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: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!
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.
- 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.
Image Linkimgur
Here’s a quick breakdown of how this feature works:
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:
- 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!
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.
- 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
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
Seasonal Challenges Bright Dust (All Players)
Season Pass Bright Dust
- Free Seasonal Activities – 6,000
- Seasonal Extra – 4,000
- Total – 10,000 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
- Free Path – 7,500 (All Players)
- Paid Path – 3,000 (Players who own Season Pass)
- Total – 10,500 Bright Dust
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.
- 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
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.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.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.
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%).
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.
- Auto Rifle
- Scout Rifle
- Pulse Rifle
- Submachine Gun
- Hand Cannon
- Machine Gun
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.
- 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%.
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
Nerfs
- 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.
Exotic Changes and Bug Fixes
- 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%.
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!
- 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.
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:
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.
- 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.
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLDArt of the Week: Eris
— 🥀alex🥀🏳️🌈 (@miyagiie) January 25, 2021
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LYCheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
If this gets 7 likes we'll add a new LZ on Europa next Season.We’ll see you again next week, bright and early on Tuesday morning.
— Destiny 2 (@DestinyTheGame) January 27, 2021
Hey Summoners, submitted by thascout to grandsummoners [link] [comments] Hopefully Re:Zero treated you all well, as we are hitting the ground running in 2021 with a much awaited collab rerun: That Time I Got Reincarnated as a Slime! It's been about two years since Rimuru was last in Grand Summoners, and believe it or not, the collab got even bigger somehow! Let's take a look at our roadmap for TenSura. Tensura runs from 1/29 - 3/4; Extremely short compared to last time. https://preview.redd.it/ie5poxkvy8e61.png?width=1640&format=png&auto=webp&s=724f30048a032c4437adb3feb5bc26724f0c2fca Rimuru (Water, Demon) ~Disclaimer: Yes, I'll be referring to Rimuru as a "he" in my reviews. I realized it too late, and would rather make this short disclaimer to avoid changing all of the "he"s to "they"s. Thanks for understanding and not making a discussion of this in the comments like someone usually tries to do~
Awoken Rimuru Skill: 2800% Fire DMG (Magic). 10s CT, 1200 Break Arts: Refresh Skill CT for all Allies + Cure Allies' status ailments (except Faint) and heal Allies by 30% of their max HP + For 10s, increase Allies' Status RES (except Faint) by 100%. True Arts: 33000% Water DMG (MAG). Heal own HP by 3% of DMG dealt by this True Arts + For 15s, increase Allies' stats by 30%, increase Allies' Arts by 3/s [Type E]. 3700 Break Passives:
Unsurprisingly, Rimuru is still probably the best unit that this collab has to offer. Now, I'm not trying to use "Rimuru" as a generic catch-all term so I don't have to specify which one is actually the best -- I am saying that this one is the best one. When it comes to analyzing the efficacy of a particular unit within their role, it becomes hard to actually compare units in one role to another, solely due to the fact that units in different roles simply do different things. This could not be anymore true for a unit like Rimuru. Yes, Samurai Rimuru will likely receive a higher rating on the tier list, pretty much just because he's an amazing DPS unit, but when it comes down to a unit you'd rather have, Normal Rimuru should be that unit. Sure, he might be a little bit weak when it comes to Art Gen, but the pseudo-heal on his TA, the passive Art Gen, and the status ailment negating on Arts have made Rimuru a consistent and highly sought after choice for much of the difficult content in the game. Though his buffs are pretty mediocre, Rimuru doesn't really need any buffs, since his kit is so unique for a support unit. The "Mako treatment" would have been nice, but I almost prefer him to exist in this state where he competes with Mako and other supporters, rather than outright replacing them. Personal Rating: S+ Tier List Rating: S+ Santa Rimuru (Water, Demon)
Awoken Santa Rimuru Skill: For 7s, Apply one of the following effects to All Allies (Cycles in Order). On skill use, Increase Art gauge by 1 > Increase ATK by 10% > Heal All Allies HP by 1%. 15s CT Arts: 19000% Water DMG (MAG). Increase all allies Arts gauge by 20 + For 15s, Reduce All Allies' DMG taken from Giant Bosses by 30%. 1200 Break True Arts: 36000% Water DMG (MAG). For 20s, Increase All Allies DMG and MAG DMG by 60%. 2300 Break Passives:
Quite an interesting unit, Santa Rimuru is. Though his kit seems to be just all over the place in terms of what his actual role is, I think Santa Rimuru finds a nice balance with what he's given. Much like the slew of Support/Sub-attacker units we've been receiving, like Cestina and Emilia, Santa Rimuru seems to be exactly that. His skill is arguably more useful than a lot of other skills in the game, granting his team all sorts of different buffs on rotation. His Arts powercreeps Emilia in a way, granting higher DMG resistance against Giant Bosses, something that shouldn't necessarily be overlooked just due to the sheer amount of stages that Giant Bosses are used in. But I'm sure where most eyes are drawn are to his True Arts. Yes, many have already made parallels to Forte, but I feel that a more accurate parallel would be to a more overlooked unit; Fubuki. What this means to me is that no, Santa Rimuru will not enable any unique nukes at all, though he will just be a better choice over her due to the versatility of his kit as a whole. Another aspect of his kit worth mentioning is that potential 60% DMG up passive for WateDemon units. While his True Arts alone won't make him a nuke staple, his Support slot and this passive absolutely could. Though there aren't too many high-tier Water+Demon DPS units, the few that are in that category will just be overjoyed to fight alongside Santa Rimuru (though none of these units deal Magic Damage, lol). Overall, I think that Santa Rimuru is a very interesting unit from this collab, and will likely be one of the most overlooked when compared to his fellow Rimurus. Personal Rating: S tier Samurai Rimuru (Dark, Demon)
Awoken Samurai Rimuru Skill: 1700% Dark DMG (PHY). If this skill crits, increase own Arts by 50. 10s CT, 500 Break Arts: 20000% Dark DMG (PHY). For 10s, increase Allies' stats by 30%. 1600 Break True Arts: 50000% Dark DMG (PHY). For 50s, increase Allies' PHY DMG by 50% (stackable). 2800 Break Passives:
Yeah, this is one of those units that just makes you go "Whyyyyyyyyyyyyyyyyyyyy". Not because said unit is bad, but because said unit is absolutely amazing and unfortunately limited. Though units in this "Why" tier typically end up being Supports, Samurai Rimuru is an interesting exception; that's right, it's time to talk about whether or not Samurai Rimuru powercreeps Vox. Now, I'd rather not fixate on the aspects of these kits that are just far too similar, instead I'm going to organize the strengths and weaknesses of Samurai Rimuru into a list, using Vox as a baseline unit. Strengths:
Personal Rating: SS, no doubt. Milim (Fire, Demon)
Awoken Milim Skill: 2500% Fire DMG (MAG). For 6s, increase own ATK by 30%. 8s CT, 1000 Break Arts: 13000% Fire DMG (MAG). For 4s, Enemies take [250 × DMG they inflict on this unit] DMG. For 15s, increase own Arts by 2/s [Type EX1]. 2300 Break True Arts: 44000% Fire DMG (MAG). Increase DMG of this True Arts to Enemies in Break by 200% + For 15s, increase own Critical Rate by 100%. 4000 Break Passives:
Milim is a very cut and dry unit. On release, she was an absolutely terrifying Fire nuker paired with Benimaru and Berwick, but with how much the nuking metagame has changed with the introduction of the Unholy Trinity, Vox, and even new Fire units like Kisaragi, Froy, and Tallis, it's just hard to justify using Milim for much outside of her Arts, which has seen niche use in DoT floors 20 and 26. Honestly, I still have a soft spot for her and tend to bring her along in a lot of my fire nukes due to her swift animation, great slots, and innate 100% Crit on TA. Is she the best unit from the collab? Probably not, but she's super fun to use and likely won't stagnate in your box if you do pull her. Also, keep dupes of her, she's a pretty great nuker. Personal Rating: A- tier. Santa Milim (Fire, Demon)
Awoken Santa Milim Skill: Increase own Arts by 10 + For 10s, increase own stats by 10%. 15s CT Arts: 23000% Fire DMG (PHY). For 10s, reduce Enemies' Fire RES by 30%. 1600 Break True Arts: 40000% Fire DMG (PHY). For 10s, increase Allies' Critical Rate by 100% + Increase Allies' Arts by 3/s [Type E]. 3100 Break Passives:
I have a bit of a secret...I love Santa Milim. Not really as a character per se, but I love her kit. Her slots are pretty mediocre, but a Support unit that grants 100% Crit Rate and Art Gen simultaneously is exactly what I've been waiting for in this game. I'm pretty tired of not having options to include teamwide 100% crit without having to slot in Vox or Regulus into a team comp, mainly because the team comps I want this for have plenty of DPS and require more Art Gen to function. Santa Milim changes that, and boy am I glad that the days of waiting for a unit like this are over. Will she be used? Probably not. Generally Vox is a good enough DPS to warrant using him in a team comp, at the expense of not being able to make that perfect high DPS sustain comp. Her slots and horribly niche applications are just not something that I can see being all that popular. Even though her Crit application is teamwide, I still think base Milim is better on the basis that she comes with better slots and a more focused kit in general. Though the Art Gen is worth considering, Type E stacks with everything except for Human Rimuru, so even with garbage slots (making her a very slow starter), Santa Milim will still see some use due to her rare Art Gen group. Personal Rating: A or A+. With better slots, she would be a shoe-in for S- tier. New Year's Milim (Light, Demon)
Awoken New Year's Milim Skill: 2000% Light DMG (PHY). For 7s, increase own ATK by 10%. 500 Break Arts: 18000% Light DMG (PHY). For 20s, increase own accuracy by 20%, and own DMG by 60%. 1300 Break True Arts: 65000% Light DMG (PHY). For 12s, reduce Enemies' Light RES by 50%. 2000 Break Passives:
Out of all the Milims, this one seems to be the best one. Not only does NYMilim have a focused kit, but she actually brings something more to the table other than high multipliers, critical boosting, and a Support slot. NYMilim is the premiere Light Nuker that may finally put Light nuking back on the map for general content, though this would largely be contingent on her animation speed and hitboxes, so she could keep up with Saitama. 50 Arts teamwide, 40% ATK teamwide, a ridiculous multiplier and 50% Light RES down just make her absolutely ridiculous for nuking, as she comes with a free Type-0 and Gaimalse, while still possessing the slots that are most valued in nuking. Light nuking has always struggled with a lack of support over the years, but with Saitama, Kazuma, Sonije and even Liza seeing some use in Light nukes, NYMilim might be just what the team comps needed to hold everything together. Personal Rating: A+ tier. Benimaru (Fire, Demon)
Awoken Benimaru Skill: 1800% Fire DMG (PHY). Increase own Arts by 10. 8s CT, 900 Break Arts: 15500% Fire DMG (MAG). For 20s, increase own Skill CT REC by 50%, increase own DMG by 30%. 1800 Break True Arts: 42000% Fire DMG (MAG). High chance to inflict Burn. If Enemy was Burned by own True Arts or was already Burned when own True Arts was activated, for 15s, reduce that Enemy's MAG RES by 70%. 3900 Break Passives:
Unfortunately, like Milim, Benimaru didn't really receive any substantial buffs or support this time around. Better passives, more improved slots, or more Magic RES down really could have brought him back into the limelight, but I don't see that happening anymore. Complaints aside, Benimaru is still a solid unit. Quite a few Fire nukers utilize Magic Damage to delete enemies, like Milim and Berwick. The condition for activating this effect is actually pretty easy to do, since all you need is a unit to bring Volkans to guarantee it to hit (unless the boss is immune to Burn of course). Unfortunately, time has not been too kind to Beni, as nuke units have slowly been shifting to Physical damage dealing, making Benimaru ever so slightly less relevant. Personal Rating: A Shion (Dark, Demon)
Awoken Shion Skill: 5000% Dark DMG (PHY). Increase BE generation of this Skill by 30%. 15s CT, 400 Break Arts: 17000% Dark DMG (PHY). For 20s, increase own Skill CT REC by 100%. 1600 Break True Arts: 63000% Dark DMG (PHY). For 10s, increase own accuracy by 100%. 3500 Break Passives:
Shion is such a strange unit. Her skill is actually pretty interesting, dealing insanely high damage and generating more BE not just from the bonus tacked onto the Skill, but also due to the 5k multiplier. Outside of that, she's pretty mediocre. High multipliers are no longer rare, so having one doesn't make her special in any way, shape or form, and stapling niche/easily accessible buffs to her True Arts will not make her a good pocket pick for content requiring Accuracy (Zeela has better slots, cheaper buffs with long uptimes; just use her if you need Accuracy). Honestly, even with her potential 150% DMG and ATK from her passive, I just don't see any reason to expend the 500 Arts or the time necessary to use her to her fullest potential. Shion is just so unfocused and bland, and reading her kit just leaves such a bad taste in my mouth; they did not have to do her this dirty. Personal Rating: B or B+ tier. Slime Rimuru (Water, Demon)
Awoken Slime Rimuru Skill: 1500% Water DMG (MAG). 7s CT, 800 Break Arts: 10800% Water DMG (PHY). Low chance to inflict Paralysis. 2000 Break True Arts: 25000% Dark DMG (MAG). For 15s, reduce Enemies' DMG RES by 20%. 3600 Break Passives:
A true remnant of the past, from when luck units weren't meant to be S+ tier units that fit into every team comp with absolutely 0 friction. With YYH, OPM, Goblin Slayer, and now Re:Zero, Slime Rimuru really has no place in this metagame. There's nothing more for me to say; Genos even eclipses this awful unit with better slots, a better EXP passive, and better effects on Arts/TA. Slime Rimuru will simply exist as baby's first Luck unit for the newcomers who join during this collab. He'll get you through multiplayer lobbies where luck is a must, but other than that, you should dump him as soon as you get your hands on Edram. Yes, I know that the Defense slots make Slime Rimuru a decent budget option for content like F21 and such, but at this point, with how frequently GL gives out units, budget should be entirely out of the question on the "unit" front. And yeah, I get how this fits thematically, still makes him garbage. Personal Rating: F tier Personal Rating [Luck]: F tier, Defense slots are useless for general farming. https://preview.redd.it/5fiwrqrez8e61.png?width=1640&format=png&auto=webp&s=86d70554fb2383f80a488b0fdfff13a95784ce5e In fear of hitting the image limit for a Reddit post, I have included every single gacha equip in this image, though there will be three different banners afaik. Let's take a look: Equips from left to right: Milim Kimono, Dragon Knuckle, Milim Socks, Rimuru Kimono, Milim Santa, Milim Sandals, Rimuru Santa, Milim Clothes, Milim Necklace, Rimuru Sword, Benimaru Clothes [NY] Milim Kimono - 5* Magic 5800% Light DMG (MAG) For 30s, Increase Own Light DMG by 40%. 50s CT, 700 Break This is just a worse version of Iris Doll lol. Slightly better uptime, worse DMG boost. Just...why?! [NY] Rimuru Kimono - 5* Support For 10s, Increase All Allies' CRIT Rate by 100%. Increase All Demon Allies' DMG by 50%. 120s CT A decent equip, that's for sure. Though Letterbag is no longer as popular as it once was, it still sees occasional use in equip nukes/teams that don't need Art Gen to nuke. Since this is just an explicitly better version of Letterbag for Demons, obviously it's pretty good. It's hard to say if this will make any new nukes possible, but if you are all about nuking, be sure to pick this one up. [NY] Milim's Sandals - 5* Magic 5000% Light DMG (MAG) For 8s, Increase Own CRIT Rate by 100%. 50s CT, 500 Break Critical Rate is so attainable nowadays, and with equips like Letterbag, Terra Conjunction, and the new Rimuru Kimono, selfish crit based equips like this one really have no place in the meta. Could it see some use? Maybe, under the right circumstances, though I don't imagine this equip will be making many waves in the metagame. [NY] Dragon Knuckle - 5* Physical 7500% Light DMG (PHY) For 8s, Increase Own ATK by 50% and Reduce Enemies' PHY RES by 30%. 55s CT, 1000 Break Definitely the best equip out of the bunch, Dragon Knuckle simply improves on an older nuking equip - Snippity Snips - while still keeping Type 30 relevant by not replacing it completely. Knuckle is more selfish, but in any nuking comp that doesn't utilize Fire DMG, the 50% ATK increase is going to do more than a completely useless Fire RES down. I wouldn't say it's worth pulling outright for Knuckle, but I also can't imagine it being a bad idea to do so either, especially if you enjoy nuking. [XMAS] Rimuru Santa - 5* Support Increases all allies' Arts gauge by 40 + For 5s, Increase all allies' Demon unit's Art Gauge by 6. 120s CT Hm, what a mediocre equip. With how optimized teamwide Art Gen equips are becoming, especially in JP, it's hard to justify the existence of something this bad. It's worse than Type-0 if the condition isn't met, but even if the condition can be met, there is no universe where this is used over Type-0. 70 Arts typically isn't enough to get a team comp started, so as long as you have an Art Generator like Fen, you'll be better off slotting an LDH on him or something.[XMAS] Milim Santa - 5* Healing Heals HP of unit with lowest Current HP by 20% + For 6s, Heals all Allies' HP by 5%/s. 40s CT A 30% Heal + 20% to the unit with the lowest HP is actually pretty good. Heal equips are generally unspectacular, with some exceptions like Demonic Globe and Feena Wings being the saving grace for the slot, but this equip might be one of the "greats" as well, though it doesn't have much to compete with. I can mainly picture this equip being particularly strong on F26, where some of my units lose HP faster than others due to the DPS they deal to Ignis and whatnot, as this equip provides a valuable heal in a pinch. Again, not worth pulling for, but not bad really.[XMAS] Shion Santa (not pictured because I am a dunce) - 5* Defense For 30s, Increase Allies' PHY RES by 20% and Paralyze RES by 100%. 40s CT Ehhhhhhhhhh, I have mixed feelings about this equip. For one, it's uptime is ridiculous, and might be the sole reason this equip sees play. On the other hand, the resistances are small and not worth using over other, more readily available equips like the Gargantua clones. I wouldn't pull for this, personally, but it's interesting to see. Hopefully they buff this whenever TenSura comes back around.[XMAS] Milim Socks - 5* Physical 3000% Fire DMG (PHYS). For 6s, Increase Arts Gauge by 2. If the user is Fire, Instead, For 6s, Increase Art Gauge by 3. 20s CT, 400 Break Grrrrr, they keep making bad equips!!!!!! Yes, on paper this looks alright, giving Fire units nearly 1 Arts per second if they equip this, but when you consider the existing alternatives, this falls short on nearly every degree. For non-fire units, this is just a worse True Izanagi, providing the same Arts/second without the Equipment CT passive. And even if you're using a Fire unit, equips like Hiei's Sword and Kanesada just generate more Arts over time, making them more valuable picks over this. This equip is alright if you don't have anything else, but generally, it's just outclassed.Milim's Clothes - 5* Support Increase all allies' art gauges by 5 for 10 seconds. 45s CT One of the best equips in the game, to-date. This equip packs one of the best teamwide Arts/second totals in the game, edging out even Goku Uniform in terms of total Arts generated (though it gets beat out by other factors). I've been using my Milim's Clothes-es consistently for 2 years now, and I can wholeheartedly recommend this amazing Support equip if you have the gems to guarantee it. Personally, I think 1 is enough, since it doesn't stack with other copies and micromanaging two of them is generally just a hassle. Basically: Pull for this equip and this equip only. It's amazing and you won't regret having one.Milim's Necklace - 5* Magic 1000% Fire DMG (MAG). 80% chance of Burning enemy. 15s CT, 400 Break This equip is exactly what it looks like, and nothing more. If you lack good burn units, this equip is an okay substitute for stages like Goldola AWK, not seeing much more use outside of that. Just use Gran Brave.Rimuru's Sword - 5* Physical 12000% Water DMG (PHYS). If user is Demon, increase own DMG by 50% for 10 seconds. 120s CT, 2000 Break Jeez, Hiei's Sword really destroyed the Physical equip metagame, didn't it? Not only is this equip more conditional than Hiei's Sword, but the buff is shorter, the uptime is shorter, and it doesn't generate Arts. Not everyone has access to Hiei's Sword, but for those who would even be able to benefit from an equip like this, it's generally worse than most other Physical equip options in the game -- for both nuking and general content.Benimaru's Clothes - 4* Defense Reduces all allies' DMG taken by 25% for 10 seconds. Increase all allies' Critical RES by 10% for 10 seconds. 50s CT A decent 4* Defense option. The Critical Resistance is pretty low, as is the uptime of this equip, but for stages like F21, this equip will greatly aid in mitigating Number 2's high DPS on Arts usage for units like Thetis. Not exactly worth pulling for, but a nice consolation prize if you pull it before Milim's Clothes.Onto the farmables! Equips from left to right: Benimaru's Sword, Magic Seal Mask, Rimuru's Clothes, Hercules' Edge, Milim's Boots, Rimuru's Scarf, Milim's Hairpins Benimaru's Sword - 5* Physical 6000% Fire DMG (PHYS). Increase own Accuracy rate by 30% for 8 seconds. 60s CT, 2400 Break
Eh, this equip is pretty mediocre. Even for stages that have bosses with high evasion or consistent blind infliction, the uptime is too mediocre to really justify using it. Farm one if you'd like to.Magic Seal Mask - 5* Support Increase target's Arts gauge by 15 for 5 seconds. 35s CT
Believe it or not, this equip really isn't a gamechanger. The Arts per second for MSM (2.14) is worse than LDH and Optima Rade (2.5), and even Swashbuckling Fen (2.22), but what makes MSM so valuable to new players is how easy it is to farm. Even though LDH is worth the effort, it takes time to farm, and MSM is a great beginner equip to tide players over until they get the motivation to farm out LDH. Farm 2 if you're new and have no LDH's, otherwise 1 should be fine.Rimuru's Clothes - 4* Magic 5800% Water DMG (MAG). Increase all Water allies' ATK by 20% for 10 seconds. 60s CT, 1000 Break
I reaaaaally love this equip. Since Water units are arguably the best in the game, this equip is a great slot in for water-based comps. It has a high and fast multiplier, making it great for clearing stages quickly and generating BE, and the uptime is even somewhat decent. Given how many Water units have random 4* Magic slots and the mediocrity of 4* Magic equips, I think this is one of the few 4* Magic equips that manages to actually bring something good to the table. Farm 1 to MLB.[XMAS] Hercules' Edge - 5* Physical 6000% Dark DMG (PHYS). For 10s, Increase own BE Generation by 30%. If user is Demon, Instead, Increase own BE Generation by 40%. 50s CT, 350 Break
An interesting equip to say the least. I'm having a tough time predicting just how useful it will be, but I'm inclined to say it's pretty bad, considering it's sole purpose is generating BE, despite having a pitifully low multiplier for doing so. Still, for newer players and collectors alike, I'd recommend farming at least one of these, not necessarily to MLB.[XMAS] Milim's Boots - 4* Defense For 10s, Increase All Allies' DMG RES by 5% + Reduce DMG Dealt by Demons to All Allies' by 10%. 20s CT
Pretty mediocre DMG Resistances with an alright uptime. The conditions for this equip to even be usable are quite slim, and given just how easily obtainable alternatives like Siegel, Michael, and Phantom Mask are, I'm inclined to say that this equip sucks. Farm one if you'd like to. [NY] Rimuru's Scarf - 5* Physical 2500% Dark DMG (PHY) For 10s, increase own DMG to Enemies who you have Elemental Advantage over by 40%. 30s CT, 400 Break
Quite the interesting equip, Rimuru's Scarf stands out but doesn't seem to perform. Physical slots are very valuable for units, either being great for slotting in nuking equips, or sustain based equips that pack moderate Art Gen in them. This equip doesn't really excel on either of those fronts, failing to generate Arts for sustain-based comps, and failing to provide a substantial DMG buff to the team, or at the very least, the user. I'd farm one of these to MLB though, because I can personally think of a few stages where this might not be total garbage.[NY] Milim's Hairpins - 4* Physical 3500% Light DMG (PHY) For 10s, Increase own ATK by 20%. 40s CT, 1500 Break
Ugh, another bleh equip. Farmables from crossovers have been amazing in the past, see Raphtalia's Sword and Sword of Trials for an example of this, but this time around we don't really have much to look forward to. Though this equip has a higher uptime than Bray Cannon, the buff is more selfish, and even still, Bray Cannon sees almost no use outside of nuking. Farm one of these if you'd like to, though you don't need to MLB it.https://preview.redd.it/qzhlmvlmx8e61.png?width=1640&format=png&auto=webp&s=970786d305809676b4bcbc9222cfb88cf9a4c2d0 Helper Rewards Return!Same deal as last time, if you're above Rank 80, you can join multiplayer lobbies that have the "Helper Reward" tag on them to collect some very time-consuming, but very valuable rewards! Here's what you'll get after completing all 200 Helper runs:10x Slime Revival Tickets 60x Flux Drops 60x Medium Potions 50x Crystals 20x Lucky Gems The Lucky Gems alone make doing this worth it, but the other rewards are pretty sweet as well. And also, I personally found it fun to help newer players run content, so I'm ecstatic that these rewards are returning. This is one of the best things GL has implemented recently. Login BonusesBonuses will run throughout the collab These are some of the login bonuses we'll be seeing throughout the event. The first bonus giving us 50 crystals and a Rainbow Gem, and the other bonuses giving us I'm going to wrap up this write-up for now. There's a bit more information I left out, regarding the Step-Up Banner for this collab and Awoken Ashe Toto, but TenSura is huge and I've been typing for too long. Thanks for reading this as always, and best of luck in your summons!!!! -Branch |
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