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My hopes/fears for elden ring if it's mechanics are the same as soulsborne.

We know absolutely nothing other than arms, burning skies, some guy with a hammer, a spear person, and a big dude who is totally not the nameless king, and a waifu with a prosthetic. Hell we don't even know what shattered the damn thing
However, under the assumption that the base mechanics are the same as a soulsborne (attacking, evading, stats, gravity is a B__ch, ETC) I wanted to compile a list of what I found to be the best and worst version of each of the mechanics from demons souls, Darksouls 1-3, and bloodborne (Sekiro plays so differently I excluded it)
MENUS
  • Good: Dark souls 3 was very intuitive, almost every menu was divided into obvious categories and had "shortcut buttons" on consoles that sped up scrolling processes, hard to top that.
  • Bad: this is a toss-up between Ds1 and Demon souls, the big issues are menu-glitching and their age showing a lot, sure all games have some sort of menu-related glitch but these two are the most notorious
Inventory
  • Good: Souls 3 with bloodborne as the runner-up, the deciding factor is that souls 3 "reloads" your consumable items such as arrows straight from the bonfire, pulling directly from storage, also while stacking 999 Dslayer great arrows is useful, I can't say it's a well-balanced or intended.
  • Bad: Demon souls, while the remake probably will fix this, there is a limit to how much "realism" improves a setting, and Item weight is far to much hassle for almost no "fun" in return.
Warping (souls 1 style map)
  • Good: Dark souls 1 with it's limited options but has all the needed key locations. part of the point of a souls 1 map is rewarding players for the shortcuts they discover, making the players feel good about opening up more of the world. The closest you get to that in in other games is the cathedral of the deep where it all circles back to the cleansing chapel, but even that falls apart when you beat it and the whole area becomes a dead end with a key for getting to Irithyl.
  • Bad: In this case it would be Ds2 with its uncondensed splatter of every possible bonfire, three is the runner up because it lets you pick via category.
Warping (Open world)
  • Good: Ds2. NANI!? here me out, Ds2 treats every bonfire essentially equally and gives a big image so even if you don't remember the name it will be obvious where it is, In an open world game warping points are more evenly distributed and are discovered freely, so catagorizing them in "sub-lists" doesn't work as well.
  • Bad: DS1, an ironic reversal for sure, locking off fast-travel in an open world is manufactured tedium that takes away from the player's time, it only worked in DS1 because it's "vertically alligned" world made for crazy connecting points, so the short walk between and the reward made up for limited warping.
Hub system
  • Good: DS3, everything that you need has an easily accessible pocket with plenty of secrets all around, and if your just stopping by it won't bother rendering past the base hub to reduce load times, (not as fun if you repeatedly die to the swordmaster, but honestly a small price compared to the rest)
  • Bad: Bloodborne, Honestly this is also for the load times, its such a wait that players subconsciously avoid warping back as often. If that gets fixed in a port or remake, then this goes to DS1 for not having all the essentials at-hand (you need the lordvessel before you can sell, and the basic blacksmith is up a damn elevator)
Hub location
  • Good: Ds1, not only is it in the main world, but it plays into the progression towards reaching Anor Londo. and the longer you spend time away from it the more tense things get, plus the scare when a certain embraced night yoinks the firekeeper soul is amazing.
  • Bad: Ds3, bloodborne at least has an excuse as to why you need to warp to it, but in Ds3 it is right next to lothric castle and juuust so happens to be out of eyesight from any vantage point in the rest of the game, why the devs demanded such an obscuring location is beyond me, and I think it should just be relocated to some sort of "royal firekeeper chamber" that can be in a big tower on the high wall.
Online pvp & co-op system (not the mechanics just yet)
  • Good: Ds3, most honest and straightforward, but this is a low bar since Soulsborne has always been experimental with no real mastery, plus compared to the rest it shines like an angel.
  • Bad: A four way tie between the rest of the series, Be it world tendency and obscurity, weird covenant rules and janky detection, Soul memory gatekeeping, and just plain WTF from Bloodborne, all of them suck to some degree in terms of matchmaking.
Leveling
  • Good: Souls 3/BB tie, both games are deliberately honest and no stat is useless (apart from poise, but that is a side buff to your armor, not your levels) each one has a good side and it tells you what it does, even luck despite it sounding dumb.
  • Bad: Ds1 for the imbalanced stats of INT and END, as well as the horribly useless resistance and luck stats, the only reason I choose this over Demon souls is that you can out-cheese the broken stats with equally broken weapons and tactics of that game, plus pvp was never exactly that common so the odds of you being murdered by a magic twink was unlikely in DeS
Weapon Upgrades
  • Good: Ds3: regular tools use tits, special tools use twinkling tits, and boss tools use scaly tits, all are finished with chunky tits, regular tools can be specialized with gems. cut and dry and balanced on paper, also easy enough to run in a game with a large weapon pool.
  • Bad: a tie between BB and DeS resource RNG, both have you grinding the same encounters for hours till you get that super rare item that finishes off your butter knife, be it chalice dungeons or shitty skeleton weebs with their edgy stones
Weapon Varity (not movesets just yet)
  • Dark souls 2. Hah! you thought I'd say 3 didn't you, well tough. 2 has by far the most VARIETY in the different weapons, from offensive mirror shields to magnet swords this game tried almost everything (except flails and blugeoning chain weapons but that is a layer of personal salt not even bloodborne could remedy), hell 3 got rid of entire weapon types that were honestly cool, like twinblades and good fist weapons.
  • Demon souls, again age is the deciding factor, lets hope the remaster expands our options a little, (preferably without being individual purchases of IRL cash)
Weapon Movesets
  • Good: Bloodborne, even without swapping between 2 states this game had killer movsets and animations, just examine Ghermans' scythe basic swings compared to any scythe in DS3 (except maybe freides)
  • Bad: again, Demon's souls (expect this one a lot more as we go)
Boss weapons!!!!
  • Good: Ds3, Most accurate weapons compared to the boss you get them from, some suck like darkmoon bow or dancer twinblades, but the rest are pretty sick in either PvE or PVP, BB is a close second but thanks to there being far fewer weapons overall, and only a handful of them being a boss weapon, I had to concede, special mention to GUIDING MOONLIGHT
  • Bad: A tie between Ds1 and Ds2, many of DS2's boss weapons are downright trash compared to the basic weapons or are just boring and don't do anything cool, only the dlc bosses have anything truly special. As for Ds1 It is here almost entirely for the pain of trying to cut the tails off dragons and manticores and the utter disappointment of the Great lord copout sword.
Ranged weapons:
  • Good: Bloodborne thanks to cool shit like the cannon and Gatling gun while also integrating a well-defined counter system for Pve, I just wish proper long-ranged weapons like a sniper rifle could be done.
  • Bad: Demon souls (gee really?), limited options that are tedious like the bow or suck like the crossbow, this was a no-brainer.
Consumable items
  • Good: Ds2, again. Honestly the library is so big and crazy that a lot of early game challenges can be turned around with the right foresight and proper item, not to mention a throwable explosive for every damage type and lifegems helping keep up pressure when the boss won't let you stop to down estus.
  • Bad: Demon souls. Grass, unlike lifegems, heals immediately and is so abundant any boss can be triumphed out of heal-spam so long as you aren't one-shotted, that alone drags it down in such a fundamentally game-breaking way I can't even begin to compare to the others.
Armor mechanics
  • Good: Ds2, special armor had cool bonuses, the stats meant something, and there was more than one option if you hated the crown of dusk.
  • Bad: Ds3, only a handful of armors had buffs, and only because they carried over from 1, stats meant almost nothing compared to weight, so it was full Havel or anything so long as you weren't naked.
Fashion souls
  • Good: Bloodborne, every outfit tells a story and goes above and beyond with it's flair, also a decent number of simple sets to help other parts shine
  • Bad: Ds1, strictly due to lack of numbers and most sets clashed unlike demon souls.
Dominent hand system:
  • Good: Is this even a contest? DS2 by a longshot, first off: all weapons work the same in either hand, the controller's bumpers are the only thing that changes, then if the stat requirements are met, you get a brand new move set if you use 2 of the same weapon category, and if they are different, you can still make pancakes out of your foes, the weapon art system of three is fine, but restricting a movest just because the weapon is in my left hand is kind of stupid, also the dual weapons of that game are a shadow of Ds2's method.
  • Bad: umm... honestly Ds1 and DeS are tied again, both are like 3 but without cool weapon arts that reward 2-handed use, you just get to block and use the item's other function if left, and attack and strong attack if right.
Spellcasting
  • Good: I regret to inform you that I am promoting Ds2 again. This actually had a damn balance between magic, faith, pyromancy, and hexing, each with their own feel. There was no "perfect" casting device or spell list, and every type also came with a weapon that could cast the respective catagory. all of them had uses in pvp and pve and all were viable options in addition to basic weapons. you could go full caster, battlemage, or just have 1 spell to cover an option your weapons failed to. It also wasn't mandatory as the full game can be enjoyed without touching it.
  • Bad: Demon souls, magic is so Op there is no point in not using it, right up until old king allant murders you thanks to his absurd magic resistance, runner up is Ds1 for the "twinkerbell" hexers that gank at SL 2
Dodge economy (stamina cost vs use)
  • Good: BB is the best dodging economy for IT'S SPECIFIC GAMEPLAY, and doesn't have any of the glaring issues of the rest of the games
  • Bad: everything else, Des and Ds1 suffer from 4-directional limitation, Ds2 from janky hitboxes and forcing you to level ADPT before you can really get going, and 3 for having BB's system in the wrong game, this forces a many other aspects to become useless, and pvp mechanics heavily suffered as a result of rollspam
Pvp and NPC fights (just the mechanics)
  • Good: Ds2, I will die on this hill. This game lets every weapon be viable in the right hands, and I already gushed about the spell variety, hell even great hammers have psychological advantage pressuring your opponent not to mess up or they become a pancake. Backstab spam and super-poise are gone and lastly consumables aren't just troll tactics.
  • Bad: I'd say Ds1 but expert sweats treat it like the smash bros melee of pvp, all those tricks and exploits become second nature and players can do things like "backstab escape and reverse" or "stunlock counter" and "I-frame dark bead cucking" so instead I crown Ds3 as a roll spamming cesspool of wannabe parry-gods and Straightsword simps that won't go into battle without their tears of denial security blanky and havelmage cronies.
Pve enemy and trap placement:
  • Good: got to hand it to Ds3 for keeping honest and allowing a keen eye to spot 90% of the struggle beforehand, Ds1 is close but I can't forgive skeleton dogs or the sea of dragon butts, Sen's funhouse almost remedies it, but there are so many damn dragon butts.
  • Bad: DS2: from ogres to twin pursuers I cant catch a break, lets not even discuss the shrine of armana and "teamwork" dlc boss roads.
Pve enemy design (asthetic only)
  • Good: based on design alone I find 2 and BB to be the most creative from Lion warriors to snail people, giant spiders hacking miner brains to boogeymen with body bags there is always at least one wild looking encounter in each area. If I had to choose between the two I would pick bloodborne
  • Bad: I don't hate generic fantasy, but most of Ds3 lacks anything clever. It's usually humans at varied levels of decay plus an abomination or two, and even then most of it is recycled from earlier games.
Boss Philosephy
  • Good: Ds1 takes simply sounding concepts and refines them (until you get past O&S) and unlike 3 tries to do more than "the best dragon fight" and instead goes "what about a Colassal dragon corpse in the sewers the runs like a freight train?" if your looking for pure tests of skill as opposed to puzzle fights then the DlC has 3 battles that people covet to this day.
  • Bad: Demon souls, while going in blind makes many of the fights clever puzzels, almost all of them have insane flaws that never should have gotten past the drawing board, things like dragon god, armored spider, fat albert, leach monger's weakness to projectile spam, it never ends.
Tutorial
  • Good: Ds1, fine showcase and the option to kill asylum demon early isn't a hollow victory like in DeS, plus the plunge attack is pretty awesome lesson as well.
  • Bad: Ds2, so awkward and indirect, with a torch lighting fest that does nothing, at least it is easilly skipped, -10 points for lack of tutorial boss, and -15 for that stupid ogre, it's not even fun when you come back later.
Post-Tutorial first intended area
  • Good: High wall of lothirc, since you know the basics this area is a playground for all the starting classes, each have almost directly intended places to shine. by far my favorite part of Ds3
  • Bad: Forest of fallen Giants, oddly located, almost a maze, and has even more ogres, screw this place.
Final Boss
  • Good: DS3, the soul of cinder is miles above the rest as a showcase of skill and versatility, his many forms are each their own trial and that "plin plin plon" is there at the end to cap it off.
  • Bad: Nashandra, as neat as her fight is it is utterly destroyed by certain playstyles and the power to walk to the side is more than enough to vanquish her, just blow your load and pray you didn't F up the aldia encounter flags.
Final DLC boss
  • Good: all of them, every F-ing last one of them, even the Ivory king is badass and no one can convince me he is not. (note, I am referring to the last boss of the LAST dlc of each game, I have choice words about Sihn the slumbering dragon)
Dragon Bosses
  • Good: Kalameet, fast fierce, and doesn't get boring like Midirr
  • Bad: ancient dragon, damage sponge with the dumbest AOE ever conceived.
Poison swamps:
  • Good?: Ds1, least intrusive and miles better than what you just got done climbing down.
  • Bad: Demon souls, no rolling, shield demanding, and poison in that game is far more deadly than one would expect.
MLGS
  • Good: Bloodborne, nothing come close except the MLGS special attack from ds2 which includes the lightning effect from kingsfeild, but still bloodborne all the way.
  • Bad: Ds3, after ludwig's grand show this was just a disappointment, it's not even that hard to find.
Npc interactions:
  • Good: Ds1, almost everyone still sounds human to some degree, and many can even be ralatable to a good degree.
  • Bad: Bloodborne, speak slowly, and only about blood. some of these just plain suck, as they are already mumbling about foreboding vague things and barely care your in front of them.
Npc questlines:
  • Good: Ds2 This was a change of heart for me, I use to hate the ideology of "beat X bosses with npc and go here after every fight", but I soon realized how much better it is than blindly staggering in a labyrinth and accidentally screwing over all of them by heading somewhere early, or not buying enough items. The royal sorcerer can't even be messed up so long as you have an IQ above 2 and listen to warning messages, and odds are you talked to him as a non-human since that is usually the default exploration state, using effigies for summoning.
  • Bad: Demon souls, The Npc's may have been restricted to their respective stones but the damn world tendency is also linked to them. I pray this is another issue the remake fixes
Patches
  • Patches: seen in every game other than Ds2 this guy is always good for a laugh, he's even a bit of a badass in the Ds3 dlc
  • Patch the good luck, while it was his first appearance, it really lacks his cockiness and makes him a full on coward, not to mention his pitifully minor role. Still some slight props to the secret alternate mission ending were you spare him.
New game +
  • Good: Souls 2, right from the start you get bombarded with unique hawk knights as a taste of what is to come, brand new invaders and npc's upgraded enemy placements, entire scenarios like the duke's dear Freyja popping out of the ground early, and 4 of the bosses drop bonus boss souls as well. And if you don't want to replay the whole thing you can use bonfire aesthetics on the correct corresponding areas.
  • Bad: BB, this is mostly because you can get almost everything in one run, leaving very little alteration for your next go, at best you can swamp some early bosses but it really is just the same.

so lets hope we get more hits than misses, also I'm fine if you disagree with my listings so long as you put effort into your reasoning other than "lol Ds2 bad U suck"
submitted by Mudtoothsays to Eldenring

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This Week at Bungie - 8/20/20

Source: https://www.bungie.net/en/News/Article/49454
This week at Bungie, we are sharing more details on the DCV.
Back in June, we introduced the concept of the [Destiny Content Vault (DCV)](http://), an approach to evolving the game that will allow us to add new content, bring back some of Destiny’s greatest hits from the past, and support Destiny 2 for years to come.
As a quick refresher, when Year 4 kicks off on November 10th, Io, Titan, Mars, Mercury, and Leviathan will all enter the Destiny Content Vault to make room for Cosmodrome’s return and Europa’s debut.
Since announcing the DCV, we know there have been a lot of questions about what’s going away and how game systems will evolve to reflect the more dynamic nature of Destiny 2’s future.
Most questions are answered by this rule of thumb, “When a destination goes into the DCV, so too do its PvE activities and associated rewards.” But there are some edge cases and we want to be crystal clear with players about the details of what’s staying and what’s going so there is no confusion, and everyone can prepare.
Today we’re going to explore what Destiny 2 will look like on November 10. Then, we’re going to spend some time helping you plan your gameplay to finish up your quests, earn your Triumphs, and complete your collections before November 10.

Core Activities

Up first are the core repeatable activities of Destiny 2: strikes, Crucible, Gambit, raids, and dungeons. Strikes This one is covered entirely by the standard Vaulting rule of thumb. As a destination is Vaulted, its strikes enter the DCV.
Available Strikes on November 10 Moving into the DCV
EDZ - The Arms Dealer // Lake of Shadows Io - The Pyramidion // The Festering Core
Nessus - Inverted Spire // Exodus Crash // Insight Terminus Titan - Savathûn’s Song
Tangled Shore - Warden of Nothing // The Hallowed Lair // Broodhold Mars - Strange Terrain // Will of the Thousands
Dreaming City - The Corrupted Mercury - Tree of Probabilities // A Garden World
Moon - The Scarlet Keep --
Cosmodrome - Will of Crota --
Europa - [Redacted] --
*Destiny’s Devil’s Lair and Fallen S.A.B.E.R. are coming out of the Vault in Year 4.
Gambit and Gambit Prime As a reminder, Gambit and Gambit Prime will be merging into a single experience when Year 4 kicks off on November 10. The new version of Gambit will be similar to Gambit Prime as a single round face off with tweaked Blockers, heavier mote drain, and some changes to the Primeval fight. We will give more details on these updates before the revamped mode goes live next Season.
Unlike strikes and other PvE content, the Year 4 Gambit playlist map selection is a “best of” list (and is one of those edge cases we mentioned above). We felt it was important to keep the select Gambit maps in rotation for the best competitive play (regardless of their destination’s fictional state).
Available Gambit Maps on November 10 Moving into the DCV
Emerald Coast (EDZ) Cathedral of Scars (Dreaming City)
Legions Folly (Nessus) Kell’s Grave (Tangled Shore)
Deep Six (Titan) --
New Arcadia (Mars) --
Note: As we perform maintenance on the activity, Gambit Prime armor perks will be deprecated. We are exploring ways to rebalance and reintroduce some of these perks as armor mods in the future. Alongside these changes, we’ll be rotating some maps into the DCV, while retaining popular arenas for the mode.
Crucible Like Gambit, the new Crucible map playlist will be a curated “best of” mix and will be pulled from both Destiny 1 and 2’s legacy. Here is a look at the planned rotation in Year 4 as well as the maps being Vaulted.
Available PvP Maps on November 10 Moving into the DCV
Destiny - Bannerfall // Exodus Blue // Rusted Lands // Twilight Gap Meltdown // Solitude // Retribution // The Citadel // Emperor’s Respite // Equinox // Eternity // Firebase Echo // Gamber’s Ruin // Legion’s Gulch // Vostok
Destiny 2 - Altar of Flame // The Anomaly // The Burnout // Cauldron // Convergence // The Dead Cliffs // Distant Shore // Endless Vale // The Fortress // Fragment // Javelin-4 // Midtown // Pacifica // Radiant Cliffs // Widow’s Court // Wormhaven --
As Year 4 starts, we’re also taking the opportunity to focus the Crucible experience by reducing the number of PvP playlists and modes to those that receive the most play. This will increase the matchmaking pools for the remaining playlists and make it easier to find matches with better connections.We’ll have a full preview of Crucible changes later this Season, but here’s a preview of modes that will be active, and modes that will be transitioning into the DCV:
Available PvP Modes on November 10 Moving into the DCV
Rumble Supremacy
Clash Countdown
Control Lockdown
Iron Banner Control Breakthrough
Elimination Doubles
Trials of Osiris Momentum Control
Showdown Scorched
Survival --
Mayhem Clash --
Trials of Osiris Note In case it’s not clear from the note above, the Trials of Osiris experience is not impacted by other content moving into the DCV this year. The Lighthouse will continue to be available to those who are able to complete a Flawless passage.
Raids and Dungeons No dungeons will be rotating into the DCV this November, as all dungeon-hosting destinations will remain active in the game during Year 4. Note that the Prophecy dungeon will become temporarily unavailable for a brief period to allow our team to make a necessary technical update. Expect details on dates and timing soon.
Available Dungeons on November 10 Moving into the DCV
Shattered Throne (Dreaming City) None
Pit of Heresy (Moon) --
Prophecy --
Like strikes, raids follow the simple Vaulting rule: as a destination enters the DCV, so too do its raids.
Available Raids on November 10 Moving into the DCV
[Redacted] Leviathan
Last Wish (Dreaming City) Eater of Worlds (Leviathan)
Garden of Salvation (Black Garden) Spire of Stars (Leviathan)
-- Scourge of the Past (Last City)
-- Crown of Sorrows (Leviathan)
Anticipating players would want to grab the coveted raid rewards and Triumphs before they enter the Vault. This year’s Moments of Triumph currently features the five raids being added to the DCV with the reward lockouts removed to make grinding them extra... well, rewarding. If you’re looking to earn your Raid Ring, Moments of Triumph Seal, or just finish collecting the last few items for your collection, you have the rest of the Season to jump in with your friends and close out strong.
We also plan to bring the Vault of Glass out of the DCV and into Destiny 2 for the first time at some point during Year 4.

Completing Your Collection

Exotic Quests As content enters the DCV, there will be some Exotic quests that can obviously no longer be completed in their original forms. Those quests will be retired on November 10 and incomplete progress abandoned.
If you want to acquire these Exotics via their original quests, do so prior to the end of the Season of Arrivals:
  • Sturm
  • MIDA Multi-tool
  • Rat King
  • Legend of Acrius
  • Sleeper Simulant
  • Polaris Lance
  • Worldline Zero
  • Ace of Spades
  • The Last Word
  • Le Monarque
  • Jotunn
  • Izanagi's Burden
  • Thorn
  • Lumina
  • Truth
  • Bad Juju
None of these legacy Exotics are being retired from Destiny 2. Their original acquisition journeys are simply entering the DCV alongside their supporting destination and activity content.
We still want new and existing players to be able to earn these legacy Exotics, so starting in Year 4, any Exotic tied to a quest that has been Vaulted (like those listed above) will now become available through a new Memorial kiosk situated among the Vault kiosks in the Tower. We’ll have more information later this Season on how the Exotic Archive works, and how to earn any Exotics that you don’t get your hands on before Year 4.
Now, you may be asking “Hey, what about catalysts previously acquired through content that’s now in the DCV?” Here is a list of catalysts that are going into the DCV and will be unavailable to earn starting in Season 12.
Available Catalysts on November 10 Moving into the DCV
Ace of Spades Bad Juju
Black Talon The Huckleberry
Borealis Izanagi's Burden
Cerberus+1 Legend of Acrius
Coldheart Polaris Lance
The Colony Skyburner's Oath
Crimson Sleeper Simulant
D.A.R.C.I. Telesto
Eriana's Vow Outbreak Perfected
Fighting Lion Whisper of the Worm
The Fourth Horseman Worldline Zero
Gravitron Lance --
Hard Light --
Jade Rabbit --
Lord of Wolves --
Lumina --
Merciless --
MIDA Multi-Tool --
Prometheus Lens --
The Prospector --
Rat King --
Riskrunner --
Sturm --
Sunshot --
SUROS Regime --
Sweet Business --
Symmetry --
Tommy's Matchbook --
Tractor Cannon --
Trinity Ghoul --
Vigilance Wing ---
Wardcliff Coil --
Witherhoard --
If you have these catalysts already equipped and their objectives completed, you can continue using them at your leisure. If you already have any catalysts with an asterisk, make sure you finish completing the necessary objective to apply it as the objective will no longer be available at the end of Season of Arrivals.
All of these catalysts will come out of the Vault and be made available with new objectives(if needed) in a future Season. But You Still Didn’t Answer My Question!
Q. What goes away when a destination is Vaulted?
A. When a destination enters the DCV, its PvE content will no longer be available. Explicitly, this includes their unique:
  • Story missions and cinematics
  • Strikes (detailed above)
  • Raids (detailed above)
  • Dungeons (detailed above)
  • Adventures
  • Secret missions
  • Vendors and associated bounties
  • Destination-specific patrols
  • Collectables & scannables
  • Destination-specific activities (Ex: Mercury’s Forge, Mars’ Escalation Protocol)
  • Freely roaming the destinations themselves, exploring Lost Sectors, etc.
Q. What will new Guardians experience if the Year 1 campaigns are going away?
A. With some of the core Year 1 destinations entering the Vault, it’s true that the free-for-all-players Red War, Curse of Osiris, and Warmind campaigns will no longer be playable.
We are building a new, expanded Guardian origin story on the Cosmodrome that will launch alongside Year 4 and will be available to all Guardians to play. It is designed to introduce you to the world and mechanics of Destiny and prepare you to play the action MMO game we all enjoy. The Forsaken and Shadowkeep story campaigns will still be playable in Year 4 for owners of those expansions.
Q. What’s happening to The Whisper and Zero Hour secret missions and their Exotic rewards?
A. The Whisper is entering the Vault alongside Io, and so too is Zero Hour (given the old Tower was part of the Red War campaign and which is also entering the Vault). Their Exotic weapon rewards will not be acquirable until we find a new way to reintroduce them, so if you’re keen to get them, make sure you do that now!
Q. With the Forsaken campaign, Tangled Shore, and Dreaming City sticking around after Beyond Light’s launch, does that mean other Year 2 Seasonal content will remain playable in Year 4 too?
A. No. The Year 2 Seasonal content - including Forges, Reckoning, and Menagerie - will be entering the DCV on November 10. Be sure to experience that content and mark the final items off your collections and checklists before they are Vaulted. Here’s a cheat sheet of what to complete:
  • Ada-1, Black Armory, and Season of the Forge quests.
  • Gambit Prime, Reckoning, and Season of the Drifter quests.
  • Benedict-66, Werner 99-40, Menagerie, and Season of Opulence quests.
  • Pinnacle and pursuit weapon quests.
    • Note: These weapons will receive an alternate acquisition method. More details to come later this Season.
We have no doubt that you’ll have more questions on what’s coming and going this fall. We’ll be sharing more updates and Destiny Player Support will always have the latest updates available in our help archives. Here is a link to our DPS article that shares more details on the DCV.

Fashion Show at Lunch

Last week, Dmg challenged you in the ways of looking fabulous. We have been scrolling through the #SolsticeFashionShow hashtag and picking out a few of our favorites. All of these best dressed Guardians will be receiving the rare and coveted Levante Prize emblem.
“Solar Eclipse” - @Bungie #SolsticeFashionShow pic.twitter.com/0u3QDCewDI
— Hoplite (@HopliteDestiny) August 13, 2020
"Innermost Enlightenment"#SolsticeFashionShow From the Garden with love @Bungie pic.twitter.com/S8xrWJGwF8
— Person of Salt (@alxgtze) August 13, 2020
HAPPY SOLSTICE OF FIRE GUARDIANS 🔥🔥🔥@Bungie #SolsticeFashionShow pic.twitter.com/abX70WQVc5
— holdTheDooR_ (@blekonja) August 14, 2020
“Embodiment of the Warbeast”. My Red Legion war beast themed titan. @Bungie #SolsticeFashionShow pic.twitter.com/SZz4Ib9XWc
— lasagna (@OBTMut) August 14, 2020
#SolsticeFashionShow in the ascendant realm with my new glows. @Bungie pic.twitter.com/kXhwfTrDnh
— Hunter Blackston (@NonzeroWinter) August 13, 2020
Void is the way.. @Bungie #SolsticeFashionShow pic.twitter.com/Sz5wawqYjw
— Gregory Berg (@realGregBerg) August 14, 2020
#SolsticeFashionShow@bungie
"For the day we're free" lord fellwinter pic.twitter.com/BWoTYrHj3N
— Bernardosp (@Bernardosp4) August 14, 2020
Picture Name:
Gone Beyond Light
Screenshots By: Shadow
PSN: Shadow-Dragon656@Bungie #SolsticeFashionShow pic.twitter.com/MCgpDIIaq1
— Shadow-Dragon656 (@ShadowDragon656) August 14, 2020
A warrior stands alone amongst the wreckage. @Bungie #SolsticeFashionShow #destinythegame pic.twitter.com/Ja4QUBwHsE
— Ian Parke (@crzygun) August 13, 2020
Weekly activities of a glowing titan @Bungie #SolsticeFashionShow pic.twitter.com/Ag3k3wIYZa
— Undynamic (@Undynamic1) August 14, 2020
#SolsticeFashionShow @Bungie Crayon flavored ramen pic.twitter.com/54NFBbsKvy
— Kirk Daniel (@KirkDan65589757) August 14, 2020

Prime Gaming

More Prime Gaming Rewards went live this week. If you’ve already signed up, click here to claim your rewards and Amanda Holliday will have your new items waiting. Everyone else can sign up here by linking your Bungie.net account. Here’s a look at what rewards Amanda will have for you this month:
  • Standoff - Exotic Emote
  • Neon Helix Shell - Exotic Ghost
  • Vespulaser - Exotic Sparrow
  • Egbe-01X - Legendary Ship
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Check back next month and we will have a new shipment of Prime Gaming rewards for you to pick up from Amanda.

Pardon Our Dust

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Our Player Support team is tracking new issues as well as the updates to fix them.
This is their report.

SOLSTICE BOUNTIES

In today’s Hotfix 2.9.1.3, we resolved an issue where weekly and repeatable Solstice of Heroes bounties did not grant Bright Dust rewards upon completion. Solstice bounties will now award the following amounts of Bright Dust on completion alongside their other rewards:
Weekly Bounty: 200 Bright Dust per bounty.
Repeatable Bounty: 10 Bright Dust per bounty.
We are currently investigating a solution for players who missed out on Bright Dust rewards from bounty completions prior to the Hotfix, and will be granting Bright Dust to affected players in the near future.

MEANS TO AN END

With Hotfix 2.9.1.3 we have resolved an issue causing the weekly Means to an End quest to be deleted off of players, preventing them from collecting their weekly Pinnacle reward.
Players who still encounter issues with the quest should report to our #Help forum.

EAZ WEEKLY CHALLENGES

Earlier this week we disabled the EAZ Weekly challenges due to an issue preventing players from receiving Powerful Gear rewards upon completion. This issue should now be resolved, and the EAZ Weekly challenges re-enabled for all players.
Players who continue to encounter issues with the challenges should report to our #Help Forum.

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:
  • The armor glows on the Magnificent Solstice armor sets and ornaments are less intense than intended.
  • Upgrading from the Majestic to the Magnificent Solstice armor set can result in a slight Power level reduction.
  • The Hunter Solstice Vest creates a gap at the waist of the female character model when used with certain leg armor.
  • The Solstice glows on male Hunters aren’t aligned on the right knee.
  • The Renewed Solstice Triumph incorrectly states it unlocks after earning a Majestic Solstice set, when it actually requires a Magnificent Solstice set.
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.

Places Everyone

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Let’s watch some movies, yea? We’re lucky to have so many talented members of our community cutting together creative videos each week and love showing them off. The rules are simple, the winners get an emblem, and don’t tell DeeJ about the carton of milk I left under his desk before quarantine began. Here are the winners.
Movie of the Week: Bikro Mini
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Honorable Mention: Space Cowboy
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Congratulations to all the winners. Please make sure you have your Bungie.net profile in the description of your video so we can send you your emblems.
Its been a busy week. Solstice rolls on as Guardians collect their armor and explore the EAZ. We gave you another look at the Destiny Content Vault and what changes to expect next season. We’re sure you have more questions. We will have more info to share before the end of the Season. See you next week.
<3 Cozmo
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