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![]() | What is Forex trading? submitted by Profinvestments to u/Profinvestments [link] [comments] Forex trading is a term used to describe individuals that are engaged in the active exchange of foreign currencies, often for the purpose of financial benefit or gain. That can take on the form of speculators, who are looking to buy or sell a currency with the goal of profiting from the currency’s price movement; or it can be a hedger that’s looking to protect their accounts in the event of an adverse move against their own currency positions. The term ‘forex trader’ may describe an individual trader on a retail platform, a bank trader utilizing their institutional platform, or hedgers who may be either managing their own risk or outsourcing that function to a bank or account manager to manage the risk for them. Forex Trading for beginners: The FX MarketThe foreign exchange market, or forex (FX) for short, is a decentralized market place that facilitates the buying and selling of different currencies. This takes place over the counter (OTC) instead of on a centralized exchange.Without knowing it, you have probably already participated in the foreign exchange market by ordering imported products such as clothing or shoes, or more obviously, buying foreign currency when on vacation. Forex Trader may be drawn to forex for several reasons, including:
Two Sides to Every MarketOne unique aspect of the Forex market is the manner in which prices are quoted. Because currencies are the base of the financial system, the only way to quote a currency is by using other currencies. This creates a relative valuation metric that may sound confusing at first, but can become more normalized the longer that one works with this two-sided convention.Forex trading in a pair does offer the trader a bit of additional flexibility, by allowing the trader or investor the ability to voice their trade against the currency that they feel most appropriate. Let’s take the Euro for example, and let’s say a trader has optimistic projections for the European economy and would thusly like to get long the currency. But – let’s say this investor is also bullish for the US economy, but is bearish for the UK economy. Well, in this example, the investor isn’t forced to buy the Euro against the US Dollar (which would be a long EUUSD trade); and they can, instead, buy the Euro against the British Pound (going long EUGBP). This affords the investor or trader that extra bit of flexibility, allowing them to avoid ‘going short’ the US Dollar to buy the Euro and, instead, allowing them to buy the Euro while going short the British Pound. Forex Trading: Base v/s Counter CurrenciesOne important distinction of a Forex quote is the convention: The first currency listed in the quote is known as the ‘base’ currency of the pair, and this is the asset that’s being quoted. The second currency in the pair is known as the ‘counter’ currency, and this is the convention of the quote, or the currency that’s being used to define the value of the first currency in the pair. https://preview.redd.it/tcqiluq7h90a1.png?width=693&format=png&auto=webp&s=80f668c0aee6596d0814d146f675dc21edd3f532 What is Forex trading?Forex trading is a term used to describe individuals that are engaged in the active exchange of foreign currencies, often for the purpose of financial benefit or gain. That can take on the form of speculators, who are looking to buy or sell a currency with the goal of profiting from the currency’s price movement; or it can be a hedger that’s looking to protect their accounts in the event of an adverse move against their own currency positions.The term ‘forex trader’ may describe an individual trader on a retail platform, a bank trader utilizing their institutional platform, or hedgers who may be either managing their own risk or outsourcing that function to a bank or account manager to manage the risk for them. Forex Trading for beginners: The FX MarketThe foreign exchange market, or forex (FX) for short, is a decentralized market place that facilitates the buying and selling of different currencies. This takes place over the counter (OTC) instead of on a centralized exchange.Without knowing it, you have probably already participated in the foreign exchange market by ordering imported products such as clothing or shoes, or more obviously, buying foreign currency when on vacation. Forex Trader may be drawn to forex for several reasons, including:
Two Sides to Every MarketOne unique aspect of the Forex market is the manner in which prices are quoted. Because currencies are the base of the financial system, the only way to quote a currency is by using other currencies. This creates a relative valuation metric that may sound confusing at first, but can become more normalized the longer that one works with this two-sided convention.Forex trading in a pair does offer the trader a bit of additional flexibility, by allowing the trader or investor the ability to voice their trade against the currency that they feel most appropriate. Let’s take the Euro for example, and let’s say a trader has optimistic projections for the European economy and would thusly like to get long the currency. But – let’s say this investor is also bullish for the US economy, but is bearish for the UK economy. Well, in this example, the investor isn’t forced to buy the Euro against the US Dollar (which would be a long EUUSD trade); and they can, instead, buy the Euro against the British Pound (going long EUGBP). This affords the investor or trader that extra bit of flexibility, allowing them to avoid ‘going short’ the US Dollar to buy the Euro and, instead, allowing them to buy the Euro while going short the British Pound. Forex Trading: Base v/s Counter CurrenciesOne important distinction of a Forex quote is the convention: The first currency listed in the quote is known as the ‘base’ currency of the pair, and this is the asset that’s being quoted. The second currency in the pair is known as the ‘counter’ currency, and this is the convention of the quote, or the currency that’s being used to define the value of the first currency in the pair. https://preview.redd.it/b63q8loth90a1.jpg?width=1280&format=pjpg&auto=webp&s=a60b333bcc4af47cd67eaddc7a1a08296c53e938 So, let’s say that the EUUSD quote is 1.3000. That would mean that 1 Euro is worth $1.30. If the price moves up to $1.35 – then the Euro would have increased in value and, on a relative basis, the US Dollar would’ve decreased in value. If an investor was bearish the Euro but bullish on the US Dollar, they could choose to ‘short’ the pair, expecting prices to fall; after which they could ‘cover’ the trade by buying it back at a lower price, and pocketing the difference. The Forex Market ExplainedIn a nutshell, the foreign exchange market works like many other markets in that it’s driven by supply and demand. Using a very basic example, if there is a strong demand for the US Dollar from European citizens holding Euros, they will exchange their Euros into Dollars. The value of the US Dollar will rise while the value of the Euro will fall. Keep in mind that this transaction only affects the EUUSD currency pair and will not for example, cause the USD to depreciate against the Japanese Yen.Forex Trading: What Drives the Flows?In reality, the above example is only one of many factors that can move the FX market. Others include broad macro-economic events like the election of a new president, or country specific factors such as the prevailing interest rate, GDP, unemployment, inflation and the debt to GDP ratio, to name a few. Top traders make use of an economic calendar to stay up to date with these and other important economic releases that can move the market.On a longer-term basis, one major driver of Forex prices are interest rates from the related economy, as this can have a direct impact of holding a currency either long or short. drivers of forex market What Explains the Popularity?The foreign exchange market allows large institutions, governments, retail traders and private individuals to exchange one currency for another and the ‘core’ of the FX market is what’s known as the interbank market, which is where liquidity providers trade amongst each other.The benefit of having forex trade between global banks and liquidity providers is that forex can be traded around the clock (during the week). As the trading session in Asia comes to a close, the European and UK banks come online before handing over to the US. The full trading day ends when the US session leads into the Asian session for the following day. What makes this market even more attractive to traders is The around-the-clock liquidity that is often available. This means that traders can easily enter and exit positions as there are many willing buyers and sellers for foreign exchange. Noted: If you want to buy Forex robot for automated trading, We recommend forex EA robot for Metatrader 4 software, you can get stable profit 50-300% without special knowledges. HOW DOES IT WORK?This is very similar to other markets: If you think the value of a currency is going to go up (appreciate), you can look to buy the currency. This is known as going “long”. If you feel the currency is going to go down (depreciate), you sell that currency. This is known as going “short”.Forex Trading: Who are the Major Players?There are essentially two types of traders in the foreign exchange market: hedgers and speculators. Hedgers are always looking to avoid extreme movements in the exchange rate. Think of big conglomerates like Exxon and how they look to reduce their exposure to foreign currency movements.Speculators, on the other hand, are risk seeking and always looking for volatility in exchange rates to take advantage of. These include large trading desks at the big banks and retail traders. forex major players Reading a Forex QuoteAll traders need to understand how to read a forex quote as this is will determine the price you enter and exit the trade. Looking at the currency quote below, the first currency in the EUUSD pair is known as the base currency, which is the Euro, while the second currency in this pair (the USD) is known as the variable or quote currency.For most FX markets, prices are offered up to five decimals but the first four are the most important. The number to the left of the decimal point indicates one unit of the counter currency, in this example, it is the USD and therefore is $1. The following two digits are the cents, so in this case 13 US cents. The third and fourth digits represent fractions of a cent and are referred to as pips. It’s key to note that the number in the fourth decimal place is known as a ‘pip’. Should the EUR depreciate against the USD by 100 pips, the new sell price will reflect the lower price of 1.12528 as it will cost less in USD to buy 1 Euro. Another way of saying the above quoted bid price is: The value of One Euro, in terms of US Dollars, is One Dollar, 13 cents, 52 pips and 8/10th’s of a pip. Forex trading for beginners. What is a ‘Pip’?Pip stands for ‘percentage in point,’ and this is the base unit of measurement in a currency pair. The value of a pip will differ based on the counter-currency in the pairing. For currency pairs in which USD is the counter-currency, or listed second in the quote, the pip value or cost will often be $1 for a 10k lot of currency, which would also mean a pip value or cost of 10 cents for a 1k lot and $10.00 for a 100k lot.So, if an investor buys a 1k lot of EUUSD, each pip gained or lost would be worth 10 cents. If the same investor buys a 10k lot of EUUSD, each pip gained or lost would be worth $1/each. And if the investor buys a 100k lot, the pip value would be $10/per. what is a pips Running with this example: Let’s say that the investor that bought EUUSD saw a 50 pip gain. Well, if the investor was using a 1k lot, that 50 pip gain would amount to $5 ($.10 X 50 = 5.00); and an investor using a 10k lot would have a gain of $50 ($1 x 50 = $50). And if the same investor was working with a 100k lot, that gain would be $500 ($10.00 x 50 = $500). Pip cost or value are extremely important data points for forex traders to be aware of, as this is how spreads are communicated; so its very important for traders to ‘know their pips.’ To learn more about pips in Forex, be sure to check out our article ‘What is a Pip? Using Pips in Forex Trading.’ Forex Trading on Demo Accounts: Gaining Experience without Risking Hard CapitalOne of the biggest risks or drawbacks of learning a market or learning to trade is the fact that trading can be a costly endeavor, and the risk of financial loss is ever-present when trading actual hard capital on a trading platform. Whenever one buys or sells a Forex pair, they bear the risk of losing money, and for a new trader that’s just learning their ways, this can be an expensive tuition.But many Forex brokers offer demo accounts so that new traders or prospective customers can familiarize themselves with the market, the platform, and the dynamics of forex trading before ever depositing a Dollar, Euro or Pound of their own money. The demo account can offer a simulated environment where a new trader can implement their strategies and manage their trades with fictional capital. This can be an ideal area to learn the dynamics of forex trading – how to trigger positions, how to set stop loss and how to scale out of trades. Professional traders trade with forex bots. No need to waste time studying theory and trading. We will help you with the installation. Contact us here. Forex Trading: WHY TRADE FOREX?Trading forex has many advantages over other markets as explained below:
KEY FOREX TRADING TERMS TO TAKEAWAYBase currency: This is the first currency that appears when quoting a currency pair. Looking at EUUSD, the Euro is the base currency.Variable/quote currency: This is the second currency in the quoted currency pair and is the US Dollar in the EUUSD example. Bid: The bid price is the highest price that a buyer (bidder) is prepared to pay. When you are looking to sell a forex pair this is the price you will see, usually to the left of the quote and is often in red. Ask: This is the opposite of the bid and represents the lowest price a seller is willing to accept. When you are looking to buy a currency pair, this is the price you will see and is usually to the right and in blue. Spread: This is the difference between the bid and the ask price which represents the actual spread in the underlying forex market plus the additional spread added by the broker. Pips/points: A pip or point refers to a one digit move in the 4th decimal place. This is often how traders refer to movements in a currency pair, i.e. GBP/USD rallied 100 points today. Leverage: Leverage allows traders to trade positions while only putting up a fraction of the full value of the trade. This allows traders to control larger positions with a small amount of capital. Leverage amplifies gains AND losses. Margin: This is the amount of money needed to open a leveraged position and is the difference between the full value of your position and the funds being lent to you by the broker. Margin call:When the total capital deposited, plus or minus any profits or losses, dips below a specified level (margin requirement). Liquidity: A currency pair is considered to be liquid if it can easily be bought and sold due to there being many participants trading the currency pair. FREE RESOURCES AND GUIDES TO LEARN FOREX TRADING
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Sandbox Team: Hey folks, Sandbox Team here to talk through some of the changes we have lined up in the abilities sandbox for Season 19’s launch. Before we get into the specific changes, we want to reflect on the last year of abilities changes and talk about our goals for this update.
Last December, we released update 3.4.0 which reduced ability cooldown rates across the game, with a goal of reducing focus on abilities in high-level Crucible modes like Trials and Survival. We also wanted to reduce the number of low-cost abilities that could down a Guardian in one hit. For additional context, prior to update 3.4.0:
To address the first point, with the changes to Trials (reduced round timers, the addition of Zone Capture as a Trials variant) and the systemic changes to Super cooldown times, this is no longer something we’re particularly concerned about, though there are some outliers at the very low and very high ends of the recharge tiers we’re looking at. Giving cooldowns independent timers solved what was stated in the second bullet above.
- The Super energy economy at the time promoted extremely passive play in high-level PvP activities to secure guaranteed round wins with the use of roaming Supers.
- Ability cooldowns within each slot were identical, and cooldowns were not something that could easily be changed to help balance ability potency.
- TheSubclass 3.0 updates were in the works, and adding build crafting options and additional combinations of perks, abilities, and keywords was unavoidably going to create power spikes that were not present outside of Supers in the preset subclass options.
To reiterate the third point, this work was done to give us additional runway for the Subclass 3.0 updates. Without the 30th Anniversary tuning pass, the ability energy economy would not be sustainable in a post-Subclass 3.0 world with additional build crafting options and an enormous combination set of abilities and perks.
Instead, the uptime of neutral game abilities has taken the spotlight as the most vocal pain point for our players, particularly in the Crucible. In the long term, we plan to do another holistic pass on the ability energy economy to bring outliers in line and get our baseline closer to the 60/40 gunplay/abilities goal we have laid out previously for the Crucible, and better enable our PvE activities to challenge players while letting subclass fantasies shine through.
To set expectations now, that is not what the Season 19 abilities update is. Any large-scale ability energy economy tuning would be on a post-Lightfall timeframe so we can include Strand in our holistic review.
For Season 19, our primary goal is to more closely normalize the power of our existing subclasses, giving us a more standard baseline that we can use for future tuning. This is coming in the form of targeted updates to outliers on the high and low ends of the Light subclasses and Stasis. Let’s get into it.
SOLAR
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With Solar 3.0, one of our goals was to get persistent healing in a place where it felt valuable in high-level PvE. However, with the updates to Resilience that released alongside Solar 3.0, Restoration has proved to be too powerful for our current suite of activities and has been a particular pain point in high-level PvP. To that end, we’re making a small adjustment for Restoration x1 and a larger adjustment for Restoration x2 to make sure that a careless player can still be punished by an opposing Guardian or a particularly crafty PvE combatant.
Overall, we’re content with the potency of Radiant and its place in the sandbox, but in its current state, its uptime has no meaningful drawbacks, so we’re making a few changes to the Solar Fragment suite to reduce that uptime.
- Restoration
- Restoration x1 base healing rate reduced from 25 to 20 health per second (40 health per second in PvE activities, down from 50).
- Restoration x2 base healing rate reduced from 40 to 32.5 health per second (65 health per second in PvE activities, down from 80).
- No longer stacks with Healing Rift's healing. The stronger heal-over-time value is prioritized and will stop the weaker heal-over-time from taking effect.
Next up is Knock ‘Em Down. This Aspect does a lot of work, most of it being passive in the background. While we’re happy with its use as a neutral game tool to throw an absurd number of knives in target-rich environments, its benefits to the Gunslinger’s Supers are currently overloaded. In particular, the overlap in benefits between Deadshot and Marksman Golden Gun muddies their identities. The bonus duration on Deadshot resulted in a few too many Seventh, Eighth, and Fourteenth Column videos for our comfort.
- Ember of Torches
- Radiant base duration reduced from 10 seconds to 8 seconds.
- Now applies a -10 Discipline penalty while equipped.
- Ember of Solace
- Now provides a bonus 50% to Radiant duration, rather than a flat 5 seconds.
- Note: this is consistent with its behavior with Restoration.
We want to cement Deadshot Golden Gun as a tool for a Hunter that wants to dive into the fray, whereas Marksman is for calmer sharpshooters that want to wait for the perfect shot. To that end, we’re splitting Knock ‘Em Down’s benefits more cleanly across the two Golden Gun variants. Deadshot will gain 15% damage resistance but lose its bonus duration, and Marksman will no longer provide bonus damage resistance while Knock ‘Em Down is equipped.
While it has been refreshing to see Blade Barrage topping the PvE DPS charts, the base damage increase it received alongside Solar 3.0’s launch, in combination with Knock ‘Em Down’s bonus knives, have pushed it above where we’re comfortable with a burst-damage Super living, so we’re bringing down the bonus Blade Barrage knife count from 5 to 3 per wave.
With Solar 3.0’s release, we reduced the damage of Celestial Fire against enemy Guardians as a tradeoff for increased long-range consistency. However, that change resulted in close-range melee duels (i.e., both players lunge at each other) failing to end in a trade because a base melee in combination with Celestial Fire only deals 190 damage. We’re making a change to address that here. In cases where the auto-melee control binding activates a projectile melee at close range, our goal is for that damage to be, at minimum, equal to a base melee.
- Knock 'Em Down
- Golden Gun
- Now provides 15% bonus damage resistance to Deadshot Golden Gun and no longer provides bonus duration.
- No longer provides 15% bonus damage resistance to Marksman Golden Gun.
- Blade Barrage
- Blade Barrage bonus projectiles reduced from 5 to 3 per group. It now releases a total of 20 knives , down from 24.
- Celestial Fire
- Increased close-range melee damage from 90 to 100. Players using Celestial Fire and the auto-melee option are no longer disadvantaged in close-range melee fights.
VOID
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While Void has maintained a solid position in PvE since Void 3.0’s release, the survivability benefit of Void overshields didn’t quite land where we intended due to a bug. We’re fixing that bug in Season 19, which should increase overshield’s viability as a protection tool in high-level PvE.
Voidwalker is also in a place we’re pretty comfortable with across all modes, but Vortex Nova Bomb currently doesn’t feel like it provides a meaningful enough benefit with its pull effect to make it a compelling choice over the Cataclysm variant. We’ve also observed that players frequently undershoot their intended target in the Crucible, especially if that target is moving quickly. We’ve made a few targeted changes here to address this, but we'll be keeping an eye on it going forward to make sure it’s hitting the mark.
- Void Overshield
- Fixed an issue where the overshield was only providing 25% PvE-only damage resistance to the overshield, rather than the intended 50%.
For Sentinel Titans, in Season 19, we’re making a change to Shield Bash to make its suppression effect more consistent when the user impacts a fast-moving target in PvP. Its current implementation results in too many whiffs on quick targets, especially while the target is airborne.
- Nova Bomb: Vortex
- Increased initial projectile speed by 21%.
- Increased radius of the inward pull on impact by ~17%.
- Increased strength of the inward pull on impact by ~20%.
With Void 3.0’s release, we made significant changes to both Shadowshot Super variants. Deadfall Shadowshot received a larger pull on impact, and Moebius Quiver was reworked completely. We’re pretty happy with Moebius Quiver’s hybrid burst/debuff role, but it’s currently too good on one side of that role. We want to push Moebius Quiver further away from Deadfall’s role as the long duration debuff tool by reducing its Tether lifetime, while simultaneously increasing the Tether lifetime of Deadfall Shadowshot.
- Shield Bash
- Improved reliability of applying suppression.
As we’ve previously announced, in Season 19, the damage bonus provided by Divinity is being reduced, which we hope will make Deadfall Shadowshot a more attractive option for situations like boss damage phases.
Let’s take a moment to address the elephant in the room—we know invisibility is currently a severe pain point in high-level PvP. We don’t have any plans to announce today, but we’re looking at longer-term solutions to address the difficulty in countering a full team of invisible Nightstalkers. We made a few changes across Updates 6.0.0.4 and 6.1.0 to make refreshing invisibility more punishing by implementing a radar ping loop to give victims a better understanding of where they may be attacked from, but we don’t believe we addressed the problem strongly enough. We are investigating additional solutions to make invisible players less frustrating to run into without compromising their elusive gameplay style.
- Shadowshot: Deadfall
- Increased Tether anchor lifetime when triggered from 8 seconds to 12 seconds.
- Shadowshot: Moebius Quiver
- Reduced Tether anchor lifetime when triggered from 8 seconds to 6 seconds.
ARC
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Arc 3.0 is relatively new and we’re still monitoring the feedback and data coming in. We’ve identified some obvious outliers in the Arc ability suite that we’d like to address, the largest of which is currently Touch of Thunder Storm Grenades.
Our intention with this Aspect was to lean hard into Striker as the Titan’s grenade-centric class, echoing Code of the Earthshaker’s role, and for the Storm Grenade to be used to force bunkered players to move when a Storm Grenade was approaching. It’s been pretty clear from feedback in the Crucible that these linger in the world too long and are difficult to read from the target’s perspective.
To address this, we’re reducing the enhanced Storm Grenade’s base lifetime, as well as the benefit it receives from Spark of Magnitude. We’re also making changes to the friend-or-foe ring that travels along the ground to improve its readability during combat and adding a visual layer to the roaming storm to help players identify whether the grenade is friendly or dangerous.
Sticking with Striker, Ballistic Slam is performing very well in the Crucible but is a little short of the mark in PvE, so we’re bumping up its damage against PvE combatants a bit.
- Touch of Thunder Storm Grenade
- Decreased Touch of Thunder's Storm Grenade base roaming duration from 5 seconds to 4 seconds.
- Decreased the bonus lifetime granted by Spark of Magnitude to the enhanced Storm Grenade from 2 seconds to 1.5 seconds.
- Updated friend-or-foe visual language.
- Previously, the friend-or-foe ring surrounding a Touch of Thunder Storm Grenade's lightning strikes blinked on and off between strikes, and there was no indication within the cloud itself of whether it was friend or foe. Now, the ring persists through the life of the storm, and enemy storms have an additional VFX layer in the cloud itself to help differentiate them from those created by allies.
One of our primary goals with Arc 3.0 was increasing the viability of Arcstrider in high-levelPvE content, and it’s doing pretty well at the moment. However, the global damage reduction Tempest Strike received with Arc 3.0’s release makes it too difficult to justify slotting over Lethal Current or Flow State, so we’re increasing its damage output in PvE.
- Ballistic Slam
- Increased Ballistic Slam damage against PvE combatants by 16%.
We’ve received a lot of feedback about Stormcaller’s potency across both PvE and PvP since Arc 3.0’s release. Primarily that they don’t have a place in high-level PvE, especially when the tradeoff is giving up Child of the Old Gods, Bleak Watcher, or a Well of Radiance. We agree and are making a series of targeted changes to Stormcaller abilities to increase their potency, some of which will also increase Stormcaller’s viability in PvP modes.
- Tempest Strike
- Increased Tempest Strike damage against PvE combatants by 30%.
With Arc 3.0’s release, we increased the base damage of Arc Souls against PvE targets from 25 to 35. Since we anticipated the supercharged Arc Soul (granted by becoming Amplified) to be significantly more prevalent, we were fairly conservative with this number. However, that increase wasn’t enough to give Stormcaller a unique role in combat and make it a situational pick. In Season 19, we’re swinging harder on Arc Souls. A lot harder. We’ll be keeping an eye on these once players get their hands on them, but we’re okay if Arc Souls have some time in the sun.
We’re also making some updates to Stormcaller’s melee abilities. While being Amplified increases their potency, they also compete with Lightning Surge, which has been a very popular Aspect choice, so we’re making some updates to help them be more competitive in their base forms.
- Arc Soul
- Increased base damage vs. PvE combatants from 35 to 60.
We’ve also been keeping an eye on conversations around Chaos Reach, which has felt underwhelming across PvE and PvP. The change made last year to Geomag Stabilizers is a contributor, but we were also conservative with Chaos Reach’s base cooldown with the 30th Anniversary tuning pass because it was the source of extremely negative sentiment in the Crucible during Season 15. Now that our ability ecosystem has changed, we’re more comfortable shifting the base cooldown to make this a more competitive option, sitting alongside other one-off options like Blade Barrage and Silence and Squall.
- Ball Lightning
- Increased travel range from 27.5 meters to 35 meters.
- Chain Lightning
- Increased damage against PvE combatants by 50%.
- Chaos Reach
- Reduced base cooldown time from 9:16 to 7:35.
STASIS
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Let’s talk about Stasis. We don’t have any intention of returning Stasis to its original potency at Beyond Light’s launch, but there are elements of Stasis that we swung very hard at with updates 3.2.0.3 and 3.4.0 that have fallen behind our current sandbox power bar. With Season 19 and beyond, we want to reassess the role of Stasis in the sandbox. These are the changes we felt we could make safely right now, but we’ll be continually evaluating as we move forward.
Our first targeted change is to the Slow status effect. In its initial form, Slow did too much and penalized too many facets of the player’s performance, but we aren’t happy with its current form, which just feels like a stepping stone to freezing your target. We’re making a measured change to improve Slow’s primary utility—reducing movement speed—and leaving Slow’s other effects where they are for now.
Coldsnap Grenade has been falling under our reliability target for some time now. While things like Osmiomancy Gloves help solve that problem, Coldsnap fails to find even slow-moving targets often enough that we felt like a change was necessary. We’ll be watching this closely to make sure its potency in PvP doesn’t creep back up above our target.
- Stasis Slow
- Increased movement speed penalty while Slowed by 10%.
With the Duskfield Grenade, we felt it doesn’t currently punish players in its area of effect (AoE) who fail to relocate quickly enough. We’re slightly increasing the rate at which Duskfield applies Slow stacks to enemy Guardians so that there is a bit more urgency when a player gets caught by a well-aimed grenade.
- Coldsnap Grenade
- Coldsnap’s seeker can now adjust its trajectory for 0.5 seconds after creation, rather than immediately finding a target and traveling toward their last known position.
Due to its potency at launch, Stasis has a significant number of single Fragment slot Aspects, particularly on the Revenant Hunter. We took this opportunity to review the single slot Stasis Aspects across Revenant Hunter and Behemoth Titan and found that a couple of them didn’t make sense in the current sandbox, so we’re bumping these up to two slots each.
- Duskfield Grenade
- Increased Slow stack application rate on players by 13%.
Shadebinder is generally in a good place, but while potent, Glacial Harvest felt like a hard choice to make over Iceflare Bolts, Bleak Watcher, and Frostpulse. We believe a portion of that friction comes from Glacial Harvest’s lengthy cooldown after activation, so we’re reducing it by 33%.
- Revenant Hunter
- Winter's Shroud
- Fragment slots increased from 1 to 2.
- Behemoth Titan
- Cryoclasm
- Fragment slots increased from 1 to 2.
A piece of feedback we’ve heard a lot since Stasis launched was Shadebinder’s inability to quickly shatter frozen targets with tools like Cryoclasm or Shatterdive. The Whisper of Rending Fragment was intended to be a tool Shadebinders could use to make that conversion easier, but in the current sandbox requiring a Kinetic Primary to be equipped felt too restrictive, so we’re making this work on all Primary weapons.
- Shadebinder
- Glacial Harvest
- Reduced cooldown on Stasis Shard creation (per six shards) from 15 seconds to 10 seconds.
Phew—that’s it! With the amount of change we’ve made to abilities in the last year, we’re still assessing the current state of the sandbox so we can make broader-scale changes following Strand’s release next year. While we can’t always take action immediately, we’re always listening and digesting your feedback as it comes in.
- Whisper of Rending
- Now provides bonus damage to Stasis Crystals and frozen targets for all Primary ammo weapons, rather than just Kinetic Primary ammo weapons.
Time (Pacific) | Platform | Activity | Players |
---|---|---|---|
3:00 AM Pacific | Any | Haunted Sectors | * PlainBen$2921 |
07:00 AM Pacific | PC | Vanguard Ops | * Nomad#3001 |
07:00 AM Pacific | PC | Crucible | * TheVanguardBR#2215 |
09:00 AM Pacific | PC | Ketchcrash | * TravisSch#1320 |
11:00 AM Pacific | PC | Crucible | * Hagios#7708 |
11:00 AM Pacific | PC | Ketchcrash | * Tchakael#3527 |
1:00 PM Pacific | Console | Ketchcrash | * Patrick#2147* LA 2396#3179 |
1:00 PM Pacific | PC | Expedition | * Worrein#9138 |
3:00 PM Pacific | Console | Crucible | * YapperFlapper#6931 |
3:00 PM Pacific | PC | Gambit | * Tchakael#3527 |
5:00 PM Pacific | Console | Ketchcrash | * RurounieDante#667 |
7:00 PM Pacific | Console | Crucible | * RC_Villan#125 |
-- | -- | -- | -- |
Time | Platform | Activity | Players |
---|---|---|---|
03:00 AM Pacific | PC | Haunted Sectors | * PlainBen#2921 |
05:00 AM Pacific | Console | Crucible | * Albertcarsan#2495* Pobreloko#9880* Honz#9336 |
09:00 AM Pacific | PC | Haunted Sectors | * Worrein#9138 |
09:00 AM Pacific | Console | Ketchcrash | * Tuxydoh#0757 |
09:00 AM Pacific | Console | Expedition | * Fenibbo#4588 |
11:00 AM Pacific | PC | Crucible | * Hagios#7708 |
1 PM Pacific | Console | Crucible | * ZactheRuler#1249* Index#1375* Spawn#0962 |
1 PM Pacific | Any | Gambit | * RurouniDante#6673* Vasto Lorde#2833 |
1 PM Pacific | Console | Expedition | * LA 2395#3179* Patrick#2147 |
3 PM Pacific | PC | Gambit | * Tchakael#3527 |
5 PM Pacific | PC | Gambit | * YapperFlapper#6931* Suttungur#5282 |
7 PM Pacific | Console | Crucible | * ZactheRuler#1249 |
Time | Platform | Activity | Players |
---|---|---|---|
05:00 AM Pacific | Console | Ketchcrash | * SonicFusion#0687* GiantSnowflakes#9777 |
07:00 AM Pacific | PC | Expedition | * Nevbik#1412 |
09:00 AM Pacific | PC | Crucible | * Hagios#7708 |
11:00 AM Pacific | Console | Crucible | * Index#1375 |
11:00 AM Pacific | PC | Vanguard Ops | * Nevbik#1412 |
1 PM Pacific | Console | Crucible | * Vincenzo#2057 |
1 PM Pacific | Console | Haunted Sectors | * Vengeance#1405 |
3 PM Pacific | PC | Ketchcrash | * YapperFlapper#6931* Suttongur#5282* Hometime#3753 |
3 PM Pacific | PC | Gambit | * Tchakael#3527 |
Time | Platform | Activity | Players |
---|---|---|---|
07:00 AM Pacific | PC | Vanguard Ops | * SonicFusion#0687 |
09:00 AM Pacific | Xbox | Gambit | * Eriena#5864 |
11:00 AM Pacific | PC | Ketchcrash | * Tchakael#3527 |
1:00 PM Pacific | Xbox | Vanguard Ops | * Patrick#2147 |
3:00 PM Pacific | Console | Crucible | * EZ#9920 |
3:00 PM Pacific | Console | Haunted Sectors | * YapperFlapper#6931 |
Time | Platform | Activity | Players |
---|---|---|---|
05:00 AM Pacific | PC | Ketchcrash | * Tchakael#3527 |
1:00 PM Pacific | Console | Ketchcrash | * TheHarraamPolice#4199 |
3:00 PM Pacific | Console | Crucible | * Pobreloko#9880 |
5:00 PM Pacific | Console | Expedition | * Times Vengeance#1405 |
7:00 PM Pacific | PC | Crucible | * Relyks#5610 |
Ghost-Writer Seal #FOTL art 👻🔥🎃#AOTW #Destiny2Art @DestinyTheGame @Bungie
@DestinyGameUK @DestinyGameFR @destinygameBR
@DirtyEffinHippy
@_Timonx25
@Cozmo23
@TheSamBartley
@BrunoLouviers
@A_dmg04 pic.twitter.com/j6hCmC5wXS
— Σχ şlαy3r (@EX_sLay3r) October 31, 2022
Witness my second pumpkin carving ever. Not fully the result I aimed for, but still kinda happy with how it turned out 😂
Happy spoops! 🎃🧡#FotLPumpkin #Destiny2 #destinythegame #Destiny @Bungie @DestinyTheGame pic.twitter.com/tTRmBjkNuj
— Ayanosaur 🇵🇱 (@Ayanosaur) October 29, 2022
“This Week at 𝓑𝓞𝓞ngie, we are getting (witch) crafty…” #Destiny2 #AOTW #FestivalOfTheLost #Destiny2art
My hand-crafted 2022 FOTL mask display, inspired by the 10/20/22 TWAB header. I may or may not be covered in glue and surrounded by crafting debris. pic.twitter.com/ajpRyeRntG
— Seanathûn 👹 Francis (@SeanFrancis) November 1, 2022
Happy Festival of the Lost, Guardians!🎃 I fell in love with the Riven mask so I just had to make it. I don't know why cottagecore Riven makes sense in my head but it does!
Happy Halloween! #fotl #Destiny2Art #Destiny2 #AOTW @DirtyEffinHippy @A_dmg04 @rDESTNYCREATION pic.twitter.com/zZPSO8hZ4l
— kasiapeia, stealer of wives (@kasiapeia_) October 31, 2022
Happy Festival of the Lost!! 🎃✨
Thank you for organizing this event @D2ArtEvents 💖 Please check out all the awesome submissions at #DAEFOTL2022 🦇#AOTW #FOTL #FOTLArtShow #Destiny2Art @DestinyGameUK pic.twitter.com/PlxRAKZmfo
— Strawbaby✨🏳️🌈 (@RedStrawbaby) October 31, 2022
EIDO AND MYTHRAX SAY HAPPY FESTIVAL OF THE LOST!!!! 👻👻
My exchange with @Steiiartistic #Destiny2Art #DestinyArt #DAEFOTL2022 @D2ArtEvents pic.twitter.com/FCBa3qENin
— Henry 🏳️🌈🏳️⚧️ COMS FECHADAS (@dekutheclod) October 31, 2022
There exists the tale of the Headless Starhorseman, whose steed's dreadful whinny enraptures the stars...#DAEFOTL2022 @D2ArtEvents#Destiny2Art #AOTW pic.twitter.com/T6lyOZQ4nq
— worms, my Witness (@bioluminosity) October 31, 2022
“Take this and go buy candy yourselves” 💰 🍭 🍬 🎃 #Destiny2Art #daefotl2022 pic.twitter.com/1jhmQkVUtA
— MokoChoco (@MokoChoco) October 31, 2022
Here 1st Nov is rather contemplative time, less 'party' more - honoring those who are gone.
...Can someone tell Crow that cloaks are flammable? Glint seem too absorbed to notice!
Entry for @D2ArtEvents #Destiny2 #Destiny2Art #AOTW #DAEFOTL2022 @Bungie @A_dmg04 @DestinyTheGame pic.twitter.com/o9jZgRFyTP
— Owlcat Kath (@Kathi_Langley) October 31, 2022
🧠Happy Halloween🧠#destinyart #AOTW #DAEFOTL2022 @D2ArtEvents #destinyfanart #Destiny2Art pic.twitter.com/Iy5dtwDhWh
— Thav_art (COMMS CLOSED) (@Thavane8) October 31, 2022
Decided to try my spooky hand at carving the headless one this year! Happy Halloween!! @DestinyTheGame#pumpkin #FotLPumpkin #destiny2 #DestinyTheGame #destiny https://t.co/4ipuxt5sQk pic.twitter.com/bwENdUUJF8
— CoolBones (@Cool_Bonez) October 31, 2022
Happy Halloween! #gourdthesmollen4life #FotLPumpkin @DestinyTheGame @A_dmg04 [@Cozmo23](https://twitter.com/Cozmo23?ref_src=twsrc%5Et
Security: Before getting into explanations, we apologize to impacted players up front. Our job is to protect our players, and our team unfortunately did the opposite this past week. When mistakes are made, transparency is important. We hope the information below—vague as it may be in order to avoid teaching cheat developers about our systems—provides insight into what happened.We can confirm that there is a lot of misinformation being passed around regarding why a person may be banned or unbanned. In instances when unbans happen, players who were knowingly cheating insert themselves into these conversations to try to get their own bans overturned. Please utilize our ban appeal process so we can follow up with individual accounts.
During the development of one of our cheater detections, a combination of requirements was set for banning a particular class of cheaters. We utilize specific signatures that those types of players generate. Early last week, we started seeing an increase in appeals and began investigating. Once we identified the problem with the signature, we immediately unbanned anyone we could identify as impacted. We then began reviewing recent security actions with a fine-toothed comb and continued to unban people based on a review of appeals and our own investigations, where appropriate.
Here are some points to consider when discussing the most recent wave:
- The number of accounts caught cheating in other ways is much larger than those impacted by the mistake described above. Looking at just this new detection, which itself is a fraction of all security actions that take place, approximately 60 accounts were false positives. This mistake was a result of human error. We worked as quickly as we could to identify and rectify it. We sincerely apologize for the anxiety and uncertainty this caused.
- Unbans began to occur within 24 hours of the first indication of a problem.
- Anyone who has appealed against their ban, and subsequently been unbanned, has received a direct response to their appeal indicating that reversal.
- We have several ways of detecting cheating in Destiny 2, and those unbanned were those affected by the specific error mentioned above. If a player finds themselves banned in the future, they were detected by one of our other methods.
General Questions
When the full auto setting arrives for all weapons, are you still going to keep the Full Auto Trigger System mod as an option? It’s kind of nice to have the flexibility without making every weapon full auto.
Yes, there are no plans to remove it. The Full Auto Trigger System mod isn't going away.
What will replace Full Auto Trigger System on Exotics that have it as a perk when the new accessibility feature goes live?
We don't want to inadvertently make these stronger in PvP, so the goal here was to replace Full Auto with something fun and thematic, but more useful in PvE than PvP.
Here are some examples:
Traveler's Chosen:
Vigilance Wing:
- Replaced Full Auto Trigger System in the catalyst with Surplus.
No Time to Explain:
- Replaced Full Auto Trigger System in the catalyst with Ensemble.
Divinity:
- Replaced Full Auto Trigger System with Feeding Frenzy.
Note that encounters are built around players having access to being able to weaken, as many folks have theorized. We don't believe that Divinity in its current form is actually a balance problem, i.e., it's not necessarily too strong in isolation. That said, Divinity is incredibly dominant in endgame PvE because it trivializes aiming precision weapons and has an extremely high uptime for weaken. The most important issue is that Divinity granting 30% weaken sucks the air out of the room for all other weaken sources (such as Tether and Tractor Cannon), and we don't want to power creep past Divinity to make them interesting.
With this in mind, we've been looking at Divinity for a while now, and have tested a variety of changes in Season 19 over the last few months, landing on reducing Divinity's weaken from 30% to 15%.
Comments on Kinetic weapons (in PvE)
We're looking at Kinetic damage type (as opposed to slot) changes sometime post-Lightfall to make this a more interesting aspect of how weapons feel.
What about Adept raid weapon viability?
As it stands, crafted base raid weapons are flat out better than Adept raid weapons. We're not happy with this current state and have changes coming in Lightfall that give the new Lightfall raid Adept weapons access to enhanced perks (note that this is not going to be full, freeform crafting). It’s a little complex, so please look out for more information to come when we’re a little closer to Lightfall's release.
Future plans for Exotic Champion weapons?
We don't have specific plans to add anti-Champion mechanics to existing Exotic weapons. The goal of recent additions was to address some obvious holes in the options available, and we're happy with how that worked out. That said, we are building anti-Champion functionality into a new Exotic weapon in Season 19 and may revisit other weapons later if we see a need.
King's Fall weapons have unorthodox perk pools. What are the team’s feelings about continuing to do this versus making custom raid perks to differentiate endgame rewards?
We have guidelines for how spicy perk pools can be depending on the difficulty of the source of the weapon. For example, Trials of Osiris and raid weapons get to break our standard perk combination rules. The King’s Fall weapons push this to an extreme, and we're evaluating whether they're an actual balance issue (seems okay so far though).
We intend raid origin traits to make raid weapons feel unique and may still make one or more perks that are exclusive to a new raid. Starting in Season 19, you will see a small number of non-raid weapons get access to perks from older raids.
Does Outbreak Perfected truly have Persistence, or is it simply its recoil settling like any weapon?
Outbreak does not have Persistence. It does have 90 recoil direction where similar weapons are in the 40-60 range, but more importantly it recoils like an Auto Rifle not a Pulse Rifle, which is part of why it feels so unique. This was a Destiny 1 bug that we elected to maintain in the Destiny 2 reprise of the weapon.
The Cold Denial that Xûr sold with the accuracy Masterwork, does that actually improve its accuracy?
Masterworks provide additional weapon stats to a stat already existing on the weapon. Weapons can't benefit from a stat they don't have, and only Bows have an accuracy stat. The short of it is no, an accuracy Masterwork won't have any effect on Cold Denial.
Do stability perks such as Rapid Hit affect the perfect draw window on Bows?
Yes, anything that affects the stability stat on a Bow will affect the perfect draw window.
How was it for the Weapons Team to add subclass verbs like Head Stone, Chill Clip, and Incandescent to weapons? Did you enjoy syncing the two more closely in gameplay and builds?
Subclass 3.0 verbs opened up a huge amount of design space for weapons. The perks we've already made are just the beginning.
Why does only a subset of Exotic weapons tie into Subclass 3.0?
We're not planning to tie every Exotic into Subclass 3.0 verbs, but over time we'll add functionality to several of them, starting with those that are strongly themed around damage types. We're currently looking at Seasons 20 and 21 for passes on this, but we don’t have anything more on this particular topic at this time.
Are we going to be able to have multiple perks in each column on crafted weapons at some point in the future?
We're investigating this for a possible future release, but it's a more complicated task than it appears at first glance. Nothing in the immediate future, but we will continue looking deeper into this.
How do the extra perks on ritual rank resets actually work? Is there a cap to the benefit?
We have a formula that determines the maximum number of alternative perks based on the number of resets. For example, here are the formulae for Valor:
Ok, that’s pretty arcane.
- Left column: 1+(CLAMP((valor_reset_count+1)/2,0,(10*rand/2)%3))
- Right column: 1+CLAMP((valor_reset_count)/2,0,(10*rand/3)%3)
What this means is that the left column maximum perk count increases at first and third resets, and the right column increases at the second and fourth resets. The maximum possible is three perks in each column, with the actual number randomized between one and the current maximum.
There has been a lot of discussion on perk drop rates recently. I’d really like to know if all perks are truly weighted equally and randomized, or if certain perks (i.e., newer ones) have drop priority.
Weapon perks are weighted equally under all circumstances. There are zero cases in the game where one perk is more likely to roll than another.
I've heard that you're reworking 20 Exotic weapons in Season 19. Why so many?!
We said we're touching 20 Exotics (both buffs and nerfs), but the extent of that varies quite a bit. From a substantial rework (e.g., Lord of Wolves) to a small but impactful change (e.g., Legend of Acrius), there’s a lot to cover, both big and small.
Also, a small update on that number. 20 is out of date, and it's now 26. We always keep the list of under and overused Exotics in mind and decided to take on a big chunk of them in Season 19.
What are the criteria for reprising Destiny 1 weapons in Destiny 2?
It's important to note that it's impossible to simply copy and paste Destiny 1 content into Destiny 2. Because of engine changes and the significantly higher bar for art quality on current generation hardware, any Destiny 1 content has to be rebuilt from scratch. They're basically the same development cost as brand-new Destiny 2 weapons, and with some exceptions, we believe players significantly prefer new content over reprised.
For raids, we'll always reprise an Exotic weapon associated with a raid when we bring that into Destiny 2. We'll select the six most popular Legendary weapons and reprise those, as well. One other thing, and this hasn't come up yet, but in the event that a raid didn't have an Exotic (or that Exotic has already come back), or there were fewer than five Legendaries, we get to make new weapons to match the raid.
It’s a Numbers Game
Image Linkimgur
Why does Adagio have to be different on so many weapons?
It's actually not. Adagio is only branched two ways, specifically to prevent it from being too strong on Bows (one-hit kills for getting a single bow kill is way too strong) and Shotguns.
What does Zen Moment actually do?
- Bow plus Shotgun: + 20% damage
- Everything else: + 30% damage
- Note that because of damage number rounding, it may be difficult for players to reverse engineer this in-game.
Each hit grants a stack (max 5) that lowers recoil. Reloading or not hitting for one second clears all stacks. As for what it does, maximum stacks massively reduces recoil.
In your opinion, would you use accuracy perks (e.g., Firmly Planted) on Slug Shotguns? By my testing, they seem to be very accurate by default. I don't observe much spread.
Slug Shotguns are very accurate, so it's likely only worth using accuracy perks if you plan on using them while airborne or in other situations that reduce accuracy.
What are the numbers on enhanced perks? Are there any guidelines or rules of thumb for all? Specifically, how much do the enhanced versions of Firmly Planted and Opening Shot give vs. the base perks?
The guideline is that an enhanced perk should be 5 to 10 percent stronger than a base perk. We do exceed this in some cases though.
Here's an example of the enhanced versions:
I am genuinely curious why the One Quiet Moment origin trait was created. What’s the benefit of having increased reload outside of combat?
- Enhanced Firmly Planted grants an additional +5 stability and +5 handling compared to the base perk.
- Enhanced Opening Shot grants an additional +5 range and +5 aim assist compared to the base perk.
The intended loop is to pause after an engagement to see whether you have another enemy to deal with before reloading your weapons (because being caught mid-reload is bad news). This is something that doesn't match everyone's playstyle though, so we'll be updating this in Season 19.
What is the minimum draw time on Bows after the recent changes?
Minimum draw time is 500ms for Lightweight Frames and 540ms for Precision Frames (weapon perks can reduce this even further).
Odds And Ends (And Some Fun With Our Australian Players)
Neighbours or Home and Away?
Neighbours.
When is the Nutbush emote coming to the game? >:)
We’ve heard a rumor that there may be a weird Australian-ish dance emote coming shortly after Lightfall.
When do we get truly ocker perk names like drongo, two up, rack off, or strewth?
Weapon names only so far, but there is a fair amount of those, and they're not accidental, such as with Tarrabah, Funnelweb, Redback, and Lunulata.
What favorite weapon perk combinations does the Weapons Team have?
Proctor: Perpetual Motion + Surrounded on Sidearms on Submachine Guns.
Brandon: Heating Up + Rampage on Pulse Rifles.
Vivian: Stats for All + Reservoir Burst on Fusion Rifles.
Alex, Intern: Grave Robber + Golden Tricorn on arc weapons for PvE, Killing Wind + Rangefinder on Submachine Guns for PvP
Mercules: Moving Target/Perpetual Motion + Kill Clip on any primary ammo weapon for PvP
George: Perpetual Motion + Killing Wind, I blame 90s arena shooters
Taylor: Killing Wind + Multikill clip
What replica weapon would each weapons designer want?
Proctor: Dead Man's Tale
Brandon: Lorentz Driver
Vivian: [REDACTED Season 19 Solar Exotic weapon]
Alex: [REDACTED Lightfall raid Exotic weapon], but Tarrabah is a close second.
Mercules: [REDACTED Season 19 Kinetic Exotic weapon]
George: [REDACTED Season 18 Festival of the Lost weapon]
Taylor: Gridskipper
I’d be interested in looking at what perks make “god rolls” on what weapons? What would be recommended for a Scout Rifle, Submachine Gun and Pulse Rifle? What works and why?
Mercules: Depends a lot on what the role of the weapon is going to be. These roles can be broken up into some general areas:
What is your opinion on Rangefinder drastically changing the effective engagement distances on weapons? The zoom benefit already improves damage falloff and effective accuracy, but the aim assist falloff increase feels like... a lot.
- PvE: Regardless of the role, generally perks that increase damage, increase magazine size, grant ammo, or improve reload speed are prioritized for add clear, yellow bachamp killer, and DPS weapons.
- Add clearing: Perks that trigger on final blows are great, like Rampage, Subsistence, Swashbuckler, and Feeding Frenzy.
- Tanky-target and DPS: Perks that trigger neutrally or from dealing damage like Frenzy, Firing Line, Rapid Hit, and Triple Tap.
- PvP: Two very different styles of perk preference:
- Dueling: Perks that increase the consistency of the gun in 1v1 engagements, i.e., Moving Target, Rangefinder, Opening Shot, Eye of the Storm, etc.
- Kill-chaining: Perks that provide dramatic improvements to weapon performance after a kill, e.g., Kill Clip, Tunnel Vision, Killing Wind, Rampage, etc.
We'll be removing the added aim assist falloff in the mid-Season balance pass. The perk is ridiculously strong with just the zoom bonus, it doesn't need to increase aim assist fall off in addition to that.
Is someone going to fix The Fate of All Fools perk on the Jade Rabbit? It's totally inconsistent and sometimes doesn't work at all.
Yes, the perk was having similar issues to what was going on with Cranial Spike on Dead Man’s Tale. The plan is to change it so that rapidly chaining precision hits (effectively the same trigger as Triple Tap) will make your next body shot deal the same damage as a crit, and you will be able to store up to three increased damage body shots at a time. So, if you hit nine crits quickly, you could follow that up and kill someone in PvP with three body shots.
Basically, we want to reward accuracy and then make the gun easier to use instead of the other way around.
How do you feel about Season 17 and Season 18 balance changes now that they have been in the wild for a decent amount of time?
We think most of them landed pretty well, all things considered. High Impact (150 RPM) Scout Rifles probably got overbuffed by a small bit. Auto Rifles probably did not get buffed enough.
We've seen both Precision Frame (180 RPM) Scout Rifles and Hand Cannons come up in usage and effectiveness which is great.
What future balance changes should we be looking forward to?
In the mid-Season balance pass, we'll be making a number of changes to both under and over-performing archetypes:
- Sizeable stability bump for Auto Rifles and Trace Rifles.
- Small buff to critical hit damage on Adaptive Frame Pulse Rifles and Precision Frame Auto Rifles.
- Slightly reduce effective range of Pulse Rifles at low to mid stat values.
- Nerfs to Jade Rabbit and No Time to Explain ease of use.
- Continuation of the Lord of Wolves rework.
- Small Rocket Launcher blast radius buff.
- Glaive damage resistance nerf.
- Sidearm aim assist falloff buff.
- Sniper flinch rework.
- Very small tweaks to Submachine Guns that are outperforming their intended ranges.
- Small decrease to High Impact Scout Rifle damage.
- Some outliers that have zoom levels outside normal parameters are being brought back in line.
- Riskrunner PvP Arc damage resistance reduction (will still remain ridiculous in PvE).
- In Season 19, we have an additional list of changes we will be making, including:
- Removing some Shotgun randomness.
- Improved hit detection for Glaives.
- Reworking/changing nearly 20 weapon perks.
- Reworking/changing over 20 Exotic weapons.
Do Trace Rifles have accuracy bloom as you hold down the trigger?
Nope.
Is Under Pressure going to be nerfed on Fusion Rifles? How are you going to finally rein in Xûr’s Main Ingredient without diminishing Precision Frames as a whole?
We’re not going to nerf Under Pressure on Fusion Rifles. Most likely thing we will do if Main Ingredient usage doesn't come down naturally is lower its stats. This will allow us to avoid hitting all Precision Frame Fusion Rifles, and give other weapons in the subfamily room to breathe.
That being said, Precision Frame Fusion Rifles as a subfamily outside of Main Ingredient are still very strong, and we are looking at them too.
Are there any plans to add more subclass verbs to more Exotics?
Lots of plans! Nothing concrete to share now, but we’re always on the lookout for places where we can add subclass verbs. We have to be cautious, as some of the intrinsic functionality of the verbs may actually be worse than what is on the Exotic weapon, or the uptime of the verb on the Exotic weapon would cause severe balance issues with subclass interactions.
Will skill-based matchmaking (SBMM) being present in Control have any effect on the way we handle weapon balancing?
We already used Survival and Trials as more indicative game modes for balancing purposes. Survival has had SBMM and Trials has the Flawless pool, which enables us to see what good players use, and what is effective when they are more likely to care about winning.
It will, however, allow us to see what the different skill groups of players that generally avoid Survival or Trials use, and what they are effective with when they are not in skill-pools that are as mixed as Control used to be.
Proctor: If skill-based matchmaking continues to roll out over time, it may give us the option to revisit weapon skill gaps.
What are your plans for Sniper Rifle and Special Linear Fusion Rifle (LFR) flinch?
For Sniper Rifle flinch, we have dramatically increased the time it takes for the reticle to reset back to center after taking damage, which in playtests has seen a marked decrease in the amount of times players are able to shoot through the flinch. (We also greatly decreased PvE flinch to counter this).
This will not prevent players from "trading" with the Sniper Rifle on their first shot, nor will it hurt players using Sniper Rifles who disengage to allow the reticle to reset before peeking again, but it should hopefully address the instances of hitting someone using a Sniper Rifle with multiple crits only to get sniped through it.
If this change plays out successfully in the game itself outside of testing, we will try to migrate it over to the special LFRs.
Any Fusion Rifle changes coming? Like a Rapid Fire Frame buff?
We want to see how the Shotgun changes land before we re-buff Rapid Fire Frames.
What can be done to make Headseeker more interesting?
The plan is to increase the duration the perk is active, have the perk reset on body shots when it is already active, and have it increase aim assist by a very small amount. In playtests it is very good, arguably one of the best neutral perks for Pulse Rifles.
Do Aggressive Frames have High-Caliber Rounds baked in?
No, however, the flinch from a single shot is proportional to damage, so high damage per bullet weapons will flinch more than low damage per bullet weapons.
Dynamic Sway Reduction seems like one of the most misunderstood perks in the game. Can you explain a little bit about how that works?
Dynamic Sway Reduction starts working as soon as you start firing. Each subsequent shot improves its effects (increasing accuracy and stability) until it maxes out (around 20 shots). So, high RPM weapons get maximum benefits more quickly than low RPM weapons.
The perk deactivates as soon as you stop firing.
What exactly does Box Breathing do?
After being ADS for 1.5s without firing, Box Breathing increases the precision damage multiplier of the weapon and increases the aim assist falloff distance by 10%. It resets when you fire the weapon or leave ADS.
Is there a way to estimate how much zoom decreases the effective cone angles?
On most weapons, you can just divide the base cone angle by the zoom: i.e., 3 degrees base / 1.5x zoom = 2 degrees. Zoom reduces the size of both aim assist and accuracy cones, which means you are more accurate at higher zooms but have a smaller aim assist radius. That being said, some weapons have additional scaling applied on top, like Sniper Rifles with aim assist.
CRUSADE - Shouldn’t have taken me this long to get a pirate render for the new season but better late than never 🏴☠️🔥#Destiny2 #Destiny2Art #AOTW pic.twitter.com/6HyZNwpFe5Sam: We were 100% expecting to only be posting Halloween or scary-themed #AOTW picks this month (the variation of art styles is really highlighted during this time of year), but the second we saw this, there were no questions only, "Yes, this one is very cute, must share." Enjoy!
— ⚡️ NIGHTFALL ⚡️ (@ThisIsNightfall) September 28, 2022
Ketchcrash #Destiny2Art pic.twitter.com/eQ9ecQchqfHippy: OK, we have more...
— 왈랍 (@wallabthemalang) October 4, 2022
THE DEMONOK, one more bonus, in the spirit of Festival of the Lost coming up: Get that candy, Eido!
Kicking off spooky season with some Saint-14! >:)
-#destiny2 #aotw #destiny2art pic.twitter.com/speWdYrewN
— AXE (@axelander_art) October 3, 2022
"It's a sweet, dear. You unwrap it and eat the candy inside."
day02 "New Allies"#destinytober #destinytober22 #destiny2 #destiny2art #evalevante #caiatl #eido #crow #misraaks #mithrax https://t.co/xST3zLboPy pic.twitter.com/HLEAHL2Xm4
— uᴉɹnɐ⅂🦇 (@LaurinofEarth) October 3, 2022
submitted by Drakonson to FinancialCareers [link] [comments]
A firearms training course or class required for issuance of a permit-to-purchase must include:This seems reasonable but let's keep a couple things in mind.
A. Review of federal and state laws in place at the time of the class and other safe practices related to ownership, purchase, transfer, use and transportation of firearms;
B. Review of federal and state safe storage laws in place at the time of the class and other safe practices related to safe storage, including reporting lost and stolen guns;
C. Prevention of abuse or misuse of firearms, including the impact of homicide and suicide on families, communities and the country as a whole
-In-person demonstration of the applicant’s ability to lock, load, unload, fire and store a firearm before an instructor certified by a law enforcement agency. This requirement may be met separately from the other course requirements in subpargagraphs (A), (B) and (C) of paragraph (c), which may be completed in an on-line course, provided the on-line course has been conducted by a trainer certified by law enforcement.
![]() | Hello everyone! submitted by WG_T33kanne to WorldofTanksConsole [link] [comments] (o dear reddit formatting lord, be gracious with me; and if everything goes well... behold, a wall of text) Estimated Update Size
Allegiance Season Launch!This season’s theme is Allegiance. It’s not just a theme but a statement that we are making to you, the players. We want to make a game that you love, enjoy, and have fun playing and we can think of no better way to show that we hear you than by kicking off this season with long-requested features and improvements!Allegiance is the longest season yet at ten weeks! To account for the length, we have made adjustments to the following Challenges:
Get all of the season’s details in its feature article. https://preview.redd.it/j85n05ywj34a1.png?width=768&format=png&auto=webp&s=47347f98983ada72474ef8b71caad23e7d49d487 HUD Improvements
Damage an enemy tank Critical Hit Damage a component or crew member of an enemy tank Tank Destroyed Destroy an enemy tank Enemy Spotted Spot an undiscovered enemy tank for your team Base Captured Capture the base Tracked Target Hit An ally damages a tank you’ve tracked Spotted Target Hit An ally damages a tank you’ve spotted that they otherwise wouldn’t be able to see
Artillery 2.0On the subject of Artillery 2.0: This has been a long-debated initiative, and we understand that the community has been anticipating updates to fine-tune Artillery balance within the game. Last summer, we introduced changes to the Artillery shell tracers for better visibility, as well as 3D distance-attenuated audio to help players identify and potentially locate where the Artillery is on the map. In addition, we included the Targeted Alert icon to also sound off when an Artillery is actively aiming at you.Since that time, we’ve been analyzing the data and feedback with the changes in the live game to help inform the next steps. The goal was to find the appropriate compromise that provides benefits for both Artillery and non-Artillery players, ultimately doing the best to maintain Artillery as an enjoyable vehicle class to play on the battlefield. We have new updates inbound! They’ve been tested both internally and with Supertest, of course, who is always instrumental to helping correct course where necessary. We feel confident that we’re headed in the right direction, but we can’t know for sure unless we test against a broader audience, a larger sample size for data collection. At the release of the Allegiance season, we will have the following Artillery updates added to the live game. Please consider this a Live Test with these changes in mind, and give us time to gauge community feedback and collect gameplay data to help confirm whether this is the right direction for Artillery 2.0. We will do our best to provide transparent communication about how the initiative is performing and whether further improvements or changes will be coming. In any case, here are the following updates to Artillery 2.0 you can expect to see in the new season!
Garage Improvements
Cold War RNG Changes
Pairs Matchmaking Improvements
Map Rotation Changes for New Players
Other Improvements
Tank-Related Changes
Issues AddressedGeneral:
Tanks:
Maps:
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