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#feedback

Edited by Soupreem: 10/23/2016 6:00:57 PM
141

Patch 2.5.0, the one to fix the game

Alright, not delaying this one. [b][i][u]Activities and Quality of Life:[/u][/i][/b] Added a "Legacy Nightfall" with the original Nightfall modifier at 2 difficulties, light 170 (open to non-TTK owners) and light 390. This Nightfall offers better rewards and the fiery head. SRL now returns on a more regular basis. Added remastered versions of VoG and Crota's End, each of which are accessible after a short storyline (to give context, VoG now has SIVA-fied Vex, CE now has Taken). Grimoir is now in-game There is now a radio option to listen to the soundtrack in-game Added auto dismantle for green equipment (not blues because they [i]can[/i] be somewhat useful). The Postmaster will no longer carry greens, legendaries and exotics can only be pushed out of the postmaster by other legendaries and exotics. [b][u][i]Weapons:[/i][/u][/b] [b][i]Autos:[/i][/b] High impact: increased damage (falloff range remains the same). [b][i]Pulses:[/i][/b] High Impact: slightly decreased recoil Low and Lowest Impact: changed falloff range to be about the same as the higher impact. Lowest Impact: Harsher damage falloff. (Less damage after range falloff than current). [b][i]Hand Cannons:[/i][/b] Removed bloom and random bullets, the range stat now affects falloff range and how quick your max damage falls off to minimum damage. [b][i]Sidearms:[/i][/b] Increased draw speed, reduced sprint-out time. [b][i]Shotguns:[/i][/b] Increased accuracy, sprint-out is now comparable to a fusion rifle to compensate. PvE: increased damage [b][i]Snipers:[/i][/b] Slightly reduced the amount of flinch taken (not completely undoing the nerf). [b][i]Fusion Rifles:[/i][/b] Massively increased accuracy, fusions now ignore a small portion of a super's damage resistance (larger portion ignored if the damage type matches the subclass element). [b][i][u]No changes to heavy.[/u][/i][/b] [b][i][u]Ammo Changes:[/u][/i][/b] PvE: increased ammo reserves massively for specials and heavy weapons. PvP and PvE: primaries now have unlimited ammo reserve (Universal Remote and No Land Beyond are exceptions). [b][i][u]Subclasses:[/u][/i][/b] [b][i]Hunters:[/i][/b] Increased base melee attack speed [b][i]Striker/Voidwalker:[/i][/b] Changed some animations to better reflect effective range (unchanged blast radiuses, this is [b][i][u]NOT[/u][/i][/b] a nerf). [b][i]Gunslinger:[/i][/b] Trip-mine, throwing knife, and Swarm Grenades: increased damage. [b][i]Bladedancer:[/i][/b] Arcbolt: Increased damage (also happens with Stormcaller). Arc Blade: more damage per swipe [b][i]Sunsinger:[/i][/b] Viking Funeral: now has 2 stacks, 1 stack gives a 25% damage boost, 2 gives 50% Firebolt: increased damage and sweep speed. Solar Wind: increased pushback force. Flame Shield: increased strength [b][i][u]Exotics:[/u][/i][/b] Transverse Steps: increased effect in crouch-walk speed. Astrocryte Verse: Now just removes the Penalty to recovery that Blink gives. Knucklehead Radar: enemies through the sights are now highlighted red, full supers are yellow. Radiant Dance Machines: now gives a bonus to agility. Hawkmoon: increased range and lucky bullet multiplier. Thorn: DoT now ticks 1 more time and does 3 damage instead of 2. Zen Meteor: "Dynamite" and "With a Laser Beam" can now trigger upon 3 rapid precision hits. Patience and Time: invisibility now covers up the scope glint Gjallarhorn: slightly increased the Wolfpack Round damage Edit 1: added Balance tag Edit 2: removed some of the hunter buffs. Edit 3: changed some ammo changes. Edit 4: edited some weapons. Edit 5: removed private matches because I'm an idiot and didn't know you didn't need TTK. Edit 6: redid some compensation needs for shotguns. Edit 7: changed some subclasses

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  • TLW needs 111's back, Thorn should be able to two tap, high impact PR's should be able to two burst [u]highest[/u] armor builds. Of course, high impact AR's should perform how they did before the very first nerf, I agree with keeping dmg falloff. Lowest impact AR's should go back to how they were before the recent nerf. PR's can already two burst low-medium armor as long as every crit lands. The only reason why it doesn't happen often is due to the changed recoil patterns on AR's and PR's with the TTK weapon's patch. It should go back to being able to reliably two burst highest armor builds. Your suggestion for them right now makes no changes from what it already is. Completely undo the recoil pattern changes and undo all of the barrel mods nerfs that came to in the TTK weapon's patch as well.

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