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My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.
Hey Guardians!
I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result. Ok so what will you be able to accomplish with this build? · You and your allies will be able to have a consistent character speed boost · You and allies will have a 100 reload and boosted handling consistently · You will have a consistent 50% damage reduction · You will be able to heal yourself in large chunks on demand · You will have boosted grenade damage and cooldown · Your allies will receive boosted grenade cooldowns · You will be able to stun overload champs · Break barrier champs’ shields · You will have a 30% modifier boost to your super damage (in our case chaos reach) · And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet) I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.
Subclass:
Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.
Pulsewave:
This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.
Chaos Reach:
While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.
Ionic Trace:
This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.
Grenade and Rift:
My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand. Now that we know what abilities we are working with let’s talk exotics and other weapons.
Tommy’s Matchbook:
This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.
Verity’s Brow:
While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?
Geomags (Alternative Option):
I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.
Kinetic and Heavy weapons:
For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).
Mods:
OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.
Helmet:
Affinity Solar Ashes to Assets 3 cost (2x) “Gain bonus super energy on grenade kills” As we are a grenade-based build having a stack of A2A is super helpful for regening our super. Taking charge 3 cost “Become charged with light by picking up orbs of power” Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light. Minor Discipline 1 cost Not necessary but a small boost to discipline can only help.
Arms:
Affinity Solar Anti-Barrier sniper 6 cost “Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions” Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off) Sustained Charge 4 cost “Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.” Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.
Chest:
Affinity Void Stacks on Stacks 4 cost “gain an extra stack of charged with light for every stack you gain. –10 recovery” This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon. Sniper Reserves 3 cost (x2) Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.
Legs:
Affinity Solar Recuperation 1 cost (x2) “replenishes health each time you pick up an orb of power” This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints. Heal Thyself 4 cost “while you are charged with light, grenade final blows heal you and consume one stack of charged with light” Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw. Recovery 4 cost Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.
Class:
Affinity Void Volatile Conduction 6 cost “Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation” When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end. Surge Detonators 2 cost “arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output” Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys. Protective Light 2 cost "While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts." If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back. Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.
Playstyle:
So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.
TLDR:
Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller. Helmet: Affinity Solar Ashes to Assets 3 cost (2x) Taking charge 3 cost charged with light. Minor Discipline 1 cost Arms: Affinity Solar Anti-Barrier sniper 6 cost Sustained Charge 4 cost Chest: Affinity Void Stacks on Stacks 4 cost Sniper Reserves 3 cost (x2) Legs: Affinity Solar Recuperation 1 cost (x2) Heal Thyself 4 cost Recovery 4 cost Class: Affinity Void Volatile Conduction 6 cost Surge Detonators 2 cost Protective Light 2 cost Exotics: Tommy’s Matchbook Verity’s Brow or Geomag
Conclusion:
And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build. Edited to fix information regarding chaos reach dps and fixing my inability to spell.
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.
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.
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
Image Linkimgur 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
Image Linkimgur 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]
Image Linkimgur 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
Image Linkimgur 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
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
Dear CDPR: turning cyberpunk 2077 into a total masterpiece is VERY within your grasp.
Despite all of the kickback you are receiving for the games bugs, optimization, and lack of features... You have created an astonishingly beautiful world with a level of visual detail that is pretty much unmatched. The actual gameplay? It's fine, honestly. Plenty of RPG customization options for your character, decent weapon variety. Barring the big bugs, you can play the game how you want. hacking is fun enough, melee is fun enough, stealth is fun enough. You truly do feel free to approach things how you want to the same degree as any other game that tries to offer you these options. Sure, there isn't much in the way of open world police pursuits, killing sprees or any of the other 'sandbox' elements that players are accustomed to with games like GTA. Quite frankly, there doesn't have to be, in my opinion. The game will get optimized. Bugs will get fixed. The foundation of a totally unforgettable gaming experience has been laid. You've DONE all the heavy lifting, CDPR. Now pepper in a huge amount of novelties. That's what have to do. Make the arcade machines playable. Let us go and get a haircut. Let us actually sit down at a bar and drink, even if it doesn't do anything. Let us purchase items at the sex shops. Give us cosmetic slots. Let us dance on dancefloors. Let us gamble. Add fluff, and then add some more None of these things require a large amount of resources at all to accomplish, comparatively to some of the other things you have managed to pull off. But, these are the things that make the world feel alive. We aren't talking huge features. Just 10-15 tiny things that really add up to making the world feel like there are things to do that aren't just the next mission.
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:
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-explainedUpdateAccording 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".
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.
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.
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
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)
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.
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")
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.
Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.
Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you. Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice. Here are my don'ts of job hunting: e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly. I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have. Don't try to get by without doing the standard "best practice" stuff. I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews. What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions. Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial". Don't be bad at interviewing, not even a little bit bad. Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV. I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice. Don't wing it during the interview. For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced. Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway. Don't apply to old job listings. If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV. Don't apply to listings that aren't on the employer's own site. It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer. If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go. Don't be too picky with job titles. Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad. Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title. Don't be too loose with companies you apply to. At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later. Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money. Have a loose idea of who the company is before applying, to avoid those awkward moments. Don't stop applying until the ink is dry on your offer letter. My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time. It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying. Don't get your hopes up. (maybe the most important tip.) Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't. I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take. To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day. Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job. In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health. Don't be afraid to be a try-hard. The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG. On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless. Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked! So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material. NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free. Don't assume ***anything*** until it's final. In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience. In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round. In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job. On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did. The lesson: Do not assume anything! ANYTHING!
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.
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.
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.
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