PS4 Destiny

  • Autore discussione Autore discussione Kyatsu
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Grazie per la disponibilità, aggiungimi cosi nel caso ti avviso, l'id lo trovi sotto l'avatar
Va bene anche un messaggio sulla play, li leggo anche se non sono online

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Ultima modifica:
Ciao gente.

C'è qualcuno disponibile per trovarsi ogni tanto in orbita (PS4)?

Ho un titano lv40 con 296 di luce e ho ancora aperte le ultime missioni; soprattutto cerco gente per la coop, raid, oppure i cala la notte, dove non trovo mai nessuno, mentre non mi piace il pvp.

il mio id è: wmic-ps

 
Un pò di novità dall'update allora

-Navi e shader di variks non verranno eliminati ma si dovranno droppare, quindi se potete e siete collezionisti prendeteli ora che sono tutti disponibili arrivati al grado 3

-Cambiano l'emblema di osiride, quello base del 9.0 quindi se non avete fatto ancora il faro è l'ultima occasione per trovarlo (lo scarabeo pare che rimanga, ma non ne hanno parlato)

-Se avete le versioni Y1 delle leggendarie che vengono aggiornate non potete infonderle quindi dovete ridropparle per usarle con la luce aumentata. C'è anche la lista delle armi

The Devil You Know

Shadow Price

LDR 5001

Badger CCL

The Comedian

THE SWARM

Y-09 Longbow Synthesis

Grim Citizen III

Two to the Morgue

Zombie Apocalypse WF47

The Saterienne Rapier

- ogni settimana si potranno droppare 3 sterling treasures (le scatole che contengono chroma e armature). Uno dal postino, uno facendo la prigione 41, l'altro giocando il crogiolo settimanale

-immagini dei set nuovi

Chroma_Armor.png


DeadOrbit_Armor.png


NewMonarchy_Armor.png


FWC_Armor.png


Taken_Armor.png
 
Ultima modifica da un moderatore:
pro gamer della domenica solo con le pesanti

metà delle kill so di mitraglioni

ah beh

skillatissimo

 
riassuntino tattico di reddit

Quick summary for the folks at work or school:

Crucible

Reviving in PvP change: you have to get in closer to the ghost to get the revive and it takes a bit longer, even with a faster revive perk. You cannot sprint-revive anymore. Overshield is also a bit less powerful.

They added +2 seconds on the revive timer in ToO. If you die again it will take longer (7 sec. each time?)

Special ammo: you spawn with Special Ammo again (like it used to be). Special ammo comes three minutes in the match and 2 minutes after that. So less special ammo per match.

Heavy ammo economy: only comes once a match (at the 5 min mark with the exception of Mayhem)

Crucible rewards: increased legendary drops

Playing Shaxx Weekly Bounties can give you rewards up to LL 335 (and a Sterling Treasure Box). Correction: "They said the Sterling Treasure is from playing one game in the weekly featured Crucible list (e.g. Zone Control). And it sounds like the Shaxx quest line they were talking about was his weekly nightfall-tier bounties, not something new." /u/MisterKong

Shaxx has his own quest line after the update

LL 335: ToO (Lighthouse packages can drop up to 335)

ToO Bounty "His Eye Upon You" can be done daily

ToO bounties drop rewards up to LL 330

IB: 320 rewards at Rank 3 and 5 (something drops at 335 but I didn't catch how/what)

IB: Bounty of 2500 points changed to 1500 points and one match win completion (/u/Meerkate)

The weekly PvP activity (I.e. zone control) provides a sterling treasure box (/u/Veinslay)

True meaning of war bounty (crucible equivalent of nightfall) drops up to 335 light (or 17 sc) (/u/Veinslay)

Additional details of the changes in PvP and weapons will be online tomorrow on the Bungie website

Weapons

Auto-Rifles: High RoF reduced base damage. Low RoF higher base damage

Pulse Rifles: Low RoF: base damage increased a bit

Handcannons: increased ammo (significant more)

Fusion Rifles: increased stability for all fusion rifles

Sniper Rifles: zoom distance on scopes pushed out a bit, range increased, slightly slower zoom animation. Snapshot perk now 20% instead of 30% (changes done to make short/medium range attacks harder)

MIDA: removed high caliber rounds ("Sucks a little bit less to be shot with")

SUROS: Base damage increase. Spinning Up perk starts a bit later (4 bullets later?). Focus Fire has increased (significant) range. You can max out range for the Suros now.

Hawkmoon: increased range

TLW: base damage decreased in The Last Word perk. Still a 3-shot kill and you still get the aim assist and stability, just less damage.

Thorn: Still a Year 1 weapon. Minimized DoT, reduced duration of the DoT (6>4), less intense effects when shot by the Thorn.

Ice Breaker: Still a Year 1 weapon. Addressed issue where players could get special ammo from switching this weapon after dying. Handling came down, zoom distance a bit changed.

Sidearms: you cannot swap weapons after dying to get special ammo anymore

Heavy Ammo for Machine Guns and Rocket Launchers reduced in PvP.

Increased heavy ammo packs drops in PvE

Dreg's Promise: Projectiles track on ADS lock

Telesto: Fixed issue where projectiles did not recognize shooting at allies. Projectiles can attach to a friend and will explode (not doing damage to a friend but will damage enemies nearby).

1000 Yard Stare: Most equipped Special weapon in Destiny. Removed some bullets from inventory and has a stronger scope.

Machine gun Kings Falls (Qullim's Terminus): reduced inventory (less bullets)

Rest of King's Fall weapons: increased reload speed and Auto Rifle has better stability

Thorn poison wears off faster (rarely kill someone with DoT)

Fusion Rifles are a lot more accurate and easier to predict where the burst will land

Snipers: Harder to use a sniper on close range attacks than before

Her Memory (new Queen's AR): Low RoF - shoots pretty slow but hits hard ("Baby Suros")

Doctrine of Passing: slightly less damage (as said before). Still deadly in effective range.

Dreg's promise: ADS will lock projectiles to an enemy (has no audio like Truth)

Weapons like Thorn and Last Word now have UNIQUE kill icons instead of general "hand cannon" icon (u/matuzz)

High Impact (Messenger, Spare Change) do 34 damage to the head (u/Xperr7)

Warlocks

Sunsinger: lowered shield that sunsingers have after melee. Fireborn shortens duration of Radiance and you can throw more grenades if you have other upgrades than Fireborn

Stormcaller: Landfall can't blow up Titan's bubble and won't blind everyone anymore. Super lasts shorter. Spamming the Arc attack during super will make you lose your Super faster.

Voidwalker: Nova bomb untouched. Increased energy from abilities (?). Cooldown improved, didn't catch how exactly. Energy Drain is now effective, Energy drain already natively improves Grenade cooldown, now it's further improved by default. (/u/TR_Olington)

Firebolt grenades: not changed

Flame shield: "..removed a bit of its power"
 
schermaglia e rissa saranno molto piu godibili con solo uno spawn di pesanti

tlw aculeo sembrano nerfati vedremo all'atto pratico cosa succederà

fusione forse tornano utilizzabili

cecchini piu difficili da usare in close per il zoom maggiore e meno ads, ci sta

forse il falco torna utilizzabile

godo per lo sguardo "nerfato", ma non perchè fosse particolarmente op, ma perchè lo usano tutti, ma ci sarà solo l'effetto thorn ovvero che per un pò se ne vedranno di meno in giro quando in realtà rimane cmq buono //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

senza senso le modifiche allo stregone radianza, il problema erano le granate che in 3v3 con tre stregoni sono devastanti, non le hanno toccate

il melee rimane cmq forte considerando poi che c'è sempre l'ariete di mezzo con gli stregoni

sull'arco bene per la durata minore (approdo non era un problema cosi grosso, vabbè l'hanno fixato), il problema è il range del melee che è terrificante, e lo so bene visto che lo sfrutto a mio vantaggio, ma è una lezzata ed è rimasta invariata

giusto cambiare le rianimazioni erano troppo veloci e uccidere un nemico a tratti era uno svantaggio //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

ps. fanculo alla gente che usa il dottrina e l'ha reso una delle armi piu popolari e quindi piu nerfabili, mi hanno nerfato di riflesso il necro per colpa vostra //content.invisioncic.com/a283374/emoticons/rana.png

 
Va bene anche un messaggio sulla play, li leggo anche se non sono online
Richiesta inviata //content.invisioncic.com/a283374/emoticons/winks.gif
Ci sono anch'io!

Voglio farlo voglio farlo! Sono 308 con il touch of malice, sono decente dai //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Io ci sarei meglio sabato pomeriggio.

Ma se ci siamo tutti assolutamente si, mi libero //content.invisioncic.com/a283374/emoticons/smile.png

Mille grazie intanto, davvero //content.invisioncic.com/a283374/emoticons/Gab3.gif

 
Ultima modifica da un moderatore:
BASE WEAPON CHANGES
AUTO RIFLES High Rate-of-Fire (RoF) bullet hoses have been leading the pack in terms of competitive viability. Low RoF auto rifles are slightly behind their faster firing brethren. We’re tipping the scales ever so slightly on these weapons to try and create more options. Goals:

Auto Rifle is optimal at close to medium range

Legendary low RoF Auto Rifles are a viable competitive choice

High Rate of Fire auto rifles are viable but not best in class

Changes:

Low RoF (Suros Regime, An Answering Chord, Anguish of Drystan): 2.3% increase in base damage

High RoF (Doctrine of Passage, Arminius-D): 2.5% reduction in base damage

Improvement to hip fire final accuracy

PULSE RIFLES As with the auto rifles, the lowest RoF pulse rifles aren’t quite as effective as the faster firing models. The damage increase here doesn’t reduce bursts to kill against high Armor players in PVP, but it will provide more damage per burst which will help when team shooting and getting clean up kills. Goals:

Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range

Legendary low RoF pulse rifles are a viable competitive choice

Changes:

Low RoF (The Messenger, Spare Change, Lyudmila-D): 3% increase from previous base damage

HAND CANNONS Hand Cannons were running lean on ammo inventory during PVP streaks and lengthy PVE encounters. We are increasing their ammo inventory amounts by a bit to not leave you scrounging for white bricks too often, but not so much that you don’t need to worry about making shots count. Goals:

Hand Cannons are optimal at close to medium range

Rewards agility under fire, precision targeting, and snap shots

Hand Cannons have enough ammo to last longer streaks in all activities

Changes:

Increase ammo inventory for all Hand Cannons

FUSION RIFLES The changes made in the last patch were somewhat more in depth than a blanket stability reduction: changing the ADS/Hip bolt spread paradigm as well as charge rate/damage tradeoffs. Rather than continue to play with nuance, this time we’re just going to do a blanket stability improvement.

Goals:

Fusion Rifles are optimal at mid-range, where targets are easier to track but they’re not close enough to attack while charging up

Require combat foresight and the ability to predict a target’s movement to use successfully

Low Stability does not make Fusion Rifles overly difficult to use.

Changes:

Fusion rifles are more stable across the board. The maximum stability for a fusion rifle has not changed much, but the baseline minimum stability is much stronger (40% recoil reduction), and we linearly ramp up from there.

Fixed bug where some outlying fusion rifle scopes had unintended increased zoom that was removed in Year Two.

SNIPER RIFLES The intent for Sniper Rifles has always been lethality at a distance using a measured approach. There are a few scopes and models of Sniper Rifles that are pushing the limits of “distance” and allowing for pretty effective twitch combat shooting at what many would consider medium range. These changes aren’t intended to remove that style of combat, but they are intended to put the player at slightly longer ranges for that style to be as effective as it is currently. Goals:

Sniper Rifles are optimal at long range, and difficult to use for medium to short range combat

Sniper Rifles reward thumb skill with high damage against precision targets

Changes:

Increase base zoom distance on the lowest range sniper scopes. Medium to long range scopes are untouched

Increase base zoom distance on Sniper Rifles that did not have Optics enhancing scope nodes: Hereafter, Black Spindle, Patience & Time, Stillpiercer

Add 2 frames of zoom time to base Sniper handling

Reduce Snapshot perk to 20% benefit to base zoom time (down from 30%)

Reduce Stability across all Sniper Rifle stats so that reacquiring a target after firing requires more care

Addressed a bug where Zen Moment was not providing perk benefit to Sniper Rifles

Zen Moment removed from uncommon and rare sniper grids

Legendary Hakke Sniper Rifles trade Zen Moment for Performance Bonus

Legendary Omolon Sniper Rifles trade Zen Moment for Battle Runner

AMMO ECONOMY

We’ve heard pretty consistent feedback about the prevalence of special and heavy ammo in The Crucible. Data shows an uptick in Special weapon time equipped starting around December.

Image Link

A while ago, the PVP design team made some changes to ammo spawns in 3v3 gametypes, and they’ll have some more changes to PVP ammo in 2.2.0. In addition to game mode ammo rules, we want to put some limits on how much ammo players get and horde during a PVP match.

Goals:

Special and Heavy ammo is a valued commodity over the course of a Crucible match

Players should be mindful of ammo conservation

The choice to use a Special weapon should be based on recognizing a strategic opportunity

Using Ice Breaker or Sidearms to “charge up” your ammo reserves for other weapons is not intended

Changes:

Swapping special weapons in PVP now completely removes special ammo until more is found on the map

Reduce the total Ammo Inventory for all Sniper Rifles by roughly 5-7 rounds (exact amount depends on a given weapon’s Magazine and Inventory stats)

Reduce the total Ammo Inventory for all Shotguns by roughly 5-7 rounds (exact amount depends on a given weapon’s Magazine and Inventory stats)

Increase Special Ammo drop rate in all PVE activities to offset the reduced Inventory for Shotguns and Sniper Rifles

Reduce the fraction of ammo granted by purple bricks in PVP. This change affects all Machineguns and only a handful of Rocket Launchers (Truth is one of the affected Rocket Launchers).

Reduced bonus Ammo Inventory granted by Machinegun Ammo Armor Perk by 33%

PLAYER RESURRECTION

Ally resurrection is a huge strategic factor in high intensity PVP and PVE. In the safety of cover or during a lull in combat it is an obvious helping hand to extend to your dead buddy. However, when an ally meets their end smack in the middle of a frantic firefight it should be with great peril that one risks their safety to bring them back. There are a number of elements in place that help players assess the risk/reward of sticking their neck out to revive a friend: time to resurrect, interactive prompt distance to Ghost, and resurrection overshield. Right now these elements can be used in a variety of ways (and in combination with exotic armor) to greatly reduce the risk of bringing back a downed Fireteam member in the heat of combat. The downstream result of that starts to trend towards a trivialized death penalty and recklessness during the activities that have been built to require precision gameplay. Goals:

Resurrecting a player in the heat of combat should require the reviving player to put themselves at risk

Revive sniping in PVP should not be limited to a handful of Sniper Rifles

Changes:

Reduce interactive radius of resurrection prompt by .5 meters

Increase base time to resurrect by .25 seconds

Re-prioritize Overshield so that it takes precision damage modifiers (previously it did not) which allows more Sniper archetypes to get res-kills

Only a few PvE combatants deal precision damage so aside from a few exceptions this only affects the PVP mechanic

Adjust resurrection invincibility frames so that the moment a player can move and take damage are more consistent in most networking conditions

Reduce resurrection time bonus on exotic armor (Crest of Alpha Lupi, Light Beyond Nemesis) to 30% (down from 40%)

WEAPON PERKS

Eye of the Storm

Perk now improves error angle in addition to projectile accuracy so players can see the hip reticle contract as the perk activates

Icarus

Airborne inaccuracy reduced by an additional +9% (was 66% reduction, now 75% reduction)

Aggressive Ballistics Aggressive Ballistics is a barrel perk that adds the highest damage increase to the weapon when selected, and can also roll on a handful of exotic and legendary primary weapons. This perk in particular has made balancing a few archetypes very tricky – bringing up the base damage to a certain threshold will make these weapons with Aggressive Ballistics abnormally lethal for that archetype. This change affects Aggressive Ballistics on all weapons.

Changes:

Damage increase now asks for a -20 stability trade off (from -10)

EXOTIC & LEGENDARY WEAPON TUNING

MIDA Multi Tool Holy ****!!

Image Link

Ignoring popularity, we think MIDA is fairly balanced in the global scale of weapons but I’m sure many non-MIDA users are starting to get tired of seeing that name come up in their death screen. Considering the popularity of the weapon we wanted to preserve how it feels to use but thought it was best to make it a little less horrible to be on the receiving end.

Changes

Remove high caliber rounds from the intrinsic behavior

SUROS Regime Since we added the Spinning Up perk to this weapon, it has become the dominant playstyle for Suros users. The base damage increase of this archetype made Spinning Up pretty deadly, so we pushed out the perk activation by 4 shots. We are hoping to make the Focus Fire option a little more enticing by adding a base Range increase on the node. When selecting Focus Fire along with other Range enhancements on the grid players can now push the weapon to a max Range stat.

Changes

Selecting Focus Fire grants +45 Range stat

Spinning Up now activates (4 shots) later in the magazine Hawkmoon Although Hawkmoon still has the highest damage to magazine ratio for Hand Cannons, the last round of changes left the weapon feeling inaccurate. It is getting a Range increase to help effective range and accuracy.

Changes

Increase base Range stat by 10

The Last Word In 2.0 we reduced the effective range of The Last Word, but the hip fire accuracy and damage increase provided by The Last Word perk are still pretty strong when working together on this weapon. For the players who have mastered hip fire precision shooting, this weapon can cause 2 hit precision kills which is a very fast kill time on a full auto weapon. To keep the time to kill in line with other exotic primaries, we are removing the damage increase granted from hip fire. The Last Word perk still grants generous Stability and Accuracy when firing from hip.

Changes

No damage bonus is applied from The Last Word perk

Thorn Thorn is back and better than ever! (Just kidding!) This pass on Thorn maintains the power fantasy of using the weapon in all activities, but makes it significantly less difficult to fight against in PvP.

Changes

Reduce Damage Over Time (DoT) tick damage to the absolute minimum in PvP (1 HP base damage)

Reduce DoT duration in PvP to 4 ticks (down from 6)

Reduce intensity of poison screen effects for the victim to preserve combat effectiveness while poisoned

Ice Breaker Like Thorn, even though this weapon is “on the bench” in terms of current power level, many people are using it to great advantage to work around ammo restrictions. This is predominantly occurring in high-skill PvP matches, so these changes are targeted at that skill level: aggressive snipers using Ice Breaker for medium range quick sniping will be more affected. For casual players, these changes are targeted at reinforcing Ice Breaker's intended role as a slow paced, long distance combat tool.

Changes

Increase scope zoom Optics to 6x

Reduce base Handling stat to the lowest value for Sniper Rifles

Reduce base Target Acquisition by 25%

“Death swapping” in PVP no longer allows ammo to persist between swapped weapons

Dreg’s Promise When it was released in House of Wolves it was one of two total Sidearms in the game. In the current range of Sidearm options, Dreg’s Promise is rarely used so we wanted to give it some attention.

Changes

Projectiles track more aggressively: On fire, targeting locks onto the enemy in your reticle. Damage reduced (40%) and rate of fire reduced to compensate

Damage falloff reduced to match Sidearm archetype range

Lord of Wolves

Changes

Reduce ammo inventory to reflect base Shotgun inventory reduction

Queenbreaker’s Bow

Changes

Reduce ammo inventory to reflect base Sniper inventory reduction

Telesto

Changes

Fixed bug that caused Telesto projectiles to despawn when impacting friendly players and Wards of Dawn. Telesto rounds now attach and detonate on friendly targets but do not cause friendly fire.

The Chaperone

Changes

Fixed a bug that was clamping precision damage on shotguns

1000 Yard Stare This weapon has one of the highest adoption rates for any gun we’ve ever released. I think there are a number of factors that contribute to this, but the end result is a pretty remarkable spike in weapon usage.

Image Link

This is an interesting situation. We don’t like punishing a relatively-balanced weapon just because it is popular, but we also want players to feel like they have options. For now, the safest way to reduce this spike is to preserve the feeling of the weapon, preserve the talent grid rolls that many players are no doubt happy with, and just pull a few rounds out of the Inventory.

Changes

Reduce base Ammo Inventory stat

Quillims Terminus The Raid Machinegun is one of the most lethal and ammo-rich heavies in the game. As such, it has become the default choice for most people who have it. Data!

Image Link

Not to keep banging the same drum, but it is important to us that players feel like they have options and that there isn’t a single ultimate weapon per archetype.

Changes

Reduce base Stability stat by 9

Reduce base Inventory stat by 15

King’s Fall Weapon Set

Anguish of Drystan

Increase Stability stat by 12%

All King’s Fall primaries

Increased reload speed
tutte le novità

 
mah pare un'arma pve

e in pve io uso il fuso...

tutto da vedere quanto fa di danno

 
mah pare un'arma pve e in pve io uso il fuso...

tutto da vedere quanto fa di danno
potenzialmente è una merd.a; però esteticamente è stupendo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Che ne pensate dei bilanciamenti della nuova patch?
mi sembrano buoni cambiamenti

riamazioni e pesanti andavano sistemate

un buff agli auto e impulsi a cadenza bassa era dovuto visto che attualmente sono inferiori a tutto.

l'esperimento del partire senza verdi è fallito visto che si è trovato un modo per aggirarlo facilmente, quindi giusto tornare indietro e trovare un compromesso

usare i cecchini richiederà un pò piu skill e mi va bene pure questo (tral'altro son sicuro che ci sarà l'effetto "pompa", ovvero la gente leggendo del nerf cambierà arma a prescindere //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif)

hanno nerfato le tre armi piu popolari ma probabilmente solo sulla carta perchè chi è bravo continuerà ad usarle tranquillamente come prima

per il resto per me nel gioco rimangono tre problemi ancora grossi

le granate incendiarie della radianza, che sono ancora troppo potenti e bungie non ha fatto nulla per sistemarle l'hanno pure ammesso //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

la spallata che per me non deve shottare o deve durare molto meno

e la registrazione dei melee che va ancora a caso (e di conseguenza anche la lama del cacciatore)

su questo punto e sul glitch del sidestep (roba stra abusata dai giocatoripiu forti) è stata abbastanza deludente bungie visto che non le ha proprio citate e sono problematiche che accadono tutti i giorni.

io mi aspettavo anche un paio di mappe pvp nuove e sopratutto che doppietta diventasse permanente visto che è dall'evento di febbraio che non esce e prima di quello si vedeva si e no una volta al mese.

in generale rispetto a patch passate non è roba che stravolgerà il crogiolo, credo che dottrina tlw aculeo pdx e compagnia saranno ancora le armi dominanti, con l'ingresso di suros e qualche impulsi come ludmilla messaggero morte rossa.

sui cecchini invece ci sarà molta piu varietà considerato che ora il res snipe si potrà fare anche con altri con meno impatto, e ci sono anche i 2 vecchi y1 che tornano in giro

 
Ultima modifica da un moderatore:
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