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Destiny

Discuss all things Destiny.
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Edited by ForUnanimity: 8/28/2015 10:33:19 PM
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A Vexy Update (04)

[b][i]It's been a while, but it's back, time for a [u]Vexy Update.[/u] It's been a long time coming.[/i][/b] [b][u]The Family[/u][/b] The only proper way to kick this off is to thank each and every one of you that are still supporting our Vexual Fantasy. The continued support, help, and feedback is of utter importance in what we have established here. We are still going strong, despite some problems/events that have taken place. We are still continuing to grow closer, despite the content drought in game. And we are still keeping the Fantasy alive, the Vexual Fantasy. [b][u]The Communication[/u][/b] We now have 3 threads for the clan; The Official/Main thread that everyone is a part of. The Vexual Discussion thread in which only those who WANT to be in it, can, which is used to talk about anything and everything. and the newest to the family The MP Vexual Fantasy thread, used to look for teams/help with other games outside of Destiny. If you are not a part of the MP or Discussion thread and would like to be, simply reach out to a admin. Lastly.... [b][u]The Taken King.[/u][/b] Drawing nearer, excitement building, anddddd the drought. We have The Taken King approaching and with it some updates and news. The remainder of this post will outline some of the key items that will alter/change Destiny in a major way. [i][u]First- Weapons[/u][/i] So Bungie has confirmed not only Faction specific weapons but now CLASS specific weapons. Each class will have weapons catered to them whether they be titans, warlocks or hunters. [i][u]Second- Weapon Balancing[/u][/i] [u]Primary Weapons Buffs/Nerfs[/u]: [spoiler][b]-Auto Rifles[/b]: increase base dmg, fall off damage is closer, 10% boost vs AI. [b]-Pulse Rifles[/b]: decrease base dmg by 2.5%, stability reduction, increase magazine size base inventory. [b]-Scout Rifles[/b]: increase bas dmg for med-high rate if fire scouts, increae magazine base, reduce Final Accuracy, +5% dmg on AI. [b]-Hand Cannons[/b]: dmg fall off closer, reduce Final Accuracy, reduce magazine size base, reduce zoom optics.[/spoiler] [u]Special Weapons Buffs/Nerfs[/u]: [spoiler][b]-Shotguns[/b]: shot package accuracy reduced 30%, rangefinder base +5% range, reduce precision dmg multiplier 10%, reduce dmg to AI 10%. [b]-Fusions[/b]: slow charge high impact fusions decrease in range, Projectile Speed slight reduced, improve accuracy for short range, reduce accuracy for long range. [b]-Snipers[/b]: final round buff precision dmg only, not base. only affects snipers.[/spoiler] [u]Heavy Weapons Buffs/Nerfs[/u]: [spoiler][b]-Rocket Launcher[/b]: slight increase base blast radius, grenades/horseshoes proximity reduced. [b]-Machine Guns[/b]: none.[/spoiler] [i][u]Third- Exotic Weapon Changes[/u][/i] Additionally to the above mentioned buffs/nerfs, the following exotic weapons will get the described changes as well. [spoiler][b]-Hard Light[/b]: increase base stability to 80, increase bounce count, not affect by dmg falloff. [b]-Necrochasm[/b]: increase base stability to 60, increase magazine, cursebringer triggers on every precision kill, cursebringer explode increased radius. [b]-The Last Word[/b]: reduced range, increase acc and assist when firing from the hip, hipfire dmg bonus glitch fixed. [b]-Thorn[/b]: reduced base dmg of burn effect by 2/3, stacks up to 5x. [b]-Hawkmoon[/b]: stack limit Luck in Chamber and Holding Aces, 2 rounds added to mag, Luck in the Chamber dmg reduced by 3%. [b]-Ice Breaker[/b]: ammo reload increased to 8 seconds from 5 seconds. [b]-No Land Beyond[/b]: increase weapon handling speed for aim, ready and stow, increase The Master to 8 sec, additional 20% dmg increase while The Master is active. [b]-Black Hammer[/b] (Not a exotic, but treated as one): increase ammo inventory to 18, White Nail perk pulls ammo from inventory. [b]-Lord of Wolves[/b]: tripled recover boost bonus for allies for Lord of Wolves. [b]-Gjallarhorn[/b]: reduce dmg of Wolfpack Rounds.[/spoiler] [i][u]Fourth- Weapon Nodes[/u][/i] [spoiler]Only the first row of nodes needs to be unlocked, for the columns that have 3 talents, all 3 will unlock upon unlocking the first of that column. I hope this makes sense. This makes the grind much much less, unless they decide to make the first nodes 3 times longer to unlock. In which, it would make no difference.[/spoiler] [i][u]Fifth- Quest Driven[/u][/i] [spoiler]Bungie has announced/noted that The Taken King will be very quest driven in regards to how the story will unfold. As we can see, Quests will be used to drive you into the story to unlock your new subclasses for each class. And even with new weapons, Quests will be used to drive you in the direction of how to obtain new weapons. Furthermore, they have hinted/announced at a larger quest inventory and specific page dedicated to quests.[/spoiler] [i][u]Sixth- Class Quests[/u][/i] [spoiler]Bungie has released photos that show class driven quests. Which means each class will have quests specific to their abilities, much to the likes of Eris and her "Kill 30 hive with nova blast" etc... not sure if that is a actual quest but using it just for example. This means they will be allowing/supporting the honing of skills for each class such as striker, night stalker, void walker, ect.[/spoiler] [b]That's all for now, thank you for your time. I hope this was useful.[/b] [b][i]As always, Stay Vexy[/i][/b].

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