 What is going on guys welcome back to the channel and I appreciate you being here today I am back with another Destiny 2 video and today I'm going to be covering another aspect of the Bungie Weekly update and that is the changes coming to exotic weapons that we know of the exotic masterworks which in my opinion are a great new addition which add a great amount of grind which is what we all want and need but a masterwork weapon won't necessarily make it feel more exotic there are plenty of legendary masterworks which ain't that great and they don't make much of a difference to the weapon they're applied to the same in my opinion could apply to exotics and Bungie know this hence why they are addressing many many exotics basically buffing them in many different ways making exotics feel exotics the way they should be within the weekly update they showcased three weapons three exotics which have been buffed but there's quite a few others we're going to go through in today's video also but quoting Bungie right here over the last few weeks senior sandbox designer John what I can't pronounce that second name I apologize has been giving previews of how some exotic weapons are evolving at a base level to feel more powerful in season three we're keeping the streak up this week Trapped to Canon Hard Light and Borealis are up for conversation quoting John right here quick thanks and recognition to the video capture team that have been working hard to play record and publish your stuff on a tight deadline the Trapped to Canon has delivered a high amount of spectacle and has a huge fun factor but was lacking utility for many players to address this in addition to the expected damage and physics impulse any target hit by a Trapped to Canon now has a debuff applied that adds suppression and makes the target vulnerable to avoid damage for 10 seconds suppression will function as you expect so in the crucible this will shut down active supers and prevent players from using their abilities in PvE this will pop most enemies in the suppression state where they're coward and grovel the void vulnerability adds a significant weakness to any source of incoming void damage so if you're a solo player run it with your favorite void weapon and or subclass for optimal effect if you're running with a coordinated fighting we're both excited and terrified to see how fast you can mount some of our harder bosses with strategic void attacks the void vulnerability does not stack with itself but it does stack with other damage debuffs get to work so the changes through the Trapped to Canon are interesting for sure can't wait to try it out and test it myself next up they speak about changes with the hard light hard light is inheriting their borealis damage type reload swap holding reload will cycle elemental damage types in combat the teaser clip shows off this pretty well but what it doesn't show very clearly is the other interesting change we made to lean into the weapons gameplay the balance projectiles have always been a dazzling laser show by actually using them to do real work on your enemies around corners or off a wall side being difficult it's more of a through progression tactic at the reliable offense one option we considered was preserving aim assist for the lifetime of the projectiles but we couldn't commit due to the sheer amount of pressure this would put on our runtime engine imagine 12 players on a console in 636 all using this weapon each firing around every three friends and our aim assist called trying to predict the trajectory of each bullet fought to three bounces and then attempt to correct it to hit a target so rather than making it easier for you to land a bounce shot we made the payoff better when it does happen bounce bullets now do double damage we're looking forward to seeing some montages from their geometry nerds out there wow that sounds absolutely crazy double the damage when you bounce a bullet that's just going to be ridiculous people are going to be running like you shooting at the floor hoping the bullets bounce up and hit you well that's what i'm going to be doing anyway they're going to speak about the ball realist and crossing bunch of you right here again so a natural question that may come from this is doesn't this change make hard light a better choice than ball realist well hard light will definitely have more uptime due to living in your energy slot ball realist is also getting an update that will make it a tempting choice the utility of having a weapon that can match any type shield on the fly is good but in order to make the weapon greatly wanted to double down under your wall for successfully pulling this off after breaking an enemy shield with a matching damage type ball realist now deals double damage until the next reload or damage type swap for pve activities it gives the weapon a more reliable benefit than hard light in both casual mods and high pressure activities however it's not a perk that was meant just for pve this behavior also applies to enemy guardians in the crucible while their supers are active simply put if you use a void round to break shield and or kill an enemy sentinel titan who is actively using their super you have double damage sniper rounds yes that's a one hit kill to the body until you die or reload it's pretty rare to pull it off and requires a fair amount of predictive awareness but we've had it happen organically a few times during internal play tests and i'm highly confident that skilled players will be able to make some amazing plays with this weapon changes are great but i am useless with a sniper rifle in pvp i just haven't used them enough so still even with the double damage until fourth i'd still rather use the hard life but that's just me other exotic weapon changes we know about are the racking bunch of state the racking which already has something of a fan base but definitely has room to improve of the stats that improve with more fire team members running racking the strongest is probably the increased rate of fire unfortunately the dps potential is hard to realize because some people can't physically just pull the trigger fast enough to cash in on this benefit or don't know to try to make sure this is both fast and used we made the racking full auto to ensure the rate of fire increase can make a difference when running in a pack another pain point was that the restriction of having racking only activate when allies have racking is equipped in hand without a beat situational racking perk now triggers when fire team members have racking slotted as their kinetic weapon stowed or in hand we also front loaded the stat benefits of racking so they increased a bit more drastically with one or two fire team members and up the base invisibility timer of vermin to seven seconds last but not least i'm not too overly teased but why not i'm gonna tease the master work upgrade for racking is going to put a tasty garnish on this metal you won't want to miss out on so that sounds pretty cool too next up let's talk about changes with the skyburners of when firing from the hip skyburners of now love slower projectiles at a faster rate of fire that trap targets and explode the tracking functionality tends to draw projectiles to center mass rather than to precision regions so we reduced the precision scalar a bit and increased damage to the body precision hits still do bonus damage and overall dps is increased the end result is a dual utility weapon that fires hit scan high damage projectiles while aiming down sights and rapid fire love to explode in tracking projectiles from the hip it almost feels like a rapid fire grenade launcher that can transition to a precision death dealer with the press of a button so that sounds absolutely epic too they've also changed the way the storm and the drone work here's what's happening for those who don't know the core loop of the storm and drunk kills with one weapon reload the other while it's stored consecutive kills with drone will overload rounds into capping out a 20 round mag for a hand cannon currently the gameplay is focused on fast swapping and while fun dislax that exotic flare we're hoping to add stem is also a bit unwieldy to use so we're adjusting that too as stand-alone weapons both storm and drang have their base stats improved for ease of gameplay drang now has rampage and a max hat magazine to help rack up asylum kills quickly the true payoff comes in the overloaded storm magazine overflow rounds in stem that have a damage boost of 1.8 times this allows for a significant damage increase in pve and a crispy precision two tap in pvp just don't miss sounds awesome too i'm not gonna lie to you guys i actually quite like the drang anyway so getting kills with this switch into your stem getting them nasty two taps is something i look forward to trying to do also the graventon lance will change the functionality concept is a weapon that fires two cosmetic void rounds that create a zero air resistance tunnel for a high caliber precision shot to fire through the first two rounds have almost no recoil and primer air and the third round does high damage with no fall off a kill knocks the body back with considerable force it tumbles and then explodes we stand in player feedback has been along the lines of looks great sounds great near explosion i can't get kills in pvp because all the damage is at the end of the burst kicks too hard for the follow up and i can't reliably damage targets with the death explosion in any activity because the body goes flying too far backwards all spectacle none of utility to target the first pain point we reduce the recoil of the burst adding some aim assist and change it from free burst to two this still plays into the fantasy of a low damage gravity neutralizing round forming a projectile tunnel for the last bullet it also allows us to ensure the damage per burst is a competitive level for pvp engagements in fact it gives graventon a slight mathematical edge against overpulled rifles on the second feedback item we did some tuning to the rattle body we made it so that rather than violently flying backwards and likely flying out of range of a potential splash damage opportunity the defeated opponent floats back and up then we made the explosion bigger increased the damage and added some void field projectiles that seek out any remaining targets damn that sounds ridiculous some great great changes coming to exotics to make them feel more exotics and that's definitely the root bunch you're taking it's not that bad i can't wait to see what they do to other exotics so if any new news drops people i will have you guys covered here on my channel so if you're new around here and enjoy daily destiny videos be sure to subscribe on that note guys i am out if you guys enjoyed the video leaving a like truly helps me out thanks as always for stopping by and hopefully people i'll see you on that next one always