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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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