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Destiny 2 plans massive weapons

Only a few days before the start of the Season 15 Bungie grants a generous insight into the changes in weapons that expect you to the new season ofDestiny 2. We have summarized the most important information here compact for you.

Where does the info? At Destiny 2 starts the new Season 15 on August 24th, the Season itself is officially in principle none of them, the info should probably only be called on the release day or immediately in front of it - Probably parallel to or as part of the most important stream of the year - the presentation of the upcoming major witch queen extension.

However, as far as coming changes in the game are concerned, the studio was already generous and has already released numerous information about coming innovations and adaptations for many areas of action MMOs. In the last developer blog of the outgoing season 14, there were details on massive weapons tuning, which has made bungie for the new season. All this awaits you in a few days:

Global weapons changes

Legendary Stasis weapons: In Season 15, legendary Stasis weapons are introduced for the first time. Here are the most important information:

Why DEADMAN WONDERLAND isn't getting a Season 2 * Stasis Power Weapons are led in the power slot, all other stasis weapons land in the kinetics slot. The Energy Weapon Slot should not be too full. The kinetics slot is not renamed first. * Stasis weapons are not really different in themselves than weapons with other damage types, but they are the only weapons that can roll with Stasis Perks. * In general, it is intended that Stasis Perks are triggered with slowdown or freezing effects over Kills. That's just enough in the PVE but not totally lifted in the PVP.

Fix for QuickSWAP Glitch: A combination of certain control inputs and animation breaks it was possible to change weapons almost instantaneously. That will be fixed with Season 15 now

Infinitely ammunition for primary weapons: As already coated by some clever fans, primary weapons in Season 15 will have infinite a lot of ammunition. Perks, which are directly related, have been adjusted. Among them:

  • Overcoming the inertia from the middle path of the Striker Titans
  • Fall magazine. This Perk then granted more after-charging but a smaller magazine
  • Compact Arrow Shaft. This Perk was also revised and then offers a higher repository and better handling
  • Some more Perks who have influence on ammunition reserves
  • The exotic weapons Löwenbrüllen as well as the work animal were individually adapted (let's go more closely in the article in more detail)

Neutration at Trials weapons: Bungie has some cool new Perks, with which one wanted to equip the weapons from the exams of Osiris. All Trials weapons available in Season 15 will therefore have 7 instead of the former 5 perks in each row.

New guidelines for returning weapons: For weapons returned, the following shall apply:

  • 2-3 are removed the least used Perks
  • 2-3 newer Perks are added

So the identity of the weapon is obtained, but the new options allow completely new top animal rolls. For weapons, which are returned with Update 3.2.1 (moon, dreaming city), slight changes have been made to push them in this direction.

Changes in certain weapons archetypes

Kink Grenatenwerfer: In the PVP these weapons were increasingly annoying, in the PVE you are satisfied with the performance so far. Therefore, there are the following adjustments:

  • Explosion radius reduced by 0.4 meters
  • Splash Damage reduced by 20, reducing the total damage at a direct hit from 220 to 200 (before being added to the effects of pointed grenades or ambient grenades)
  • PVE damage increased by 12% (given the Splash Damage-Nerfs jumps under the stroke there is a small buff of the combined total damage)
  • The exotic drought collector is not affected by these changes

Machine guns:

Scout rifles and handguns:

  • Damage to smaller opponents increased by 15%

Fusion rifles: There will be substantial adjustments to the new season. Although the fusion rifles have been able to benefit slightly from the shotgun nerf, under the bottom line, they did not distinguish themselves enough in their individual archetypes to Bungies taste and were not really useful in a variety of activities. Therefore, the following will change:

  • Damage bonus increased in the PVE, so that all sub-types of fusion rifles now have a 15% PBE bonus (previously laying by 0%, precision housing and adaptive housing at 10% and rapid fire housing at 12.5%)
  • The subspecies were now more clearly delimited by adapting the charging time, shots per salvene and damage accordingly. By the way, hereinafter referred to as basic means: without battery perks, no charging time masterpiece or master charging time mod.

    • Punching case:
    • Basic charging time increased from 0.86 to 1.0 seconds
    • 5 instead of 7 shots per salvo
    • Total damage per salvo reduced
    • Precision housing and adaptive housing (hardly any changes):
    • Basic charging time unchanged
    • Shots per Salve unchanged (still 7)
    • Total damage per salve slightly increased
    • Quick Fire Housing:
    • Basic charging time decreased from 0.54 to 0.46 seconds
    • 9 instead of 7 shots per salvo
    • General damage per salvo increased
  • Parts of these changes also needed adaptations of multiple fusion gun perks and a mod.

    • All highest railroad bite with the changes to fusion guns and has been revised.
    • +100 on charging time status has been removed, charging time multiplier from 0.85 to 0.7 reduced, damage scales by 0.8
    • Liquid coils and accelerated coils were also revised for revision from the same reason:
    • Both were changed so that they now scale the charging time and the damage instead of modifying the charging time stat.
    • The ultimate effect is basically exactly as before, the weapons feel more robust
    • The Master Charging Time Mod felt sense-free. Therefore, the function has changed so that the mod scales the charging time directly instead of influencing the charging time state without adapting the damage
  • The stat order of fusion guns has been adjusted so that it now balances other arms genres
  • These changes also apply to exotic fusion guns

Changes in weapons exotics

Anarchy (Grenatenwerfer): The Nerf in Destiny 2 has already been announced, now the superior of the anarchy in Season 15 is pushed a bar. The following will change the exotic grenade launcher:

  • The total ammunition quantity in the magazine and the reserves was reduced from 26 to 16
  • Damage against bosse reduced by 30%. Champions do not count as bosses. So in the hard solo content, the weapon should continue to be quite strong and relevant

Xenophage (machine gun): The MG was already top, so did not need to benefit from the global buff for machine guns. It benefits from the damage-pro ball buff for MGS, but now has a lower fire rate to compensate for:

  • Fire rate from 120 lowered to 90 rpm
  • Profits less from the MG-PVE damage buff

Löwenbrüll (Grenatenwerfer): In the PVE, the soon infinite primary insubition should not be a problem, but it was tests in the PVP but she was. Therefore, there are the following changes:

  • Reserve ammunition of a lot to infinity
  • Receives the same changes as other kink grenade launchers
  • Basic status for reloading to 0 reduced. Knick grenade launcher with 0 at this value load extremely slowly
  • The recharge speed is increased to its previous level when you violate multiple enemies with a grenade

VEX mythoclast (fusion rifle): One did not want to go out any surgical weapon, who only own a few and who could break the PVP, but the Vex came out slightly too weak. So you still want to make them at an attractive booty in the glass chamber:

  • PVE damage bonus increased by about 40%
  • Range statements increased, is now one of the best in its class (high impact automatic rifles)
  • Stability statements increased
  • Masterpiece catalyst revised. Now grant stability and damage to Kill
  • Increased fire rate from 360 to 390
  • Charging time in linear fusion rifle mode from 820 to 533 reduced (as with standard linear fusion guns)
  • No longer loses overload stacks when plugged away (except in linear fusion rifle mode)

merciless (fusion gun):

  • PERK updated to compensate for less shots per salve
  • Damage sentence for increasing charges reduced by 40%

Jötunn (Fusion Gun):

  • Charging time lowered from 0.82 to 0.78 seconds (now charges 0.04 seconds faster)
  • Damage per shot slightly reduced

Bastion (Fusion Gun): Bastion just feels strongly in the PVP in the face of weaker shotguns, but is hardly used in the PVE. This results in the following changes:

  • Damage reduced by 15% (can now no more guardian kill with a shot of a 3-seater)
  • Extensive angle increased by 10%
  • PVE damage increased by 25% (corresponds approximately to a 10 -% buff in PVE)

Work animal (automatic rifle): The PERK filling the magazine when picking up primary ammunition does not work due to infinite primary muni, so it was adjusted:

  • Now fills the magazine if you cancel special or heavy ammunition instead of primary - now

Perks:

Schützenlinie found bungie too strong, the PERK changes as follows:

  • Damage bonus to +20% Precision damage for all support weapon archetypes reduced (has previously varied depending on the weapon)
  • Will roll on snipers, linear fusion guns and MGS - in the future maybe on other things

Some damage sparks had only influence on the impact damage of explosive weapons, now they will also increase the detonation damage. The following Perks are affected:

  • Kill clip
  • Romp
  • Adrenaline junkie

In addition, the incorrect rarity of some recently published mods was fixed.

That's how it works

Now you want to look at first how the many changes will affect. If necessary, you will still make smaller adjustments in the first season half of the Season 15.

In a little further distant future (but still before Witch Queen) then linear fusion rifles as well as swords with scatterbox (Caster Frame) should be adapted - they are still not where bungie would like them. In addition, you also have rarely used and weak weapons exotics that you want to spice up - among others Arbalest, Suros Regime, Kryosthesia 77K, service or more. Even the sometimes too fast weapons change of certain arms types is taken under the microscope.

In addition, you want to give a little more identity just before Witch Queen the legendary weapons - based on their sources. This is apparently a completely own system will come. In addition, primary weapons should become even more attractive in hard PVE content. But how to reach that, but you have not revealed yet.

Also interesting:

  • Destiny 2 Nerft strong exotics and buffs old, useless EXO armor
  • Destiny 2 reveals which weapons in the endgame of Season 15 are duty
  • Destiny 2 wants to make Controller player agile - new options in Season 15

What do you think of the many weapons changes that will soon be accompanied by the new Season 15? What do you personally make sense, what is totally covered in your eyes? Was your opinion, perhaps even something important forgotten? Let us know and other readers from Meinmmo in the comments.

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