In preparation for the launch of Rise of Iron on September 20th Destiny developer Bungie has begun the rollout of update 2.4, which is to be the major weapon tuning change. But even before players get to experience all of the changes coming with update 2.4, Bungie has released the patch notes, and they are comprehensive.

Since Destiny: Rise of Iron ushers in Year 3 for the game, it’s only appropriate that Bungie tweak every weapon class within its game. In some cases that means improving the weapon type for the better – i.e. Making it more useful in PvE or PvP – but in others it means taking the weapon class’ viability down a notch. See below for some highlights from the weapon tuning update or head to Page 2 for the full patch notes.

Exotic Weapon Changes

In terms of the exotic weapons, the most notable changes are those to Thorn and Universal Remote. Thorn has been on the minds of PvP players ever since it was announced as a returning weapon for Year 3, specifically because it was such a terror in Year 1. Luckily, Bungie seems to be aware of that and wants to curb some of Thorn’s effectiveness with a 25% nerf to the gun’s base range, with or without the ‘Send It’ perk active.

For Universal Remote the change is a little more nuanced. The range has been dropped significantly on the exotic shotgun primary, while the rate of fire has been turned up a tiny bit. Universal Remote had become one of the go-to weapons because of its effective range and damage, but this change should decrease the gun’s viability.

Primary Weapon Changes

Seemingly across the board, primary weapons in Destiny: Rise of Iron will be made more effective. Auto Rifles have long been a point of contention for the game, and are typically outclassed save for a few exceptions. This week’s patch, however, should make some a little more viable.

While Bungie is lowering the magazine size for the highest rate of fire auto rifles (the Doctrine of Passing group), the studio is also increasing the base damage for middle rate of fire auto rifles. Presumably that would make the more stable auto rifles a little more effective against hand cannons and pulse rifles, but we will have to wait and see.

The mid-tier pulse rifles are the point of focus for update 2.4, and they are getting a slight buff to damage. Guns like Nirwen’s Mercy, for example, were slightly nerfed in a previous update and in turn became outclassed by the faster firing pulses. Hopefully now those who can control their bursts will be rewarded with faster time to kill.

Hand canons see the least amount of attention in this update, but the low rate of fire will have their range stat raised. Nothing was mentioned about the class’ inconsistencies with hit detection, though, which may be disappointing to some.

Secondary Weapon Changes

Sniper rifle users arguably got the worst news, as their beloved mid-tier snipers were nerfed in some significant ways. Most specifically, mid-tier snipers like the 1000 Yard Stare and the Longbow Synthesis will no longer be able to kill a Guardian with a headshot while in their Super, assuming they have full armor.

Bungie is also increasing flinch for snipers in order to make it harder to pull off an accurate shot while under fire. In turn, those same mid-tier snipers will have their target acquisition (or aim assist) turned down to match similar archetypes.

Shotguns with the full auto perk and those with higher than average rates of fire will see their damage increased slightly, presumably to make shotguns more effective in PvE. Outside of that, though, the class will be relatively the same. It will be interesting to see how a change that will benefit PvE will impact Crucible, though.

The sidearm class is getting new options in Destiny: Rise of Iron so it only makes sense that the weapon type receives the most changes. Some classes are getting buffed while others are getting slightly nerfed. But for the most part it sounds like sidearms should be a little more useful overall.

Heavy Weapon Changes

Bungie’s change to rocket launchers is pretty straightforward: make Cluster Bombs more effective and make Grenades and Horseshoes less so. In Rise of Iron, Cluster Bombs will have a greater range and the perk activation for Grenades and Horseshoes will be slightly smaller.

Machine guns in the high rate of fire archetype will do more damage, which should help them beat out some primaries more effectively.

Overall, the weapon changes should go over with Destiny players, save for a few head scratchers. Snipers are sure to be the most vocal about the update in terms of a negative perspective, while the rest of the Destiny population is likely pretty satisfied. However, since we haven’t actually experienced the update first hand – and won’t until later this afternoon – it’s hard to say which changes were as meaningful as the notes suggest. If nothing else it appears Rise of Iron may shift the power in Destiny in some pretty major ways.

Destiny: Rise of Iron releases September 20, 2016 for PS4 and Xbox One.

Head to Page 2 for Full Update 2.4 Patch Notes

Exotics
Fabian Strategy
Doubling down on a Titan’s role to hold the front line, Fabian Strategy users will now be able to hold down the trigger to melt enemies until there are none left.
  • Kills with this weapon now automatically load a portion of the magazine
  • Increased base range (+16%) and stability (+44%)
Thorn
Since we are bringing back Thorn for Rise of Iron, it was worth re-evaluating its place in the weapon ecosystem. What are Thorn’s strengths?
  • Damage over time (which provides location information and health recovery delay)
  • Fastest family of Hand Cannon fire rate
  • Effectively best in class level range with Send It
To avoid a repeat of year one, we decided to remove one of those elements from the equation.
  • Reduced base range by 25%
Universal Remote
An exotic shotgun not gated by the special ammo economy was already a dangerous tool, but as players honed their mastery over the strong mobility options that Destiny has to offer, a hair-pulling combination was born. A range reduction helps bring the efficacy of these sorts of tactics down a bit.
  • Exotic Perk range bonus reduced by 75% (no longer guarantees maximum shotgun range)
  • Increased rate of fire (lowers damage as a secondary effect)
Dreg’s Promise
Fitting in with the retune of Sidearms (see below), Dreg’s gets a little bit more love.
  • Increased damage by 8%
  • Increased magazine size by 3
Touch of Malice
It is intended that Touch of Malice still shine best in King’s Fall, but outside of the Raid, clever players figured out how to avoid Touch of Malice’s single drawback by imbuing themselves with the Blessing of Light - but the Darkness has been boiling stronger within the gun...
  • Touch of Malice’s self-damage infliction now removes Blessing of Light
Boolean Gemini
This super versatile weapon receives another tool in its kit.
  • Added intrinsic perk High Caliber Rounds
No Time to Explain
I’m going to respect the spirit of the weapon with this one.
  • Added intrinsic perk Headseeker
Sniper Rifles
Snipers are being utilized extremely effectively in both the Crucible and against the Minions of the Darkness. However, one family of Sniper Rifle stands out from the rest – the mid-high impact family of sniper rifles (of which 1000-Yard Stare and Y-09 Longbow Synthesis belong).
Let us evaluate the benefits of the family:
  • Decent magazine sizes combined with strong impact provide for strong DPS
  • Strong target acquisition and when combined with Hidden Hand can reach the upper echelon normally reserved for lower impact Sniper Rifles (Weyloran’s March)
  • Ability to take down a guardian while in their super state
  • High body-shot damage with a rate of fire still fast enough that the two tap body-shot is still viable
The resulting Sniper Rifle has all the strengths of other families but without the drawbacks. To spread the power a bit, we touched two elements:
  • Reduced damage on the mid-high impact (Thousand Yard Stare family) of Sniper Rifles by 6.95%
    • Mid High impact snipers can no longer reliably kill high armor guardians in super
    • No Land Beyond is not affected by this damage reduction
  • Reduced Target Acquisition for LDR 5001/Y-09 Longbow Synthesis to bring in line with other snipers in the same family
As a result, the slowest firing family of Sniper Rifle (Black Spindle) should be your key tool to take down Supers, balanced by lower magazine size, fire rate, and aim assist.
Aim Deflection (aka Flinch)
“You get the drop on an enemy sniper, reducing him down to a pixel of his life. Right before you pull the trigger for the last bullet to exit your scout rifle’s chamber, you see the glint and hear the sound of your head turning to mush. You raise your fist in the air and release a silent scream so as not to wake the baby.”
With these changes, we want to give your primary weapon a better chance at contesting sniper rifles.
  • Increased the starting strength for aim deflection (aka Flinch) when players take damage while scoped in from 30% starting to 50% starting
    • With every subsequent hit, the strength of deflection increases until you hit 100% max deflection
  • Overall Sniper ADS aim deflection multiplier increased to 1.9x (was 1.85x)
Bugs
  • Fixed an issue where Eirene UI stat bars showed an incorrect rate of fire
Auto Rifles
With new Auto Rifles being introduced in Rise of Iron, playtests revealed a decrease in the importance of reloading – high rate of fire Auto users had enough bullets for multiple encounters. We do not want players feeling starved for ammo, but creating an opening for opponents to attack is an important part of the “combat dance” for Destiny.
Middle rate of fire Autos also received a small damage boost to help with damage falloff, but the resultant damage does not drastically change its time to kill.
  • Reduced the maximum magazine size for highest rate of fire Auto Rifle family (all weapons in the Doctrine of Passing family)
  • Increased damage to middle rate of fire Autos (1.5%)
Shotguns
While strong against combatants, fast firing shotguns have generally experienced low up time in PvP. The following changes are meant to sweeten the value proposition, starting with everyone’s favorite Titan class weapon.
  • Immobius: decreased spread on Titan class shotgun in ADS (0.1 zoom factor increase), increased base stability by 60%
  • Reduced spread angle penalty on shotguns with the perk Full Auto, Invective was not affected
  • Increased high rate of fire and middle-low rate of fire shotgun damages by 2%
Pulse Rifles
With high rate of fire Pulse Rifles being strong contenders in the crucible, we put our lens on the mid and low rate of fire models, nudging them slightly forward while still maintaining Pulses around the three burst kill.
  • Increased rate of fire for the Hakke Pulse Rifle Lyudmila-D
  • Minor increase (2%) to damage for middle rate of fire family Pulse Rifles (Nirwen's Mercy)
Sidearms
When evaluating player loadout data across the game, we can see that Sidearms are being underutilized. With 2.4.0 we aim to change that, pushing Sidearms to shoot further, faster, and more predictability.
  • Unified damage for all Sidearm types
    • Increased damage for existing Häkke Sidearm families by 3% for lowest rate of fire and 7% for higher rate of fire
    • Decreased damage for non-hitscan Sidearms by 5% for Vestian Dynasty and Queen's Choice
  • Minor extension of damage falloff point for Sidearms across the board (+0.5 meters)
  • Minor increase of stability for Sidearms across the board
  • Added damage bonus in PvE (20-30% dependent on combatant tier)
  • To accommodate two new faster firing Sidearm families releasing in Rise of Iron, all current Sidearm rate of fire bars will be slightly shorter
    • This is so we have more bar space to display rate of fire differentiation
    • Does not change the actual fire rate, just the stat bar representation
Rocket Launchers
While super satisfying, Cluster Bombs are not always super reliable. At times, the bombs land inches out of their effective range and hit for single point damages.
Grenades and Horseshoes is by and far the most popular Rocket Launcher perk. While decreasing the chance that a rocket misses, it also removes or reduces many of the interesting combat prediction elements that make the weapon archetype interesting to play.
By making Cluster Bomb more reliable and Grenades and Horseshoes less effective, we hope to mix up the Rocket Launcher perk selection and inject a bit more technique into the archetype.
  • Increased effective range on the explosions for the Cluster Bomb perk
  • Grenades and Horseshoes perk activation radius reduced (1.3->1 meters)
    • Truth is not affected by this change
Machine Guns
The high rate of fire family of Machine Gun really hits the fantasy when it comes to face melting crowd control weapons. Increasing their DPS will also help them shine in other scenarios as well (i.e. Boss battles).
  • Increased damage on highest rate of fire Machine Guns (4%)
Hand Cannons
You will only find small bug fixes for 2.4.0 for this weapon category. However, as a preview to Rise of Iron, newly minted low rate of fire hand cannons have a higher maximum possible range stat, giving players a distinct reason to choose that type of weapon.
  • Fixed an issue where the hand cannon Zaouli's Bane's rate of Fire stat would display incorrectly
  • Fixed an issue where the Taken King Vanguard and Armsday Hand Cannons (Down and Doubt 00-0, Kumakatok HC4) stats would display incorrectly.
Fusion Rifles
Again, only small bug fixes. You can stop making that joke now.
  • Accelerated coils correctly reflects damage reduction now on the UI stat bars
    • No change to gameplay effect, UI only
  • Fixed an issue where stat bars on Techeun Rage displayed incorrectly
Perks
After months of collecting player feedback and analyzing usage data, we decided upon a list of perks that could benefit from a refresh. We also decided to reduce the effectiveness of Unflinching, which otherwise would have negated the aforementioned sniper flinch changes without tradeoff. Finally, classic magazine perks like Armor Piercing Rounds now give additional range bonuses.
Take a Knee
  • Now activates after 0.5 seconds of crouching
  • Added flinch reduction (25%) and increased aim down sights speed by 25%
Exhumed
  • Added an extra +5 seconds (15 seconds total) of effect time
Cascade
  • Functional change: melee kills automatically reload a portion of the magazine
Surplus
  • Now increases carried ammo capacity
Grave Robber
  • Increased activation chance to 25% (from 20%)
Guerilla Fighter
  • Increased stability and range bonuses by 200% (think of it as a bonus Hammer Forged and Perfect Balance when the perk activates)
Magazine Perks
  • Magazine perks now give range bonuses
    • Removed impact stat bonuses that had no effect on base damage and only on the UI
    • Armor Piercing Rounds: adds +4 range, reduces -4 handling
    • High Caliber Rounds: adds +3 range, reduces -5 handling,
    • Skip Rounds: adds +5 range, reduces -3 handling, adds +5 inventory
Unflinching
  • Decreased efficacy of the perk from 25% flinch reduction to 15% flinch reduction