Destiny 2 Shadowkeep: Big Weapon Buffs (With One Big Nerf)

Destiny 2 Shadowkeep: Big Weapon Buffs (With One Big Nerf)


Look, last week… things got bad, aight,
it was a lot of nerfs, like everywhere. This week though… it SEEMS like there’s
a lot of buffs. But there’s one pretty significant thing that
we need to discuss. First off, the biggest news is that most gun
archetypes got a PvE damage buff. Autos, Bows, Hand Cannons, Machine Guns, Pulses,
Scouts, Sidearms, Snipers and submachine guns have all had their PvE damage increased. Most were around the 25-30% mark, some a little
higher like scouts, some lower, like sidearms. Some are only for minor enemies, some are
for both minors and majors. However. We have our significant thing. Minor enemies now no longer take more precision
damage than other enemies, they used to take twice as much as higher ranked enemies. dmg04, Bungie community manager clarified
this patch note on reddit with the following: “Ultimately, all of the weapon buff numbers
you see listed against minor enemies will counteract this global nerf.” We’re gonna go over the rest of the notes
and then we’ll talk about this more in depth. Machine guns and pulses had their effective
damage falloff increased, aka, range reduced, aka you’ll need to be closer to your target
in Shadowkeep to do full damage. Aggressive frame submachine guns had the “deals
bonus damage at close range” effect removed… mainly because it was unintentionally always
active on the guns and has been moved into the base damage for 750 RPM submachine guns,
which means Huckleberry and Tarrabah gain 10% damage in PvE and PvP as a result of this
change. 140/150 RPM Hand cannons had their firing
animation changed to increase weapon accuracy when firing them at max rate of fire. “Currently, players can shoot faster than
the recoil animation of 140/150 archetypes – so while the handcannon looks to have
fully reset from recoil, the following projectile will be shot as if the weapon was still in
a recoiled state.” There is still a little bit of confusion on
this, I’m currently interpreting it to mean that even though your gun looked like it has
come back to its rested state, it actually wasn’t, so they’re fixing the animation to
accurately represent the recoiled and non-recoiled states for 140/150s. I’m sure PvP experts are going to break this
down immensely on release. Pulses are getting minor PvE and PvP buffs:
rapid fire pulses now deal 14/23.8 damage, used to be 13/21.4 and high impact pulses
now deal 21/33.6, used to be 20/32. Bunch of low and mid tier exotics are getting
buffed: Sweet Business had its mag increased from 100 to 150, PvE damage up by 15%, high
calibur rounds replaced with armor piercing, damage changed from 13.21/21.14 to 15/21.2,
and the weapon no longer requires you to be firing when you pick up ammo to have it auto-reload,
lot of buffs. Graviton Lance got a 30% PvE damage buff. Sunshot now has 12 shots in the mag, up from
8. Vigilance Wing got a 25% PvE damage buff. Crimson had its damage changed from 13.76/24.75
to 19/30.5, that is a big boy buff. Merciless got its aim assist stat fixed, it
was missing. Lumina has its Noble Rounds tweaked so they
should apply their buff more reliably. And Serve the Colony on The Colony now functions
like Auto-loading holster. A nerf for Ace of Spades: Memento Mori’s damage
bonus is now affected by range falloff, that is fine. Then we have some perks getting changed. Subsistence won’t take as many bullets away
anymore, ricochet rounds had its hidden bonus to damage falloff aka range removed, swashbuckler
now works with Ball Lightning from Stormcaller, Grave Robber now works with ranged melee abilities
and one-two punch is getting adjusted, where the effectiveness of stacking it and Liar’s
Handshake has been reduced, meaning you can’t insta-kill bosses like Riven with this technique,
although knowing the community, I’m sure they’ll find another. A big thing to note for those preparing for
Shadowkeep: weapon mods in your inventory when Shadowkeep launches will be converted
into the reusable unlocks that they are turning into with Armor 2.0. I’m taking this to mean that you should dismantle
all but 1 of each weapon mod you have so that you can get extra mod components for Shadowkeep. Note that if you only have 1 mod and it’s
in a weapon, that doesn’t count and you’ll need another copy of it for it to count. Finally, Reckoning is having its negative
modifiers removed on September 17th, aka, today. Alright, so let’s talk about this headshot
multiplier stuff because while the primary weapon damage buffs are good, it’s an overall
nerf with the headshot changes, at least to minor enemies. First of all, regardless of this change being
implemented, Bungie, this is pretty significant stuff and there should’ve been a developer
note on this change specifically. I know there’s the Director’s Cut context
of “Guardians are too strong, so you’re getting nerfed,” but this is a SUBSTANTIAL change
that should be addressed individually. Part of the reason why a lot of guns suck
right now, auto-rifles, scout rifles, stuff like that, is because body damage in Destiny
is god-awful trash garbage. It is terrible. This is why a weapon like Jade Rabbit, for
example, will be terrible forever unless it gets changed, it’s why I’ve never liked Headseeker
as a perk, ever, Destiny 1 or 2. Any time I am forced to go for body shots
for damage, I hate it, it’s stupid and bad because body shot damage is awful and the
bonus headshot damage never makes up for the body shots. This is why Recluse is bonkers: it gets to
do basically headshot damage to anywhere on a target, making it very forgiving on top
of dealing tons of damage. Body shot damage is worthless. I’m gonna make a guess as to why this change
is being made and that is: This change may seek to bring the gap between
bodyshot and headshot damage closer together. This is a similar problem to the weapon buff
stacking rules and all of that. Bungie had to design bosses and encounters
around the fact that people were going to be stacking buffs like crazy. This meant that if you WEREN’T doing this,
you were at a big disadvantage and if you were, then it was just business as usual. With headshot damage being so high, health
pools on enemies probably had to scale to meet those damage demands. Hand cannons and pulses hit like trucks to
the head and they’re easily the most popular weapon types, so it wouldn’t surprise me if
enemy health was tuned to be balanced around those weapons hitting crits. If enemy health is balanced via body shot
damage, headshots would obliterate enemies. If they’re balanced via head shot damage,
then body shot are trash. This isn’t to say we shouldn’t reward precision
aiming, because we should and it still will be rewarded. Going for the head is still going to be the
best course of action because it nets you more damage. This change may allow for more balanced health
pools on enemies so that when you DO hit body shots, it doesn’t feel like you just wasted
your ammo. Without knowing if Bungie is adjusting the
health pools of minor enemies as well as the damage buffs to compensate, it is really tough
to tell how strongly this will impact the game. After all, we as players are getting tuned
WAY the hell down and this could just be a change to the basics of the game. As in, this is just the world we are gonna
be living in come Shadowkeep: things are just gonna be harder to kill. Obviously if we can still 1-tap dregs, thrall,
etc. with hand cannon headshots and damage only changes to small degrees, 1 extra shot
here and there, maybe 2 on knights and captains or whatever, no real harm done. I think people thinking that same level dregs
are gonna take 6 headshots from a scout rifle are overreacting a bit, but I’ll eat my words
if that ends up being the case. And for the record, 6 headshots for a minor
dreg would be awful. But, if the nerfs ARE impactful and we really
start to feel that damage loss, it will simply make Rampage and Kill Clip even more vital
to the perk experience. Damage is king and I don’t see that changing
in Shadowkeep. I know I wouldn’t mind having other perks
matter a bit more in PvE, but it’s tough to compete with those. I don’t think we’ll see red bar enemies turning
into complete sponges in Shadowkeep, but I’m sure Bungie will be told pretty quickly if
things get out of hand. Unfortunately, it’s yet another wait and see
kind of situation along with all of the other changes coming at the same itme. I’ll probably have feedback on the new sandbox
a couple of weeks after Shadowkeep or after I spend some time at a higher level. How about the fact that neither Mountaintop
nor Recluse were mentioned in this update at all? Pretty worrying to me. Mountaintop was indirectly slapped with a
nerf because of auto-reload getting nerfed, but that doesn’t change the fact that is still
is really good outside of boss damage situations. Grenade Launchers are not getting nerfed at
all in Shadowkeep, but again, a lot of their power is from auto-reload. There is a new “strategy” that has been making
the rounds lately that still enable such auto-reload behavior and we’ll need to see if Bungie does
anything about it after Shadowkeep launches or if it ends up being as impactful as some
think. Recluse not getting mentioned means they’re
either still toying with numbers or it’s not getting nerfed. This is also worrying, seeing as is this 22.5%
submachine gun damage buff in PvE potentially also applies to Recluse. Which means Recluse could be getting BUFFED. Which is not really something that it or the
game needs right now. Machine gun and pulse rifle ranges are nerfed,
which desperately needed to happen. Until I see truly by how much though, these
are just words as most maps aren’t big enough to really notice the effects of range at all
in PvP for these weapons. We’ll see how machine guns fare in Gambit
on the invasion side of things as well, I don’t expect much change. This is one of the ways that scout rifles
gain ANY sort of ground in PvP, pulse rifles getting nerfed, but we don’t know by how much,
so this change could bring scouts into the limelight or it could do literally nothing. Exotics getting buffed, good, no complaints
there at all. Ace getting a range fix on the perk is totally
fine. Reckoning getting its negative modifiers removed
is good for solo queue matchmaking, but I don’t think affects high skill groups a ton. This is gonna make it easier for the general
population to farm Gambit Prime weapons, which certainly isn’t a bad thing. I dunno if it’s really gonna make the activity
that much more fun in any capacity, it’ll just be easier to do. That’s it, that’s all I got for now on the
sandbox updates. Again, it’s just more wait and see kind of
stuff, the game is changing in significant ways, just need to see how significant. I’m sure I’ll have plenty of feedback after
Shadowkeep comes out, but until then… just waiting. Thanks for listening, I’ll see you next time.

About the Author: Michael Flood

100 Comments

  1. If I have a twin, I will tell him to cover my tasks so I can sit down and stick with bullet force on freegames66 the entire day.

  2. Yeah, but the problem is bungie WILL NOT think about returning the enemy healthpools, they will realize that they NEED to around mid-season and then retune it next season, so in 4-5 month.

    Mountain top is not THAT good without autoreloading, in fact, it does avarage dmg but only with max reload speed. Also it's really not that good for regular add clearing on consoles.

  3. Bungie why do u have to nerf my one-two punch. Liar handshakes are second best to celestial and is easier to dps a boss at times. F in chat for my last man standing

  4. Machine guns in gambit? Thats ok. But what I hate is that guy who seems like they have infinite truth shots and invades every chance to only shoot a million shots. No idea how that occurs. Granted I never touch the heavy ammo packs and rely on drops for my swarm.

  5. Sidearms, 16% damage increase.
    RIP sidearm enthusiasts.
    Subsistence doesn't suck anymore. Sad music that I got another spare rations already

  6. datto, i'm a fan but really sick of content creators calling for nerfs on weapons in this game…you of all people should know how it feels to see things nerfed into the ground, making them completely useless…if that's what the game is about, what's the point…really shameful after all these years to keep hearing this

  7. Datto is like professor farnsworth he’s also like “Good new everyone” then he’s like “however” and lays down some wacky shit

  8. I find it interesting how nobody talks about how significant the mag size buff for sweet business is. sure, 50 bullets more, doesnt sound that amazing, that is however only until you consider what that means in conjunction with another certain exotic often paired with the sweet business, the actium war rig. previously with actium the effective magazine size was increased from 99 to ~170-180 when firing constantly. this was because actium reloads 10% of your maximum magazine each second, equating to 600 rpm reloaded fighting against the maximum firing rpm of 900. since the magazine size is now increased from 99 to 150 (+~50%), this will increase the ammo reloaded from 10 to 15 per second, equating to 900 rpm reloaded.

    this would effectively mean that sweet business with actium now has a magazine size of 1000

  9. I'm gonna quote a former producer for well known PS2/PS3/PS4 games who's always had his hand on the pulse of the video games industry: "Bungie knows Bungie. They don't know their fanbase, nor do they care."

  10. Lol love how this man went on a 30min crying rant about shiz that needed nerfed and he starts this video out with disappointment in his voice about nerfs??!!!??

  11. I think it's that little "u" shape of recoil right before the hand cannon resets its position… you can see it more obvious with that nation of beasts your using.

  12. I’m just amazed that anyone was really struggling with reckoning? Maybe it’s because I LFG that shit and the fact that a well lock + tether hunter turns any horde mode into target practice but it didn’t seem very difficult?

  13. If anything should be buffed its Bosses health. Its funny to think that in almost every strike I can just go and speedrun to the boss and kill the boss within nearly 2 seconds on my own before the team has even arrived to the boss encounter. E.g. Tree of Probabilities, Warden of Nothing – how you still have that voice talking saying the boss is going to **k u up, but its already dead before the sentence is finished. Yeah.. Bosses are wayy to weak. Buff that crap by litually 750% health or something.

  14. Recluse is probably getting indirectly nerfed by the headshot damage change. Since it does headshot damage to the body, it will get brought down the same as normal headshots, effectively “buffing other weapons”.

  15. I don't know… this just seems like another temporary adjustment, that's gonna fail in the long run.
    I love the weapon feel and the powers of Destiny, but the overall way damage is applied, needs a complete overhaul.
    I know there are a bunch of balance issues, but Borderlands 3 has a much more rewarding damage system, and Bungie would be smart to take a few pointers.
    After all, Destiny is a looter shooter, something that was pioneered by the borderlands series.
    Btw I know that Borderlands isn't the only game series that has improved damage to flesh with fire, electricity with shields, etc… but it is showing how to do combat right.

  16. PVE players go crazy over MT and recluse and I just don’t really see it. I get it they are good in pve and good in pvp have good damage output etc but there’s easily better options out there for PVE why do people act like these are the only guns they can use for PVE and act like everything else is trash compared to them.

  17. Hey Datto idk if this is a glitch or not, but yesterday I was running some IB and I was using jade rabbit (trying to unlock catalyst) and the orewings maul, I shot my Maul into a group of enemies, got 1 kill but dealt a ton of damage, switched to my Jade Rabbit and got a 218 damage one shot kill on another enemy trying to cap B. If it's not a glitch then Jade Rabbit can be pretty bad ass

  18. Is sounds like the lore of the game keeps saying Guardians are powerful, but Bungie says players shouldn't feel powerful?

  19. As much as the recluse is op I do not think clearing mobs that much faster makes it worthy of a nerf it is still situational in pvp and it struggles vs challenging enemies or bosses that require mechanics

  20. Why nerf mountaintop and recluse? Datto, I’m still working on getting them. These things are hard to farm for those of us that are high skilled, but have responsibilities. With the amount of work it takes to get these weapons, the owners deserve to keep them with OP status. This video, with its passive aggressive tone, was a bit hard to watch.

    I beat recluse and mountain top users all the time with Jotun and Bygones. Also, a good team can wipe out a less skilled team, even if the lesser skilled team has these weapons. Sure, it’s harder, but those people underwent that awful grind for it.

  21. I'm glad they're fixing that animation for the 140s and 150s
    I was deliberately slowing my firing speed so that I can let the reticle settle completely before I take my next shot, as watching it wiggle and fly around at max RPM was really aggravating to me.
    Honestly though, I wish the max RPM was a suggestion and not the baseline, cuz i feel like spamming a handcannon like that should at least decrease your accuracy somehow. Not bloom mind you, we already went through that hell, but like having the recoil get worse since you're not letting the gun settle in your hand, or something I dunno.
    I just wish pacing your shots was more rewarded.

  22. Jade Rabbit still has the same TTK as Polaris lance and I find that people often have 0 counter for it in PVP. It’s really not garbage. The perk is meant to add forgiveness, not lethality.

  23. since people who own forsaken get the year 2 annual pass for free… bungie better hope that the people who transfered their account BEFORE they got this, they better get the annual pass for free on steam… i fucking swear… i transfered my account to Steam before the annual pass thing, so im going to be VERY pissed if i don't get the free annual pass…

  24. Hand cannons perk up far too high in console at least. It'll still be on that upper position even when you shoot again, so it's really annoying

  25. The weapons that just got their damage buffed against minors are pretty much just getting that to somewhat counter the nerf to precision damage on minors. So Hand Cannons and Pulse Rifles aren't really getting buffed at all and are in fact getting nerfs due to the specific range nerfs they are getting (hand cannons don't scale as well with the range stat and pulse rifles suffer more fall-off damage.). That means other weapons are going to be better in PVE and in some cases, PVP as well.

  26. I used to think that jade rabbit was a very good scout rifle until I learned that i was just landing a lot of headshots which now makes me question my previous assumption

  27. If Recluse will get range nerf I don't to dmg buff on it. If one person is bored with it, then it is just one person, not entire community. I still love to hear the sound of Recluse much more, then some Jotun or whatever.

  28. wait so if they're reducing headshot damage to regular dudes and then buffing damage all around to compensate, that's pretty much making it less rewarding to headshot.. epic change -_-

  29. I've always liked scouts/ pulse rifles in D1 but after D2 being out for a while I still find myself going to autos and had cannons just because the scouts have been getting shafted and pulse rifles just don't feel that great I still like them but when you're in a 1v1 and some one with a HC clapps you at sniper range while you're using a pulse or scout there's something wrong imo.

  30. Dude what?! You on some great drugs? Headseeker on pulse rifles is exceptional!!! The problem is all you reviewer's play on pc with laser mouse aim. With a controller headseeker makes pulse rifles very forgiving and way more dynamic. Get back on a console along with pc and clarify your opinions so you're more informed.

  31. Correct me if im wrong, but wouldn't a "damage fall off INCREASE" make those weapons better? 🤔🤔😂 Not reduce their effective range? Cause to me it sounds like an increase to the range at which damage reduces resulting as a buff? Instead of a nerf. 👀

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  33. Boys im returning after a long break, i mostly just do pve what would be the best exotic to try out for shadowkeep? Does anything stand out like graviton lance or huckleberry? Thanks.

  34. Recluse (easy mode) needs a nerf along with Erentil…. a fusion rifle should not be able to map you…. and def shouldn’t have more range than a damn scout rifle…..

  35. Wow a lot of things in this video i myself didnt find to be true, handcannons were always garbage for me, scout rifles were always my favoured primaries and usually run a high cap high firerate sidearm secondary with thunderlord as my power weapon. I feel like sunshot for all the hype it gets is god awful when a rare tier handcannon out damages it. Then again I always struggled to min max in this game as i have not a clue how the weapon perks system works, even tho it says it does X I never feel it do that and weapons with less advertised dmg end up doing ridiculously more dmg than their "better" counterparts + u have to keep some caveats in mind, like how Ana's Niflheim Frost is supposed to be a high dmg 1 shot scout rifle still does less dmg technically than Nameless midnight just cos nameless midnight has explosive rounds so yea it does like say 700 dmg to a headshot and Nilfheim does 1000 but then Nameless also does another 400 from the explosive thats also AOE

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