Destiny 2'southward Season of the Splicer is wrapping upwardly, and Bungie is preparing to reveal the new season next week. While nosotros know very picayune near the side by side flavor's content right at present, Bungie has given us a gustation of some of the changes to come to gameplay with tuning notes about all of the big (and petty) tweaks to the game'southward weapons.

Perhaps the most immediately obvious alter will be to primary weapons. In an effort to eliminate the frustration that can currently come from running out of ammo in a PvP or PvE run across, Bungie is implementing infinite ammo for all primary weapons. Alongside this, Bungie is also buffing the Inertia Override perk to recoup for fewer ammo bricks on the ground. Destiny fans have speculated that this change was on its way, such equally in this post which correctly guessed the alter two weeks ahead of fourth dimension.

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The developer is also rolling out its second attempt to right some bug that arose from its implementation of max power levels on some weapons. Last year, Bungie rolled out this power cap in order to give it a tool to both restrain the full number of usable PvE weapons and to refresh the relevant arsenal of guns in whatsoever given season. Some deprecated weapons were "reissued" with higher power limits, merely many players chafed at having to seek their favorite perk combinations all again. Bungie's original solution was to replace all of the perks on the reissued weapons, but this besides didn't work, every bit some sets of perks had become strongly identified with particular weapons. The studio's new solution is to deprecate the ii-3 least useful perks and roll out ii-iii new ones whenever it reissues guns.

The studio will implement a number of weapon archetype-specific changes, too. Breech grenade launchers have become more popular every bit a result of the electric current flavour'due south shotgun nerf, then the launchers are getting slightly diminished power in PvP modes. Machine guns are going to be fifty-fifty more than constructive in PvE with a xx% damage boost beyond the board, while hand cannons and lookout rifles volition be xv% more damaging against small enemies in PvE.

Fusion rifles take the near extensive (and well-nigh granular) changes on the way, all designed to make them improve competitors with other classes of weapon. All fusion rifles are having their PvE damage bonuses bumped upwardly by 15%. The residual of the changes are meant to make fusion burglarize subfamilies more than distinct. Loftier Impact rifles are slower to charge and thus require more deliberation to use effectively; Precision and Adaptive rifles haven't had much change beyond a slight damage heave; Rapid Fire rifles will charge even faster.

Bungie also gave a hint as to what'south to come up for weapons in the future. Linear Fusion Rifles and Pulley Frame Swords will be re-counterbalanced at some bespeak, but no details were shared. In add-on, the studio will address "spamming high rate-of-fire semi-automated weapons as fast as possible," although information technology's currently unclear whether it intends to brand this easier or harder.

All of these tweaks alongside Legendary Stasis Weapons and Exotic changes will be rolled out with Season 15, which launches on August 24. We'll learn more than almost what's coming up for the flavor at its big showcase event on that date. In addition to details about the flavour, nosotros also will learn something about the game's next expansion, The Witch Queen, which launches next year and volition be the first expansion since Beyond Light in Nov 2020.

Destiny 2 Season 15 Weapons Tuning Patch Notes

Global

  • Fixed the quickswap glitch.
  • All Main ammo weapons now have infinite ammo.
  • Inertia Override has been adapted to account for in that location beingness no Primary bricks (run across the 8/five/2021 abilities TWAB).
  • Drop Mag's downside of reducing reserve ammo is now most meaningless.
    • Reworked to exist +reload speed, -magazine size.
  • Compact Arrow Shaft's upside of increasing reserve ammo likewise.
    • Reworked to be +reload, +treatment.
  • Updated another perks that refer to reserves in a manner that's no longer accurate.
  • All Trials weapons bachelor in Season fifteen at present take 7 perks in each column (was five).
  • Added ane or two of the original perks to each column for the Luna weapons reissued in three.two.i (i.eastward. the Lectern weapons only).
    • Since these can be target farmed, we're ok with increasing the size of the perk pools in this case.
  • Added one of the original perks to 1 or both columns for the Dreaming City weapons reissued in 3.2.1 (Tigerspite, Twilight Oath, Abide the Return).
    • Since these can't be target farmed (withal), nosotros didn't want to increase the size of the pools by more than one.

Archetypes

Breech Grenade Launchers

  • Reduced smash radius past 0.4m, e.thou. max boom radius decreased from 4.55m to iv.15m, min blast radius decreased from 3.80m to 3.40m.
  • Reduced splash damage by 20, which reduces full damage for a direct hit from 220 to 200 (before taking fasten or proximity grenades into account).
  • Increased impairment in PvE past 12% (considering of the above splash damage alter this results in a small overall buff to combined harm).
  • Witherhoard is unaffected.

Machine Guns

  • Increased damage in PvE past 20%.

Lookout Rifles and Hand Cannons

  • Increased damage vs. minors by 15%.

Fusion Rifles

  • Increased PvE harm bonus such that all subfamilies have a 15% PvE bonus (previously high affect was 0%, precision and adaptive were 10% and rapid-fire was 12.5%).
  • Pushed subfamilies further apart, adjusting charge time, shots fired per burst (was seven for all subfamilies) and harm (note that the "base of operations" beneath means without battery perks, a charge time masterwork or the Skillful Charge Time modern):
    • High Impacts charge slower, and while still strong require more planning to utilize effectively.
      • Base accuse time increased from 0.86s to ane.0s.
      • Shots per burst reduced from seven to five.
      • Reduced total impairment per flare-up.
      • In playtesting, we've plant that charging these in the open is super risky, simply pre-charging around corners or otherwise in prophylactic is very effective.
      • With the reduced shots per outburst, these are at present less reliant on stability, so can stack a fleck more range.
    • Precisions and Adaptives are close to unchanged.
      • Base accuse time is unchanged.
      • Shots per flare-up is unchanged at 7.
      • Very slightly increased full damage per burst.
      • In playtesting, we experience that these are very effective all-around, without stepping on the niches of Loftier Impacts and Rapid Fires. (I'll be keeping a adept PLUG Ane.1 for PvP).
    • Rapid Fires charge faster, allowing them to be used reactively against charging enemies, or aggressively when pushing frontward.
      • Base charge time decreased from 0.54s to 0.46s.
      • Shots per flare-up increased from seven to nine.
      • Increased total damage per outburst.
      • In playtesting, we've institute that these are very effective against Shotgun-rushers. The combination of them needing to be closer, and you having a shorter charge fourth dimension work well together, and if yous have good enough timing, you tin can fire two bursts with a rapid fire before a high impact user finishes charging their first.
      • With the increased shots per burst, these are now more reliant on stability, merely with the increased impairment they're less reliant on range.
  • Parts of this piece of work required adjusting several Fusion Rifle perks, and 1 mod:
    • Fill-in Plan'south implementation was incompatible with the Fusion Rifle changes, and we felt like the perk could use a rework anyhow.
      • Removed +100 to accuse time stat, adjusted accuse time multiplier from 0.85 to 0.seven, at present scales harm by 0.8.
    • Liquid Coils and Accelerated Coils needed a rework for similar reasons.
      • Both converted to scale charge time and harm instead of modifying the charge time stat.
      • The final outcome is much the same as before, merely these are now more robust, however they won't visibly modify the charge fourth dimension stat in the inspection screen.
    • The Adept Charge Time mod felt pointless, and we felt similar information technology would still be counterbalanced confronting other mods if it didn't reduce damage.
      • Changed functionality to scale charge time directly instead of changing the charge time stat, without adjusting the damage.
    • A note on the Charge Time Masterwork:
      • A Fusion Rifle'south damage is determined by its charge time stat, similar to how most others weapons' impairment is determined past their rate of burn stat. Masterworks tin can only increase weapon stats for performance reasons, so it's not possible to change how charge fourth dimension maps onto impairment without big changes to how the accuse time stat works.
      • We investigated doing this by making the Masterwork a perk, but this would cause Fusion Rifles to exceed the perk budget, resulting in Bad Things Happening (as mentioned in a prior TWAB).
      • With the Fusion Rifle rework, we experience that this Masterwork is more viable; it now rarely reduces bolts to kill, so may feel not feel similar a downgrade in the same manner equally earlier.
      • We'll be watching to run into how this plays out and accept some options to address the issue if that's still needed.
  • Adjusted the Fusion Rifle stat social club and then information technology matches other weapons (stability and handling were out of order).

VFX

  • Updated all Grenade Launcher and Rocket Launcher VFX.
  • Legendary Fusion and Linear Fusion Rifles now take distinct impairment blazon charge VFX.

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