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Destiny


 

Bungie has announced it will be adding further improvements to a selection of Exotic armor in Destiny 2.

According to the developer’s latest blog post, there will be another tuning pass that will stack on top of the changes introduced to Exotic armor in update 1.2.1. In total, nine pieces of armor—three for each character class—will receive additional abilities and tweaks in the upcoming 1.2.3 update.

As with most tuning passes Bungie performs, the changes will stack on top of the previous ones, with a few exceptions. Many of the armor pieces will soon grant greater mobility in battle, including the Hunter’s St0mp-EE5 getting more benefits when using jumps other than High Jump. The Titan’s Dunemarchers will offer more chain damage at a faster rate than before, with a 70 percent speed increase during PvP and 440 percent in PvE. The full breakdown of the upcoming armor changes can be seen on the bottom of this post.

The blog post also revealed season three’s next Faction Rally will begin on Tuesday, June 26th, at 10 a.m. PT. Like previous iterations of the event, Guardians will have a full week to pledge allegiance to one of three in-game factions and participate in PvP matches or Milestone events to earn tokens for their team. However, Bungie recently revealed siding with one faction will force all three of a player’s characters to be in that faction.

Hunter

Lucky Raspberry

  • Increased chance to fully recharge your Arcbolt Grenade on Arcbolt Grenade hits
  • Guarantees a recharge on getting a full chain that hits four targets
    • While just about everybody could appreciate the theoretically infinite grenades Lucky Raspberry could generate, its purely random nature made many people shy away from it. With this change, your input will now affect the outcome, so plan your throws accordingly

St0mp-EE5

  • Increased benefits when using Strafe Jump and Triple Jump
    • The usage rate of St0mp-EE5 in the Crucible was fairly good, but since it mostly affected High Jump, people were somewhat pigeonholed if they wanted to change up their air game, so the other double jump variants were tweaked to have more impact

Young Ahamkara’s Spine

  • Removed marking functionality
  • Improved the Tripmine Grenade’s blast radius and throw speed, and made it so your Tripmine Grenades are harder to destroy
  • Solar ability hits now grant some Tripmine Grenade energy
    • The marking functionality, while useful in some circumstances such as in the Crucible, did not have much merit in PvE, so we removed it to head in a better direction. Now, your Tripmine Grenades are punchier, and you can get access to them faster

Titan

ACD/0 Feedback Fence

  • Now grants Fury Conductor stacks on melee hits instead of kills
  • Fury Conductors now grant stacking melee damage resistance
    • These changes were mostly aimed at making Fury Conductors better in PvE encounters. While the Feedback Fence could protect you from hordes of Thrall by keeping them staggered, it just wasn’t that much use against something like a Hive Knight wielding a sword. The changes also make this Exotic better in the Crucible, but the solution of just shooting opponents still works

Doomfang Pauldrons

  • Void melee kills now grant more Super energy
  • Shield Throw hits will now extend the duration of your Super
    • Titans have a lot of Exotics that help with punching things. To differentiate this one from the rest of the herd, we’ve increased the impact this Exotic has on your Super and on how you use it

Dunemarchers

  • Reduced the time to activate Linear Actuators while you are sprinting to 1.5 seconds (down from five seconds)
  • Increased the damage of the chain lightning effect (+70 percent in PvP, 440 percent in PvE)
    • While the lightning effects of Dunemarchers was novel, the time needed to start it up and its fairly low impact led to many players simply seeing these as “the sprint pants.” So, we’ve made the lightning much more deadly and frequent

Warlock

Crown of Tempests

  • Collapsed the total number of stacks of Conduction Tines to three (with the same total effect), and each stack of Conduction Tines lowers the upkeep cost of Stormtrance
    • Nezarec’s Sin and this Exotic were quite similar, so we pushed harder on this Exotic for Stormcallers who want to invest heavily in ability use. Warlocks also don’t have many Exotics that modify their Supers, and not receiving the full benefit of Conduction Tines during Stormtrance was a little disheartening, so we added a benefit during the Super’s duration to alleviate that

Karnstein Armlets

  • Removed melee hit effects (resilience/mobility/target highlighting)
  • Melee kills now instantly heal you, then grant continuous healing for eight seconds
    • In this iteration of Karnstein Armlets, we’ve simplified the Exotic to be about death and healing. Previously, the effect was split between hits and kills, providing inconsistent experiences. While the effect is much more basic now, it should be more reliable and more effective in most situations

Starfire Protocol

  • Empowering Rift weapon damage hits now grant Fusion Grenade energy (20 percent)
    • Much as with the Lunafaction Boots, we felt like giving a bonus to players who decide to go on the offense with Empowering Rift, rather than playing it safe with Healing Rift

Destiny 2 is available for PlayStation 4, Xbox One, and PC.

Source: Bungie.net

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About Evan Slead

view all posts

Evan has been loving games since he could hold a controller. When not replaying Megaman X or Castlevania: Symphony of the Night for the 100th time, he also has been writing about entertainment, from horror movie reviews for Bloody Good Horror to TV recaps and general news for Entertainment Weekly, and now all things gaming. Say hello on Twitter at @EvanSlead.

Destiny 2 reveals more Exotic armor changes

Bungie's additional Exotic armor tweaks will give a few pieces more purpose in battle.

By Evan Slead | 06/22/2018 12:00 PM PT

News

Bungie has announced it will be adding further improvements to a selection of Exotic armor in Destiny 2.

According to the developer’s latest blog post, there will be another tuning pass that will stack on top of the changes introduced to Exotic armor in update 1.2.1. In total, nine pieces of armor—three for each character class—will receive additional abilities and tweaks in the upcoming 1.2.3 update.

As with most tuning passes Bungie performs, the changes will stack on top of the previous ones, with a few exceptions. Many of the armor pieces will soon grant greater mobility in battle, including the Hunter’s St0mp-EE5 getting more benefits when using jumps other than High Jump. The Titan’s Dunemarchers will offer more chain damage at a faster rate than before, with a 70 percent speed increase during PvP and 440 percent in PvE. The full breakdown of the upcoming armor changes can be seen on the bottom of this post.

The blog post also revealed season three’s next Faction Rally will begin on Tuesday, June 26th, at 10 a.m. PT. Like previous iterations of the event, Guardians will have a full week to pledge allegiance to one of three in-game factions and participate in PvP matches or Milestone events to earn tokens for their team. However, Bungie recently revealed siding with one faction will force all three of a player’s characters to be in that faction.

Hunter

Lucky Raspberry

  • Increased chance to fully recharge your Arcbolt Grenade on Arcbolt Grenade hits
  • Guarantees a recharge on getting a full chain that hits four targets
    • While just about everybody could appreciate the theoretically infinite grenades Lucky Raspberry could generate, its purely random nature made many people shy away from it. With this change, your input will now affect the outcome, so plan your throws accordingly

St0mp-EE5

  • Increased benefits when using Strafe Jump and Triple Jump
    • The usage rate of St0mp-EE5 in the Crucible was fairly good, but since it mostly affected High Jump, people were somewhat pigeonholed if they wanted to change up their air game, so the other double jump variants were tweaked to have more impact

Young Ahamkara’s Spine

  • Removed marking functionality
  • Improved the Tripmine Grenade’s blast radius and throw speed, and made it so your Tripmine Grenades are harder to destroy
  • Solar ability hits now grant some Tripmine Grenade energy
    • The marking functionality, while useful in some circumstances such as in the Crucible, did not have much merit in PvE, so we removed it to head in a better direction. Now, your Tripmine Grenades are punchier, and you can get access to them faster

Titan

ACD/0 Feedback Fence

  • Now grants Fury Conductor stacks on melee hits instead of kills
  • Fury Conductors now grant stacking melee damage resistance
    • These changes were mostly aimed at making Fury Conductors better in PvE encounters. While the Feedback Fence could protect you from hordes of Thrall by keeping them staggered, it just wasn’t that much use against something like a Hive Knight wielding a sword. The changes also make this Exotic better in the Crucible, but the solution of just shooting opponents still works

Doomfang Pauldrons

  • Void melee kills now grant more Super energy
  • Shield Throw hits will now extend the duration of your Super
    • Titans have a lot of Exotics that help with punching things. To differentiate this one from the rest of the herd, we’ve increased the impact this Exotic has on your Super and on how you use it

Dunemarchers

  • Reduced the time to activate Linear Actuators while you are sprinting to 1.5 seconds (down from five seconds)
  • Increased the damage of the chain lightning effect (+70 percent in PvP, 440 percent in PvE)
    • While the lightning effects of Dunemarchers was novel, the time needed to start it up and its fairly low impact led to many players simply seeing these as “the sprint pants.” So, we’ve made the lightning much more deadly and frequent

Warlock

Crown of Tempests

  • Collapsed the total number of stacks of Conduction Tines to three (with the same total effect), and each stack of Conduction Tines lowers the upkeep cost of Stormtrance
    • Nezarec’s Sin and this Exotic were quite similar, so we pushed harder on this Exotic for Stormcallers who want to invest heavily in ability use. Warlocks also don’t have many Exotics that modify their Supers, and not receiving the full benefit of Conduction Tines during Stormtrance was a little disheartening, so we added a benefit during the Super’s duration to alleviate that

Karnstein Armlets

  • Removed melee hit effects (resilience/mobility/target highlighting)
  • Melee kills now instantly heal you, then grant continuous healing for eight seconds
    • In this iteration of Karnstein Armlets, we’ve simplified the Exotic to be about death and healing. Previously, the effect was split between hits and kills, providing inconsistent experiences. While the effect is much more basic now, it should be more reliable and more effective in most situations

Starfire Protocol

  • Empowering Rift weapon damage hits now grant Fusion Grenade energy (20 percent)
    • Much as with the Lunafaction Boots, we felt like giving a bonus to players who decide to go on the offense with Empowering Rift, rather than playing it safe with Healing Rift

Destiny 2 is available for PlayStation 4, Xbox One, and PC.

Source: Bungie.net

0   POINTS
0   POINTS



About Evan Slead

view all posts

Evan has been loving games since he could hold a controller. When not replaying Megaman X or Castlevania: Symphony of the Night for the 100th time, he also has been writing about entertainment, from horror movie reviews for Bloody Good Horror to TV recaps and general news for Entertainment Weekly, and now all things gaming. Say hello on Twitter at @EvanSlead.