04-02-2018, 02:19 AM
Destiny 2 Update 1.1.4



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

