 What is going on guys it's your boy DPJ here today with another Destiny video and in today's Destiny video we're gonna take a look at the Destiny weapon tuning update that Bungie dropped yesterday and if you guys did miss this update and you guys can't take my annoying cracker voice I will link the post in the video description so you guys can go through it and read it yourself but there's some crazy shit coming and I just cannot wait for this patch to happen now as far as I know I do believe it will drop just before the taking King but that date has not been confirmed hopefully it drops to mode that would be absolutely epic but there's a lot of changes coming to a lot of weapons and in this video we're gonna go through them all now we're gonna start base weapon changes and we're gonna start with auto rifles now I'm quoting Bungie here as they hold auto rifles needs to be reevaluated from the one point one point one update the goals are still the same for this weapon but this time the approach centers on a higher base damage with quicker falloff with two point zero point zero our sandbox programmers have granted the ability to independently tune range and damage falloff this allows us to emphasize optimal combat range without violating some of the more intricate aiming systems that are tied into the range that when the update goes live damage falloff will be more obvious as shown in the following screens now you guys can see these two screenshots now as you can see he's shooting the captain do 19 to the body probably twice the distance that 19 damage per shot to the body is now 15 so the falloff is pretty high judging by these two pictures but obviously we're just gonna have to wait and see and test it for ourselves when his patch does drop now their goals with auto rifles are as follow auto rifle is optimal at close to medium range damage stability and range are tuned such that players desire stability for reliable close-quarters damage or range for better accuracy and increased damage at a distance elevate auto rifle so they are a more competitive option in PvP and simultaneously more satisfying to use in PvE changes increased base damage start damage falloff closer to the player to emphasize its role as a close to medium range weapon small reduction in base stability landing shots at optimal range is unaffected but repeated precision hits require more weapon control to land consistently boost damage by 10% against AI combatants so we are finally getting that auto rifle buff this weapon so much needed it really did I mean I remember the 1.1 patch when the nerfs erupted with auto rifles it did basically ruin them for a lot of people and it's really good to see that the auto rifle era may come back around okay we're gonna move on to pulse rifles now I'm quoting bungee here pulse rifles are strong right now in PvP we want to maintain that feeling of raw power but introduce some subarty to the firing mechanics base damage for the mid-speed most common way to fire up pulse rifle is now tuned so that the victim's armor is the deciding fact that base stability of pulse rifles has been dropped very slightly so landing shots is still intuitive but consistently precision hits will take more skill magazine size has been increased across the board to make them more efficient in PvE activities now their goals in pulse rifles are as follows pulse rifle is optimal at medium range but can still effectively engage enemies at close or medium long range rate of fire sets a pace for players to track moving targets and then deliver precision damage in bursts pulse rifles should feel strong in PvP but don't become the only competitive option additionally increase their efficiency as a PvE weapon changes reduce base damage of the medium rate of fire pulse rifles by about 2.5% PvP burst to kill or position hits is a 2 or 3 dependent on the victim's armor stat small reduction in base stability a burst should still land all shots at optimal range but three precision hits will require more weapon control to land consistently increase magazine size on all base infantry stats so pulse rifles ain't really changing the that much I mean yes they are still going to be an absolute beast in PvP they really are all getting an increased magazine size as well which is going to be pretty badass and I look forward to using my messenger my three little words and my one-two-three size a G when this patch drops okay moving on to scout rifles Quarting bungee again here scout rifles are currently orbiting their sweet spot pretty nicely we made a few changes to solidify their role as an optimal long range primary choice and to help create a doubt between the hand cannon archetype goals scout rifles are the best primary weapon for long-range engagements scout rifles perform best when landing paste position shots rate of fire and optics are tuned so that scout rifles are a little harder to use effectively at close range changes increased base damage from medium to high rate of fire scout rifles PvP does not affect time to killing PvP under guarding with full health increased magazine size for all base inventory stats reduced final accuracy when firing from the hip fast-firing outside of ADS will be less accurate boost damage by 5% against AI combatants but to be honest I don't really use scout rifles as a PvP weapon because most of the maps now are close quarters that we get to go on I mean you can sit back with a scout rifle but good chances are you're gonna get shot up yes with a shotgun it's as simple as that but hopefully with the taking king scout rifles coming to effect with bigger maps what we're just gonna have to wait and see now moving on to hand cannons caught in bungee again here during the last set of changes we made a very small adjustment to initial accuracy range and damage pull off to curb the long range effectiveness of hand cannons however anyone who has still been cross-matched that by a phone or hot moon knows this is still very possible so we pushed this a little bit further landing a long range shot now requires slow careful aim and they hit at that distance won't deliver and the weapons full damage potential in PvE the role of the hand cannon is very close to the role of a scout rifle hand cannons do slightly more base damage scout rifles have slightly more ammo in the mag otherwise their functions overlap a great deal to help separate these two we made the range changes noted above but also reduced magazine size and hand cannons while simultaneously increasing the magazine size and scouts they should help push these two weapons apart and make the choice of the player more interesting hand cannons do more damage up close but with fewer rounds scouts with greater range and magazine size but slightly less damage per bullet their goals hand cannons are optimal at close to medium range hand cannons are optimal when shots are paced but become less effective when fired quickly rewards agility on the fire position targeting and snap shots hand cannons cannot reliably compete with scout rifles at long range changes start damage fall off close to the player to limit long range lethality small reduction in ADS accuracy targeted at making long range snapshot in less reliable reduce final accuracy when firing from the hip fast firing from hip is less reliable reduce magazine size for all base infantry stats reduce base optics zoom for all hand cannons ADS now grants more width in favor of depth so hand cannons across the board are getting a slight nerf magazine size being reduced as well but I wonder how this will affect my ill will I mean on that bad boy I've got a final round and look in the chamber so if it drops it down to three bullets shit I'm gonna be hitting final round and look in the chamber bullets all day long okay we're gonna move on to shotguns quoting bungee again here the shotgun changes in the 1.1.1 he arranged pretty hard for almost all of the shotguns available to players this felt really good in our playtest occasionally a long range shotgun with the right perks on it would show up and push the intended limits but they are few and far between wherever you guys be in your nuts in the foul winters you guys nuts in the the party crash of you guys nuts in the matador 64 these things have ridiculous range with the right perks now quoting again bungee here until Lord Saladin started to sell in foul winters lie the availability of a powerful long range shotgun that could be reforged until a perfect perfect arrangement showed up made this combination very prevalent in the House of Wolves we continue to allow reforging on other range shotguns soon after what we thought would be exciting edge cases in our weapon population become the new normal we are directly targeting the shotgun perks that push out shotguns lethality distance shot package and range finder the PvE boost to shotguns in the 1.1.1 was significant and since then we have seen groups of guardians gang up with their boom sticks and trivially roll through some pretty tough PvE encounters the reward I've got blasting a hulking enemy is super sweet but that close quarters action could benefit from a slight reduction in outgoing damage their goals with shotguns are as follows shotgun is the most effective at close range which definitely is apart from the last word compliments melee attacks and other close quarter-class builds offensively closing on an enemy with a shotgun is a risk reward timing game curb shotgun effectiveness in PvE slightly to reintroduce some risk when closing on a powerful enemy changes shotgun perks that enhance lethality at range should be less effective when combined with a higher initial range stat reduce shot package accuracy buff by 30% range finder as a 5% base range increase on aiming down sight whilst 20 now it's gonna be 25 reduce precision damage multiplier and shotguns by 10% reduce damage against AI combatants by 10% so shotguns are gonna get a slight nerf I mean it was the range that was the problem with these damn things and shot package was the main problem hopefully this does do something about the amount of shotguns that are in PvP now we're gonna move on to fusion rifles caught in bunch again here when we hit fusion rifle accuracy in the last update we saw a lot of players move to shotguns as their close range weapons of choice for this update we have preserved our original intent to reduce overall range but have scaled back the nerf and close range fusion rifle to help them contain with shotguns in close quarters goals fusion rifles are tomorrow at mid-range where targets are easy to track but they're not close enough to attack while charging up requires combat foresight and the ability to predict a targets movement to be successful it should not be easy to find and build a fusion rifle that can achieve maximum range changes slow charging high impact fusion rifles have now decreased range values makes it more difficult to max out range for these weapons projectile speed for fusion rifles is slightly reduced emphasises the need to lead a targets outside medium range improve accuracy for short range fusion rifles reduce accuracy for long range fusion rifles now not that fusion rifles are my weapon of choice I've never really enjoyed using them in PvP it's good to see that they are balancing them out so that they can compete at close quarters with shotguns okay so we're gonna move on to sniper rifles and this is a biggie now we're caught in bungee again here sniper rifles are playing into their intended role right now and we don't feel we need to change their base behaviour however one piece of feedback that the community has been very vocal about is the effect of the final round perk when combined with a high impact sniper rifle around the time of the 1.1.1 changes we start phrasing this perk out on the sniper rifles and combined with their special ammo economy changes introduced by their multiplayer design team we hope to see this perk lose its potential the introduction of trials of size put us back on the spot to address this perk to address this we are changing final round to only scale position damage for sniper rifles this change fits the role of the sniper rifle for both PvP and PvE goals sniper rifles are up to more at close range and difficult to use from medium to short range combat sniper rifles reward from skill and high damage against precision targets the final round perk and sniper rifles should require precision shots changes final round on sniper rifle boss position damage only not base damage this change only affects this perk when combined with sniper rifles so fuck fuck yes I can play trials of a Cyrus without worrying about being final fucking rounded to my big ass toe and dying this is a fucking great move by bungee it really is so if you want to kill somebody with a motherfucking sniper you have to hit them in the damn head now I'm guessing this final round perk will still one hit a blade dancer to the head a radiant wall up to the head a Titan with a shield just come out of his bubble to the head I'm guessing that's what final round will do but I'm just glad to see it will not take effect when it hits you in the body that is a great great move by bungee it really is now we're going to move on to rocket launchers now there's not much to say about rocket launchers you find a purple book you load up your rocket launcher you blow fuckers up we're giving rocket launchers explosion a tiny boost to blast radius to help out those glorious molecules that rain bodies however the grenades and horseshoe perks have enabled an element of carelessness in PvP that we would like to address well we definitely want the perk to grant you some slack while firing at a single target it also needs to allow agile players the slim possibility of escape if your aim isn't true goals rocket launchers deal massive AoE damage from a distance rocket launchers are up to more when placed in the middle of a group changes slight increase to base blast radius grenade and horseshoe's proximity destination reduced which isn't too bad to be honest now we're going to move on to exotic weapon tuning a quoting bungee here unlike the last weapon balance update we are taking this opportunity to address a few other exotic weapons in tandem with the changes to the base weapon behavior fair warning some of these changes are intended to make you feel better while killing with the weapon and some are intending to make you feel better while being killed with a weapon you know he's thinking about form when he's writing that shit down now we're going to start with the hard light the hard light is a beloved weapon we want to be better the new flexibility we have with damage fall off as an independently tuned value gave us a great new avenue to push this exotic a little bit harder into its fantasy changes increased base stability 280 was 65 increase bounce count for hard light projectiles hard light projectiles are not affected by damage fall off fuck yes fuck fuck yes I've always wanted the hard light to be better than what it fucking is and this change hopefully will do that moving on to the necrocosm we've heard and shared their sounding feedback for necrocosm not only has his weapon been considered a weak reward for the momentum effort it takes to acquire it the base archetype high rate of fire auto rifle happened to be tuned down with the 1.1.1 patch at almost the exact time it became available the following changes combined with the auto rifle base changes have made a positive impact in eternal playlists I personally shrieked with joy when I got my first ever double kill in skirmish from a curse brunger explosion changes to the necrocosm increased base stability 260 was 40 increased magazine size curfing a perk will always trigger on a precision kill and curse brunger explosion has increased radius and deals more damage fuck fucking yes that sounds absolutely incredible the necrocosm the necrocosm the weapon of choice in PVP I can't wait for them times I really cannot wait for them times I'm going to PVP I check out people's inventories and I see they are rocking the necrocosm that sounds amazing to me really does okay we're going to move on to the last word now I'm quoting bunch here yet again the last word is our fastest time to kill primary in the game no shit the intent of this weapon was to always deal leave the damage up close and in the style while shooting from the hip right now the stability and range of this weapon has players reliably getting range kills while aiming down sights so we want to try and push this weapon into more of its intended role changes to the last word reduced range stat to 10 was 20 reduced ability to 20 was 30 reduced effective range while aiming down sights increased accuracy and precision damage aimacy scale when firing from the hip fixed bugs with hip fire damage bonus applying incorrectly now that is the perfect nerf for the last word in my opinion I probably don't agree with the reduced ability but I definitely agree with the reduced range and as long as they fix that damn bug I am super happy I really am now we're gonna move on to the biggie the fucking phone and the phone has had an interesting journey it started as a weapon that was perceived as an unworthy reward for one of the most contentious exotic balances in the game and I slowly dug its way into players flesh as one of the most popular exotics among the destiny population now you can see by this chart that the equipped primary weapon population in PVP is 4 on 4 on 4 on 4 on all the fucking way last word and the red death but the phone ordered down way it's just crazy how much the phone has took control of PVP release I'm glad to see they are taking action against this motherfucker now caught in bunch again here we want to preserve the functionality that makes for such a compelling weapon but it's effective range and lethality are one of the most hotly contented items in the PVP player base the base changes to hand cannons and weapon stats address foreign's range now changes to the phone are reduced base damage of the phones of mark of the devourer damage over time to roughly one-third of what it was in PVP and PvE allow DLT to stack up to five times across multiple landing projectiles this is a net buff for foreign's DLT but reduces the utility of the weapon in PVP I'm just so glad to see that the phone has got a slight nerf I mean it really does need it and hopefully hopefully hopefully hopefully PVP will be less populated by guardians using the phone I cannot wait for that day I really can't now we're gonna move on to the hot moon now this is a weapon I'll straight up say I've not even used yet because obviously I'm an Xbox motherfucker yes I have destiny on a ps4 but I haven't started to play it yet but it seems as though they are making changes to the hot moon I'm quite in bungee here the elusive nocturnal bird the hot moon has evaded many players for quite some time it's one of the hardest weapons in destiny to acquire which probably makes it sting that much more when you're killed by it when you get down a lucky mag and a bonus rounds all stack in one bullet then that one bullet will one hit kill a full house guardian with a precision shot even through this is rare just knowing it is possible tends to amplify the frustration for hot moon's victims so we're taking steps to help ease their passing changes to the hot moon at a stack limit to look in the chamber and holding aces so that only two of the bonus perks will ever stack on one round they should prevent hot moon from one hit killing full health players in PVP add two rounds to the hot moon's magazine when holding aces is unlocked and look in the chamber damage reduced by three percent to be honest I haven't become a victim of the hot moon but I have seen countless videos of people being one shot by it does this issue need to be addressed in my opinion probably not but that's just my opinion like I said I haven't found victim to the hot moon so I don't know okay moving on to the icebreaker coin bungee here we've done it all hunker down in the back of the map with your lunchbox picnic table and a sci-fi paperback and the icebreaker kill all the enemies wait for more to show up kill those ones too put a few shots on the bus make a sandwich finish the strike and then collect your reward that isn't a hot moon and move on recharging ammo of the icebreaker has become a staple for the PvE game we don't want to completely destroy that because a really great thing happens when all of a sudden you need icebreaker and you're still waiting at next round to show up in that moment there is an interesting tension of play you need to think about how you spend your next few seconds while it recharges we are going to amplify that tension by increasing recharge duration by a few seconds changes to the icebreaker increase recharge time for the icebreaker rounds to one every eight seconds was one every five seconds so not too bad of a change to be honest I mean three seconds longer per shot 18 seconds longer to refill the magazine to be honest it won't really make that much of a difference when you pay with a scapegoat when you're sitting back in them strikes that's my opinion now we're gonna move on to the no land beyond my personal favorite weapon for PvP at this point moment in time coin bungee here so on off by most as a waste of strange coins used as a joke weapon by people who want to stack the odds against their favor and every now and then it's a tool of destruction that wipes up a crucible match by a slick run and go and slide play lead is faster than you can say welcome to my youtube montage we built no land beyond for the quick sniping PvP minded player however as many have pointed out since it was released the weapon does not hold up in PvE changes increased weapon handling speed for faster time to aim ready and stole adjust sight to fix overlap parallax issue while aimed increased time decay of the master to eight seconds add an additional 20% damage bonus while the master is active to be honest I would be happy with just increased weapon handling speed for a faster time to aim ready and stole adding other shit to the weapon as well suits me a lot because I absolutely love the no land beyond I really do that's in its current form that's about this fucking buff now we're gonna move on to the black hammer now this isn't an exotic but it is treated as an exotic really is caught in bungee here while technically not an exotic this weapon was chased as if it were currently it's the only sniper rifle that is more capable of ending a PvP bus faster than the icebreaker changes to the black hammer increase ammo inventory to 18 rounds what now perk now pulls ammo from your inventory what the fuck so basically no unlimited ammo for constant precision hits that is a bit of a shame to be honest but I can see why they're doing it they want people to experiment they don't want people to be sitting back with their ice breakers and black hammers just picking off the bus of a strike they want people to get into the battle which I can up completely understand it is a bit of a shame they'll see in the black hammer ruined okay moving on to the Lord of Wolves caught in bungee here this weapon is a bruiser and doesn't need help the only element that is lack no start is the recovery boost game to allies from the Lord of Wolves perk we had hoped this would inspire fire teams to stay close and attack and defend as a unit rallying around their pack leader however the recovery boost doesn't do much to incentivise this so we tripled it changes to the Lord of Wolves tripled recovery boost bonus for allies granted by the Lord of Wolves perk now the Lord of Wolves isn't a weapon I've really tried out in PvP very often nor in PvE and to be honest can't really see myself in the near future doing so but for you fire teams who love that Lord of Wolves hopefully this does help you guys now we're now gonna move on to the most exotic weapon in the game which is the motherfucking Gala Horn now caught in bungee here if destiny had a nuke it will be the Bella Horn we definitely intended to have a high damage heavy weapon that was ideal for PvE destruction what we did not intend and what we unfortunately saw was a pick-up raid and nightfall groups gay in participation based on whether or not players had this weapon Gala Horn was so strong that for many people he had become the only answer to getting through tough encounters and therefore and therefore they are less willing to spend time with other players that didn't have it now if you look at this chart you can damn see for PvE the Gala Horn it's just ridiculous everybody in the Gala Horn was just it's just he's the PvE weapon it really is I mean I actually said on Twitter last night that I actually think this nerf is a good thing it's making it's making too many things in this game too easy and I do agree what I just quoted bungee stated that the were teams looking for people for Gala Horn only if you didn't have the Gala Horn you're not getting into their team and that is a shame it really is because not everybody can get the Gala Horn a hundred times I mean I've got so many people that follow me and sub to me who can't get this damn weapon and he is unfair on them not being able to get into teams because they don't have a certain weapon that sucks in my opinion it really does quoting bungee again here we strive for destiny to be a place where a single weapon of strategy does not dictate how or with whom you spend your time in a new world Gala Horn is still worthy of its legacy as an exotic heavy weapon but we hope it promotes inclusive behavior rather than exclusivity changes to the Gala Horn reduced damage of the wolf pack rounds which basically packed the punch of this Gala Horn and it's a good movie my opinion by bungee really is but guys that is all the stated changes by bungee we are getting with the 2.0 patch like I said when this drops we have no idea but the worst certain people on Twitter last night staying in wheel drops just before the taking king the sooner the better in my opinion auto rifles getting that buff final round getting removed basically phone getting that nerf less word getting a slight nerf I can't wait for the new PvP I really can't but guys let me know your opinion down below in that comment section sorry how long this video was just a shit ton of shit to get through thanks for stopping to the end if you did tell me your opinion on all of this shit or anything specific and I'll catch you on the next one peace out until next time POST!