Destiny 2 replace 1.1.4: Nightfall Strike distinctive rewards, “go fast”, 6v6 Iron Banner, extra

Destiny 2 replace 1.1.Four is out at this time together with the weekly reset.

Servers for Destiny 2 are again on-line with replace 1.1.Four in tow.

As beforehand reported, the replace contains distinctive rewards for Nightfall Strikes which had been previously set for release with update 1.1.3.

Rumble joins the rotating Crucible playlist this week; Iron Banner returns and features 6v6; Quitter penalties have been utilized; and replace 1.1.Four additionally will increase the motion velocity of “melee Supers” – thus the go quick nickname for the replace.

The weekly reset can be dwell with replace 1.1.4.

Nightfall this week is The Pyramidion with challenges are Unbroken and Siege Engine. The Flashpoint this week is Mercury, which implies you’ll be able to anticipate Xur to pop up in that space on Friday. Weekly Crucible is Rumble, as outlined within the patch notes.

The Leviathan raid order for the week is as follows: Royal Pools, Gauntlet, Pleasure Gardens, and Calus. The challenge this week is the Royal Pools, and for those who need assistance or ideas simply hit up the hyperlink.

Destiny 2 replace 1.1.Four is the final main patch till Season Three replace 1.2.Zero releases in May with Prestige for Eater of Worlds, elevated Vault area, Private Matches, Seasonal Crucible rankings, multi-Emote talents, and far, rather more.

Full patch notes are under.

Destiny 2 Update 1.1.Four patch notes

Strikes

  • Nightfall strike distinctive rewards
    • Possible rewards embody Legendary weapons and Exotic equipment
    • Drop charges improve in chance based mostly on rating thresholds
  • Strike repetition discount
    • Players will now not see the identical strikes back-to-back in strike playlists
  • Challenge Card
    • Increased the Power handicap most from 40 to 45
  • Fixed a difficulty the place “Tree of Probabilities” wouldn’t finish instantly after Valus Thuun’s dying if he was killed in a short time
  • Fixed a difficulty the place gamers might respawn under the boss battle of “A Garden World”
  • Fixed a difficulty the place automobiles weren’t rewarding factors when destroyed
  • Fixed a difficulty the place Orbs granted factors in public areas

Other

  • Exotic repetition discount
    • Protections had been put in place that forestall back-to-back duplicate Exotics from Exotic Engrams
  • Fixed a difficulty the place some emblems weren’t displaying what statistic they observe
  • Prometheus Lens accurately seems within the Exotic weapon assortment for gamers who acquired the merchandise from Xûr with out proudly owning Curse of Osiris
  • Reduced interplay time for patrol beacons and exercise totems from Three seconds to 1 second
  • Fixed a difficulty the place making use of or previewing a shader on an merchandise would return gamers to the highest web page of the shader stock

Sandbox

Weapons

Pulse Rifles

  • Increased PvE harm for all Pulse Rifles by 16%
  • Increased price of fireside for adaptive and excessive affect Pulse Rifles
    • Adaptive: from 360 rpm to 390 rpm (+8.3%)
    • High Impact: from 320 rpm to 340 rpm (+6.3%)
  • Increased base harm for adaptive, excessive affect, and rapid-fire Pulse Rifles
    • Adaptive: from 14.5 to 16 (+10.3%)
    • High Impact: from 16 to 18 (+12.5%)
    • Rapid-Fire: from 12 to 12.5 (+4.2%)
    • Increased precision multiplier for light-weight Pulse Rifles from 1.5x to 1.6x (+6.7%)
    • Decreased precision multiplier for adaptive Pulse Rifles from 1.55 to 1.475 (-5.8%)
    • Design Note: This retains precision harm near the place it’s now, if you issue within the base harm and price of fireside buffs above. This places many of the buff into physique photographs, however ultimately, this nonetheless will increase precision harm general.

Scout Rifles

  • Increased PvE harm for all Scout Rifles by 15%
    • Increased base harm for prime affect Scout Rifles from 37 to 40 (+8.1%)

Hand Cannons

  • Increased PvE harm for all Hand Cannons by 15%
    • Precision Hand Cannons deal 0.15x extra precision harm, growing from 1.5x to 1.6x (+6.6%)
  • Increased hip hearth accuracy when utilizing controllers on console and PC by 33%
  • Increased ADS accuracy when utilizing controllers on console and PC by 25%

Sidearms

  • Increased PvE harm for all Sidearms by 15%
  • Increased hip hearth accuracy; lowered cone by 20%
  • Increased ADS accuracy; lowered cone by 12%
  • Increased stock (permitting extra reserve ammo to be saved)
  • Increased vary falloff begin by +1 m
  • Increased ADS motion velocity

Submachine Guns

  • Increased PvE harm for all Submachine Guns by 10%
  • Set optics to 1.3x
  • Increased stock (permitting extra reserve ammo to be saved)

Linear Fusion Rifles

  • Increased PvE harm for all Linear Fusion Rifles by 50%
  • Increased purpose help
  • Decreased flinch multiplier

Shotguns

  • Increased PvE harm for all Shotguns by 35%
  • Increased stock (permitting extra reserve ammo to be saved)
  • Increased purpose help on SUROS precision Shotguns

Sniper Rifles

  • Increased PvE harm:
    • By 20% for yellow bar enemies
    • By 40% for crimson bar enemies
  • Increased precision harm, which now scales with the weapon’s price of fireside
    • Changed from 2.5x for the whole lot to three.0x on the lowest price of fireside as much as 3.5x on the highest price of fireside
  • Increased purpose help
  • Increased stock (permitting extra reserve ammo to be saved)

Grenade Launchers

  • Increased blast radius
    • Drum-Fed Grenade Launchers: +0.5 m
    • One-Shot Grenade Launchers: +1.Zero m

MIDA Mini-Tool

  • Decreased the MIDA Mini-Tool’s optics to match different Submachine Guns
  • Prevented the stacking of Lightweight and the MIDA Mini-Tool’s Lightweight perks
  • Adjusted participant motion velocity to match the MIDA Multi-Tool

Auto Rifles

  • Decreased vary by 10 for all precision Auto Rifles
  • Decreased purpose help for all precision Auto Rifles

Perks

Scaled up PvE harm for the next perks:

  • High Impact Reserves
    • From 1.12x to 1.30x (+16%)
  • Kill Clip
    • From 1.33x to 1.53x (+15%)
  • Rampage
    • From 1.33x at Three stacks to 1.65x whereas at Three stacks
    • Also elevated period from Three seconds to three.5 seconds

Dragonfly

  • Buffed harm
    • From 50 to 65 (+30%)
    • +30% further harm towards combatants
  • Updated FX

Explosive Rounds

  • Decreased PvE Explosive Rounds harm multiplier by 15%
  • Increased PvE harm for the bottom weapons to compensate for this lower
  • Grave Robber
    • Reloads 50% of the journal as a substitute of 30%
  • Timed Payload
    • Splits harm 55/45, explosive/direct as a substitute of earlier cut up which was extra direct harm

Abilities

  • Increased Super regeneration charges from 6:40 minutes to five:00 minutes
  • The output of each increment of the Mobility stat, from 2 – 10, has been elevated permitting for a major enhance in participant velocity
  • Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility)
    • Dodging stays unchanged and nonetheless breaks each purpose help and projectile monitoring throughout the precise dodge
    • The invisibility granted by Vanishing Step now not breaks purpose help or projectile monitoring in PvP (unchanged in PvE)
    • Increased the period of invisibility granted by Vanishing Step by 1 second
    • Increased the period of Smoke Bomb invisibility by 1 second
  • Increased the motion velocity of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff)
    • While these Supers are energetic, dash velocity is routinely set to the quickest doable dash velocity (no further perks wanted)
    • Characters routinely dash if you request ahead motion
    • Increased motion acceleration to succeed in max velocity nearly immediately

Titan

  • Increased the space the participant travels with an untargeted airborne shoulder cost assault (Shield Bash, Seismic Strike, and Hammer Strike) again to 4.5 m

Lift

  • Strafe Lift
    • Increased high velocity of Strafe Lift
  • Catapult Lift
    • Increased the preliminary horizontal acceleration gained from activating Catapult Lift
    • Increased the period of time Catapult Lift may be energetic to permit for extra management

Hunter

Arc Staff

  • Increased the velocity of the Arc Staff dodge animation
  • Increased the velocity of all Arc Staff assault animations
  • For Arc Staff Super solid animation and all Arc Staff melee assaults, lowered the period of time you’re locked in animations earlier than you’ll be able to transfer or assault
  • Increased the AoE vary of all Arc Staff assaults

Warlock

Glide

  • Overall
    • Increased the preliminary extension of vertical velocity gained from activating Glide to permit for fast, on-demand bursts of velocity
  • Strafe Glide
    • Increased the highest velocity of Strafe Glide
    • Greatly elevated the horizontal acceleration of Strafe Glide to permit for extra in-air maneuverability
    • Increased Strafe Glide’s max top to match the opposite vertical actions
  • Burst Glide
    • Greatly elevated the highest velocity of Burst Glide (larger than Strafe Glide’s high velocity)
  • Balanced Glide
    • Recalibrated Balanced Glide to realize a few of the added velocity of Burst Glide and a few of the added horizontal acceleration of Strafe Glide.
    • Design Note: Our intent is for Balanced Glide to have a few of the properties of each Burst and Strafe Glide with out being as potent as both model.

Dawnblade

  • Decreased the price of throwing sword projectiles with the Daybreak Super, permitting for one further throw
  • Increased the Super period extension gained from the Everlasting Flames perk (~+20%)
  • The buff granted by the Swift Strike melee skill now removes all in-air accuracy penalties whereas energetic
  • Decreased the Icarus Dash cooldown from 10 seconds to six seconds
  • Increased the grenade and melee vitality that Heat Rises offers you per kill from 10% to 16%
  • Fixed a difficulty the place gamers might throw infinite numbers of Nova Bombs in Mayhem

Mods

  • Mods that have an effect on skill regen charges (i.e., for grenades, melee, and sophistication talents) now have elevated output (16.667% per mod). They nonetheless cap at Three mods (50% regen price).

Crucible

  • Weekly Featured Playlist (Rumble, Mayhem, Iron Banner)
    • Each week we are going to rotate amongst Rumble, Mayhem, and Iron Banner playlists within the Crucible
  • Crucible repetition discount
    • Enabled repeat map safety for Quickplay, Competitive, and Iron Banner playlists
  • Quitter penalties
    • Incomplete matches in Competitive Crucible playlists will now lead to a warning or non permanent (30 minute) suspension from Competitive and Osiris Competitive playlists
  • Added invisible physics and kill volumes to maintain gamers contained in the meant playable space on various maps.

Iron Banner

  • Now options 6v6
  • Time restrict is 12 minutes
  • Score restrict is 125 factors
  • Respawn time is 7 seconds
  • All Control Zones begin off impartial
  • Additional Guardians (max of three) in a zone will increase seize velocity
  • Emperor’s Respite has been faraway from the Iron Banner Control playlist
  • Power ammo
    • Recurring aspect crate respawn occasions lowered from 90 seconds to 45 seconds
    • Initial aspect crate respawn occasions lowered from 90 seconds to 30 seconds

Crucible gameplay/ammo enhancements

  • Quickplay (Clash, Control, Supremacy) match size has been prolonged to 10 minutes, with rating limits adjusted accordingly

All modes

  • Increased help and kill credit score time from 2 seconds to 2.5 seconds
  • Increased Super vitality granted to gamers for each kills and assists
  • Players who’re defeated whereas carrying Power ammo will lose all of their Power ammo and drop 50% of it on the bottom as a brick
    • This brick is seen to all gamers, and anybody can choose it up
    • The brick expires after 30 seconds
    • The brick requires a full .25-second interplay as a substitute of a passive walkover
    • This interplay may be interrupted if the participant takes harm

Quickplay

All modes

  • Match size has been prolonged to 10 minutes, with rating limits adjusted accordingly
  • Respawn time for all Quickplay recreation modes has gone down from 5 seconds to 2 seconds
  • Recurring aspect crate respawn occasions lowered from 90 seconds to 60 seconds
  • Neutral crates for Clash/Supremacy are unchanged
  • The participant Super show has been faraway from the HUD
    • Players can nonetheless entry this info within the dying display screen and whereas in Nav Mode (when their Ghost is out)
    • The participant Super show stays unchanged in Competitive

Control

  • Reduced preliminary aspect crate Power ammo respawn occasions from 90 seconds to 30 seconds
  • Changed the quantities of Super vitality gamers get for capturing zones
    • Players on the capturing workforce get barely lower than earlier than
    • Players collaborating within the seize itself get 2x that quantity
  • Clash/Supremacy
    • Initial aspect crate Power ammo respawn occasions lowered from 90 seconds to 60 seconds


Competitive (Includes Trials of the Nine)

All modes

  • Tracker is now turned off
  • Design Note: This is to allow extra flanking and expression of particular person energy.

Survival

  • Reduced recurring impartial crate respawn occasions from 75 seconds to 45 seconds
  • Reduced respawn time to 7 seconds

Countdown

  • Reduced recurring aspect crate respawn occasions from 60 seconds to 45 seconds
  • Lowered revive lockout time from 20 seconds to 7 seconds
  • Players now not lose revive tokens on dying

Crucible Power Ammo Crates

  • Rockets
    • Now: 1 rocket
    • Was: 2 rockets
  • Drum-Fed Grenade Launchers
    • Stays at Four grenades
  • Single-Shot Grenade Launchers
    • Now: 6 grenades (could also be capped by weapon stock dimension)
    • Was: Four grenades
  • Sniper Rifles
    • Now: 6 photographs
    • Was: (variable) 2 mags, capped at 6
  • Shotguns
    • Now: 5 photographs
    • Was: (variable) 2 mags, capped at 4
  • Slug Shotguns
    • Now: 6 photographs
    • Was: (variable) 2 mags, capped at 4
  • Fusion Rifles
    • Now: 5 bursts
    • Was: (variable) 4–5 photographs based mostly on magazine dimension
  • Wardcliff Coil
    • Stays at 1 volley
  • Swords
    • Now: 6 swings
    • Was: 30% of complete Energy, capped at 9 swings
  • Linear Fusion Rifles
    • Now: Four photographs
    • Was: (variable) 2 mags, capped at 6
  • The Prospector
    • Now: Eight grenades
    • Was: Four grenades
  • Legend of Acrius
    • Now: Four photographs
    • Was: (variable) 2 mags, capped at 4
  • Tractor Cannon
    • Now: 6 photographs
    • Was: (variable) 2 mags, capped at 4
  • The Colony
    • Stays at Four photographs
  • D.A.R.C.I.
    • Now: Eight photographs
    • Was: (variable) 2 mags, capped at 6
  • Borealis
    • Now: Eight photographs
    • Was: (variable) 2 mags, capped at 6

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