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Destiny 2 Update 3.1.0.
Source:
https://www.bungie.net/en/News/Article/50097 Activities
Europa
- New Landing Zone added in Eventide Ruins for all players who complete the Beyond Light campaign.
Dreaming City
- The Reverie Dawn armor set has been reissued with a new max power cap and the Combat Style mod socket.
- The Waking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons have been reissued with a new max power cap and new perk pools.
- Dreaming City weapons that have reached their max power caps will no longer drop once you have obtained the item once, allowing collectors to fill out their collections while ensuring that subsequent item drops remain usable in difficult activities.
- Fixed an issue where Petra's map icon could blink even when there was no quest to talk to her.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed an issue where one of the portals to the Confluence was missing.
- Fixed an issue where some Shuro Chi dialog lines could play twice when picking up a patrol beacon.
- Fixed an issue where lighting would noticeably pop when moving between Rheasilvia and Harbinger's Seclude.
- Malfeasance Quest
- Fixed an issue where Taken Acolytes were missing their Void shields during the Malfeasance mission.
- Fixed an issue where it was possible to fight the Ogre bosses without triggering the darkness zone.
- Dark Monastery
- Fixed an issue where some areas that were supposed to be private were, in fact, public, and fireteams could block each other's progress.
- Fixed an issue where Toland could be missing from Ascendant Challenges.
- Fixed an issue where patrol completions in Dreaming City weren't counting towards the "Wisdom of the Witch" Triumph.
- Fixed an issue where Ahamkara Bones were failing to spawn in Agonarch Abyss.
- Fixed an issue where Ahamkara Bones were failing to spawn in the Cimmerian Garrison.
- Fixed an issue where the Lore of Luna Triumph was not progressing when completing Toland patrols.
- Fixed an issue where the Run the Gauntlet Triumph wouldn't progress when completing the time trial in the Cimmerian Garrison Ascendant Challenge.
Cosmodrome
- Fixed an issue where some rocks and grass were floating in the air.
Tangled Shore
- Fixed an issue where some Fallen Skiffs could fly through the environment during public events.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed a lighting issue in Hellrise Canyon where cracks in the environment were highlighted by a bright light emitting from behind a wall.
- The Rider
- Fixed an issue where the tank summon pad could de-spawn.
- The Mad Bomber
- Fixed an issue where a Dreg Pike driver would ignore the player.
Moon
- The Dreambane armor set has been reissued with a new max power cap and the Combat Style mod socket as well as a dedicated Nightmare mod socket.
- All three Altars of Sorrow weapons (Apostate, Blasphemer, Heretic) and the Premonition Pulse Rifle have been reissued with a new max power cap and new perk pools.
- A Mysterious Disturbance
- Fixed an issue where players could accidentally bypass a trigger volume and end up in a blocked state.
- Fixed an issue where the first combatants of this mission had their Power Level scaled too high.
- Fixed a bug where some players' weapons could remain up near Eris.
- Fixed an issue where environment decorations were floating near the K1 Logistics Lost Sector.
- Fixed an issue where players could experience the "Harp" error code when approaching Eris on the Moon.
- Fixed an issue where a chest puzzle during Moon free roam would get stuck and not restart.
- Fixed an issue where Fallen combatants would spawn from a Hive ship.
- In the Deep
- Fixed an issue where a Hive Cutter would pop into existence without playing its spawn visual FX.
- Symphony of Death
- Fixed an issue where the boss could get stuck in an immune state if the fireteam hard-wiped during the boss encounter.
Nessus
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed a floating patrol beacon.
EDZ
- Fixed an issue where ambient squads could fire on the player before they finish loading in one of the Silent Fang missions.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed an issue where the combatants from the final encounter could respawn during the end-of-mission countdown timer at the end of one of the Silent Fang missions.
- Fixed an issue where some water reflections had graphical errors in cave areas.
Public Events
- Ether Resupply
- Fixed an issue where Fallen Servitor teleport attack was missing audio.
- Fixed an issue where a Fallen Ketch could clip through the environment.
- Glimmer Extraction
- Fixed an issue where the Glimmer Extractor public event would occur too infrequently in The Gulch on EDZ.
- Disrupt Vex Construction
- Fixed an issue where Vex combatants wouldn't despawn after this public event ended.
- Fixed an issue where the capture plates could remain after it was too late to achieve Heroic, but capturing them would do nothing.
- Altar of Sorrows
- Fixed an issue where the Altar of Sorrows’ music would play for players in the Sorrow's Harbor area even if they were not engaged with the public event.
- Fixed an issue where Knight Swords could spawn too high in the air after killing the Knight that drops them.
- Fixed an issue that was preventing the Altar of Sorrows bosses from rotating each day.
- Defend the Warsat
- Fixed an issue where the public event would not always count towards public event completions for certain bounties and quests.
- Fixed an issue where an Ogre boss in the Skywatch area would sometimes teleport around the Warsat.
- Cryo-pod Freeze
- Fixed an issue where the orbs used to trigger the heroic completion would continuously spawn after one vent was broken.
- Stop the Ether Ritual
- Fixed an issue where all of the objects and combatants in this public event could suddenly disappear if no players had engaged them.
- Taken Blight
- Fixed an issue where the rally flag and public events would appear in different spots in the area.
- Fixed an issue where the public event might not always happen if players had previously engaged with the rally flag.
Strikes
- Warden of Nothing
- Fixed an issue where a Minotaur miniboss would teleport to attack the players too early, before the shield that was supposed to block it came down.
- Fixed an issue where the lift tube could close after the first member of a fireteam went through, preventing the other fireteam members from proceeding.
- Fixed an issue where the strike boss was facing the wrong direction during some animations.
- Fixed an issue where some combatants could pop into existence instead of spawning properly with animations.
- Fixed an issue where players could progress too far without putting a lever, and then have to backtrack to find it.
- The Insight Terminus
- Fixed an issue where the fireteam could get stuck behind a locked door after a hard wipe.
- Fixed an issue where the boss could fail to teleport away and players couldn't proceed, forcing them to quit the strike.
- The Scarlet Keep
- Fixed a bug where a line of dialog would sometimes not play.
- Lake of Shadows
- Fixed some bugs with waypoint locations.
- Fixed an issue where it was possible to bypass a trigger volume and break the mission flow, blocking the fireteam from progressing.
- The Corrupted
- Fixed an issue with waypoint locations.
- Fixed an issue where players could encounter missing environment objects if they backtracked to the elevator.
- Broodhold
- Fixed an issue where some combatants would pop into existence without showing proper spawn visuals.
- Fixed an animation issue where a Hive barrier would briefly pop back into existence before despawning.
- The Inverted Spire
- Fixed an issue where platforms would despawn and players in a fireteam could get stuck in the Cistern area if their fireteam went too far ahead.
- Exodus Crash
- Fixed an issue where players should have been pulled to the boss room to join their fireteam but were instead seeing a countdown timer and dying.
Crucible
- Crucible Tokens and Crucible Token Gifts have been deprecated.
- Crucible Valor rank rewards are now visible on Lord Shaxx.
Maps
- Bannerfall
- Fixed an issue where the Bannerfall Crucible map would sometimes display the incorrect name.
- Burnout, Wormhaven, and Midtown
- Fixed an issue where map music would play too early, during the load screen.
- Radiant Cliffs
- Fixed and issue where the map name was missing from some screens.
- Fixed out-of-environment issues.
- Twilight Gap
- Fixed an issue where players could get caught on invisible geo.
- Exodus Blue, Javelin-4, Fragment, Midtown, and Deadcliffs
- Fixed out-of-environment issues.
Gambit
- Gambit Infamy rank rewards are now visible on Drifter.
Raids
- Raid reward sources now include Masterwork materials as follows:
- Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids.
- These are on a weekly lockout, per chest, per raid (cannot be infinitely grinded).
- Ascendant Shards are obtainable via a reward from a weekly director challenge connected to the featured raid.
- Ascendant Shard Weekly Director challenge requires players to complete all encounters of the featured raid before paying out.
The Last Wish
- Encounters and challenges should now award the intended standard XP amounts.
- Fixed an issue where players could experience network desyncing.
- Fixed an issue where some Knight combatants would spawn inside of wall.
- Fixed an issue where too many Taken Captains were spawning during the Riven encounter.
- Fixed an issue where Morgeth the Spirekeeper would pop into existence within view of the player.
- Fixed an issue that allowed the fireteam to skip some platforming gameplay once the first player in the fireteam got through.
- Fixed an issue where players could die after clearing the platforming encounter, and have to redo the platforming gameplay.
- Fixed an issue where killing a second Eye of Riven at just the wrong time would break the encounter and force a restart.
- Fixed a bug where a Drifter dialog line would play even if you hadn't activated the relevant wish.
- Fixed an issue that prevented the Strength of Memory challenge from being completable.
Garden of Salvation
- Fixed an issue where the finale music was not always playing at the proper times.
Deep Stone Crypt
- Atraks-1's health bar should exhibit less rubber-banding behavior.
- Free Roam Scanner augment will now be removed from players when starting the first raid encounter.
Dungeons
- Shattered Throne
- Shattered Throne chests will no longer drop items that have reached their max power caps.
- Reverie Dawn armor that drops in the Shattered Throne dungeon will roll with higher stats, comparable to raid armors.
- Dreaming City weapons that drop in the Shattered Throne dungeon can roll with perks that are unavailable from drops from other reward sources.
- Fixed an issue where music might not play during the final encounter.
- Fixed an issue where a door could get stuck locked and prevent players from progressing.
- Pit of Heresy
- Pit of Heresy chests will no longer drop items that have reached their max power caps; all Essence quests will still have a chance to drop from Pit of Heresy encounters.
- Dreambane armor that drops in the Pit of Heresy dungeon will roll with higher stats, comparable to raid armors.
- Weapons that drop in the Pit of Heresy dungeon can roll with perks that are unavailable from drops from other reward sources.
- The final chest in Pit of Heresy will no longer drop a fully Masterworked Dreambane armor piece.
- Instead, the Dreambane armor piece that drops will have 7 armor energy and is guaranteed to drop with at least a +16 in two different stats and higher stats overall.
- Dreambane class items will not drop from this chest.
- Fixed an issue where relics could have the incorrect visual effects.
- Fixed an issue where audio was missing from some Hive barrier objects.
- Prophecy
- Fixed an issue where a boss combatant might not disappear properly after completing an encounter.
- Fixed an issue where fireteam members who stay behind in the Drifter's ship could be locked out of the dungeon when their team progresses forward.
- Fixed some issues where pillars of light could show progress on the wrong objects.
- Fixed an issue where light pillar visual effects were offset from certain platforms.
- Fixed and issue where the Kell Echo boss's teleport animation and VFX wouldn't sync up with the actual teleport, causing some odd animation.
- Fixed an issue where player's Ghosts could appear in an inaccessible location if they died shortly after stepping through a teleporter, forcing them to wait for 45 seconds before respawning.
- Fixed an issue where join-in-progress players would spawn way back near the beginning of the dungeon if they joined late.
- Fixed a bug where players could pick up motes without receiving credit for it.
- Fixed an issue where a Devoured Ogre would sometimes teleport to the players if they moved too far away.
- Fixed an issue where two of the mote-gathering rooms would prevent players from respawning within them.
General
- Fixed AI behavior bugs across numerous activities, where combatants could be found standing still, teleporting, or moving to the wrong location.
- Fixed an issue where some Lost Sector combatants' Power Levels were too low, sometimes lower than the same combatants in the public free roam areas.
- Fixed issues where the incorrect name was shown above the health bar for various named combatants in various activities.
UI/UX
General
- Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
- Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
- Menu header bars correctly stretch to widescreen monitors.
- Logo updated for the BNOC team (formerly known as DOC).
- Shout out to the folks who’ve kept our services running for years, and cheers to many more!
- Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
- Subclass toggle icon correctly displays inactive state when equipment is locked.
- Updated Stasis Aspect Fragment display to correctly show zero slots.
Eververse/Economy
General
- Weapon and armor ornaments will no longer be gated on player entitlement state.
- Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.
Sandbox
Abilities
- Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
- Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
- Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
- Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
- Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
- Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
- Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
- Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
- Improved reliably of Frostpulse Aspect when enemies were on different elevations.
- While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
- Decreased the height at which Glacier Grenades will launch the player who threw them.
- Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
- Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
- Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
- When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
- The controls for the breakout action can be changed via controller remapping.
- Stasis Freeze
- Increased the damage frozen players can take before shattering from 100hp to 200hp.
- When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
- When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
- Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
- When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
- When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
- Withering Blade
- No longer does critical headshot damage.
- Increased base damage from 60 to 90.
- Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
- Handheld Supernova
- Reduced self-damage from 100% to 25%.
Armor
- Reduced the cost of Deep Stone Crypt raid mods significantly.
- With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
- The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
- The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
- Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
- Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
- Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
- Bad Juju
- Izanagi's Burden
- Sleeper Simulant
- The Huckleberry
- Worldline Zero
- Polaris Lance
- Telesto
- Legend of Acrius
- Skyburner's Oath
- Fixed an issue with Sturm's Exotic perk.
- Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
- Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
- Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
- This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
- Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
- Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
- Rocket Launcher
- Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
- Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
- Fusion Rifle
- Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
- Reduced camera movement from firing a Fusion Rifle by 9.5%.
- Breech Grenade Launcher
- Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
- Submachine Gun
- Reduced camera movement from firing an SMG by 24%.
- Pulse Rifle
- Reduced camera movement from firing a Pulse Rifle by 7%.
- Machine Gun
- Reduced camera movement from firing a Machine Gun by 9.5%.
- Sniper Rifle
- Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
- Sword
- Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
- Demolitionist
- Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
- Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
- Affects these weapon archetypes:
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
Exotics
- Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
- Ace of Spades
- Tarrabah
- Hawkmoon (final round only)
- Borealis and Hard Light now have a custom (short) animation for switching damage type.
- Duality
- Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
- Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Power and Progression
Updated Power bands
- Power Floor: 1100
- Soft Cap: 1250
- Powerful Cap: 1300
- Pinnacle Cap: 1310
- When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
- Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
- Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
- Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
- Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
- The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
- This functionality exists for these Titles:
- Gambit - Dredgen
- Crucible - Unbroken
- Nightfall - Conqueror
- Trials - Flawless
- New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
- Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
- Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
- Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
- Bounties and Pursuits
- The Exo Stranger has a new Stasis Aspect quest available.
- Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
- Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.
Platforms and Systems
- PC
- Switching teams during a Private Match has been moved to Shift key.
- Remove the notifications and sound options that didn't do anything.
- Consoles
- Removed voice chat volume slider setting that didn't do anything.
General
- Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
- Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
- Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
- Starter gear has been removed from Suraya.
- Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
- Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
- Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
- Wrathborn Hunt trail improved to better support colorblindness.
- Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
- Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.
Localization
For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
- Permanent Recast
- Spanish Mexican voice actor for Ghost permanently replaced.
- Temporary Recast
- Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
- Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
- Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
submitted by DTG_Bot to DestinyTheGame [link] [comments]
This Week At Bungie 1/28/2021
Source:
https://www.bungie.net/en/News/Article/50040 This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.
Introducing: Seasonal Challenges
Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
- Provide a guide to new, returning, and veteran players for what to do today/this week.
- Guide the player through the Seasonal content, week-over-week.
- Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
- Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
Image Linkimgur
Here’s a quick breakdown of how this feature works:
- Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
- Some of the Challenges deal with the Seasonal content.
- Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
- These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
- As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
- Completing each Challenge awards XP, contributing to your Season Pass ranks.
- Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
- Defeating Primeval Envoys in Gambit
- Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
- Gaining Infamy or Valor ranks
- Acquiring the ritual weapon and its cosmetic ornaments
- Winning rounds in Trials of Osiris
- Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
Seasonal Challenges Bright Dust (All Players)
- Free Seasonal Activities – 6,000
- Seasonal Extra – 4,000
- Total – 10,000 Bright Dust
Season Pass Bright Dust
- Free Path – 7,500 (All Players)
- Paid Path – 3,000 (Players who own Season Pass)
- Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
- 120 Bright Dust per ritual vendor, per character, per week
- 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!
Back to the Sandbox
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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
- Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
- Reduced camera movement from firing a Submachine Gun by 24%.
- Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Pulse Rifle by 7%.
- Machine Guns with the mouse and keyboard changes were kicking a little too much.
- Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
- Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
- Increased Rocket Launcher damage by 30%.
- Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
- Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
- Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
- Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
- Reduced camera movement from firing a Fusion Rifle by 9.5%.
- Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
- Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
- While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
- Increased ADS flinch to Snipers when taking damage from other players
- Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
- Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
- Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
- Ace of Spades
- Tarrabah
- Hawkmoon
- Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
- Duality
- Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
- Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
- Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
- Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.
Crimson Days
Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.
BugTrax
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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
- Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
- The Double Trouble Triumph is unobtainable.
- In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
- During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
- Hunter legs clip through the Ten-Grasp Sword Sparrow.
- In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
- The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
- Weekly and daily elemental kill bounties have stopped rotating off of Void.
- When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
[Bird Noises Intensify]
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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
Video Link
Movie of the Week: …That’s a lot of Hawkmoon
Video Link
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.
Credit Where It’s Due
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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]
Lessons I learnt the long/hard way, so you don't have to.
Update Thank you for all the comments below. I've tried to include as many tips and fail safes you have mentioned, in this post. I do recommend people read the comments as I may have missed some.
Firstly, thank you to this excellent community my PC is now built and working (pics to come in another post). I thought here are some lessons I learnt in building the PC, researching and other bits I thought would be worth sharing, as a lot of this I never had even heard about. Some will be obvious and others less so. I should note, that I'm not a pro or someone who does this regularly, just someone who spent a while reading around, so feel free to correct/highlight any mistakes, and I'll try to update the post. The descriptions, aren't really meant to be a full lesson about each part and will be lacking a lot of detail, but are more a jumping board for further reading if anyone is interested. For full information on building a PC I highly recommend looking around on YouTube and other sources.
If I get anything wrong, please correct me and I'll update.
On Monitors:
- If you are after 144Hz 1440p gaming, use a Display Port (DP) cable, not a HDMI, if you can. As you could be hampering your refresh rate, (https://www.tomshardware.com/uk/features/displayport-vs-hdmi-better-for-gaming) Update Although you could be fine if you are using HDMI 2.1, see link for more details
- Freesync vs Gsync. For simplicity, both these technologies aim to match performance on screen with your GPU. Freesync works with Radeon, GSync with NVidia (although some Freesync monitors will be GSync compatible, likewise for the otherway around). It's complicated and due to changes in the standards over the years it can vary from monitor to monitor. Make sure to do research on the specific monitor you're wanting to get/have. If you are buying a new monitor keep this in mind. https://www.viewsonic.com/library/entertainment/g-sync-vs-free-sync-explained UpdateAccording to comments freesync monitors will almost always work with Nvidia. As always, do read around about it.
- Windows by default is set to have a refresh rate of 60Hz, if you have a higher spec monitor you can change this to match your monitor in "Advanced Display settings".
RAM (All except point 1 was completely new to me)
- 2 Sticks of 8GB Ram will perform better than 1 stick of 16GB Ram (https://techguided.com/single-channel-vs-dual-channel-vs-quad-channel/). Also when installing them, put them in the correct channels, check your Motherboard for details.
- Your motherboard will prefer your dual channel RAM to be in specific slots. I had an issue where I couldn't get the maximum performance of my RAM which I had placed in slots 1 and 3, but the moment I put them in 2 and 4 it worked perfectly. Check your motherboard manual.
- Enable XMP in Bios (This might also be called DOCP or A-XMP). This will vary between motherboards, but if you don't your 3200MHz ram is likely running a lot slower. In my build, XMP wouldn't work till I put the RAM in the correct channels, hope this saves someone the hours I spent finding this out ;) Update You can use Task manager to verify you have done this correctly. 3b. Someone pointed this out XMP may void your CPU's processor (https://community.amd.com/t5/processors/xmp-profile-ram-3200-mhz-and-amd-warranty-policy-for-ryzen/td-p/145798) (https://community.intel.com/t5/Processors/XMP-Warranty-void/td-p/1196241). If anyone knows any more, please message me directly so I can add the details. This was mentioned by someone in the comments and I would rather pass the information and ask you to do your own checking as well.
- When picking RAM, frequency matters, but so does CAS Latency. You want high frequency but low CAS (CL) latency. I'd recommend doing more reading about it, if you want to know more I'd recommend doing some more reading, but the "true latency" can be calculated as TL = CL * 2000/Freq. E.g. CL 18 3600Mhz Ram has a TL of 10ns. Update Someone who actually knows what they are talking about found point (4) confusing if not perhaps misguided and I recommend you read their post here (https://www.reddit.com/buildapc/comments/kis9r5/lessons_i_learnt_the_longhard_way_so_you_dont/ggtdudd?utm_source=share&utm_medium=web2x&context=3)
- Ensure the speed of the RAM is compatible with the board you are looking to purchase (or visa versa).
- Motherboards will have Qualified Vendor Lists, listing RAM they have tested and certified to work. This may be worth looking at. Just because your RAM isn't on the list doesn't mean it won't work, or won't overclock, it just means it hasn't been certified to, so do take this into consideration. (I found this in my build, while it was from Crucial and some Crucial RAM was on the QVL, mine wasn't. Thankfully it was fine.)
Motherboards
- Newer processors (e.g. at time of writing many AMD motherboards require a bios update for the 5000 series AMD CPU) may require you to install a new BIOS before they can be detected. Not all motherboards can have their bios updated without a CPU installed. When shopping for your motherboard looking to see if it does USB Bios flashback should be considered. This was completely new to me and glad I learnt it in time.*Addition* Newer motherboards don't require bios updates and so won't need this feature, though you will have to check.
- Different mother boards are compatible with different CPUs, pick your CPU first
- CPU coolers may need different mountings depending on the CPU. When picking your cooler keep this in mind, you may need to ensure there is an adaptor. Additions from the comments
- Not all mother boards have connectors for front IO USB-C. If this is important to you and part of your case, it's worth looking into.
- Using an M.2 usually disables some of your SATA ports. If you are planning on using all your SATA ports, make sure to check to see if this happens and how it happens on your chosen mother board.
- Some motherboards are built with Debug LEDs now that will help you diagnose problems.
- If you are after RGB effects, ensure your motherboard is compatible with the effects you want to add. There are 5V and 12V headers, so make sure they match. I'd recommend looking into this more yourself, as I've likely vastly oversimplified. (https://rog.asus.com/forum/showthread.php?110272-What-do-5v-and-12v-RGB-cables-look-like-you-ask#:%7E:text=You%20can%20also%20see%20the,as%20shown%20on%20these%20photos)
CPU
- Some CPU's have integrated graphics. If you don't want to buy a dedicated graphics card, you need to purchase one of these CPU's. You then plug your monitor into the motherboard.
- CPU's have a Thermal Design Power, if you are not using the stock cooler read up on it (https://www.tomshardware.com/uk/reviews/tdp-thermal-design-power-definition,5764.html)
Component compatibility
- Make sure all your components are compatible. PC Part Picker (https://pcpartpicker.com/) is generally pretty good at this. If uncertain, this is a wonderful community to ask.
Power supply
- PC Part Picker gives you a good idea as to how much power your system will need, if not check the graphics card you intend to buy. Not all machines need a 1000W behemoth. Picking the right one will save you money
- Power supplies come with a rating standard e.g. Bronze+ etc..., this is basically their efficiency. (https://www.tomshardware.com/uk/news/what-80-plus-levels-mean,36721.html). I think it's safe to suggest people should at least go for Bronze.
- Make sure your PSU fits in your case. I bought an ATX PSU, then decided on the 011 Dynamic Mini case, only realise it needed a SFX (smaller) PSU. I ended up going for a different case. Likewise an SFX PSU may not have the cable length you need or fit as snuggly in an ATX case (source: comments section)
- Look into the build quality of the PSU. A faulty PSU can cause serious issues down the line, so it is worth taking time look at PSU Tier lists and review. (Link provided by several commenters https://linustechtips.com/topic/1116640-psucultists-psu-tier-list/)
Tools (OP Note: I've only tried Ninite)
- Ninite (https://ninite.com/) Is an easy way to download all the basic programs one tends to install onto a fresh Windows install, without having to go to 10-15 websites. E.g. you can select to install Chrome, Zoom, Steam, OpenOffice all from one installer. If you keep the install, it can also be re-run to update all the software in one swoop.
- Patch My PC (https://www.majorgeeks.com/files/details/patch_my_pc.html) Patches software on your PC (Thank you to the sys admin in the comments for this.)
- Chocolatey (https://chocolatey.org/) A powerful command line way to install and upgrade software.
Storage
- M2 drives can be SATA or NVMe, NVMe is faster. (M2 drives are generally plugged directly into the mother board, for anyone who until recently was using a hard disk drive and considered SSDs "fancy")
- I highly recommend reading this comment (https://www.reddit.com/buildapc/comments/kis9r5/lessons_i_learnt_the_longhard_way_so_you_dont/ggtn00w/?context=3) as it contains stuff I was unaware of.
Case
- If your case has bottom intake or exhaust vents, don't put it directly on carpet, as it can block the air flow. (Yup....I did need to be told this ^_^, my previous computer just didn't have any bottom intake, hell it hardly had any intake).
- Make sure your mother board, PSU, GPU and all your components fit in the case. This is particularly worth noting if you are going for a micro ATX or a ITX case. Worth noting is to remember to include fans + GPU length, any additional length caused by radiators (if you water cool), the size of your CPU cooler (if you air cool) Additions from the comments
- When considering your case, if you are water cooling, "Room for 2x 140mm fans does not always mean room for a radiator as well". Make sure to double check the clearance. Measure twice buy once.
Advice on building (Notes and horror stories from the comments) 1. Many new coolers come with pre-applied thermal paste. If yours doesn't don't forget to apply it, to the CPU (See videos by people with more experience/knowledge than me on what to do). 2. Remember your mother board I/O shield (advice from the comments about making sure to put it in before you install the motherboard, mine came with it attached). 3. Make sure the CPU is correctly installed before you clasp it down. 4. If your motherboard has two slots to install a GPU. One of them (normally the top) will provide better performance. Make sure to use the correct one. 5. Make sure your CPU cooler doesn't block a RAM slot. In making my PC the AMD wraith has a notch on one side with the AMD logo, thankfully I put the RAM in first, so I swiftly learnt that I had to rotate the cooler 180 degrees to get it to fit. 6. If you can avoid it, do not build your computer on carpet (and do not stand on carpet when building) and be aware of static when building. If this is your first build, do some reading around this. Wear a static bracelet and attach it to something grounded. 7. Remember if you have a dedicated graphics card. Plug your monitor into the graphics card, not the motherboard. 8. If you are installing fans, make sure they are in the correct direction. 9. When playing the radiator of your AIO (if you are using one) make sure part of it is higher than the pump (
https://www.youtube.com/watch?v=BbGomv195sk) 10. It's often worth the time to read the motherboard manual. 11. This may sound silly, but cables and the sockets on the PSU are often labelled. Be aware of this, it will help you in the build.
More subjective advice
- I've been recommend by numerous people to go for Gold+ PSUs, with often being stated that while its more efficient, it will also be better made. Your budget may dictate otherwise. If you look through the comments you will frequently find the advice "don't cheap out on the PSU and go for at least Gold"
- For most users if your CPU comes with a stock cooler. It will be good enough. You can always change it later. If your planning to overclock, you likely know more than me, so feel free to ignore. Update According to the comments, AMD stock coolers tend to be considered good enough, Intel, not so much.
- A LOT of people below have said "Do not mix cables from different PSU manufacturers." as they are not universal. I don't know anything about this, so do some additional reading if you are considering doing so. Update From further comments this is something to take serious. Update from further comments, the word of advice is "Do your research before using cables not supplied with the PSU you are using."
Further notes from the comments: Below are points I've read in the comments that might be worth drawing to people attention. Please read around the topic if it applies to you. 1. One person has said XMP causes their Oculus Rift to do weird things.
Hope this helps some people.
Addition I recommend reading the comments, as many people have put in their own tips/horror stories ;)
Take care all and Merry Christmas.
submitted by TabularConferta to buildapc [link] [comments]
I heard you guys like reading patch notes... So how about a fake one?
General / QoL
- Dark Mode is now available as a setting and on by default. We also tied down the guy (who wrote the flashingly bright note about seizures) in a opthalmic speculum, in a dark room while opening and closing the said bright note for 3 hours.
- Light Mode uses grayish / genshin-impact-blue color scheme.
Users can now map keys in settings. - New user center setting : Allow Teyvat Times to publish my in-game alias (not username) and last 4 digits of my UID (When you set a world record of hunting fowl and etc.)
- Added setting for persistent aiming mode. If turned on, your character will try to get back to aiming mode even when you dash or you are knocked back.
- Going in and out of aiming mode is now much smoother. You can still dash, cast skills and still keep the cursor on. Inspired by Tombraider? Idk why I wrote this.
- When crafting an item and you run out of materials for it, the item selected stays in place and will not scroll all the way down.
- When choosing characters for the abyss, the preview button to see which enemies you will face is also there.
- When finishing an abyss floor, you can return to the abyss menu without ending the "run" to collect rewards or browse around.
- Fixed a bug with sucrose/xinqiu bonus materials when crafting.
- Fixed a bug with razor's c1 constellation not increasing his damage and not displaying a buff indicator.
- All buffs are now grouped/stacked by icon category, attack/defense/regen etc. Hovering the cursor in the grouped icon will display verbose info. (e.g. thrilling dragon tales, character talent, gouba pepper etc).
- Daily Login Bonus is permanent.
- Claim All and Repeat Buttons are now available in Blacksmith, Battlepass, Expeditions and the Like.
- VA/CV list is displayed instead of current selected voice language in character details. (e.g. if you go to a character screen, and have english voice language, you will only see english voice actor and you have to change language just to find out who the cn and jp voice actor is)
- Hide ui/hud setting and dedicated hotkey is added for creating fan-made cinematics.
- Unless it is an artifact or a weapon, an item previously recorded and consumed will no longer display as "new"
- Added shield bar on top of health bar
- Added party icon on the top right ui and a dedicated hotkey to switch parties
- Added hotkey to switch to your saved Comps 1 to 4
- Resin is now always visible at the top of UI (without needing to open up the map)
- Moved UID a bit further down by 2px so it doesn't overlap with the buttons
- Changed UID Opacity by 75% and has grayish text color, inspired by "windows is not activated"
- Added a space character on the launcher download text (e.g. "Downloading75%" into "Downloading 75%")
- Bonus damage from element-affected status (e.g. "deal 15% increased damage against cryo affected enemies" are enclosed in parentheses
- Expedition Slot Remembers Last Character Used
- Expedition Slot Remembers Last Hour Used
- All map objects are navigatable for consistent experience. and are not overridden by quests. You will always be directed towards the one you choose.
- Navigated Map Object Always Display Their Distance and Light Beacon (e.g. Leylines not having those)
- Added enemy weakspot zones with varying degrees (green,orange,red) in the adventurer's handbook, if you kill 150 of a certain enemy type. Humanoid types generally have the head as a weakspot.
- Fraction of Fraction of a bullet time effect and a red particle glows when you hit the weakest spot of an enemy.
- Reading and Clearing Story/Voice Lines syncs across all devices you own.
- Statues' Remaning Healing Energy now Visible on the Tower Itself. Dat Glowy thingies deplete when you use them.
- Statue's First Healing Tick Revives Fallen Characters by 10hp%. Second Healing Tick is Full Restoration or until Remaining Healing Energy Allows it.
- Critical strike Indicator
- Enemies in the handbook are dynamically arranged by type , then alphabetically. All hypostasis are lined up.
- All enemies are displayed in the handbook regardless of what region you currently are.
- Journal (J) is now binded to (F1), since this is where you look commissions for rather than the Adventurer Handbook (F1)
- Journal , Handbook and Archive are compressed and combined.
- We bought a time machine and went back to the time when we did the hypostasis event. The last challenge in the event is now a new hypostasis after the three old hypostasis.
- Andrius's Boss Fight is now properly a Trounce Domain, For consistency with other weekly boss.
- Changing a Team Member in your active roster won't override that slot in your saved team comp
- Active Roster and Saved Team Comps are now a seperate thing
- Selecting a Saved Team Comp will replace the Active Roster (so you can replace one member before "deploying")
- Clicking Deploy in a Saved Team Comps will immediately send you back to the game
- Switching Party Members is smoother than an oiled tits smooth, regardless of network latency. Especially in Single Player Mode.
- Resource and Player Position in the map has better visual clarity. (Imagine klee collecting wolf berries or philly mushrooms)
- Option to adjust map size , and resource/player icons.
- PC , map pin size collision reduced. If I clicked Taishan Mansion, I meant Taishan Mansion.
- Mora , Artifact Limits and etc always visible in inventory screen regardless of which tab you are on
- Blacksmith remembers the quantity of ores you refine
- Adventurer's Handbook remembers the last filter you used when browsing enemies (all, elite ,boss)
- Adventurer's Handbook points you the next enemy you are hunting (when you kill 1 ruin guard, you dont have to open handbook again to see the next one in the map)
- Adventure's Handbook knows ALL of the elite enemy locations. The list seem to be manually added instead of dynamic, possibly due to chest concealment similar mechanic. If you hunt ruin guards, I think the book only lists 4 of them in the whole map.
Gameplay
- Training dummy added near favonius hq. You have to do a story quest and spend resource to have it constructed.
- Enemies now have a difficulty rating. The higher the difficulty rating is, the higher character xp/gold they will provide. XP scales off your adventure rank level. Extra Large enemies have a guaranteed chance to drop 1-4* artifacts. They will respawn longer as a consequence. It doesn't make sense that a huge lawachurl and smol hilichurl both give 20xp.
- First and Second Dash now have different color indicators.
- If you used 2 dashes consecutively, a subtle glow/indicator pops around your character for when you are able to dash again. Inspired by Deadcells.
- Added Treasure Compass for Dragonspire.
- All excess anemoculus/geoculus/dendroculus and crimson agate can now be traded in the antiques shop.
- Treasure Compass will automatically change depending on what region you are on. If you don't have a treasure compass for that region, it will remain unchanged from what is the last equipped.
- Treasure Compass search radius is increased region wide. It will point the "nearest" treasure chest's direction. The color of the direction changes the farther you are.
- Treasure Compass will now consider puzzles as treasure, and display a different indicator. It won't tell you what steps to take to open it, though.
- Added a domain for gladiator and wanderer's troupe artifact sets. Artifact drop rate from world bosses are FURTHER reduced. Weekly boss artifact drops are unaffected.
- Prototypes will now drop at least once in the last weekly boss you face, if you are unlucky. The chance to acquire multiple prototypes within a week is unchanged. Drop rate is reduced consequently.
- World Boss Artifact Drop Rates are now visible in the adventurer's handbook.
- Prototype Drop Rates are now visible.
- Domain Artifact Drop Rates are now visible.
- 1-3* Weapons are now craftable. They will require a shit ton of ores and materials. Cold Steel for instance will require 200 pieces of mint.
- Added 6 new craftable weapons. Of course it will require prototypes you f2p piece of shit.
- Craftables, Shops and Loot have higher priority versus signboards and npc.
- Monsters and Enemies have higher priority (when attacking or casting skills) versus ores and flaming/freezing flowers and other resource objects.
- You can now equip up to 3 gadgets.
- New Action : long pressing a gadget opens up Gadget Wheel to switch gadgets without opening the inventory. Gadget goes into long cooldown.
- Domains now consider your condensed resin before saying you are out of resin.
- After completing a domain challenge, The start challenge object will respawn in the center of the arena. Game will no longer go into a loading screen. This is for the console peasants.
- When claiming domain challenge rewards, it also displays how much condensed resin you have (so you know you can still do 1 more, or gtfo) when it asks if you want to continue or leave
- Anemo Hypostasis will die if you manage to collect all the orbs, for a more consistent experience with other hypostasis.
- Weekly boss timers are now consistent. (Some have none , some at top, some at bottom)
- Dvalin's Mini Cutscene will hold your altitude (if you are gliding) when it triggers
- Childe's Mini Cutscene is now automatically skippable (named "skip when already viewed once" found in settings).
- Food is now sortable by type.
- When choosing a revival food, the icon sizes are reduced and displayed in a grid rather than a long line. When in single player mode it slows down time. Like witcher 3 or tomb raider.
- MRE can now hold all types of food, up to 3 slots.
- You can long click/hold the MRE button and switch the food it holds. Goes into long cooldown.
- Charged Longsword and Bow Attacks (for claymoreless comps) will now allow you to mine ores more effectively. This affects rock shield wall hilichurls as well.
- No one uses claymore charged attacks, even with stunned enemies. Claymore charged attacks now deal increasing damage the longer it was charged uninterrupted. You will get staggered and take more damage as a consequence. The last attack of a charged attack deals more damage and wipes half of the planet's population.
- Constellation can now be toggled on/off
Gacha / Shop
- The first cheapest crystal top up (60+60) has been buffed to (80+80) crystals. We realized it wasn't even enough for a single pull and we laughed until our sides hurt. As a tiny token of goodwill this will retroactively affect everyone who purchased this item for n amount of times the person has purchased this item.
- All in-game currencies (primo/fate/genesis/future except mora) are always displayed in the topright corner when wishing and shopping.
- Pity Counter. When it reaches 75 it glows like christmas.
- Gifting of purchase is now possible. In the case of chargebacks , the gifter gets banned. Gifts can only be sent after 60 days of purchase, and usable by the recipient after a week. Maximum of 1 gift per month.
- Gifter must have a track record of >= $20 of purchase within the last 3 months.
- Gifting is a sensitive topic. Chargeback scams fucks up game companies, banks and third party payment platforms.
- Purchase history and total is added to track expenses.
- Gambling addicition reminders when you rage spend. Also alerts a mhy employee when huge purchases are being made in error. It displays a huge red alert on the employees screen.
In Consideration
- Reworked Elemantal Mastery to also increase Elemental Skill Damage by 25% (base, some current/future characters might interact with less or more) of your total Elem Mastery. Consequently, Skill Damage from Attack Ratios are lowered. Think of ad/ap ratios in League of Legends.
- Character skills to deal compound damage of physical+element when using a weapon (e.g. diluc smash bouncing off pyro slimes, despite his big sword being sharp and shiny)
Items
- Wind Catcher Gadget now refills with anemo energy particles.
- Prototype Aminus/Archaic's proc cooldown refinement is restored. (Used to be 15/14/13/12/10)
- Boar Traps are now craftable and equippable as a gadget. You can leave it up to 48 hours to check if you caught something.
- Cast net are now craftable and equippable as a gadget. Can be used to catch multiple fish and crystal flies.
- Crab Traps , can be left in the wild for 48 hours and catches 3 crabs per trap.
- Inflatable balloon for safe swimming. Requires anemo slime materials.
- Portable towers no longer expire.
- Portable towers max deployed count is increased up to 5.
- Condensed Resin can now be used on World Boss
- Condensed Resin cap increased to 5.
- Artifact Inventory Limit increased to 5000.
- Weapon Cooldown Indicator displayed as status icon (sacrificial sword, archaic, etc)
- Seelie Companions give 1% passive bonus CharXP(Blue), CompanionXP(Purple), Mora(Gold)
- Crafting Table no longer consumable
- Portable Cooker no longer consumable (requires fuel , 1 fire stamen = 3 uses)
- Portable Warmer no longer consumable (requires fuel , 1 fire stamen = 3 uses)
- Items mined are ores
- Refined ores are ingots
- Option to refine Magical Crystal Chunk without resin, but with immensely increased cost and time
Coop
- You can see the general direction and how far an ally is like in pubg.
- In-game voice chat for random players in matchmaking
Battlepass / 12 Episode Anime
- Battlepass can now have excess points up to 3000xp , for the times when you do your reputation bounty and missions earlier before the next battlepass comes out.
- When a new Battlepass starts, it starts on mondays , so no mission gets left out. All excess days until the next new-battlepass-monday are dynamic and flexible.
- When using a condensed resin in a domain, it counts as 2 domains cleared in the Battlepass
- Cooking ingredients (sugar, bacon, cheese, etc) counts as cooking in the Battlepass
- You don't need to switch tabs in the battlepass when using claim all. Clicking claim all, claims all.
- New battlepass campaign for 12 episode anime. Milestones are displayed on website and forum. Sales earned are transparent in game and website. Inspired by dota 2 international.
- Percentage of battlepass campaign sales will go to anime funding.
- Having at least 1 season of anime puts mihoyo in the "mainstream" status in the leagues of Fate, Princess Connect, Grand Blue etc. It solidifies the IP.
Quests
- Option to abandon story quests (restart from scratch) to prevent blocking of coop
- Repeatable Quests Ideas below. Coop and matchmaking is enabled. 15~30 minutes long, walking pace. Not mandatory for daily activity/event/battlepass for people with little time to play. Gives worthwile rewards (3 pieces of adventurer's wit, 5k mora etc)
- Long escort caravan mission, from Mondstadt all the way to Liyue. From Springvale to Liyue. People and Caravan must survive. Enjoy the beautiful world of Teyvat, optional pit stops, coop chat/discord, region guard checkpoints and enemy ambush. Multiple client routes available. Go through dragonspire for a shorter, but more dangerous path. Get harassed by Fatui at borders. Board a ship and load the caravan. Get checked by Border Patrol for smuggled goods and diseases.
- Repeatable Town defense without towers. Defend the Town from hordes of invaders. Something fun with coop.
- Fatui and Friends Battle Royale. All npcs and doors disabled. You and the fatui bots duke it out. Healing only comes from special food that you pick up. Matchmaking enabled.
- Beach Defense. Prevent the Fatui from invading the coastline. Your friends rain arrows from starsnatch cliff.
- Beach to Mondstadt/Springvale goods escort services.
Elemental Reactions
- Vaporize's Steam deals aoe damage
- Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
- Overloads damage (pyro->electro) now deals x2 (pyro) damage.
- Overload's knockback decreased significantly
- Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
- Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
- Superconduct's negative armor debuff is moved to Melt
- Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
- Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
- Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
- Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
- Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
- Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)
Enemies
- Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
- Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
- Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
- Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
- Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
- Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
- Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
- Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
- Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
- Smol Geo Vishap now drops less geo shields
- Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
- Smol Geo Vishap now burrows a bit less frequently
- Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
- Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
- Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
- Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.
Characters
- Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
- Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
- All characters passive talents are now combat related.
- All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.
Ayaka
- Alternate sprint binded to a different hotkey.
- Yes I came from the future.
Albedo
- Elevator can be activated to go up and down by using the F key.
- C2 stack counter / indicator via particles (think of razor geo sigils)
- C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
- C6 crystallize shield has a different shape (leaf)
Amber
- Increased ultimate radius by a tiny bit.
- Allow targeting of ulimate by holding the ultimate button.
- If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
- If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.
Barbara
- Restored Barbara's Energetic Voice Lines
- New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
- C6 Revive indicator is now visible as a buff.
- C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.
Beidou
- Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
- Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
- The ultimate's chain lightning deals tiny spark damage if it didn't jump.
- C2 chain lightning has a different color.
- C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
- C4 perfect counter grants the maximum damage bonus
- C4 shield has a different color.
- C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)
Bennet
- C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
- C6 Ultimate restores up to 100% hp.
Childe
- Improved manly posture when in aiming mode
- C4 Riptide slash and flash uses different coloparticles/animation
- C6 has an indicator when it works and when it is available
Chongyun
- Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.
Diluc
- What seriously? You really want more?
- Fuck this guy in particular
- Elemental Sword Duration Indicator added
- C6 his flames has some bluish tint
Diona
- Fixed shield duration bug and increased by additional 1.1 seconds per claw.
- Shield ratio based off max hp increased by 10%
- C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
- C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
- C6 radius is increased and uses a different color.
Fischl
- Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
- Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
- Shadow Raven Let Night F---!!!
- C4 Ultimate hp restored now scales off damage dealt by the ult.
Ganyu
- holding the elemental skill allows you to aim and won't make you backdash
- C4 Freezing Field changes color intensity per damage increase
- C6 free frost charged arrow now works with normal unaimed attacks.
- C6 uses a different particle color. Sometime it turns into a bazooka.
Jean
Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like. - Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
- Base Attack Increased by +5
- Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
- Ultimate radius is increased
- Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
- If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
- Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
- Ultimate now slowly succs enemies to the center(without lifting them up)
- Ultimate Damage is consequently reduced.
- C1 Uses a different colored windblast
- C2 Buff Indicator
- C4 uses a different color wind field
- C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
- C6 Ultimate will get you to keep the windsaber for the ult's duration
- C6 Shield Buff Indicator via Particle and Status Icon
Kaeya
- Base attack incresed by 5
- Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
- C2 Icicles light up when you defeat an enemy indicating that it really works
- C4 Barrier is of different shape
- C6 uses a different icicle particle for bling purposes
Keqing
- Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
- When in single player mode, casting your ultimate produces a bullet time effect.
- C4 Buff Indicator
- C6 Description is confusing as fuck.
- C6 Buff indicator
- C6 Makes your sword light up like a lightsaber.
Klee
- Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
- Throwing Jumpty Dumpty provides 0.1s iframe during her spin
- Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
- C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
- C6 klee uses different bombs
Lisa
- A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
- Option to wear glasses as a Librarian added.
- Climbing voice volume is re-mastered in asmr microphone, in all languages.
- Requires "i am of legal age" consent in the user center
- Elemental skill (press) aoe slightly increased.
- Base attack increased by 15.
Mona
- Alternate dash is now binded to alt key.
- Hydro Puppet now deals half damage upon cast and half damage upon explosion.
- C6 normal attacks use a different attack animation.
MC (Anemo)
- Palm vortex can be casted in midair to break your fall (but not propel you up)
MC (Geo)
- When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one
Ningguang
- Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
- C6 has a chance to use different attack animation.
- C6 star jade now resembles a primo gem.
Noelle
- Elemental Sword Duration Indicator added
- C1 heals have a special effect and voice line when conditions are met.
- C2 upgrade uses a different charged attack animation.
- C4 uses a different barrier color
- C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.
Qiqi
- C2 reworked as -15% attack debuff
- C4 reworked as -20% elemental resistance debuff
- C6 cooldown/availability indicator.
- C6 has a different bling/color
Razor
- Transformation Duration Indicator added
- C1 increased damage now really works
- C1 now has a buff indicator that it really works
- C2 now has a special crit indicator
- C4 armor shred now has a (claw mark) armor shred indicator that it really works
- C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
- C6 covers your sword with electricity (like diluc) when it is charged and ready
- Yes I play razor a lot.
Sucrose
- Fixed crafting bug not producing any bonus when using large quantities (say 100+)
- Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
- C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
- C2 ult has a different color
- C4 has an indicator that it works
- C6 buff indicator
Venti
- Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
- C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
- C4 buff indicator.
- C6 uses different vacuum color
Xiangling
- Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
- C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
- C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
- C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
- Yes flat is justice.
Xingqiu
- Floating Swords Duration added
- Fixed crafting bug not producing any bonus when using large quantities (say 100+)
- C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
- C4 Elem Skill leaves a faint rainbow (when ulted)
- C6 Swords emit faint rainbow color. Rainbow power motherf-
Xinyan
- Hitting large enemies counts as 2 enemies.
- C1 buff indicator
- C2's level 3 shield has some bluish flames
- C6 charged attack uses a diffent attack animation or has an indicator that it works
Xiao
- Transformation Duration Indicator added
- C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
- C6 plunge attack counts large enemies as 2.
- C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
- C6 during the bullet time you can sneak in a normal attack once per dash
- Bullet time is always disabled in multiplayer
Zhongli
- Increased pillar aoe by a tiny bit
- Generates energy particles per pulse, maximum of 1 enemy per pillar
- Base attack increased by 5
- Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
- Attack ratios increased by 3% per attack category.
- C1 has a slightly bigger
dong eherm statue - C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
- C6 shield uses a different color , come on you get the drift already.
- C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)
Why different coloparticles/animation when you have C1-C6 upgrade?
It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."
Why are you doing this?
It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.
Afterword
Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow
After-Afterword
- Thanks for the awards and all kinds of reception
- You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]
Destiny 2 Update 3.1.0.
Source:
https://www.bungie.net/en/News/Article/50097 Activities
Europa
- New Landing Zone added in Eventide Ruins for all players who complete the Beyond Light campaign.
Dreaming City
- The Reverie Dawn armor set has been reissued with a new max power cap and the Combat Style mod socket.
- The Waking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons have been reissued with a new max power cap and new perk pools.
- Dreaming City weapons that have reached their max power caps will no longer drop once you have obtained the item once, allowing collectors to fill out their collections while ensuring that subsequent item drops remain usable in difficult activities.
- Fixed an issue where Petra's map icon could blink even when there was no quest to talk to her.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed an issue where one of the portals to the Confluence was missing.
- Fixed an issue where some Shuro Chi dialog lines could play twice when picking up a patrol beacon.
- Fixed an issue where lighting would noticeably pop when moving between Rheasilvia and Harbinger's Seclude.
- Malfeasance Quest
- Fixed an issue where Taken Acolytes were missing their Void shields during the Malfeasance mission.
- Fixed an issue where it was possible to fight the Ogre bosses without triggering the darkness zone.
- Dark Monastery
- Fixed an issue where some areas that were supposed to be private were, in fact, public, and fireteams could block each other's progress.
- Fixed an issue where Toland could be missing from Ascendant Challenges.
- Fixed an issue where patrol completions in Dreaming City weren't counting towards the "Wisdom of the Witch" Triumph.
- Fixed an issue where Ahamkara Bones were failing to spawn in Agonarch Abyss.
- Fixed an issue where Ahamkara Bones were failing to spawn in the Cimmerian Garrison.
- Fixed an issue where the Lore of Luna Triumph was not progressing when completing Toland patrols.
- Fixed an issue where the Run the Gauntlet Triumph wouldn't progress when completing the time trial in the Cimmerian Garrison Ascendant Challenge.
Cosmodrome
- Fixed an issue where some rocks and grass were floating in the air.
Tangled Shore
- Fixed an issue where some Fallen Skiffs could fly through the environment during public events.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed a lighting issue in Hellrise Canyon where cracks in the environment were highlighted by a bright light emitting from behind a wall.
- The Rider
- Fixed an issue where the tank summon pad could de-spawn.
- The Mad Bomber
- Fixed an issue where a Dreg Pike driver would ignore the player.
Moon
- The Dreambane armor set has been reissued with a new max power cap and the Combat Style mod socket as well as a dedicated Nightmare mod socket.
- All three Altars of Sorrow weapons (Apostate, Blasphemer, Heretic) and the Premonition Pulse Rifle have been reissued with a new max power cap and new perk pools.
- A Mysterious Disturbance
- Fixed an issue where players could accidentally bypass a trigger volume and end up in a blocked state.
- Fixed an issue where the first combatants of this mission had their Power Level scaled too high.
- Fixed a bug where some players' weapons could remain up near Eris.
- Fixed an issue where environment decorations were floating near the K1 Logistics Lost Sector.
- Fixed an issue where players could experience the "Harp" error code when approaching Eris on the Moon.
- Fixed an issue where a chest puzzle during Moon free roam would get stuck and not restart.
- Fixed an issue where Fallen combatants would spawn from a Hive ship.
- In the Deep
- Fixed an issue where a Hive Cutter would pop into existence without playing its spawn visual FX.
- Symphony of Death
- Fixed an issue where the boss could get stuck in an immune state if the fireteam hard-wiped during the boss encounter.
Nessus
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed a floating patrol beacon.
EDZ
- Fixed an issue where ambient squads could fire on the player before they finish loading in one of the Silent Fang missions.
- Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
- Fixed an issue where the combatants from the final encounter could respawn during the end-of-mission countdown timer at the end of one of the Silent Fang missions.
- Fixed an issue where some water reflections had graphical errors in cave areas.
Public Events
- Ether Resupply
- Fixed an issue where Fallen Servitor teleport attack was missing audio.
- Fixed an issue where a Fallen Ketch could clip through the environment.
- Glimmer Extraction
- Fixed an issue where the Glimmer Extractor public event would occur too infrequently in The Gulch on EDZ.
- Disrupt Vex Construction
- Fixed an issue where Vex combatants wouldn't despawn after this public event ended.
- Fixed an issue where the capture plates could remain after it was too late to achieve Heroic, but capturing them would do nothing.
- Altar of Sorrows
- Fixed an issue where the Altar of Sorrows’ music would play for players in the Sorrow's Harbor area even if they were not engaged with the public event.
- Fixed an issue where Knight Swords could spawn too high in the air after killing the Knight that drops them.
- Fixed an issue that was preventing the Altar of Sorrows bosses from rotating each day.
- Defend the Warsat
- Fixed an issue where the public event would not always count towards public event completions for certain bounties and quests.
- Fixed an issue where an Ogre boss in the Skywatch area would sometimes teleport around the Warsat.
- Cryo-pod Freeze
- Fixed an issue where the orbs used to trigger the heroic completion would continuously spawn after one vent was broken.
- Stop the Ether Ritual
- Fixed an issue where all of the objects and combatants in this public event could suddenly disappear if no players had engaged them.
- Taken Blight
- Fixed an issue where the rally flag and public events would appear in different spots in the area.
- Fixed an issue where the public event might not always happen if players had previously engaged with the rally flag.
Strikes
- Warden of Nothing
- Fixed an issue where a Minotaur miniboss would teleport to attack the players too early, before the shield that was supposed to block it came down.
- Fixed an issue where the lift tube could close after the first member of a fireteam went through, preventing the other fireteam members from proceeding.
- Fixed an issue where the strike boss was facing the wrong direction during some animations.
- Fixed an issue where some combatants could pop into existence instead of spawning properly with animations.
- Fixed an issue where players could progress too far without putting a lever, and then have to backtrack to find it.
- The Insight Terminus
- Fixed an issue where the fireteam could get stuck behind a locked door after a hard wipe.
- Fixed an issue where the boss could fail to teleport away and players couldn't proceed, forcing them to quit the strike.
- The Scarlet Keep
- Fixed a bug where a line of dialog would sometimes not play.
- Lake of Shadows
- Fixed some bugs with waypoint locations.
- Fixed an issue where it was possible to bypass a trigger volume and break the mission flow, blocking the fireteam from progressing.
- The Corrupted
- Fixed an issue with waypoint locations.
- Fixed an issue where players could encounter missing environment objects if they backtracked to the elevator.
- Broodhold
- Fixed an issue where some combatants would pop into existence without showing proper spawn visuals.
- Fixed an animation issue where a Hive barrier would briefly pop back into existence before despawning.
- The Inverted Spire
- Fixed an issue where platforms would despawn and players in a fireteam could get stuck in the Cistern area if their fireteam went too far ahead.
- Exodus Crash
- Fixed an issue where players should have been pulled to the boss room to join their fireteam but were instead seeing a countdown timer and dying.
Crucible
- Crucible Tokens and Crucible Token Gifts have been deprecated.
- Crucible Valor rank rewards are now visible on Lord Shaxx.
Maps
- Bannerfall
- Fixed an issue where the Bannerfall Crucible map would sometimes display the incorrect name.
- Burnout, Wormhaven, and Midtown
- Fixed an issue where map music would play too early, during the load screen.
- Radiant Cliffs
- Fixed and issue where the map name was missing from some screens.
- Fixed out-of-environment issues.
- Twilight Gap
- Fixed an issue where players could get caught on invisible geo.
- Exodus Blue, Javelin-4, Fragment, Midtown, and Deadcliffs
- Fixed out-of-environment issues.
Gambit
- Gambit Infamy rank rewards are now visible on Drifter.
Raids
- Raid reward sources now include Masterwork materials as follows:
- Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids.
- These are on a weekly lockout, per chest, per raid (cannot be infinitely grinded).
- Ascendant Shards are obtainable via a reward from a weekly director challenge connected to the featured raid.
- Ascendant Shard Weekly Director challenge requires players to complete all encounters of the featured raid before paying out.
The Last Wish
- Encounters and challenges should now award the intended standard XP amounts.
- Fixed an issue where players could experience network desyncing.
- Fixed an issue where some Knight combatants would spawn inside of wall.
- Fixed an issue where too many Taken Captains were spawning during the Riven encounter.
- Fixed an issue where Morgeth the Spirekeeper would pop into existence within view of the player.
- Fixed an issue that allowed the fireteam to skip some platforming gameplay once the first player in the fireteam got through.
- Fixed an issue where players could die after clearing the platforming encounter, and have to redo the platforming gameplay.
- Fixed an issue where killing a second Eye of Riven at just the wrong time would break the encounter and force a restart.
- Fixed a bug where a Drifter dialog line would play even if you hadn't activated the relevant wish.
- Fixed an issue that prevented the Strength of Memory challenge from being completable.
Garden of Salvation
- Fixed an issue where the finale music was not always playing at the proper times.
Deep Stone Crypt
- Atraks-1's health bar should exhibit less rubber-banding behavior.
- Free Roam Scanner augment will now be removed from players when starting the first raid encounter.
Dungeons
- Shattered Throne
- Shattered Throne chests will no longer drop items that have reached their max power caps.
- Reverie Dawn armor that drops in the Shattered Throne dungeon will roll with higher stats, comparable to raid armors.
- Dreaming City weapons that drop in the Shattered Throne dungeon can roll with perks that are unavailable from drops from other reward sources.
- Fixed an issue where music might not play during the final encounter.
- Fixed an issue where a door could get stuck locked and prevent players from progressing.
- Pit of Heresy
- Pit of Heresy chests will no longer drop items that have reached their max power caps; all Essence quests will still have a chance to drop from Pit of Heresy encounters.
- Dreambane armor that drops in the Pit of Heresy dungeon will roll with higher stats, comparable to raid armors.
- Weapons that drop in the Pit of Heresy dungeon can roll with perks that are unavailable from drops from other reward sources.
- The final chest in Pit of Heresy will no longer drop a fully Masterworked Dreambane armor piece.
- Instead, the Dreambane armor piece that drops will have 7 armor energy and is guaranteed to drop with at least a +16 in two different stats and higher stats overall.
- Dreambane class items will not drop from this chest.
- Fixed an issue where relics could have the incorrect visual effects.
- Fixed an issue where audio was missing from some Hive barrier objects.
- Prophecy
- Fixed an issue where a boss combatant might not disappear properly after completing an encounter.
- Fixed an issue where fireteam members who stay behind in the Drifter's ship could be locked out of the dungeon when their team progresses forward.
- Fixed some issues where pillars of light could show progress on the wrong objects.
- Fixed an issue where light pillar visual effects were offset from certain platforms.
- Fixed and issue where the Kell Echo boss's teleport animation and VFX wouldn't sync up with the actual teleport, causing some odd animation.
- Fixed an issue where player's Ghosts could appear in an inaccessible location if they died shortly after stepping through a teleporter, forcing them to wait for 45 seconds before respawning.
- Fixed an issue where join-in-progress players would spawn way back near the beginning of the dungeon if they joined late.
- Fixed a bug where players could pick up motes without receiving credit for it.
- Fixed an issue where a Devoured Ogre would sometimes teleport to the players if they moved too far away.
- Fixed an issue where two of the mote-gathering rooms would prevent players from respawning within them.
General
- Fixed AI behavior bugs across numerous activities, where combatants could be found standing still, teleporting, or moving to the wrong location.
- Fixed an issue where some Lost Sector combatants' Power Levels were too low, sometimes lower than the same combatants in the public free roam areas.
- Fixed issues where the incorrect name was shown above the health bar for various named combatants in various activities.
UI/UX
General
- Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
- Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
- Menu header bars correctly stretch to widescreen monitors.
- Logo updated for the BNOC team (formerly known as DOC).
- Shout out to the folks who’ve kept our services running for years, and cheers to many more!
- Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
- Subclass toggle icon correctly displays inactive state when equipment is locked.
- Updated Stasis Aspect Fragment display to correctly show zero slots.
Eververse/Economy
General
- Weapon and armor ornaments will no longer be gated on player entitlement state.
- Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.
Sandbox
Abilities
- Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
- Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
- Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
- Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
- Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
- Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
- Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
- Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
- Improved reliably of Frostpulse Aspect when enemies were on different elevations.
- While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
- Decreased the height at which Glacier Grenades will launch the player who threw them.
- Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
- Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
- Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
- When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
- The controls for the breakout action can be changed via controller remapping.
- Stasis Freeze
- Increased the damage frozen players can take before shattering from 100hp to 200hp.
- When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
- When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
- Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
- When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
- When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
- Withering Blade
- No longer does critical headshot damage.
- Increased base damage from 60 to 90.
- Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
- Handheld Supernova
- Reduced self-damage from 100% to 25%.
Armor
- Reduced the cost of Deep Stone Crypt raid mods significantly.
- With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
- The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
- The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
- Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
- Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
- Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
- Bad Juju
- Izanagi's Burden
- Sleeper Simulant
- The Huckleberry
- Worldline Zero
- Polaris Lance
- Telesto
- Legend of Acrius
- Skyburner's Oath
- Fixed an issue with Sturm's Exotic perk.
- Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
- Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
- Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
- This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
- Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
- Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
- Rocket Launcher
- Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
- Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
- Fusion Rifle
- Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
- Reduced camera movement from firing a Fusion Rifle by 9.5%.
- Breech Grenade Launcher
- Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
- Submachine Gun
- Reduced camera movement from firing an SMG by 24%.
- Pulse Rifle
- Reduced camera movement from firing a Pulse Rifle by 7%.
- Machine Gun
- Reduced camera movement from firing a Machine Gun by 9.5%.
- Sniper Rifle
- Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
- Sword
- Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
- Demolitionist
- Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
- Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
- Affects these weapon archetypes:
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
Exotics
- Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
- Ace of Spades
- Tarrabah
- Hawkmoon (final round only)
- Borealis and Hard Light now have a custom (short) animation for switching damage type.
- Duality
- Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
- Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Power and Progression
Updated Power bands
- Power Floor: 1100
- Soft Cap: 1250
- Powerful Cap: 1300
- Pinnacle Cap: 1310
- When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
- Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
- Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
- Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
- Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
- The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
- This functionality exists for these Titles:
- Gambit - Dredgen
- Crucible - Unbroken
- Nightfall - Conqueror
- Trials - Flawless
- New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
- Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
- Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
- Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
- Bounties and Pursuits
- The Exo Stranger has a new Stasis Aspect quest available.
- Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
- Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.
Platforms and Systems
- PC
- Switching teams during a Private Match has been moved to Shift key.
- Remove the notifications and sound options that didn't do anything.
- Consoles
- Removed voice chat volume slider setting that didn't do anything.
General
- Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
- Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
- Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
- Starter gear has been removed from Suraya.
- Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
- Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
- Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
- Wrathborn Hunt trail improved to better support colorblindness.
- Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
- Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.
Localization
For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
- Permanent Recast
- Spanish Mexican voice actor for Ghost permanently replaced.
- Temporary Recast
- Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
- Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
- Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]
Detailed guide for 3F & 9F priority list - dated Feb 2021
| https://preview.redd.it/9jh54vddsmg61.jpg?width=703&format=pjpg&auto=webp&s=f410113b246a29f291162f0df3c7bce6087d26df Hi everyone last time I've brought you the SI30 priority list, now I've received some PMs asking for furniture priority list too. Soo.. here is my guide on the furniture priority wishlist. Again my guide caters to beginners or monthly subscribers, whales can do whatever they want. Furniture can only be equipped to ascended characters so in some form of way this guide will also reveal my priority of ascending characters as well. Let me set some expectations: 9F takes about 6 months of f2p pulling and that is if you don't have below average luck. So there are some heroes that you will want to put in at the start even if you don't have them ascended so that they will be ready when they are ascended in the midgame. My strategy is to always reserve 2 to 3 slots in the wishlists for 9F priority heroes because they take such a long time. Early Game (when you just unlock the inn, priority to put them in your wishlist) 9F (priority, always keep these in your wishlist because they take very very long to get): - Ainz - definition of game changing 9F
- Lucretia/ Talene - pick the one that you wanna ascend after twins. Don't put both unless you are a whale. Be patient with these cards they will pay off when you ascend lucretia or talene around chapter 30 to 31
3F (priority) - Eironn - Ignore defence. Most OP
- Daimon - amplify 40% damage
- Skirath (aka chicken) - Most game changing furniture in the game. Enable the 5 pull team
- Tidus - increase healing, less likely to get cc-ed and increase atk. WOW
- Tasi - Teleport more, very good
- Lyca - 2 arrows are better than 1
- Rowan - Heal better and stats help him tank better in the frontline
- Farael - recently buffed. very very strong
- Gwen (higher priority in this list if you main her) - Gwen best waifu
Mid Game (after you finish the beginner priority list, should be around chapter 25 to 28 till chapter 32) 9F (Priority, put them in your wishlist because they take very very long to complete): - Izold (situational): if you are gonna run izold cheese team, then his 9F is an awesome investment for ultra dps and tanking. If not don't bother. Depends on AE meta, if izold becomes a meta in AE final boss again then more people should consider putting him in the wishlist.
- Lyca - her 9F let her do double damage, as well as double defence break. Machine gun damage dealer
- Grezhul - for boss content such as TR or AE, difference between diamond 1 and legend scores. And for top 50 guild to recruit you during AE. Although Grez will be ascended quite late in priority since there are too many GB heroes, you want him to have 9F when he is ascended
- Lucretia/ Talene - the other one that you are gonna pull for in around chapter 32. Start preparing for her furniture now after you completed the above.
3F (Priority list) - Twins (you should be close to ascending her if you ascend her on first priority
- Saurus - for the stats and better survival
- Thoran - (only if you plan to run thoran cheese) 3F is useful but SI30 is more important
- Silas - to buff izold (ignore if you don't run izold)
- Khazard (situational) - if and only if you prioritise khazard and ascend in for the 7x combat power khazard wilder team, then you have have have to give khazard 3F it's OP
- Albedo/ Ezio (situational) - if you run Ainz then give them 3F, if not don't even bother with them
- Nara - great team wide CC. Only priority if you are running her with daimon in your main campaign team
- Pippa - becomes an energy drainer when paired with tasi. Only priority if you are running the 7x combat power khazard wilder team
- Skreg - enable the invade comps. Mostly for mauler towers
- Roseline - for a bit more stuns. Looks good on paper but just ok in actual battle. I only put her in because I know everyone and their moms are gonna ask me why I didn't include her in the list.
End Game (After chapter 32, when you realise you have most of your relevant heroes with 3F. More for luxury heroes) 9F (Priority, put them in your wishlist because they take very very long to get): - Ferael - his 9F turns him into a debuff god, your enemies will be slowed so much they can hardly attack or move
- Eziz (you should be close to ascending him after a year plus) - 3F is buffed to have previous 9F effects. 9F enable him to pull one more guy. Plus he needs all the stats for survival. Very worth it in my opinion.
- Tasi - Even more teleporting. If you don't have anyone to put in your wishlist then her 9F furniture is still very strong
- Skreg - 9F is a gamechanger but still skreg is still not widely used in campaign PVE or normal PVP. So if you have no one to put in your inn in the end game you won't regret taking him to 9F. Who knows if lilith will release an invade character that makes skreg meta?
- Oden - His 9F makes him become OP energy drainer. The enemy team will not be able to cast any ulti because they won't have mana. Too bad he is a GB hero and there are too many better heroes to ascend before him. But I have faith in oden that one day he will be part of a super strong meta PVE team because the 9F effect is too strong to drain enemy energy. If that meta team emerges I'll shift his priority upwards
- Eironn - main carry of many players all the way to chapter 31, his 9F is just 15% more damage but together with the stats might be worth it. Popular but luxury
3F (Priority list) - Brutus - His invulnerability last for 10secs now. Quite important to protect Daimon for as long as possible
- Raine - of utmost importance in the TR meta. But considering people put raine 5th or 6th in heroes to ascend. I usually borrow from a friend with 3F raine and ignore ascending her till late game
- Arthur - to protect gwen or ainz. Also sounds good on paper but only protects a single hit. But one hit is better than nothing when you don't have any other heroes to put on the wishlist
- Satrana - very strong effect for anti-healing, but you should be ascending at least 5 other maulers before her
Whales/ Super End Game Players section: 9F (Priority, put them in your wishlist because they take very very long to get): - Rosaline - 9F makes her the second machine gun damager dealer after lyca. Recommended only if you use gwen team alot. User in comments section says her 9F is bugged and not as good as advertised. In addtion, sadly her presence in TR meta is slowly decreasing recently
- Alna - 9F makes frontline teammate invulnerable for 9 secs. How OP is that. But most people put alna 4th or 5th in stargazing which makes sense to only pull for her furniture after chapter 33.
- Orthros/ Zolrath - both celepogean for late game pvp (f2p should not put them into your wishlist because usually players only consider ascending them unless they are a whale or they have been playing the game for close to 2 years.
- Zaphrael - Zaphrael with his paper thin survivability is really only OP when he get his 9F. Also mainly for pvp so f2p can just skip him
3F (Priority list) - Flora - 3F ability is great but most people will only ascend flora after 1.5 years
- Estrilda - 3F is needed for TR evil sheep high scores. So you are getting her 3F strictly for that. Useful if you are running estrilda in gwen teams too, although estrilda is rarely used in gwen teams after chapter 34.
- Shemira - Although a god in early game, her only relevance is TR evil sheep for high scores. So you are getting her 3F strictly for that
Now for the most important section. Here are 3 common mistakes that beginners make. Please avoid them. - Placing early game characters into the wishlist: I know when you just unlock the inn, you only have like 3 characters ascended and you rush to quickly put them into the wishlist but please don't do this. Commonly some early game strong heroes such as Berlina, Shemira and Lucius will never be used in late game so it will be a waste to give them furnitures
- Also remember to take out the heroes that reached 3F so that you don't accidentally pulled a 4th furniture and waste your POE coins
- Take note of characters that has 5 or 6 furnitures that they do not have 3 furnitures already in any of the "small, mid or large" categories. You might pulled a 4th in a specific category and waste that furniture. It's recommended to use mythic cards to fill out the rest of the 9furnitures for 100% no duplicates.
You didn't mention them character xxx. What about their priority? Ans: If I didn't mention them most likely they are either: - not meta (used in very very niche scenarios) or
- their furniture sucks or
- they are some celepogean that only whales will take to 9F or
- I honestly forgot about them
If they are your favourite character and you are just raising them to 3F feel free to do so. But 9F will be a big investment please consider my priority list before engaging **Conclusion:**I welcome any feedback to see if there's anything I'm mistaken or missed and will try to add them into the guide. Love this community so I decided to give something back to it. Hope this guide will help all beginners to mid game players with your furniture investments. I'll try to update this guide every 3 months to include new heroes that came out. Edit after feedback: - moved eironn 9F priority to end game
- removed daimon 9F priority (very luxury)
- added estrilda 3F section
- added rosaline 9F section
- shifted authur 3F priority down
- shifted lyca 9F priority up and ferael 9F priority down
submitted by br33ze12 to afkarena [link] [comments] |
2021 Mock Draft V6 - Deshaun Watson trade edition
1 - Jacksonville Jaguars - Trevor Lawrence, QB, Clemson - At this point, the only way Lawrence wont go first is if the Jags somehow write the wrong name on the card.
2 - New York Jets - Justin Fields, QB, OSU - Zach Wilson vs Justin Field has become a hotter debate in recent times, with mocks seems to split 50/50 on which of the 2 will go before the other. This one will likely end up coming down to preference, but personally I prefer Field’s upside and athleticism. Still, it’ll probably end up being a close call overall.
3 - Carolina Panthers (via MIA via HOU - sends 1.08, 3.73, 2022 CAR 1st, 2022 CAR 2nd, for 1.03) - Zach Wilson, QB, BYU - This seems like a lot at first glance, but I’d bet on the Panthers being much improved next year with the return of a healthy McCaffery and Joe Brady/Matt Rhule having another year to establish their system. What that means is that if the Panthers can improve at QB, they could be a legitimate playoff contender. Teddy Bridgewater is not the answer, and IMO when you have someone as good as CMC, you need to give him a good QB. The Panthers don't want to end up like the Vikings, sticking a bunch of mediocre at best QBs next to their stud RB.
4 - Atlanta Falcons - Trey Lance, QB, NDSU - I know there’s a large portion of Falcons fans who really want to go anywhere but QB here, but how much longer can Matt Ryan play at a high level? With the 2022 QB class still full of question marks, grabbing your guy of the future right now would be a prudent move. Its instant gratification vs long term strategy. And with the success of raw QBs at the next level under proper development, Trey Lance looks like a solid bet. He’s got a great arm, and plays smart enough to only have a single interception in his college career. There’s a serious ceiling here, and he could absolutely benefit from learning from Matt Ryan for a year. Arthur Smith completely revitalized Tannehill as well, so maybe he could turn Lance into a stud.
5 - Cincinnati Bengals - Penei Sewell, OT, Oregon - Seems like it ends up working out for the Bengals, who really need to protect Joe Burrow. There’s been whispers that teams have Rashawn Slater over Sewell currently, but I partially chalk that up to prospect fatigue. IMO Sewell’s the best OT in the class, and although he’s got areas he can improve, his body of work is utterly dominant currently. If he can polish up his technique and stay healthy, he’ll be a godsend to the Bengals OL.
6 - Eagles - Ja’Marr Chase, WR, LSU - DeVonta Smith has been crazy this year, but it seems like people have forgotten Ja’Marr Chase was just as dominant last year too. Honestly, the Eagles really can't go wrong here with either WR, but IMO Chase is more of a sure thing to be dominant in the NFL, as minute of a difference as that is.
7 - Detroit Lions - DeVonta Smith, WR, Alabama - After that insane performance against Ohio State, I don't think the Lions can pass up on Smith here, even as bad as their defense is. With their entire WR corps being possible FAs, they need to find replacements ASAP, especially if they cannot find a way to agree to a deal with Kenny Golladay. As for Smith well, he’s a beast. Plain and simple. Y’all saw what he did to Ohio State in just one half.
8 - Houston Texans (Via MIA via DET - Sends Deshaun Watson, 2022 HOU 3rd for 1.08, 2.50, 2022 MIA first, 2023 MIA first, Tua Tagovailoa, salary fillers) - Kwity Paye, EDGE, Michigan - The Dolphins send away Tua + a ton of picks for a shiny new franchise QB, and the Texans begin their rebuild. First up is addressing the defensive line. JJ Watt is very likely gone, Whitney Mercilus is done, and Jonathan Greenard has disappointed. They need someone who can make a serious impact, now. Kwity Paye has been one of the most dominant players in college football, with an insane pressure rate, and is a supposed athletic freak who runs a sub 6.8 3 cone at 6’4’’, 272, with some claiming it being as low as 6.37. No matter what the time ends up being, it's utterly insane for someone of his size, and he could likely play the same role that Watt does for the Texans.
9 - Denver Broncos - Micah Parsons, LB, Penn State - The Broncos do really need CB, but there’s a pretty big hole in the middle of the defense next to Alexander Johnson. Josey Jewell isnt a 3 down LB, and it's really hard to pass up on Parsons here, an elite LB who can be the tonesetter of the Broncos defense from day one. Pairing up Parsons and Johnson should give Denver two monsters in the middle of the defense.
10 - Dallas Cowboys - Caleb Farley, CB, Virginia Tech - Now that Dan Quinn’s the new DC, meaning that they’ll be running a ton of Cover 3. And with how much Quinn loves his physical/athletic CBs who can play both man and zone, Caleb Farley is the natural pick here IMO. He’s sticky as glue, with fluid hips and a size profile that NFL teams dream of, perfect for pattern-match that should be used a lot in Dallas next season. His zone coverage does need a little work, but the Cowboys will likely be doing mostly spot-drop zone, which is pretty simple to pick up, and outside of injury concerns, Farley should be a huge help for the Dallas defense.
11 - New York Giants - Jaycee Horn, CB, South Carolina - The Giants love their press man coverage, but were forced to run zone a lot last year due to how bad their cornerbacks were outside of James Bradberry. Jaycee Horn fits their preferred scheme, and also shores up that huge hole at CB2 that they have. No CB in the class is as good as disrupting WRs at the LOS as Horn is, and he’ll be a great addition to what was a surprisingly good defense last year.
12 - San Francisco 49ers - Patrick Surtain, CB, Alabama - The 49ers have 0 CBs under contract next year. They need building blocks now, especially with Robert Saleh now gone. Patrick Surtain fits into their zone heavy system perfectly. He’s got elite ball skills, is consistently disruptive, and can stick to WRs like glue. He’d be the perfect guy to replace Richard Sherman if the 49ers cant bring him back, and should be able to slot in at CB1 or CB2 immediately.
13 - LA Chargers - Rashawn Slater, OL, Northwestern - Slater’s a guy who's been getting a ton of hype in recent times, with some even putting him above Sewell. How much of that is real and how much of it is smoke? Hard to say at this point, but I do know that he’ll be an upgrade no matter where he slots in for the Chargers. Protecting Herbert should be there #1 priority right now, especially for the terrible LA OL. Slater should be a fantastic player for the Chargers from day 1.
14 - Miami Dolphins (Via Minnesota Vikings - sends 1.18, 3.82 for 1.14) - Jaylen Waddle, WR, Alabama - Miami goes ALL in here. With Watson now on the roster, their window is now, and they treat it with urgency, giving up some more draft capital to grab the last of the 3 main stud WRs in the class. Jaylen Waddle fits what Miami needs right now, a speed demon joystick who would be what Will Fuller was for Watson in Houston, a connection that was lethal even with Fuller being injured constantly. Watson to Waddle should be one of the deadliest partnerships in the league, turning the Miami offense into a high powered scoring machine.
15 - New England Patriots - Mac Jones, QB, Alabama - Mac Jones is a guy who’s worked his way from fringe QB prospect all the way up to R1 guy. I'm not sure if the NFL likes him as much as most people in the draft community do, but he’s a smart QB who was instrumental in leading the Crimson Tide to a National Championship. I’d say he grades out pretty well at all the important areas of being a QB, like his arm, going through progressions, that kind of thing. This only big flaw IMO is his ability to extend plays, but the Patriots have the OL to shore up that weakness. The main question here is how will Mac Jones play without any solid WRs? The Patriots receiving corps is barren, so that will be something that must be addressed soon.
16 - Arizona Cardinals - Wyatt Davis, OG, Ohio State - The Cardinals offensive line seems to consistently lose at the LOS, something that was a huge part in them not making the playoffs. With that in mind and all of the top 3 CBs long gone, they grab the mauling OG out of Ohio State, an absolute mauler who can hit hard to create space in the run game. He’s a great fit for the Cardinals run game, and should give them some of the nasty they’ve been lacking.
17 - Las Vegas Raiders - Jeremiah Owusu-Koromoah, LB, Notre Dame - It's hard to say what the Raiders will go with, as Mayock has not been on the job that long, but this is a pick that I agree with Daniel Jeremiah on. The Raiders lack that dynamic linebacker who can move around and cover everything, and JOK should be able to line up all over. He’s perfect for an NFL that seems to value positionless players more, and especially for a Raiders defense that’s going to be stuck against Travis Kelce for the near future.
18 - Minnesota Vikings - Gregory Rousseau, DE/DT, Miami - When your sack leader is a guy you traded away half way through the season, there's a problem. That Vikings defense was inexcusably bad this year, even with the loss of Danielle Hunter, and basically cost their offense a shot at the playoffs. They need to add some juice to the pass rush ASAP. Gregory Rousseau would be perfect, a raw and crazy athletic player who can line up all over the defensive line to wreak havoc. Considering Minnesota turned one athletic freak into a stud, they should have confidence that they can make Rousseau great too, and he’d be a wonderful addition, especially considering the fact that the Vikings have moved around their edge rushers to exploit mismatches, most notably against the Saints.
19 - Washington Football Team - Christian Darrisaw, OT, Virginia Tech - There doesn't seem to be a solid answer at QB available here for Washington, so they look to bolster up their trenches in order to replace the departed Trent Williams. Darrisaw has the size and length to be a fantastic NFL tackle, along with an extremely strong anchor and some great agility for his size. His technique needs to be cleaned up a little, but he could easily lock down the LT spot for Washington in the future.
20 - Chicago Bears - Rashod Bateman, WR, Minnesota - Allen Robinson is gone, leaving a huge hole at WR1 for Chicago. Seeing as there’s not really a great way to fix Chicago’s QB situation, they instead look to try and make the most of their closing window. Rashod Bateman should come in and be the WR1 for Chicago, a great route runner with sure hands who can snag a ball and some more yards after the catch. Hopefully Trubisky builds a much better connection with him than he did with Arob.
21 - Detroit Lions (Via IND - sends Matthew Stafford for 1.22, salary filler) - Zaven Collins, LB, Tulsa - The Lions defense really needs help at LB. Jarrad Davis is probably starting again, but Tavai really shouldnt be. Zaven Collins can step in and be the best LB in the Lions from day 1, an absolute freak athlete who can cover, can stop the run, and even has a pass rushing upside. He’s the perfect chess piece for the new Lions defense to build around, and should be an immediate impact player from day 1.
22 - Tennessee Titans - Daviyon Nixon, DT, Iowa - The Titans need pass rush in every capacity, and that includes from the defensive line. Jeffery Simmons is a monster, but he doesn't get much help. He’d pair up great with Daviyon Nixon, a freak athlete out of the B1G who excels most when he gets to pin his ears back and just attack the QB. His ability to cause issues down the middle should help alleviate the Titans pass rush issues somewhat.
23 - New York Jets (Via SEA) - Kyle Pitts, TE/WR, Florida - The Jets just need to add weapons to their team at this point. Their WR corps has little promise outside of maybe Mims, and their TE corps is equally barren. Pitts addresses both of those issues at once. Able to play all over the lineup, Pitts can work as both a huge WR and a TE, able to consistently beat coverages and get catches against defenses. He’ll be a great weapon for Fields to utilize, a truly dynamic threat who could be one of the best receivers on the Jets from day 1.
24 - Pittsburgh Steelers - Liam Eichenburg, OT, Notre Dame - A lot of the Steeler’s tackle depth, most notably starting LT Alejandro Villenueva, will be lost to FA, and Pittsburgh needs to address that ASAP. Liam Eichenburg isnt the most athletic OT with a crazy high ceiling, but he’s a solid technician who should be able to start from day 1, perfect for a contending team like the steelers.
25 - Jacksonville Jaguars (via LAR) - Samuel Cosmi, OT, Texas - The Jaguars need to protect their investment, especially with Cam Robinson a question mark to be back due to his poor play. Protecting a young QB should be the #1 priority after landing one, and Cosmi is a tantalizing prospect to add. He’s got plenty of athleticism and a frame that’s waiting to be filled out, a solid pass blocker who can deal with speed rushers really well. He’s a high ceiling prospect who could become a great LT and lock down Tlaw’s blind side for the future.
26 - Cleveland Browns - Jaelen Phillips, EDGE, Miami - Sometimes it just feels like the Browns defensive line is just Myles Garrett. That can't stand. The Browns need to give Garrett some help in the pass rush, and that's why they pick Jaelen Phillips. There’s a lot of injury concerns here, but if Phillips can stay healthy, he’s an absolute MONSTER in the pass rush, having notched 8 sacks in just 5 games this year. If he can stay on the field, he and Garrett should give opposing offensive lines some serious headaches.
27 - Baltimore Ravens - Alijah Vera-Tucker, iOL, USC - The Ravens need to bolster their offensive line more. After the loss of Marshall Yanda, the Ravens offensive line has taken a notable step back, and Ronnie Stanley’s injury certainly didn't help there. AVT’s easily BPA at this point, an interior beast who is a stone wall with excellent hand usage. He should be able to make the Ravens offensive line even better, and boost their already lethal run game to higher levels.
28 - New Orleans Saints - Kyle Trask, QB, Florida - Im sorry, I don't think Taysom Hill is an NFL level QB. Especially not for a title contender. Drew Brees is retired, and I doubt Winston will be back. That means QB is the most glaring hole in NO. Kyle Trask might never be Patrick Mahomes, but he’s a good solid player who can make accurate passes, adjusts to pressure well, and is willing to extend plays. With the Saints filled with weapons and talent, Trask should be a good enough game manager to help the Saints be contenders for the rest of their window.
29 - Green Bay Packers - Levi Onwuzurike, DT, Washington - Kenny Clark and Keke Kingsley are building blocks along the defensive line, but the Packers could afford to add some depth. Onwuzurike has been mocked in the first by DJ, and he tends to have his ear to most NFL team’s pulse. Onwuzuriki’s calling card is his length and athleticism, which combined with his explosiveness and motor results in him just running over people at times. He does need to improve his power and add more consistently, but the addition of Onwuzurike could make the Packers defensive line a force as good as the Steelers DL.
30 - Buffalo Bills - Travis Etienne, RB, Clemson - The Bills just need playmakers especially in the run game, and Etienne is one of the best pure playmakers in the class. He’s an explosive threat who must be addressed at all times, or else he could break free and gash the defensive for serious yardage. His acceleration and contact balance make him a problem to tackle, and with supposed 4.3 speed, defenders won't be able to catch him once he gets into open space. He’s no slouch in the pass game either, putting up solid production at Clemson and flashing the ability to run a few option routes. The Bills already have their Jim Kelly and Andre Reed in Josh Allen and Stefon Diggs. Time to add the Thurman Thomas of the trio, and turn Buffalo into an offense that can toe to toe with the Chiefs.
31 - Tampa Bay Buccaneers - Jalen Mayfield, OT, Michigan - Donovan Smith is very likely gone this year, meaning that Tampa would have a hole at one of the tackle spots opposite of Wirfs. No matter if they move Wirfs to LT or keep him at RT, Mayfield would be a great get opposite of him. Mayfield’s a dependable run blocker who has good feet, and although he's not finished just yet, if Tampa can utilize his athletic gifts to the fullest, he’d be a great compliment to their current franchise OT.
32 - Kansas City Chiefs - Joe Tryon, EDGE, Washington - Joe Tryon’s another player who is apparently well regarded according to DJ. He’s shown flashes of being a great pass rusher, but he’s really still a WIP in most areas, especially as a run defender. However, he does fit the mold of what the Chiefs want in their pass rushers, standing at 6’5 262. Kansas City does need the help on the EDGE, and they can afford to take a gamble here, considering the Mahomes led offense should be able to easily cover up any defensive deficiencies for the next few years.
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