Destiny 2 publishes biggest balance patch of all time - the end of the one-hit

Foresting 2 players will soon be a distant memory soon. In yesterdays This Week at Bungee Blog (Tab), Bungee has announced the first, very extensive changes. The dominance of the capabilities of players is strongly curbed the upcoming update. Thus, the developer continues to follow its goal of pushing the gun play in the PVP stronger in the foreground.

Bungee calls it the wind of change and that should soon properly bring the slightly dusty space skills to shine. Already the first changes for the large update on 07. December presents fundamental adaptations of the capability regeneration and a reorientation of the crucible gameplay on weapons. In addition, this is the preparation for the new light-subclass system (Void 3.0) in The Hexenkönigin.

This becomes the largest balance patch of all time: Kevin Lanes, Buggies Sandbox Discipline Lead, made the importance of these changes in the TAB of November 18, 2021, clearly:

The team has worked with this version almost every part of the skills of a keeper, and I am convinced that this will be our biggest balance patch of all time.

He is wrong with that. The update in December will include both buffs, nerfs, tuning changes and a clear separation between Eve and PVP.

Various weapons changes had presented Bungee detailed last week. Now you are specifically dedicated to the skills (grenade, melee, elasticity, super) of the keepers. That could feel unusually unfamiliar for some players from December.

What does that mean for skills in Destiny 2? Instead of defining universal decay times for all superiors, grenades and near-fighting skills as before, bungee is now adapted individually. This means that the ability of each class is changed directly based on the strength of this ability in Col down.

For example, the extensive balance changes in the coming update include:

Different decay times for skills and supers in PVP and EVE The intellect value, the passive cooldown of the super, will not be so important any more Players receive extra super energy when using a primary weapon Supers receive a classification in Cooldown stages It will give dramatic PVP-Nerfs for one-hit kill capabilities

There will be no defined meta any more

The different decay times and performance values ​​should make the game more dynamic and give your builds more deep. Any ability and every super gets more identity, which will make them unique. A defined meta will no longer have the relevance and also less important.

More dynamic gameplay with clear decay times: Pulse grenades have, for example, no longer the same cool downing time as fire flash grenades. Each of these skills is attenuated and receives a new cooldown, depending on the strength, with the bungee they want to equip.

A good example of how that will be in the future is a comparison of the Marcus flux gradates of the hunter and the fire flash grenade of the warlock.

The hunter flux gradates will change as follows:

The basic decay time is increased from 82 to 182 seconds. The attached detonation damage is increased from 150 to 250 (that is the only possible one-hit kill without exotic in the PVP). Damage to EVE fighters increased by 15% (in addition to increasing the basic damage). Projectile tracking removed. A small destination help has been added. Throw speed increased by 117%. Is now liable on all surfaces.

The opposite direction is the fire flash grenade of the Warlock. It has a short cooldown (especially at animal-10 discipline) and makes only small damage.

The basic cooldown is reduced from 82 to 64 seconds. The damage per bolt is reduced from 90 to 65. Damage to EVE fighters is increased by 15%.

Each super regenerated now individually: The same applies to supers, which are subdivided into animal instead, to determine which super regenerates faster than the others and why. The fountain of gloss will receive the fastest cooldown. Spectral blades, Hammer of Sol, chaos fist, glacier mobs and anger of winter receive the slowest decay times in the game.

Here again the animal list of super regeneration rates, with which bungee will start on 7 December:

Animal 5: Fountain of gloss Tier 4: Blade Fire, Rest and Storm Animal 3: Shadow Shot, Brand hammer, Marcus Robot, Nova bomb, Thunder Croat Animal 2: Golden Gun, Chaos range, Nova Warp, Storm trance, Dawn, Sentinel Shield Animal 1: Spectral blades, chaos fist, hammer by sol, glacier quakes, anger of winter

Decal times are displayed individually: For this that is not too complicated, you can see the basic cooldown of your skills in the game if you select the subclass screen after the update. On the character screen will then be the actual cooldown of the skills, as it is influenced by equipped skills and armor values. In a later version, the decay times for class capabilities will be apparent.

Skills spam in the crucible is greatly reduced

Bungee clarified that the EVE experience should not suffer because of the PVP balance. They are satisfied with the current values ​​in themselves. Thats why the fantastic space magic with the super cooldown time remains unchanged in the EVE, if not slightly higher. The grenade damage to EVE fighters was even increased by 15% or more.

The cadence of the super and skills in PVP games, however, is too dominant. Bungee wants to change that, so that a victory in the melting crucible is no longer based on skills spam. Primary weapons play a big role in order to greatly reduce the capabilities spam in the crucible.

More expression of the player skill: Players will need more team coordination, positioning skills and the intelligent use of their skills from December in the PVP. Shooting will be in the foreground for the PVP. The Super Clock is past: A victory in a PVP match will not be decided in the future for three minutes after the start of the game by twelve supers at the same time. More superenergergeneration through primary weapons: The energy gain scales based on the source of damage (both starting and in detail).

Benefits due to build crafting are reduced: The upcoming changes will then also affect the build crafting in the PVP. Players should be able to rely less on their capacity energy and that they are available regularly. In order to make the more sustainable, the skill energy generation in the PVP was reduced by about 50%. Bungee has thus scaled the energy refund in the PVP aggressively.

Super kills with the subclasses striker (titanium) and twilight blade (warlock) will not refund so much energy as before. Exotics such as contraception stop, frost-ee5 and heart of the inner light will not be able to recharge your skills in the PVP.

Also, armor and mods for PVP are changed: The changes for the PVP also relate to exotics that support skills regarded as well as all armor mods, such as bombers, perpetration or impact induction. The energy return of these mods is reduced in the PVP, about 50%. Depending on the number of mods, use the players in your build.

This is important: Bungee repeatedly emphasizes that these changes affect only PVP. There is no change in the refund for EVE fighters.

Many close-up options are no one-hit kill more

The stasis and some excerpts also receive adjustments to ensure more balance in the PVP and make them even tempting in the EVE.

EVE stasis crystals cause more damage: The most important change in Stasis is probably the fact that Stasis crystals players slow down players in the PVP. So far, you have frozen players directly. In addition, their detonation damage was reduced in the PVP. This means that the splinter jump of the hunter is no one-hit kill more and can no longer kill another guardian at full health.

In the EVE, however, these crystals do not only involve enemies, but also cause significantly more damage if they break them. The modifier whisper of the chains also grant you an increased loss reduction.

The hand-supernova and the shoulder batch are no one-hit kills anymore. The hand-supernova now causes a maximum of 150 damage, which is not enough to kill a player with it.

That says the community for Balance Update

The community is already enthusiastic about the upcoming changes. The well-known Content-Creator True Vanguard posted on Twitter:

[...] This change of the functioning of the super generation sounds very promising. Dispensing and get damage to recharge the great is a great idea. And different cooldown times, depending on how strong the supers are, thats brilliant.

G1 Minkowski I look forward to his Twitter account that Bungee has heard the player feedback with it.

[...] I am very pleased to try these changes. Looks like they have just met the point between balance and power fantasy. EFFIGY Thank you for listening to the feedback of the community.

Buggies Community Manager then also has a few comforting words to the Titans. On his TwitterAccount, he posted, after the publication of the Tab:

Schulterscharger, are not too angry. There is still an exotic that helps you to maintain your one-hit kills in the crucible. Is at the expense of the exotic slot, but hopefully it will have a great value for you on December 7. Maybe you forgot this old friend...

He plays on the hiking fallowing leg rails. All shoulder attack capabilities (seismic blow, hammer jacket or schildexplosion) cause bonus damage when activated in the air.

All of these are very extensive changes that affect the skills, grenades, melee, elasticity and great. Together with the changes in the weapon balance announcement from the previous week now is quite clear now: From December, Destiny-2 players have to rely much more on their unique weapons and less on the spammers of skills. However, it also means that hunters have to rethink their 100 mobility builds.

When are the changes live? On December 7, 2021, the big balance patch comes into play. This will probably be a crucial moment for the entire gameplay of Destiny 2. In addition, further adjustments expect us (that was not yet all), which bungee will still publish the coming weeks.

Quando eu decido colocar em ordem eu faço reality em casa campany 3

Now we want to hear your opinion. Do you like the changes so far or goes into the completely wrong direction? Do you see any advantages or disadvantages with the introduction of differentiated decay times?

Comments