For those of you who like to avoid certain missions while on patrol, here is a quick guide so you can do only the missions you prefer.KILL MISSION
Kill a particular amount of enemies (amount of enemies can vary)ITEM MISSION
Collect item drops from specific enemies (number of items varies by type)VIP MISSION
Go to the designated area and kill a specific target (Usually a yellow bar enemy or minor boss)SURVEY MISSION
Go to the designated area and stand where the mission marker dictates until the survey is completeSCAN MISSION
Go to the designated area and scan it with your ghost
All missions will give 10 rep (12 with Nightfall bonus active) for whichever faction you represent at the time of completion except for VIP, which will give 25 rep (31 with Nightfall bonus active)
It is also worthy to note that completion of 50 VIP missions (across all characters) will grant a bonus to "resources" for finishing patrol missions, though it is unclear what these "resources" are
Here is our new Top 5 episode, compiling the best clips submitted to us since launch!
. Also, learn more about how to capture your clips on Xbox One via Game DVR
Exotic bounties are special, rare and unique bounties you can obtain in Destiny. Each one has their own unique and difficult challenges, but are guaranteed to net you an Exotic weapon. Each time you turn in a bounty (any Bounty, such as Vanguard, Crucible, etc) you will have a small chance to receive a Vanguard Mentor Missive. This will permit you to choose between 3 randomly selected Exotic bounties. Below are the known available Exotic bounties, and how to complete them.
This weeks Bungie update tells us about the reasoning behind some weapon changes, then addresses the issues with Mythoclast and Aetheon tactics. I've omitted some of the later parts of the weekly update, but please read them by following the source link here or by clicking the image above.
This week at Bungie, we reforged some of the armaments in your arsenal.
According to the notes we published, our work may have resulted in either a slight increase or decrease in the deadliness of your go-to weapon. It’s a safe bet that you’re wondering why. We understand that curiosity.
Let’s talk about why we do these things. I’ve talked to a lot of our developers about the update that went live. The main theme that emerged from every conversation can be summarized like this: “There should be no single answer for how to win in Destiny.”
When you stand in front of the Gunsmith, you’re faced with choices. Each of the weapons on that wall is valuable in a special way. When you pull a piece of iron from the rack and commit it to your arsenal, you embrace strengths and weaknesses that complement the way you fight.
These aren’t new ideas. The signals have been in the ether for a while. Back in January of this year, months and months before the launch of Destiny, Tyson Green sat with us for a Bungie Podcast. If you’re curious about our design philosophies, the whole thing might be worth a listen. To understand what weapon balance means at Bungie, skip to the 20:40 mark: "Balance is not about everyone being equal, but rather that not everybody is doing the exact same thing. If everyone is doing the same exact thing, something is not balanced. Everybody is trying to pursue the same unbalanced thing."
Soon after the launch of Destiny, I knew that Auto Rifles were due for a retool. In a pre-game lobby for an evening of clan warfare, a seasoned killer welcomed a newcomer to the arena with some sage advice: “We’re headed into the Crucible. You’re gonna want an Auto Rifle.”
Uh, oh… If that’s the only logical choice, we better enjoy Suros while we can!
Then came the flood of Tweets and posts about the Auto Rifle and Shotgun exhibitions that were dominating the Crucible. Then came the User Research data. It turned out that the vast majority of you were, in fact, using the same weapons to turn your enemies into burning cinders to be carried away on the wind.
A couple of weeks ago, the Destiny Dev Team published a diary of sorts. In it, they shared some of their reactions to the launch of Destiny. More importantly, they promised action. Here are some of their warnings from then about what befell your inventory this week.This is why the base damage of your Auto Rifle was decreased by a whole 2%: The Auto Rifle archetype is designed to appeal to players who like to throw up a wall of bullets and not worry if a few miss their target. It is intended to inflict sustained damage at close to medium range, but to lose effectiveness at longer ranges.
Today the Auto Rifle is too effective at long range, even beating Scout and Pulse Rifles in some circumstances. Expect stability and/or damage adjustments to the Auto Rifle to address this in the weeks ahead. This is why the base damage of your Scout Rifle was increased by 6%: Scout Rifles are for players who like to keep their enemies at medium range and hate to miss. They are intended to be an awkward weapon to use at close range but to be dominant - as long as you land your shots - at medium and longer ranges.
Scouts just aren't hitting hard enough today when compared to other precision weapons. We'll be addressing this soon. This is why the base damage of your Shotgun was decreased at maximum range: Shotguns are for those situations where you need to deliver a massive spike of damage, right now, to the thing standing next to you about to do you harm.
Today shotguns are effective beyond their intended range, especially when upgraded with that intention. Expect changes soon to address shotguns which push the envelope of what it means to be close quarters.
Even with these changes in full effect, all of those weapons are still dangerous. Now we send you back into that same arena to see how things change. Destiny is a game that we’re excited to support for a long time, so this will happen again. Fight like hell out there, but try not to get too stuck in your ways.
I don’t need to tell you to keep us informed as to what happens in the heat of battle. You have a habit of letting us know how you feel, and we wouldn’t have it any other way. Game on.
_______________________________________________________Postcards from the Vault
If you’ve completed the Raid, you’re obviously pretty invested in the way the encounters lead to rewards. To shed some light on recent events, as well as events yet to come, please welcome Luke Smith. The floor is yours, Luke: Mythoclast
In this week's Hotfix, we reduced the efficacy of the Vex Mythoclast, the drop players who beat Atheon on Hard have a chance to earn for their achievement. Our nerf was intended to target PVP play - where we felt and heard that Mythoclast was over-performing - but it also reduced its effectiveness in PVE.
Our PVE nerf was stronger than we intended and we are going to fix Mythoclast in PVE.
Mythoclast and Raid-forged exotics have three experience goals which drive their creation:
Mythoclast is a trophy weapon from the most challenging PVE activity in the game. You braved our hardest challenges, we want to reward you with a weapon that outperforms the other primaries in your PVE arsenal (Nightfall Burn and Epic Skulls notwithstanding).
Mythoclast should be a valid choice in PVP, but should not be the optimal choice. This aligns it with our philosophy on Exotics throughout the rest of the game. We don’t want any one Exotic to be the only answer to the question “what should I bring into PVP.” Suros Regime, for instance, is still too effective in PVP compared to other Exotics.
Mythoclast's power tail is long enough for players to rely on in the next Raid. For a player and their group of six who beat Atheon on Hard mode, we'd like the Mythoclast to be a weapon they can continue to rely on in the next Raid, Crota’s End. How we are moving forward:
We are adjusting the base damage on Mythoclast. We are going to find a value that works for both PVP and PVE.
In addition, we intend to raise Mythoclast's attack value above and beyond the other exotics. Attack value dictates how much damage players deal to combatants and Mythoclast attack value being raised will make it more effective in PVE. Timeline for these changes:
They’ll be going in soon.
We have a more substantive update in certification right now, which slows down our ability to make changes to the Live game. Atheon
Next week's Hotfix is going to contain some fixes to the Atheon encounter.
We've added "baby bumpers" to areas where players could knock Atheon out of the environment.
Knocking a boss off a ledge is a bug. We will seek to address bugs like these as quickly as possible.
The encounter goal for Atheon is to act as a climax and the culmination of learning for a given Raid group. Part of that is making sure that each player in your group can perform every job as required. A change will take effect next week which fixes a bug with Atheon's target selection. When using its Timestream ability, Atheon will select 3 players at random, instead of choosing the three players furthest from it.