everyday math
Banned
I wanna raid! 😡
Fig, I can go Eidolon Ally or Husk of the Pit. Which would you recommend?
*Guardian down!*
Let me dream dammit!
Let's two man this, Math!I wanna raid! 😡
The announcement of how upgrading exotics and purchasing new vendor gear works in HoW will draw first blood.
Fig, I can go Eidolon Ally or Husk of the Pit. Which would you recommend?
Wise choice. Husk it is!Husk, no question.
it's fully leveled and yes, I'm only using it. Fuck Gjallarhorn!So you're only using it for the entire raid? No other shots fired from any other weapon and it is fully levelled except for the Crux bubble?
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
I'll be carrying my team with my trusty Husk at my side.There is no way you can use Husk, it barely kills enemies in the cosmodrome. Unless you are carried all the way.
Which middle perk is everyone using for Fatebringer (field scout, explosive rounds, etc.)?
[awesome post]
I'm loving everything I'm reading here!No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
Haha Good times! I uploaded one of our Crota kills. The Warlockmasterrace one, ofcourse. Watch me poop my pants and almost die when getting back after that first sword
Thanks to glide for almost killing me
http://youtu.be/1cUlT8rzzQ4
:ONo it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
We're raiding.I'm on, we raiding Crota's butt yet?
Thanks Luke, much appreciated with the replyNo it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
We're raiding.
We are just waiting for Todd to get on.
Luke's post needs to go into the OT!
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
Uhhhhh Luke's post?
I'll actually be using Eidolon Ally and Gjallarhorn. Need to test out my theory. We're at Crota and everyone are now 32.So you're using Husk as your primary and no other weapon will fire a shot?
Is it because it's boring?
My pick. Love this gun!
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
Wow! Such great news! Thanks so much for communicating this to us! It means a lot...
In before planet destiny reports on this post as if they got a private interview with Luke Smith.
The drop rate for CE is fine. Don't make it too easy.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
As long as it's not his poop.Agreed on both counts, Kadey.
As a player, I feel pretty good about the drops that come out of Crota's End.
Regarding the limitations created by Shards Luke, I think the game is due for a currency conversion system.
Trade ascendants for radiants, vanguard marks for crucible marks, etc.
I have almost 600 shards with nothing to do with them.
Thanks so much for stopping by Luke!
No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
Still waiting for vault space, bugs and glitches information.
Agreed on both counts, Kadey.
As a player, I feel pretty good about the drops that come out of Crota's End.
I'll actually be using Eidolon Ally and Gjallarhorn. Need to test out my theory. We're at Crota and everyone are now 32.
This is the best communication you guys have had in months. Thank you.No it won't.
Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:
Mistakes like:
- Vendor gear invalidating the effort of VOG Raiders
- Upgrading an Exotic reseting its talents
Our philosophy about rewards/loot continue to evolve as we see how players play and react.
We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.
On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.
We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.
- increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
- increase the variability of perks that a given piece can roll.
the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.
We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.