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[Destiny] MATH of the Machine (Use Spoiler Tags for Raid Discussion!)
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Holy shit that's awesome. I fucking hate heavy round and this will fix just about everything I hate about it.
bnet: moss*1454
In advance of the launch of Rise of Iron, we are preloading content. These changes will alter the Destiny Sandbox, update the player experience, and prepare the world of the game for the next story we are about to tell.
Weapons
Read our detailed review of weapon change philosophies.
Auto Rifles
Reduced the maximum magazine size for highest rate of fire auto family (all weapons in the Doctrine of Passing family)
Increased damage to middle rate of fire Auto Rifles by 1.5%
Pulse Rifles
Increased rate of fire for Häkke pulse rifle Lyudmila-D
Increased damage for middle rate of fire family pulses (Nirwen's Mercy) by 2%
Hand Cannons
Fixed an issue where the hand cannon Zaouli's Bane's rate of fire stat would display incorrectly
Fixed an issue where the Taken King Vanguard and Armsday Hand Cannons (Down and Doubt 00-0, Kumakatok HC4) stats would display incorrectly
Shotguns
Immobius: decreased spread on Titan class Shotgun (0.1 zoom factor increase), increased base stability (60% increase)
Increased high rate of fire and middle-low rate of fire Shotgun damages by 2%
Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected
Sniper Rifles
Reduced damage on the middle-high impact (1000-Yard Stare family) of Sniper Rifles by 6.95%
Middle-high impact snipers can no longer reliably kill high armor guardians in super
No Land Beyond is not affected by this damage reduction
Reduced Target Acquisition for LDR 5001/Y-09 Longbow Synthesis to bring in line with other snipers in the middle-high rate of fire family
Increased the starting strength for aim deflection (aka Flinch) when players take damage while scoped in from 30% starting to 50% starting
With every subsequent hit, the strength of deflection increases until you hit 100% max deflection
Overall Sniper ADS aim deflection multiplier increased to 1.9x (was 1.85x)
Fixed an issue where Eirene UI stat bars showed an incorrect rate of fire
Sidearms
Unified damage for all Sidearm types
Increased damage for existing Häkke Sidearm families by 3% for lowest rate of fire and 7% for higher rate of fire
Decreased damage for non-hitscan Sidearms by 5% for Vestian Dynasty and Queen's Choice
Minor extension of damage falloff point for Sidearms across the board (+0.5meter)
Minor increase of stability for Sidearms across the board
Added damage bonus in PvE (20-30% dependent on combatant tier)
To accommodate two new faster firing Sidearm families releasing in Rise of Iron, all current Sidearm rate of fire bars will be slightly shorter
This is to allow more bar space to display rate of fire differentiation
Does not change the actual fire rate, just the stat bar representation
Fusion Rifles
Accelerated coils correctly reflects damage reduction now on the UI stat bars
No change to gameplay effect, UI only
Fixed an issue where stat bars on Techeun Rage displayed incorrectly
Rocket Launchers
Extended damage falloff distance on Cluster Bomb perk's explosions (should more reliably damage enemies now)
Grenades and Horseshoes perk proc radius reduced (1.3->1meters), Truth is not affected
Machine Guns
Increased damage on highest rate of fire Machine Guns by 4%
Weapon Perks
General
Magazine perks now give range bonuses
Removed impact stat bonuses that had no effect on base damage and only on the UI bars
Armor Piercing Rounds: adds +4 range, reduces -4 handling
High Caliber Rounds: adds +3 range, reduces -5 handling
Skip Rounds: adds +5 range, reduces -3 handling, adds +5 inventory
Take a Knee
Now activates after 0.5 seconds of crouching
Added flinch reduction (25%) and increased aim down sights speed by 25%
Exhumed
Added an extra +5 seconds (15 seconds total) of effect time
Cascade
Functional change: melee kills automatically reload a portion of the magazine
Surplus
Now increases carried ammo capacity
Grave Robber
Increased proc chance to 25% (was 20%)
Guerilla Fighter
Increased stability and range bonuses by 200% (think of it as bonus Hammer Forged and Perfect Balance when the perk activates)
Unflinching
Decreased efficacy of the perk from 25% flinch reduction to 15% flinch reduction
Firefly
Possible fix for crash related to special effects triggered by the Firefly perk
Exotic Weapons
Universal Remote
Exotic Perk range bonus reduced by 75% (no longer guarantees maximum shotgun range)
Increased rate of fire (decreased damage as a secondary effect)
Fabian Strategy
Kills with this weapon now automatically load a portion of the magazine
Increased base range by 16%
Increased base stability by 44%
Thorn
Reduced base range by 25%
Dreg’s Promise
Increased damage by 8%
Increased magazine size by 3
Touch of Malice
Touch of Malice’s self-damage infliction now removes Blessing of Light
No Time to Explain
Added intrinsic perk Headseeker
Boolean Gemini
Added intrinsic perk High Caliber Rounds
Armor
General
Fixed a bug causing +1 armor perks to sometimes fail to function
Class items can now accept shaders
Activities
Public Events
1st Daily Public Event Gold completion:
1x Legendary Engram(once level 40; upgrade engram before)
15x Destination Materials
15x Legendary Marks
5x Motes of Light
Very low chance of Exotic Shard
4k XP – core, subclass, gear
25x Vanguard Rep
Repeated Gold Public Events:
200x Glimmer
Chance of 2-5 Destination Materials
Chance of 1-2 Motes of Light
1.5k XP
Green/Blue Engram
25x Vanguard Rep
Repeated Silver Public Events:
100x Glimmer
Chance of 2-3 Destination Materials
750 XP
Repeated Bronze Public Events:
50x Glimmer
Chance of 1-2 Destination Materials
500 XP
Quests
Quest menu has been changed and renamed to Progress
Record Books have been moved from the Materials on the Inventory menu to their own location in the Progress menu
Quest, Bounty, and Reputation displays have been adjusted
Crucible
General
Legendary Engrams have been removed from the Crucible PGCR, so Crucible Legendary Weapons will drop significantly more often
Fixed an issue where Crucible activity tooltips were showing the wrong icon
Beowolf, Cicero and Gilgamesh Shaders can once again be acquired by completing Crucible matches
Fixed some reward logic associated with vanity items from Shaxx Weekly package
The Crucible Quest "Factions" New Monarchy will no longer ask the player to earn points in the Salvage playlist
Crucible Quartermaster Weekly bounties have been removed
Free Sterling Treasure from Weekly Crucible and Postmaster will be discontinued
Sterling Treasure is still available from Prison of Elders and Eververse
Game Types
General
3v3 gametypes gives slightly less Heavy Ammo per brick
Trials of Osiris
Trials of Osiris for Year 2 has ended. Trials of Osiris will resume in Rise of Iron on 9/30
Elimination
Heavy Ammo now only appears at one central location in Elimination matches
Fixed a bug where the Heavy Ammo could persist through rounds if the Heavy Round ends before it can spawn
Salvage
Reduced initial Relic Capture spawn delay, from 15 to 10 seconds
Reduced time between Relic spawns, from 25 to 15 seconds
Reduced countdown time on enemy probe, from 45 to 30 seconds
Increased interaction radius on enemy probe, from 3 to 5 meters
Increased successful sabotage score from 150 to 200 points
Changed scoring so that now only the interacting player gets points for a successful sabotage
Rift
Added an overshield on player spawn to cut down on spawn-camping
Extended runner damage resistance when picking up spark by a few seconds
Maps
Rusted Lands
Added invisible physics to stop players from escaping intended playable area
Vertigo
Added invisible physics to stop players from escaping intended playable area
Pantheon
Rotated lower Heavy Ammo crate to keep ammo from falling off the map
Crossroads
Added invisible physics to stop players from escaping intended playable area
Blind Watch
Moved Elimination tiebreaker zone indoors to avoid bias towards Bravo
UI
Fireteam and players in current game session list have been combined and will display 12 players without needing to change pages
Clan Roster has been added, but will not be immediately available
The Inventory menu has been modified to add Ornaments
Abandoned Quest Kiosk menu pagination now allows users to view more than the first page
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Sounds like Fabian Strategy might actually become pretty good now, especially against trash mobs. I guess we'll have to wait and see how much of the mag is replenished per kill, but it sounds like it could be the AR version of Bad Juju.
Speaking of Auto Rifles, not really understanding why they nerfed high-RoF (which everyone loves), very slightly buffed mid-RoF (which seemed fine), and didn't even touch low-RoF (which needed the most love).
I would heavily bet that this is what it was.
Balancing around a gun that can be used with relative safety from the blessing, unlimited ammo, and ridiculous damage would make all the other guns feel shittier
Hey, maybe we can finally get those blue/green ships now? (No mention of Comitatus, though.)
So does this affect Trials? Because it's specifically listed under Elimination and Trials has its own entry in the notes
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Those aren't the Shaxx Weekly bounties
Single Heavy Drop in Trials actually sounds pretty cool.
XBL:Phenyhelm - 3DS:Phenyhelm
http://www.trueachievements.com/n25151/destiny-rise-of-iron-dlc-achievement-list.htm
Yeah, but you still had to complete the Weapon Master step in order to unlock the Quartermaster bounties. And unlike the Shaxx bounties, you had to do it on each character.
By the time I had Weapon Master done I was always 90% finished with The Mountaintop anyways, so the final step just completed itself.
Ah
I mean the Quartermaster weeklies didn't even reward anything good, right?
Nope, just a healthy chunk of XP and rep, plus some bonus telemetries. But it bothered my OCD that my Hunter could access something that my Warlock and Titan couldn't, so it had to be done. :P
I did it while also working on the subclass-specific emblem quests, it was actually a pretty good learning experience since it forced me to use weapon/subclass/ability combos I wouldn't normally think of.
Fabian buffs are interesting. Not sure if it will be enough, but they sound like they have potential to make it a decent PvE weapon.
The base auto changes make no sense to me.
Really excited about the flinch change to snipers. If it works, it's a decent way to allow people to challenge with primaries without having to completely rewrite the mechanics.
NttE has always struck me as a nice gun without a real niche. I don't think the tweaks mentioned will be enough to change that, but we'll see.
I love the change to heavy for Trials. I don't understand making the ticket changes but leaving Truth untouched. Rockets aren't really a problem in 6s, and everyone uses Truth for 3s anyways.
It's hitscan, plus it has a perfect up-and-down recoil pattern. Grrrrr.
And crap, time to convince my wife to download the patch for me. "Er, honey? You know that spacey shootey game that keeps me from hanging out with you more often? Would you mind doing me a fav-" *ducks as comically large hammer phases in from space-time envelope*
At 39% - Mostly I want to see the Inactive clan tab.
The trials portion was just saying trials was over until RoI
Trials IS Elimination, just with LL and extra functionality. Trials counts for the elimination portion of the Mountaintop bounty for example.
They already have that, it's called the Zhalo Supercell
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Bungie forgot all about it too.
Best PvE gun.
It really is one of the more unique and fun guns that Bungie has made. Especially in the Primary realm.
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Oh I understand these things
You just never know with Bungie
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Stupid fun to pull out that gun during arc burn strikes.
As an aside, those Salvage changes were LONG overdue. It was such a broken game mode, what with it being more advantageous to disarm the salvage point rather than cap it first.
Thats... a good point.
On sidearms, someone pointed out that Crow's Eye with a barrel that gives extra impact, 4 bodyshots will be a kill
Hello my Crow's Eye
Whoa, 4 body shot kill on a Crow's Eye? What is that, a 0.5 to 0.6 TTK? That would be stupid good.
Even if it's still trash
As a proud Titan, it's my trash
... I think I may have a God roll Crow's Eye in my vault.
Booker said it was bad for a reason I dont quite remember though.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
https://youtu.be/m4FyjJlpsmc
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Also just took this screenshot only to be followed by "Servers are not available".
Just caught up on a Reddit analysis thread, where they confirmed that Crows Eye is hitscan, and that the bodyshot TTK is 0.70 with an impact-increasing barrel mod.
Uh. I wants it.
Time to grind CoE a bajillion times now?
How much more pew-pew could you even fit inside a gun?