Destiny 2 Upcoming Patch 3.2.1 Preview of Changes; Mid-Season Sandbox Update Detailed

Destiny 2 Update 2.34

Guardians, a new event is headed your way next week in Destiny 2 with the Solstic of Heroes! With the new event, Bungie will be rolling out the Destiny 2 upcoming patch 3.2.1! This client-side patch will be deployed on Tuesday, July 6, and will bring a host of gameplay changes, weapon balancing, and of course, the new event!

Before the patch is out however, Bungie has given us a preview of the patch and what will be in it! Note that these aren’t the final patch notes, but what’s listed below is some of the confirmed fixes included in the upcoming title update this July 6.

Destiny 2 Upcoming Patch 3.2.1 Preview:

Scheduled roll out: 10 AM PST/1 PM EST/1 AM HKT

 Here’s a quick list of some high-priority changes to expect next Tuesday when the patch hits your hard drive.
Expunge 
  • Styx
      • Fixed an issue where the Codestrider platform over the boss would fail to have collision in certain circumstances.
  • Tartarus
      • Fixed an issue where a Codestrider platform would fail to have collision in certain circumstances.
      • Fixed an issue where defeating the boss before the second immunity phase would block mission completion.
Strikes 
  • The Inverted Spire
      • Fixed an issue where players who died in the drill area could have their Ghosts appear far back in the strike. The Ghosts now appear at set safe locations in the drill area.
Momentum Control 
  • Decreased Trace Rifle damage in Momentum Control
      • Dev Note: While we know Trace Rifles are too hot, we are also aware that some players are greatly enjoying “laser tag” in Momentum right now. With that in mind, we’re starting out with a small change to see how that feels before taking another pass.
Gameplay 
  • Fixed an issue in which Slow duration from Withering Blade did not increase with Whisper of Durance Fragment equipped.
  • Fixed an issue in which Stormcaller Warlocks were unable to use Ionic Blink while slowed by Stasis.
  • Fixed an issue in which Diamond Lance could be generated by throwing a Glacier Grenade into a pile of Telesto projectiles.
  • Fixed a few bugs in which abilities were not properly costing Sentinel Shield energy when guarding (Celestial Fire, Withering Blade, Shiver Strike, Glacial Quake, Silence & Squall).

Issues Resolved With Update 3.2.1

    • Resolved the issue causing players on PlayStation consoles to receive persistent BEAGLE errors.
    • Assassin’s Cowl no longer clips through a majority of Hunter cloaks.
    • Gunsmith weapons will no longer be missing masterwork slots.
    • Armor with glows will properly display their glow when transmogged over another armor set that also has glows.

In addition to the changes listed above, Bungie has announced that a big mid-season sandbox update that was originally intended for Season 15 is going to be included in next week’s update! Some of the things being changed for PvP are shotguns, 120 RPM Aggressive Hand Cannons and Dead Man’s Tale, and more. Head on below to see what Weappns Feature Lead Chris Proctor has to say regarding the weapon role changes.

INTENDED SPECIAL WEAPON ROLES IN PVP 

Most Special weapons should have one situation where they’re a dominant choice – if caught outside of this you should be at a disadvantage.
Moving towards these roles is a work in progress, some weapons are not where we want them to be, and we’ve made some changes in Season of the Splicer that we expect to need more adjustments later on.
Note that Special ammo abundance in PvP distorts these roles, allowing play that wouldn’t be possible otherwise, and is something we’re looking to address.
Here are the roles we intend each Special weapon to fill:
    • Sniper Rifles – Engaging at long range, with aiming skill, when not already under fire.
    • Shotguns – Engaging at point blank range, using skill at movement or positioning to get close enough to get a one- or two-hit elimination.
    • Fusion Rifles – Engaging at mid-range, but with careful positioning and pre-charging around cover required for success.
    • Trace Rifles – Strong at close to mid-ranges, at the cost of not being a one-hit elimination, making it possible to be outplayed by skillful Primary users.
    • Grenade Launchers – Useful for weakening an opponent, getting damage around corners with bounces, or getting a one-hit elimination with a direct impact, at the cost of projectile travel time and being in a bad place if you miss your shot with the single-round magazine.
Shotguns are very dominant in PvP by any measure, and don’t allow much counterplay with Primary weapons, particularly close-range Primaries like Sidearms and SMGs. We see frequent player feedback about their prevalence in PvP activities and how they make it difficult to use various weapon archetypes that otherwise feel good against players without Shotguns. We want them to excel in a narrower niche then they do currently, so this change aims to retain the reliable one-hit elimination, but at closer range, and push them to be slightly rangier than currently at getting two-hit eliminations. As with our intent for all Special weapons, if a player is caught out of position with a Shotgun, they should be at a clear disadvantage.
With the ability to quickly follow up rising in importance, we expect faster-firing Shotguns to eat into Aggressive Shotguns dominance, and other Special weapons to be more viable.
    • Increased Aggressive Frame Shotgun cone angle from 4.0 to 4.25 degrees.
    • Reduced Shotgun damage falloff min by 2m.
    • Increased Shotgun damage falloff max by 2m.
    • Note: Slug Shotguns are unaffected by this change.
Aggressive (120 RPM) Hand Cannons were adjusted in Season of the Splicer, but this didn’t make enough of a difference. We believe that they’re still too rangy, and benefit way too much from a small damage buff (two-tapping). It’s tricky because they’re now not much different from their pre-Beyond Light form (they already had better range and a two-tap with Rampage), but people have latched onto their ease of two and two-tapping potential since the buff in Beyond Light and new 120s in Season of the Chosen encouraged people to try them out. With this change, we expect other Primaries to become viable where previously 120s ate their lunch, including Adaptive Hand Cannons, Pulse Rifles, Scout Rifles, and Auto Rifles, while allowing 120s to keep the advantage of hard-hitting peek shooting at range.
  • Reduced precision damage multiplier from 1.8 to 1.6, preventing a 10% damage bonus from allowing two-tapping in PvP.
  • Reduced aim assist minimum falloff distance by 1-2m depending on the Range stat.
  • Reduced damage minimum falloff distance by 1m (this reduces their damage falloff advantage over other Hand Cannons to 1m (as usual, this is 1m before the zoom scalar).

WE ALSO HAVE A FEW CHANGES TO PERKS…

    • Drop Mag
        • Can no longer roll on new drops of weapons, will have functionality changed later.
        • There’s a change coming next Season that requires adjusting this, and some perks with similar functionality – more on that later…
    • Pulse Monitor
        • Fixed an issue where the Handling bonus was no longer applying.
    • Rewind Rounds
        • Fixed an issue where the perk would not trigger if the last shot in a magazine missed, or if the player reloaded another weapon before firing the final shot.
    • Reservoir Burst
        • We’ve seen the complaints that the detonation on kills doesn’t feel that reliable or impactful, so this has been updated with the same consistency and speed fix as Dragonfly.

TWO EXOTICS WILL GET SOME TUNING…

Dead Man’s Tale is dominant on mouse and keyboard, receives frequent critical feedback from players in the Crucible, and is strong but not worryingly so on controller. We’re keeping the fast-firing in hip, which we believe is key to the feel of the weapon, but with this change it will no longer have ADS levels of damage falloff while hip-firing, and so will be subject to falloff much closer. It will also require better aim to land hits while hip-firing. We’re deliberately only lightly touching ease of use in this change with the goal of not making it harder to use on controller.
    • Removed hip-fire damage falloff scalar (was 1.8x to match zoom).
    • Aim Assist cone angle hip scalar reduced from 1.5 to 1.2.
Sleeper Simulant didn’t receive any custom tuning when we updated Linear Fusion Rifles (LFR), but because it has much higher body damage than other LFRs it didn’t benefit as much as intended from the global buff to precision damage scalar. Sleeper will now be the clear winner for single shot LFR damage, edge out other LFRs for burst damage, and largely match others for total damage for reserves. Also note that Sleeper’s penalty for hitting the body rather than the head is much lower, giving it an edge in real world damage.
    • Fixed an issue where Sleeper Simulant was benefiting less than other LFRs from the Season of the Splicer LFR precision damage buff.
    • Total buff is now 16.5%, compared to the 15% buff other LFRs received.

In addition to those weapon changes, Bungie has more pllaned for Scout Rifles, Fusion Rifles, and more! Head on over here to see what’s planned for the other weapons.

Same as always, once the patch is out, we’ll be sure to let our readers know.

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