Destiny Telesto FusionRifle

Destiny Weapon changes

Telesto

About time. The Telesto, an Exotic fusion rifle which, as Bungie acknowledged, “has become fairly notorious in the Crucible.” To reduce Telesto’s dominance, its PvP damage is being adjusted “to match its charge rate.” This will make its explosions less lethal, meaning you’ll need to stick more of its mini-grenades to kill the opponent player. To compensate for this, its sights are being improved to make it easier to aim at long range.

Telesto’s nerf illustrates one of Bungie’s goals for the update: avoiding PvP nerfs that make PvE less fun. Destiny has always struggled to separate its PvP and PvE metas, so it’s encouraging to see Bungie pursue independent balance more aggressively.

The update’s not all nerfs, either. Trace rifles like Coldheart are getting a PvP buff to their ammo, and the Exotic shotgun Legend of Acrius is getting a universal damage and range buff. Auto rifles and scout rifles are also being brought up to better compete with pulse rifles and hand cannons, which have dominated both PvP and PvE for over a year.

Weapon Archetypes

Auto Rifles

  • Damage increased for rapid-fire, adaptive, and high-impact families. We find that Auto Rifles are a little unforgiving for the ranges they ask you to occupy in a world with special weapons, and as a result, we’re increasing the damage to offset the higher risk.

Scout Rifles

  • Damage increased for lightweight and rapid-fire families, as well as an increase to all Scout Rifles in PvE. Scout Rifles are always going to be on the lower end of damage due to the safety that their range affords you, but the difference currently between them and other primary weapons is too drastic. As a result, we’re reducing the size of the gap.

Sniper Rifles

  • Increased the damage on the rapid-fire archetype to be able to kill in two bodyshots. Although snipers are still finding success, we believe that allowing you to clean up a kill easier with a Sniper Rifle will allow the sniper to have that success at more ranges and in more situations.

Legend of Acrius 

Legend of Acrius
  • Increased the damage and bumped out the range slightly. As time moves on, things tend to trend upward in terms of power, and in a post-Forsaken world, Acrius simply didn’t have the output to match other heavy weapon Exotics.

Telesto

  • PvP damage brought down to match a standard Fusion Rifle charge rate. Optics (zoom) was also increased to match Fusion Rifles with long-range scopes. Telesto has become fairly notorious in the Crucible for its effectiveness, even in some cases getting accidental multikills due to how damaging the explosions were.
  • To combat these, we’ve reduced its (PvP) damage to match its charge rate. This brought up an issue where doing so was significantly hurting the usability of the weapon, so the optics were buffed in return. In general, you should still find it an effective weapon, it just won’t be quite as generous as it was before.

Trace Rifles

Wavesplitter
  • Increased the minimum amount of ammo you could receive from special ammo boxes. Trace Rifles had a pretty rough time keeping ammo reserves in the Crucible as it doesn’t have access to scavenger perks. You should have more success using it more often in the Crucible now, therefore the changes also affect PvE bricks.
  • Reduced the strength of Wavesplitter in PvP. After the ammo changes noted above, Wavesplitter had its one weakness removed, so we’ve opted to bring it in line with the other Trace Rifles before this patch hit the public.

Super changes

Destiny Logo

Bungie said last week, these weapon changes will arrive alongside a suite of super tweaks. Almost all supers are getting some kind of change, most of them are being buffed in some way. Dominant supers like Blade Barrage, Nova Warp, and Spectral Blades are being toned down.

The buff highlights include six-shooter Golden Gun kills refunding super bullets, Sunbreaker sunspots dealing double their previous damage, Nova Bomb dealing actual damage, and a nutty Fists of Havoc buff that lets you “extend your super for minutes (in PvE)” when applied correctly. You can read the full list of changes here.

Damage Increases:

  • Golden Gun (three-shot and six-shooter)
  • Shadowshot (Moebius Quiver)
  • Arc Staff
  • Burning Maul
  • Hammer of Sol (Code of the Siegebreaker)
  • Fist of Havoc
  • Sentinel Shield
  • Nova Bomb (Cataclysm and Vortex)
  • Daybreak

Small Damage Decrease:

  • Blade Barrage
  • Nova Warp

Hunter

GunslingerChanges:

  • Golden Gun
    • Six-Shooter kills return a bullet
    • Practice Makes Perfect Super regen increased
  • Blade Barrage 
    • The damage is now heavily weighted on the delayed explosion instead of the knife impact
    • Now deals self-damage if the knives explode too close
    • Fixed a bug where the knives would track allies

The Gulden Gun Changes

Notes: This Golden Gun change brings increased uptime with your Super. For the Way of the Outlaw, this means a skill-based mechanic to extend it. For Way of the Sharpshooter, it’s the ability to earn your Super more quickly. 


Nightstalker Changes

  • Moebius Quiver
    • Entire damage bonus is applied on the first hit instead of stacking and multiplying
    • Increased tether radius and lifetime
    • Made it easier to fire successive tethers
  • Spectral Blades
    • Damage resistance in stealth decreased
    • Duration of Super while invisible slightly decreased

Shadowshot

Notes: This is step one for Shadowshot, and we intend to keep improving the way it works. For this pass, we focused on Moebius Quiver quality of life. 
Arcstrider Changes:

  • Super damage is now more heavily weighted toward the heavy palm strike attack
    • No attack damage was reduced, but much of the added damage for this Super went into the heavy attack
  • Lethal Current bonus damage increased

Titan

SunbreakerChanges:

  • Sunspots
    • Doubled the damage of the burn on enemies
  • Sun Warrior
    • Buff length increased from 3 seconds to 5 seconds
    • Now increases ALL outgoing damage
  • Burning Maul
    • Slam radius increased
    • Slam fire tornado improved homing

SentinelChanges:

  • Super damage is more heavily weighted on the heavy shield charge attack.
    • No attack damage was reduced, but much of the added damage for this Super went into the heavy attack

StrikerChanges:

  • Terminal Velocity
    • There are now three tiers of hang time
      • The amount of hang time for each tier has been reworked
      • Each tier of hang time now causes four damaging shocks instead of three
      • The damage for the hang time bonuses has been increased significantly
  • Trample
    • The light shoulder attack Super cost has been reduced by ~85%
    • Trample can now trigger every 0.5 seconds, up from every 1 second
Code of the Juggernaut

Notes: For Code of the Earthshaker, the change to Terminal Velocity should make it more engaging. The first tier is now easier to achieve. For the second tier, you’ll probably want some high ground, but if all you have is flat land, a directional slam near the peak of your lift can proc it. Finally, there’s a new third tier that will require some serious height to activate. On top of that, you’ll not only need to land your hang time slams, but also do it quickly enough to get in all four possible to maximize damage.

Code of the Juggernaut

With Code of the Juggernaut, if you play it right, you can extend your Super for minutes (in PvE). I know this sounds crazy, but it takes foresight and strategic choices. The light shoulder attack is almost a movement mode with the new cheaper cost. With the increased mobility, you should be able to lay some shoulder on bigger targets and then go on a run for little guys to rebuild your Super energy.

Warlock

DawnbladeChanges:

  • Super duration increased

VoidwalkerChanges:

  • Cataclysm
    • Increased detonation radius
    • Cluster damage increased
    • Improved cluster bomb homing to make it more consistent against single targets
    • Cluster bombs no longer detonate one another
  • Vortex
    • Linger damage increased significantly
  • Nova Warp
    • Slower movement while charging
    • Charging costs more energy and overall duration is reduced
    • Damage resistance reduced very slightly
    • PvP damage reduction
      • Charged detonation will no longer be able to one shot another player in their Super, as long as it is provided damage resistance

Nova Bomb

Notes:Summed up: “Nova Bomb, now not just for large groups.”
The Nova Warp changes above are all small, but we think together they will help bring it down into a good place—a place similar to the Supers that we’re raising up. 

StormcallerChanges:

  • Stormtrance
    • Increased number of targets for chain lightning by 1

Well, my part of this TWAB is Super over. But hey, thanks for reading! We’re genuinely excited to get these changes in your hands and look forward to hearing what you think when you put hands to controllers/keyboards and mice. 
This is the current plan, but things could change in the next few weeks. The official patch notes will ship with the update which is currently slated for January 29, 2019. 

Quality of life changes

Balance changes aside, update 2.1.4 will deliver several quality of life changes which should smooth over some of Black Armory’s bigger annoyances. The cap for Ballistics Logs is being increased to five and they will no longer be removed from your inventory at the end of each week. Gold and silver weapon frames will be refunded for ballistics logs and modulus reports, respectively, and upon reset.

The drop rate for Black Armory lore. It can only be found inside the Lost Forges, therefore, it is also being doubled to help completionists fill out their books.

Everything here sounds pretty good, and it all comes just days after Bungie asked for Gambit feedback ahead of the Joker’s Wild DLC. After a few months of relative stagnation, finally significant changes are finally on the horizon for Destiny 2.

This Week At Bungie post, Destiny 2 director Luke Smith affirmed Bungie’s long-term commitment to Destiny as the studio leaves Activision.