Veist Stinger was intended to grant ammo on weapons that support it, and charge/draw time on Bows only, this was inadvertently applying to Linear Fusion Rifles as well, making it too strong for an origin trait on them.Concussion Grenades can no longer roll on breech Grenade Launchers.Now gives the correct amount of ammo to each weapon when two Special weapons are equipped.Lead from Gold wasn’t respecting the functionality of splitting the Special ammo picked up when two Special weapons were equipped.Perpetual Motion was triggering frequently enough to be annoying, so we disabled audio/visual feedback on perk activation.Cooldown has been removed, allowing for Rocket Launchers and Grenade Launchers to return more ability energy when defeating groups with a single shot.Wellspring had an internal cooldown to prevent it from activating too frequently-we no longer feel this is needed.Increased overflow cap from 50% to 150%.Increased magazine overflow from 10% to 20% per kill on Primary weapons only (Special and Heavy weapons are still 10%).Ambitious Assassin has fallen behind perks with similar functionality (such as Overflow)-we’ve adjusted this to have a higher potential than before.Redesigned to activate on kills while at low health (so it will work in all PvP now).Skulking Wolf (Iron Banner Origin Trait).Redesigned functionality to give a sprint speed increase on multi-kills.The Gambit and Iron Banner origin traits were too specific to be generally useful, so they’ve both been redesigned.Addressed an issue where playlist (Crucible, Gambit, and strike) weapons weren't randomizing individual perk column’s perk counts correctly based on number of resets.Updated the perk pools for Dares of Eternity weapons and added an origin trait. ![]() Majors and above by ~10% (excluding Parasite, which does not need to do more damage). Heavy Grenade Launchers – These don't see a ton of support in PvE, so we hope this makes them feel a bit better as a DPS or yellow-bar clearing option.Breech Grenade Launchers - Concussion grenades can no longer roll in the magazine slot (blinding grenades are a better option in the same slot that serves the same purpose).Glaive melee attacks can now activate the Exotic armor perks on ACD/0 Feedback Fence, Karnstein Armlets, and Necrotic Grip.Glaives - Their interactions with some Exotic armor pieces can be confusing, so we've explicitly made some changes to align better with our stated goals.Hand Cannons - Fixed Dire Promise's zoom stat (got changed to 13 inadvertently, it's now 14 again).Increased the “perfect draw” window (how long you can hold the drawn Bow before you begin to lose accuracy and damage, stability modifies this window).Reduced base draw time by 5% (from 612ms to 580ms).Lightweight Bows - This subfamily has languished compared to their higher damage counterparts for some time, in part due to difficulty hitting perfect draw shots, so we've made it a bit easier.Increased base stability stat of all non-sunset High-Impact Auto Rifles by 6-12, depending on the weapon (numerically this may seem like a small change, but it noticeably changes the feel of the weapons).High-Impact (360 RPM) Auto Rifles - This sub-family of Auto Rifles has good damage output but low ease of use, leading them to under-perform compared to other options in the same engagement ranges.This change is in addition to the baseline damage buff given in the Solstice balance patch.Increased damage of all Scout Rifles vs.Scout Rifles - We felt they could still use a bit of love in PvE.If you want a deep dive into the changes coming to the weapons, make sure to have a look at the official notes below. All these balance changes will be live on August 23 when Destiny 2 Season 18 officially launches on live servers. Aside from weapons, you can expect some improvements coming to Perks, especially the ones that are currently bugged.
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