Where Is Xur Today? Destiny 2 Exotic Vendor Location & Items (February 21-25)
We only have a few weeks of Destiny 2's Season of Dawn left, which means new content will soon be on the way. That makes this a good opportunity to start messing around with some new Exotics to find new guns and armor builds you might like, especially since Bungie has announced a whole bunch of weapon nerfs coming next season. Xur has arrived in the solar system with another opportunity for you to get the Exotics you're missing--here's where to find him and everything he's carrying.
Xur is located on Earth in the EDZ right now, in Winding Cove. His Exotic weapon this week is The Colony. Hunters can get Raiden Flux chest armor; Titans have the Mask of the Quiet One helmet on offer; and Warlocks can purchase the Crown of Tempests helmet.
Xur Location
You'll find Xur on a cliff in Winding Cove. Drop into the transmat zone and head north to the edge of the area. Climb the cliffside up toward a crashed Fallen dropship--Xur is standing at the edge of the cliff beside it, but watch out for the Fallen hanging out in the area.
The 138th GalaQuiz will be LIVE soon, win up to $100 in GalaCredit!
[www.indiegala.com] The GalaQuiz will take place in less than 15 minutes from this announcement Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be Cartoon Girlfriends. Keeping to the Valentine's theme, today's topic will be all about that special someone in the lives of some of best (or lesser) known cartoon characters.
Posted by: xSicKxBot - 02-23-2020, 11:50 AM - Forum: Lounge
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This Week At Bungie – 2/20/2020
This week at Bungie, all eyes are on Stage 7.
Time and time again, this community humbles us. A few weeks ago, you were challenged with the Empyrean Foundation, requiring billions upon billions of Fractaline donations to light a beacon of hope. You’ve strategized your investments, brought riches to our dear friend Spider, and smashed six goals faster than we could have imagined. Here’s an update on your shared progress:
Whether you’ve been donating or investing, this has been a community-wide effort from the get go. Your combined efforts are paving the way to success. Soon, the final Triumph for the Savior title and a fancy new shader will be available for everyone, and it’s all thanks to you.
Now, let’s shift gears. A few weeks back, we promised some Sandbox previews leading up to Season of [Redacted]. Let’s get to it.
Taking a Pass
This week, we’re putting the magnifying glass on weapons. While Swords were given a bit of an overhaul in functionality, other weapon archetypes are seeing some finer tuning. Damage values, ranges, and even reload canceling are on the table this time around. We know one of the first questions on your mind will be, “Is this a Crucible-centric update, or will PvE get changes this Season as well?”
While the following changes will be coming out at the beginning of Season of [Redacted], some are in preparation for a new PvE challenge coming later in the Season. A new Nightfall difficulty, officially dubbed “Grandmaster,” will test even the most proficient Guardians. We’ll have more details about this new ordeal in the coming weeks. But for now, we have information from the Dev team on changes being made to ensure that we strike the right balance between challenge and reward.
Dev Team: For Season of [Redacted], we’ve adjusted quite a few weapon archetypes alongside the changes to Swords that were announced two weeks ago. While these are not all the changes in the release, we’re covering some important conversation pieces here.
Izanagi’s Burden
Since the removal of auto-reload effects from Rally Barricade and Lunafaction Boots, as well as the introduction of a catalyst for Izanagi’s Burden, it’s seen a significant uptick in use. Izanagi’s Burden solidified itself within the majority of endgame builds due to its excellent burst damage, sustained damage, ammo economy due to Special ammo, and safety due to being a Sniper Rifle. The Outlaw trait was swapped out for No Distractions to be more in-line with the fantasy of the weapon and to ensure the trait on the weapon would still work with Honed Edge.
The animation speed of Honed Edge is no longer affected by the reload stat
Outlaw has been replaced with No Distractions
Sniper Rifles
We gave Sniper Rifles an increase in PvE damage back in Shadowkeep. We’re removing that change for a few reasons. Sniper Rifles have a lot of utility and safety due to their range and the increased damage was giving them too much of a leg-up on their closer range counterparts. That gulf only widens as the difficulty of any given encounter goes up. The direct changes to Adaptive and Rapid-Fire Snipers were to make the differences in the sub-archetypes more impactful again as well as to give some amount of parity with the adjustments to Shotguns and Fusion Rifles.
Damage to Major enemies and above have been reduced to pre Shadowkeep values (~-20%).
Adaptive Snipers precision multiplier has been reduced from 3.25x to 2.95x.
Rapid-Fire Snipers base impact has been reduced from 100 damage to 90 damage.
Grenade Launchers
Through a combination of archetype adjustments and new perks being introduced, Grenade Launchers have been quite powerful ever since Season of the Drifter. We’ve changed the Aggressive frame sub-archetype to the Rapid-Fire sub-archetype to be more in line with other weapon’s established conventions and slightly reduced their effectiveness on Powerful enemies to give other weapons some more breathing room.
Aggressive Frame grenade launchers are now Rapid-Fire Frame Grenade Launchers.
Rapid-Fire Frame Grenade Launchers have had their damage reduced to account for their Rate of Fire (0.8x), but now also have increased reserves.
Previously, Aggressive Frame Grenade Launchers fired faster than Adaptive but had the same damage.
Damage to Major enemies and above by Power weapon Grenade Launchers reduced by ~10%.
Lord of Wolves
The ease of use granted by changes to Release the Wolves made it very difficult to approach and made the margin of error extremely large. We’ve pushed the two states apart via accuracy to ensure that the default state is the norm, rather than the exception. With this change, Release the Wolves should be used at extremely close ranges against large targets instead of just being a better version of the default behavior.
Release the Wolves now significantly reduces this weapon’s accuracy while active.
The Last Word
When reintroduced in Season of the Forge, The Last Word became quite dominant due to its extremely forgiving maximum time-to-kill (TTK). We’re adjusting the way the weapon works to focus it back as a hip-fire based weapon while also improving that side of the experience for both controller and mouse and keyboard inputs. We also made it a little less forgiving so that you still have to concentrate on your aim while wielding the weapon.
Fan Fire now adjusts the precision scalar while hip-firing.
Fan Fire impact values have been adjusted.
Precision Hip/ADS adjusted from 67.95/67.95 to 68.27/52.2.
Non-Precision Hip/ADS adjusted from 50.01/50.01 to 38/38.
Aiming down sights no longer provides additional effective range (damage falloff).
Reduced stability for Mouse and Keyboard input.
Reduced the effective range.
To improve the experience, adjusted the way target acquisition is handled while hip-firing.
Shotguns
One issue we’ve been waiting to fix before adjusting Shotguns again was an oddity in the way our aim assist system works with weapons that don’t care much about precision damage. As an example for Shotguns, at certain distances between players, the aim assist system would prioritize the head, causing the entire spread to deviate from center mass and make the player miss out on the kill. With that issue out of the way, we made more adjustments to Shotguns to give other weapons a little more time to react to them.
Target acquisition for non-slug Shotguns has been adjusted to no longer account for precision locations.
Previously, target acquisition could actually cause the player’s spread to deviate from the intended aim vector, causing most of the spread to miss.
Cone angle is now adjusted on a per sub-archetype basis and is no longer adjusted by the range stat.
Aiming down sights no longer adjusts effective range for this weapon archetype.
Fusion Rifles
Similar to the issue noted above with Shotguns, Fusion Rifles also suffered from some target acquisition related oddities that we’ve since fixed. Most of the changes here are adjustments focusing on the High Impact sub-archetype. Backup Plan was an Exotic perk in the original Destiny release, and it was placed on Legendary Fusion Rifles in Destiny 2 due to them being Heavy ammo weapons at the time rather than the Special ammo weapons they currently are. When weapons were shuffled around in Forsaken, the perk came along with them, and we’ve decided to adjust it alongside the archetype itself to have it fall back in line with other Legendary perks.
Target acquisition for Fusion Rifles has been adjusted to no longer account for precision locations.
Previously, target acquisition could actually cause the player’s volley to deviate from the intended aim vector, causing most of the volley to miss.
Damage falloff for this weapon archetype can now floor at 0.5x (Previously 0.75x).
Effective range and the impact of the optics stat for this weapon archetype has been reduced across the board.
Backup Plan
Backup Plan now adjusts impact to match the Rapid-Fire sub-archetype while active.
Charge time is now set to match the Rapid-Fire’s sub-archetype * 0.85 while active.
Auto Rifles
Some small tweaks have been made to give Auto Rifles a small boost in efficacy for the Crucible—though they also influence PvE. The nature of the way Destiny is played tends to have Semi-Auto based weaponry be more effective in general and so we’re compensating for that with these tweaks. These are fairly modest changes intended to give Auto Rifles more of a chance in an open fight without attempting to drag the TTK of the entire game down.
These are some of the biggest changes coming to weapons, but be sure to check out the official patch notes in early March for the full list. We’ll also have a preview of Exotic armor changes, along with tuning to your Supers and abilities in the coming weeks. Stay tuned.
Balancing Act
When processing the #Help forums, Destiny Player Support is tasked with distributing need to know information to players in need. Help articles, workarounds, and general troubleshooting are the keys to success.
XBOX NEGATIVE SILVER BALANCE
Earlier this week, Destiny Player Support noticed an increase in reports about negative Silver balances on Xbox that we are continuing to investigate. Players who are still running into this issue on Xbox should reboot their console and log back into Destiny 2 to verify their Silver balance.
“IN THE VALLEY” CRIMSON DAYS EMBLEM
On Tuesday, Destiny Player Support received reports that code generation and redemption for the “In the Valley” Crimson Days emblem had ended approximately nine hours earlier than expected. To ensure players who had already generated a code had a chance to redeem their code or a friend’s code, the deadline to redeem was extended until Wednesday’s daily reset.
CURRENT 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:
Full Hymn of Desecration stacks are being removed from player’s inventories upon earning the final one.
World chests in the Dreaming City are not dropping Glimmer.
The Aeon Safe Gauntlets list the incorrect requirement to activate the Aeon Energy perk in the armor inspection screen. Players need to get melee kills to activate the Aeon Energy perk.
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.
They Believed They Could Fly
Titans like to punch things, right? Sometimes, things aren’t within reach of their fists. This week’s winners bridge the gap with some killer editing that really drove it home.
Movie of the Week: Titans Just Want to Punch Things
Honorable Mention: An Perfectly Average PvP Montage
Honorable Mention: Wedding in the Dreaming City
Let’s say you want a cool emblem. You should do what this week’s winners did: make a cool video and submit it to the Creations page on Bungie.net.
I’m still having a bit of trouble processing the fact that you’ve all raised billions of Fractaline in the last few weeks. On top of that, you’ve completed countless Timelost weapon bounties in the process. Spider is swimming in shards. Your XP gains are overflowing.
I can only hope to one day own a successful business like our Fallen friend.
While all this has been happening, Osiris confronted an old ally(?) to provoke them to pick a side. Have you seen the new cinematic in the game? It’s out there. In the weeks to come, your victory over the Red Legion on Mercury will be complete. A new Season is on rapid approach and with it comes new mysteries, threats, and activities to plunder for rewards. If you’re enjoying those Obelisks, you still have time to farm their resonance levels and weapon bounties before the next Season begins. We’ll share more with you real soon…
Ed Boon Would “Love” To See A Mortal Kombat Character In Smash Bros. Ultimate
One iconic fighting series that hasn’t been represented in Super Smash Bros. Ultimate yet is Mortal Kombat. While Nintendo or Masahiro Sakurai have never said anything publically about a character from this brutal and bloody fighter being added to the roster, Mortal Kombat co-creator Ed Boon recently told Shacknews he would “love” to see it happen.
This was his exact reply when he was asked about the possible inclusion of characters like Scorpion and Sub-Zero in Smash:
For me personally (I can’t speak for all of Warner Bros or anything), that would be kind of like a stamp of approval. It’d be like being part of the gang and all that stuff. I would love to see that.
So, with Boon on-board, what is the likelihood of this actually happening? There’s a second round of DLC fighters currently in development for Smash Bros. Ultimate, so there’s always a chance.
In saying this, in November last year, Street Fighter producer Yoshinori Ono revealed Capcom had previously rejected Boon’s proposal to add a Street Fighter character to Mortal Kombat, as it “wasn’t a good fit” – would Nintendo feel the same way about adding a character like Scorpion to Smash Bros?
Would you like to see this graphic fighting series represented in Super Smash Bros. Ultimate? Share your thoughts below.
The Next Step in the Evolution of Co-op Shooters: Hands-on with Outriders
Summary
People Can Fly’s Outriders combines intense third-person combat with interesting and varied classes and powers.
Up to three players can enjoy drop-in co-op action together, with skills tailored to maximize efficiency in combat.
Outriders will be coming to both Xbox One and Xbox Series X in Holiday 2020.
Polish developer People Can Fly has had quite the nearly 20-year run. Kicking off with cult classic Painkiller, they made a name for themselves by combining over-the-top shooter action with dark humor and tight gunplay mechanics in games like Bulletstorm and Gears of War: Judgment. While they were purchased by Epic in 2012, they recently decided to buy themselves out to create the dream project that they are calling their most ambitious effort to date: the dark sci-fi shooter Outriders.
I recently had the chance to go hands-on with Outriders for several hours at an event in Los Angeles and came away wanting to play more. Bringing together the intensity of a co-op shooter with the depth of an RPG, Outriders truly looks to be, as People Can Fly put it, a new shooter for a new generation, as it will be launching on Xbox Series X (as well as Xbox One).
Outriders is set on a planet called Enoch, which humanity (or what’s left of it) journeyed to after we finally made Earth uninhabitable. After creating my character, a scarred warrior with an unkempt beard, my time with the game kicked off at the start of a prologue that finds the titular Outriders (an Elite Force of explorers trained to be the first boots on the ground) and a group of scientists landing on the planet’s surface.
Before I got into any action, I spent some time getting to know the folks I would be fighting alongside. This gave me a chance to explore the game’s RPG-style conversation system, which helped to flesh out the characters and the backstory alongside some very in-depth journal entries.
After meeting my compatriots and learning how to shoot at a cool holographic firing range, I was sent out on my first mission to find some probes that were sent to the planet’s surface. This gave me my first taste of the core gameplay. Outriders is a third person shooter with mechanics similar to the Gears of War series. You’ll be able to take cover or mantle over short walls, as well as dodge out of harm’s way with a click of the B button or sprint by clicking the left stick.
Once I found the probes, I came back to camp for some R&R, only to find out that another signal had been found. This time, however, the signal wasn’t coming from one of our probes. Dispatched to check it out with a large group of soldiers, I got my first look at the dangerous side of Enoch. Exploring an ominously dark forest in the rain, my squad and I came upon puddles of black goo that sent globules up into the air.
Naturally, and probably not surprisingly to anyone who’s watched sci-fi movies, one of my dumber squadmates decided to touch said goo, which immediately made him cough and choke. With the rest of the team bringing him back to our transport for an evacuation, I pushed on, battling a large alien creature before finally finding the signal. As soon as I got there, however, a large energy storm started up, forcing me to sprint back to the transports. Unfortunately, when I got there I saw members of my team get hit by energy bolts and violently dissipate right before my eyes.
I got hit by one of the energy bolts too, but I managed to stay alive and absorb some of the energy, which changed my eye color to a deep bright blue. When the remnant of my team and I got back to our camp, we were met by a corporate scientist (always so nefariously slimy!) who ordered us killed. This kicked off a battle against our own forces, culminating in an explosion that left me bloody and charred. One of the scientists I chatted with earlier, a bright young woman named Shira, dragged me back to our cryopods and put me to sleep.
I woke up moments later, but things had clearly changed. The world around me had turned savage, a fact I quickly figured out when I was yanked out of my cryo chamber by feral men with painted faces and dragged to a warchief, who decided to have some fun by sending me to “no man’s land” to die. After a truck ride through trenches filled with human bodies (and even more bodies hung in effigy on the side of the road), I was tossed out onto the battlefield in the middle of a storm similar to the one I’d seen earlier. Within minutes of trying to make my way to safety, I was impaled by a flying piece of rebar.
Apparently that wasn’t enough to do me in, as my eyes glowed blue again and energy crackled around my balled fists. It was here that I was finally prompted to pick the class that would determine my powers. Yes, that’s right, in Outriders you’ll be combining traditional 3rd person shooting with a wide range of devastating class-based powers.
While there will be four classes in the game when it releases, there were only three available for my playthrough: the Devastator, the Trickster, and the Pyromancer. The Devastator is a close combat master, using brute force that’s powered by the planet itself. You can launch an earthquake toward enemies or provide yourself a temporary shield by encasing yourself in stone. The Trickster, on the other hand, uses time and space to his or her advantage. You’ll be able to teleport behind enemies for a quick strike, slash at them with an energy sword, or throw down a large bubble that will make anything inside it move in slow motion.
As for me, I chose to play as a Pyromancer, a medium-range area-of-effect master. The first skill I unlocked (there will be eight skills per class) was the Thermal Bomb, which erupted in a path along the ground and could set enemies on fire and knock them back, even if they were behind cover. If they died while they were on fire, they would explode and damage other enemies. The next skill I got was Ash Blast, which froze enemies in a large radius around me.
It’s clear to see that Outriders was designed with co-op play in mind. All of these skills paired well with each other, as was evidenced during my time playing with those around me. For example, one of my Trickster teammates cast a slo-mo sphere on a group of enemies, which I then set on fire with a well-timed Thermal Bomb. Then, with targets unable to move and losing health quickly, our Devastator performed a leaping dive that erupted the ground under them, decimating all four enemies before they could even fire a shot.
After battling my way out of the trenches, I found a settler who brought me back to a safe zone used by the rebels fighting the warchief’s forces. When I got there, I was greeted by an older woman with an eye patch who quickly figured out that I was the Outrider she had put in a cryopod 30 years (!) earlier. Shira was much more grizzled and slightly more eyeless than she had been when I originally met her, and we had some brief discussions in which she explained how everything had fallen apart soon after the storm, called The Anomaly, started killing or altering everyone it touched.
In order to prove myself to Shira and her rebels, I was tasked with opening up a supply gate so they could restock. Battling my way there really gave me a taste of just how intense and fast-paced Outriders’ combat is. The blend of intense gunplay and class-based skills means you’ll constantly be pushing forward against groups of enemies despite their best efforts to stop you.
Upon making it to the gate, I was met by a frightening enemy with powers just like mine. This boss fight was much more challenging than anything I’d seen in the game so far, as my enemy launched out electricity mines and lightning storms, in addition to shooting me with a shock gun. After a solid 10 minutes, I finally defeated him and was able to open the gate.
This was where my demo time ended, though I did have a chance to take a look at some of the RPG mechanics in the game. Similar to many RPG shooters, you’ll find and be able to craft increasingly better weapons, color coded to show you how rare they are.
In addition to traditional XP that allows you to unlock more skills, playing through Outriders will also gradually put you into increasingly difficult world tiers. These tiers will provide a higher challenge as you progress, but you’ll also see an increased legendary drop rate and greater chances for higher rarity gear. There’s nothing like some risk/reward gameplay to keep the adrenaline pumping! You can also change world tiers whenever you want if you don’t feel like dealing with a challenge or don’t care about grinding for higher-level gear.
While there is still a lot to learn about Outriders, I’m intrigued by what I’ve played so far. The game’s combination of intense combat, deep RPG mechanics, and wide variety of loot is right up my alley. You can be sure that we’ll be bringing you more on Outriders as we get closer to its launch on both Xbox One and Xbox Series X later this year.
Posted by: xSicKxBot - 02-23-2020, 11:50 AM - Forum: Lounge
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PUBG, Black Desert add new PS4 and Xbox One cross-play features
Two major online games announced developments in their cross-console play offerings this week, continuing console games’ slow march toward a more platform agnostic future.
For instance, PlayerUnknown’s Battlegrounds is expanding its previous cross-console play to allow players across PlayStation 4 and Xbox One lines to team up with one another. Existing cross-platform options only let players on different consoles compete against one another in the game’s last-man-standing matches, but choosing to party up with a friend on the opposing platform wasn’t possible until the 6.2 update.
That version is currently live on the PUBG test servers, and will likely roll out to the full game down the road. In a similar vein, the MMORPG Black Desert announced today that it’ll start to allow cross-play between Xbox One and PlayStation 4 as soon as March 4.
Both additions seem like they’ve been a long time coming, but that’s the case for many online games with a presence on both major consoles. For much of the current cycle only a few select titles were able to boast cross-platform play across the console lines, a result of PlayStation’s reluctance to open those floodgates.
Over the last year or so PlayStation labeled its cross-play as a beta, but moved to bring the offering out of beta last October. Since that change of heart, games like Minecraft, Mortal Kombat 11, and both of the above have moved to allow players on PlayStation 4 and Xbox One play with and compete against one another.
Posted by: xSicKxBot - 02-23-2020, 11:50 AM - Forum: Lounge
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Pokemon-inspired MMO Temtem passes 500,000 copies sold
Newsbrief: Temtem, developer CremaGames’ take on the monster collecting genre, has officially surpassed 500,000 worldwide sales.
News of that milestone comes one month after Temtem launched into early access on Steam, and accompanies a handful of infographics on decisions players have made shared over on the game’s Twitter account.
“We wanted to thank everyone for their support, and take a look at how we are doing so far. There is so much more yet to come,” tweeted the team. “Curious about what exactly is in store for Temtem? We know! We hear you, and know you want to gaze into the future with us: the roadmap is being polished and on its way! Thank you for supporting Temtem! Happy taming!”
Posted by: xSicKxBot - 02-23-2020, 11:50 AM - Forum: Lounge
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Rainbow Six Siege Makes Explosions Even Deadlier
Rainbow Six Siege's explosions are about to get a whole lot better, or worse, depending on if you get caught in the blast radius. Walls and barriers will still be your friend, but they might not be enough to say save you from the deadliest grenades.
Beginning with Rainbow Six Siege Year 5 Season 1, a new shrapnel system is factored into explosions. Destructible objects will not limit the range of an explosions' damage, and shrapnel hole swill be visible in cover to make it clear where the initial blast came from. This should not only make grenades more effective, but reduce confusion among players.
Posted by: xSicKxBot - 02-23-2020, 04:15 AM - Forum: Lounge
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Homeworld Dev Has A Cool New Sci-Fi Salvaging Game Coming
Blackbird Interactive, developers behind Homeworld 3 and Deserts of Kharak, have a new intergalactic game forthcoming. Titled Hardspace: Shipbreaker, the game is in first-person and casts the player as a shipbreaker, who apparently has some hefty debt and needs to repay it by scavenging parts off of dead space ships.
Players will get to use a laser cutter and other cool tools to complete the job, with the caveat that electrocution, being blown up, and asphyxiation are all hazards of the occupation. (Resurrection adds more to the debt.)
If you're looking to get a taste of the gameplay, Hardspace: Shipbreaker will be available through Steam's Early Access sometime this summer at a currently unknown price. The Early Access version will include Act 1 of the campaign, which will require around 15-plus hours of gameplay to complete, and a "freeform sandbox mode" that allows for hundreds of more hours of gameplay. Players will have the choice of two types of spaceships to scavenge from and lots of salvaging tools and suit parts that they can upgrade. The total debt to pay back in the campaign will be 999,999,999 credits.