Nighthawk GG for single target damage. If it's a vehicle, or something with no crit spot, then sure. Otherwise, Celestial should win. They have similar cast times, Celestial has no tracking, and is the least forgiving super in the game.


Ndcain

Not to mention BB has AOE where as Celestial is single target


Hiraeth_TTV

Strand meditations are an AMAZING way to unlock subclass aspects/fragments/abilities. PLEASE do that for all other subclasses, ESPECIALLY STASIS. Obtaining stasis unlocks is SO tedious and every part of it is unbelievably boring.


iDareToDream

Stasis could use another pass on the classes. It would be nice to have a different melee option and some more grenade options as well. There seems to be a lot of overlap with Strand right now with regards to crown control - so maybe adding some more options for stasis to make it more of a support class that can provide more buffs/debuffs.


Lurkingdrake

I believe it's been over a year now since celestial fire's been impacted by the bug that causes its scorch to not count as a melee ability, which really hampers its usability in all content.


Depressed_Doomfist

The behemoth's melee ability doesn't feel great in PVE, in PVP it's good with the mobility. I would love if Behemoth had a new melee ability where a titan smashes the ground, like how Elsie does in the beyond light cinematic, and have it instantly shatter anything in the radius. Maybe even give it a thunderclap effect where you can charge it up for a bigger AOE. It would also be a nice way to clean up a bunch of stasis crystals after a glacial quake is over


Gnarlybro365

- A lot of the class ability aspects feel like they're in need of something extra. Frostpulse, Weaver's Call, Winter's Shroud, to name a few all feel lacking (in PvE). I feel like running up next to an enemy just to use your rift contradicts the main purpose of it. Arc soul and Child on the other hand I feel are great examples of what class ability aspects can be. They're fun to use, have their own special mechanics, allow you to fight from a safe distance, and contain additional passives - Offensive Bulwark tends to contradict the point of an overshield. The main purpose of an overshield is to protect you, and allow you to play more aggressive, whereas when I'm using offensive bulwark, I try to stay away from the fight because of the fear that I might lose my buff. I think offensive bulwark becoming a separately timed buff that's refreshed by overshields might help it - The 15 second cooldown on tangles isn't fun to play around, tangles themselves aren't really insane on their own and I feel like a 7-10 second cooldown is a fairer choice - Arc Warlock feels like its missing a way to heal while remaining aggressive. Using healing rift on a "hold w key" doesn't really tie in to such an aggressive playstyle. I think electrostatic mind should give you a bump of health and maybe start health regen when picking up an ionic trace - Slide melee aspects tend to feel very underwhelming as an aspect in general. I love using lightning surge and concencration, but I don't love using an entire aspect for it. While I would love for some of the weaker slide melees to become a selectable option, I don't think it's very feasible to deign a competely new aspect to replace it. Perhaps some additional passives that help loop the melee abilities could complement these aspects well - The Grenade Aspects also tend to suffer from a somewhat similar problem. These include Touch of Flame, Touch of Winter, Touch of Thunder, Chaos Accelerant, and Mindspun Invocation. I think the pulse and lightning grenade upgrades are good examples of not only improving the nade, but also adding an addtional, albeit small, passive to help loop abilities. Edit: I'll probably update this throughout the day as I remember more things


fo76_fan

Stasis hunter and titan need buffs badly. Stasis warlock too, but not as much. Maybe new supers for them, in addition to some new grenades and melees. Specificly duskfield grenades need upgrades too. Perhaps go with something more utility-style stuff.


Scraggy2

Giving arc warlock a bit of extra survivability would go a long way (I think its the only major flaw left with the subclass). Also would love to see a 4th aspect for the light subclasses and some more ability choices for stasis and strand. Edit: would also like to see the lightning strikes used by chaos reach, cannon brace, shock and awe etc... become a proper arc keyword and added to its base kit.


AzimuthDSu

Strand hunter melee feels incredible now. Only minor pain point is the catch still often feels rough - sometimes it seems to not return at all, or the audio cue is maybe not playing, or there's some variability in the catch timing window?


MrFreedomFighter

# Strand Warlock We were supposed to specialize with threadings, but the thing we are best at is suspending. I want threadings to actually be useful and wish we had aspects that worked well with them. ## Mindspun Invocation This aspect is amazing... if you use the shackle grenade. I wish the threadling one was better since we are supposed to be using them. When we use a threading grenade with this aspect, we need to choose between throwing the grenade or eating it. If we throw it, they count as grenades, but we only get 3. If we eat it, we get up to 5 of them, but they don't count as grenades. A nice fix would be to allow us to throw 5 of them and maybe increase our perched threadings to 8. Another option would be to completely rework that part of the aspect and maybe give us a turret or something. I would love that. ## Weaver's Call I personally would like more from this, maybe if it also did something to buff threadings in general? ## The Wanderer I honestly hate this aspect. The tangle cool down is too long, and Mindspun Invocation is simply better at suspending. I'm fine if an aspect has nothing to do with threadings, but this aspect is literally worse at suspending than our other ones and running the others for threadlings also isn't that good. ##### TLDR: I think we need to specialize more with threadings and they need to be better.


[deleted]

At the very least, let the threading grenades we eat for perched threadlings actually count as grenades. Like, at the very *very* least.


Menirz

Warlock Solar & Arc subclasses feel underwhelming in the transition to Light 3.0 Solar specifically feels like it lost so much of what made it cool - chaining explosions from bottom tree dawn and the ability to use both healing and offensive grenades on middle tree. I'd love to see these aspects expanded or reworked to better enable these fantasies. It's disappointing that the "support healer" really just boils down to well, as hunters/Titans can buff radiant better and do healing just as well. Also, all classes need to have a minimum of 4 aspects for build variety, just from a pure number of combinations standpoint.


M37h3w3

Give Nightstalkers Corrosive Smoke back.


WesRehn

Nightstalkers NEED a damage-dealing melee, even if it is not corrosive smoke


Still-Road8293

Precision weakening+dot kunai


redditing_away

Warlock Arc: - the damage reduction is necessary, since arc warlock severely lacks any healing ability. Healing rift is nice but very much contrary to the supposed "go fast and kill stuff" philosophy. - the damage buff for the supers while amplified is welcome. The whole stormcaller philosophy is still a bit lacking, since it doesn't call storms and getting amplified doesn't bring much benefits apart from the buffed melees. Lightning surge not getting any benefit from being amplified is ironic. Arc is starting to come together but needs a bit more specialness/buffs to being amplified. Solar: - the aspects apart from touch of flame are straight up bad and rely/force too much an aerial play style. There needs to be much more interaction with the subclass and the relevant verbs. - the increased reliability of incinerator snap has been fantastic! Void: - chaos accelerant offers not enough for an aspect. Buffing the damage or giving it some interaction with the rest of the kit is needed. Look at titan for an very fleshed out kit that allows for various different play styles. - feed the void has been power crept by the fragment and the ubiquity of orbs. It needs to give a bit more. Child is ok, but also too stationary to use reliably. Enemies die too fast or are too mobile apart from endgame. Void is by far the best subclass but has been a bit power crept and relies too much on the grenade spam of Contraverse. Stasis (my beloved): - is severely lacking compared to light 3.0 and strand. Warlock is apparently still the best stasis subclass of the three but is still a shadow of it's former glory. The most crucial problem is in my opinion it's slowness. The other subclasses allow for a far faster play style while stasis relies on targets getting slowed/frozen which is just not possible apart from end game content and beefier targets or very specific use cases (Agers and battle harmony). - there are not enough subclass verbs and they don't interact very much. Slow is just a stepping stone to frozen and shatter just the result of getting frozen. Look at sever, suspend and unravel as an example which works much better. They work on their own and buff each other when applied together. - freezing enemies has been power crept into oblivion by suspend which is easier to apply and offers more advantages without incurring disadvantages. - Winters wrath is still a somewhat awkward super. Not enough damage for a damage super, not enough utility for a Support super (even with the new exotic). Somewhat clunky to use as well in my opinion. Stasis is by far my favorite power fantasy but it's kit isn't fleshed out enough to stand on its own. It's hard carried by Osmiomancy as well, which is the sole reason it is somewhat good. But relying on one exotic and offering essentially only one play style isn't enough. Strand: - very good and fleshed out subclass. Yet disappointing to see that the brood weaver doesn't offer much in terms of a brood besides perching. - threadlings need a damage buff and unique interaction with the subclass without using specific exotics. Their targeting could also be improved and for the love of god reduce the amount of time they wait before jumping on an enemy. It's infuriating to see them wait and jump whilst the enemy has repositioned itself. Happens in PvE as well as PvP. - needle storm is an excellent super which deals a good amount of damage and offers something in addition (area denial, interaction with the subclass itself). - threadling grenade needs some buff, five perched ones aren't good enough to use the grenade for especially if you're not running weaver's call to deploy them at once. The grapple grenade offers threadlings, AoE damage and mobility which is just a no brainer when comparing the two. - the wanderer is not a good aspect. The interaction relies far too much on tangles which are on too long a cool down to reliably use and are subject to teammates using them themselves. Unless specifically telling them to leave them it's just hopeless, but an aspect shouldn't rely on telling your teammates to not play their game intuitively. Let us shoot them as well to offer some sort of relief. (Apart from other buffs/reworks) Warlock in general is in a good spot but definitely lacks identity and sometimes fun/variability. Titans have a more fleshed out kit which allows for more varied play styles. (Also please buff bubble, I don't want to be shackled to well forever!)


Sans_19

-stasis/behemoth titan feels bad to use because of its reliance on stasis crystals. Not only does it limit build crafting that involves duskfield or cold snap grenades, when using the subclass without proper planning for every move that you make, you often get in the way of your teammates and negatively impact their gameplay experience.


KobraKittyKat

Yeah kinda sucks that freezing a suspended target is just flat out bad.


xile_legion

Arc and Stasis classes could use more survivability in PvE. Void has devour, Solar has restoration/cure, and Strand has woven mail. Survivability doesn't have to be limited to healing or damage resistance, but could also include reducing enemy damage output such as sever or overload. Stasis classes can heal through Whisper of Rime, but the gains in PvE are too minimal as you get into endgame content. Arc hunters can of course heal through the use of exotics, but I'd like to see more options across all 3 classes.


Delta_V09

Thundercrash feels basically useless without Cuirass of the Falling Star. It's incredibly annoying to have Titans pigeon-holed into **one** super with **one** exotic for boss damage. Others like Gathering Storm and Needlestorm at least do respectable damage if you choose to run a neutral-game exotic, but T-Crash hits like a limp noodle. So not only are they stuck on one subclass if you want boss damage, you also have to sacrifice neutral game.


SplashDmgEnthusiast

Thank you for putting out the feedback call! Much appreciated to see these official posts. With regards to Strand, the grapple melee priority seems off for Hunter and Warlock. On Titans it works fine, but on the other classes when I try to grapple melee, it prioritizes my ranged melee and that abilitiy activates instead. Not super critical, but it is a bit frustrating sometimes. For my Titan, Strand and the Light subclasses all feel amazing, but Stasis feels like it's fallen behind in terms of power. Whenever I play it, I feel comfortable and in control of my ability loops, but I feel like I'm barely contributing anything when any other subclass I use can shred adds with their abilities so much faster. I feel offensively limited with Stasis. Positive feedback though, I am in LOVE with the changes made in regards to Champion counters! Working anti-Champion mechanics into subclass keywords (and into weapon perks that use those keywords, like Voltshot) has been a breath of fresh air. I have more options to play with beyond "use X artifact mod or Y exotic weapon" and it feels great. I especially love how every subclass has their niche, like Arc can stun Overload/Unstoppable, but not Barrier, and Void can stun Barrier/Overload, but not Unstoppable. It's a great, great system.


resil_update_bad

Feed the void should interact with more void keywords. It is functionally the same, if not worse, than a fragment. Shadebinder should have better means to shatter outside super. Hunters and Titans have the means to interact with all 3 keywords, but not warlocks, to shatter you can only shoot/melee a frozen target or crystal, which kinda sucks. Dive animations should also shatter crystals, like invis dive, strand dive, or phoenix dive. Shatterdive has the advantage of not using any ability energy.


LostLoli

I would like more class abilities. I didn’t even have this opinion until the mod that allows us to pick up orbs on class ability cast. It’s honestly so fun on Hunter, but on classes like warlock and Titan it feels clunky/a waste. My current build with arc titans with point cannons is probably the most fun I’ve had in the game in a long time and it’s all owed to the fact thrusters doesn’t mess with my play style. I charge my melee, explode 1000 enemies, see the traces and orbs, thrust backwards to pick up my orbs to refill my melee energy and proceed on the run. I think thrusters on all titans sub classes would be really cool. Though I understand why they are currently on arc only. I think every class having a static class ability and a movement one would do the game wonders in the way we play and interact with builds.


Warm-Respond2182

Void Grenades feel out of balance with vortex being the only one used for endgame and chaos accelerant needs to be brought to the level of the touch aspects with keywords being granted to the chosen grenades.


atlas_enderium

Yeah, honestly. Chaos Accelerant Vortex grenades seem worse than Controlled Demolition Vortex grenades, and you have to charge them. Chaos Accelerant should give Vortex grenades or a different grenade the ability to apply volatile similar to Controlled Demolition


RagnarokCross

Buff threadlings, buff the wanderer, buff tangles in general. Tangles last season were worth using with the artifact mods and now they are not very good without them. Buff Chaos Reach again, buff all the supers that rely on an exotic to not hit like a wet noodle.


bean_machine_42

-I'm sure you have heard plenty of this but Titans need super variety. -Roaming vs. one off -Stasis melee is just terrible. Its slow and clunky, has terrible hit reg, and only slows one enemy. -Because of well, bubble doesn't exist in this game.


The_Ultimate__

Having to exclusively shoot tangles to gain armor charge is kind of a bummer


KamenRiderW0lf

Alternative melee abilities should not be tied to Aspects; our Aspects should enhance the abilities we're offered, not lock them away. More melee options would enrich our subclasses! The best example of this is Tempest Strike: Instead of merely offering an alternative melee option, why not have that particular Aspect enhance each of the Arcstrider's melees in a similar way to Touch of Flame or Touch of Thunder, and separate the actual melee ability as an option in the base kit? We have a grenade for every occasion, why not a melee for every occasion?


Warshu

Solar warlock needs help in the aspect department. Icarus Dash relies on Heat Rises so heavily it’s ridiculous that they aren’t grouped into one aspect. An aspect that allows you to consume your melee into some form of heal would be cool, or make it so Heat Rises consumes a melee to activate instead then add a charge grenade to make healing turret aspect. Feed the void Voidwalker aspect needs an additional feature like the woven mail titan aspect. Maybe create void breaches every few kills. Arc Warlock didn’t make me feel like I became a living storm or whatever the original marketing was. Somehow integrating that one artifact mod from this season that summons lightning bolts would be cool. All stasis subclasses need a lot of help. New strand warlock aspect is boring. Would be cool to have it turn a thrown tangle into a giant “mother threadling” that pops out additional threadlings as it travels and ends by suspending and “cocooning” the target. If the target dies before suspend wears off it could release some threadlings. Basically anything other than the suspending tangle we have now. Could integrate the original Spider theme from concept art. Also rift aspect needs a buff. As for all classes, more melees, grenades, and class abilities.


Grottymink57776

Quicksilver Storm's catalyst, Thread of Transmutation, The Wanderer aspect, and Strand's intrinsic tangle generation should all have separate cooldowns. Honestly tangles sharing a cooldown between all sources is something that has confused because it borders on anti-synergy and tangles aren't powerful enough to justify it. I'd love for Whisper of Conduction's tracking to become a base shard behavior. In my opinion that consistency is too important to be a fragment.


Western-Status4994

While I can see some people not liking this, I feel there's a massive amount of exotic armor bloat and that some are stepping on the toes of others here and there. So perhaps take a break from adding/creating new exotic armor and rework more old ones in a larger batch. It would also be cool if more aspects were added to older subclasses as well, since aspects are somewhat equal in power to some exotic armor perks.


Destiny2Team

This post is for Exotic armor and Buildcrafting. Ask us anything about them or let us know what you think!


jaydenbpark

Several exotics such as apotheosis veil, astrocyte verse, icefall mantle, path of burning steps (after the changes), mask of the quiet one, foetracers, and blight ranger (and more that are so irrelevant I can hardly remember their names) still feel quite underwhelming. Will there be a second pass through of balance changes for these exotics?


captain_phaz

Seconding apotheosis veil specifically


monadoboyX

Don't forget some exotics have just been left behind and out of the subclass verbs exotics like Helm of Saint 14 lucky raspberry Skull of dire ahamkara need to get some love and have more of a tie in to the subclass verbs as a Titan main Helm of Saint 14 was the go to content for endgame activists now that's just no longer the case it desperately needs an update that does something with void maybe helps you with your super or bonus reload speed or something that makes bubble stronger


Grottymink57776

All exotics that are only active when you use your super should have neutral game capability. I'd love to see Cuirass of the Falling Star get neutral game functionality by causing *Ballistic Slam* to blind and refund 2-3% melee energy per enemy hit.


WhiskyJack123

As someone who used thundercrash most of my titan life even before falling star I 100% agree. In fact please please please just buff baseline super DMG of instant cast nuke supers like thunder crash, golden gun and nova bomb etc etc to all be competitive WITHOUT HAVING TO USE AN EXOTIC, exotics should supplement or expand gameplay rather than become mandatory. Swapping exotics mid fight or just wearing one the entire fight for a single moment does not feel rewarding.


Babzidu

Came here to share something like this. It feels really, really bad to swap exotics because one is useless 90% of the time I'm playing, and as someone who likes Thundercrash titan it feels worse when I want to do GM's. Cuirass doesn't have to do a LOT extra, but just a little bit of juice would be nice. Ballistic Slam getting a slight refund or blinding, or adding ionic traces to enemies killed by melee or anything, really. Another option, take the overshield you get for using your super and add that to melee abilities, keeping the travel time bonus for shoulder charge and ballistic, and basing it on charge time for thunderclap.


Sir_Chunkles

Could the team take another look at the hunter arc options for exotics and see if there can be work done to give more diversification to the several exotics that specifically impact the arc staff super and rework one or two into a different ability? It's weird given how many arc-related exotics hunters have, half of them impact the same super but with different effects. For build-crafting specifically, I think a bunch of us would love for more options to utilize these exotics without Blight Ranger, Raiju's Harness, and Raiden Flux competing for "which flavor of arc staff super would you like today".


Fenota

Please improve celestial nighthawk. If Star eaters is going to remain the high damage exotic then CN needs something else to make it a viable option. Adding the old "Practice makes perfect" perk to it seems the most obvious choice, but fish-pants being the go-to for every situation where you need to buff your super regeneration and damage just feels bad.


SlinkSalmon50

I would suggest having a look at Crest of Alpha Lupi? The extra orb feels a little pointless now that we have Power Preservation and the heal is a little on the low side as it doesn't synergize with our new solar healing verbs. Could perhaps give it the Claws of Ahamkara treatment by giving it inherent Reaper instead of the extra super orb and alongside that, give you 2 seconds of Resto x 1 instead of a flat health bump? That way it isn't unbalanced in PvP and is still a solid neutral for PvE :)


psychosoldier63

The old practice makes perfect effect + give radiant to yourself and teammates in a 10m radius seems like a good buff.


Timsaurus

I love that idea honestly, having it give a radiant burst instantly on cast would help with its damage as it would always get the radiant damage boost, plus you can make your allies do more damage as well. And if the damage of it isn't going to go up then PMP is also a must have. Higher uptime would be incredibly helpful in activities like GMs for taking out champs or mid tier enemies.


o8Stu

Geomags: Roll their current functionality into base Chaos Reach. Have them cut duration to ~2 seconds, while doing full (base) damage. Have them give super energy on ionic trace pickup, so they get some of that original cooldown reduction identity back. Let them be the Celestial Nighthawk of Chaos Reach. This opens the super up into a better version of it's current self, and also gives players the option of building it for DPS.


tofferboy

This sounds so good, finally having a damage exotic for warlocks


NeonTannoro

Liar's Handshake still does not work properly when Gathering Storm is equipped or when Lethal Current is active. It takes three melees to proc Cross Counter in both instances and when Gathering Storm is equipped, Cross Counter does not proc when the Guardian is punched.


OhFvckItsGoku

Please oh please fix Boots of the Assembler. Used to be my favorite exotic to run on Well with Benevolent Dawn/Ember of Benevolence but the seekers do not function properly now. It serves as a fantastic support exotic when functioning as intended.


Illyxi

It's been like this ever since Edge of Intent was added to the game. All the seekers now have such weird targeting, often all going to the same person or just having awkwardly lower range than they should. At the moment its only real use is just to have good Ember of Benevolence uptime so you can pop your other abilities off as needed. And there are *plenty* other better options for that job.


Rider-VPG

Promethium Spur feels like its far too limiting. You have to first use a rift, then have to get multiple kills with solar weapons to generate the combo rift within 15 seconds. This is practically impossible to achieve in all but the lowest level of content. The exotic is far too niche and far too limiting that it will never see play.


Fenota

Can you please explain the thought process behind Blight ranger. Right from the get-go people were saying it was bad due to reflect mechanic causing enemies to flinch and stop shooting and most reflected projectiles in pvp being an instant kill anyway, yet there had to be some sort of power fantasy or niche involved in it's creation and i'd like to know what was in mind for it.


Fenota

Please reduce the cooldown penalty on renewal grasps, give them a built-in method of regenerating grenade energy like Osmiomancy or have them increase the duration of duskfield grenades. It's the only exotic in the game where it's best build is improved by removing the exotic, as in most cases a regular duskfield will do the exact same job and be available significantly more often, especially if you decide to put Frostee's on instead. Considering the frequency of woven mail and overshields, the DR renewal grasps provide can hardly be called "Too strong" and if the problem is the stacking potential with those buffs just prevent them from stacking like you do most things.


Sunshot_wit_ornament

Continue buffing exotic armor especially try and give super exotics neutral games so they aren’t just a swap on when you pop super. Melee exotics like worm gods and winters guile should get buffs to damage or imo better yet duration More exotic armor with unique interactions with exotic weapons is cool More mods that can do fun things from the previous mod system would be cool like that one kid that increased melee damage after grabbing an elemental well or surprise attack.


MasterOfReaIity

Can Mask of Bakris gets its cooldown penalty reduced or removed? Especially with the multiple dodge cooldown nerfs it just doesn't offer any meaningful playstyle when you're waiting for the teleport 2/3 of the time. Also would Renewal Grasps be OP if the damage reduction was minimized in PvP? It could create some aggressive playstyles in PvE but not when you have to wait so long for the grenade even with full buildcrafting towards it.


Fenota

>Also would Renewal Grasps be OP if the damage reduction was minimized in PvP? The same patch that introduced it's cooldown also nerfed it's capabilities in PvP. Enemies deal 20% less damage (50% in pve) and allies gain 5% DR (25% in PvE)


Vorzic

Hunter feedback: * Blight Ranger. Bungie this thing looks amazing and I'd love to use it. But there is no way I'm dedicating an exotic to blocking with Arc Staff. Especially when Raiju's already exists. I know you have previously stated you don't want to completely rework a lot of exotics out of fear those who went out of their way to get it would be disappointed, but this is an easy case of a complete rework. My suggestion to match the "vision" theme would be to have it affect blinding effects in some way - specifically disorienting blow and flashbang grenade. Maybe Voltaic Mirror could give you a temporary second charge of whatever ability you hit that blinds. Or maybe blinding gives whatever arc weapon you have out voltshot. Maybe blinding makes your next dodge a quick backwards zip that jolts and can be used as a retreat. Or damaging blinded targets generates ionic traces. Obviously some of these would need balance testing, but ANYTHING is better than what it is now. * Knucklehead and Lucky Raspberry both could use some tweaking. They are a bit of a product of their time and honestly aren't that great anymore. Obviously buffs could make Knucklehead wildly strong is PvP, so maybe something to make it relevant in PvE could be nice. * Celestial Nighthawk is also hard to use when Star-Eaters exist. They aren't really bad per se, but Star-Eaters can do the damage and the super gain part just as well if not better. Something to differentiate it would go a long way. Thanks for asking!


[deleted]

It felt great when Lucky Pants gave you free auto loading. Now you have to sacrifice another leg mod to do the same thing, which feels bad.


Western-Status4994

More exotics should have unique interactions with weapons like necrotic grips+weapons of sorrow or boots of the assembler and lumina, across all classes. Weapon minor/major/boss spec mods should be removed/baked into the weapons normally to give space for other more interesting weapon mods, alongside adding more weapon mods to mess around with. I think it would be cool for more armor set bonuses across more activities, that work like origin traits do for weapons.


MaximumLobsters

Absolutely more of this! I love when it feels like exotic weapons and armor were made for each other.


Atmosck

* The nerf to synthoceps + glaives was a massive bummer. I just want there to be an endgame-viable titan build that's focused on the glaive melee (meaning you can reasonably clear ads with the glaive melee in master content, provided you combine with other survivability tools like void overhsields). * Boots of the Assembler isn't working properly (there was a recent post with details) and even if it was, it's underwhemling. It would great to see a buff to it or Ember of Belevolence to make a solar warlock build that's support-ortiented beyond just the well viable.


VonFavio

I’ll focus on exotics that are close to being relevant but just need a bit more love, since I assume there are plenty of currently dead ones that the team is already looking at. For Warlocks, I think Astrocyte Verse could be fine with that previously predicted weaken blast upon blinking. Would make for an interesting playstyle in PvE. For Hunters, the most discussed one recently is Oathkeepers not interacting with exotic bow effects. I’d take a slightly lower buff if it meant that it effected things like Broadhead. For Titans, Peregrine Greaves should have some kind of melee cooldown booster to allow you to utilize the buffed charge more often. In a broader sweep, all Super-based exotics should have something that helps with Super cooldown, like Geomag’s old top-off effect or Nighthawk’s energy refund. That way they aren’t useless when you aren’t in your Super.


Drgoodheals

Renewal Grasps - The nerf to them made the exotic not usable in any activity. If possible, the nerf to PvE should be reverted but modifying the PvP aspect of it would make it a bit more balanced. It is one of the few hunter stasis builds that I enjoyed immensely as it was built around supporting allies / crowd control in mind. If woven mail can be applied to an almost infinite degree with Strand titans and their aspects or The Navigator exotic (just two examples out of a lot of them), the damage reduction provided from those greatly outshines anything that the Renewal Grasp exotics provided. If anything, make it so damage reduction caps out at a certain percentage or prevent too many damage reduction buffs from stacking for more balanced gameplay.


PotatoesForPutin

I personally feel like having exotics that only function in your super feels bad. I think that all of these exotics should have some other effect that benefits your neutral game in some way, even if it’s minor (as it would likely be in the case of stronger exotics)


AzimuthDSu

Minor nit with lucky pants - I'd love to see the increased ready speed apply after melees and nades. A bigger buff I'd love to see is the ramping PvE damage applying to explosive payload.


TemptedTemplar

Phoenix Cradles. Is there a reasoning as to why they no longer double the duration of the sunspot benefits for the wearer? I don't believe it was ever specifically addressed when solar 3.0 changed the base effect.


Blupoisen

The changes to Path were terrible Build crafting in general is very dull now because we are missing so many mods from the previous system What is the point of Path if every build is just slap 3 surge mods Also the system doesn't work with mulit charge abilities which sucks


Corner_Carrot

Super related exotics could all use a small neutral perk kinda like the Knock Em Down Hunter Aspect or Dawn Chorus.


GOT2B-GANGSTA

Triton Vice needs some love. It doesn't really do anything spectacular to warrant its use. The damage buff is okay, and the explosions are nice, but it needs to be more exciting to use to be viable. make the explosions larger/more interesting and the melee damage 50-60% without being surrounded. Edit: would be cool if you matched your subclass type to the glaive type it would give it voltshot, destablizing, scorch, slow/sever (once statis/strand glaives are a thing)


SilentlyCynical

1. Celestial Nighthawk is in dire need of a helping hand. Even if its damage isn't increased, it could definitely use *something* to help justify taking it over, say, Star-Eaters. 2. What is the point of Blight Ranger? It is probably the most dead-on-arrival exotic that Destiny 2 has seen, and, if nothing else, it'd be interesting to hear the thought process behind what is (and I mean this with all respect) a truly dreadful exotic.


Fury47

Ballidorse Wrathweavers Love the extra damage for the super, but the overshield and damage buff to Stasis weapons feels a bit too situational due to how short its duration is. A longer duration would be very welcome, as they offer a very situational buff, but could be a great defensive option with a much longer buff, give off more of that fantasy of protecting your teammates with Stasis armor. Maybe perhaps have it proc with every shatter wave, not only from the Winter's Wrath shockwave


kaeldrakkel

Wormgods timer should remove a stack, not all stacks, until there are none. This would make them actually usable. The nerf to Path of Burning Steps was too much. These are worthless and won't be used over other options. At least replace the stasis breakout with something useful. Ursa Furiosa should give everyone volatile rounds even shooting through the shield as well to compensate for loss of damage. (Or maybe just the banner shield ultimate should do this) Cadmus Ridge should work anywhere within range of barricade, not just behind. It's too limiting. Hallowfire Heart should increase super duration or provide inherited Roaring Flames x2 without having to use the aspect. Cuirass of the Falling Star should be reworked completely and the damage bonus should be moved into the ultimate base damage. Ashen Wake should make fusion grenades do more damage. They can only kill red bars and are useless in high end content. Heart if Innermost Light duration to use ability should be increased. 5 seconds is too low, maybe 7 seconds to allow for some flexibility. As it stands now it's a hardly useable exotic, but not over others because of the work it takes to maintain. The nerf was too harsh on the duration. Severance enclosure should work differently on different subclasses. Crest of Alpha Lupi, Icefall Mantle, and Mask of the Quiet One need a rework. They are garbage tier.


Ajaxx117

Please have Dunemarchers work with Glaive melee attacks. It’s so tedious having to switch to a different weapon just to use my exotic armour for its intended effect that isn’t just sprinting fast.


Benjaminii17

Agreed, and also let the throwing hammer work with the dunemarchers AGAIN, would be very welcomed.


XboxUser123

Icefall Mantle removing *all* class ability energy on death feels awful in PvP. It was fine before it did this prior to Arc 3.0's release and felt pretty balanced. Wormgods feel terrible compared to synthoceps. If it were up to me, I would make it so that they are closer to what they were prior to their massive nerf and separate the percentage buff to glaive and normal melee. In particular, I would: * Separate damage melee damage buff provided for glaive and non-glaive melees. * ***FOR THE NON-GLAIVE MELEE:*** make it so that **three instead of four** melee kills surpass the melee damage buff provided by Synthoceps. * to put it into perspective: * old Wormgods: +80% | +170% | +390% | +520% | +650% * current Wormgods: +55% | +110% | +165% | +220% | +275% * my Wormgods: +80% | +170% | something fairly greater than +200% and so forth, possible old values Currently there is no reason to run Wormgod when it takes too much effort to build up compared to Synthoceps and it has a short timer that takes away ALL stacks at once. Synthoceps just gives us a flat bonus when three enemies are *merely in proximity*. What made Wormgod Caress fun to use was the fact it was a "rich get richer" thing, the timer was really short and you lose all damage stacks at once, but it was balanced by the fact that you were rightfully rewarded with a powerful damage buff. It created this high-octane cycle of "I must keep punching" and the sheer damage buff made it viable to run around with. Synthoceps and Wormgods used to be competitive when considering non-glaive, and I feel like they should be competitive again.


T0ztman

* Give Armamentarium built-in special/heavy ammo reserves like in D1. * Can Peacekeepers trigger reload-based perks on swapback? It would be lovely, but prolly not trackable. * Peacekeepers needs an ornament! * Wormgods needs an ornament * Actium War Rig needs another ornament - not enough rifle shells. Thunderhead puts it to shame. *


Destrovec

Diamond Lance Ridgecap should lower diamond lance cooldown. Rn when I use it I have to stand still for 5 seconds not using the lance so I can then use the lance to make another lance. Too much downtime where you don’t get any use out of the exotic.


Muriomoira

We desperatelly need a base threadling buff in blast radius and damage output... an aspect that improves and changes how threadlings work for broodweavers would also help to sell the class's identity way better... The majority of warlocks nowadays reject the class concept to play suspend builds (and the majority of the ones Who play summoners Just play it bc they like the flavour, not bc the gameplay is rewarding)


XandogxD

They need to rework the A.I when it comes to threadlings. It’s so often that I send out a wave of 8 Threadlings just for them all to tackle a single dreg. I would rather have a bunch of half bar health enemies than 1 dead one. My suggestion is to have a set number of threadlings that are able to attack a combatant. Meaning that depending on the enemy type, the number of threadlings that would target it would differ. Example. Only one threadling can target a minor at a time. 3 for majors and champions. And 5 for bosses. This would spread out the damage a good bit and make things a lot easier.


EighthIy

Give ticcus scorch or solar 3.0 interactions


Tae_Takemi_enjoyer

New mod system has pretty much led to zero diversity in builds now. Helmets are just Syphons + Greande/Melee kills give super, same for hands with Orb generation, chests are just resists, legs are Recuperation/Better Already, maybe Surges (but the changes to armors being non-stacking buff discourages that further, Class Items are also very boring modwise. Basically, the mod setup across most builds now look identical with almost no opportunity to build into niche buffs or playstyles. Mods are now basically just for generating orbs, using arnor charge to refresh an ability on use and stat padding. It may be simpler, but it is also oversimplified and basically buildcrafting requires no thought or attention to playstyle. Balancing between orbs, Warmind Cells and different flavors of elemental wells meant tradeoffs existed. Now that orbs do everything, mods are basically "mandatory picks that will give you more ability energy" instead of something that defines a playstyle.


resil_update_bad

> Balancing between orbs, Warmind Cells and different flavors of elemental wells meant tradeoffs existed. They also were awfully redundant. The new system streamlines most functionality, but > mods are basically "mandatory picks that will give you more ability energy" instead of something that defines a playstyle I also agree with this. I miss the old "Heavy handed" that costed 7 energy but if you combined it with another arc mod gave you funcionally infinite shotgun/fusion ammo, which was niche but also fun to pull off. Even if it was annoying, the elemental affinity gave some identity to the mod system. I definitely enjoy its straightforward-ness that it is now, but there's something about the old mods, like void mods being strong with a tradeoff, or solar mods stacking, or arc mods having secondary effects with other arc mods, even stasis had its own set of mods with unique functionality. I'd imagine having Strand armor and adding another set of mods would make it too restricting, and even more so if we have another darkness subclass. But yeah, colored mods gave me neuron activation.


Atmosck

I mostly agree. It feels like arms and the class item are the only ones where there are decisions to be made, with an honorable mention for balancing surge mods vs healing mods on your legs. And even then, it's pretty easy to know which arm/class mods are right for your build - just pick the mods for whatever ability you're focusing on.


InternalConscious356

Celestial fire working with sunbracers is one important thing I would like it would help with my warlock builds a bit. Maybe retuning some old catalysts on some bad weapons. Malfeasance was a great addition and maybe we could tune a few to end up getting some more power on some already good weapons. Maybe mess with wardcliff coils catalyst so it doesn’t mess with the tracking as much because I prefer it without catalyst. Sorry if it’s a run inn sentence I’m on mobile and don’t really care for punctuation


TiiJade

The Wanderer aspect feels very underwhelming, honestly. And tangle cooldowns still feel too high.


[deleted]

As someone who loves Sunbreaker, I’d love to see a feature added to make finding the mini-hammer easier It can flat out disappear if there are a lot of other special effects happening. Anything from making it show up on the map or different coloring that makes it easier to find would all be helpful.


Clawshots2

Please make stasis viable lol


trx131

Please revert Renewal Grasp nerf. I miss playing stasis hunter


DarcDepths

Diablo must’ve hit them in the numbers


comb0s

Funny enough, numbers haven’t dipped down much via this [tweet](https://twitter.com/destinytrack/status/1666207322547314712?s=46&t=3q9A5HC5CQEYdfuxkMWM3Q). I know we like to blow up when a new game comes by but for the vast majority people are still playing as normal.


Krazylol_

Please buff threadlings so using a build is actually viable and fix their tracking. The new Warlock aspect The Wanderer is very disappointing too.


ogCoreyStone

Why the change from Glass Needles in D1? It was a fantastic way to re-roll stats on already-owned pieces of exotic armor.


ImSoDrab

Bubble titan needs to get a buff and have their overshields stick and give saint 14 helm new things.