Bungie’s final reveal stream for the April Update for Destiny just wrapped up, and today was all about changes to the game-world in Destiny. Bungie calls it the sandbox, a lot of the community calls it the meta, all it really boils down to is how players interact with the game world around them. Bungie talked today about weapons, ammo, revives and Warlocks. Let’s hit a couple important bits.
The big changes to the Crucible really revolve around keeping games competitive more often. A big factor to that is revives in the 3-man modes, especially Trials. The update is bringing a slower revive time, as well as adding a strong penalty to revive timers in Trials of Osiris. The big thing is that the quick revive exotics no longer will let you sprint through and revive – you need to actually sit there for the revive. The overshield granted is also weakened, which should limit the revive push back a little. What wasn’t changed, or at least didn’t appear to be changed, was the potential for revive snipes – which is a big sticking point for me to steer clear of Trials. The other big economy change to the Crucible is with the ammo situation. Special ammo, which was removed from match start in a previous patch, is back now since players were working around that with some weapon exploits. I like bringing it back, especially in conjunction with the other changes to special ammo and weapons. The ammo crates spawn in later – three minutes into the match – and spawn less frequently. It means that using your special weapon is more of a choice – you need to pick and choose your shots. The same idea can be applied to heavy ammo – no more grabbing one crate, and holding down the map until the second spawn. There’s now only going to be one heavy ammo crate per game now. It puts a hell of a lot more emphasis on team work to grab that heavy, and spread that heavy around the team. Overall, I like the general changes – I’m sure that there’s a few more details we’ll see tomorrow in the update notes tomorrow of course. When you look at the changes to the crucible, and combine them with the weapon and Warlock changes, I think the Crucible is going to be a lot more friendly an environment to play in, especially since the rewards are going to be increased.
The main point that I was looking forward to seeing today was the weapon balance tweaks. The current weapon meta has been pretty stagnant since December I think – especially in the Crucible. What we saw today was a lot of little changes, but ones that I think will have some substantial impact. The overall archetype changes I think hit the ones that needed them most – bullet hose auto rifles, the super slow autos, slow pulse rifles, fusion rifles, snipers and hand cannons. I think each one got what they needed, with the exception of maybe a little accuracy boost I would have liked for the hand cannons. A bunch of specific weapons got tweaks that needed them as well – especially exotics. Thorn finally got the DoT nerf that I think it always needed. Suro Regime finally I think has become the dual option weapon it was intended to be. Icebreaker was pushed even farther to being a support weapon. The big surprise on the exotic front was Dreg’s Promise. It was possibly the worst weapon in Year One, utterly underwhelming. It’s gone under the knife and come out a totally different looking weapon. Gone are the ricochet rounds that were pretty terrible as an exotic perk, replaced with tracking shots, similar to what can roll on rocket launchers. I thought immediately of Bungie’s first tracking bullet weapon, the Needler from Halo. It’s not quite on that level, but seeing it in action was pretty impressive. It looks like a legitimate weapon choice now. I think the big overall theme with the weapon balance pass was all about options. It’s really clear that Bungie doesn’t want there to be one or two ways to play the game – both in PvE and PvP. That’s what Gjallarhorn is gone. It’s why Icebreaker got left behind. It’s why Thorn is getting looked at, again, now. The more options there are, the better the game is – variety is never a bad thing in a shooter.
The last thing Bungie talked about today were the Warlock subclasses. Back in December, Titans got a overhaul, taking the subclasses used the least -Defender in PvP, and Striker in PvE – and adjusted them so that they aren’t detriments. This time around, it’s the Warlock. Nothing super crazy was adjusted – on any of the subclasses – just small adjustments that bring each subclass closer to the role that Bungie wants for them. Stormcaller had Stormtrance brought back a little bit, meaning you have to pick and choose when to use it more. Sunsingers had Radience tweaked a bit – banking it with Fireborn means it’s a shorter duration, but using it more offensively will give you a couple more grenades now. Flame Shield also got a little bit of a nerf, which as a Titan I really appreciate. No more melee powerhouse Sunsingers. Voidwalkers didn’t get a huge change – really their energy drain powers were where the focus was. Crank that up so that it’s giving you more energy, and really building your class around those perks is what the Voidwalker is all about now. You’re shooting for extra Nova Bombs, and these changes will help. I like the changes all around – nothing that seems like it’ll kill a subclass in PvP, and nothing that really hurts any of them in PvE. Honestly, going in to the stream, I felt like the Warlocks were in a pretty good spot. The little tweaks were all that really needed to be done – I think Hunters still need work, especially in PvE; and as a Titan, I always want a little more range on my punch. That said, the subclasses are closer than they’ve ever been I think, although hopefully we don’t need to wait too long for the Hunter pass.