Did some research on D2 before the "go fast" update so we can compare.
Mind you that if bungie had truly made a new game none of this would be relevant, it was they who decided to give us all the same classes dumbed down as they are. This is why the community continues to bitch.
Ran tests as follows: "super charge" time, standing still no armor giving you element abilities charge faster. Super 6:40, grenade 1:22, melee 1:22, rift 1:22 (never realized all the same).
With 3 armor mods on to "stack 3 times": this gave me such a WTF moment that I ran the times again, all exactly the same as not having the mods on accept rift was a whopping 18 seconds less ( insert sarcasm please). Remember all as standing still. D1 by comparison is 3:40 at Max tier.
Test 2 to compare kills and next with masterworks orb pick up.
D1, venus patrol, helmet "killing minions of the". Burning eye= 14 kills 1:22.
D2, Mercury lost sector, all 3 armor mods to stack 3 times, no master works nameless midnight= 41 kills 2:55.
D2, same accept now with masterworks nameless midnight, counting orb pick up making sure all are double kills= 20 kills, 10 orbs 1:27.
Last test brought me 15 seconds above D1 to be supercharged.
The 25% cool down reduces the 6:40 to just under 5 mins,.a far cry from the D1 3:40 and kills 1:12.
However trying to be optimistic here that between the 25% super reduction, weapon buffs, move 25% faster and the current weapon masterworks it should be equal to D1.
Going to run exact same tests after the "go fast" update.
P.S. used Warlock solar class
English
#destiny2
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1 Replyt t too much time on my hands, oh too much time on my hands Ill take classic rock for 300
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1 ReplyEdited by Cordic_Cyberpunk: 3/27/2018 6:14:19 PMhow much more time and proof do people need to see bungie only wants eververse and pvp to anywhere near playable and fun. bungie sold destiny as a story driven shared world shooter, and destiny is not a pve game. bungie has lied and mislead us all. Eververse is the only thing bungie ( the leadership is a failuer ) that matters to them. the player base, casual players, only want to have fun players, hardcore destiny fans, lore masters, and long time bungie fans have been spit on by the bungie leadership time and time again. get it through your heads guys, bungie is greed amd nothing else. edit:sp
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2 RepliesAll I can say these changes just continue to make pve easier and easier. People will be popping supers every 30 seconds now
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Results show update is mehhh at best.
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9 RepliesEdited by blade329: 3/26/2018 10:28:14 PMArrghh, this just makes me so mad. That's why Bungie removed any trace of meters to tell you how long things take in the game. I knew all those mods were worthless and just a placebo. This game is a scam, period. Almost 7 minutes for a super recharge? I'm sorry, Bungie, but you guys are flaming morons for thinking this was acceptable. I won't lose a minute of sleep if this game franchise goes belly up.
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7 RepliesMasterwork weapons do speed stuff up, but check this out. 20 Nova bombs in under 8 minutes. That's an average charge time of 23 seconds.
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23 RepliesEdited by Chuck Finley: 3/27/2018 5:21:33 PMI hate people who say “mind you”. ^was said with my limited knowledge of the phrase but now that I understand the meaning, I see life in a completely new way and apologize for jumping to hate.
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I shouldn’t have to put mods on my armor to make my abilities recharge faster.
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2 RepliesEdited by DuBChiri2: 3/27/2018 8:21:31 PMSo if I remember correctly...the mods that reduce grenade or melee cooldowns reduce it by about 9% each. If you have 3 that's a 27% reduction on cooldowns, that should mean an overall 22 second reduction on cooldowns, bringing the recharge time to about 1 minute. If we look at what bungie has said about the effectiveness of ability mods after the update, they should have 2x the effectiveness, leading to a 54% reduction on cooldowns. That changes the overall recharge time to about 32 seconds which is a little faster than tier 4 recharge rate on Destiny 1. That's actually fantastic...but the problem is, having 3 of the same mod that only grants recharge speed for one ability...thats a problem... As for supers, If the original recharge time for getting kills in Destiny 1 was faster than with Destiny 2, a reduction of 25% should actually help out a lot for pve and for PvP, pair that with masterworks and nightstalkers, that will give us a very familiar feel. It's not quite there yet, but definitely a great start. But, even though there are some downsides, for the abilities that already greatly increase ability cooldowns (such as that one sunbreaker exotic and the sunspot perk) they should provide a much more beneficial boost that hopefully doesn't break the game. And I don't mean PvP at all, I mean pve. Ie double pulse nade strikers with insurmountable skull fort and 3 grenade or melee ability cooldown mods... And the perk on arcstrider that greatly speeds up ability recharge when low on health and so on. Abilities for days is coming guys, bring a bucket of surrender flags for the enemy.
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I think he had the "class ability" mod on and didn't realize that refers to the dodge/rift/barricade.
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2 RepliesMods had no effect on recharge rates? I’ve long suspected this.
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Paragon mods are for class abilities (barricade/dodge/rift). There aren't any super reduction mods, & you need the ordinance/melee mods to reduce their respective timers.
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Thanks for doing all that research! It will be an interesting compare after today's update!
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The player base went pretty fast out the door; I wonder how fast the update will do the same
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😯😯😯😯😯😯😯😯
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I scrolled down and did see one person bring this up, But Josh did answer a question on twitter about the amount of super energy we will get back for kills. [quote]Any info on why super recharge times are going to be faster instead of giving more super energy per kill? I think the latter would raise the skill gap, I liked the D1 super system much more for this reason. Replying to @nKuchGaming @geekermon It was a big global change for PvE and PvP. We felt like it was just too long in general. That being said, we actually did bump up those amounts some too and I'm glad you mentioned it because I need to make sure I put it into patchnotes.[/quote]
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Also each kill will grant more super energy, which I think was needed more than a base cooldown. Gives the players kicking ass more supers.
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Agreed
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Always want to ask. is 3 mods working on Warlocks and Titans? Because I heard that it works only on Hunters..On other classes it works only 2 mods on less cooldown.
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This update will be a nice platform for the mod overhaul to build on If mobility really delivers players may swap resilience for mobility. You don’t need health to tank damage when you can dodge it. The only issue is ability mods will mean losing stat mods. But that means making your character a glass cannon. Which people will do especially in pvp. Full mobility/recovery. That can work for pvp, which will be a heavy fest anyway, but it’ll make pve have issues. I could see an extra mod slot being added to offset it. To avoid stack abuse they just need to make a restriction for 1 cd reduction mod per gear. So they could put two weapon mods in if they wanted to show off some Rambo gun skills.
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Wow, great stuff, thanks for doing the research. It will be interesting to see the before and after results.
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17 RepliesWait......I had to stop reading part way through... Are you totally serious that a 3 stack of ability boosting mods (on your armour) MAKES NO DIFFERENCE to grenade charge and super regenerative times? None at all? Someone needs to call out this major league B.S if that's indeed true.
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7 RepliesWho cares? They said they reduced the recharge time for supers by 2 minutes, if I remember correctly.
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1 ReplyDo you know the Paragon mods only effect class abilities like rift, dodge and barricade? You need ordinance and impact mods to decrease the cool downs for grenades and melees. Here's a link to somebody's testing. He did it not long after launch, I'm not sure if they've reduced the cool downs since then or not. But I know they changed some of the grenades to give them all the same cool down. https://www.google.co.uk/amp/s/amp.reddit.com/r/DestinyTheGame/comments/72khpg/massive_breakdown_of_destiny_2_mods_with_numbers/
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9 RepliesIf you used mods and the time didn't change then you were using mods for the wrong class.