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News - Destiny 2 Update 1.1.4 - Printable Version

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News - Destiny 2 Update 1.1.4 - xSicKxBot - 04-02-2018

Destiny 2 Update 1.1.4

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgamedev.win/wp-content/uploads/2018/03/destiny-2-update-1-1-4.jpg" width="1920" height="590" title="" alt="" /></div><div><div><img src="https://www.bungie.net/pubassets/101553/Update_Patch_Header.jpg" class="ff-og-image-inserted" /></div>
<p><strong><big>Strikes</big></strong></p>
<div>
<ul>
<li>Nightfall strike unique rewards</li>
<li>
<ul>
<li>Possible rewards include Legendary weapons and Exotic accessories</li>
<li>Drop rates increase in likelihood based on score thresholds</li>
</ul>
</li>
<li>Strike repetition reduction </li>
<li>
<ul>
<li>Players will no longer see the same strikes back-to-back in strike playlists</li>
</ul>
</li>
<li>Challenge Card</li>
<li>
<ul>
<li>Increased the Power handicap maximum from 40 to 45</li>
</ul>
</li>
<li>Fixed an issue where “Tree of Probabilities” wouldn’t end immediately after Valus Thuun’s death if he was killed very quickly</li>
<li>Fixed an issue where players could respawn below the boss fight of “A Garden World”</li>
<li>Fixed an issue where vehicles were not rewarding points when destroyed</li>
<li>Fixed an issue where Orbs granted points in public areas</li>
</ul>
</div>
<p><strong><big>Other</big></strong></p>
<div>
<ul>
<li>Exotic repetition reduction</li>
<li>
<ul>
<li>Protections were put in place that prevent back-to-back duplicate Exotics from Exotic Engrams</li>
</ul>
</li>
<li>Fixed an issue where some emblems were not displaying what statistic they track</li>
<li>Prometheus Lens correctly appears in the Exotic weapon collection for players who acquired the item from Xûr without owning Curse of Osiris</li>
<li>Reduced interaction time for patrol beacons and activity totems from 3 seconds to 1 second</li>
<li>Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory</li>
</ul>
</div>
<p><strong><big>Sandbox</big></strong></p>
<p><strong>Weapons</strong></p>
<p><strong>Abilities</strong></p>
<div>
<ul>
<li>Increased Super regeneration rates from 6:40 minutes to 5:00 minutes </li>
<li>The output of every increment of the Mobility stat, from 2 – 10, has been increased allowing for a significant boost in player speed</li>
<li>Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility) </li>
<li>
<ul>
<li>Dodging remains unchanged and still breaks both aim assist and projectile tracking for the duration of the actual dodge</li>
<li>The invisibility granted by Vanishing Step no longer breaks aim assist or projectile tracking in PvP (unchanged in PvE)</li>
<li>Increased the duration of invisibility granted by Vanishing Step by 1 second</li>
<li>Increased the duration of Smoke Bomb invisibility by 1 second</li>
</ul>
</li>
<li>Increased the movement speed of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff) </li>
<li>
<ul>
<li>While these Supers are active, sprint speed is automatically set to the fastest possible sprint speed (no additional perks needed)</li>
<li>Characters automatically sprint when you request forward movement</li>
<li>Increased movement acceleration to reach max speed almost instantly </li>
</ul>
</li>
</ul>
<p><strong>Titan </strong></p>
<ul>
<li>Increased the distance the player travels with an untargeted airborne shoulder charge attack (Shield Bash, Seismic Strike, and Hammer Strike) back to 4.5 m</li>
<li>Lift </li>
<li>
<ul>
<li>Strafe Lift </li>
<li>
<ul>
<li>Increased top speed of Strafe Lift</li>
</ul>
</li>
<li>Catapult Lift </li>
<li>
<ul>
<li>Increased the initial horizontal acceleration gained from activating Catapult Lift</li>
<li>Increased the amount of time Catapult Lift can be active to allow for more control</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><strong>Hunter </strong></p>
<ul>
<li>Arc Staff </li>
<li>
<ul>
<li>Increased the speed of the Arc Staff dodge animation</li>
<li>Increased the speed of all Arc Staff attack animations</li>
<li>For Arc Staff Super cast animation and all Arc Staff melee attacks, reduced the amount of time you’re locked in animations before you can move or attack</li>
<li>Increased the AoE range of all Arc Staff attacks </li>
</ul>
</li>
</ul>
<p><strong>Warlock </strong></p>
<ul>
<li>Glide </li>
<li>
<ul>
<li>Overall </li>
<li>
<ul>
<li>Increased the initial extension of vertical speed gained from activating Glide to allow for quick, on-demand bursts of speed</li>
</ul>
</li>
<li>Strafe Glide </li>
<li>
<ul>
<li>Increased the top speed of Strafe Glide</li>
<li>Greatly increased the horizontal acceleration of Strafe Glide to allow for more in-air maneuverability</li>
<li>Increased Strafe Glide’s max height to match the other vertical movements</li>
</ul>
</li>
<li>Burst Glide </li>
<li>
<ul>
<li>Greatly increased the top speed of Burst Glide (higher than Strafe Glide’s top speed)</li>
</ul>
</li>
<li>Balanced Glide </li>
<li>
<ul>
<li>Recalibrated Balanced Glide to gain some of the added speed of Burst Glide and some of the added horizontal acceleration of Strafe Glide. </li>
<li>Design Note: Our intent is for Balanced Glide to have some of the properties of both Burst and Strafe Glide without being as potent as either version.</li>
</ul>
</li>
</ul>
</li>
<li>Dawnblade </li>
<li>
<ul>
<li>Decreased the cost of throwing sword projectiles with the Daybreak Super, allowing for one additional throw</li>
<li>Increased the Super duration extension gained from the Everlasting Flames perk (~+20%)</li>
<li>The buff granted by the Swift Strike melee ability now removes all in-air accuracy penalties while active</li>
<li>Decreased the Icarus Dash cooldown from 10 seconds to 6 seconds</li>
<li>Increased the grenade and melee energy that Heat Rises gives you per kill from 10% to 16%</li>
</ul>
</li>
<li>Fixed an issue where players could throw infinite numbers of Nova Bombs in Mayhem</li>
</ul>
</div>
<p><strong>Mods</strong></p>
<div>
<ul>
<li>Mods that affect ability regen rates (i.e., for grenades, melee, and class abilities) now have increased output (16.667% per mod). They still cap at 3 mods (50% regen rate).</li>
</ul>
</div>
<p><strong><big>Crucible</big></strong></p>
<div>
<ul>
<li>Weekly Featured Playlist (Rumble, Mayhem, Iron Banner)</li>
<li>
<ul>
<li>Each week we will rotate among Rumble, Mayhem, and Iron Banner playlists in the Crucible</li>
</ul>
</li>
<li>Crucible repetition reduction</li>
<li>
<ul>
<li>Enabled repeat map protection for Quickplay, Competitive, and Iron Banner playlists</li>
</ul>
</li>
<li>Quitter penalties</li>
<li>
<ul>
<li>Incomplete matches in Competitive Crucible playlists will now result in a warning or temporary (30 minute) suspension from Competitive and Osiris Competitive playlists</li>
</ul>
</li>
<li>Added invisible physics and kill volumes to keep players inside the intended playable area on a number of maps.</li>
<li>Iron Banner </li>
<li>
<ul>
<li>Now features 6v6</li>
<li>Time limit is 12 minutes</li>
<li>Score limit is 125 points</li>
<li>Respawn time is 7 seconds</li>
<li>All Control Zones start off neutral</li>
<li>Additional Guardians (max of 3) in a zone increases capture speed</li>
<li>Emperor’s Respite has been removed from the Iron Banner Control playlist</li>
<li>Power ammo</li>
<li>
<ul>
<li>Recurring side crate respawn times reduced from 90 seconds to 45 seconds</li>
<li>Initial side crate respawn times reduced from 90 seconds to 30 seconds</li>
</ul>
</li>
</ul>
</li>
<li>Crucible gameplay/ammo improvements</li>
<li>
<ul>
<li>Quickplay (Clash, Control, Supremacy) match length has been extended to 10 minutes, with score limits adjusted accordingly</li>
</ul>
</li>
<li>All modes</li>
<li>
<ul>
<li>Increased assist and kill credit time from 2 seconds to 2.5 seconds</li>
<li>Increased Super energy granted to players for both kills and assists</li>
<li>Players who are defeated while carrying Power ammo will lose all of their Power ammo and drop 50% of it on the ground as a brick</li>
<li>
<ul>
<li>This brick is visible to all players, and anyone can pick it up</li>
<li>The brick expires after 30 seconds</li>
<li>The brick requires a full .25-second interaction instead of a passive walkover</li>
<li>This interaction can be interrupted if the player takes damage</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><strong>Quickplay</strong></p>
<ul>
<li>All modes</li>
<li>
<ul>
<li>Match length has been extended to 10 minutes, with score limits adjusted accordingly</li>
<li>Respawn time for all Quickplay game modes has gone down from 5 seconds to 2 seconds</li>
<li>Recurring side crate respawn times reduced from 90 seconds to 60 seconds</li>
<li>Neutral crates for Clash/Supremacy are unchanged</li>
<li>The player Super display has been removed from the HUD</li>
<li>
<ul>
<li>Players can still access this information in the death screen and while in Nav Mode (when their Ghost is out)</li>
<li>The player Super display remains unchanged in Competitive</li>
</ul>
</li>
</ul>
</li>
<li>Control</li>
<li>
<ul>
<li>Reduced initial side crate Power ammo respawn times from 90 seconds to 30 seconds</li>
<li>Changed the amounts of Super energy players get for capturing zones </li>
<li>
<ul>
<li>Players on the capturing team get slightly less than before</li>
<li>Players participating in the capture itself get 2x that amount</li>
</ul>
</li>
</ul>
</li>
<li>Clash/Supremacy</li>
<li>
<ul>
<li>Initial side crate Power ammo respawn times reduced from 90 seconds to 60 seconds</li>
</ul>
</li>
</ul>
<p><strong><br />Competitive (Includes Trials of the Nine)</strong></p>
<ul>
<li>All modes</li>
<li>
<ul>
<li>Tracker is now turned off</li>
<li>Design Note: This is to enable more flanking and expression of individual power.</li>
</ul>
</li>
<li>Survival</li>
<li>
<ul>
<li>Reduced recurring neutral crate respawn times from 75 seconds to 45 seconds</li>
<li>Reduced respawn time to 7 seconds</li>
</ul>
</li>
<li>Countdown</li>
<li>
<ul>
<li>Reduced recurring side crate respawn times from 60 seconds to 45 seconds</li>
<li>Lowered revive lockout time from 20 seconds to 7 seconds</li>
<li>Players no longer lose revive tokens on death</li>
</ul>
</li>
</ul>
</div>
<p><strong>Crucible Power Ammo Crates</strong></p>
<div>
<ul>
<li>Rockets</li>
<li>
<ul>
<li>Now: 1 rocket</li>
<li>Was: 2 rockets</li>
</ul>
</li>
<li>Drum-Fed Grenade Launchers</li>
<li>
<ul>
<li>Stays at 4 grenades</li>
</ul>
</li>
<li>Single-Shot Grenade Launchers</li>
<li>
<ul>
<li>Now: 6 grenades (may be capped by weapon inventory size)</li>
<li>Was: 4 grenades</li>
</ul>
</li>
<li>Sniper Rifles</li>
<li>
<ul>
<li>Now: 6 shots </li>
<li>Was: (variable) 2 mags, capped at 6 </li>
</ul>
</li>
<li>Shotguns</li>
<li>
<ul>
<li>Now: 5 shots</li>
<li>Was: (variable) 2 mags, capped at 4</li>
</ul>
</li>
<li>Slug Shotguns</li>
<li>
<ul>
<li>Now: 6 shots</li>
<li>Was: (variable) 2 mags, capped at 4</li>
</ul>
</li>
<li>Fusion Rifles</li>
<li>
<ul>
<li>Now: 5 bursts</li>
<li>Was: (variable) 4–5 shots based on mag size</li>
</ul>
</li>
<li>Wardcliff Coil</li>
<li>
<ul>
<li>Stays at 1 volley</li>
</ul>
</li>
<li>Swords</li>
<li>
<ul>
<li>Now: 6 swings</li>
<li>Was: 30% of total Energy, capped at 9 swings</li>
</ul>
</li>
<li>Linear Fusion Rifles</li>
<li>
<ul>
<li>Now: 4 shots</li>
<li>Was: (variable) 2 mags, capped at 6 </li>
</ul>
</li>
<li>The Prospector</li>
<li>
<ul>
<li>Now: 8 grenades</li>
<li>Was: 4 grenades</li>
</ul>
</li>
<li>Legend of Acrius</li>
<li>
<ul>
<li>Now: 4 shots</li>
<li>Was: (variable) 2 mags, capped at 4</li>
</ul>
</li>
<li>Tractor Cannon</li>
<li>
<ul>
<li>Now: 6 shots</li>
<li>Was: (variable) 2 mags, capped at 4</li>
</ul>
</li>
<li>The Colony</li>
<li>
<ul>
<li>Stays at 4 shots</li>
</ul>
</li>
<li>D.A.R.C.I.</li>
<li>
<ul>
<li>Now: 8 shots</li>
<li>Was: (variable) 2 mags, capped at 6</li>
</ul>
</li>
<li>Borealis</li>
<li>
<ul>
<li>Now: 8 shots</li>
<li>Was: (variable) 2 mags, capped at 6 </li>
</ul>
</li>
</ul>
</div>
</div>