Destiny Thread (Bungie) - 9/9/14

I copped yesterday.

:pimp:

Agreed. I can do VoG and soloed CE a few times to get the flawless raider trophy. But I mean VoG is still sort of epic with each fight being unique. KF has some uniqueness to it like the daughters and Oryx but the rest of the fights are just meh.

Kings fall was trash
docwatson docwatson


Where you at bro.

You said you was copping :nerd:
:nerd:

Kings fall was gooood but nothing compared to the first VoG runs from year 1 :smokin

And I'm not sweatin no exclusive exotics but I hear the zen meteor is good tho I have no clue what kind of gun it is
 
I still need a 335 artifact on all my characters
mean.gif
youre trash
 
Probably wouldn't even need anyone else for Kagoor

Get rid of the eyes and then a 315 Sleeper Simulant takes three shots to kill the ogre and maybe 6 for Kagoor
 
Probably wouldn't even need anyone else for Kagoor

Get rid of the eyes and then a 315 Sleeper Simulant takes three shots to kill the ogre and maybe 6 for Kagoor
Werd, but a 3 man fireteam gets it done quicker..........and you'll have time to get MULTIPLE 335 artifacts if you stayed for an hour at most with a 3-man fireteam.
 
You actually might win, I've been trash lately. :smh:  

When those private matches come thru with your best 3 and get slapped and 1v1 too.

Yeah ive been peeping your videos yeah you took a step back lol jk. I got so good with my sniper my team almost went flawless yesterday until bungie servers jerk us lol.
 
2.4.0 preparing for Rise of Iron.
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13.66 GB on PS4

Weapons
Read our detailed review of weapon change philosophies.

Auto Rifles

Reduced the maximum magazine size for highest rate of fire auto family (all weapons in the Doctrine of Passing family)
Increased damage to middle rate of fire Auto Rifles by 1.5%


Pulse Rifles

Increased rate of fire for Häkke pulse rifle Lyudmila-D
Increased damage for middle rate of fire family pulses (Nirwen's Mercy) by 2%


Hand Cannons

Fixed an issue where the hand cannon Zaouli's Bane's rate of fire stat would display incorrectly
Fixed an issue where the Taken King Vanguard and Armsday Hand Cannons (Down and Doubt 00-0, Kumakatok HC4) stats would display incorrectly


Shotguns

Immobius: decreased spread on Titan class Shotgun (0.1 zoom factor increase), increased base stability (60% increase)
Increased high rate of fire and middle-low rate of fire Shotgun damages by 2%
Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected


Sniper Rifles

Reduced damage on the middle-high impact (1000-Yard Stare family) of Sniper Rifles by 6.95%
Middle-high impact snipers can no longer reliably kill high armor guardians in super
No Land Beyond is not affected by this damage reduction
Reduced Target Acquisition for LDR 5001/Y-09 Longbow Synthesis to bring in line with other snipers in the middle-high rate of fire family
Increased the starting strength for aim deflection (aka Flinch) when players take damage while scoped in from 30% starting to 50% starting
With every subsequent hit, the strength of deflection increases until you hit 100% max deflection
Overall Sniper ADS aim deflection multiplier increased to 1.9x (was 1.85x)
Fixed an issue where Eirene UI stat bars showed an incorrect rate of fire


Sidearms

Unified damage for all Sidearm types
Increased damage for existing Häkke Sidearm families by 3% for lowest rate of fire and 7% for higher rate of fire
Decreased damage for non-hitscan Sidearms by 5% for Vestian Dynasty and Queen's Choice
Minor extension of damage falloff point for Sidearms across the board (+0.5meter)
Minor increase of stability for Sidearms across the board
Added damage bonus in PvE (20-30% dependent on combatant tier)
To accommodate two new faster firing Sidearm families releasing in Rise of Iron, all current Sidearm rate of fire bars will be slightly shorter
This is to allow more bar space to display rate of fire differentiation
Does not change the actual fire rate, just the stat bar representation


Fusion Rifles

Accelerated coils correctly reflects damage reduction now on the UI stat bars
No change to gameplay effect, UI only
Fixed an issue where stat bars on Techeun Rage displayed incorrectly


Rocket Launchers

Extended damage falloff distance on Cluster Bomb perk's explosions (should more reliably damage enemies now)
Grenades and Horseshoes perk proc radius reduced (1.3->1meters), Truth is not affected


Machine Guns

Increased damage on highest rate of fire Machine Guns by 4%


Weapon Perks
General

Magazine perks now give range bonuses
Removed impact stat bonuses that had no effect on base damage and only on the UI bars
Armor Piercing Rounds: adds +4 range, reduces -4 handling
High Caliber Rounds: adds +3 range, reduces -5 handling
Skip Rounds: adds +5 range, reduces -3 handling, adds +5 inventory

Take a Knee

Now activates after 0.5 seconds of crouching
Added flinch reduction (25%) and increased aim down sights speed by 25%

Exhumed

Added an extra +5 seconds (15 seconds total) of effect time

Cascade

Functional change: melee kills automatically reload a portion of the magazine

Surplus

Now increases carried ammo capacity

Grave Robber

Increased proc chance to 25% (was 20%)

Guerilla Fighter

Increased stability and range bonuses by 200% (think of it as bonus Hammer Forged and Perfect Balance when the perk activates)

Unflinching

Decreased efficacy of the perk from 25% flinch reduction to 15% flinch reduction

Firefly

Possible fix for crash related to special effects triggered by the Firefly perk


Exotic Weapons
Universal Remote

Exotic Perk range bonus reduced by 75% (no longer guarantees maximum shotgun range)
Increased rate of fire (decreased damage as a secondary effect)


Fabian Strategy

Kills with this weapon now automatically load a portion of the magazine
Increased base range by 16%
Increased base stability by 44%

Thorn

Reduced base range by 25%

Dreg’s Promise

Increased damage by 8%
Increased magazine size by 3

Touch of Malice

Touch of Malice’s self-damage infliction now removes Blessing of Light

No Time to Explain

Added intrinsic perk Headseeker

Boolean Gemini

Added intrinsic perk High Caliber Rounds


Armor
General

Fixed a bug causing +1 armor perks to sometimes fail to function
Class items can now accept shaders


Activities

Public Events

1st Daily Public Event Gold completion:

1x Legendary Engram(once level 40; upgrade engram before)
15x Destination Materials
15x Legendary Marks
5x Motes of Light
Very low chance of Exotic Shard
4k XP – core, subclass, gear
25x Vanguard Rep

Repeated Gold Public Events:

200x Glimmer
Chance of 2-5 Destination Materials
Chance of 1-2 Motes of Light
1.5k XP
Green/Blue Engram
25x Vanguard Rep

Repeated Silver Public Events:

100x Glimmer
Chance of 2-3 Destination Materials
750 XP

Repeated Bronze Public Events:

50x Glimmer
Chance of 1-2 Destination Materials
500 XP


Quests

Quest menu has been changed and renamed to Progress
Record Books have been moved from the Materials on the Inventory menu to their own location in the Progress menu
Quest, Bounty, and Reputation displays have been adjusted


Crucible

General

Legendary Engrams have been removed from the Crucible PGCR, so Crucible Legendary Weapons will drop significantly more often
Fixed an issue where Crucible activity tooltips where showing the wrong icon
Beowolf, Cicero and Gilgamesh Shaders can once again be acquired by completing Crucible matches
Fixed some reward logic associated with vanity items from Shaxx Weekly package
The Crucible Quest "Factions" New Monarchy will no longer ask the player to earn points in the Salvage playlist
Crucible Quartermaster Weekly bounties have been removed
Free Sterling Treasure from Weekly Crucible and Postmaster will be discontinued
Sterling Treasure is still available from Prison of Elders and Eververse


Game Types
General

3v3 gametypes gives slightly less Heavy Ammo per brick

Trials of Osiris

Trials of Osiris for Year 2 has ended. Trials of Osiris will resume in Rise of Iron on 9/30

Elimination

Heavy Ammo now only appears at one central location in Elimination matches
Fixed a bug where the Heavy Ammo could persist through rounds if the Heavy Round ends before it can spawn

Salvage

Reduced initial Relic Capture spawn delay, from 15 to 10 seconds
Reduced time between Relic spawns, from 25 to 15 seconds
Reduced countdown time on enemy probe, from 45 to 30 seconds
Increased interaction radius on enemy probe, from 3 to 5 meters
Increased successful sabotage score from 150 to 200 points
Changed scoring so that now only the interacting player gets points for a successful sabotage

Rift

Added an overshield on player spawn to cut down on spawn-camping
Extended runner damage resistance when picking up spark by a few seconds


Maps
Rusted Lands

Added invisible physics to stop players from escaping intended playable area

Vertigo

Added invisible physics to stop players from escaping intended playable area

Pantheon

Rotated lower Heavy Ammo crate to keep ammo from falling off the map

Crossroads

Added invisible physics to stop players from escaping intended playable area

Blind Watch

Moved Elimination tiebreaker zone indoors to avoid bias towards Bravo


UI

Fireteam and players in current game session list have been combined and will display 12 players without needing to change pages
Clan Roster has been added, but will not be immediately available
The Inventory menu has been modified to add Ornaments
Abandoned Quest Kiosk menu pagination now allows users to view more than the first page

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Any point in trying to level up to near max light level? Stopped playing for a while so all my characters are still only 318/319 from before the last update
 
Smh they keep nerfing **** this why i hate this game. They killed my snipers i just got good with them but they buffed my nerwins so im good lol
 
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