Ahead of the big 30th Anniversary update next month, Bungie, in their latest weekly blog, detailed some of the finer Destiny 2 ability changes coming to the game. Most of these changes are targeted towards PvP, as the side of the game have been descibed by both players and Bungie being slightly more ability-based rather than gun-based. Head down below for a rundown of these changes and see if you’re subclass just got a boost or a nerf.
Destiny 2 Ability Changes:
- Increased base cooldown from 82 seconds to 182 seconds.
- Increased attached detonation damage from 150 to 250 (one-shot kill in PvP).
- Increased damage vs PvE combatants by 15% (on top of base damage increase).
- Removed projectile tracking.
- Added a small amount of aim assist.
- Increased throw speed by 117%.
- Now sticks to all surfaces.
- Reduced base cooldown from 82 seconds to 64 seconds.
- Reduced damage per bolt from 90 to 65.
- Increased damage vs. PvE combatants by 15%.
On the Character screen, you’ll see the actual cooldown time of your abilities as they’re affected by your equipped ability and armor stats.
- The “Base Cooldown” time is actually the cooldown time at tier 3 of the relevant armor stat (Strength, Discipline, etc.) This is because the system technically penalizes you for tanking your stats below tier 3, in which case your cooldown would be longer than the base. We are looking into updating this to be more intuitive in a future release.
- Cooldown times for class abilities are not currently displayed due to a technical issue. We plan to fix this in a future release.
One of our design goals this year was to reduce the amount of ability spam in the Crucible and put the focus back on gunplay. To this end, we’ve made ability cooldown times longer on average than they were before. We don’t want the PvE experience to suffer for the sake of PvP balance though, so we’ve tried to compensate where possible. For example, we’ve increased all grenade damage vs. PvE combatants by 15% or more. This should make grenades feel like bigger power moments than they do in today’s game. Melee ability cooldowns haven’t been increased quite as much as grenade cooldowns, and some of the less-aggressive melee attacks have lower cooldowns than before. Class ability cooldowns have also generally increased, but the changes vary depending on which ability is equipped.
In high-stakes game modes like Trials of Osiris or Survival where each life is precious, passive play becomes more common as players sit back and wait for their Supers to close out a tied game. In general, we want the most efficient way to gain Super energy to be actively engaging in combat. That doesn’t mean you need to win every fight, but we want you to try.
Here are a few key goals for this new system:
- In PvE, Super uptime should be relatively unchanged from the live game, if not slightly higher.
- Everybody should get at least one Super in a 6v6 match that goes to the score or time limit as long as they engage in regular combat.
- Supers should be less frequent in 3v3 modes than in the live game, where two Supers per match is a fairly regular occurrence.
- Primary weapon play should have a noticeable benefit in Super energy regeneration.
- Different Supers should come online at different times in a given match, and your Super of choice should have an impact on how quickly it regenerates.
To that end, we’ve separated Supers into cooldown tiers that affect both the passive regeneration rate as well as the damage-based regeneration rate. This tiering was primarily influenced by each Super’s kill potential, where most one-off Supers are unlikely to wipe a team or a room of combatants, but a long-lasting roaming Super can and should have a tradeoff as a result.
- Tier 5 (Fastest Regeneration)
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- Well of Radiance
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- Tier 4
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- Blade Barrage
- Silence and Squall
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- Tier 3
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- Shadowshot
- Burning Maul
- Arc Staff
- Nova Bomb
- Thundercrash
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- Tier 2
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- Golden Gun
- Chaos Reach
- Nova Warp
- Stormtrance
- Daybreak
- Sentinel Shield
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- Tier 1 (Slowest Regeneration)
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- Spectral Blades
- Fist of Havoc
- Hammer of Sol
- Glacial Quake
- Winter’s Wrath
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- Whisper of Shards (Stasis Fragment)
- Arc Web (Stormcaller Warlock)
- Rising Storm (Stormcaller Warlock)
- Ionic Traces (Stormcaller Warlock)
- Electrostatic Surge (Stormcaller Warlock)
- Aftershocks (Striker Titan)
- Inertia Override (Striker Titan)
- Benevolent Dawn (Dawnblade Warlock)
- Practice Makes Perfect (Gunslinger Hunter)
- Dark Matter (Voidwalker Warlock)
- Everlasting Fire (Dawnblade Warlock)
- Trample (Striker Titan)
- Frost-EE5 – No longer stacks multiplicatively in PvP with other regeneration buffs, is now an additive scalar.
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- No change in PvE.
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- Heart of Inmost Light – Ability energy regeneration scalars reduced by 50% in PvP.
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- Reworked so activating multiple abilities will now reliably result in multiple Empowered stacks. The stacking behavior was previously a bug, but this seemed like a good opportunity to promote it to a feature.
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- Contraverse Hold – Duration of the grenade regeneration buff is no longer random between 1 and 4 seconds and is now a fixed duration of 1.75 seconds. Reduced grenade energy regeneration scalar by 50% in PvP.
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- The previous average duration due to weighting was 1.71 seconds, with a 1 second duration being most common, so this should improve the Exotic’s consistency across the game with a lower return in PvP.
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- Doomfang Pauldrons – Reduced Super energy gain on activation when an opposing player is killed by a Void melee by 50%.
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- No change in PvE.
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- Shinobu’s Vow – Reduced grenade energy gain on hits vs players by 66%.
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- No change in PvE.
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- Crown of Tempests – Grenade, melee, and Super energy regeneration scalar buff duration reduced from 7s to 4s in PvP.
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- No change in PvE.
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- The Stag – Reduced class ability energy refund on shield break by 50% in PvP.
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- No change in PvE.
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- Melee Kickstart
- Grenade Kickstart
- Utility Kickstart
- Perpetuation
- Bolstering Detonation
- Focusing Strike
- Bomber
- Outreach
- Dynamo
- Distribution
- Momentum Transfer
- Impact Induction
- While forming, Stasis crystals now slow nearby players instead of freezing them.
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- They still freeze PvE combatants while forming.
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- Increased slow/freeze radius while forming from 1.75m to 2.6m.
- Reduced crystal detonation damage vs players by ~55%.
- Increased crystal detonation damage vs. PvE combatants by ~60%.
- Increased crystal detonation radius from 6m to 8m.
Hunter
Hunter Dodge
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- No longer breaks projectile tracking.
- Marksman’s Dodge
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- Tier 10 Mobility cooldown increased from 11s to 14s.
- Base cooldown unchanged at 29s.
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- Gambler’s Dodge
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- Tier 10 Mobility cooldown increased from 11s to 18s.
- Base cooldown duration from 29s to 38s.
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Shatterdive
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- Much less lethal vs players due to Stasis crystal changes.
- Much more lethal vs combatants due to Stasis crystal changes.
- Increased shatter damage vs frozen PvE combatants by 100%.
Grim Harvest Aspect
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- Increased fragment slots from 2 to 3
Combination Blow
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- Reduced base cooldown duration from 96s to 15s.
Vanish in Smoke melee
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- Reduced base cooldown from 96s to 75s.
Titan
All Shoulder Charges
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- No longer one-shot players.
- Sprint activation time reduced from 1.5s to 1.25s.
- Increased range from 5.5m to 6.8m.
- Targeting-cone width increased by ~10%.
- Increased damage vs PvE combatants by 25%.
Seismic Strike (Arc Shoulder Charge)
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- Reduced AoE damage from 90 to 40.
- Now blinds enemies in the area on hit.
- Increased base cooldown from 82s to 90s.
Shield Bash (Void Shoulder Charge)
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- Reduced AoE damage from 90 to 40.
- Increased base cooldown from 82s to 90s.
Hammer Strike (Solar Shoulder Charge)
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- Reduced direct impact damage from 170 to 120.
- Increased base cooldown from 82s to 90s.
Towering Barricade
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- Increased base cooldown duration from 37s to 40s.
Rally Barricade
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- Reduced base cooldown duration from 37s to 32s.
Diamond Lance
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- Increased fragment slots from 1 to 3.
- Now spawns a Diamond Lance upon:
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- Killing a PvE combatant with a Stasis weapon.
- Killing three players with Stasis weapons in a single life.
- Killing an enemy with a Stasis ability.
- Shattering an enemy.
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Shiver Strike
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- Increased Shiver Strike damage while in Glacial Quake by 50%.
Whisper of Chains
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- Increased damage resistance vs PvE combatants from 25% to 40%.
Knockout
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- Melee lunge range and melee damage bonus now deactivate after a melee kill.
Trample
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- Super-energy gain from Fist of Havoc light attack now decays to minimum amount over 3 PvP kills (down from 7).
Frontal Assault melee
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- Increased base cooldown from 82s to 106s.
Fist of Havoc
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- Heavy-slam radius reduced from 8m to 6m (bottom-tree only).
Warlock
Uncharged Melee
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- Reduced melee range from 5.5m to 4.5m (now matches Hunter and Titan).
- Reduced suppression time after melee (can now melee back-to-back at the same speed as Hunter and Titan).
Handheld Supernova
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- Reduced damage vs players.
- Now deals 150 damage max.
- Increased damage vs Champions and Bosses by 30%.
- Increased projectile range from 12m to 14m.
- Now pushes targets away from the Warlock on detonation.
Nova Warp
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- Increased damage vs Champions and Bosses by 30%.
Winter’s Wrath
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- Reduced shatter-pulse damage vs enemy Supers.
- Must now generally freeze and shatter all Supers twice to eliminate.
Penumbral Blast
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- Increased proximity-detonation radius vs PvE combatants by 100%.
Bleak Watcher
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- While Bleak Watcher is equipped, all Stasis grenades charge at Glacier Grenade rate.
What do you think? Are these ability changes overall good for PvP in Destiny 2? Let us know in the comments below!
Source: Bungie