Source: https://www.bungie.net/7/en/News/Article/twid_10_03_2024
This Week in Destiny, we have a lot to share! It's all about our next Episode, Revenant, which is launching in less than a week on October 8. We can't wait to see you all ripping and tearing the Scorn as Slayer Barons, playing new activities, using new gear, and testing your builds. So, how about you check what's in the oven for today?
- Did you watch our Tuesday stream?
- New Episode means new Artifact
- A sneak peek of Exotic armor changes
- Weapons tuning, and new weapon mods
- A preview of the new weapon rewards...
- ...as well as the new Iron Banner armor and weapons!
- Fixing some Legendary ornaments
- We also have a newly reprised strike coming
- Our first Discord quest
- Hurricane Helene Support
Onwards!
Watch Our Revenant Dev Stream
The wait is almost over, only five more days to go before you can start playing Revenant. Fikrul is back, wielding a new power able to transform his Scorn into something more dangerous than ever, but we have Mithrax, and Eido on our side to help fight him once more.
The talented Destiny 2 dev team talked about this and more in our latest dev stream, which we have just below for those of you who were busy on Tuesday or want to rewatch it.
Learn All About the New Artifact
The elemental focuses for this Episode will be Stasis, Arc, and Void. Act I features the most Stasis mods we have ever added to an Artifact. Frost Armor plays a key role in the Artifact’s build crafting granting you increased bonuses to Stasis. Then while you’re getting in close with the protection of Frost Armor, you’ll also gain increased close range combat potency. Shotguns and SMGs are picking up some anti-Champion capabilities as well as a couple of finisher focused mods. It will also be a great time to bring your favorite Grenade Launchers up to Light level and live out your artillerist fantasies.
Image Linkimgur Column 1|Column 2|Column 3|Column 4|Column 5| |--|--|--|--|--|--|--|--|--| Anti-Barrier Scout Rifle
Scout Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.|One with Frost
While Frost Armor is active, Stasis weapons gain increased reload speed and stability. Stasis Swords gain increased guard resistance.|Wind Chill
Rapid Stasis weapon precision hits grant you a stack of Frost Armor.
Rapid precision hits from weapons with the Dark Ether Reaper origin trait grant you more stacks of Frost Armor. BOOST: Dealing Stasis weapon damage to slowed targets has a chance to spawn a Stasis shard.|Armor of Eramis
While Frost Armor is active, taking critical damage from combatants causes you to emit a freezing burst. BOOST: Increase radius and strength of this freezing burst.|Brain Freeze
Frozen combatants become surrounded by chilling fog, which slows combatants that aren't already.
Weapons with the Dark Ether Reaper origin trait deal more damage to frozen combatants.| Overload Submachine Gun
Landing consecutive hits with any Submachine Gun you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Submachine Guns are always overcharged when that modifier is active.|Killing Breeze
Rapid weapon final blows grant you a bonus to mobility.
Weapon final blows with the Dark Ether Reaper origin trait count as more than one.|Crystalline Converter
Gather Stasis Shards to gain stacks of Crystalline Converter. Your next powered Stasis melee hit creates Stasis crystals equal to the number of stacks you have. BOOST: Stasis weapon final blows after activating your class ability spawn a Stasis shard.|Crystalized Auto Loader
Shattering Stasis crystals releases shards of ice that damage and slow targets. BOOST: Shattering frozen targets and Stasis crystals deals increased damage.|Supernova
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.| Unstoppable Pulse Rifle
Aiming down the sights of a Pulse Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.|Enhanced Ether Generator
Dark Ether Reaper origin trait has a chance to spawn an extra Dark Ether charge.
Weapons with the Dark Ether Reaper origin trait are overcharged when that modifier is active.|Total Carnage
After finishing a powerful combatant, gain temporary damage resistance.
While you have two or more Shadestalker armor pieces equipped, after finishing a powerful combatant, gain increased temporary damage resistance and replenish health. |Debilitating Wave
Finishers emit a damaging wave that matches the element of your currently equipped Super. BOOST: While you have an Arc, Void or Stasis Super equipped, the blast also applies Blind, Weaken, and Slow, respectively.|Conductive Cosmic Crystal
Your Arc abilities, Void abilities, and weapons with the Dark Ether Reaper origin trait do bonus damage to targets that are affected by a Stasis debuff. BOOST: Increase bonus damage to combatants affected by a Stasis debuff.| Anti-Barrier Shotgun
Shotguns you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Shotguns are always overcharged when that modifier is active.|Fell the Revenant
Deal increased weapon damage to Scorn.
Wearing Shadestalker Armor increases the bonus damage.|Power from Pain
Rapid final blows against weakened combatants grants you Devour. BOOST: Rapidly defeating weakened combatants spawns a Void breach.|Concussive Reload
Using a Grenade Launcher to damage a boss, damage a Champion, or break a combatant's shield weakens them. BOOST: Using Grenade Launchers to damage bosses, Champions, or to break combatants’ shields automatically reloads stowed weapons.|Served Cold
Picking up a Stasis Shard grants you class ability energy.
Picking up a Void Breach grants you melee energy.| Overload Breechloaded Grenade Launcher
Damaging a combatant with Primary or Special ammo Grenade Launchers disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Primary and Special ammo Grenade Launchers are always overcharged when that modifier is active.|Rapid Impacts
Dealing damage with a Grenade Launcher temporarily increases the reload speed of Grenade Launchers.|Trace Evidence
Rapid precision hits or rapid final blows on targets affected by jolt or blind will generate Ionic Traces. BOOST: Picking up an Ionic Trace grants an Armor Charge.|Retinal Burn
Rapid Arc weapon precision hits consume an Armor Charge to blind the target. BOOST: Blinding a target this way instead emits a blinding burst.|Kinetic Impacts
Sustained damage with a Power Grenade Launcher causes the combatant to emit a shockwave that damages nearby combatants.
This shockwave can stun Unstoppable Champions.|
Exotic Armor Tuning for Revenant
We have a lot to cover in this TWID, so let’s jump right into the Exotic armor changes for Revenant.
Hunter
Lucky Pants
Lucky Pants has long been one of the more complicated Exotic armor pieces, and the limitations were necessary because of the maximum strength of its perk. Unfortunately, the high-end strength of Lucky Pants was causing constraints in terms of other PvE balancing, so we have decided to kill two Hive moths with one shot and reduce the complexity while bringing down the maximum potency. To offset this, we have also added some new benefits to the Exotic which will be especially nice for our movement-focused Hand Cannon users who enjoy ST0MP-EE5 but wish they also improved Airborne Effectiveness and handling.
- Now provides movement bonuses including increased slide distance and sprint speed when a Hand Cannon is equipped.
- Airborne Effectiveness bonus is active whenever a Hand Cannon is equipped, not just when the Illegally Modded Holster buff is active.
- No longer requires the Hand Cannon to be matched to the Super damage type or Kinetic to receive the PvE damage buff.
- Out of Luck cooldown will only trigger if you reach seven stacks of the PvE damage buff before swapping off the weapon or time expires.
- Maximum damage has been decreased from 600% to 450%.
Young Ahamkara’s Spine
We are wanted to take another swing at these to better preserve their previous PvE gameplay while keeping a handle on their effectiveness in PvP.
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Once again provides ability energy on Tripmine Grenade hits instead of final blows.
- Provides +33% grenade energy in PvE and +8% in PvP.
Blight Ranger
Blight Ranger is rooted in boosting Arc Staff's reflection, but it has primarily seen use for some niche tactics that leverage its out-of-band Orb of Power generation. To make it more viable in the broader game without deviating from its fantasy, we've replaced that behavior with elements from Raiju's Harness.
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Added the ability to cancel your Arc Staff super while equipped, damaging and blinding nearby enemies and granting a Tier 4 Arc weapon damage boost.
- Damage dealt by this effect scales based on the number of projectiles reflected prior to cancelling.
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No longer creates Orbs of Power when reflecting projectiles with Arc Staff.
- Reflecting projectiles now instead directly refunds Super energy, extending the duration of your Super.
Raiju's Harness
With almost all of its old behavior moved to Blight Ranger, we've rebuilt Raiju's Harness based on its lore tab to differentiate it from other Arc Staff Exotics. It now enhances the Arc Super Gathering Storm, calling down lightning around the user when it is activated as well as adding a neutral game source of Super energy.
Fully reworked behavior of its Exotic trait, Mobius Conduit, inspired by its lore tab.
Activating Gathering Storm calls down lightning on all nearby targets, jolting them while also amplifying allies. Defeating Arc debuffed targets grants a small amount of Gathering Storm energy.
Essentialism
Prismatic Hunters have access to lots of stacking melee damage bonuses, which all compound with each other leading to some out-of-band melee damage. Spirit of Synthoceps already provides a lower bonus if you also have Combination Blow active – in Revenant it will provide that same lower bonus when the Stylish Executioner buff is active.
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Spirit of the Synthoceps
- Reduced the melee damage bonus provided when both Bionic Enhancements and Stylish Executioner are active by 50%. ###Titan
Icefall Mantle
Icefall Mantle’s core fantasy is all about becoming an invulnerable, icy tank. We have reworked it to focus on that fantasy by making it all about providing and improving Frost Armor, instead of providing Stasis weapon damage.
You now gain a stack of Frost Armor for rapid Stasis final blows.
Each time you gain a stack of Frost Armor from any source you will heal for a small amount.
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The unique class ability granted by Icefall Mantle now provides maximum stacks of Frost Armor, instead of its custom overshield.
- You will also immediately heal for each stack that gets added.
- It no longer prevents sprinting or jump abilities, and it now works when Thruster is equipped.
- Class ability energy now begins to recharge immediately after using Icefall Mantle's class ability.
- The burst of Stasis energy from the class ability now freezes combatants and slows players.
No longer provides bonus Stasis weapon damage.
Now requires a Stasis Super to be equipped to benefit from its Exotic effects.
Cadmus Ridge Lancecap
We feel this Exotic has a fun gameplay loop that was a bit too restricted, so we are relaxing some of its requirements.
- Removed the Stasis weapon requirement.Now any final blows or rapid precision hits while behind a rally barricade (and with a Stasis Super equipped) will create a Diamond Lance near you.
- Directly hitting any powerful combatant with a Diamond Lance will now create three Stasis crystals (previously only bosses and vehicles would create additional crystals).
Ursa Furiosa & Spirit of the Bear
Now that Unbreakable has been live for a bit, we feel these Exotics could provide additional Super energy for using it in PvE. However, the gains provided in PvP were leading to players getting access to their Super more quickly than we would like.
- Increased maximum Super energy gain for Unbreakable in PvE from 15% to 20%.
- Fixed an issue where you were gaining more Super energy from Unbreakable in PvP than intended. Now provides a maximum of 10%.
Cuirass of the Falling Star
We would like Cuirass to feel less required to make Thundercrash viable, but to also improve it to be more valuable across the whole of an activity. We are reducing its Thundercrash damage multiplier, but when this is combined with the buff to base Thundercrash damage the overall damage will remain the same. We are also adding the ability for it to help generate Super energy for Thundercrash, as well as transitioning the Exotic to provide damage resistance instead of an overshield to bring it better in line with the Arc subclass.
- Melee final blows while amplified now grant Super energy.
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Reduced the damage bonus from Cuirass to Thundercrash from 2x to 1.55x.
- This keeps the overall damage similar to what it was previously.
Replaced the overshield after impact with damage resistance (50% in PvE and 10% in PvP).
Peacekeepers
While Peacekeepers has been a presence in Crucible for some time, it never really felt like it had a real place in PvE content. We have We have given it characteristics that resemble Lucky Pants, but for SMGs, with a PvE damage bonus that escalates as you deal more damage. We’ve heard rumors it pairs nicely with a couple of the Exotic weapon buffs below.
- Dealing damage to combatants with an SMG increases SMG damage for a short time. Maximum of 20 stacks (100% bonus damage), lasts for 1s, each hit adds a stack and refreshes the timer.
Mask of the Quiet One
We wanted to lean into the vampiric nature of this Exotic by allowing it to grant access to the potent Devour status effect, in addition to its previous effects.
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Rapid final blows and final blows while at critical health will now grant Devour.
- This effect requires a Void Super to be equipped.
Stoicism
We felt that limiting Spirit of the Horn, Alpha Lupi, and Hoarfrost’s effects to only work with Barricades didn’t align with the goals of Prismatic as a way to "break past the limits." So, we are updating them to also work with Titan's Thruster ability:
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Spirit of the Horn
- Activating Thruster leaves a ball of Solar energy behind, exploding and applying scorch to enemies caught in the blast.
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Spirit of Alpha Lupi
- Activating Thruster heals you and nearby allies.
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Spirit of Hoarfrost
- Activating Thruster spawns a pair of Stasis crystals. ###Warlock
Ballidorse Wrathweavers
We are further enhancing this Exotic’s support capabilities while tweaking it to allow the bonus Super Shatter damage to be more useful in a Raid environment:
- Adjusted the Hearts of Ice perk to increase the Shatter damage of targets frozen by Shadebinder Super projectiles by 100%, regardless of who breaks them out.
- Added "Granting Frost Armor to your allies with Frostpulse or Winter’s Wrath grants you Super energy," ranges in potency based on how many allies it is granted to.
Skull of Dire Ahamkara
To help you sling more Nova Bombs we are giving a neutral game benefit to Skull of Dire Ahamkara that feels fitting for the Voidwalker playstyle:
- Added "Weapon defeats while Devour is active grant Super energy," ranges from 1% to 4.5% depending on target type defeated.
Sanguine Alchemy
Warlocks have some of the lowest Exotic armor variety in PvP, and for a while it has felt like they were missing a target marking Exotic in the same realm as Knucklehead Radar or One-Eyed Mask. What better candidate to fulfill that role than the one that already used to do it: Sanguine Alchemy! We wanted to be careful and make sure that the target marking didn’t feel unfair to fight in Crucible like it did in its original iteration, and we also wanted to make sure it was in-line with the soon to be upcoming post-nerf state of Knucklehead Radar. So, to activate target marking you must damage a target from within a rift, and the mark will fall off after 5s, compared to the “just look at them” and get 7s of marking from current KR.
- Now marks targets you damage while standing in a Rift. You deal 10% extra damage from any source against marked targets.
- Now provides Surge x4 to weapons that match your Super damage.
Verity’s Brow & Spirit of Verity
We are frontloading more of the bonus grenade damage for this Exotic to increase its potency even if you aren’t able to build to full stacks.
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The first stack of Death Throes now provides +40% grenade damage in PvE (up from +20%). Each additional stack now provides +15% grenade damage, up to a max of +100% at five stacks.
- PvP bonus damage is unchanged.
Cenotaph Mask
We heard your feedback that hiding the target marker from the player wearing Cenotaph was confusing, and so we are reverting that change.
- Damaging a vehicle, boss, or Champion with a Trace Rifle will once again visually mark the target for the player using Cenotaph.
Osmiomancy Gloves
Osmiomancy Gloves can feel frustrating to play against in PvP, as they can allow Cold Snap seekers to catch players in ways that feel unfair. We wanted to address that without adjusting the bonus grenade energy they provide to keep their PvE viability intact.
- Reduced the increased seeker distance and speed by 50%.
Speaker’s Sight
We pretty rapidly pulled the parachute on Speaker’s Sight’s orb generation in Crucible as it made for some less favorable play patterns. After some iteration and internal playtesting, we think we’ve landed in a spot where we can bring back the orb generation in Crucible without encouraging self-damage and stalling at the start of a match.
- Six instances of healing a damaged ally in Crucible will spawn an Orb of Power. ###Super Damage Exotic Tuning
With Revenant we are taking a pass at balancing the potential damage output provided to “one-shot” Super abilities by the Exotic armor pieces that enhance them. Our goal is to better standardize damage across the various options while ensuring that Supers that are more challenging to use or require the player to put themselves in a disadvantaged position are more potent.
Here is the list of Exotic and Super combinations we are looking to dial in, ranked by how much damage they will put out after this update (with the highest damage at the top.) We’ve noted how much each Super+Exotic’s damage will be changing as well.
- Cuirass of the Falling Star + Thundercrash - Unchanged
- Pyrogale Gauntlets + Burning Maul - ▲+10%
- Spirit of the Star-Eater + Nova Bomb - ▼-12%
- Spirit of the Star-Eater + Twilight Arsenal -▼-26%
- Spirit of the Star-Eater + Needlestorm - Unchanged
- Spirit of the Star-Eater + Gathering Storm - Unchanged
- Celestial Nighthawk + Golden Gun - ▼-5% (vs. bosses only)
We feel this order reflects the advantages and disadvantages inherent in each Super, with those that are quicker and easier to use outputting less damage than those that ask more of their user. The range of damage is such that in Revenant, Celestial Nighthawk Golden Gun will still deal around 70% of the damage of a Cuirass Thundercrash. So, while these changes may look scary, they actually are going to bring these Supers closer together in damage, allowing for more options to be competitive and viable in our most challenging content.
Needlestorm and Gathering Storm were already aligned with these goals and are not receiving any adjustments. The rest received the following changes:
Cuirass of the Falling Star
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As noted above, reduced the damage bonus from Cuirass to Thundercrash from 2x to 1.55x.
- However, when paired with the increased Thundercrash base damage this nets out as the same overall damage compared to live.
Pyrogale Gauntlets
- Increased Cyclones damage by 10%.
Spirit of the Star Eater
- Reduced the benefit granted to Nova Bomb from 70% to 50%.
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Reduced the benefit granted to Thundercrash from 70% to 50%.
- When paired with the increased Thundercrash base damage this nets out as a 15% increase to damage compared with live.
Reduced the benefit granted Twilight Arsenal from 70% to 25%.
Celestial Nighthawk
- Reduced damage vs Bosses by 5%. ##Weapon Tuning and New Mods for Revenant
Weapon Archetypes
We wanted to encourage more accurate gunplay in PvE without making content feel like a slog, so we have made a small redistribution of the damage dealt by most Primary weapons. In practice, this means slightly increasing the critical hit damage while reducing the body shot damage by a corresponding amount. Every sub-family has been tuned by hand, but they all generally fall within the 5%-7% range, as noted below.
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Auto Rifles, Scout Rifles, Pulse Rifles, Submachine Guns, Sidearms, Hand Cannons
- Rebalanced how PvE damage is dealt to slightly prioritize critical hits.
- Increased critical hit damage by between 5%-7% depending on frame.
- Decreased body shot damage by between 5%-7% depending on frame.
- Rebalanced how PvE damage is dealt to slightly prioritize critical hits.
Heavy Burst Pulse Rifles have been a tale of two worlds: Incredibly strong in PvE, and unfortunately not up to par in PvP. We wanted to bring them more in line for both sandboxes, so we have increased their RPM by approximately 20, while reducing their PvE damage to slightly more than offset the faster rate of fire. This ends up granting them a faster time-to-kill in PvP, while reducing their DPS by approximately 10% in PvE.
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Pulse Rifles
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Heavy Burst (includes Graviton Lance and Revision Zero's Heavy Burst)
- Increased RPM from 300 to 324.
- Decreased damage in PvE by 18% for Legendary weapons in this subfamily.
- Graviton Lance and Revision Zero Heavy Burst mode reduced by 8%.
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Sniper Rifles have felt out of place in PvE content for quite some time, without any defined role if they are not top tier for DPS. We want to change that and further reward using Snipers against more than just bosses, so we have greatly increased their non-boss damage and greatly reduced their flinch against combatants. In Crucible, while it is a positive that players feel they can challenge Snipers and not worry about being shot through flinch, the amount of camera movement the flinch imparts is unnecessarily jarring, so we are going to begin walking that back until we find an acceptable middle ground.
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Sniper Rifles
- Reduced flinch against Combatants by 50%.
- Reduced camera roll against players by 10%.
- Increased Damage against:
- Minors - 60%
- Majors - 75%
- Minibosses - 35%
- Champions - 25%
Glaives are going to get a more substantial overhaul in Episode 3, but for now we wanted to correct a long-lingering issue where previews of the magazine size could be incorrect depending on your perks.
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Glaive
- Corrected an issue where perks that changed the magazine size could sometimes display incorrect preview values.
Shotguns have struggled to find their identity in PvE in a world where Fusions and Rocket Sidearms are strong and less risky to use, so we have taken the step of greatly increasing their range in PvE only, to allow players to utilize them at slightly safer distances in high-end content.
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Shotguns
- Minimum damage after falloff has been increased from 0% to 40% for damage vs AI only.
Rocket Assisted Sidearms are the kings of the mountain in PvE right now, and in large part that stems from their ability to be effectively used as a Primary weapon. We’ll be taking a larger look at their dominance in Heresy, but for now we will reduce their Ammo Reserves by 25% to make them not quite as freely usable without building into Special ammo.
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Rocket-Assisted Sidearms
- Reduced reserve ammo by 25%.
Trace Rifles can be strong in the right hands in Crucible, but for most players they are too ammo hungry to get good use out of them.
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Trace Rifles
- Increased base (spawn and crate) PvP ammo from 25 to 29.
Right now, Adaptive Machine Guns are the strongest in both Crucible and PvE, but we feel High Impacts have some room to grow, so we have increased their critical hit damage slightly.
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Machine Guns
- High Impact
- Increased critical hit damage by 4%.
- High Impact
Heavy Ammo Grenade Launchers have turned into something of a “fire in the general direction and get kills” weapon that also benefits from having a substantial amount of ammo in both sandboxes. We want to push them slightly more in the direction of accurate fire on stronger targets and reward direct impacts. In addition, Rapid Fires have lingered on the low end for a while, so we are directly buffing their damage to be more competitive.
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Heavy Ammo Grenade Launchers
- General
- Decreased damage from the detonation by 5% against combatants.
- Increased projectile impact damage correspondingly, globally.
- In PvE, total damage is the same, just split differently between detonation and impact.
- In PvP, Heavy GLs now deal approximately 7% and 26% more impact damage, depending on the Blast Radius stat.
- Rapid Fires
- Increased Rapid Fire frame impact and detonation damage by 7%. ###PvP Weapon Micro-Tuning
- General
The global weapon tuning that we made to Crucible in our 7.3.5 update was done in the form of a perk that was applied to all players the moment they loaded into a Crucible game. While this gave us freedom to iterate far more rapidly than normal, it came at the cost of us not having nearly as much granularity as we normally would in terms of balancing weapon sub-families.
In Revenant, we have undertaken the task of moving all of that tuning out of the weapons and into the base PvP damage values, which means almost every Primary weapon in the game has had its damage changed by a small fraction of a percent. Most weapons had their damage changed by less than 0.1 per bullet (where possible we erred on the side of a damage increase) and the exact changes will be in the 8.1.0 patch notes, but we have collected some highlights below where we changed weapons by larger amounts to alter their behavior in the Crucible.
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Nerfs
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Adaptive Hand Cannons
- Base Damage from 44.7 to 44.5, Critical Hit Damage from 80.3 to 80.1
- Slightly reduces 3-tap range once damage falloff has begun (<1m).
- Base Damage from 44.7 to 44.5, Critical Hit Damage from 80.3 to 80.1
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Adaptive Auto Rifles
- Critical Hit Damage from 26.5 to 26.25.
- Reduces forgiveness against high resilience tiers.
- Critical Hit Damage from 26.5 to 26.25.
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High-Impact Pulse Rifles
- Critical Hit Damage from 40.1 to 39.6.
- Lowers the resiliency threshold to force 6C instead of 5C1B to 5.
- Critical Hit Damage from 40.1 to 39.6.
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Buffs
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Adaptive Submachine Guns
- Base Damage from 10.9 to 11.5.
- Decreases body shot time-to-kill.
- Base Damage from 10.9 to 11.5.
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Precisions Auto Rifles
- Base Damage from 19 to 19.4, Critical Hit Damage from 33.6 to 33.95.
- Reduces the nerf they received in Into the Light by ~50%.
- Base Damage from 19 to 19.4, Critical Hit Damage from 33.6 to 33.95.
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High-Impact Auto Rifles
- Base Damage from 22 to 23, Critical Hit Damage from 40.1 to 41.4.
- Slightly increases forgiveness and range after damage falloff.
- Base Damage from 22 to 23, Critical Hit Damage from 40.1 to 41.4.
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Precision Hand Cannons
- Base Damage from 40.4 to 45.3, Critical Hit Damage from 70.25 to 70.2.
- Decreases body shot time-to-kill.
- Base Damage from 40.4 to 45.3, Critical Hit Damage from 70.25 to 70.2.
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Heavy Burst Hand Cannons
- Base Damage from 23.8 to 24, Critical Hit Damage from 49.6 to 52.8.
- Slightly increases forgiveness and range after damage falloff, allows better interaction with damage boosts.
- Base Damage from 23.8 to 24, Critical Hit Damage from 49.6 to 52.8.
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Heavy Burst Pulse Rifles
- Critical Hit Damage from 41.95 to 42.55 (RPM increased to ~320).
- Decreases optimal time-to-kill from 0.87s to 0.80s.
- Critical Hit Damage from 41.95 to 42.55 (RPM increased to ~320).
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Aggressive Scout Rifles
- Critical Hit Damage from 91.1 to 91.8.
- Allows better interaction with damage boosts. ###Exotic Weapons
- Critical Hit Damage from 91.1 to 91.8.
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For our Revenant Exotic weapons balance pass we focused on weapon types and elements that would be featured in the artifact as well as those that had been in need of some love for a while.
Choir of One shipped just a little bit hot in PvE, both in terms of how much ammo it could carry in reserves and how much damage it was dealing at point blank range. On the other hand, in PvP players quickly realized they had the opposite problem, with not nearly enough ammo and insufficient damage against players when fired from the hip.
- Reduced base reserves from 250 to 200.
- Reduced max reserves from 384 to 300.
- Reduced impact damage of the Point-Blank projectile by 50%.
- Increased hip fire projectile damage against players by 10%.
- Now starts with seven ammo in Crucible and gains seven from crates and ammo bricks.
Huckleberry has been overshadowed by many more recent Exotics, so we wanted to give it something a little more exciting.
- Huckleberry – Now fully reloads on kills. Replaced catalyst with Kinetic Tremors.
Tarrabah can be a beast in the right situation, but can struggle in higher end content. We took a note from Riskrunner to try to help solve that.
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Tarrabah - When Ravenous Beast is active, gain damage resistance against incoming Solar damage.
- 50% vs combatants, 15% vs players
Symmetry still can have a hard time getting going in high pressure situations, so we added a secondary trigger of kills to help keep its perk rolling.
- Symmetry - Now gains a stack of Dynamic Charge on kills in addition to precision hits.
Duality has been popular in PvP for its versatility for a long while but has not been able to compete against similar options in PvE. We’ve made it a bit easier to activate this perk and keep going alongside the above global shotgun changes.
- Duality - On Black Wings stacks for max effect reduced from 5 to 3. Extended duration of buff from 7s to 10s.
Bad Juju has a hard time getting its kill streak going in PvE, especially in higher end content. We’ve made some changes to help it reach the higher stacks of String of Curses a bit easier.
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Bad Juju - Increased lifetime of String of Curses from 3.5s base to 5.5s base; 7.5s with the catalyst. Increased magazine size from 27 to 36.
- The weapon also appears to have become more haunted than it used to be…
Ex Diris is fairly hard to use and more ammo-hungry compared to similar options, without a significant enough payout. We’ve made some adjustments to make this easier to use and also allow the weapon to scale a bit better into higher end content.
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Ex Diris
- Increased direct hit damage vs combatants by 33%.
- Adjusted recoil and projectile to have a much flatter trajectory by doing the following:
- Reduced camera recoil from firing by ~50%.
- Increased projectile velocity.
- Reduced projectile gravity.
- +5 ammo in reserves.
- Now spawns a moth on 2 direct hits.
- Reduced moth cooldown from 4s to 3s, shared with the kill trigger.
Fighting Lion still has a dedicated fanbase but has been overshadowed by more recent additions to the sandbox. We added something to help it fit into some Void-centric builds.
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Fighting Lion
- Now spawns a volatile burst on direct hits.
Prospector’s Exotic perk has long been something largely impractical to most activities. We’ve made some significant changes to make the weapon more viable, while still remaining true to its core fantasy.
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Prospector
- Now spawns three powerful cluster bombs on detonation dealing substantially more damage per shot over a much larger area than previously.
- Removed sticky grenade, flame grenade, and remote detonation function.
- Mag size reduced to 6.
- Bonus ammo reserves on the catalyst changed to +50 Reload speed.
Chaperone is another Shotgun with a long and storied history in PvP. These changes in addition to the above global Shotgun changes open up new possibilities for this Exotic in PvE activities.
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Chaperone
- Added the ability to trigger Roadborn on two rapid precision hits.
- Precision hits with Roadborn active also extend it by three seconds.
- +20 stability, +25% reload speed with Roadborn active.
- Increased base ammo reserves.
- Added the ability to trigger Roadborn on two rapid precision hits.
Lumina has been overshadowed a bit by Support Auto Rifles since their release, so we did a pass over it to let the weapon inherit some of the new things we made for those Auto Rifles.
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Lumina
- Updated hip fire projectiles to behave more closely to Support Auto Rifle healing shots. ###Weapon Perks
In Revenant, we have corrected an issue where the Sever debuff was not appropriately reducing outgoing damage from players.
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Slice
- Now works correctly in Crucible.
Managing the invisible cooldown on this perk in comparison to Slideshot has been a long-standing annoyance, so we have fixed that.
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Slideways
- Can now be refreshed if you slide again following the completion of the initial slide.
Widened the trigger on Alloy mag so it provides value more often.
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Alloy Mag
- Now increases reload speed when the magazine is near empty.
These two auto loading perks have long been too high value for their effort in comparison to similar options, so we are making them take a bit longer to trigger their effects. With that in mind, we are adding more perk options that are viable in damage rotations that require a bit more effort from the player.
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Auto-Loading Holster
- Increased time to reload by one second for both base and enhanced
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Reconstruction
- Increased time to start reloading by two seconds for both base and enhanced
The return of this perk was not as exciting as we wanted it to be, so we are giving it a bit more love.
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Master of Arms
- Can now stack up to x2. x1 grants 15% damage for 7s, x2 grants 25% damage for 4s and drops back to x1 when the timer expires.
The trigger for this perk was unnecessarily difficult for its output.
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Dawning Origin
- Removed the time limit between kills, now requires kills in a life instead of in rapid succession.
The Iron Banner perks have long been divisive on their use due to their stat downsides, so we are reducing the downsides.
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Iron Reach, Iron Gaze, Iron Grip
- Reduced the downside stat penalties from -30 to -20 at base, and -25 to -15 for the Enhanced. ###Weapon Mods
The landscape of weapon mods has been a bit stale for quite some time, so we are adding a number of new weapon mods to add a bit more variety. This set of mods is testing the waters for potentially adding more mods in future releases.
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Added several new weapon mods. These can be equipped on enhanced or crafted weapons. Here's the list broken down by category.
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Combo stat mod: Bundles two stats (+6 / +6)
- Ballistics: range/stability
- Tactical: reload/handling
- Aerodynamics: blast radius/projectile speed
- Tension: draw time/accuracy
- Edge: charge rate/guard resistance
- Anti-flinch: 15% flinch reduction
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Ammo Finder enhancement:
- Special Finder Enhancement: Progresses roughly 10% faster per kill with this weapon.
- Heavy Finder Enhancement: Progresses roughly 10% faster per kill with this weapon.
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Optics mod: Allows customization of weapon zoom
- Marksman Optics: Sniper Rifle, Linear Fusion Rifle, Scout Rifle, Bow, Machinegun, Trace Rifle, Rocket Launcher
- Marksman Optics: High: +2 zoom
- Marksman Optics: Low: -2 zoom
- CQC Optics: Hand Cannon, Pulse Rifle, Auto Rifle, Submachinegun, Sidearm, Fusion Rifle, Breech Grenade Launcher, Drum Grenade Launcher
- CQC Optics: High: +1 zoom
- CQC Optics: Low: -1 zoom
- Marksman Optics: Sniper Rifle, Linear Fusion Rifle, Scout Rifle, Bow, Machinegun, Trace Rifle, Rocket Launcher
Synergy: Escalating chance to spawn a subclass bauble matching this weapon's damage type. Kinetic weapons spawn an orb of power instead.
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Stunloader: Partially refills this weapon's magazine on stunning a Champion.
Thoughts on the Future
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Combo stat mod: Bundles two stats (+6 / +6)
With Revenant in the bag we’re looking ahead to Episode: Heresy and beyond. We have some great changes upcoming including significant updates to Glaives, a particularly underutilized Heavy-ammo Sniper, and even Aggressive Frame Fusion Rifles. Further down the line, we have big plans for wide changes to the overall ammo economy, introducing more determinism and buildcrafting options.
Hunting Scorn with New Gear
Speaking of weapons, it's high time we present to you the Seasonal weapons dropping along Revenant. They all share the same Origin Trait, called Dark Ether Harvest, their perks can be enhanced, and during Act I you'll have the following seven available. There are some redacted perks in there we prefer you find about while playing.
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Insurmountable - Void Precision Frame Sidearm
- Column 3: [REDACTED], Repulsor Brace, To The Pain, Threat Detector, Attrition Orbs, Demolitionist, Air Trigger
- Column 4: Destabilizing Rounds, Desperate Measures, One For All, Surrounded, Rampage, [REDACTED], Harmony
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Sovereignity - Void Adaptive Frame Sniper Rifle
- Column 3: Explosive Payload, Discord, Reconstruction, Enlightened Action, No Distractions, Demolitionist, Strategist
- Column 4: Harmony, Desperate Measures, Precision Instrument, [REDACTED], Box Breathing, Adrenaline Junkie, Firing Line
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Red Tape - Stasis Lightweight Frame Scout Rifle
- Column 3: [REDACTED], [REDACTED], Keep Away, [REDACTED], Attrition Orbs, Fourth Time's the Charm, Envious Assassin
- Column 4: Headstone, High-Impact Reserves, Focused Fury, One For All, Explosive Payload, Harmony, Rampage
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Vantage Point - Arc Adaptive Frame Pulse Rifle
- Column 3: [REDACTED], Keep Away, Stats For All, Deconstruct, To The Pain, [REDACTED], Feeding Frenzy
- Column 4: Voltshot, One For All, High-Impact Reserves, Desperate Measures, Multikill Clip, Swashbuckler, Headseeker
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Exuviae - Stasis Aggressive Frame Hand Cannon
- Column 3: [REDACTED], Triple Tap, To the Pain, Encore, [REDACTED], Stats for All, Outlaw
- Column 4: Headstone, Precision Instrument, Desperate Measures, Adrenaline Junkie, Redirection, Harmony, One For All
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Bitter/Sweet - Arc Adaptive Frame Grenade Launcher
- Column 3: Reverberation, Strategist, Stats For All, Unrelenting, Perpetual Motion, Attrition Orbs, Loose Change, [REDACTED]