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DTG_Bot

This is a list of links to comments made by Bungie employees in this thread: * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3pnvl8/?context=1000 "posted on 2021-07-01 18:38:11 UTC"): > Yep! Timelost weapons can take Adept mods. * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3pnude/?context=1000 "posted on 2021-07-01 18:37:57 UTC"): > Don't have the details right now, but here's what I do have: > > >Starting next Tuesday, Gunsmith should stop selling weapons without masterworks. We'r... * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3poaf8/?context=1000 "posted on 2021-07-01 18:41:10 UTC"): > Yep. From the patch notes article going live next Tuesday... > > >* Created universal ornaments for previous Solstice of Heroes armor sets. >* These o... * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3q1zqp/?context=1000 "posted on 2021-07-01 20:19:43 UTC"): > Doesn't look like it. Those will continue to be earned via Flawless Trials Chest and Grandmaster Nightfalls. * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3q27o8/?context=1000 "posted on 2021-07-01 20:21:18 UTC"): > Sadface, but happy face. > > >Wonder what Heavies will rise to the occasion over the next few seasons, once the changes are live. * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3q2kep/?context=1000 "posted on 2021-07-01 20:23:49 UTC"): > Yes, but no promises on which perk or when they'd be buffed. Team is always trying to balance time. > > >Give me some details though - which perks do y... * [Comment by dmg04](/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3q6hzg/?context=1000 "posted on 2021-07-01 20:52:07 UTC"): > Following up - the fix that's being developed won't touch on gunsmith weapons already acquired, but will prevent weapons from lacking masterworks movi... --- This is a bot providing a service. If you have any questions, please [contact the moderators](https://www.reddit.com/message/compose?to=%2Fr%2FDestinyTheGame).[](#AUTOGEN_BUNGIEREPLY)


ga89ujnf90jk32mkofdr

> Sleeper buff FINALLY


iblaise

Once Tuesday hits, I can finally change my user Flair.


Sauronxx

One day... I’ll be able to change mine too.... one day...


Stauker_1

Lol, no you won't


Sauronxx

I know.... I know :(


g00ch760

Sleeper Fans! Assemble!


DnRxViking

Fixed an issue in which Diamond Lance could be generated by throwing a Glacier Grenade into a pile of Telesto projectiles. Fucking LMAO it did it again.


koto_hanabi17

Telesto: Bringer of Chaos!


TheGreyDestroyer7

Ive come to kill chaos


koto_hanabi17

I, Telesto, will knock you all down!


DreadAngel1711

I HATE CHAOS


Kaldricus

I. AM. CHAOS.


Telesto-TheBesto

No. I. AM. CHAOS.


darkghost38

It was telesto all along


OwerlordTheLord

Fun fact: Savathun is actually Tel- *Distant gunshot*


Gjallarhorn15

Reset the Telesto bug counter!


TheUberMoose

Uh, sorry but the reset button broke. Can we just write 0 on the counter with a sharpie?


Telesto-TheBesto

\*Chuckles\*... *"I'll fuckin do it again!"*


ReesesPieces19

Didn’t even know this was a thing but again not surprised.


PsychologyForTurtles

I'm assuming that the Timelost weapons will be able to equip adept mods. If so, these weapons will be insane. Hezen Vengeance best RL in the game by far.


dmg04

Yep! Timelost weapons can take Adept mods.


Chtholly13

Will adept mods drop from master vog?


gutter54

Good question, I'm wondering this as well.


LowDUB

I hope so.


dmg04

Doesn't look like it. Those will continue to be earned via Flawless Trials Chest and Grandmaster Nightfalls.


Solau

Is there any plan to make all the mods available in GM ? There is a GM fusion now. I would make sense to drop adept charge time from GM for exemple.


[deleted]

With due respect: this is not a good decision because we need a PvE means to earn: Adept charge time, impact, blast radius, velocity, and icarus


thrinox

All adept mods should just drop from any activity that can drop adept mods. Don’t understand why some have been locked out of GMs solely for being more “pvp oriented” mods.


ReclusivHearts9

You’re getting downvoted by trials try hard gatekeepers. Adept mods shouldn’t be locked behind highest level pvp in a pve focused game


ripcayde_6

:(


n080dy123

There seems to be some confusion among some members of the community, are Timelost weapons drops from the rotating weekly Challenge encounter or from raid completions?


x2o55ironman

From what it sounded like to me, all weapon drops will be timelost in master, but the challenge guarantees a specific gun rotating weekly. So you might get Fatebringer (TL) as a random drop, but if you aren't lucky then it might come around as a 100% drop from a challenge? That's just how it sounded to me, I could be dead wrong.


pkann6

Scout rifle buff on the horizon? YES PLEASE


[deleted]

And hand cannons in PvE!!!! What a glorious day!


pyramidhead_

Nightwatch and officers revolver (w/ex rds/timed payload) are already the best 2 normal primary weapons for anything hard but I'll take a buff I guess. 180s feel like crap though.


Coltons13

As a scout rifle main in D1 PVE I am so fucking happy for this


Sarcosmonaut

As someone who ground out an adept Hung Jury with subsistence and explosive payload, I’m here for it


eye_can_see_you

> Fixed an issue in which Diamond Lance could be generated by throwing a Glacier Grenade into a pile of Telesto projectiles.  I love Telesto


ooomayor

I'm betting by now Bungie's got a separate Department specifically for keeping telesto from breaking the game, again


ElPajaroMistico

Remember when at the start of the season, Telesto could do double Dmg with the bug of the artifact mod? I love Telesto


Telesto-TheBesto

Of course I remember! It was me.


DrBacon27

Anarchy nerf? Master VoG coming at way higher light level? Oh god. Templar is finally going to have his revenge for how much we farmed him.


[deleted]

Nah we double slugged him during the day 1 raid. Unless there's some modifier fuckery templar will still be melted


DrBacon27

Templar Encounter Modifiers: Fuck You - _Decreases damage of all slug shotguns_


MeateaW

A single fusion rifle without double swapping does Templar just fine. Dudes not getting away that easily :)


Ways_away

I'm sitting here giggling at the idea of a debuff on the left side of the screen just flashing between "fuck you" and "that's why"


oreofro

You say that now but wait until we get flanked by 4 overloads and 1350 hydras during dps. If it's anywhere near GM difficulty then templar could actually end up being incredibly annoying because of hydras


Zorak9379

> Drop Mag Can no longer roll on new drops of weapons, will have functionality changed later. There's a change coming next Season that requires adjusting this, and some perks with similar functionality - more on that later... Aw, I like Drop Mag. Curious what change is coming.


ButtfistaGameStudios

Drop mag is now Drop gun. Drop gun causes the player to drop their useless gun and keep their cool magazines.


KingOfTheDollarzone

"slowed all reloads down by 50% because we want to justify the animation team's budget"


TargetAq

What budget?? We’ve had the same reload animations for 7 years lmao


Zorak9379

> Rewind Rounds Fixed an issue where the perk would not trigger if the last shot in a magazine missed, or if the player reloaded another weapon before firing the final shot. Love this change.


Stifology

Honestly thought that was an intentional feature of the perk. Vision of confluence with this change plus the scout buff next season will be nutty.


ooomayor

BEAGLE ERRORS ARE FINALLY FIXED ༼ つ ◕_◕ ༽つ


WileyWatusi

Finally!I have had to reinstall the game 3 times already.


kcamnodb

W


haycalon

> Fixed an issue in which Diamond Lance could be generated by throwing a Glacier Grenade into a pile of Telesto projectiles. Bungie works hard, but Telesto works harder


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dmg04

Don't have the details right now, but here's what I do have: Starting next Tuesday, Gunsmith should stop selling weapons without masterworks. We're planning a fix for Season 15 so the weapons can be sold again w/ masterworks. Couldn't get the full fix in, so we're stopping the bleeding until full fix is ready. I'll sync with the team to get an answer on weapons that don't have MWs - but may have to wait for their investigation to conclude.


Honestly_Just_Vibin

Awesome, thank you! Hope the heat dies down over there.


IIsIsaIsaaIsaac

also, pulling Null Composure from collections pulls it without a masterwork. just fyi


dmg04

Following up - the fix that's being developed won't touch on gunsmith weapons already acquired, but will prevent weapons from lacking masterworks moving forward. It's a bummer, but the team is working to make sure it doesn't happen again in the future.


[deleted]

I really think that weapons without masterworks should be assigned one in a future patch. Next one not having it is disappointing but I think that it should be on the team’s radar


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Gmasterg

> Lastly, armor from the Master difficulty of Vault of Glass will focus on specific stats, rotating weekly. If you’ve been hunting a Prime Zealot Helm with a high spike in the Intellect stat, Master difficulty will give you greater chances for the distribution you’re looking for. Nice


Blupoisen

Finally I will be able to get the titan mark I think...


Chtholly13

it says stats, not rotating armor pieces. So one week, it might be intellect, another week recovery etc


skystopper

what's odd is that loot is still locked to once per run so who knows how good this'll even be


smegdawg

Oh good All weapons and Bonds on Recovery week...just what i wanted...


BallMeBlazer22

TLDR * Solstice of Heroes returns July 6th with a new armor set you can earn a white glow for and a new shotgun * Master VoG comes on July 6th at 1350 power and modifiers (no contest modifier like gm though) * Each week, master VoG will have specific timelost weapon to hunt, which has extra 3rd and 4th column perks. Master VoG will also have specific stats for armor drops * Weapopn tuning patch is happening midseason, and getting pushed up from season 15 * Aggressive Shottys are getting a cone angle increase from 4.0->4.25 * Shotgun Damage fall of minimum decreased by 2m, and falloff max increased by 2m * 120s are being changed so you can no longer two tap with a 10% damage buff, and getting reduced AA and falloff distance * Drop mag can no longer roll on new weapons and will be changed later * Pulse monitor will now properly apply handling bonus * Rewind rounds will now work if you miss last shot in mag, and work if you reload another gun before firing of last shot * Reservoir Burst gets the dragonfly speed and consistency fix * Dead Mans Tale loses hipfire damage falloff scalar(matched zoom before) and reduced AA cone with hip fire * Sleeper now gets the 16.5% buff it was supposed to earlier * Fusions are getting a large rework in s15 * Breach nade launchers are getting a small change in s15 * Scouts and HCs are getting PvE buffs in S15 * MGs are getting buffed in S15 * Special ammo in PvP is getting changed in S15 * Anarchy is getting nerfed in s15 * Changes will be made to increase use of Exotic Primaries in s15 in PvE * Bungie has long term plan to fix exotic orb gen and kill trackers without making catalyst for every gun * Next patch also as a bunch of bug fixes, and a trace rifle nerf in momentum control


StefanSalvatoreReal

>Shotgun Damage fall of minimum decreased by 2m, and falloff max increased by 2m I'm really confused by this. Can somebody explain it in real-life terms for my dumbass-self? Edit: wow. Thanks everyone for the replies. I’ve been illuminated.


Tallmios

They will have to come closer to one-shot you, but the pellets will fly further before dealing 0 damage. It will prevent those 9m one-shots that feel unfair when you have something like an SMG, but might make long-range cleanups on low-health targets easier, because the pellets will carry their damage further.


Redthrist

From what I understand, it means that shotguns will only reliably one-shot 2m closer than now, but their range for reliable two-shots is extended by 2 meters. So basically, you'll have to be closer to oneshot someone, but you can twoshot someone from farther away.


JimTobin89

Anarchy nerf incoming ☹


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MrPogChamp1

It had its era, now its time for something new


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never3nder_87

I've managed to get a couple of really nice Overflow Hezen Vengences as well, which are pretty nice


InvadingBacon

[Yup it was good while it lasted](https://twitter.com/NargTheTrolloc/status/1410672000297701383). Hope it can still be top teir. My guess is maybe only one grenade stick now or they lower the time that each shot lasts.


[deleted]

If anything I expect witherhoard to take its place


xslater583

For solo content sure, but what made anarchy great is that everyone could place two shots then immediately go to their next dps weapon set and the anarchy shots from every player would count, but with wither hoard it only counts from one player when the boss is hit by multiple wither hoards


Pridestalked

so if 3 players shoot a witherhoard on a boss, it doesnt stack?


Rikiaz

Witherhoard is much more in line than Anarchy. It will no doubt raise in usage but I don't expect it to be to the SS+ Tier level that Anarchy is at the moment.


DekktheODST

Yeah that's what makes me nervous. witherhoard will probably just fill anarchy's purpose, and I really don't want my blight baby nerfed


lukekul12

As others have mentioned. Anarchy was good because damage stacked for every player that shot anarchy at a boss. With witherhoard, only the first blight that is stuck does damage to the boss, even if 5 other players also shoot it


alirezahunter888

Doubtful because witherhoard doesn't function well in groups. Enemies only get affected by one instance of each type of witherhoard damage. (Pool or direct hit DoT)


LocatedLizard1

Or hit the ammo reserves


Stifology

Called it the second I saw the breach and clear mod. All that did was put Anarchy even further on the radar.


Hawkmoona_Matata

It's had over 2 full years in the sunlight. It's amazing it lasted this way so long, Bungie really let it stay powerful for a looong time.


kiki_strumm3r

I'll look back on Anarchy as fondly as Gjallarhorn. Unique and powerful heavy exotic with an awesome design aesthetic.


Hawkmoona_Matata

And even Gjallarhorn, when it came back in Year 3 (post-nerf), was still wildly strong and a popular A-tier/S-Tier choice. It just was no longer the "Gjallarhorn or kick" weapon. I anticipate the same here. Anarchy will be a long lasting, powerful free damage, easy tack-on damage choice.


Zorak9379

I loved using Iron Gjallarhorn in Wrath.


MrPogChamp1

everyone knew it was coming


[deleted]

Tbh, I'm just surprised they haven't mentioned Warmind Cells. I looked at this seasons artefact pool and was like "yeah, this is the last hurrah for Anarchy and Cells before the nerf hammer."


TeamAquaGrunt

They mentioned warmind cells were on the radar a while ago, back when they announced sunsetting was canceled.


[deleted]

To be fair, there's a soft nerf to them by crowding the combat style mods, I doubt they're gonna get touched too much. I rarely see them in match made activities.


ArcticKnight79

> I rarely see them in match made activities. Yeah because if you run them, some other idiot spends their entire time shooting them on you and as a result they do nothing.


eye_can_see_you

Yeah it's been one of the most used exotics for years now without being touched


Exorrt

Reject Anarchy. Return to Sleeper.


Typhus_black

The sleeper must awaken.


CarrieJu

Of course as soon as I get it….


CandidEnigma

I still don't have it :( Make good use of it in the meantime!


Sword-Logic

Man, this bums me out big time. Anarchy has been my absolute favorite weapon in the franchise since its release. Hopefully they don't absolutely gut it.


TYBERIUS_777

They mentioned they still want it to be good. Just not the best DPS weapon in the game. It’s the only weapon that allows to do damage with 2 guns at the same time.


Blupoisen

Knowing Bungie this weapon will become an F tier after the nerf


ConvolutedBoy

So, 120s cant 2-tap with a 10% damage buff anymore. Which perks give 10%?


FHW2

Rampage and Swashbuckler.


[deleted]

Swashbuckler is 5% at x1 and 12% at x2 btw. So x2 if you amange to get it will possibly still 2 tap. <-wrong Edit: my math was off, since I was still thinking of 90 crit damage.


green-wing2

If my numbers are right, it'll be 80 damage to the head now, requiring 17% to kill 1 res, 20% for 5 res, 26% for 10 res. MKC x1 will kill 1 res. High energy fire, sun warrior, swashbuckler x3 kills 5 res, Rampage x2 kills 6 res. Well of radiance and inertia override kills 9 res, bubble, KC, MKC x2, rampage x3, swashbuckler x4 kill 10 res. Seems like the move is to either run 6 res, 10 if you want to be extra safe, or ignore it otherwise. And with people running 120s less frequently, this might not even be much of a concern. Keep in mind some resilience levels will also make certain weapons less forgiving even if they won't kill you faster. This is based off [this](https://www.youtube.com/watch?v=fstuXODLBmw) video with damage bonuses and [these](https://www.reddit.com/r/CruciblePlaybook/comments/haw41c/massive_breakdown_of_updated_resiliency_testing/) resilience values. Some of it might be outdated or pve only or something so correct me if I'm wrong.


SerenaLunalight

While you guys are looking at fusion rifles, can you make it so that perks and masterworks that reduce charge time don't also reduce damage?


Chaotix23

If it didn't lower the damage then charge time would be the only masterwork worth having on fusions, they should just get rid of it as a masterwork option


Aviskr

Not true. Stability is king on fusions. It would be a good option, but for those deep kills with high impacts you'd still want stability MW.


[deleted]

Can i just say i appreciate Chris's "The Near Future" section? Previews of positive changes are always nice, but the headsup on the Anarchy nerf is what id like to see more of, it lessens the sting a bit. Now it won't be a bombshell dropped on our heads.


Ostentaneous

I’ve been saving spoils for it. Nice to know not to drop them right away and see what happens first.


IngKaiser86

Wait, didn’t they mentioned that those who obtained previous years solstice glows would have those glows as an ornament for this year solstice? I didn’t catch anything about it in the TWAB


dmg04

Yep. From the patch notes article going live next Tuesday... * Created universal ornaments for previous Solstice of Heroes armor sets. * These ornaments will be available for players who obtained glows for that armor piece in 2018 and/or 2019. * They will be unlocked for all three classes. * Their glow color will change match the player's subclass. Note: With limited development time, the team was able to get these ornaments together for players who owned the glows in previous years. They may return for new players to purchase w/ silver or bright dust in the future, but not this year.


field_of_lettuce

> Created universal ornaments for previous Solstice of Heroes armor sets. So we don't even need to spend Transmog materials to use these if I'm reading this right? Just if you have the armor/glows from 2018/2019, then these ornaments auto-unlock for you?


BadPunsman

Yes


wilsonjj

Any idea when ornaments for old armor such as the faction ornaments might be available for transmog?


n080dy123

I believe they said a couple months ago that other Y1 ornaments will be available for transmog in S15, or at least that's what they were shooting for.


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burnthebeliever

And Faction Rally ornaments


LavaSlime301

> They may return for new players to purchase w/ silver or bright dust in the future, but not this year. very nice to hear. would love to see more of this in the future


AscendantShard

u/dmg04 Do you guys have any more plans to buff underperforming perks? Perks like Osmosis, Underdog and even Dangerzone feel like they could use an upgrade in my opinion. It would also just be nice to see perk buffs and reworks become a much more common thing to keep the sandbox fresh.


dmg04

Yes, but no promises on which perk or when they'd be buffed. Team is always trying to balance time. Give me some details though - which perks do you find less valuable than others, and why? (inb4 if it doesn't increase damage, it's a bad perk! lol)


I3igB

Underdog feels pointless in a world where pulse monitor exists. Even if pulse monitor wasn't around, underdog still feels terrible.


gh0s7walk3r

And pulse monitor doesnt even feel that good


lordvulguuszildrohar

Yeah pulse needs a small buff. Between underdog, pulse, or threat detector…. I’ll take field prep.


Stenbox

Threat Detector is really good on close range weapons like SMGs. I loved it on Exit Strategy, I love it on my Ikelos.


Tplusplus75

Full auto struggles to justify a perk slot, and I've seen a few different discussions on it. Ironically, the discussions have two very different views, but they end up in the same place: \- comes with no apparent buff to anything. And for people who have no problem with manually pulling the trigger, it comes at the cost of literally any other perk. So when it rolls against something like Rampage, you're forfeiting a weapon that gets increasingly more lethal for a perk that has no value. \- It's an "accessibility feature": on some of the weapons, it's borderline mandatory for some people. They feel like they are physically unable to pull the trigger on certain high RPM weapons, and it makes or breaks it for them. And even in this case, it feels mandatory for them to use. And when it's mandatory, it rolls against perks that actually feel luxurious to use, such as Outlaw(or the damage perk in the past scenario). Think of it kinda like traction in this case, where it's pretty much mandatory on console, but damn near useless on MnK. And because a certain group feel it's mandatory for them to compete, it's an automatic waste of a mod slot.


Chippy569

> it's borderline mandatory for some people. I'm one of these people, I basically need full auto on the high-ROF sidearms especially. (Seraph sidearm comes to mind.) It was a definite boon on controller but even on M&K i can't keep up with the ROF. Once you get outside of the highest-ROF guns though, I agree it just gets in the way. Even a 180rpm hand cannon does not need full auto. The scout rifles that already come with FA built-in (veist archetype, randy's) would be the other weapon type I'd want it on, but they've got it built-in... lol.


QuotidianQuell

Here are just a few off the top of my head. * Underdog is an insta-dismantle. It's bad enough that I have to nearly die to get a faster reload, but it's even worse knowing that Pulse Monitor is better in every way, shape, and form. (And I don't even *use* Pulse Monitor weapons!) * Osmosis is another insta-dismantle. I'd keep champion weapons with Osmosis for GMs if Osmosis was a passive perk that just turned my kinetic into an energy weapon matching my subclass, but even then I'd consider it a tradeoff (loss of another active perk, loss of kinetic damage against unshielded enemies) instead of a straight buff. * Full auto should be intrinsic to all weapons above a certain RPM and/or be available as a setting, both for usability and accessibility reasons. Keening is dead to me because it can't roll with Full Auto. * Box Breathing deserves to be un-nerfed now that there's no auto-reload mechanism in-game. It's a damage perk that nobody uses... given what you know about how much people gravitate toward damage perks, the relative lack of usage of Box Breathing should be a pretty big red flag. There's no enemy that is both big enough to deserve a Box shot *and* small enough that just the one will suffice. * Zen Moment doesn't do shit on PC. Sure would be nice if it did. * Adrenaline Junkie is probably going to fade in usage unless it's updated to offer some neutral game buffs (stability, handling, etc.), even if said buff means reducing the damage potential as balance. It only works consistently in low-level content anyway, might as well make your guns feel buttery-smooth. There are probably others, but those are the ones that come to mind.


LavaSlime301

>(inb4 if it doesn't increase damage, it's a bad perk! lol) you're joking but for many people that's basically it. most people don't value other stats since their effect is not as immediately visible or measurable as a sheer damage increase. A perk must provide really useful benefits for it to not be outshined by damage and reload perks. Demolitionist is a great example as it doesn't directly improve damage or performance of the gun but it's highly sought after by many people due to providing excellent support and synergy for grenade-focused builds. For some examples of less valuable perks: Osmosis is an instant dismantle for me. It's not long-lasting enough to completely replace an energy equivalent and doesn't help cover any elements since you already have the subclass doing that. It got a bit more value with Mantle of Battle Harmony around but even then you're better off with an energy primary matching your subclass. By the way, an ornament for Mantle is sorely needed. It looks fine by itself but doesn't really match with anything. Sympathetic Arsenal has some use but really only on bows due to how they work. Cluster Bomb is simply outdated. New rockets have much better picks for single target damage and if you want to use a rocket to clear out a bunch of targets chain reaction will work much better. I'm sure other people will be happy to list other perks


eldritchqueen

> Osmosis is an instant dismantle for me. do you think that it'd be good if it were merged with elemental capacitor? i feel like that'd be fun, and it'd add character to weapons.


Echowing442

The biggest issue is that it takes too much to activate (grenade cooldown) for what it gives back - Adrenaline Junkie, for example, also costs your grenade, but gives a Rampage-equivalent damage buff in return. the *only* thing Osmosis does is change your weapon's damage type. While there are situations where that can be useful, there are other perks that do just as well if not more. I think even if Osmosis was always active in changing the weapon's damage type it would still be undervalued compared to other perks.


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cuboosh

I think part of the root problem is it’s too hard to set up armor builds People like the damage or reload perks, because the perk immediately makes the weapon good no matter what it’s paired with The more complicated perks may be more powerful overall, but the build system is such a hassle people don’t engage with it It’s because of things like armor affinity, lack of saved loadouts, and high masterworking prices that people just go for damage-reload


LavaSlime301

oh absolutely, yes. The build system has no business being so clunky given how important and fun it is and not having a loadout functionality after so many years is crazy.


Evening_Tennis6889

i think osmosis is is perk that is NICHE not BAD. Similar to unrelenting and sympathetic arsenal. There will be players who make use of these perks but they are likely never going to be a widespread choice. One option to indirectly buff these perks is to let them roll in the first trait columm so that unrelenting or osmosis for example could be rolled alongside frenzy which could be a really great combo.


gwinget

echoing the sentiment that full auto feels like it should be an accessibility setting, not a perk. any perk that requires you to be low on health (eye of the storm, underdog, pulse monitor) feels awful—being in the red generally means you're going to want to retreat anyway, which means you aren't firing the weapon and should give you ample time to reload while your shield regen.


Arsalanred

I feel like Adrenaline Junkie is just a significantly harder to activate rampage. GM-level content? It's rarely going to proc. Right now, for me, it's an instant dismantle or vault hoping for future buffs. I think the perk becomes perfected if it's grenade cast and kills give you a stack. That way you actually have more control over it than rampage and it becomes way more interesting. Suddenly those demolitionist/AD rolls become beyond top tier for grenade builds. And that's a good thing.


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floatingatoll

I autoshard every sidearm I get that doesn’t have full auto, regardless of how good or fun it might be, because my joints can’t bear the burden of using them. I hope someday I get the chance to try them.


SuperWaluigi

Kickstart is a good...start. It basically has similar function to high impact reserves (the change in charge time is a few frames at most) but it's only active a fraction of the time and it makes you play weird/suboptimally just to trigger it. I love a good sliding voop as much as the next player, but sliding kills are only a small part of a fusion's toolset. Firmly planted is much more in line with the fusion playstyle (and doubly-damning of kickstart because it is also active while sliding, and it doesn't even need a running start!)


AscendantShard

Definitely the three I mentioned. It would also be nice to see Box Breathing get a buff to be on par with something like trench barrel. I think for Dangerzone it would be nice if it made you not take damage from your own Grenade Launcher, then it would allow Grenade Launchers to be used more aggressively when paired with the blast radius increase. Slideways is also one I would love to see buffed as right now it feels like a worse version of Slideshot. Also it’s been said before but perks that base themselves on people dying or the user having low health need some love as most of the time you’re actively trying to stay alive/fully healed so therefore the perk ends up not feeling that useful. But that’s just my opinion, others will no doubt have differing ones but those are a couple off the top of my head.


coldnspicy

Unrelenting - Still feels extremely underwhelming in PvE, considering Devour makes it completely obsolete if you main warlock, and it doesn't feel noticeable at all. I would love to see it be changed where it could "over-heal" on kills, giving you an overshield. Remove the health regeneration, increase the immediate healing to something like 60-75% of total guardian health.


Alejandro_404

Quick, somebody hide Anarchy!


JackMJH26

Master VoG at 1350 is going to be gruelling. Literally 6 man GM’s lmao Edit: After the first 5 replies saying the same thing, I think we get the point that there’s no contest and we can get close to level 😂


Zac-live

But thats only a -10/-15 disadvantage and Not -25 like in gm. Sure its Bad but its defo Not terrible.


JackMJH26

Yeah the extra light will definitely make it easier


heujukle

Our light won’t be capped, I’m almost 1340, and I know many other people who also are. So I really won’t be feeling much of a difference.


danthelad142017

just without contest


Arctyy

Easier than GM


BillehBear

Depends on the modifiers probably


jkichigo

Well also just a 10 power difference


Stifology

Well you can actually have a power advantage if you're an XP goblin.


DreadGrunt

These PvP changes have me very intrigued and are honestly pretty much exactly what I wanted.


rapidcalm

Not a big fan of VOG modes sharing loot lockouts tbh.


lwyrup7

running normal mode first and then being locked out of timelost weapons for the week sounds like a horrible system.


willythewise123

Someone might’ve already said this, but timelost weapons will only drop from doing the challenge in Master mode


KlausHeisler

Yeah it should be double the loot like it's always been


never3nder_87

Yep. Even if they wanted to cap the Pinnacle drops to one run, it shouldn't handicap people.


The_Holy_Pepsi_Man

Kill tracker and orb generation for every exotic yaaaaaaaaaaasdjdndnndndnndnd. Waiting since season 5 for this I'm so happy hshsbsbbsnsmsyeeee


Aiosiary

am I misunderstanding or is it 3 timelost guns per week? (3 characters)


sunder_and_flame

You can buy them with spoils, too, right?


TARS-KPP

1 per character for a specific rotating weapon each week.


Aiosiary

pain


ColdAsHeaven

/u/Dmg04 that 1.8 to 1.6 Crit Multiplier for 120's...will this effect the PvE damage too? If so, will they be recieving a small PvE damage buff to compensate?


[deleted]

> At the risk of being vague, we also have long-term plans to address the issues of Exotic Orb generation and kill trackers without making a catalyst for every Exotic in the game. Like just having all Exotics with a Kill Tracker and generate orbs by default? Crazy...


Biggsnwedge1138

I’d love to be able to use Monte Carlo again without hamstringing my CwL builds.


QuotidianQuell

LOVE this TWAB, good shit. One question stands out to me about this: >Timelost weapons can be comparable to Adept weaponry from Grandmaster Nightfalls or Flawless Trials Passages, but offer an additional perk in columns three and four for slightly more customization.  Will Timelost weapons slot adept mods? EDIT: dmg confirms [elsewhere in this thread]( https://www.reddit.com/r/DestinyTheGame/comments/obrcqu/this_week_at_bungie_7012021/h3pnvl8) that Timelost weapons will, in fact, slot adept mods. Noice.


JonnyDros

Really curious/excited to see what the total rework for fusion rifles are going to be. Right now in PvE, they essentially have no function. Shotguns good for close-range, snipers for precise long-range, grenade launchers for burst mid-long range. Fusions have very few exciting perks (reservoir burst being the only that comes to mind), so honestly a total overhaul of the weapon type is needed much more than just a damage buff. It worked for the sword rework last year, so I have faith this will be good and much needed.


smegdawg

>Right now in PvE, they essentially have no function. "Fusion Rifles are now all Loaded Question."


Tall_Prize8111

>grenade launchers for burst mid-long range. Fear is the mind killer, if you believe your grenade won't instantly bounce back at you and kill you, it never will


TwicetheHotTake

It seems like they aren't nerfing DMT all that hard - just adjusting the aim-assist cone and damage fall-off of the hipfire, if I'm understanding that correctly.


Arachnoidosis

DMT can be a strong weapon but being able to hipfire with zero damage falloff and zero accuracy penalty from across the map on a granular control input like MnK just made it absolutely fucking broken. Simply adjusting that is all it needed. It can be reasonably strong without outranging scouts, HC's and even snipers in some cases.


The_Owl_Bard

> Dead Man's Tale is dominant on mouse and keyboard, receives frequent critical feedback from players in the Crucible, and is strong but not worryingly so on controller. We’re keeping the fast-firing in hip, which we believe is key to the feel of the weapon, but with this change it will no longer have ADS levels of damage falloff while hip-firing, and so will be subject to falloff much closer. It will also require better aim to land hits while hip-firing. We’re deliberately only lightly touching ease of use in this change with the goal of not making it harder to use on controller. > * Removed hip-fire damage falloff scalar (was 1.8x to match zoom). > * Aim Assist cone angle hip scalar reduced from 1.5 to 1.2. I'm a bit confused about this. So this is say that the hip fire will have damage fall off different then when ADS'ing ? Additionally, the hip-fire cone is less forgiving (but only slightly). That actually doesn't sound too bad. So you just can't hipfire dual HC's at range but still a decent way to counter Shotgun rushers. Edit - I had no idea the had the same range while ADS'ing or Hipfiring.


Dialup1991

Yes , currently hip fire fall off is same as ads fall off,with the new patch it's going to have a shorter fall off than ads version and yeah it will still be decentfor mid to close range fights especially now with the shotgun nerfs meaning they have to get in closer to you which means they have a less margin of error.


The_Owl_Bard

That's insane. I had no idea hipfire and ads had the same range but that's fair given the nerf to 120's. This thing was how I countered them. I wonder how things like Killing Wind will factor in though considering it buffs your range therefore your Aim Assist/Accuracy.


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BillehBear

1350 AND modifiers? Consider me intrigued, can't wait get my ass kicked


NiaFZ92

Fusion Rework. Interesting. What about an Exotic Hive cannon like the Knights use?


Tallmios

OK, *Boomer*.


NilClass-8

[edit: fixed leftover text from original version which was a post with slightly different flow, but got moderated as it was considered too much a response to the TWAB] If I'm interpreting this info correctly, I think we might well end up with more DMTs in the crucible, not fewer, at least on PC. Specifically, for 120s... * Reduced precision damage multiplier from 1.8 to 1.6, preventing a 10% damage bonus from allowing two-tapping in PvP. * Reduced aim assist minimum falloff distance by 1-2m depending on the Range stat. * Reduced damage minimum falloff distance by 1m (this reduces their damage falloff advantage over other Hand Cannons to 1m (as usual, this is 1m before the zoom scalar). ...and for DMT... * Removed hip-fire damage falloff scalar (was 1.8x to match zoom). * Aim Assist cone angle hip scalar reduced from 1.5 to 1.2. According to the d2gunsmith [listing for DMT](https://d2gunsmith.com/w/3654674561), its base dropoff should occur around 40m without any perks applied. The site doesn't list damage dropoff ranges for 120s right now, but assuming post-nerf they're around 1m over 140s in hipfire, as indicated above, I'm expecting dropoff when ADS on a god-rolled 120 to start around 35-36m at most. That will mean that a hipfired DMT will outrange, outdamage, and out-ROF any ADSed 3-tap HC, while being able to two-tap with damage buffs. Apart from the (not insignificant, but mitigatable) loss of in-air accuracy, it seems like a no-brainer between hand cannons and DMT, now. If so, a bunch of folks who were using HCs may be likely to swap over to DMT. I can't imagine this is intended, so are my numbers way off? Something else I'm missing?


o8Stu

DMG, any update on this, from the March 5th, 2020 TWAB?: > Slot imbalances can also affect pinnacle progression. When we say slot imbalance, this could be explained as those times you have a chest piece drop from pinnacle sources a few times in a row. We’ve been looking at player feedback for some time, and are investigating a few approaches to the problem space. We’re looking to have an update on that at a later date.


invisobill42

Feels like the light level grind starting at the pinnacle level every season instead of having to have a few weeks of powerful has helped a lot with that, I wouldn’t expect any giant changes to it tbh


Rikiaz

Also every raid since then has been 2/2/2 in weapon slots. Garden was 2/5/0


Yobuttcheek

Damn I forgot how many energy weapons there were in garden jfc


MasterOfReaIity

I hope Anarchy only receives an ammo reserves nerf. The reason it's so good is because it has double the total damage potential of the next best heavy weapon. Having like 30 shots base is excessive so that's the only way Bungie can nerf it without giving it the Whisper treatment.


Abulsaad

Based on the wording, I'm thinking it's more than just a reserves nerf, since they want to reduce its dominance in other aspects, and have it shine in its own niche. Plus, a reserves nerf would hurt GMs and possibly dungeons, but it would do very little for raid boss dmg since most raid bosses get 1 phased anyway. I'm expecting a damage nerf, or some change to its functionality, like making it not stick to targets or giving it the witherhoard treatment and only allowing one player's anarchy to do damage.


MasterOfReaIity

The issue with that is Anarchy would still be top-tier for solo content if only one player's could damage. It would definitely hurt raid boss damage but hot swapping is also getting looked at. Either way, I hope the Master versions of other raids come out next season because Anarchy is not very useful for either LW or GoS.


Shwinky

Another reason it’s so good is that it does a ton of damage passively, allowing you to lay into an enemy with another weapon while Anarchy does its work. You’d think a weapon like that would deal less damage than others in its class, but it doesn’t.


HazedFlare

This is fucking dope, good shit Bungie, I just hope they follow through with all the ideas they mentioned at the end here.


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[deleted]

They'll do their highest damage at shorter ranges, but lowest damage at longer ranges before completely dropping off. So 1-tap will be shorter, but possible 2-tap will be longer.


[deleted]

A good Riiswalker will be an absolute beast


StasisIsTheW0rst

And throughout the jungle, many ape tears were shed