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Edited by bilbo t baginzz: 7/17/2015 3:22:34 AM
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Well done idiots.. Weekly nerf update FULL DETAILS..

[b]So here is the Nerf everyone has been asking for.. to bad they didnt just Nerf the Thorn they Nerf pretty much everything.. please make note of the Thorn updates and tell me what you think.. they say its an overal lbuff to the gun but makes it less lethal.[/b] [b]-blam!- knows why they would nerf gally and black hammer.. like really [/b] [b][u]Auto Rifles[/u][/b] [b]Changes:[/b] -Increase base damage [b](Buff)[/b] -Start damage falloff closer to the player to emphasize its role as a close to medium range weapon [b](Nerf)[/b] -Small reduction in base stability. Landing shots at optimal range is unaffected, but repeated precision hits require more weapon control to land consistently [b](Nerf)[/b] -Boost damage by 10% against AI combatants [b](useless)[/b] [u][b]Pulse Rifles.[/b][/u] Changes: -Reduce base damage of the medium RoF by about 2.5% [b](remember what this did to auto rifles.. Nerf)[/b] >PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat -Small reduction in base stability. A burst should still land all shots at optimal range, but three precision hits will require more weapon control to land consistently [b]( Nerf )[/b] -Increase magazine size on for all base inventory stats [b](Buff)[/b] [u][b]Scout Rifles.[/b][/u] Changes: -Increase base damage for medium to high Rate of Fire Scout Rifles [b](Buff)[/b] >PVP: Does not affect TTK in PVP on a Guardian with full health -Increase magazine size for all base inventory stats [b](Buff)[/b] -Reduce Final Accuracy when firing from hip -Fast firing outside of ADS will be less accurate -Boost damage by 5% against AI combatants [b](useless buff )[/b] [u][b]Hand Cannon.[/b][/u] Changes: -Start damage falloff closer to the player to limit long range lethality [b](nerf)[/b] -Small reduction in ADS accuracy, targeted at making long range snap-shooting less reliable [b](nerf)[/b] -Reduce final accuracy when firing from hip [b](nerf)[/b] -Fast firing from hip is less reliable [b](nerf)[/b] -Reduce magazine size for all base inventory stats [b](nerf)[/b] -Reduce base Optics (zoom) for all Hand Cannons [b](nerf)[/b] -ADS now grants more width in favor of depth [u][b]Shotguns.[/b][/u] Changes: -Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: >Reduce Shot Package Accuracy buff by 30% [b](nerf)[/b] >Rangefinder adds a 5% base Range increase on ADS (was 20%) [b](nerf)[/b] -Reduce Precision Damage multiplier on Shotguns by 10% [b](nerf)[/b] -Reduce damage against AI combatants by 10% [b](nerf)[/b] [u][b]Fusion Rifles.[/b][/u] Changes: -Slow charging, high Impact Fusion Rifles have decreased Range values >Makes it more difficult to max out Range for these weapons [b](nerf)[/b] -Projectile Speed for Fusion Rifles is slightly reduced >Emphasizes the need to lead a targets outside medium range [b](nerf)[/b] Improve Accuracy for short range Fusion Rifles Reduce Accuracy for long range Fusion Rifles [b](nerf Does this include Vex because that thing hits nothing which is over 10m away from you)[/b] [u][b]Sniper Rifles[/b][/u] Changes: -Final Round on Sniper Rifles buffs precision damage only, not base damage >This change only affects this perk when combined with Sniper Rifles [u][b]Hard Light[/b][/u] Changes: -Increase base Stability to 80 (was 65) [b](Buff)[/b] -Increase bounce count for Hard Light projectiles [b](Buff)[/b] -Hard Light projectiles are not affected by Damage Falloff [u][b]Necrochasm[/b][/u] Changes: -Increase base Stability to 60 (was 40) [b](Buff)[/b] -Increase magazine size [b](Buff)[/b] -Cursebringer perk will always trigger on a precision kill [b](Buff)[/b] -Cursebringer explosion has increased radius and deals more damage [b](Buff)[/b] [u][b]The Last Word[/b][/u] Changes: -Reduce Range stat to 10 (was 20), reduce Stability to 20 (was 30). [b](nerf)[/b] -Reduce effective range while in ADS. [b](nerf)[/b] -Increase accuracy and precision damage aim assist scale when firing from the hip. “Get three coffins ready.”[b](Buff)[/b] -Fixed bugs with Hipfire damage bonus applying incorrectly [u][b]Thorn.[/b][/u] Changes: -Reduce base damage of Thorn’s Mark of the Devourer DoT (Damage over Time) to roughly 1/3 of what it was in PVP and PVE [b](Nerf)[/b] -Allow DoT to stack up to 5x across multiple landed projectiles [b](Buff?)[/b] [b]This did not stack before if you hit someone and they were poisoned and then hit them again the poison would not reset its self.. so does this mean my DoT can stack so if i hit someone 3 times it will stack x3 damage???[/b] -This is a net buff for Thorn’s DoT, but reduces the lethality of the weapon in PVP [u][b]Hawkmoon[/b][/u] Changes: -Add a stack limit to Luck in the Chamber and Holding Aces so that only 2 of the bonus perks will ever stack on one round. This should prevent Hawkmoon from 1-hit killing full health players in PVP [b](Nerf)[/b] -Add 2 rounds to Hawkmoon’s magazine when Holding Aces is unlocked -Luck in the Chamber damage bonus reduced by 3% [b](Nerf)[/b] [u][b]Icebreaker.[/b][/u] Changes: -Increase recharge time for Ice Breaker rounds to 1 every 8 seconds. Was 1 round every 5 seconds [b](nerf)[/b] [u][b]No Land Beyond[/b][/u] Changes: -Increase weapon handling speed for faster time to aim, ready, and stow [b](BUFF OP as -blam!-)[/b] -Adjust sights to fix overlap/parallax issue while aimed -Increase time decay of The Master to 8 seconds -Add an additional 20% Precision Damage bonus while The Master is active [b](BUFF OP as -blam!-)[/b] [b]Black Hammer.[/b] [b]This is -blam!-ing retarded..[/b] Changes: -Increase ammo inventory to 18 rounds [b](Buff)[/b] -White Nail perk now pulls ammo from your inventory [b](Nerf)[/b] [u][b]Gjallarhorn[/b].[/u] Changes -Reduce damage of Wolfpack Rounds [b](Nerf)[/b]
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  • [quote][b]So here is the Nerf everyone has been asking for.. to bad they didnt just Nerf the Thorn they Nerf pretty much everything.. please make note of the Thorn updates and tell me what you think.. they say its an overal lbuff to the gun but makes it less lethal.[/b] [b]-blam!- knows why they would nerf gally and black hammer.. like really [/b] [b][u]Auto Rifles[/u][/b] [b]Changes:[/b] -Increase base damage [b](Buff)[/b] -Start damage falloff closer to the player to emphasize its role as a close to medium range weapon [b](Nerf)[/b] -Small reduction in base stability. Landing shots at optimal range is unaffected, but repeated precision hits require more weapon control to land consistently [b](Nerf)[/b] -Boost damage by 10% against AI combatants [b](useless)[/b] [u][b]Pulse Rifles.[/b][/u] Changes: -Reduce base damage of the medium RoF by about 2.5% [b](remember what this did to auto rifles.. Nerf)[/b] >PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat -Small reduction in base stability. A burst should still land all shots at optimal range, but three precision hits will require more weapon control to land consistently [b]( Nerf )[/b] -Increase magazine size on for all base inventory stats [b](Buff)[/b] [u][b]Scout Rifles.[/b][/u] Changes: -Increase base damage for medium to high Rate of Fire Scout Rifles [b](Buff)[/b] >PVP: Does not affect TTK in PVP on a Guardian with full health -Increase magazine size for all base inventory stats [b](Buff)[/b] -Reduce Final Accuracy when firing from hip -Fast firing outside of ADS will be less accurate -Boost damage by 5% against AI combatants [b](useless buff )[/b] [u][b]Hand Cannon.[/b][/u] Changes: -Start damage falloff closer to the player to limit long range lethality [b](nerf)[/b] -Small reduction in ADS accuracy, targeted at making long range snap-shooting less reliable [b](nerf)[/b] -Reduce final accuracy when firing from hip [b](nerf)[/b] -Fast firing from hip is less reliable [b](nerf)[/b] -Reduce magazine size for all base inventory stats [b](nerf)[/b] -Reduce base Optics (zoom) for all Hand Cannons [b](nerf)[/b] -ADS now grants more width in favor of depth [u][b]Shotguns.[/b][/u] Changes: -Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: >Reduce Shot Package Accuracy buff by 30% [b](nerf)[/b] >Rangefinder adds a 5% base Range increase on ADS (was 20%) [b](nerf)[/b] -Reduce Precision Damage multiplier on Shotguns by 10% [b](nerf)[/b] -Reduce damage against AI combatants by 10% [b](nerf)[/b] [u][b]Fusion Rifles.[/b][/u] Changes: -Slow charging, high Impact Fusion Rifles have decreased Range values >Makes it more difficult to max out Range for these weapons [b](nerf)[/b] -Projectile Speed for Fusion Rifles is slightly reduced >Emphasizes the need to lead a targets outside medium range [b](nerf)[/b] Improve Accuracy for short range Fusion Rifles Reduce Accuracy for long range Fusion Rifles [b](nerf Does this include Vex because that thing hits nothing which is over 10m away from you)[/b] [u][b]Sniper Rifles[/b][/u] Changes: -Final Round on Sniper Rifles buffs precision damage only, not base damage >This change only affects this perk when combined with Sniper Rifles [u][b]Hard Light[/b][/u] Changes: -Increase base Stability to 80 (was 65) [b](Buff)[/b] -Increase bounce count for Hard Light projectiles [b](Buff)[/b] -Hard Light projectiles are not affected by Damage Falloff [u][b]Necrochasm[/b][/u] Changes: -Increase base Stability to 60 (was 40) [b](Buff)[/b] -Increase magazine size [b](Buff)[/b] -Cursebringer perk will always trigger on a precision kill [b](Buff)[/b] -Cursebringer explosion has increased radius and deals more damage [b](Buff)[/b] [u][b]The Last Word[/b][/u] Changes: -Reduce Range stat to 10 (was 20), reduce Stability to 20 (was 30). [b](nerf)[/b] -Reduce effective range while in ADS. [b](nerf)[/b] -Increase accuracy and precision damage aim assist scale when firing from the hip. “Get three coffins ready.”[b](Buff)[/b] -Fixed bugs with Hipfire damage bonus applying incorrectly [u][b]Thorn.[/b][/u] Changes: -Reduce base damage of Thorn’s Mark of the Devourer DoT (Damage over Time) to roughly 1/3 of what it was in PVP and PVE [b](Nerf)[/b] -Allow DoT to stack up to 5x across multiple landed projectiles [b](Buff?)[/b] [b]This did not stack before if you hit someone and they were poisoned and then hit them again the poison would not reset its self.. so does this mean my DoT can stack so if i hit someone 3 times it will stack x3 damage???[/b] -This is a net buff for Thorn’s DoT, but reduces the lethality of the weapon in PVP [u][b]Hawkmoon[/b][/u] Changes: -Add a stack limit to Luck in the Chamber and Holding Aces so that only 2 of the bonus perks will ever stack on one round. This should prevent Hawkmoon from 1-hit killing full health players in PVP [b](Nerf)[/b] -Add 2 rounds to Hawkmoon’s magazine when Holding Aces is unlocked -Luck in the Chamber damage bonus reduced by 3% [b](Nerf)[/b] [u][b]Icebreaker.[/b][/u] Changes: -Increase recharge time for Ice Breaker rounds to 1 every 8 seconds. Was 1 round every 5 seconds [b](nerf)[/b] [u][b]No Land Beyond[/b][/u] Changes: -Increase weapon handling speed for faster time to aim, ready, and stow [b](BUFF OP as -blam!-)[/b] -Adjust sights to fix overlap/parallax issue while aimed -Increase time decay of The Master to 8 seconds -Add an additional 20% Precision Damage bonus while The Master is active [b](BUFF OP as -blam!-)[/b] [b]Black Hammer.[/b] [b]This is -blam!-ing retarded..[/b] Changes: -Increase ammo inventory to 18 rounds [b](Buff)[/b] -White Nail perk now pulls ammo from your inventory [b](Nerf)[/b] [u][b]Gjallarhorn[/b].[/u] Changes -Reduce damage of Wolfpack Rounds [b](Nerf)[/b][/quote]

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  • I'm so glad I troll crucible with NLB. This should be a fun update

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  • Nerfing PvE weapons because people were flying through the same strike is bogus. By doing that the same bullet sponges that we have for bosses are now even bigger bullet sponges. It artificially increases difficulty and makes the grind even longer. That is called lazy developing. It's laziness. Instead of bosses using different tactics we just sit back and pump more bullets into the boss. To make matters worse the constant adds which spawn during the boss fight are mini bullet sponges themselves. [i]Looking at you Axis Hobgoblins in the Vex room of PoE[/i]. It's lazy and anyone who defends this is defending lazy developing and certain to get their moneys worth from TTK. From having no story whatsoever, to disappointing DLCs, to nerfing weapons to create artificial difficulty and its easy to see why people are pissed at Bungievision. Destiny is going down as one of gamings biggest disappointment of this generation maybe even of all time.

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    • Edited by iateyourgeese: 7/18/2015 12:32:21 AM
      Bungie seems to think that everyone using the same guns is a serious issue of some sort that must be solved, and that the only rational way to solve this is to make those coveted weapons -blam!-ing trash. This is wrong in so many ways. Everyone using the same gun isn't actually a problem, and even it was, why is the chosen way to go about it TAKING AWAY those things? How about you make OTHER GOOD THINGS? It's like if you have an amusement park with a really kickass rollercoaster and a mediocre, forgettable rollercoaster, and because everyone goes to the kickass one the owners get upset and take that rollercoaster down so people will be forced to use the other one. Sounds stupid, right? It's the same thing. Why don't you build a rollercoaster that is ALSO kickass, and then people use both? Why is it so hard to just make a ton of cool guns instead of making very few and then ruining them? Now black hammer is a shitty sniper permanently stuck with -blam!-ing mulligan, icebreaker is a pointless 6 mag piece of trash, ghorn is just another rocket launcher, and all the time all of your fans put into it has been rendered useless because you were sad no one was using dragons breath and subtle nudge instead. That's just shitty design.

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      • A week after the patch goes live, all the bitches who ruined these guns will be crying about the guns the good players are killing them with then. It will never end, just get worse. They ruined auto rifles, they ruined the vex, but this one should be good? Well, that's just not the track record. Eventually all the guns will suck. All these nerfs did was make missions/strikes/raids take longer. Elite players will still be elite and the scrubs will still suck.

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        • And your point? Every change looks justified.... Bad weapons made better and crutch weapons made less crutch-like. This affects me more than anyone as I have every exotic. I know all the strong ones being nerfed were crutches. Either you hid like a bitch in strikes waiting for icebreaker regen, Gally shot everything to death or black hammered it to death. That makes you forget how to play while fighting mobs and the boss. That won't fly in TTK and I'm glad

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          • Bump

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          • 2
            Every week I check the threads, and every week I'm more happy I didn't buy TTK.

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            • Great now it'll take actual skill to kill someone in crucible since the guns are less effective it's gonna be a beautiful day in the crucible

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              • I just don't like some of the reasoning for the Gjallarhorn nerf. I can understand if it became more powerful than they intended and need a nerf which maybe it did. But If its because of the lfg issue then that is more a result of game design namely a lack of matchmaking. I agree the thorn needed a nerf even though I used all the time. Icebreaker and black hammer were fine the way they were.

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              • "Waaaahhhhhh my poor crutch waahhhhhhhh I'm too bad to play the game without my crutch wahhhhhh wahhhhhhhhh Bungie sucks for taking my crutch wahhhhh" -You people who complain

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                • Hand cannons got bent over, no lube. The exotics HC's needed it, but why -blam!- the whole set over like they did with autos?

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                  • So pulse rifles are gonna suck

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                    • I really wish people would stop crying about this. Im all for freedom of speech but damn is there a lot of ass pain. Suck it the hell up. You'll be fine.

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                    • [quote]about 2.5%[/quote] more like about 15% based on what they did to auto rifles

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                    • Everyone cries out for an auto rifle buff and exotic hand cannon nerfs. But as soon as bungie nerfs the op, unbalanced weapons, everyone cries because their crutches are gone. Ice breakers nerf wasn't really necessary but I can see what bungie was thinking. Gjallarhorn was in desperate need of a nerf. Does way too much damage and promotes elitism. Gjallarhorn should still output the most damage out of any rocket launcher. Black hammer made it easy for people to constantly fire a high power sniper into a boss, doing massive damage and took no skill. Now you can still stun lock and damage a boss, but not sit in cover and slowly destroy them without being in danger. I hope some of you see why the positive sides of these nerfs now.

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                      • LMAO OH NO OP PVE WEAPONS GOT NERFED HOWEVER WILL YOU RAID WITHOUT BLACKHAMMER AND GJALLY SMH

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                      • Why do people think that Bungie is not balancing the weapons based on their data, but whining people? The AR adjustment hit weapons nobody argued should be touched. The PvE shotgun changes (both) came from Bungie hata analysis.

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                        • destiny for the pvp player -blam!- everyone else

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                        • G-horn deserved the nerf black hammer didn't, quit your bitching.

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                          • No buff to Dregs Promise?

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                            • Necro has 42 ammo.

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                            • I'm kinda glad Black hammer is getting nerfed, that gun was too op

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                              • Guys let's just stop all moaning and see what happens on September and then decide if you want to buy or quit destiny.

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                              • does this mean auto rifles will be useful?

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                                • Good job nerfing hawkmoon before xbox gets it

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