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This Week At Bungie - 12th September 2019


GazzaGarratt

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Taken from Bungie.net

 

THIS WEEK AT BUNGIE – 9/12/2019

0h - dmg04
This week at Bungie, we’re looking into the near future.
 
We’ve talked a lot about how Shadowkeep will change the way we play Destiny, and we’re not even done yet. We’ll have more to say before October 1 about how the game is about to evolve. There might even be a final pre-launch Bungie ViDoc about Year Three next week, but that’s not my promise to make. Keep your eyes up.
 
Seeing Guardians rejoin Eris on the Moon for a new adventure is not the only thing we’re looking forward to when we daydream launch day. As this new campaign against the minions of the darkness begins, a new Season of Destiny gameplay will begin with it – followed by three additional seasons of updates. We’re about kick off a whole new year of explorations, rewards, and surprises.
 
But not everything should be left to surprise. We know that Guardians like to plan their gaming sessions. This calendar shows what’s coming free to all players of Destiny 2, what’s in store for Shadowkeep, and what’s included with Season of the Undying:
 
Destiny_SoU_Calendar_EN.png?cv=398362121
 
Save these dates! If you’re not one to over-plan your life, you know we’ll keep you up to date from week to week on what awaits you in the game. That’s just what we’re about to do right now.
 

SHADOWKEEP SANDBOX UPDATE: WEAPONS

Last week, we did a bit of a deep dive on upcoming changes to abilities in Shadowkeep. This week, we’ll be giving a patch note preview on how your weapons will be fine-tuned. For this pass, the team put some love in to a few Exotics that may have been collecting dust in your vaults. On top of that, a bit of tuning has been done in how damage is applied to different targets in PvE environments.
 
In terms of how these changes will impact your PvP experience, a few weapons and archetypes are being buffed, with some seeing more aggressive range falloff to give breathing room to Scout Rifles and other weapons.
 
Weapon Changes - General
  • Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
      • This gives players the opportunity to play with different mods more frequently
      • If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
  • 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
 
Exotics
  • 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. 
 
We still have a few TWAB’s before the release of Shadowkeep, which will shore up our patch notes previews on a variety of topics, ranging from Black Armory Access to bug fixes. Stay tuned!
 

RECKONING: ONE MORE THING…

Destiny 2 Update 2.5.2.2 recently brought some frequently requested Quality of Life changes to Reckoning and rewards. Next week, we’ll be making one additional change to the experience, further bridging the gap between you and your desired rewards.
 
Reckoning_Guns.jpg?cv=3983621215&av=2150
 
Starting on September 17, all negative modifiers will be removed from Reckoning. This activity will continue to feature a weekly singe, with a daily rotation of Brawler, Grenadier, and Heavyweight. Our goal in this change is to improve the replay-ability of Reckoning, so players will feel more inclined to hop in to matchmaking for some sweet loot. This should also help to address some feedback items from players that specific modifiers could feel too punishing (We’re looking at you, Blackout Darkblades).
 
If you’re looking to get your hands on some weapons from Season of the Drifter that have eluded you, I reckon this is your time to shine.
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