Today we’re going to talk about some changes that are coming in Season 11 to the way the world loot pool works. Because the world pool serves as a baseline of legendary gear that can be earned across different activities, we want to update and refresh it seasonally with meta relevant weapons, some of which were previously exclusive to specific activities like Gambit or Crucible.This shared pool can also be unwieldy -- if you're looking for a specific roll of a specific weapon, a pool too large can make it statistically challenging to find, much less with the roll you want. Starting in Season 11, it will be curated both for relevance and overall size, to strike a balance between number of rewards and the chance to get a sought-after drop. Every season gear from previous seasons will be added, and any gear that would no longer have a Max Power Level greater than or equal to the current Season cap will be cycled out to ensure that drops are Power relevant in the current Season.The World Pool for Season 11 will consist of the following weapons:
- Uriel's Gift
- Elatha FR4
- The Old Fashioned
- Mos Epoch III
- Hawthorne's Field-Forged Shotgun
- Last Hope
- Timelines' Vertex
- Interference VI
- Dire Promise
- True Prophecy
- Jian 7 Rifle
- Enigma's Draw
- Distant Tumulus
- Escape Velocity
- Honor's Edge
- Gnawing Hunger
- Arsenic Bite-4b
- Main Ingredient
- Outrageous Fortune
- Nature of the Beast
- Last Perdition
- Bad Omens
- Night Watch
- Toil and Trouble
- Last Dance
- Long Shadow
- Steel Sybil Z-14If you still need a weapon or weapon roll from the current Vanguard, Crucible, or Gambit playlists that isn’t on that list, go grab it now!"
Reload Perk UpdatesWe’ve observed that players lean towards picking perks that increase their damage (e.g. Kill Clip) or reduce weapon downtime (e.g. Outlaw).The damage perks were adjusted quite a while back, but reload perks still don’t feel like choices. This tuning pass aims to keep them feeling powerful without being so dominant that no other choices seem viable.First, some information on the stats that impact reload:
- Reload Stat: 0-100, and maps onto an archetype-specific reload animation speed.
- Reload Duration Scale: Most reload perks also apply a small multiplier to the reload animation, so that if reload stat is capped, you still see a small speed bump.
- Reload Empty Duration Scale: As above, but only applies if the magazine is empty.Note that because most weapons have fairly high reload stats, decreasing a reload stat bonus from +100 to +50 will still max out the reload stat most of the time, and so doesn’t slow down the actual reload as much as it seems.The following perks that alter these reload stats are being updated:
- Outlaw – Slowed this down a little bit.
- Reload stat from +100 to +50.
- Reload Duration Scale from 0.8 to 0.9.
- Feeding Frenzy – This was strictly better than Outlaw, so we’re changing functionality to be based on number of rapid kills.
- Functionality changed to increase reload speed based on number of rapid kills, up to 5.
- With 2 kills, reload speed is equal to updated Outlaw.
- With 3+ kills, is faster than Outlaw.
- With 4+ kills, is the fastest reload in the game (except Alloy Mag).
- Max possible reload duration scale from 0.83 to 0.8.
- Max possible reload stat unchanged at +100.
- Rapid Hit – Gave a huge amount of reload and stability for very little work, front-loaded onto the first precision hit. We have updated it so that it still feels good, but isn’t quite as powerful.
- Adjusted stacking bonus to give less benefit for the first hit and more with subsequent hits.
- Max possible reload stat from +100 to +60.
- Max possible reload duration scale from 0.8 to 0.925.
- Max possible stability stat from +50 to +25.
- Drop Mag – Situationally really powerful without a massive drawback, as good as a perk, but in a magazine column.
- Reload duration scale from 0.85 to 0.9 (just brings it in line with Outlaw).
- Field Prep – Unchanged, but for reference:
- Reload stat +50.
- Reload duration scale 0.8.
- Alloy Mag – Unchanged, but for reference:
- Reload empty duration scale 0.6666."
Reloading has been changed and its a pretty big change. Outlaw has a small Nerf that will NOT make your current Kill Clip, Outlaw rolls bad. They will still be great, its only a headshot to get a great reload speed.
Feeding Frenzy will be great for weapons that have a larger magazine that will get a large amount of kills, more like auto rifles and hand cannons with 14 magazines.
Rapid Hit is my favorite perk of all time in Destiny, as sad as i feel about it, it deserves a nerf. It is a very powerful tool, this perk looks like it would still be best in PvP. You can use this in PvE but you see the true value of this in PvP especially with Hand Cannons Like the Spare Rations.
Drop Mag is just a great perk overall, it is getting a small nerf but it will still be a reload speed to outlaw! This is good for ad clearing, I have personally seen this more effective with Autos and Scout Rifles.
"Additionally, we’re fixing an issue where perks that grant partial weapon ammo did not respect shot count for burst weapons. This means that these perks will now work correctly on Pulse Rifles, Fusion Rifles, and Burst Sidearms, so these perks will be more common on those weapon archetypes in the future:
- Ambitious Assassin
- Lead from Gold
- Clown Cartridge"This just means that a burst weapon that shot 4 bullets can sometimes get 3 bullets instead causing the magazine to end at 3 bullets instead of 4 and not receiving the full 4 burst shot.
General Perk Retuning"With opening up space by adjusting reload perks, we also retuned some other, underused perks, based on our internal testing and perk popularity and effectiveness data from our internal analytics.
- Dynamic Sway Reduction -- Adds 10 Stability over time in addition to accuracy (this is way more powerful than it sounds).
- Reduced reticle movement from Stability should now tell players this is working.
- Pulse Monitor -- Take critical damage and you can quickly switch to your now-fully loaded Shotgun!
- Reload amount from 0.35 to 1.0.
- +50 Handling.
- 5% faster swap speed.
- This works on stowed weapons too, which was already the case but makes it a lot more useful.
- Hipfire Grip -- Now helps you hit shots closer to ADS ranges, still doesn't affect damage dropoff or magnetism.
- 1.2x aim assist falloff.
- +15 aim assist.
- +1.7 degrees precision hip fire angle threshold.
- By default, when hip-firing a weapon, the center of your reticle must be over a target in order to get a crit, otherwise aim assist will give you a body shot. This change gives you a little leniency, so if the center of your reticle is not directly over a target you will still get the crit if you’re within this angle.
- Has no effect on Sniper Rifles.
- Sneak Bow -- Actually makes you sneaky now. Stealth buff!
- Now doesn't ping radar when shooting."Dynamic Sway Reduction is already a fan favorite perk and it is now getting a huge buff! Stability and Accuracy buff overtime is a great perk that is great for 600RPM Auto Rifles like the Summoner and the Gnawing Hunger, if you have a roll with Dynamic Sway Reduction, KEEP IT!Pulse monitor is great for last second swaps when you accidentally run into an orange bar enemy and need to shut it down quick.Hipfire Grip just gives you more bullet magnetism when you are closer to the target and made it more forgiving, still not recommended.Sneak Bow Looks like a great perk now! This can be a very annoying perk with invisible hunters with 100/100 mobility, be careful!New PerksNext Season, we’ll have new perks rolling exclusively on the Season of [REDACTED] weapons. Additionally, Iron Banner will be receiving two new perks on two reprised weapons. In future Seasons, these perks will begin to roll on other weapons.While we don’t want to spoil the fun of discovering and testing new perks, we will leave you with the names of upcoming Iron Banner perks: Iron Grip and Iron Gaze. We are excited to see the community break these perks down when the new Season begins.Upcoming Archetype Buffs
"Next Season, we’re taking a quick pass on a few weapon archetypes that have been underperforming.Future Archetype Updates
- Slug Shotguns are underused in PvE, because they require crits to maximize damage, and didn’t reward that precision with higher damage per second.
- Slug Shotgun PvE Damage + 30%.
- High-Impact Pulse Rifles are underused in Crucible. While they have a very fast optimal TTK, that TTK was very hard to achieve, so we decided to soften that a little.
- High-Impact Pulse Rifle damage per bullet from 21 to 22. This changes it from 6 crits to 5 crits/1 body to kill a Guardian in PvP at most Resilience values.
- In analytics we see Bows are underused in challenging content, and locally we’ve observed that it feels terrible when a Bow leaves a red bar enemy at low health.
- Bow PvE damage VS minors + 10%."
Slug Shotguns are getting a pretty nice buff, i still dont see a place for slug shotguns. They will probably be great for mid tier gamplay like regular strikes and nightfalls.
High-Impact Pulse Rifles like the Blast Furnace is a great weapon but require you to hit all your shots to get the optimal TTK. It now has an easier TTK with 5crits/1 body that might seem like a lot but this is a huge BUFF. Most of the time it is the end of the first or second burst that makes you miss that last headshot, this will make things much more forgiving. You are going to see these in the crucible more often very soon!
Bows can finally kill minors in one shot, yay.
We’ve been evaluating feedback and our analytics data, and while we’re not done yet, we wanted to touch on three community pain points. Our current goal is to touch on these in Season 12, but we’ll be sure to let you know if plans change.
- Sniper Rifles – Community feedback has been that Revoker and Beloved dominate, and looking at analytics they account for 86% of Sniper Rifle usage in the Crucible – and if we include other low-zoom Sniper Rifles, the number gets even higher.
- We’re specifically looking at how zoom translates into ease-of-use for Sniper Rifles. We’re investigating changes that make choosing a Sniper Rifle zoom more of an interesting choice.
- Hand Cannons – We’re evaluating the Hand Cannon subfamilies.
- As an example, we’re breaking out Aggressive Hand Cannons to let us tune their range independently of the others.
- Adaptive Auto Rifles – Auto Rifles in general are highly represented in Crucible, but generally feel balanced. Adaptive Auto Rifles are a little higher, so we’re looking at them.
- We’re not rolling back the Season 10 buff, but we’re adjusting the tuning a little to give other Auto Rifle subfamilies a chance to shine.Moving forward, we plan to make more regular weapon balance changes, we’ll have more to share on cadence and scope later."Snipers are getting looked at to hopefully make other scopes feel better, low zoom scopes have always been the go to because they dont make you feel as blocked off. It would be great to use other snipers and other scopes that feel as good.Hand Cannons are getting looked, hoping to get to use another archetypes other than 150 like Spare Rations.Auto Rifles are in a great position right now, they arent completly dominate but feel great and dont feel like a handicap to use.This has been a great TWAB with a whole lot of information, lets hope bungie keeps us up to date like this more often.Enjoy your Felwinters Lie!