modi123
Supreme [H]ardness
- Joined
- Sep 6, 2006
- Messages
- 7,177
Oooh.. I think I have some queens quest junk that mentions shattered throne.. now time to go find where that is.
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DESTINY 2 UPDATE 2.1.4
1h - Destiny Dev Team
Sandbox
Super Tuning
Hunter: Gunslinger
- Golden Gun Super
- Increased damage to bosses by 40%
- Includes Six-Shooter and Celestial Nighthawk
- Golden Gun Six-Shooter
- Base damage increased from 275 to 300 per shot
- Kills now return a bullet to the Golden Gun’s magazine
- "Line 'Em Up" Perk
- Doubled precision damage bonus per stack of the buff
- "Practice Makes Perfect" Perk
- Stack limit increased from 3 to 5
- Super regen modifier increased by 20%
Hunter: Nightstalker
- Blade Barrage Super
- Impact damage decreased from 150 to 35
- Explosion damage increased from 150 to 250
- Now deals self-damage
- Our goal for AoE supers of this type is that they incur self-damage when activated too close to a target. We consider Blade Barrage not causing self-damage a bug, which we are now addressing.
- In other words, Hunters will know how Warlocks feel when they throw a Nova Bomb into a wall.
- Fixed an issue in which Blade Barrage projectiles could track allies
Developer Commentary: This is step one for Shadowshot, and we intend to keep improving the way it works. For this pass, we focused on Moebius Quiver quality of life. We plan to continue to make it more effective and globally relevant in the future.
- Moebius Quiver
- Tethered targets now have the full damage increase, rather than needing to be tethered by multiple Shadowshots
- Additionally, the Shadowshot damage bonus to tethered targets was increased
- Increased Moebius Quiver tether radius by 20%
- Increased Moebius Quiver tether lifetime
- Made it easier to fire successive Shadowshots
Hunter: Arcstrider
- Spectral Blades Super
- Bonus damage resistance while in stealth decreased from 15% to 5%
- While in Spectral Blades AND in stealth total damage resistance is 62%
- Total Super duration while invisible decreased by 3.67 sec
- Arc Staff Super
- Heavy ranged and slam attack damage increased from 220 to 300
- Heavy palm blast attack damage increased from 400 to 700
- "Lethal Current" Perk
- Bonus hit damage has been increased from 100 to 130
Titan: Sunbreaker
- Raiden Flux (Exotic Armor)
- Damage bonus decreased from 20% to 13.5%
- This change keeps the bonus damage granted by this Exotic about the same. Because this is calculated on a scaler instead of a flat number, any big changes in base damage have a large effect on the Exotic.
- Sunspots
- Damage increased from 25 to 50 per tick
- "Sun Warrior" Perk
- Buff now increases ALL damage output from the Sunbreaker by 20% in PvP; 25% in PvE
- Buff duration has been increased from 3 to 5 seconds
Titan: Sentinel
- Burning Maul Super
- Spin melee attack damage increased from 65 to 80 per hit
- Slam detonation radius increased from 5 to 6 meters
- Improved Slam attack projectile tracking
Titan: Striker
- Sentinel Shield Super
- Final melee combo hit damage increased from 300 to 390
- Damage to PvE combatants increased by 17%
- Fist of Havoc Super
- Heavy slam attack (R2/RT) base damage decreased from 325 to 275
- Damage to base, elite, and miniboss combatants increased by 7%
- Damage to bosses increased by 23%
- Damage to vehicles increased by 60%
- "Terminal Velocity" Perk
- Changed the way that bonus damage from this perk is granted
- Added a third threshold tier based on how long you are in the air before impact
- Arc damage hits per tier increased from 3 to 4
- Tier 1 = 4 hits
- Tier 2 = 8 hits
- Tier 3 = 12 hits
- Increased damage per Arc hit from 100 to 112
- Code of the Juggernaut
- Fist of Havoc shoulder charge energy cost reduced by 83%
Warlock: Voidwalker
- "Trample" Perk
- Can now trigger the energy return every 0.5 sec, up from 1 sec
- Cataclysm Nova Bomb
- Initial detonation damage increased from 900 to 1500
- Detonation radius increased from 8 to 10 meters
- Seeker projectile detonation damage increased from 205 to 300
- Improved seeker projectile turning radius and homing to make it more consistent to use against bosses/single targets
- Fixed an issue where seeker projectiles could be prematurely detonated
- Vortex Nova Bomb
- Initial detonation damage increased from 900 to 1200
- Linger volume damage increased from 10 to 23 per tick
Warlock: Dawnblade
- Nova Warp Super
- Slightly slowed movement while charging
- Charging costs more energy
- Initial charge cost (each time you trigger your super) increased by 60%
- Sustained drain cost (holding) increased by 60%
- Duration decreased by 6.8 seconds
- Decreased Super damage resistance from 56% to 54%
- Damage against Guardians decreased by 27%
- Daybreak Super
- Increased damage against minor, major, and miniboss combatants by 43%
- Increased duration by 3 seconds
Warlock: Stormcaller
Weapons Tuning
- Stormtrance Super
- Increased chain lightning maximum target count by 1
- Auto Rifles
- Increased base damage on rapid fire by 9%
- Increased base damage on high-impact Auto Rifles by 5%
- Increased base damage on adaptive Auto Rifles by 6%
- Scout Rifles
- Increased base damage on lightweight Scout Rifles by 5%
- Increased base damage on rapid-fire Scout Rifles by 6%
- Increased all Scout Rifle PvE damage by 10%
- Sniper Rifles
- Increased base damage of rapid-fire Sniper Rifles by 8%
- You can two-shot to the body to defeat other Guardians in PvP
- Grenade Launchers
- Tweaked Grenade Launcher projectiles to feel more consistent on direct hits
- Proximity Grenades can no longer impact directly (prevents Special ammo Grenade Launchers from one-shotting with the perk active)
- Increased ammo reserve size of Special ammo Grenade Launchers
- Increased initial spawn ammo in PvE for Special ammo Grenade Launchers
- Bows
- Made the effect of draw time from bow string perks more noticeable (High Tension String, Flexible String, Elastic String, and Polymer String)
- The accuracy stat from High Tension String was increased from 10 to 15 to better compensate for the slower draw time
- KNOWN ISSUE: The tooltip for High Tension String was not updated to show the larger accuracy increase; this will be addressed in a future update
- Legend of Acrius
- Range increased by 0.5 m
- PvE damage increased by 50%
- Telesto
- Reduced base damage of each bolt from by 19%
- Increased optics stat from 15 to 20 to be comparable with other Fusion Rifles with scope perks
- PvE damage increased by 30%
Exotic Armor
- Trace Rifles
- Trace Rifles now gain additional ammo when picking up Special ammo
- Reduced damage output of Wavesplitter against Guardians
- Reduced by 19% on medium-damage mode
- Reduced by 27% on high-damage mode
- Adjustments were made to keep the damage output the same in PvE activities
Miscellaneous
- Tuned energy values on Shards of Galanor to accompany changes to the Blade Barrage Super
- Reduced maximum energy return from 90% to 75% of the total Super
- Now only returns energy on the knife impacts
- Reduced energy return on Gwisin Vest from 10% to 7% of the total Super
- Abilities
- Fixed an issue where players could retain Super energy for Chaos Reach even when being suppressed mid-Super
- Fixed an issue where players could equip Celestial Nighthawk mid-Super to partially benefit from "Hawkeye Hack" perk when using the Six-Shooter subclass
- Weapons
- Fixed an issue where the arrows the Spiteful Fang left lodged in targets did not match the arrows it fired
- Fixed an issue where Anarchy's trap detonation was not dealing damage if the owner had died
- Fixed an issue where the Auto-Loading Holster perk was not reloading the magazine in some circumstances
- Fixed an issue where the muzzle blast and spent shell effects had become misaligned on the Suros Regime and its ornaments
- Fixed an issue where the No Feelings Scout Rifle had incorrect stats when Masterworked
- Fixed an issue where the Tempered Dynamo Fusion Rifle wasn't playing all of its charge-up audio on consoles
Crucible
Breakthrough
Heavy Ammo Tuning
- Fixed an issue where deploying the Breaker or hacking the Vault exactly as time expired could end the round in an incorrect state
- Competitive
- Control
- Initial timers stay the same
- Increased respawn timer for Heavy ammo (was 45 seconds, now 120 seconds)
- Clash
- Initial timers stay the same
- Increased respawn timer for Heavy ammo (was 45 seconds, now 120 seconds)
- Survival
- Initial timers stay the same
- Increased respawn timer for Heavy ammo (was 45 seconds, now 60 seconds)
- Rotators:
- Showdown
- Initial timers stay the same
- Increased respawn timer for Heavy ammo (was 30 seconds, now 60 seconds)
- Rumble:
- Initial timers stay the same
- Increased respawn timer for Heavy ammo (was 60 seconds, now 120 seconds)
Redrix's Broadsword Quest:
- Ammo Counts (All Modes)
- Reduce Heavy crate ammo for Machine Guns
- Valor Rank Resets:
- The Valor rank resets step will now look at previous seasons accomplishments as well.
- Five Valor resets are still required during a single season, but this is no longer restricted to the current season. Ex: If a player had five Valor resets in Season 4, this will now grant progress towards the quest.
Crucible Ranks
- Completion Inconsistencies
- Fixed various issues where the quest was not progressing to the pickup step until a player re-entered orbit.
Activities
- Enhancement Cores
- Fixed an issue that prevented Enhancement Cores from being awarded when reaching Legend in Valor and Glory ranks
Raids
Black Armory and Forges
- Scourge of the Past
- Fixed an issue where players could initiate damage phases for the boss encounter too early
- Fixed an issue where the “Like a Diamond” Flawless Triumph was not being rewarded properly
- Fixed an issue where players were not being properly credited when consuming keys for the Mysterious Box quest.
- Players already affected by this issue will be awarded credit for the keys they've used the next time they log in.
- It is still possible, on rare occasions, for players to use a key and not complete the objective. When this happens, returning to orbit should resolve this issue.
- Forge emblems are now awarded from forge completions, rather than forge-specific bounty completions
- Modulus Reports and Ballistics Logs will now go to the postmaster if lost; cap on Modulus Reports remains at 15 per account
- When hunting for high-value targets on Nessus for the "Siviks's Delivery Note" quest step, all players who damage the enemy will be given credit toward the kill
- Players can no longer purchase weapon frames if the Pursuits bucket is full
- Black Armory lore drops have been increased to 20% (up from 10%), and successful forge completions are now required to earn the reward
Weapon Frame Updates:
Public Events
- Ballistics Logs no longer removed at reset
- Ballistics Logs increased cap to five per character
- Ritual Frame quests carried across reset now “refund” into purchased currency
- “Gold” frames refunded into one Ballistics Log
- “Silver” frames refunded into three Modulus Reports
- Any instance of a “Radiant Matrix” removed on weekly reset
- Players should stop experiencing frames “missing” from Ada’s inventory on a week-to-week basis
- Players may still only purchase up to two “Gold” frames per week
- All Nessus Fallen Captain high-value targets around the Exodus Black will now spawn correctly
General
- Whispers on Io now occur more frequently
Eververse
- Fixed an issue where the Fastidious Miser Triumph was not properly unlocking for players
- Fixed an issue there the Veterans of the Hunt emblem was using the wrong art
- Fixed an issue where the Knife Flip emote did not properly loop
- Fixed an issue where the Summer's Altar and Jupiter Midnight Sparrows shared the same appearance
- Fixed an issue where the "Visions of Iron Bundle" and the "Form Given Function Bundle" did not show the correct message if players did not own proper DLC entitlements for purchase
- Satou and Rassmussen Ghost Projections now have the correct imagery
Started the Drifter quest. First part was Escalation Protocol grind time. Now for the second part it means some serious Crucible time apparently. If you lose it sets you back on the progress. (sighs)
Crucible is super sweaty right now because of this quest lol. Every team I play is full of 4-6 stacks with Not Forgottens sliding around everywhere and titan skating.
I don't understand a single word of this post.
Basically, crucible is currently full of the pvp try-hards that run around with the best weapons and abuse mechanics because that's the current meta. It's rough to get these kills. I was at 60% or so and just dropped to 48% after playing a full group of people all using luna's howl and not forgotten.
More heavy grinding huh? I know they're trying to keep people engaged and things feeling like a reward but the grind has already burned me out a little again.
I love a PvE grind, point of the game. This though... PvP. I hate it.
I love a PvE grind, point of the game. This though... PvP. I hate it.
I get my ass handed to me in pvp on the regular, but i still dive in for daily/weekly challenges. It will likely take me a year to finish the pvp portions of all these quests.
Ok, step 2 done. I'll do the rest tomorrow. At least that's over. Probably took me 12 games and the first few I bounced back and forth between 1% and 14% a few times. Kinda demoralizing but I had one game where I jumped from 40% to 92% then just buckled down, equipped Vigilance Wing and sat in the back.
The key is try your hardest to stay positive KD. If you are at least 1.0 at the end of the round, you're advancing the quest.
Don't worry, you get to go back in the crucible for another part to earn 25 best served cold and blood for blood medals...
Agreed. Gambit isn't so bad but ugh having to do all these matches and get all these kills with an autorifle. Will I ever be able to fight the meatball? Muchless be on a team that can win when the meatball is up? I'd feel less bad about the grind if it was just PVE. I did a lot of things solo as I listened to podcasts and that really helped pass the time. Having raided with you, I hope that my capability to raid and follow orders has shown as well.
I am just not a big fan of PVP in this game. Being older and having to compete with people with much better reflexes doesn't help. Shoot I do so terrible at PUBG and I think my best is match ever is still sub-10 kills in squad. Bungie stop making me engage in PVP!
I haven't touched this since release and taking all classes to max level on the base game. I'm not into raiding, so is it worth it to pick up Forsaken and the Annual Pass? I haven't kept up with the ins and outs for a loooooooooong time.
Forsaken, absolutely. You'll have much more content to keep you busy while you decide if you wanna keep playing.
Thanks, I was leaning towards it, after seeing it on sale.
What am I missing out on by not getting the Season Pass? Definitely won't be interested in Raid content.
https://www.destinythegame.com/compare
See what you get out of this.
I haven't kept tabs on it but I know recently people were talking about the base game for cheap... free demo (?)... but in any event I tell people if you come in conservative and as cheap as you can and you like what you're doing... you will LOVE the rest of it with the addition of the Forsaken content. Forsaken basically made this game a lot closer to what it should have been when it came out and helped fulfill more of the overall promise.
Pringle - I am still rolling around on the Foresaken only.. it's been a good ride and I am not certain if the forge things (what ever those are) are worth the season pass. Oddly I would just like more story, but so it goes.
The Whisper quests (normal and heroic) are now available 24/7, got the catalyst from zero to 72% in just a couple days. Le Monarque (forge exotic bow) dropped for me today, though I don't see anyone giving up their exotic energy slot for it.
View attachment 138408
Jotunn might feel imbalanced when you get killed by it, but once you get it and use it a bit you'll realize that it's not even close to the top 10 problems with this game's unbalanced pvp modes. For every one time a Jotunn user kills you he probably dies 10 times before getting a shot off. It takes a while to charge and misses 90% of the time against players. In PvE it's great, though it's exotic so limits your loadout.
I've given up on The Last Word questline for now. The "losing progress" crucible part of TLW is the worst design decision I have seen Bungie make since I've been playing this game, and it's wanting me to rage uninstall, buy Anthem, and never look back. Waiting a month or so before going into crucible might be the way to go if you're not an adept pvper.
Wow does this person always do these weekly reset posters? I like it. Not just strictly text and informative. Even down to what the Spider is offering.