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This is the update that we have been waiting for almost a year. Let me break down what has been changed and I will give you my final thoughts about this hotfix in this video!
Hi guardians today we are going to talk about the February 2 point 5 point 0 point 2 update that is now live.
We already discussed in the previous weapon balance update video what is to be expected.
We probably will see less of the popular shotgun style since shotguns are nerfed and it is also harder to get special ammo now and we also know that the popular fast firing pulse rifle archetype is nerfed as well.
But we finally have a complete overview now of the update and lets discuss this now!
Lets start with the changes to the crucible.
Special ammo is adjusted in all gametypes. Players will spawn with special ammo at the start of the game, but you will lose this upon death and you have to be closer now to your allies if you want to a piece of the special ammo when one of your teammates is opening a special ammo crate. The radius where special ammo is shared with allies is dropped from 100 meter to 75
So to make up for it special ammo now spawns every 60 seconds instead of 2 minutes.
The special ammo changes did not affect sidearms they will still spawn with special ammo even after death.
The special ammo timing for Mayhem is unchanged.
Elimination gametypes have some changes as well.
Round time limit is reduced to 90 seconds down from 2 minutes.
Player only start with special ammo for round 1.
Special ammo timing is 30 seconds initial, and afterwards it is 45 seconds
And special ammo is wiped at the beginning of subsequent rounds
As for the weapon changes:
Hand cannons, the initial accuracy is increased, bringing the accuracy back to year 1 levels with your first bullet.
To balance this the base range has been reduced from 40 to 35 meters and the aim assist and magnetism is reduced at longer ranges.
Furthermore reduced minimum damage after falloff from 50% to 33%.
This basically makes the hand cannon less effective on the longer ranges, so you cant snipe people across the map anymore with hand cannons.
Auto rifles.
The precision damage modifier is increased to 1.3 and the base damage of low rate of fire auto rifles like the suros regime is increased by 2.5%.
And In air accuracy is increased.
Pulse rifles:
The fire rate of the fast firing pulses like the clever dragon and grasp of malok is reduced with 7.7%. The mag size is decreased for the clever dragon and grasp of malok is reduced by 6 bullets, making these guns less forgiving.
On the other hand the rate of fire for the low rate of fire pulses are increased with 5.3%
High caliber rounds are now less effective and pulses now also have increase in air accuracy.
Scout rifles, not much change here. They now have increased in air accuracy as well.
Shotguns
Where do I start? First of all shotguns no longer deal precision damage anymore, this is unaffected with the exotics The Chaperone and the Universal Remote. The universal remote only deals precision damage when ADS’ing.
Hip firing is less effective now as the magnetism has been significantly reduced when firing from the hip.
And the air accuracy is also decreased.
They did removed the movement penalty when a shotgun is equipped and shotguns now deal 20% more damage in PVE to make up for the loss in precision damage.
Rangefinder on shotguns should increase ADS time by 25% , but the latest news shows that it actually decreases ADS time so we will see over time what went wrong here.
Exotics
The universal remote mag size is reduced to 3 from 5 and it takes longer to reload the gun
The Exotici sword The Young Wolfs Howl special attack the Howling Flames now cost 5 ammo instead of 10 to use.
The Exotic Rocket launcher Truth has been nerfed on the mag size which is now 1 instead of 3
Class Changes
The health is reduced of guardians with amor values above 10.
The damage of flux grenades, magnetic grenades and shoulder charge are all increased to ensure effectiveness across all armor values.
And Blink now disables your radar and Heads up display for a short time after activation.
Hunters , throwing knife now counts as solar damage in PVE.
The hungering blade perk on the bladedancer is nerfed.
You will now immediately regen a flat amount of health or shield upon activation, and the shield wont start regenerating immediately.
The hungering blade nerf is also applicable to the Titan Transfusion and Cauterize perk and to the Voidwalker’s Lifesteal perk and Red Death, Suros Regime , No back up plans, ward of dawn , the ram , apotheosis veil and the embrace the void perk of the voidwalker.
The Quickdraw perk now wont ready your weapon instantly, but now grants a large increase to weapon handling speed. Snipers wont be happy about this change.
Warlocks.
The same quickdraw nerf is applicable here on the Phidian Aspect, it now grants increase weapon handling speed instead of readying your weapon instantly.
The stormcallers thunderstrike melee is reduced to the same range of the other warlock subclasses , but amplitude will still continue to grant a small range boost.
And landfall now reduces the total time in stormtrance.
Titans, your juggernaut will now be disabled after being in the air for a short time and this cannot be activated mid air.
Furthermore there are some general changes.
Outbreak prime no longer triggers the corruption spreads by shooting at the ward of dawn
Shinobu’s vow no longer adds an additional seeker to skip grenades,
Some intrinsic knee pads and icarus perks are removed on some talent grids
And issue is fixed where high caliber rounds were not functioning properly on hand cannons, scouts, machine guns and sniper rifles.
So those are the changes in this patch.
I will expect to see far less snipers and shotgunners due to the special ammo nerf, if there are snipers and shotgunners then this will probably be guns that can regen ammo like the icebreaker or invective or guns that can be equiped in the primary slot like the no land beyond or universal remote.
Expect to see more sidearms as well as they will always spawn with ammo.
As for the primaries, hand cannons are less effective at those longer ranges now, and that space will probably be replaced with pulse rifles and scouts.
The high impact pulse rifle were already able to 2 burst a guardian and the rate of fire of this has been slightly increased so we will see more of those , but do note that these guns are not very forgiving. The time to kill will be significantly higher if you miss the 2 burst kill, on the other hand the faster firing pulses like the clever dragon and grasp of malok are also less forgiving due to the lower mag size, so it is safe to say that the hawksaw archetype will still be your best choice for a pulse rifle.
And scouts might actually come back to fill up the long range space if snipers are really replaced by sidearms. So you will have scouts for the long ranges and sidearms to cover your short range. Time will tell to see how this plays out.
Further more I am sad about the Quickdraw nerf since I did not managed to get an ophidian aspect yet for my warlock, but I think this is a good change as professional players rely so much on quickdraw.
The standard hunter choice for professional players is bladedance purely because of quickdraw and for warlock the main exotic has been the ophidian aspect also because of the intrinsic quickdraw perk. I would love to see how the pro’s handle this and see more variety in their loadouts and subclass choice now quickdraw is nerfed for the blade dance and the ophidian aspect.
Overall I am excited about the changes, and I cant wait to try out different loadouts and experiment in the game! Subscribe to stay up to date on my experience with the patch in the upcoming videos.
Thats it for the patch update. A like is appreciated if you enjoyed this and as always I will see you in the next video guardians!
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