I honestly feel like scouts are in an ok place in PvP but they need a real look in PvE. I think they need to differentiate the archetypes a little better, 180s are in a very weird place.
I want rapid fire pulses to get a buff in PvP but only because I enjoy using them and they just aren't there right now.
Ooh, speculation for sandbox changes and weapon predictions for today's TWAB - GO
Nerfs -
Recluse nerf - it's absolutely got to happen
Erentil
Some sorta hand-cannon tweak
Buffs -
Scouts / Autos buff - seems like it'll happen since they are some of the least used archetypes
Tarrabah - I don't even have one, but I pray for a buff when I eventually do get one in 2021
Sniper precision damage - Go Go Gadget Izanagi's Burden
Hopes and dreams -
A Lumina Buff
A Redrix buff
An exotic sword that will trigger your melee ability when it is charged (yes I have no idea how this would work for some melee abilities, whatever, Bungie will figure it out)
seems weird that they're buffing basically every damage archetype to minors? seems weird why they would do that when basically every minor dies in a single headshot anyway- a lot will die to body shots now too?
seems weird that they're buffing basically every damage archetype to minors? seems weird why they would do that when basically every minor dies in a single headshot anyway- a lot will die to body shots now too?
Maybe it's to help underleveled World First stuff
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
The great scout rifle boost where they were given a slightly larger boost than every other weapon got, except only against some enemies and we ain't telling you which ones.
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
And no announced nerf to Recluse. Unless something else is coming, I guess you can keep on Reclusing if that’s what you’re into.
Jesus, Recluse is gonna be the only weapon worth using in PvE.
Recluse actually did eat a pretty substantial stealth nerf with the change to Ricochet Rounds, its effective range is likely to be noticeably shorter now. Combined with the across the board buffs, basically any weapon class will be great for mook-clearing now and there are already better weapons for killing orange bars or huge clumps of enemies. Recluse is still going to be great and people who just google "destiny 2 pve meta build" are still going to screech about how it's the only primary you should ever equip but I disagree with the idea that it will be the only good PvE primary.
Also a big part of Recluse's current meta status is that Menagerie and Crown of Sorrow both largely take place in tiny little arenas. If we get larger, more open areas to fight in you'll see it tank because its range is so piddly.
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The great scout rifle boost where they were given a slightly larger boost than every other weapon got, except only against some enemies and we ain't telling you which ones.
I actually think the scout buff is pretty substantial because the biggest issue with most of them now is that you headshot something and it wanders away with a sliver of health. Making them consistently 1tap will be a big boost to their TTK.
The great scout rifle boost where they were given a slightly larger boost than every other weapon got, except only against some enemies and we ain't telling you which ones.
I actually think the scout buff is pretty substantial because the biggest issue with most of them now is that you headshot something and it wanders away with a sliver of health. Making them consistently 1tap will be a big boost to their TTK.
I dunno. I don't mind using them for killing red bars right now. The issue is if a yellow comes along you had better have packed a lunch, dinner and some snacks because you'll be plinking forever. I get that primaries aren't how you want to deal with them but Scouts are just pathetic at it unlike most primaries.
The massive PVE damage boost is complete bananas. Unless there is some other mystery like a coefficient that affects damage everywhere, or now enemies will also do more damage, or they want to compensate for losing on scavenger perk... I dunno these updates seem just weird, especially after the other PVE nerfs.
Weapon Changes - General
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
This gives players the opportunity to play with different mods more frequently
If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
Auto Rifles
PvE damage increased between +30% and +25% depending on combatant rank
Bows
PvE damage increased by +31% against minor enemies, and +26% against major enemies
Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
Hand Cannons
PvE damage against minor enemies increased by 30%
Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
This change was made to increase weapon accuracy when firing these weapons as fast as possible
Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
Machine Guns
PvE damage against minor enemies increased by 25%
Increased the effects of damage range falloff on this weapon archetype
Pulse Rifles
PvE damage against minor enemies increased by 28%
Increased the effects of damage range falloff on this weapon archetype.
Archetype specific damage changes (impacts both PvE and PvP gameplay)
Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
Scout Rifles
PvE damage increased between +36% and +18% depending on combatant rank
Sidearms
PvE damage increased to minor and major combatants by 16%
Sniper Rifles
PvE damage increased by +47% against minor enemies, +20% for others
Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
Aggressive Frame
Removed the intrinsic effect of "Deals bonus damage at close range."
This bonus was 10%, but was unintentionally always active
The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Exotics
Sweet Business
Increased magazine size from 100 to 150.
Increased PvE damage by 15%.
High Caliber rounds have been replaced with Armor Piercing rounds.
Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
Graviton Lance
PvE damage increased by 30%
Sunshot
Increased magazine size to 12
Vigilance Wing
PvE damage increased by 25%
Crimson
Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
Fixed an issue that was causing this weapon to deal higher flinch than intended
Merciless
Fixed the missing aim assist stat for this weapon
Ace of Spades
Memento Mori's damage bonus is now affected by range falloff
Lumina
Noble Rounds should apply their buff to allies more reliably now
The Colony
"Serve the Colony" now functions as Auto Loading Holster does
Perks
Subsistence
Reduced the impact of this perk on total reserves
Ricochet Rounds
Removed the hidden bonus to damage falloff
Swashbuckler
Perk now activates when getting a kill with Ball Lightning
Grave Robber
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
One-Two Punch
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
I'm really curious how meaningful the buffs to rapid fire and high-impact pulse rifles will be in PvP. I have a Claws of the Wolf that I would love to take out again, and maybe Redrix could be relevant for the first time ever?
Weapon Changes - General
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
This gives players the opportunity to play with different mods more frequently
If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
Auto Rifles
PvE damage increased between +30% and +25% depending on combatant rank
Bows
PvE damage increased by +31% against minor enemies, and +26% against major enemies
Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
Hand Cannons
PvE damage against minor enemies increased by 30%
Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
This change was made to increase weapon accuracy when firing these weapons as fast as possible
Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
Machine Guns
PvE damage against minor enemies increased by 25%
Increased the effects of damage range falloff on this weapon archetype
Pulse Rifles
PvE damage against minor enemies increased by 28%
Increased the effects of damage range falloff on this weapon archetype.
Archetype specific damage changes (impacts both PvE and PvP gameplay)
Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
Scout Rifles
PvE damage increased between +36% and +18% depending on combatant rank
Sidearms
PvE damage increased to minor and major combatants by 16%
Sniper Rifles
PvE damage increased by +47% against minor enemies, +20% for others
Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
Aggressive Frame
Removed the intrinsic effect of "Deals bonus damage at close range."
This bonus was 10%, but was unintentionally always active
The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Exotics
Sweet Business
Increased magazine size from 100 to 150.
Increased PvE damage by 15%.
High Caliber rounds have been replaced with Armor Piercing rounds.
Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
Graviton Lance
PvE damage increased by 30%
Sunshot
Increased magazine size to 12
Vigilance Wing
PvE damage increased by 25%
Crimson
Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
Fixed an issue that was causing this weapon to deal higher flinch than intended
Merciless
Fixed the missing aim assist stat for this weapon
Ace of Spades
Memento Mori's damage bonus is now affected by range falloff
Lumina
Noble Rounds should apply their buff to allies more reliably now
The Colony
"Serve the Colony" now functions as Auto Loading Holster does
Perks
Subsistence
Reduced the impact of this perk on total reserves
Ricochet Rounds
Removed the hidden bonus to damage falloff
Swashbuckler
Perk now activates when getting a kill with Ball Lightning
Grave Robber
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
One-Two Punch
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
Thank you! and honestly I don't have really any complaints with any of this. lol I will say really hyped about that Graviton buff, I fucking love that gun and it kinda just fell to the vault due to the potency of other guns, but now... lol
seems weird that they're buffing basically every damage archetype to minors? seems weird why they would do that when basically every minor dies in a single headshot anyway- a lot will die to body shots now too?
This week: We're buffing every primary weapon by 30% damage
Next week: We're buffing every minor and major enemy by 30% health
Minor enemies (Rank-and-File) no longer take more precision damage than other enemies.
These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks.
You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies.
Minor enemies (Rank-and-File) no longer take more precision damage than other enemies.
These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks.
You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies.
oh, I don't know what to think about this, in one way that's lame, but in another they just buffed guns pretty drastically. So I'll go with meh lol
Oh I didn’t realize there’s no way I can ever get recluse since I didn’t play during season of the drifter, that’s super cool and fun
?
You can still get Recluse. It's not going away.
i'm pretty sure if you didn't accept the quest during that season there's no way to get the pinnacle weapon
Shax still has it on my characters though I think I may have accepted and abandoned it during that season. I know I got Delirium but don't think I took the quest during that season.
The mountaintop quest is called something else, and it's tracked via a triumph. It makes it kinda hard to track since you have to check triumphs, not the Pursuits page.
Edit: It's called "The Ascent" and the second part is called "In Pursuit of Honor"
I was about to post wondering wtf was going on with all the PvE buffs and expecting they were a reaction to some unnamed stealth buff to all enemies. And then they post that.
On Reddit they slightly clarify:
Ultimately, all of the weapon buff numbers you see listed in the TWAB against minor enemies will counteract this global nerf.
I still can't quite parse the patchnote on this but I think it says that red bars took additional precision damage and now they take a smaller amount dependant on the weapon. But maybe they just used to take a standard percentage and now it's per weapon? Who the fuck knows, these patch notes are always terrible.
I do wonder if the weapon-specific crit-damage modifiers will end up as buffs and nerfs to various types of weapons anyway. Hopefully it helps scouts out some.
It also seems like it might be a buff to our damage to majors and the like compared to red bars? Like either red bars will be harder to kill or majors easier?
Posts
I want rapid fire pulses to get a buff in PvP but only because I enjoy using them and they just aren't there right now.
https://dm.reddit.com/r/DestinyTheGame/comments/cy6z99/crucible_changes_at_pax/
Regarding Redrix, it sounds like the whole archetype will get buffed.
So long.
Oh my lawd Crimson might be good now??
And no announced nerf to Recluse. Unless something else is coming, I guess you can keep on Reclusing if that’s what you’re into.
Jesus, Recluse is gonna be the only weapon worth using in PvE.
https://medium.com/@alascii
Maybe it's to help underleveled World First stuff
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Recluse actually did eat a pretty substantial stealth nerf with the change to Ricochet Rounds, its effective range is likely to be noticeably shorter now. Combined with the across the board buffs, basically any weapon class will be great for mook-clearing now and there are already better weapons for killing orange bars or huge clumps of enemies. Recluse is still going to be great and people who just google "destiny 2 pve meta build" are still going to screech about how it's the only primary you should ever equip but I disagree with the idea that it will be the only good PvE primary.
Also a big part of Recluse's current meta status is that Menagerie and Crown of Sorrow both largely take place in tiny little arenas. If we get larger, more open areas to fight in you'll see it tank because its range is so piddly.
I actually think the scout buff is pretty substantial because the biggest issue with most of them now is that you headshot something and it wanders away with a sliver of health. Making them consistently 1tap will be a big boost to their TTK.
I dunno. I don't mind using them for killing red bars right now. The issue is if a yellow comes along you had better have packed a lunch, dinner and some snacks because you'll be plinking forever. I get that primaries aren't how you want to deal with them but Scouts are just pathetic at it unlike most primaries.
Or maybe we find out it was just .4%
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
This gives players the opportunity to play with different mods more frequently
If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
Auto Rifles
PvE damage increased between +30% and +25% depending on combatant rank
Bows
PvE damage increased by +31% against minor enemies, and +26% against major enemies
Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
Hand Cannons
PvE damage against minor enemies increased by 30%
Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
This change was made to increase weapon accuracy when firing these weapons as fast as possible
Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
Machine Guns
PvE damage against minor enemies increased by 25%
Increased the effects of damage range falloff on this weapon archetype
Pulse Rifles
PvE damage against minor enemies increased by 28%
Increased the effects of damage range falloff on this weapon archetype.
Archetype specific damage changes (impacts both PvE and PvP gameplay)
Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
Scout Rifles
PvE damage increased between +36% and +18% depending on combatant rank
Sidearms
PvE damage increased to minor and major combatants by 16%
Sniper Rifles
PvE damage increased by +47% against minor enemies, +20% for others
Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
Submachineguns
PvE damage increased by 22.5% against minor/major combatants
Aggressive Frame
Removed the intrinsic effect of "Deals bonus damage at close range."
This bonus was 10%, but was unintentionally always active
The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Exotics
Sweet Business
Increased magazine size from 100 to 150.
Increased PvE damage by 15%.
High Caliber rounds have been replaced with Armor Piercing rounds.
Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
Graviton Lance
PvE damage increased by 30%
Sunshot
Increased magazine size to 12
Vigilance Wing
PvE damage increased by 25%
Crimson
Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
Fixed an issue that was causing this weapon to deal higher flinch than intended
Merciless
Fixed the missing aim assist stat for this weapon
Ace of Spades
Memento Mori's damage bonus is now affected by range falloff
Lumina
Noble Rounds should apply their buff to allies more reliably now
The Colony
"Serve the Colony" now functions as Auto Loading Holster does
Perks
Subsistence
Reduced the impact of this perk on total reserves
Ricochet Rounds
Removed the hidden bonus to damage falloff
Swashbuckler
Perk now activates when getting a kill with Ball Lightning
Grave Robber
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
One-Two Punch
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
This is a very similar route to how they changed them in the first game and they never felt as good to use afterwards.
Thank you! and honestly I don't have really any complaints with any of this. lol I will say really hyped about that Graviton buff, I fucking love that gun and it kinda just fell to the vault due to the potency of other guns, but now... lol
Gunsmith Mods (9):
Black Armory Mods (6):
Last Wish Mods (1):
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Y'all knew there was a catch. This seems... dumb?
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Whats this say? I cant see it at work
https://medium.com/@alascii
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
This week: We're buffing every primary weapon by 30% damage
Next week: We're buffing every minor and major enemy by 30% health
whereas against minors it was just a straight doubling of the normal damage
in shadowkeep the formula will be the same for all enemy types
that's my interpretation but who the fuck knows honestly
https://medium.com/@alascii
?
You can still get Recluse. It's not going away.
oh, I don't know what to think about this, in one way that's lame, but in another they just buffed guns pretty drastically. So I'll go with meh lol
i'm pretty sure if you didn't accept the quest during that season there's no way to get the pinnacle weapon
https://medium.com/@alascii
Shax still has it on my characters though I think I may have accepted and abandoned it during that season. I know I got Delirium but don't think I took the quest during that season.
And he just owns base d2 no dlc or sesson
https://medium.com/@alascii
Edit: It's called "The Ascent" and the second part is called "In Pursuit of Honor"
On Reddit they slightly clarify:
I still can't quite parse the patchnote on this but I think it says that red bars took additional precision damage and now they take a smaller amount dependant on the weapon. But maybe they just used to take a standard percentage and now it's per weapon? Who the fuck knows, these patch notes are always terrible.
I do wonder if the weapon-specific crit-damage modifiers will end up as buffs and nerfs to various types of weapons anyway. Hopefully it helps scouts out some.
It also seems like it might be a buff to our damage to majors and the like compared to red bars? Like either red bars will be harder to kill or majors easier?