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Edited by Rōnin Rick: 8/24/2014 5:09:27 PM
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They gave the hand cannons an extra bullet! Other changes also...

So if you have the Destiny companion app on your phone you can still view your beta character, including their weapons and skill trees. If you look at your Hand Cannons, you'll see that they all have one extra round in their magazine (cylinder, but who cares on these forums anyway? Might as well call it a [i]clip[/i], lol)). The Duke, Bandit, Searcher, and Mos Ganon all have 7 rounds now. I also had a rare Hand Cannon called the Renegade, and it had 8 rounds. Sick! I was unable to tell, however, whether they have buffed the Hand Cannons in any other way. Also, they made some tweaks to some of the subclasses, most noticeably the Voidwalker. The got rid of Bent Gravity, and added an ability called Annihilate, which buffs the explosive radius of vortex grenades and Nova bombs. Also, they made in so the melee ability Surge only requires a hit rather than a kill, and boosts not just movement speed but weapon speed as well! They also modified the Sunsinger's melee ability so that Flame Shield only requires a hit rather than a kill to activate. Lastly, they got rid of the option to "lock-in" your subclass builds. Or at least it looks that way; the lock-in ability/option is no longer present in the skill-tree on the companion app. I still think the Hand Cannons could use slightly more than a single round increase to capacity to make them competitive. They are revolvers, so it's not like you can drastically change the capacity or reload speed/animation, and we probably won't be seeing scopes on them like the scout rifles have. I think they should do something to make it stand out as a close-quarters weapon, so it doesn't HAVE to compete with the scout rifles, it could have it's own niche. Nothing crazy, perhaps one of the following: slightly higher rate of fire; slightly higher base damage; slightly tighter hip-fire. Any of these buffs would help the weapon shine in CQB. What do you guys think? I like that they are refining the classes and working towards balancing the weapons a little better. I do hope, however, that they are always transparent about changes they make. Some games like Battlefield, if they change the stats on a gun you would never know without checking Symthic or some shit, you know? Edit: (That Halo Dude) - The Defender subclass saw a change to their melee ability Gift of Light, so that now all MELEE kills WILL generate orbs of light while Disintegrate is active, rather than all KILLS having a CHANCE to generate them. I see this as a good thing. Chain Gift of Light with Gift of the Void and Iron Harvest and you will generate orbs of light like crazy! Edit: (Swarbie) - The Bladedancer had their Quickdraw skill improved so that that weapons ready immediately, where before they readied immediately after knife attacks only. Cool! Edit: (BlackLegZubair) - Confirmed that Annihilate affects ALL grenades, not just vortex grenades. Sweet! Let's hope they give Gunslinger a facelift next. Deadeye, Circle of Life, and Over the Horizon are all worthless abilities in my opinion, and I would never consider using them personally.
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  • How can you tell? My Maverick's ammo is displayed as a bar, not a number. Also, they changed Defender's "Gift of Light" ability so that any melee kill while Force Barrier is up WILL generate Orbs of Light.

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    • An extra bullet is nice, but not enough to outclass scout rifles in any way. I'd have to guess more precision damage or ammo amount

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      • They gave one of the hand cannons an extra bullet...they've been tweaking stuff in our inventories for a while. Don't get too excited about a 7 shooter...

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        • thanks for the update m8

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          • Is bent gravity when you float in the air when you aim down your sights?

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            • Good find!

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            • They also added Angry Magic where the Nova Bomb tracks enemies

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              • im a warlock and i say that you i dont needa nova bomb blast radius buff.

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                • The need to buff warlocks with more armor, nerf titans and hunters super to allow only one shot with the golden gun and a super punch by the titan which kills only one enemy. Oh and they need to get rid of hunters throwing knife because long range melee is op, but give the warlock a beard whip and since it never technically leaves your body its not considered ranged. Also make it si weapons are class specific and only headshots count as damage since this is the future we will obviously have invented light weight body armor that fully repels bullets. When you get shot in the body it should just stun you and youll get a 4 second countdown on the "oww that smarts" meter.

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                  • They would of had to either upped the damage or buffed a couple of it's other stats in order to balance it out against the Scout Rifle, simply adding one extra bullet does next to nothing because it's longer time to kill than the Scout due to lower effective rate of fire and inaccuracy is the problem more than its number of shots.

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                  • I just need a faster rate of fire for the hand cannons I would get wasted before I could even get my six shots

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                    • Nice, Warlockmasterrace!

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                      • This may have been talked about before, but what if the hand cannons weren't just hand cannons... what if they actually took abilities and gun types from other weapons. For instance, one hand cannon could have some sniper elements (i.e. a scope/longer barrel) whereas a different hand cannon has shotgun elements (i.e. buckshot, and single bullet reload). These are just a few examples. but doing this would not only affect the hand cannons' usage, but also allow for more creativity. This is just one idea I came up with on the spot, and seemed like a good one. :P

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                        • To my understanding (please correct me if I am wrong). The Gunslingers trace got moved to a different category and best of all (and kind of op) it can be chained with chain of woe for super head shot bonus's.

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                          • I just had a look at the Bladedancer subclass in the app and the skill that readies weapons instantly after you deal knife damage has changed to 'weapons ready immediately'. This could be super-good if it applies constantly, being able to automatically whip out a shotgun or rocket launcher would be really awesome

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                            • Thank you. 7 on the searcher too? sure? bump

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                              • I believe they stated that they were increasing Hand Cannon damage as well.

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                              • Why can't they do a scope on hand cannon? Ruger super red hawk anyone?

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                                • I think there aren't too many changes they can make to the hand cannons that won't unbalance them. I had originally thought a bit faster reload speed, but due to the stacking effect of Chain of Woe this could potentially break the game with near-instant reloads if they did. This is an inherent problem with abilities or perks which directly affect weapons base stats in FPS games. It's hard to balance across the board, because it will still be crap for one class while quite OP for another due to the effect the perk has. Possibly more precision damage would be nice, so you can 2-3 shot headshot people at a decent range would be a good buff, since that at least gives you the ability to take out 2 guys if you have the aim to do so. Other than that, I dont think there is an awful lot they could do which wouldn't unbalance it. Just kind of sucks that when you use a hand cannon in PvP you're essentially a sitting duck due to the low clip size, constant reloads, and the speed of those reloads.

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                                • The hand cannons need a higher impact value, not an increase in magazine size. Maybe slower handling. A 100 impact searcher mark.20 should kill with two heashots, 3 body shots. With good aim you could kill 2 pvp players even if you miss 1 shot. The time it takes to fire 2 rounds into someones head is quicker than most weapons but the 3rd is very slow to get to. The titan can pretty much force the hunter to fire a third if he charges with a shield sprint, or if a sunsinger manages to melee him with flame shield. enemies already drop pretty quickly even with the 5 shot on the searcher.20. I REALLY think the hand cannons could use an impact increase.

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                                • I'm liking the changes to Voidwalker, but I don't see this buffing the hand cannon to be a viable choice of weapon. It doesn't need one extra bullet, because that's not the issue with it. You'll be dead in the Crucible before you even finish going through a full clip with the HC. What it needs is MORE damage. Damage at the exchange of slow fire rate. If that doesn't happen, it will always be a useless gun in comparison to the Scout Rifle.

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                                  • Where did you get this info from? I have been unable find anything about it

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                                    • For those that play the last of us I wouldn't mind an El Diablo sort of hand cannon. Of course those would be for the exotics or legendary weapons.

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                                    • The changes to the warlock don't really hurt them that much. If anything it balances them a bit more. The range on the nades and super with that skill was really OP, i could throw a nade close to half way across the map, and combine the tracking skill of the super with increased range was just way to much.

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                                    • The one extra bullet is a start. I think they also need a reload speed increase to be faster. I hope that they did something to the gunslinger class. It's UP in PvE. Did they also change the defenders melee to require a hit for the shield instead of a kill?

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                                      • Oh my god, Flame Shield buff, I am totally using defensive Sunsinger now.

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