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** '''Edge Transit''' was once a meme weapon during ''Forsaken'', everyone would get it and dismantle it. The Brave rework gave it basically every top-level perk it could possibly get, immediately shifting it to the top of Heavy Grenade Launchers damage dealers. The best two in the third column was ''Cascade Point'' (dealing final blows with other weapons increases rate of fire) and ''Envious Assassin'' (kills overflows the magazine up to double capacity) while the fourth column was ''Explosive Light'' (orbs of light grant bonus damage for up to six shots) and ''Bait and Switch'' (dealing damage with other two weapons deals increased damage for a short time after drawn). The utility of ''One for All'' (dealing damage to multiple enemies increases damage) and ''Auto Loading Holster'' (reloads entire magazine after short time) made it really difficult to go wrong. Getting Spike Grenades for extra impact damage is just icing.
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*** Stasis Crystals in general are extremely useful. As long as you don't break them immediately, they're perfect for temporarily blocking off pathways to the ADU. Enemies will temporarily try to break through to no effect, before giving up and taking another path, letting you funnel them into choke points. As such, finding ways to make tons of crystals at once, like the '''Verglas Curve''', is a big boon. Behemoth Titans can also join in on creating tons of crystals to block off access to the ADU and stop enemies in their tracks.

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*** Stasis Crystals in general are extremely useful. As long as you don't break them immediately, they're perfect for temporarily blocking off pathways to the ADU. Enemies will temporarily try to break through to no effect, before giving up and taking another path, letting you funnel them into choke points. As such, finding ways to make tons of crystals at once, like the '''Verglas Curve''', Curve''' or '''Salvation's Grip''', is a big boon. Behemoth Titans can also join in on creating tons of crystals to block off access to the ADU and stop enemies in their tracks.

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* With the advent of Onslaught, a HoldTheLine style activity, numerous strategies and loadouts were soon devised as the perfect ways to withstand the, uh, onslaught:
** Revenant Hunters with '''Renewal Grasps''' are great candidates for the SupportPartyMember. Stasis inherently slows, then freezes enemies solid, hampering their attempts to move, which is undoubtedly helpful in an activity that involves protecting a device against hordes. Building around the Grasps lets a Revenant deploy lots of Duskfield Grenades to not only hamstring enemies' movement, but also steadily freeze and break them apart, and also form large Stasis crystals to shatter. The field not only lowers enemy damage, but also reduces player damage taken, serving a twofold role - weakening enemies' damage output, and also assisting with damage resistance in hectic situations. It's almost like a very low-key version of the Ward of Dawn for Revenants.
** On a related note, Stasis Crystals in general are extremely useful. As long as you don't break them immediately, they're perfect for temporarily blocking off pathways to the ADU. Enemies will temporarily try to break through to no effect, before giving up and taking another path, letting you funnel them into choke points. As such, finding ways to make tons of crystals at once, like the '''Verglas Curve''', is a big boon. Behemoth Titans can also join in on creating tons of crystals to block off access to the ADU and stop enemies in their tracks.
** Wave Frame grenade launchers are king in this mode. The wave can rush through multiple enemies as it passes, either softening multiple tough guys or wasting tons of mooks in one go. While they'll falter against bosses, they're still great against crowds. In particular, the BRAVE version of '''Forbearance''' has gained quite a monstrous makeover. In place of ''Souldrinker'' (restores health based on amount of hits before reloading), it has ''Indomitability'' (kills give grenade energy for Light subclasses and melee energy for Darkness subclasses). While it's only a paltry 5% by itself, the weapon can roll with both ''Demolitionist'' (kills give grenade energy, throwing a grenade instantly loads the weapon) and ''Wellspring'' (gain ability energy split amongst all three abilities) at once. The result is a weapon that can rapidly recharge your abilities as soon as it tears through groups, and let you chuck grenades like no tomorrow! If paired with the Spark of Beacons fragment (Arc special weapon kills while Amplified cause a Blinding explosion), it also gains some utility by temporarily turning off enemy attacks and slowing them down!

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* The "Into The Light" content release provides a ton of returning weapons with newer perks, a new game mode and some returning exotic missions that had been removed in sunsetting.
**
With the advent of Onslaught, a HoldTheLine style activity, numerous weapons, strategies and loadouts were soon previously considered B-tier when applied to more progression and StormingTheCastle type missions but became significantly more valuable in an enemy dense, tighter environment battle. Players quickly devised as the perfect ways to withstand the, uh, the... onslaught:
** *** Revenant Hunters with '''Renewal Grasps''' are great candidates for the SupportPartyMember. Stasis inherently slows, then freezes enemies solid, hampering their attempts to move, which is undoubtedly helpful in an activity that involves protecting a device against hordes. Building around the Grasps lets a Revenant deploy lots of Duskfield Grenades to not only hamstring enemies' movement, but also steadily freeze and break them apart, and also form large Stasis crystals to shatter. The field not only lowers enemy damage, but also reduces player damage taken, serving a twofold role - weakening enemies' damage output, and also assisting with damage resistance in hectic situations. It's almost like a very low-key version of the Ward of Dawn for Revenants.
** On a related note, *** Stasis Crystals in general are extremely useful. As long as you don't break them immediately, they're perfect for temporarily blocking off pathways to the ADU. Enemies will temporarily try to break through to no effect, before giving up and taking another path, letting you funnel them into choke points. As such, finding ways to make tons of crystals at once, like the '''Verglas Curve''', is a big boon. Behemoth Titans can also join in on creating tons of crystals to block off access to the ADU and stop enemies in their tracks.
** *** Wave Frame grenade launchers are king in this mode. The wave can rush through multiple enemies as it passes, either softening multiple tough guys or wasting tons of mooks in one go. While they'll falter against bosses, they're still great against crowds. In particular, the BRAVE version of '''Forbearance''' has gained quite a monstrous makeover. In place of ''Souldrinker'' (restores health based on amount of hits before reloading), it has ''Indomitability'' (kills give grenade energy for Light subclasses and melee energy for Darkness subclasses). While it's only a paltry 5% by itself, the weapon can roll with both ''Demolitionist'' (kills give grenade energy, throwing a grenade instantly loads the weapon) and ''Wellspring'' (gain ability energy split amongst all three abilities) at once. The result is a weapon that can rapidly recharge your abilities as soon as it tears through groups, and let you chuck grenades like no tomorrow! If paired with the Spark of Beacons fragment (Arc special weapon kills while Amplified cause a Blinding explosion), it also gains some utility by temporarily turning off enemy attacks and slowing them down!



* '''Whisper of the Worm''' was once the most broken of heavy weapons, until years of power creep saw it be outclassed by even special snipers. The craftable version fixes its biggest problem, its small reserves and a perk that's inconsistent at best and useless at worst, with one change - replacing ''Mulligan'' (chance to return a missed shot to the mag) with ''Field Prep'' (more reserve ammo, crouch to increase reload speed and handling). This simple change gives Whisper a much needed shot in the arm, letting it have much more ammo to work with and also making it handle faster. And in the event you miss your shots, at least there's much less downtime between reloads.

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* ** '''Whisper of the Worm''' was once the most broken of heavy weapons, able to continually fire so long as you hit precision shots, until years of power creep PowerCreep saw it be outclassed by even special snipers. snipers[[note]]In particular, the damage over time effect of Anarchy made DPS phases shift towards tagging an enemy with Anarchy bolts and then switching to a Sniper to have multiple sources of weapon damage at the same time. Truncated single-shot damage to Whisper of the Worm made it unable to compete in that meta[[/note]]. The craftable version has enhanceable stats and allows some custom perk tuning to be usable in more variety of playstyles. One of which fixes its biggest problem, its small reserves and a perk that's inconsistent at best and useless at worst, with one change - replacing ''Mulligan'' (chance to return a missed shot to the mag) with ''Field Prep'' (more reserve ammo, crouch to increase reload speed and handling). This simple change gives Whisper a much needed shot in the arm, letting it have much more ammo to work with and also making it handle faster. And and reload faster, in the event you miss your shots, shots at least there's much less downtime between reloads.
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* With the advent of Onslaught, a HoldTheLine style activity, numerous strategies and loadouts were soon devised as the perfect ways to withstand the, uh, onslaught:
** Revenant Hunters with '''Renewal Grasps''' are great candidates for the SupportPartyMember. Stasis inherently slows, then freezes enemies solid, hampering their attempts to move, which is undoubtedly helpful in an activity that involves protecting a device against hordes. Building around the Grasps lets a Revenant deploy lots of Duskfield Grenades to not only hamstring enemies' movement, but also steadily freeze and break them apart, and also form large Stasis crystals to shatter. The field not only lowers enemy damage, but also reduces player damage taken, serving a twofold role - weakening enemies' damage output, and also assisting with damage resistance in hectic situations. It's almost like a very low-key version of the Ward of Dawn for Revenants.
** On a related note, Stasis Crystals in general are extremely useful. As long as you don't break them immediately, they're perfect for temporarily blocking off pathways to the ADU. Enemies will temporarily try to break through to no effect, before giving up and taking another path, letting you funnel them into choke points. As such, finding ways to make tons of crystals at once, like the '''Verglas Curve''', is a big boon. Behemoth Titans can also join in on creating tons of crystals to block off access to the ADU and stop enemies in their tracks.
** Wave Frame grenade launchers are king in this mode. The wave can rush through multiple enemies as it passes, either softening multiple tough guys or wasting tons of mooks in one go. While they'll falter against bosses, they're still great against crowds. In particular, the BRAVE version of '''Forbearance''' has gained quite a monstrous makeover. In place of ''Souldrinker'' (restores health based on amount of hits before reloading), it has ''Indomitability'' (kills give grenade energy for Light subclasses and melee energy for Darkness subclasses). While it's only a paltry 5% by itself, the weapon can roll with both ''Demolitionist'' (kills give grenade energy, throwing a grenade instantly loads the weapon) and ''Wellspring'' (gain ability energy split amongst all three abilities) at once. The result is a weapon that can rapidly recharge your abilities as soon as it tears through groups, and let you chuck grenades like no tomorrow! If paired with the Spark of Beacons fragment (Arc special weapon kills while Amplified cause a Blinding explosion), it also gains some utility by temporarily turning off enemy attacks and slowing them down!
** '''Hammerhead''' returns with an equally amazing facelift. On top of the aforementioned ''Indomitability'', it has both ''Rampage'' and ''Destabilizing Rounds'' in the third column, and ''Target Lock'' and ''Killing Tally'' in the fourth. In short, it can roll two damage perks at once. You absolutely will enjoy hammering foes with this thing!
** '''The Mountaintop''' also comes packing with a killer combo - ''Overflow'' (pick up special ammo to double magazine size) or ''Demolitionist'' and ''Recombination'' (elemental weapon kills give up to ten stacks of damage boosting for the next shot). Kill a few regular foes, then whip out Mountaintop to erase the next big enemy that's unfortunate enough to get in your way. Even if it's not a one-shot, it will still do serious damage, enough to soften them up for a follow-up shot.
* '''Whisper of the Worm''' was once the most broken of heavy weapons, until years of power creep saw it be outclassed by even special snipers. The craftable version fixes its biggest problem, its small reserves and a perk that's inconsistent at best and useless at worst, with one change - replacing ''Mulligan'' (chance to return a missed shot to the mag) with ''Field Prep'' (more reserve ammo, crouch to increase reload speed and handling). This simple change gives Whisper a much needed shot in the arm, letting it have much more ammo to work with and also making it handle faster. And in the event you miss your shots, at least there's much less downtime between reloads.
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* On PC, '''"Titan Skating"''', which is achieved through binding the jump function to a macro (or the mouse's scroll wheel) and using a Titan's Catapult Lift, is considered by anyone worth their salt to be an essential asset for speedrun-level plays in PvE and blazingly fast flanks in PvP. By Titan skating, you can also abuse the aforementioned Shoulder Charge / Insurmountable Skullfort combo in the Crucible, as you'll be in the enemy's face before they can even react or even fathom how you got to them so quickly. This was patched out with the release of Joker's Wild.

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* On PC, '''"Titan Skating"''', which is achieved through binding the jump function to a macro (or the mouse's scroll wheel) and using a Titan's Catapult Lift, is considered by anyone worth their salt to be an essential asset for speedrun-level plays in PvE [=PvE=] and blazingly fast flanks in PvP.[=PvP=]. By Titan skating, you can also abuse the aforementioned Shoulder Charge / Insurmountable Skullfort combo in the Crucible, as you'll be in the enemy's face before they can even react or even fathom how you got to them so quickly. This was patched out with the release of Joker's Wild.



* The Black Hammer in all its unnerfed ''Destiny 1 Year 1'' glory comes back in this game as the '''Whisper of the Worm''', being able to fire forever so long as you keep chaining precision hits, on top of dealing obscenely high damage on those precision hits (moreso once you complete its Masterwork objective, which increases the crit's modifier). All in all, it's usually the first answer to difficult bosses, especially as new content with higher power level requirements pile upon the base game. It's one of the few times the fandom has been genuinely ecstasic about a secret weapon's discovery, as the weapon is a throwback to Destiny's early months of hilariously broken PvE loadouts. It took until ''Joker's Wild'' for Bungie to turn the Whisper into the post-nerf Black Hammer (or ''The Taken King''[='=]s Black Spindle) by making chained precision hits take from reserves instead of out of thin air, severely limiting its potency, especially in {{self imposed challenge}}s like low-man raids. Because of the blanket nerf to sniper rifle damage in ''Season of the Warmind'' and the shift to highly mobile endgame bosses (or ones with a crit spot that's hard to hit), the Whisper (and by extension, the D.A.R.C.I.) fell behind in the DPS competition, and only got a new lease of life with Bungie's 30th anniversary update.

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* The Black Hammer in all its unnerfed ''Destiny 1 Year 1'' glory comes back in this game as the '''Whisper of the Worm''', being able to fire forever so long as you keep chaining precision hits, on top of dealing obscenely high damage on those precision hits (moreso once you complete its Masterwork objective, which increases the crit's modifier). All in all, it's usually the first answer to difficult bosses, especially as new content with higher power level requirements pile upon the base game. It's one of the few times the fandom has been genuinely ecstasic about a secret weapon's discovery, as the weapon is a throwback to Destiny's early months of hilariously broken PvE [=PvE=] loadouts. It took until ''Joker's Wild'' for Bungie to turn the Whisper into the post-nerf Black Hammer (or ''The Taken King''[='=]s Black Spindle) by making chained precision hits take from reserves instead of out of thin air, severely limiting its potency, especially in {{self imposed challenge}}s like low-man raids. Because of the blanket nerf to sniper rifle damage in ''Season of the Warmind'' and the shift to highly mobile endgame bosses (or ones with a crit spot that's hard to hit), the Whisper (and by extension, the D.A.R.C.I.) fell behind in the DPS competition, and only got a new lease of life with Bungie's 30th anniversary update.



* Ever since the weapon slot changes occurred shortly before ''Forsaken'', the '''Telesto''' was noted to have retained its damage numbers from when it was still a Power weapon, swiftly killing Guardians with only 4 bolts connecting to the body. Consequently, it became one of the most prevalent, easy-to-use Exotics in the Crucible, and one of the few Fusion Rifles actually worth using in a meta that's unfavourable to them. Update 2.1.4 reduced its damage per bolt and consequently its viability in the Crucible, though it also got a damage increase in PvE as a consolation. Aside from that, it is a recurrent problem child when it comes to GoodBadBugs, triggering all sorts of broken shenanigans since its bolts are coded as entities in the same vein as enemies.

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* Ever since the weapon slot changes occurred shortly before ''Forsaken'', the '''Telesto''' was noted to have retained its damage numbers from when it was still a Power weapon, swiftly killing Guardians with only 4 bolts connecting to the body. Consequently, it became one of the most prevalent, easy-to-use Exotics in the Crucible, and one of the few Fusion Rifles actually worth using in a meta that's unfavourable to them. Update 2.1.4 reduced its damage per bolt and consequently its viability in the Crucible, though it also got a damage increase in PvE [=PvE=] as a consolation. Aside from that, it is a recurrent problem child when it comes to GoodBadBugs, triggering all sorts of broken shenanigans since its bolts are coded as entities in the same vein as enemies.



* On PC, the '''Ace of Spades''' is the number one Primary in the Crucible due to its massive Range stat of 86 (whereas most [=HCs=] fall in the [=70s=], placing the Ace firmly in Pulse Rifle range territory) and very manageable recoil when you play with a keyboard and mouse. Those two traits turn what is a fairly situational PvP gun on console into a menace in ranged confrontations, and the Firefly perk, which you can keep indefinitely until you use it all up, allows you to casually kill Guardians with two headshots. It's such a dominant gun on PC that the likes of Luna's Howl and Not Forgotten, or any other Primary for that matter, are usually shelved in favour of Energy Secondaries for better coverage. Its use eventually diminished by ''Shadowkeep'', given that expansion's launch patch introduced a blanket nerf to hand cannon range and made 150 [=RPM=]s much more desirable than ever in [=PvP=]. With the adjustment of making 150 RPM handcannons becoming 140 RPM guns starting in ''Beyond Light'', Bungie has given handcannons a range buff that increases range falloff up to 30 meters. This becomes significant with Ace of Spades because it's one of the biggest beneficiaries with the buff thanks to its already impressive range, meaning it has climbed quite closely back to the top of the charts, particularly in the Crucible, regaining a good chunk of its previous status from ''Forsaken''.

* The Warlock solar Super '''Well of Radiance''' introduced in ''Forsaken'' is basically an overcharged Healing and Empowering Rift. What made it crazy was making any Guardian inside the circle functionally invincible in PvE by giving them an overshield and immediate healing when taking damage. The only thing able to kill a guardian inside is insta-kill mechanics, though PvP had many more options (sniper headshots, heavy weapons, destroying the sword, etc.). When combined with the Lunafaction Boots Exotic, the Guardian(s) inside gained BottomlessMagazines (pre-Shadowkeep) or faster reload (post-Shadowkeep). When combined with '''Phoenix Protocol''' exotic, kills while in the Well including allies are returned to the guardian as Super energy, letting them redeploy it almost immediately. It became a Raid staple for that reason, letting you one-phase every single boss in the game with the right amount of firepower.

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* On PC, the '''Ace of Spades''' is the number one Primary in the Crucible due to its massive Range stat of 86 (whereas most [=HCs=] fall in the [=70s=], placing the Ace firmly in Pulse Rifle range territory) and very manageable recoil when you play with a keyboard and mouse. Those two traits turn what is a fairly situational PvP [=PvP=] gun on console into a menace in ranged confrontations, and the Firefly perk, which you can keep indefinitely until you use it all up, allows you to casually kill Guardians with two headshots. It's such a dominant gun on PC that the likes of Luna's Howl and Not Forgotten, or any other Primary for that matter, are usually shelved in favour of Energy Secondaries for better coverage. Its use eventually diminished by ''Shadowkeep'', given that expansion's launch patch introduced a blanket nerf to hand cannon range and made 150 [=RPM=]s much more desirable than ever in [=PvP=]. With the adjustment of making 150 RPM handcannons becoming 140 RPM guns starting in ''Beyond Light'', Bungie has given handcannons a range buff that increases range falloff up to 30 meters. This becomes significant with Ace of Spades because it's one of the biggest beneficiaries with the buff thanks to its already impressive range, meaning it has climbed quite closely back to the top of the charts, particularly in the Crucible, regaining a good chunk of its previous status from ''Forsaken''.

* The Warlock solar Super '''Well of Radiance''' introduced in ''Forsaken'' is basically an overcharged Healing and Empowering Rift. What made it crazy was making any Guardian inside the circle functionally invincible in PvE [=PvE=] by giving them an overshield and immediate healing when taking damage. The only thing able to kill a guardian inside is insta-kill mechanics, though PvP [=PvP=] had many more options (sniper headshots, heavy weapons, destroying the sword, etc.). When combined with the Lunafaction Boots Exotic, the Guardian(s) inside gained BottomlessMagazines (pre-Shadowkeep) or faster reload (post-Shadowkeep). When combined with '''Phoenix Protocol''' exotic, kills while in the Well including allies are returned to the guardian as Super energy, letting them redeploy it almost immediately. It became a Raid staple for that reason, letting you one-phase every single boss in the game with the right amount of firepower.



* For basic PvE content, '''Izanagi's Burden''' is one of the best weapons you could ask for, as its unique perk turns it into a Special weapon with the firepower of a Heavy weapon (moreso if you score precision shots, effectively outstripping any other weapon in single shot damage), giving it less constraint on ammo as it is more common than Heavy bricks. Honed Edge is also very effective in Gambit, oneshotting High Value Targets with a headshot once their shield is down; it's more situational in the Crucible due to the need to find special ammo while starting with only 2 rounds, but the threat becomes real once you've scavenged a few green bricks. Its DPS might fall short of the Whisper of the Worm, another PvE Game-Breaker, but it's still impressive for a Special weapon.

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* For basic PvE [=PvE=] content, '''Izanagi's Burden''' is one of the best weapons you could ask for, as its unique perk turns it into a Special weapon with the firepower of a Heavy weapon (moreso if you score precision shots, effectively outstripping any other weapon in single shot damage), giving it less constraint on ammo as it is more common than Heavy bricks. Honed Edge is also very effective in Gambit, oneshotting High Value Targets with a headshot once their shield is down; it's more situational in the Crucible due to the need to find special ammo while starting with only 2 rounds, but the threat becomes real once you've scavenged a few green bricks. Its DPS might fall short of the Whisper of the Worm, another PvE [=PvE=] Game-Breaker, but it's still impressive for a Special weapon.



* '''The Recluse''', Season 6's pinnacle Crucible reward. This SMG is normally tame by itself, but the moment you get a kill through any of your equipped weapons, it turns itself into one of most powerful mob-clearing Primaries in the game, owing to the Master of Arms perk being essentially Kill Clip with the refresh rate of Rampage, ramping up bodyshot damage to being just slightly lower than headshots (considering it's a 900 RPM weapon, this means it has the lowest TTK of all Primaries in the Crucible with the perk active, and melts elite PvE combatants with incredible ease). Feeding Frenzy is also a nice quick reload bonus to keep the carnage going. It took until Update 2.7.0 (Season of the Dawn) for the Master of Arms perk to get its disproportionate non-precision damage increase nerfed.

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* '''The Recluse''', Season 6's pinnacle Crucible reward. This SMG is normally tame by itself, but the moment you get a kill through any of your equipped weapons, it turns itself into one of most powerful mob-clearing Primaries in the game, owing to the Master of Arms perk being essentially Kill Clip with the refresh rate of Rampage, ramping up bodyshot damage to being just slightly lower than headshots (considering it's a 900 RPM weapon, this means it has the lowest TTK of all Primaries in the Crucible with the perk active, and melts elite PvE [=PvE=] combatants with incredible ease). Feeding Frenzy is also a nice quick reload bonus to keep the carnage going. It took until Update 2.7.0 (Season of the Dawn) for the Master of Arms perk to get its disproportionate non-precision damage increase nerfed.



* It might not seem like much on paper, but '''Divinity''' is a seriously effective tool for getting through high level PvE content. The weapon is an exotic Trace Rifle that does medicore damage, but applies a massive defensive debuff and creates a large crit spot to strike. Dominant strategies for raids now boil down to "Divinity laser it while everyone piles on the damage", since the debuff is a weighty ''30%'' malus against all incoming damage.

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* It might not seem like much on paper, but '''Divinity''' is a seriously effective tool for getting through high level PvE [=PvE=] content. The weapon is an exotic Trace Rifle that does medicore damage, but applies a massive defensive debuff and creates a large crit spot to strike. Dominant strategies for raids now boil down to "Divinity laser it while everyone piles on the damage", since the debuff is a weighty ''30%'' malus against all incoming damage.



* The Hunter stasis perk '''Shatterdive''' proved to be one of the most controversial aspects of the Stasis subclass, particularly in pvp. While in air you can trigger an immediate dive to the ground that makes a stasis area of effect damage, while also shattering nearby crystals and frozen enemies. The shattered crystals themselves can easily kill enemy players, but with the right build you can chain throwing a stasis wall grenade, shatterdive to kill and enemy, shards regenerate your grenade and you can do it all again near instantly. Combined with Hunter dodges being able to produce slow effects, you basically had a Hunter that was bouncing all over the map and can easily team wipe. The Radiant Dance Machines exotic legs produced a related problem, as the aggressive dodging nature of the gear made the stasis slowing bursts impossible to counter. Bungie had to patch Shatterdive to give it a cooldown.

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* The Hunter stasis perk '''Shatterdive''' proved to be one of the most controversial aspects of the Stasis subclass, particularly in pvp.[=PvP=]. While in air you can trigger an immediate dive to the ground that makes a stasis area of effect damage, while also shattering nearby crystals and frozen enemies. The shattered crystals themselves can easily kill enemy players, but with the right build you can chain throwing a stasis wall grenade, shatterdive to kill and enemy, shards regenerate your grenade and you can do it all again near instantly. Combined with Hunter dodges being able to produce slow effects, you basically had a Hunter that was bouncing all over the map and can easily team wipe. The Radiant Dance Machines exotic legs produced a related problem, as the aggressive dodging nature of the gear made the stasis slowing bursts impossible to counter. Bungie had to patch Shatterdive to give it a cooldown.



* The Trials of Osiris Submachine Gun '''The Immortal''' became ''the'' PVP weapon due to being the first SMG that can roll with ''Target Lock'', which activates through simply landing the first few shots on a target. This bumped the time-to-kill down a solid .25 seconds from the previous record holder, and is able to do so without a secondary activation trigger like getting a kill or reloading.

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* The Trials of Osiris Submachine Gun '''The Immortal''' became ''the'' PVP [=PvP=] weapon due to being the first SMG that can roll with ''Target Lock'', which activates through simply landing the first few shots on a target. This bumped the time-to-kill down a solid .25 seconds from the previous record holder, and is able to do so without a secondary activation trigger like getting a kill or reloading.



* '''Cenotaph Mask''' is a Warlock helmet that works with trace rifles, if you sustain fire on a target they become marked and if the marked target is killed it spawns special ammo for you and heavy ammo for your allies. This is one of the few exotics that impact ammo drops (the Aeon arms have one perk option but require coordination between players to all wear the same) and seemingly tailor-made for Grandmaster Nightfalls, while allowing a lot of flexibility on which trace rifle you want to use and which subclass to play. But the big thing is ''it works in PVP as well'', a coordinated crucible team can have one player with Cenotaph Mask and a trace rifle and have continuous heavy ammo against the enemy team.

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* '''Cenotaph Mask''' is a Warlock helmet that works with trace rifles, if you sustain fire on a target they become marked and if the marked target is killed it spawns special ammo for you and heavy ammo for your allies. This is one of the few exotics that impact ammo drops (the Aeon arms have one perk option but require coordination between players to all wear the same) and seemingly tailor-made for Grandmaster Nightfalls, while allowing a lot of flexibility on which trace rifle you want to use and which subclass to play. But the big thing is ''it works in PVP [=PvP=] as well'', a coordinated crucible team can have one player with Cenotaph Mask and a trace rifle and have continuous heavy ammo against the enemy team.



* Weavewalk, the Warlock Strand aspect, allows a Warlock to enter the Weave, reducing damage taken by a full 90%. In pvp, using this ability means surviving nearly everything shy of a Super, giving the Warlock a way out of a bad situation, with nothing the opponent can do about it. Oh, and they also generate Threadlings while they're using the ability.

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* Weavewalk, the Warlock Strand aspect, allows a Warlock to enter the Weave, reducing damage taken by a full 90%. In pvp, [=PvP=], using this ability means surviving nearly everything shy of a Super, giving the Warlock a way out of a bad situation, with nothing the opponent can do about it. Oh, and they also generate Threadlings while they're using the ability.
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* The '''Wish-Keeper''', once fully fitted with a catalyst of your choice and tuned to your liking, proves to be a bonafide champion slayer. It's similar to '''Verglas Curve''' in the sense of building up charges upon kills... and precision hits, making it easy to rack up a full bar for a ''Snareweaver'' trap. Once placed, the trap is a perfect counter to not only Unstoppables (due to Suspend being Anti-Unstoppable), but can also force Barriers from getting their shield up, and pin Overloads down for a second so they're not constantly running around, opening them up to an Anti-Overload attack. Whether you focus on ''Vorpal Weapon'' to make sure Champions go down, or ''Hatchling'' to spread Threadlings around easily, rest assured that this bow will seize the day for you in endgame content.
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** Once a solar Hunter staple, '''Celestial Nighthawk''' had become nerfed due to restrictions to the base Golden Gun damage and was always limited to being a single purpose exotic that modifies the super and provide no benefit to moment-to-moment gameplay. ''Nighthawk'' was then upgraded to where precision kills can boost super regeneration, creating a passive effect similar to other super-regenerating exotics. Add in the artifact perks of the season heavily favor solar abilities, with Golden Gun benefitting from Kinetic Surge mods and Radiance, and in lower end content can reach [[BrokeTheRatingScale the 999,999]] damage numbers once again.
** '''Precious Scars''' suffered from CripplingOverspecialization from the start, providing an overshield after reviving or being revived and sustaining that overshield for a length of time. The one piece of content it made most sense was Trials of Osiris but the benefits required the fireteam to be in a bad position, which made it not a popular choice there either. With the changes this season in addition to it's natural effect it would give a burst of healing and restoration to both the user and team members when getting weapon kills that match the player subclass. This instantly put it near the top of Titan exotics, even overshadowing Lorelei Splendor Helm. It is also not subclass specific, meaning you can grant restoration to yourself even with a Strand build and Banner of War making you almost literally unkillable.

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** Once a solar Hunter staple, '''Celestial Nighthawk''' had become nerfed due to restrictions to the base Golden Gun damage and was always limited to being a single purpose exotic that modifies the super and provide no benefit to moment-to-moment gameplay. ''Nighthawk'' was then upgraded to where precision kills can boost super regeneration, creating a passive effect similar to other super-regenerating exotics. Add in the artifact perks of the season heavily favor solar abilities, with Golden Gun benefitting from Kinetic Surge mods and Radiance, and in lower end content can reach [[BrokeTheRatingScale [[OffTheScale the 999,999]] 999,999 damage numbers numbers]] once again.
** '''Precious Scars''' suffered from CripplingOverspecialization from the start, providing an overshield after reviving or being revived and sustaining that overshield for a length of time. The one piece of content it made most sense was Trials of Osiris but the benefits required the fireteam to be in a bad position, which made it not a popular choice there either. With the changes this season in addition to it's natural its' regular effect it now would give a burst of healing and restoration to both the user and team members when getting weapon kills that match the player subclass. This instantly put it near the top of Titan exotics, even overshadowing Lorelei Splendor Helm. It is also not subclass specific, meaning you can grant restoration to yourself even with a Strand build and Banner of War making you almost literally unkillable.
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* A number of exotic armors were reworked, especially those that were OvershadowedByAwesome on arrival or had become [[CantCatchUp outdated by the evolving meta]].
** Once a solar Hunter staple, '''Celestial Nighthawk''' had become nerfed due to restrictions to the base Golden Gun damage and was always limited to being a single purpose exotic that modifies the super and provide no benefit to moment-to-moment gameplay. ''Nighthawk'' was then upgraded to where precision kills can boost super regeneration, creating a passive effect similar to other super-regenerating exotics. Add in the artifact perks of the season heavily favor solar abilities, with Golden Gun benefitting from Kinetic Surge mods and Radiance, and in lower end content can reach [[BrokeTheRatingScale the 999,999]] damage numbers once again.
** '''Precious Scars''' suffered from CripplingOverspecialization from the start, providing an overshield after reviving or being revived and sustaining that overshield for a length of time. The one piece of content it made most sense was Trials of Osiris but the benefits required the fireteam to be in a bad position, which made it not a popular choice there either. With the changes this season in addition to it's natural effect it would give a burst of healing and restoration to both the user and team members when getting weapon kills that match the player subclass. This instantly put it near the top of Titan exotics, even overshadowing Lorelei Splendor Helm. It is also not subclass specific, meaning you can grant restoration to yourself even with a Strand build and Banner of War making you almost literally unkillable.
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* Among the new Strand abilities was a rework of the champion system where subclass perks are able to counter champion enemies in particular ways, alleviating the previous need to cater your loadout to the exact mods needed that are provided by the seasonal artifact. One such effect was that suspending an Unstoppable Champion would stun them and is based directly in the game advisory notes. But suspending targets applies to all champions, and is capable of countering the Barrier Champion recharge shield by interrupting the animation. While not stunned (meaning the trigger that makes them more vulnerable to damage) Barrier Champions in general are not as tanky and being able to counter two champions with one ability was invaluable, and that's not including other perks that extend the length of suspended targets and increased damage to suspended targets. Bungie had to make a more passive nerf to suspension mechanics to alleviate this exploit, reducing the length of time champions specifically are suspended by half.
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* What was originally a "Charged with Light" armor mod before the ''Lightfall'' armor redesigns, ''Argent Ordinance'' returns as an artifact mod for the season. The mod still gives rockets the "Godslayer" perk that drains armor charge for boosted damage with each rocket launcher shot, similar to the "Charged with Light" design, but unlike before this is stackable with all other subclass and armor mod damage boosting options including ''Radiance'' and ''Solar Weapon Surge''[[note]]Bonuses from subclass, armor mods, weapon perks and artifact perks won't stack individually but will take the best from each category. Since Argent Ordinance is an artifact mod instead of armor mod, this frees up a lot of options within the character build[[/note]]. What was once a solid 20% damage bonus can now reach 50%.

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* What was originally a "Charged with Light" armor mod before the ''Lightfall'' armor redesigns, ''Argent Ordinance'' Ordnance'' returns as an artifact mod for the season. The mod still gives rockets the "Godslayer" perk that drains armor charge for boosted damage with each rocket launcher shot, similar to the "Charged with Light" design, but unlike before this is stackable with all other subclass and armor mod damage boosting options including ''Radiance'' and ''Solar Weapon Surge''[[note]]Bonuses from subclass, armor mods, weapon perks and artifact perks won't stack individually but will take the best from each category. Since Argent Ordinance Ordnance is an artifact mod instead of armor mod, this frees up a lot of options within the character build[[/note]]. What was once a solid 20% damage bonus can now reach 50%.
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* Warlord's Ruin gives a very unique and instantly adored Sidearm in the form of '''Indebted Kindness'''. It's an Arc element Sidearm using Special ammo, with the Rocket-Assisted Frame. In short, it's a rocket-firing Sidearm. It has decent fire rate and reload speed, and monstrous damage. It also can roll with both ''Beacon Rounds'' (adds homing the rockets, dealing damage extends duration) and either ''Surrounded'' or ''Voltshot''. And while it normally can only benefit from Arc-related effects, it can also roll with ''Permeability'' (changes the element to match your subclass on class ability cast), letting it cash in on all other elements. It will handily rip apart tough enemies while annihilating weaker ones with shot after shot, making it a valuable asset to anyone's arsenal.
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* What was originally a "Charged with Light" armor mod before the ''Lightfall'' armor redesigns, ''Argent Ordinance'' returns as an artifact mod for the season. The mod still gives rockets the "Godslayer" perk that drains armor charge for boosted damage with each rocket launcher shot, similar to the "Charged with Light" design, but unlike before this is stackable with all other subclass and armor mod damage boosting options including ''Radiance'' and ''Solar Weapon Surge''[[note]]Bonuses from subclass, armor mods, weapon perks and artifact perks won't stack individually but will take the best from each category. Since Argent Ordinance is an artifact mod instead of armor mod, this frees up a lot of options within the character build[[/note]]. What was once a solid 20% damage bonus can now reach 50%.
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* '''Dragon's Breath''' returns with a beastly facelift. It steadily gains stacks of fuel, up to a max of five, and uses up all stacks upon firing. The rocket sticks to targets or surfaces and starts spraying Scorching napalm around it, and Ignitions give back some fuel stacks, alongside the launcher automatically reloading upon reaching max stacks. This baby makes Ignitions very easy to pull off, as it can not only trigger multiple Ignitions on one target, the napalm it spreads can cause nearby enemies to eventually explode as well, allowing for something like a "fire and forget" playstyle. On top of that, its catalyst not only speeds up the rate of fuel stack gain, but also causes kills to produce Firesprites, allowing for some grenade regen upon pickup. You really will burn the world with this monster.
* This season comes with a serious competitor to Taipan-4fr in the form of '''Doomed Petitioner'''. It's an Aggressive Linear Fusion Rifle, which means 3-shot bursts, alongside being Void element. On top of that, it comes with some absolutely crazy perks. ''Envious Assassin'' and ''Reconstruction'' are perfect for boosting the mag size, and with how ''Precision Instrument'' works - constantly damaging the target maintains a major precision damage boost which is easy to do - alongside the buff it got, makes it perform better in both solo and group play than Taipan does. It does have somewhat worse ammo economy due to its origin trait requiring a teammate to die or you to reach critical health, but it's still an absolute beast and finally dethrones Taipan as the king of LFR damage.
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[[/folder]]

[[folder:Introduced in Season 23 - Season of the Wish]]
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dewicking disambiguation page


** Warlocks gain the Incinerator Snap melee, which lets loose a spread of explosive pellets in front of the player using it. Combined with the right exotic, this makes clearing a room full of enemies a [[JustForPun snap]]. ''Touch of Flame'' improves your equipped grenade's potency, and with the right exotic piece (think Starfire Protocol with a boosted Fusion Grenade that now explodes ''twice''), all bets are off when dealing damage with a subclass that's not traditionally about raw damage. Ever wanted to embody Roy Mustang from ''Anime/FullMetalAlchemistBrotherhood''? Here you go!

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** Warlocks gain the Incinerator Snap melee, which lets loose a spread of explosive pellets in front of the player using it. Combined with the right exotic, this makes clearing a room full of enemies a [[JustForPun snap]].snap. ''Touch of Flame'' improves your equipped grenade's potency, and with the right exotic piece (think Starfire Protocol with a boosted Fusion Grenade that now explodes ''twice''), all bets are off when dealing damage with a subclass that's not traditionally about raw damage. Ever wanted to embody Roy Mustang from ''Anime/FullMetalAlchemistBrotherhood''? Here you go!
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* Ever wanted a discount Gjallarhorn and save your exotic slot for something else? Meet the reissued '''Apex Predator''' from the updated Last Wish raid this season. It can roll with ''Reconstruction'' to get two rockets in the mag, and ''Bait and Switch'' for a major damage boost if you're good at weapon swapping. ''Explosive Light'' is also a good pick for those who want more consistency without needing to constantly switch weapons. It's even better if a teammate has Gjallarhorn, because then you can get that launcher's benefits AND keep an exotic of your choice. ''Season of the Witch'' ended up making it immensely stronger with the buff to ''Bipod'', where the damage cut isn't nearly as punishing while still retaining the boost to mag size and reserves. Say hello to a '''4-shot launcher''' that automatically replenishes itself over time if you have ammo! The best part is that it has a crafting pattern, which means you can get both perks enhanced, so it refills faster and the cuts to blast radius and reload speed are dampened further, making it feel like a slightly less powerful Gjallarhorn. It went from one of the worst launchers in the game to one of the absolute best!


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* '''Warden's Law''' was a unique Hand Cannon that fired two round bursts with each trigger pull, introduced in ''Forsaken''. It returns this season as a Nightfall drop, and it became beloved almost immediately. On top of rolling with old favorites like ''Fourth Time's the Charm'', ''Vorpal Weapon'', and ''Frenzy'', its third column also has the new ''Enlightened Action'' perk, which boosts reload speed and handling just by dealing damage. Already strong by itself, this gun becomes even more powerful as a main weapon with its amazing perk pool.
* '''Abyss Defiant''' returns in the reprised Crota's End raid, and its potential rolls are really powerful. In particular, one combination synergizes extremely well with Solar Cure and Scorching - ''Heal Clip'' / ''Incandescent''. You'll incinerate crowds and burn away anything that looks at you funny while constantly keeping you and your allies topped off on health. ''Kill Clip'' also works in place of ''Incandescent'' for a general damage boost and works in all modes if you're not one for Scorch. In addition, its Origin Trait, ''Cursed Thrall'' (melee kills result in explosions on weapon kills for a short time) gives it even more incredible enemy-clearing potential, wiping away tons of weak enemies and softening up tougher targets.
* A new Strand Fusion Rifle arrives this season in the form of '''Nox Perennial V'''. ''Envious Assassin'' gives a bigger mag to work with, and it can be complimented with either ''Controlled Burst'' for regular damage buffs as long as you're accurate, or ''Hatchling'' for those who like making Threadlings after wasting crowds. And as it's a Cassoid weapon, it also comes with the ''Wild Card'' Origin Trait, which gives it a chance to unleash Strand-element projectiles that burst out of a target upon kill. It's essentially a slightly weaker Telesto with a different element and less active, but still destructive munitions.
* Ever wanted a weapon like The Messenger but either can't or won't do Trials? '''Psi Hermetic V''' says hi. As a world drop, it will take time to get a roll you want, but its combos are many and good. The third column gets ''Elemental Capacitor'', ''Outlaw'', ''Enlightened Action'', and ''Moving Target''. The fourth column is stacked with ''Frenzy'', ''Kill Clip'', ''Perpetual Motion'', and ''Golden Tricorn''. All this, on top of being Stasis, and also having Cassoid's Origin Trait for something extra on every other kill.
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* Banner of War, the Titan Strand aspect, activates whenever the Titan gets a melee, finisher or Sword kill: a Strand banner forms on their back and begins pulsing, granting healing and a damage buff to everyone in it's range. More kills increase the frequency of the pulses, with x4 being the max. Combined with Woven Mail, Banner of War makes the Titan near-invincible as long as it's active.

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* Banner of War, the Titan Strand aspect, activates whenever the Titan gets a melee, finisher or Sword kill: a Strand banner forms on their back and begins pulsing, granting healing and a melee damage buff to everyone in it's range. More kills increase the frequency of the pulses, with x4 being the max. max and allied kills contribute to a near infinite upkeep. Combined with Woven Mail, Banner of War makes the Titan near-invincible as long as it's active.active and is basically a roaming Well of Radiance.
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[[/folder]]

[[folder: Introduced in Season 22 - Season of the Witch]]
* Weavewalk, the Warlock Strand aspect, allows a Warlock to enter the Weave, reducing damage taken by a full 90%. In pvp, using this ability means surviving nearly everything shy of a Super, giving the Warlock a way out of a bad situation, with nothing the opponent can do about it. Oh, and they also generate Threadlings while they're using the ability.
* Banner of War, the Titan Strand aspect, activates whenever the Titan gets a melee, finisher or Sword kill: a Strand banner forms on their back and begins pulsing, granting healing and a damage buff to everyone in it's range. More kills increase the frequency of the pulses, with x4 being the max. Combined with Woven Mail, Banner of War makes the Titan near-invincible as long as it's active.
* Briarbinds, the exotic Warlock gauntlets, allow the Warlock to pick up their Void Soul after deploying it, allowing them to keep the chain of Void Soul debuffs going without the hassle (or cooldown) of casting a new rift every time. If that wasn't enough, the Void Soul also lasts longer and becomes more powerful as it kills more and more enemies.
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* ''Cenotaph Mask''' is a Warlock helmet that works with trace rifles, if you sustain fire on a target they become marked and if the marked target is killed it spawns special ammo for you and heavy ammo for your allies. This is one of the few exotics that impact ammo drops (the Aeon arms have one perk option but require coordination between players to all wear the same) and seemingly tailor-made for Grandmaster Nightfalls, while allowing a lot of flexibility on which trace rifle you want to use and which subclass to play. But the big thing is ''it works in PVP as well'', a coordinated crucible team can have one player with Cenotaph Mask and a trace rifle and have continuous heavy ammo against the enemy team.

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* ''Cenotaph '''Cenotaph Mask''' is a Warlock helmet that works with trace rifles, if you sustain fire on a target they become marked and if the marked target is killed it spawns special ammo for you and heavy ammo for your allies. This is one of the few exotics that impact ammo drops (the Aeon arms have one perk option but require coordination between players to all wear the same) and seemingly tailor-made for Grandmaster Nightfalls, while allowing a lot of flexibility on which trace rifle you want to use and which subclass to play. But the big thing is ''it works in PVP as well'', a coordinated crucible team can have one player with Cenotaph Mask and a trace rifle and have continuous heavy ammo against the enemy team.
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* ''Cenotaph Mask''' is a Warlock helmet that works with trace rifles, if you sustain fire on a target they become marked and if the marked target is killed it spawns special ammo for you and heavy ammo for your allies. This is one of the few exotics that impact ammo drops (the Aeon arms have one perk option but require coordination between players to all wear the same) and seemingly tailor-made for Grandmaster Nightfalls, while allowing a lot of flexibility on which trace rifle you want to use and which subclass to play. But the big thing is ''it works in PVP as well'', a coordinated crucible team can have one player with Cenotaph Mask and a trace rifle and have continuous heavy ammo against the enemy team.
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* ''Kinetic Tremors'' is quickly making the rounds as a must-have perk. Its premise is simple - shoot the target for a short time before kinetic shockwaves start surging around them, damaging them and nearby enemies for a few seconds. While weaker enemies will fall before it kicks in, it really shines against beefier enemies like orange bars and champions, who will last far longer and give ample time for the perk's effect to trigger. It gives kinetic weapons far more damage potential and lets them compete better with all other elemental weapons, while also ensuring you can have an easier time with beefier enemies if your special and heavy ammo is gone and your abilities are still recharging. If it rolls in combination with ''Shoot to Loot'' (shooting special/heavy bricks will instantly warp the ammo into reserves), it gets some utility as well, letting it immediately grab any ammo the enemy drops on death if they die to the shockwaves. So far, it can only roll on three weapons, but its potency cannot be denied.

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* ''Kinetic Tremors'' is quickly making the rounds as a must-have perk. Its premise is simple - shoot the target for a short time before kinetic shockwaves start surging around them, damaging them and nearby enemies for a few seconds. While weaker enemies will fall before it kicks in, it really shines against beefier enemies like orange bars and champions, who will last far longer and give ample time for the perk's effect to trigger. It gives kinetic weapons far more damage potential and lets them compete better with all other elemental weapons, while as those had been buffed with the subclass synergy reworks of the previous year. Being for primary ammo weapons also ensuring ensures you can have an easier time with beefier enemies if when your special and heavy ammo is gone are depleted and your abilities are still recharging. If it rolls in combination with ''Shoot to Loot'' (shooting special/heavy bricks will instantly warp the ammo into reserves), it gets some utility as well, letting it immediately grab any ammo the enemy drops on death if they die to the shockwaves. So far, it can only roll on three weapons, but its potency cannot be denied.
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* '''Cold Comfort'' from the "Ghosts of the Deep" dungeon is an Aggresive Frame Stasis Rocket Launcher that comes with the trait Restoration Ritual, which automatically reloads the gun and prepares an emergency reload for the next time it runs out of ammo when you revive an ally or finish a combatent. It can also roll with the perk "Envious Assassin", which can overflow the mag up to 3 if you get kills with other weapons before drawing it. This essentially means that a user can get 4 back-to-back rockets with just one perk, plus the trait.

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* '''Cold Comfort'' Comfort''' from the "Ghosts of the Deep" dungeon is an Aggresive Frame Stasis Rocket Launcher that comes with the trait Restoration Ritual, which automatically reloads the gun and prepares an emergency reload for the next time it runs out of ammo when you revive an ally or finish a combatent. It can also roll with the perk "Envious Assassin", which can overflow the mag up to 3 if you get kills with other weapons before drawing it. This essentially means that a user can get 4 back-to-back rockets with just one perk, plus the trait.
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[[/folder]]

[[folder: Introduced in Season 21 - Season of the Deep]]
* '''Cold Comfort'' from the "Ghosts of the Deep" dungeon is an Aggresive Frame Stasis Rocket Launcher that comes with the trait Restoration Ritual, which automatically reloads the gun and prepares an emergency reload for the next time it runs out of ammo when you revive an ally or finish a combatent. It can also roll with the perk "Envious Assassin", which can overflow the mag up to 3 if you get kills with other weapons before drawing it. This essentially means that a user can get 4 back-to-back rockets with just one perk, plus the trait.

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** It was so broken that Bungie finally got around to nerfing it in Season 21, bringing an end to its reign of terror.



* The Trials of Osiris Submachine Gun '''The Immortal''' became ''the'' pvp weapon due to being the first SMG that can roll with Target Lock, which activates through simply landing the first few shots on a target. This bumped the time-to-kill down a solid .25 seconds from the previous record holder, and is able to do so without a secondary activation trigger like getting a kill or reloading.
* ''Kinetic Tremors'' is quickly making the rounds as a must-have perk. Its premise is simple - shoot the target for a short time before kinetic shockwaves start surging around them, damaging them and nearby enemies for a few seconds. While weaker enemies will fall before it kicks in, it really shines against beefier enemies like orange bars and champions, who will last far longer and give ample time for the perk's effect to trigger. It gives kinetic weapons far more damage potential and lets them compete better with all other elemental weapons, while also ensuring you can have an easier time with beefier enemies if your special and heavy ammo is gone and your abilities are still recharging. So far, it can only roll on three weapons, but its potency cannot be denied.

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* The Trials of Osiris Submachine Gun '''The Immortal''' became ''the'' pvp PVP weapon due to being the first SMG that can roll with Target Lock, ''Target Lock'', which activates through simply landing the first few shots on a target. This bumped the time-to-kill down a solid .25 seconds from the previous record holder, and is able to do so without a secondary activation trigger like getting a kill or reloading.
* ''Kinetic Tremors'' is quickly making the rounds as a must-have perk. Its premise is simple - shoot the target for a short time before kinetic shockwaves start surging around them, damaging them and nearby enemies for a few seconds. While weaker enemies will fall before it kicks in, it really shines against beefier enemies like orange bars and champions, who will last far longer and give ample time for the perk's effect to trigger. It gives kinetic weapons far more damage potential and lets them compete better with all other elemental weapons, while also ensuring you can have an easier time with beefier enemies if your special and heavy ammo is gone and your abilities are still recharging. If it rolls in combination with ''Shoot to Loot'' (shooting special/heavy bricks will instantly warp the ammo into reserves), it gets some utility as well, letting it immediately grab any ammo the enemy drops on death if they die to the shockwaves. So far, it can only roll on three weapons, but its potency cannot be denied.
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* ''Target Lock'' is a great perk that was introduced here. It has a simple premise - keep shooting the enemy long enough for your damage to steadily increase up to five times. The stacks immediately go away if you miss even once. As long as you can keep every bullet on target, you can easily whittle down an opponent's health just by being very accurate. It pairs insanely well with perks that increase ammo efficiency like ''Triple Tap'' or ''Reconstruction'', and accuracy and stability boosts like ''Perpetual Motion'', and more than a few Primary weapons can roll with it, letting them get in on the fun. ''Target Lock'' also lets Primary weapons be kind of viable against higher tier enemies in case your Special and Heavy are dry, so you can still provide some good DPS instead of being left ineffectual during damage phases on bosses. Couple it with the big bubble made by '''Divinity''' and it's astoundingly easy to maintain the damage stacks as long as your buddy keeps the bubble up.
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* ''Kinetic Tremors'' is quickly making the rounds as a must-have perk. Its premise is simple - shoot the target for a short time before kinetic shockwaves start surging around them, damaging them and nearby enemies for a few seconds. While weaker enemies will fall before it kicks in, it really shines against beefier enemies like orange bars and champions, who will last far longer and give ample time for the perk's effect to trigger. It gives kinetic weapons far more damage potential and lets them compete better with all other elemental weapons, while also ensuring you can have an easier time with beefier enemies if your special and heavy ammo is gone and your abilities are still recharging. So far, it can only roll on three weapons, but its potency cannot be denied.

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