For those of you that are still playing Destiny, I know, we are few and far between these days, today a Weapons/Class Balance patch is being deployed at 10am Pacific (12 CST, my time). I will update this with the exact changes as soon as the patch notes go live. But as of right now, these are the known changes being made.
Shotguns
Significantly decreased magnetism, and turned off aim assistance when firing from the hip.
Decreased mid air accuracy.
Removed all precision damage from shotguns.
20% buff to shotgun damage in PVE to make up for lack of critical damage.
Chaperone and Universal Remote still does precision damage (unknown if and how this will effect Lord of Wolves as it wasn't mentioned).
Aim down sight time takes 25% longer for shotguns that have the Rangefinder perk.
Removed agility decrease when wielding a shotgun.
In my opinion these changes will have very little effect on the direct deadliness of Shotguns. As explained by Bungie, they think removing Precision damage actually makes Shotguns more consistent in PvP due to the way Critical Shots registered damage previously. Also, removing the agility penalty will give back normalized Shotgun mobility.
Pulse Rifles
Reduced rate of fire for low impact pulse rifles (Clevor Dragon, Grasp of Malok) by 7.7% or 1 frame.
Base Flinch from pulse rifles(not in patch notes, just High Cal) and High Caliber Rounds on pulse rifles both nerfed.Grasp of Malok and Clever Dragon have had their magazine size reduced by 6 shots. Clever Dragon magazine size reduced from 30 to 24 and 24 to 18 with Braced Frame.
Increased rate of fire for high impact pulse rifles by 5.3%. (The Messenger, Spare Change)
Pulse Rifles have had their in air accuracy increased.
I love the change to Flinch on Pulses. This in an indirect buff to Snipers and other Primary classes since a High Cal Pulse could easily flinch other Primaries off target for the past 5 months due to the Flinch changes added with Rise of Iron. I'm not a huge fan of the ammo changes to Low Impact Pulses though. They already suffered from low mag sizes, and this just makes that problem desperately worse. With a 1 frame slower TTK, roughly 0.85, it will barely be faster than Mid-Low Pulses, but requires 2 more precision shots to kill. Thus likely eliminating them from the Meta all together. Added in air accuracy is great though.
Auto Rifles
Increased base damage of low rate of fire auto rifles (Suros Regime, Shadow Price)
Increased critical multiplier from 1.25 to 1.3
Auto Rifles have had their in air accuracy increased.
The crit multiplier could have been a tad bit higher, but this is at least something. I still don't see anything other than Suros Regime or Doctrine of Passing being used. Doctrine archetype goes back to an optimal (unlikely though) TTK of 0.8 and Suros Spinning Up will be considerable more deadly. Due to range issues, having to remain exposed, and the drastic changes to special ammo economy, I don't see Auto's returning yet though.
Hand Cannons
Significantly increased initial first shot accuracy. (Year 1 values)
Reduced base range by 5 meters. (Affects aim assistance and damage drop off)
Currently at maximum damage falloff, hand cannon damage gets reduced by up to 50%. It will now reach down further, to 33% of the base damage, at maximum falloff distances.
No changes were made for bloom on spamming shots. (You still have to pace your shots)
High Caliber Rounds now affects Hand Cannons.
As this image made by Reddit user and Youtuber Sliq111 shows, currently Initial Shot Accuracy is horrendous. A Max Range Mid Impact HC has an ISA cone of 17px, which is easily enough to miss a shot aimed directly at the center of a head. The Last Word by comparison is even worse with an ISA of 27px. Bloom, the mechanic that will be remaining in Destiny is demonstrated by the 2px increase per shot on TLW and the 2px every other shot on a MI HC. Now, compare that to the actual horrific 17 and 27 ISA, that 2px per shot is absolutely nothing. So in essence, the thing the community has dubbed "Ghost Bullets" is almost solely due to unbelievably awful ISA. What is happening to HC's is they are completely removing the ISA penalties they introduced in The Taken King (hopefully down to between 0-5px ISA), keeping Bloom or the 2px penalty for successive shots, and adding far more dramatic Range Falloff when you are out of HC optimal Range. Shown in the Bungie stream, MI HC's will only hit for around 30ish Crit damage at Scout/Sniper ranges. This is by far the best change of the patch, in every way. It's more than a year overdue in my opinion, and honestly the change that should have happened in The Taken King originally.
Scout Rifles
Scout Rifles have had their in air accuracy increased.
High Caliber Rounds now affects Scout Rifles.
Scouts are barely touched, and only in the same ways both Auto's and HC's are. Each get a boost to in air accuracy and High Cal Rounds will actually work since a bug previously prevented them from actually working.
PVP
Special Ammo Changes
Players start matches with special ammo, but you now lose ALL ammo upon death.
Special crates spawn every 60 seconds.
Reduced radius for special ammo drops for teammates when you pick up ammo from 100m to 75m. Players only start with special on the 1st round in Elimination.
Invective and Icebreaker are affected, and will also lose their ammo upon death, but still regenerate as normal.
Sidearms still spawn with ammo upon death.
- Special ammo timing in Mayhem is unchanged
In my opinion this is a terribly change. It negates many of the changes made directly above. It harshly punishes Fusion Rifles due to their low usage and nobody wanting to wait around for Fusion ammo. It indirectly buffs Sidearms (due to their ammo on Spawn ability), Icebreaker, Invective, and pushes all other Special Weapon usage to a camp for ammo playstyle, especially in Elimination where ammo will be wiped after every round, no matter who won. It also forced you to perform a reload every time you grab ammo before you can use it. The reduced radius change is good, because it limits ammo stashing, but I see the other changes being removed soon. This is meant to curb Shotgun use directly and promote Primary play, but it only hurts several classes of Primaries with low Range such as Auto's and TLW. It also creates a system of the Rich get Richer in PvP as living longer will create a massive snowball effect where those with Special will start dominating those without. This is not a good change for Destiny, so hopefully they figure this out before Destiny 2.
Elimination
- Round time limit has been reduced to 90 seconds (down from 2 minutes)
- Players only start with Special ammo for Round 1 in Elimination gametypes
- Special ammo timing is 30s initial, then 45s respawns
- Special ammo is wiped at the beginning of subsequent rounds
Class Changes
Hunter Changes
Hungering Blade for Bladedancer now immediately grants health instead of regenerating health. Shields no longer regenerate on kill.
Huge Note: *Hungering Blade changes were also inadvertently applied to the following Perks...
*Transfusion (Striker Titan)
*Cauterize (Sunbreaker Titan)
*Lifesteal (Voidwalker Warlock)
*Red Death Perk
*Suros Legacy Perk (Suros Regime)
*No Backup Plans
*Ward of Dawn cast
*The Ram
*Apotheosis Veil
*Embrace the Void (Voidwalker Warlock)
*****In other words, they royally forked up and broke the entire game. This is quite possibly the biggest blunder in Destiny's history. Why they didn't just remove this change is beyond me. I expect both the Hungering Blade change and all of these to be removed soon, but the entire game is rather broken at the moment. PvE is pretty shattered without many of these abilities. I don't know how they think this is in any way ok. I don't know what to say other than I'm shaking my head at this inclusion.
Throwing knife now does solar damage.
- Quickdraw has been nerfed, it no longer instantly readies weapons, but rather increases weapon handling, thereby making it a garbage perk and drastically reducing Bladedance's Neutral Game.
Blink will be adjusted in the next update but no details were mentioned. Though it appeared that during the Blink animation, radar and Hud will disappear for about a second. We will know more after the patch notes. (Blink does indeed disorient the player and disable radar and hud similar to going hudless for 2 seconds after Blink. Many of my Blink using friends claim it to be unusable anymore. Bladedance is now solely dependent on Bones Control Jumping.)
As if Bladedancer's Super wasn't bad enough right now... Well, I guess in the short term not having to content with as much Shotgun ammo (the bane of a Blade's existence), is a bit of a buff to them and other Roaming Supers. Maybe we will see more Encore builds. But with the added nerf to Quickdraw, only the Super is effective, and with all of the hit registration issues it already suffers from, it's pretty much a dead class. Look to the previously neutered Gunslinger and likely Nightstalker builds as the only usable playstyle now.
Warlocks
Reduced Stormcaller melee range. (this hasn't been mentioned specifically yet but everyone assumes this is addressing Amplitude directly, not the standard melee)
Landfall now reduces total time in Stormtrance.
Blink will be adjusted in the next update but no details were mentioned. (see Blink on Bladedancer)
Landfall doesn't make any sense, cause nobody uses that, but whatever. Amplitude reduction is much needed but I'm afraid they may go overboard on it (they didn't, it seems fine now). It still needs to hit from further than a normal Warlock melee, but it's current 15m is obnoxious. Without special ammo contention though, Storms will be running wild in 6's and tearing through 3's as well. Voidwalker is absolute trash now, as what made it shine was it's Vampire health build, which has every aspect nerfed into the ground by the accidental change to Bladedancer. Also, the best Exotic Armor in Destiny, Ophidian Aspects are dumpsters now too, so take those off. Try Nothing Manacles, Claws, or Light Beyond Nemesis now. It really sucks to be a Warlock right now...
Titans
Juggernaut disables quicker in mid air.
Juggernaut can not be activated in mid air.
I have been specifically calling for this exact nerf for about a year now, since they made Jugg incredibly overpowered last December. This is exactly how it should work. It prevents Jugg from activating in air and drops after about 0.3 seconds while skating in air. Basically it forces you to use it from the ground, which is exactly where Jugg belongs. Strikers still remain the go to class, but look out for more Jolder's Shoulder Charges. Sunbreaker's Super can be extremely deadly now, even without Cauterize since there is nothing to challenge it so learn to Suncharge effectively and you will be golden.
Exotic changes
Universal Remote: Precision damage only active when aiming down sights. No other changes mentioned.
Truth: Max ammo reduced from 3 to 1, making it a useless weapon.
Shinobus Vow: No longer adds an extra seeker.
- Ophidian Aspects: Quickdraw has been removed from the perk Viper Totemic just like Bladedancer. It effectively kills OA's, which were until now the best Exotic Armor in Destiny.
Young Wolf's Howl: Will be cheaper to use. The same 5 ammo as other Exotics, as before it took 10.
Miscellaneous fixes and mentions.
Fixed certain weapons getting a free kneepads perk. (Increased slide distance)
No changes were made to the Skorri artifact. (though they have said the next patch will address all artifacts, but likely won't happen until the April Update)
More adjustments will be made, and mentioned in the patch notes next Tuesday. (those changes have already been added to these notes)
Overall I think a fresh balance will be refreshing for the Destiny PvP community but in my opinion there are a lot better things that should have been the focus. Changes to Amplitude, Juggernaut, Pulse Flinch, and Hand Cannon Initial Shot Accuracy were all desperately needed though. Maybe we will see a few surprises later today in the patch notes. I hope so.
****Post Patch Summary: Wow, I don't even know what to say. I think Bungie has actually lost their minds. They completely destroyed PvE by including a bug that ruins every health related perk in Destiny. It also has a horrible effect on PvP. They completely neutered the best Exotic Armor for no reason, Bladedancer's neutral game, and Truth is now unusable. I don't get their logic with this update. They ruined their game. They did 3-4 great things followed by the worst 5-6 things I could even imagine them doing. It's two steps forwards and a giant leap across a cavern backwards. I don't even have words right now...
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