TWAB shit:
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
Auto Rifles
PvE damage increased between +30% and +25% depending on combatant rank
Bows
PvE damage increased by +31% against minor enemies, and +26% against major enemies
Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
Hand Cannons
PvE damage against minor enemies increased by 30%
Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
This change was made to increase weapon accuracy when firing these weapons as fast as possible
Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
Machine Guns
PvE damage against minor enemies increased by 25%
Increased the effects of damage range falloff on this weapon archetype
Pulse Rifles
PvE damage against minor enemies increased by 28%
Increased the effects of damage range falloff on this weapon archetype.
Archetype specific damage changes (impacts both PvE and PvP gameplay)
Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
Scout Rifles
PvE damage increased between +36% and +18% depending on combatant rank
Sidearms
PvE damage increased to minor and major combatants by 16%
Sniper Rifles
PvE damage increased by +47% against minor enemies, +20% for others
Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
Aggressive Frame
Removed the intrinsic effect of "Deals bonus damage at close range."
This bonus was 10%, but was unintentionally always active
The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Sweet Business
Increased magazine size from 100 to 150.
Increased PvE damage by 15%.
High Caliber rounds have been replaced with Armor Piercing rounds.
Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
Graviton Lance
PvE damage increased by 30%
Sunshot
Increased magazine size to 12
Vigilance Wing
PvE damage increased by 25%
Crimson
Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
Fixed an issue that was causing this weapon to deal higher flinch than intended
Merciless
Fixed the missing aim assist stat for this weapon
Ace of Spades
Memento Mori's damage bonus is now affected by range falloff
Lumina
Noble Rounds should apply their buff to allies more reliably now
The Colony
"Serve the Colony" now functions as Auto Loading Holster does
Perks
Subsistence
Reduced the impact of this perk on total reserves
Ricochet Rounds
Removed the hidden bonus to damage falloff
Swashbuckler
Perk now activates when getting a kill with Ball Lightning
Grave Robber
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
One-Two Punch
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
Auto Rifles
PvE damage increased between +30% and +25% depending on combatant rank
Bows
PvE damage increased by +31% against minor enemies, and +26% against major enemies
Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
Hand Cannons
PvE damage against minor enemies increased by 30%
Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
This change was made to increase weapon accuracy when firing these weapons as fast as possible
Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
Machine Guns
PvE damage against minor enemies increased by 25%
Increased the effects of damage range falloff on this weapon archetype
Pulse Rifles
PvE damage against minor enemies increased by 28%
Increased the effects of damage range falloff on this weapon archetype.
Archetype specific damage changes (impacts both PvE and PvP gameplay)
Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
Scout Rifles
PvE damage increased between +36% and +18% depending on combatant rank
Sidearms
PvE damage increased to minor and major combatants by 16%
Sniper Rifles
PvE damage increased by +47% against minor enemies, +20% for others
Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
Aggressive Frame
Removed the intrinsic effect of "Deals bonus damage at close range."
This bonus was 10%, but was unintentionally always active
The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Sweet Business
Increased magazine size from 100 to 150.
Increased PvE damage by 15%.
High Caliber rounds have been replaced with Armor Piercing rounds.
Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
Graviton Lance
PvE damage increased by 30%
Sunshot
Increased magazine size to 12
Vigilance Wing
PvE damage increased by 25%
Crimson
Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
Fixed an issue that was causing this weapon to deal higher flinch than intended
Merciless
Fixed the missing aim assist stat for this weapon
Ace of Spades
Memento Mori's damage bonus is now affected by range falloff
Lumina
Noble Rounds should apply their buff to allies more reliably now
The Colony
"Serve the Colony" now functions as Auto Loading Holster does
Perks
Subsistence
Reduced the impact of this perk on total reserves
Ricochet Rounds
Removed the hidden bonus to damage falloff
Swashbuckler
Perk now activates when getting a kill with Ball Lightning
Grave Robber
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
One-Two Punch
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
By i can get you a toe Go To PostWeapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
Biggest change for my enjoyment since I stopped playing before Forsaken came out.
Yeah it's a good change. Most weapon stuff for this one is PVE but they even mention having range drop off. It's about time. Scouts need to come back and handcannons need a huge range nerf.
140's and 150's being usable on console is pretty huge.
I wonder what the reasoning was behind the huge net buff to significantly improving minor damage for all primary weapons
I wonder what the reasoning was behind the huge net buff to significantly improving minor damage for all primary weapons
weapon mods also being toggles/unlocks is great and will encourage more experimenting/changing up builds
I also wonder if it means they're eventually gonna block certain mods from being applied to certain guns
it'd also technically allow them to make gun-specific mods.
I also wonder if it means they're eventually gonna block certain mods from being applied to certain guns
it'd also technically allow them to make gun-specific mods.
Bungie really wanted Destiny to be that game where you can just flitter between PVE/PVP with the same weapons but at this point they might have to consider that some shit is one or the other because to be frank they didn't really think about the impact of exotics or pinnacles in other gamemodes.
By toku Go To PostPpl been saying this from D1. Balance PvP and PvE separately. They don't want to do that work.It would honestly make things take less work after the initial implementation. lol
By Kibner Go To PostIt would honestly make things take less work after the initial implementation. lolAgreed. Can't imagine it being more work if they have dedicated teams for each.
It's the only way to keep people powerful in PVE and not like PVP fall into another choatic shitfest of just haves v have nots.
separate PvP/PvE weapon -functionality- died on the floor once PvEvP became a thing.
Separate damage outputs and maybe how a perk functions vs a guardian are the most i'd expect.
Separate damage outputs and maybe how a perk functions vs a guardian are the most i'd expect.
btw i really hope they touch up OEM. I'm stuck using it as a Titan, literally the rest of our armor exotics are obsolete compared this fucker.
By Sir Voidpunch McDomes von Bannershield Go To Postseparate PvP/PvE weapon -functionality- died on the floor once PvEvP became a thing.This,
Separate damage outputs and maybe how a perk functions vs a guardian are the most i'd expect.
Bungo sees the fact that you can enter the PVP domain with a weapon you found in the PVE space to be a distinguishing factor for the game and to some point I agree, otherwise its just like all the other shooters and as far as I can tell, of all the looty shooty games out there Destiny is the only one with a semi-competent PVP element, which is a strategic advantage.
was doing a bit of science the other day
turns out moving target is actually confirmed to move your max mobility past the 10 cap. i always thought there was something going on but a little looking around confirmed that i was actually scumbagging hard lol
i have it on a sniper and was wondering why i was getting away with so many brutish 1 v 1s. that strafe speed is FAR psat what looks like normal. without babby's first aim assist/console, i'm back on halo 2 shit
turns out moving target is actually confirmed to move your max mobility past the 10 cap. i always thought there was something going on but a little looking around confirmed that i was actually scumbagging hard lol
i have it on a sniper and was wondering why i was getting away with so many brutish 1 v 1s. that strafe speed is FAR psat what looks like normal. without babby's first aim assist/console, i'm back on halo 2 shit
Niggas already got ways to bypass the Lunas stuff already. Just switching back and forth between auto holstered weapons smh.
Perk nerfed in 5..4..
Perk nerfed in 5..4..
People who defend control as a gametype make me lol. It has the same problems for years especially in QP, people don't want to cap and it's obvious it's just lame shit, control 2 get more points for your kills. Woo. Really engaging shit there. Most people are just gonna go kill bros for bounties or weapon quests before giving two god damns about sitting on a flag.
Dudes right, no weapons 2.0, fuck that. Some stuff just needs range drop on PC and ARs need to come back somehow.
This late in the game and still people flip control points when your team is in the good spawn. Least some of the maps that's a real problem on will be gone.
"season 11"
okay, so confirmation of yet another "expansion" next fall, that, or season 11 marks a period therefor known as "destiny 3"
idk
okay, so confirmation of yet another "expansion" next fall, that, or season 11 marks a period therefor known as "destiny 3"
idk
Iron Banner up, stock up on tokens time. SBMM such a joke in a game with no dedis. Shots not landing is oh so fun.
bungie really needs to cool it with questlines in comp or IB where people have to handicap themselves just to get a portion of a quest done.
starting to run into the same teams on console. everyone but the diehards has left until Shadowkeep lol
high level GG dodge strats
service desk
https://youtu.be/ZE8p2txpMN0
deploy duck
https://youtu.be/R-hkU89HVgI
service desk
https://youtu.be/ZE8p2txpMN0
deploy duck
https://youtu.be/R-hkU89HVgI
This content drop seems so weak from a content standpoint. The QoL stuff, sandbox fixes, etc are the real hype things about the new season.
Least this time around we can really tool around with gear instead of just leveling shit up to the max and still having less optimal perks for our particular playstyle. Even me who I think plays most basically just had ONE set that overlapped between PVP and PVE because it was just nigh impossible to get every perk that was pertinent to my current playstyle or weapon choice. Kind of pigeon holed my PVE too since I was just cruising through stuff the same way over and over. PVP only got broken up by stupid quests that were annoying and self handicapping.
Have they added support for loadouts yet? Because this entire tinkering with gear shit is useless when you join a PVP match and forget to switch out gear only to lose your shoulder charge/grenade/super because of the gear change penalty.
I've seen loadout support going through my inventory but I don't know if you can autoswitch to it on the fly; I was just going through all the changes since I had stopped playing. The Pursuits/Menu definitely have been cleaned up and streamlined to a degree but I don't know how much until I jump into the game again.
By reilo Go To PostHave they added support for loadouts yet? Because this entire tinkering with gear shit is useless when you join a PVP match and forget to switch out gear only to lose your shoulder charge/grenade/super because of the gear change penalty.In game no but you can do it with third party crap like DIM.
https://app.destinyitemmanager.com/
By i can get you a toe Go To PostIn game no but you can do it with third party crap like DIM.😂
https://app.destinyitemmanager.com/
Oh, forgot to mention, given how stupidly fucking slow the UI is to load midmatch in PVP, you'll be stuck tinkering mid-game as you're most likely being pilfered for an easy kill while you figure out what your loadout is.
By i can get you a toe Go To PostI heard on console it takes like 10 min just to do anything in the menus.It's awful. Before last year's patch that reduced load time, the time-to-match after all the loading was easily in the 10-15min range before you could fire a gun.
Lord forbid you had to go to the tower to turn anything in beforehand or collect on rewards.
these guys dont know about weapons not even loading in lol...
pc never has to deal with glowing silhouettes of weapons appearing because you switched gear too fast
pc never has to deal with glowing silhouettes of weapons appearing because you switched gear too fast
Luckily Glory is changing so people who just end up losing can still get points on skill somehow but it strikes me as something that should go across anything and everything with matchmaking PVE or PVP or PVP/E. People who carry their strike? Give them some more shit. People who are MVP on a losing team in Gambit or Crucible? Give them more shit.
They'll be too busy ensuring everything is some shit ass SBMM with crap ass lag the way they do Crucible.
no one plays pvp on pc lol population is trash compared to console. so basically there's just who is grinding bounties (when shit is better in the beginning of the week) and then its the masochists like yourself.
all the long quests are dried up, its content dry season, and the meta has been set. i dont even blame bungie for mm on pc
all the long quests are dried up, its content dry season, and the meta has been set. i dont even blame bungie for mm on pc