

Join Up Sign In Destiny 2 expandmore Year 5 Expansion. JavaScript is required to use Bungie.net. It seems like this has been the player base's interaction with Bungie over the past few months:The SRL event is live in the Tower until December 29thBungie.net is the Internet home for Bungie, the developer of Destiny, Halo, Myth, Oni, and Marathon, and the only place with official Bungie info straight from the developers. There'd be no one left to either play Destiny 2 or watch streams of other people playing Destiny 2. In spite of being overly emotional, you are not. You are the first one to say ‘I told you so’.
Walk and Aim Down Sights movement is affected. In what may be my most minor, arbitrary nitpick of Destiny 1, it irrationally bothered me that a lot of Hakke guns were in the high rate of fire, low impact archetype (Arminius-D, Tamar-D, Fixed some issues where the player could sometimes get stuck in a slow sprint speedPlayers can now use charged melee attacks while tethered by Hunter's Shadowshot abilityTitan Melee: Extended Titan Melee range (+12.5%)Sunstrike: Decreased DOT Time (6.5s -> 5.5s)Hammer of Sol: Reduced Damage Resistance during Super (-9.09%)Hammer of Sol: Slowed Hammer travel speed by (-1.32%)Hammer of Sol: Reduced the ability to create never ending chain of explosionsForgemaster: Reduced Splash damage detonation radius multiplier) (-20%)Flameseeker: Turned down Hammer tracking bonus (-25%)Flameseeker: Removed +1 Recovery, and +1 Agility stat bonusesCatapult Lift: Faster Initial velocity (+5%)Storm Fist: Increased base damage (+18.2%)Overload: Now also provides faster melee recharge (+50%)Discharge: Changed AOE to spherical shapeAmplify: Increased Super energy bonus (+30%)Headstrong: Now also provides Faster SprintUnstoppable: Now provides +2 Armor (+1 additional)Unstoppable: Increased damage resistance (+25%)Juggernaut: Improved Shield health (+14.3%)Ward of Dawn: Recharged Grenade and Melee Abilities on Super castLow RoF (Suros Regime, An Answering Chord): 3% increase from previous base damageMed RoF (Zhalo Supercell, Paleocontact JPK-43): 7% increase from previous base damageHigh RoF (Arminius-D, Necrochasm): 4% increase from previous base damageLow RoF (The Messenger, Spare Change): 9% reduction from previous base damageMed RoF (Hawksaw, No Time To Explain, Red Death): 8% reduction from previous base damageHigh RoF (Bad Juju): 8% reduction from previous base damageHighest RoF (Grasp of Marok): 2% reduction from previous base damageReduced damage falloff to start between Auto Rifle and Hand Cannon rangesA low range Pulse Rifle will have shorter damage falloff than an average Hand CannonA high range Pulse Rifle will have farther damage falloff than an average Hand CannonIncreased base damage against AI combatants by roughly 5%Increased ADS Accuracy for more reliable shooting at close to medium rangeReduced damage falloff to start at melee lunge rangesLow range falloff starts at standard melee lungeHigh range falloff starts at Blink Strike lungeFinal damage falloff extends 0.5 meters longer for a smoother dropSlower ready/put away time for all shotgunsAdditional recoil on weapon fire for all Stability valuesSlower reload speed for all Reload stat valuesSlower time to Aim Down Sights speed for all shotgunsSlower movement speed when shotgun is held. My rolls: Arminius-D, I prefer Rifled barrel over stability perks, CB is enough for me - Crowd Control - Counterbalance - Rifled barrelCheck out Eververse for a new stock of itemsProps to Bungie for making Hakke guns really feel like 'Hammers, not scalpels'. I didn't have an issue with the 'lock out' before I took a break from the game and had to redo my curves etc. Come find your new favorite emblemI've been using AR exclusively for my entire Destiny career, mainly the Hakke(i love the look) autos.
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