A detailed analysis of the worst update I have ever seen part 2
Weapons
Read our detailed review of weapon change philosophies. ("philosophies" about making year 1 gear obsolete in order to give incentive to buy the year 2 gear with TTK)
Auto Rifles
Base Damage increased across all archetypes
Damage Falloff now starts closer to the player to emphasize its role as a close range weapon
Base Stability reduced slightly. Landing consistent precision shots require more weapon control
Damage done against AI combatants increased by 30%
(excellent this is what people asked for, bravo bungie)
Pulse Rifles
All Stable (low recoil) Pulse Rifles (i.e., Hopscotch Pilgrim) now use "Medium" Rate-of-Fire base stats
"Medium" Pulse Rifle's Rate-of-Fire has slightly increased, but with base Damage reduced slightly (2.5%)
(Why? was there some requested sweeping change for pulse rifles like the Hopscotch? you seem to have screwed an entire type of pulse rifle for no reason... WTF bungie?)
PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat
Magazine Size increased on all base stats
Base Stability reduced slightly. Landing consistent precision shots require more weapon control
Damage done against AI combatants increased by 25%
(overall, people do not seem happy about the first couple changes, but the last couple are okay... You have earned a "Meh" here bungie)
Scout Rifles
Base Damage increased slightly for "Medium" to "High" Rate-of-Fire Scout Rifles. Small adjustment, does not change shots-per-kill in PVP against another Guardian with full health
Magazine Size increased on all base stats
Accuracy when firing from hip is reduced
Damage done against AI combatants increased by 5%
(Hmm... overall pretty good, although [b]how much[/b] is hipfire accuracy reduced? Don't be vague bungie...)
Hand Cannons
Damage Falloff distance has been reduced to be closer to the player to limit long range lethality
Accuracy while in Aim-Down-Sights reduced slightly, making long range snap-shooting less reliable
(Finally, you actually address the real problem with hand cannons: the range. Bravo bungie)
Accuracy when firing from hip is reduced
(Again, don't be vague: How much is it reduced???)
Magazine Size reduced on all base stat settings
(Why!?!!? You were doing fine until this point... Magazine size was fine. Boo bungie)
Base Optics (zoom) reduced so Aiming Down Sights grants more width (in favor for depth)
(again: good thinking, reduce range and make the hand cannons more effective at close range, but overall the mag reduction is just unnecessary. Meh bungie)
Shotguns
Shotgun precision damage scalar grants 10% bonus damage (Was 25%)
Shot Package perk reduces the cone spread by 20% (was 50%)
Rangefinder perk adds a 10% base Range increase on zoom (was 20)
(Hmm... the range in PVP was an issue many complained about so bravo bungie)
Damage done against AI combatants reduced by 45% ( 2.25-> 1.15)
(WHAT. WHAT. WHY!?!? Who asked for this? This seems like a blatant attempt to make certain pve activities harder!!! Shotguns overall: terrible job bungie, terrible.)
Sniper Rifles
Final Round perk now buffs precision damage, not base damage. This change only affects this perk when combined with Sniper Rifles
(only one change. So bungie somehow removed final round without actually removing final round... okay pretty good.)
Fusion Rifles
Fusion Rifles now no longer get more accurate with each projectile fired
Fusion Rifles that are slow charging, high impact now have a slightly lower base Range value, making it harder to max out
range for these weapons
Accuracy increased for low range Fusion Rifles; Accuracy reduced for high range Fusion Rifles
Max Fusion Rifle projectile speed decreased slightly
Damage done against AI combatants increased by 15%
(Fusion rifles were already ineffective, why nerf them more?!?! BOO bungie. At least there is a PVE buff.)
Sidearms
Base Reload Speed increased
Ammo Stats for Sidearms have been reduced to match other Secondaries, but still retain starting bonus ammo
(Okay that's all good, but really bungie is balancing for two guns here, and most people only have the dynasty...)
Rocket Launchers
Blast Radius distance slightly increased
Grenades and Horseshoes perk proximity detonation distance reduced to 1.3 meter (was 2 meters)
(Hmm... time will tell if the grenades and horseshoes perk is too much, but at least blast radius goes up a little across the board)
Machine Guns
Fixed an issue with all Dead Orbit Machine Guns where attached plasteel plate failed to animate properly on reloads
Damage done against AI combatants increased by 5%
(all fine here...)
Weapon Perks (ho boy here we go...)
General
Reduced Damage bonuses and penalties granted from weapon barrel upgrades
Overpenetration perk now only works on bipeds (no longer works on environment materials)
Mulligan perk chance increased to 20%
(well the mulligan buff is nice...)
Year One Perks
We have revisted all of these Year One stat perks and reduced the amount they buff your weapon stat to re-normalize against Year Two weapon lethality and reinforce specialization so players are making meaningful trade-offs on weapons. (I will put this in readable English: We have nerfed the perks on your year 1 weapons to make year 2 weapons seems not-atrocious)
To compensate for the weaker stat perks from launch weapons, we added some new stat perks (introduced in House of Wolves) that provided a significant increase to a stat in exchange for a reduction in other stats. This allows players to be able to spike a stat that reinforces their specialized play style, but at a cost.
Accelerated Coils: Reduced charge time by 50%
Accurized Ballistics: Reduced range and damage bonus by 50%
Aggressive Ballistics: Reduced damage bonus by 50%. Increased stability and range penalties by 100%
Aggressive Launch: Reduced damage bonus by 50%. Increased stability and projectile speed penalty by 100%
Confined Launch: Increased projectile speed penalty by 25%. Reduced stability bonus by 33%
CQB Ballistics: Reduced range bonus by 25%. Reduced stability bonus by 33%
Enhanced Battery: Reduced magazine bonus by 60%
Extended Mag: Reduced magazine bonus by 33%
Field Choke: Reduced damage bonus by 50%. Reduced range bonus by 60%. Reduced stability penalty by 20%
Field Scout: No longer affects magazine. Reduced inventory bonus by 37%
(This is the worst one by far.)
Fitted Stock: Reduced stability bonus by 60%
Flared Magwell: Reduced reload bonus by 80%
Hammer Forged: Reduced range bonus by 50%
Hand Loaded: Reduced range bonus by 50%
Hard Launch: Reduced projectile speed bonus by 50%
Heavy Payload: Reduced blast radius bonus by 50%
Javelin: Reduced projectile speed bonus by 50%
Linear Compensator: Reduced damage bonus by 50%
Luck in the Chamber: Reduced damage bonus by 3%
Perfect Balance: Reduced stability bonus by 40%
Send It: Reduced by range bonus 40%. Inventory and equip penalties added
Smart Drift Control: Reduced stability bonus by 40%. Reduced range penalty by 33%
Smart Drift Control (Rocket Launcher):
Reduced stability bonus by 40%. Reduced projectile speed penalty by 33%
Smallbore: Reduced stability and range bonuses by 25%
Smooth Ballistics: Stability bonus made into penalty. Range penalty is now a bonus.
Soft Ballistics : Reduced damage penalty by 50%
Soft Launch: Stability bonus made into penalty. Projectile speed penalty is now a bonus.
Speed Reload: Reduced reload bonus by 80%
Warhead Verniers: Reduced blast radius bonus by 37%. Reduced projectile speed bonus by 60%. Reduced stability penalty by 20%
(I can sum up this entire section for you: NERF NERF NERF. These are all nerfs to good perks that no one asked for. This is a blatant attempt to try and force us out of our year 1 gear. Bungie this is so bad, I... I can't... there are no words. Bungie, you are just the worst.)
Time for part 3: [url]https://www.bungie.net/en/Forum/Post/152532752/0/0[/url]
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