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Destiny

Discuss all things Destiny.
Edited by Kienamaru: 9/24/2016 7:51:46 AM
22

History of the Classes (Updates and Analysis)

Letting the facts speak for themselves. Titan 1.0.1 General Catapult no longer has screen effects Update 12/8/15 Titan Melee: Extended range (+12.5%) Catapult Lift: Faster initial velocity (+5%) STRIKER 1.0.1 Shoulder Charge now deals Arc damage Lightning Grenade shock damage increased by 66% (base 60 to 100) Amplify Super bonus-on-kill increased from 6% to 10% Flashbang no longer disorients ultras Transfusion now has a 5-second cooldown before it can trigger again Juggernaut shield is removed after jumping or sprinting for 6.5 seconds Update 12/8/15 Storm Fist: Increased base damage (+18.2%) Overload: Now also provides faster melee recharge (+50%) Discharge: Additional Damage (+7.69%), Changed AOE to spherical shape Amplify: Increased Super energy bonus (+30%) Headstrong: Now also provides Faster Sprint Transfusion: Improved cooldown (5s->2s) Unstoppable: Now provides +2 Armor (+1 additional), Increased dr (+25%) Juggernaut: Improved Shield health (+14.3%), Now works when airborne 2.3.0 Fist of Havoc Base damage increased by 50% and additional 50% against AI 2.4.0 Shoulder Charge Time to charge SC has been slightly increased. (+1 second) Attack speed and target tracking has been slightly reduced DEFENDER 1.0.1 WoD now immediately regenerates your health on activation Hotfix 10/14/2014 Unbreakable: Fixed an issue with the perk granting more agility than intended Update 4/14/2015 WoD now has audio indicators at low energy so players can more easily read when it will time out Players walking into enemy WoD now hear a sound when blindness is applied Update 2.0.0 Line attacks (FoH Shockwave and AB Razor’s Edge) can now no longer penetrate WoD Update 12/8/15 WoD: Recharged Grenade and Melee Abilities on Super cast Update 2.3.0 Spike Grenade: damage impulses per second reduced to 5 from 10, damage per impulse increased by 100%; total damage unchanged (Also affects Nightstalkers) SUNBREAKER Update 2.0.0.5 Fixed an issue where Sunbreakers could rapidly spam the HoS attack Update 12/8/15 Sunstrike: Decreased DOT Time (6.5s -> 5.5s) HoS: Reduced DR during Super (-9.09%), Slowed Hammer travel speed by (-1.32%), Reduced the ability to create never ending chain of explosions Forgemaster: Reduced Splash damage detonation radius multiplier) (-20%) Flameseeker: Turned down tracking (-25%), Removed +1 Recovery, and +1 Agility stat Fleetfire: Added +1 Agility stat Firekeeper: Added +1 Recovery stat Cauterize: Added cooldown (0s->3s) Update 2.3.0 HoS Hammer travel speed increased by 1.3%, detonation radius increased by 10% Damage increased by 10% against AI Hunter GUNSLINGER 1.0.1 GGun is now unable to overpenetrate through a WoD Incendiary detonation damage reduced by 18% (base 140 to 115) Chain of Woe now grants an additional 5%, 10%, 15% bonus to reload speed Gunslinger's Trance buff duration increased from 10 to 15 seconds. Update 2.0.0 GGun Damage increased (350 -> 360) to ensure it consistently killed in the Crucible Update 2.3.0 Swarm Grenade: increased arming radius 0.5 meters, detonation damage increased by 7% Tripmine: no longer attaches to targets; arms on impact then bounces and attaches to terrain, damage reduced by 3% GGun Base damage increased by 50% and additional 30% against AI Deadeye: now increases golden gun damage by 30% Throwing Knife Base damage reduced by 10% Circle of Life: modified functionality: precision kills with Throwing Knife reduce the cooldown of GGun, no longer extends the duration, +1 armor removed Passives Scavenger: increased the amount of grenade and melee energy awarded by 33% Chain of Woe: +1 recovery added Over the Horizon: +1 recovery removed BLADEDANCER 1.0.1 Arcbolt impact damage reduced by 17% (base 120 to 100) Razor's Edge distance traveled slowed and reduced Quickdraw no longer requires a melee hit Blink now cancels invisibility when used Update 11/7/2014 Fixed an issue in which Blink Strike damage would be caused by colliding with the Blink Strike, rather than melee impact Update 2.0.0 Arc Blade can now generate up to 6 Orbs when geared with exotic armor that increase orb spawning rates Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds), visuals now changed to better telegraphing direction: clearer activation FX and trail FX Blink Strike now does Arc Damage Arc Bolt grenades (Thermal and Arc) damage reduced by 25% to 75 damage Arc Bolt Range reduced by 11% to 8 meters Flux Grenade tracking has been changed to reduce tracking aggressiveness Update 2.3.0 Skip Grenade: tracking time reduced to 8 seconds from 12, detonation damage reduced by 13% Double Jump Blink: now incurs a -1 recovery Arc Blade Base duration increased by 2 seconds Hit detection test range increased by 0.5 meters Damage increased by 30% against AI combatants Added 0.8 second cooldown between Arc Blade swings while airborne Energy cost per swing increased by 20%, on hit decreased by 20% Vanish: now causes the player to vanish on cast in addition to its normal functionality Showstopper: damage radius extended by 1 meter Blink Strike Lunge distance decreased by 0.4 meters Backstab: valid angle reduced by 30 degrees Escape Artist: invisibility effect delayed by 0.5 seconds Fast Twitch: recharge reduced by 20% Passives Encore: killing an enemy with Arc Blade now extends its duration and grants a 150% increase to arc blade damage for a short time NIGHTSTALKER Hotfix 10/2/15 Temporarily removed the extra shots from Quiver to avoid unlimited Shadowshots Hotfix 11/17/15 Re-enabled the talent node to provide three shots correctly Update 12/8/15 Players can now use charged melee attacks while tethered by Hunter's Shadowshot ability Update 2.2.0 Fixed an issue where summoning the Ghost while evading would interrupt Shadestep Update 2.3.0 Shadowshot Now applies the suppression effect on impact Smoke Impact damage increased by 34% Impact suppression and DOT duration reduced by 1 second Jump suppression removed from initial impact status effects Un-upgraded smoke cloud duration increased by 1 second Envenomed: cloud duration increased by 1 second, Jump suppression removed from cloud status effects Vanish in smoke: +1 agility removed Snare: cloud duration increased by 1 second Passives Courage of the Pack: now increases recovery, armor and agility by 2 per stack, now stacks 3 times Lockdown: now increases smoke duration by 2 seconds (+2 additional seconds with the Snare upgrade) Predator: now reduces the cooldown of the Shadowshot ability Shadestep: moved to a single dodge on a 3 second cooldown Warlock VOIDWALKER 1.0.1 Nova Bomb Vortex duration reduced from 5 to 3.5 seconds, effects now has displays for its victims. Energy Drain impact damage increased by 10% (base 100 to 110) Soul Rip super bonus on kill increased from 6% to 10% bonus Vortex Grenade linger damage reduced by 50% (base 15 to 10) per tick Surge now grants a bonus to reload and weapon-ready speed, now activates when doing damage to an enemy instead of killing blow, agility buff increased by 33% (base 10 to 13) Update 2.2.0 Energy Drain Increased grenade recharge bonus scalar (by +100%) Reduced grenade recharge duration to 2 seconds (was 5 seconds) Reduced bonus recharge provided by mastery (i.e. The Hunger) to 2 seconds (was 6 seconds) Life Steal/Soul Rip: Now triggers when damaging an enemy with Energy Drain Passives Embrace the Void: Now triggers the energy drain effect and restores a significant portion of health when killing an enemy Update 2.3.0 Glide Blink: now incurs a -1 recovery penalty Nova Bomb Base damage increased by 50% and additional 50% against AI combatants Lance: now increases Nova Bomb damage by an additional 25% SUNSINGER 1.0.1 Firebolt impact damage reduced by 20% (base 100 to 80) Flame Shield now activates when doing damage to an enemy instead of killing blow, now provides a small overshield Solar Grenade linger damage reduced by 50% (base 15 to 10) per tick Hotfix 10/14/2014 Brimstone: Perk can now activate if player is airborne Update 2.0.0 Fixed an issue where Sunsingers who self-res were given a free orb upon respawn Sunsingers must now kill to spawn orbs Update 2.2.0 Scorch Flame Shield: Now increases the cooldown of Scorch (by +33%), No longer maximizes armor, Removed + 1 Armor stat Solar Wind: Now reduces the cooldown of Scorch (by +66%), Added +1 Recovery stat Brimstone: Now reduces the cooldown of Scorch (by +66%), Explosion damage increased (by +86%) Radiance Increased grenade energy regen by 1-3 grenades Song of Flame: Increased allies' grenade regen (by +60%) Fireborn: Reduced Radiance duration when Fireborn is active (-28%) Passives Sunburst: Now guarantees an Orb on kill Update 2.3.0 Firebolt: increased arming time by 0.2 seconds. Decreased victim search radius by 1 meter Melee: Scorch Flame Shield: 0.3 second delay added before the overshield activation Passives VF: no longer extends the duration of Ignite effects, now weakens targets afflicted with Ignite effects, causing them to take 5% more damage from all sources, stacking up to 3 times. STORMCALLER Update 2.2.0 Thunderstrike Rising Storm: Now immediately awards a flat amount of super, grenade and melee energy Stormtrance Landfall: Damage reduced (by -17%), No longer blinds nearby players Passives Pulsewave: Added +1 Recovery stat Feedback: Removed +1 Armor stat Transcendence: Reduced bonus time in Stormtrance (by -17%), No longer removes the cost of actively throwing Arc lightning Electrostatic Mind: Increased the damage nearby enemies take when Stormtrance is active (by +100%), Reduced the super recharge bonus (by -25%)
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  • [b]Updated Analysis[/b] Been needing to update my analysis since I had to delete it to make room for the new updates. So I'll post that here. Gunslinger- Originally a class with extremely destructive base abilities and terrible passives, Gunslinger has been tuned to be more in line with the other classes of the game. Upgrading passive abilities and giving perks tradeoffs to make the less chosen perks a bit more appealing was the name of the game here. Can't say it worked too well, but after toning down all of the best killing options for PvP, there's no reason to stick to one build anymore. On the other hand, Golden Gun has seen a lot of work to ensure it has the one shot kill potential that it always should've had. Bladedancer- All grenades have been nerfed, most of them on numerous occasions to be less effective in the neutral. Their super has been toned down to cost more and have more risk. Other than that, Blink and Blink Strike have been nerfed numerous times to require more precision and to place the bladedancer in a more dangerous situation. The passives have been improved since launch but other than that, the only buffs have been to the super which also affected every other super. Nightstalker- Oddly enough, Nightstalkers have always been the least effective PvP hunters and their kit leans heavily towards PvE. That said, the changes have made their kit less annoying to fight against and they've seen a fair amount of nerfs and buffs. Their passives have been made more effective but their super and melee abilities have been toned down considerably. They no longer have the extremely effective trapping that they once had. Striker- More or less nothing but buffs for these guys. The small nerfs that they had were mostly reverted and the class functions well in PvP and PvE as a clutch class. None of their tools have been notably toned down and all of their melee and passive abilities are significantly better than they used to be at launch. Defender- Defenders haven't seen much change since launch, even though they have been the worst performing class in the game since launch for PvP. A few touches to make their super more useful is about all the change they've seen. Sunbreaker- We all know what happened here. Sunbreakers were insane. Too much damage reduction, amazing tracking and a skillfree super. Their melee was hungering blade with fast twitch on crack so that was made into its own thing. The passives were all leaning toward one build which was altered as well, and then Bungie felt that they had nerfed a little too much. So, they brought back a bit of what was removed and here we are. Voidwalker- 90% buffs to this class right from the beginning. The class was underperforming in PvE as there was literally no use for it or the melee abilities. So they were buffed drastically to make Voidwalkers a self preservation class which fits in the niche of glass cannon. Sunsinger- Initially, sunsingers were toned doing a bit too much damage for all the advantages that they offered. They went untouched for a long time but eventually, flame shield and later Viking Funeral were both notably butchered. The class still functions, and the other melee types were improved a decent amount. However, Sunsinger is no longer the go to choice for PvP and fits more into a support role for PvE. Stormcaller- This class was toned down to be less viable in PvP and more destructive in PvP. The small changes to it weren't anything class killing, but were intended to make the other perk choices more appealing. They remain the strongest warlock class universally, so I wouldn't say they made a real impact.

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