Destiny 2: All this changes in the classes in Season 15

BeiDestiny 2 stands the new Season 15 in front of the door and has all sorts of changes and innovations in the luggage - among other things for numerous skills of all 3 guardian classes. Meinmmo shows you what is changing with the big skills balance patch.

What has it with the balance patch on himself? Already some time ago, Bungie had announced to look at the individual guardian classes again more closely and adapt it if necessary. Because above all numerous old light focuses have the check out in comparison to Stasis - not only what the individualization options are concerned.

In Season 15, which starts on the 24th of August, it is now so far and the studio has now finally presented the changes in the current issue of the "This Week at Bungie" blogs that match the players.

The ultimate goal of these changes is that skills complement the gunplay, but do not replace and do not dominate everything. This balance patch should pave the way for large-scale, systematic changes to the skills. In the course of the upcoming Seasons, for example, it should be adjusted how often skills can be used in the melting pot (PVP).

By the way, for the future of the PVP there were already fresh details: Destiny 2 is finally talking about the future of the PVP - that comes in the next Seasons

How to change the skills of guardians in the new season

The focus of the changes are above all the skills of the light classes of the keepers, but also on the icy stasis skills there was one or the other adaptation.

General skills

Stasis freezing: to be frozen by Stasis, can be pretty frustrating. Therefore, there were some adjustments at freezing.

  • Frozen player can initiate the break out of the ice in the air
  • The outbreak animation and camera transition were shortened
  • Long freezing and free freezing can now be visually distinguished, the respective status is then easier to recognize

Slides: Pure slides in a fight felt bungie as too effective. That's why you have given all the whole disadvantages (for weapons). During the slip:

  • \ - 20 stability
  • \ + 15% Schrottopung (Pellet Spread) at Shotguns
  • 1.5x Flinch (join in opposing hits)

Titan

Bullet Barricade: This variant is hardly used, so they have spilled them a little. The following buffs are added to the post-charging bonuses when you stand behind this barricade:

  • \ + 30 stability
  • \ + 10% range
    • 50% flinch

All barricades: Through some skills, it is currently possible to quickly move through an enemy barricade and only suffer minimal damage. That should change. Although barricades are still no mortal damage, but they will noticeably do more.

  • Players who move at high speed through an opposing Titan barricade, are now suffering more damage
  • Barricades are now slightly in the ground to better protect the feet of the Titans on uneven ground. As a result, it should happen rarely that explosions and projectiles can slip under the barricade and meet the Titans

Colossus (Stasis): After the extensive Stasis-Nerf now there is something fine tuning for this Titan focus.

  • Kryoclasm (aspect):
    • When equipped, splinters now base slides crystals and frozen enemies
    • The FX effect duration signaling on the screen, that the long slides is now ready, was extended from 1 second to about 4.5 seconds
  • Fitter:
    • Motion speed increased by 25%
  • Wisers of the RAUREFS (Fragment):
    • An error has been fixed, making the monitor that has been granted by this fragment, the precision damage did not scaled properly

Sonnenbe finger (medium tree):

  • Throwing hammer:
    • Time before the hammer explodes after landing on the ground, increased from 6.5 to 10 seconds (more time to lift the hammer)
    • Damage to orange and yellow bar enemies in the PVE (powerful enemies) has been increased by about 50%

Striker (upper and lower tree):

  • Chaos Fools:
    • The detonation radius of the Faust slam was increased by 14%
    • The damage drop of the slam was reduced
    • Activation costs for the slam were reduced from 21% to 18%

Striker (medium tree):

  • Overcoming the inertia:
    • Duration of 4 increased to 6 seconds
    • If you are slipping through ammunition, the now grants 20% melee energy

Sentinel (upper tree):

  • Protection of dusk:
    • Increased damage increased by bosses from 0.25x to 7x (at 0 load capacity)
    • The damage suffered then down to 0.25x - depending on the load capability status of the user

Hunter

Rovers (Stasis): The Nerf of the Stasis hunter was found in places as too hard, so there are the following adjustments in Season 15:

  • Calm and storm:
    • Movement speed of the storm increased by 20%
    • The storm stays now when he touches a boss
  • Blade of the destructor:
    • Projectile speed and tracing (tracking) increased by 10%

Revolverheld (medium tree):

  • Knife trick:
    • Fire duration of 3 increased to 4 seconds

Revolverheld (upper tree):

  • Six times:
    • Damage drop starts only from 25 meters and not from 20

Arkuskrobat:

  • Arkus-rod:
    • Passive duration of super increased from 16 to 20 seconds
    • Detonation radius of heavy attack increased from 5 to 6 meters
    • Damage to PVE opponents increased by 33%
  • Upper tree:
    • Deadline
    • Duration of 8 increased to 10 seconds
  • Middle tree:
    • Flashing ****
    • If you dodge damage with storm strike, triggers now flashing
    • The timer can be extended by dividing damage with any weapon

Night pirch (medium tree):

  • Spectral blades:
    • Damage reduction during the super 52% reduced to 47%
    • Additional damage reduction While you are invisible: reduced from +5% to +3%

Warlock

Shadowbinder: Here the Stasis-Nerf probably did not go far enough and so there is again subsequently a Nerf for the PVP.

  • Winter bead:
    • Damage the cutter shockwave against near-range super reduced
    • The Warlock has to freeze 2x 2x players with active close range super (Brandhammer, Chaos Fools, Sentinel Shield, Nova Warp, Arkus Staff or Spectral Blades) and cut themselves to defeat them (for glacier ovens you have to splinter only 1x)

Damper blade (upper tree): This sub-class is bungie to dominant in the PVP, which should be changed by the following adjustments:

  • Heavenly fire:
    • Angle of the destination tracking cone reduced.
    • The approximation explosion is lower over time
    • Detonation size decreased by 1 meter
    • Claims waste increased on short distances
  • Icarus hook:
    • Now dodging in the air is possible every 4 seconds
    • Under the effect of heat wave, the dodge is allowed to 2x every 5 seconds
  • Heatwave:
    • Duration of 10 increased to 15 seconds
    • Time expansion for air kills, while heat wave is active, has been increased. The duration of the extension differs depending on the enemy type switched off
    • Your position is now displayed on the enemy radar when heat wave is used

Damper blade (medium tree): Here, the effect of BOSS struggles is weakened and the performance in the PVP is raised slightly - by the following changes:

  • Fountain of gloss:
    • Increased damage increased by bosses from 0.25x to 7x (at 0 load capacity)
    • The damage suffered will then scale to 0.25x - depending on the user's resilience statement
    • This applies to the fountain itself, not for the players within the fountain
    • The damage resistance buff against enemy players was increased from 20% to 40%
    • Players within the fountain are now immune to stasis freezing and stasis slowdown effects
    • The well sword can now be frozen and frozen by Stasis
  • Leading flame:
    • Duration of 7 increased to 10 seconds
    • Damage buff increased from 20% to 25%

Damper blade (bottom tree): This sub-class felt too lightless compared to the other options, so you have spelled slightly.

  • Phoenix dive:
    • Delay before the falling flight starts, has been reduced
    • Now the direction can be specified to fake in these
  • Fire tongs:
    • Ability to revise: Solar skills kills and kills of burning goals lead to exploding the goals and burn out close enemies (which also explode when dying during burning)

Storm conwalger (medium tree): This was mainly due to the fact that if possible, there are no enemies behind walls.

  • Chaos voltage:
    • The ambient collision size of the beam has been enlarged
    • Damage radius of the beam in the PVP reduced by 20%
    • The radius The endpoint sphere of the beam was reduced by 33% in the PVP

In future Seasons one wants to make it difficult to use the beam in the crucible.

Storm confusion (bottom tree): This sub-class wants to give a little more love with regard to the player feedback and peps you a bit.

  • Arkus Soul:
    • Duration of 12 to 13 seconds increased
    • Fire rate increased by 10%
  • Electrostatic wave:
    • Now increases the sprint speed when allies are nearby
  • Landfall:
    • Now fires 5 Arkus floor projectiles when triggering

Empty-runner (medium tree): This sub-class also requires a little more attention in the eyes bungle - especially in the PvE - and is therefore strengthened as follows:

  • NOVA-WARP
    • Damage against PVE enemies increased by 73%
    • If no longer slows the speed of movement when charging or charging
    • DETonates now when triggering
  • Hand-Supernova
    • Damage to PVE enemies increased by 100%
    • Holding time increased from 2.5 to 3.2 seconds

Also interesting:

  • 10 things that Destiny 2 has to learn for the new Season 15
  • 3 Exciting changes for Season 15 from Destiny 2, which you do not have on the radar
  • 7 things that you should do before the new Season 15 in Destiny 2 still

What do you think of these changes to the skills of the keepers? Is that satisfied, is that in your eyes at least in the right direction or have you hoped far more, especially with regard to the light focuses? Let us know and other readers from Meinmmo in the comments.

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