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Edytowany przez użytkownika HiddenWarrior: 4/22/2016 4:54:18 AM
140

Destiny Patch 2.3 - Patch Notes - The Things that Need to Change!

[u][b]SUBCLASSES[/b][/u] [b]Hunters[/b] [u]Bladedancers [/u] Fixed hit registration on Arc Blade. Fixed back stab perk to become more accurate at when it activates to lessen chances of front stab kill. Increase base damage of Arc bolt grenades to 100, but add a 10% damage fall off for each succeeding person in the chain. For example, the first target hit with the grenade takes 100 damage and if the grenade connects to a second person they take 90 damage and a third would take 80 damage. [u]Nighstalkers[/u] Increase speed at which tether activates on targets. Reduce the amount of immobility that smoked targets get. Targets hit with smoke have a [b][i]slightly[/i] [/b]easier time of escaping. Intended to reduce lethality of smoke/grenade combo. [b]Warlocks[/b] [u]Sunsingers[/u] Reduce Firebolt DOT damage by two ticks when Viking Funeral is used. This will allow the opponent that is burning to survive a single body shot from most primary weapons. A single headshot will still kill burned target. Increase the speed at which a target burns after being hit by a Firebolt. This will allow the burning target to start regenerating health a bit quicker and return to the fight slightly sooner. Increase grenade recharge rate by 10% when user is using Radiance. This will allow Sunsingers to throw a few more grenades while super is active. [u]Stormcaller[/u] Landfall perk will no longer do any AOE damage. Instead its main function will be to blind enemies. Slightly increase the radius at which opponents hit by Landfall will be blinded. Increase base damage of Arc bolt grenades to 100, but add a 10% damage fall off for each succeeding person in the chain. For example, the first target hit with the grenade takes 100 damage and if the grenade connects to a second person they take 90 damage and a third would take 80 damage. [b]Titans[/b] [u]Sunbreaker[/u] Return blast radius of Hammer of Sol back to pre 2.1 status. Return Hammer speed back to pre 2.1 status. Flameseeker will more aggressively track enemies. (A bug was introduced post 2.1 which made it do jack.) Increase damage resistance of Hammer of Sol by 5%. The 2.1 patch initially reduced damage resistance by 9%. This is still a net decrease in damage resistance by 4%. This means that a Hammer of Sol will still be able to be shut down by the 1000 Yard Stare tier of sniper, but will be a little more survivable running around. [u]Strikers[/u] Fix melee and Shoulder Charge hit registration. [u][b]GENERAL WEAPON CLASS ADJUSTMENTS[/b][/u] [b]Auto Rifles[/b] Increase base stability of Low ROF auto rifles by 10. Increase base magazine of some Low ROF auto rifles by 2-5 shots. Auto rifles that are in this class that currently have around 22 bullets will benefit from this buff more then those that have closer to 30 bullets. [b]Hand Cannons[/b] Increase initial and final accuracy of all hand cannons. This will affect all hand cannons, but low range hand cannons will feel the most change. At the mid to long ranges, if you are accurately aiming the bullet will still hit the target. It will just be subject to a harsher damage drop off due to its lower range stat. This change is intended to reduce the chances of the phantom bullet effect. [b]Sniper Rifles[/b] Increase Sniper Rifle reserve ammo back up to a max of 18 shots at base and 22 shots with armor that increases ammo. The reduction of ammo given through every green brick will remain the same. This will be a bigger change to PVE, intended to reduce the special ammo shortage introduced post 2.2. [b]Shotguns[/b] Increase Shotgun reserve ammo back up to a max of 18 shots at base and 22 shots with armor that increases ammo. The reduction of ammo given through every green brick will remain the same. This will be a bigger change to PVE, intended to reduce the special ammo shortage introduced post 2.2. Reintroduce Shot Package as a perk that can roll on Shotguns. However the perk will now decrease maximum range to compensate for tighter spread. [b]Rocket Launchers[/b] Rocket Launchers with Tripod will now receive the full three rockets upon Heavy pickup. All other rocket launchers will receive 2 shells, unless a piece of armor is worn to increase Rocket Launcher ammo. Leg armor with Rocket Launcher ammo will now work in PVP to give an extra rocket upon purple brick pick up. [u][b]SPECIFIC GUN CHANGES[/b][/u] [b]Doctrine of Passing[/b] Decrease base range by 10 to reduce effectiveness at the mid to long range encounters. Remove Smallbore as perk in the middle tree and instead replace it with Reinforced Barrel. This will allow players who want that extra range to play like that at the expense of some stability. [b]Fabian Strategy[/b] The Front Lines perk now has a larger radius for when it activates. [b]The Last Word[/b] Hip firing this weapon will now also grant additional range when the Last Word perk is activated. Functionally it acts as the opposite of the Dead Eye perk found on the First Curse. The Last Word perk will continue to no longer grant additional damage. [b]Hawkmoon[/b] Increase Luck in the Chamber and Holding Aces perk damage modifiers back up 1.3x to allow for more consistent two headshot capabilities when those perks activate. As it is now, very often Hawkmoon will still need three headshots even when LiTC or HA activate due their reduced damage, effectively making them useless. [b]Longbow Synthesis and LDR [/b] Increase base reserve ammo to bring them in line with other sniper rifles. There is currently a bug that causes them to be unaffected by armor that grants additional ammo even when two armor pieces are stacked together. [u][b]GENERAL SANDBOX AND PERK CHANGES[/b][/u] Removed Guerrilla Fighter, Exhumed and Surrounded from the rollable perk tree of all weapons. Any weapon that currently has these perks will have them replaced by Underdog, Last Resort or Mulligan depending on the type of gun. Special ammo crates in the Crucible now only spawn in twice per match at the 8 minute and 4 minute mark. Heavy ammo will spawn in at the 5 minute mark. This is to balance the change in how special weapon reserve ammo is handled.

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