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Sandbox Changes and Updates

  • Voice almost back to 100%, but still scratchy.

  • Focus on pre and post testing to track changes after updates.

  • Pre and post testing ensures updates are effective and assists in managing the Sandbox team's performance.

  • Likely last sandbox change before the launch of "Edge of Fate" in July.

Exotic Weapons Changes

Lord of Wolves

  • Nerf in PvE: Hipfire damage reduced by 30%.

    • Pre-update: High damage with 10,118 per body pellet and 16,764 per crit pellet.

    • Post-update: 7,329 per body pellet, 11,712 per crit pellet.

  • Despite nerf, remains a top 10 DPS weapon.

Finality’s Augur

  • Quality of Life Improvements:

    • Increased turret duration and target painting duration.

    • Automatic reload from reserves when deploying turret.

    • 85% reduction in self-damage.

    • Turret damage increased by 10%.

  • Turret now marks additional targets entering the zone.

Alanthanium

  • Ammo Brick Changes:

    • Reduced energy drain to 50% when creating special bricks.

  • Allows creation of two special bricks at 100% energy.

Truth and Two-Tail Fox

  • Experiment to increase viability in PvP.

  • Truth gets two ammo from heavy crate; Two-Tail Fox currently only gets one.

Wristrunner

  • Buffs:

    • Zoom increased from 13 to 14.

    • Increase in ADS damage fall-off scaler from 1.4 to 1.5.

    • Range increased to 24m.

    • Effective against Ark users.

Vex Mythoclast

  • Hidden Buff:

    • 4% increase in base damage.

    • Crit damage now allows quicker kill times at lower resilience levels.

    • Synergizes with exotic Rain of Fire.

  • Struggles with current meta due to oscillation issues.

Exotic Armor Changes

Radiant Dance Machines

  • Nerfs:

    • Hipfire bonuses aligned to hipfire grip perk, 60% reduction in accuracy bonuses.

    • Energy refund for player defeats reduced from 33% to 20%.

Lion Rampant & Luna Faction Boots

  • Inherit range and hipfire bonuses.

  • Always active bonuses.

Empowering Rift

  • Range bonus decreased by 50% in PvP.

Weapon Changes

Pulse Rifles

  • Legacy Frame Nerf: ADS damage fall-off scaler reduced from 1.7 to 1.6.

High Impact Pulse Rifles

  • Buffs to other archetypes to balance the sandbox.

Heavy Burst Slug Shotguns

  • Intended 8% damage increase not applied.

Hand Cannons

  • Heavy Burst Archetype: Increase in damage fall-off scaler.

Origin Traits

  • One Quiet Moment: Two stacks for reload speed improvement.

  • Elacrity: Buffed to activate during partial team deaths.

Ability Changes

PvP Adjustments

  • Prismatic Super Cooldown: Reduced penalty.

  • Scatter Grenade: 15% PvP nerf.

  • Hunter Void Aspect: Nerf; prowl range and hunt time reduced.

Global Buffs

  • Warlock Arc Surge: Clampdown on damage variability.

  • Hunter Melee Buffs: Increased tracking and damage for Withering Blade.

  • Overview of changes brought by the Ride of the Nine update.

  • Future streaming and guides planned for the Ghost of the Deep dungeon.

Today we finally have our Pre and Post testing for the most recent Destiny 2 Update that came with the launch of Rite of the Nine. A lot of good changes in this patch and it is likely the final update we get before Edge of Fate launches in July.

#destiny2 #bungie #riteofthenine

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Sandbox Changes and Updates Overview

Fellas, we back, baby. The voice is almost at 100%. Things may sound a bit scratchy today, but we are finally hitting our pre and post testing. Now, the reason why we do pre and post is, well, we want to see exactly how much things have changed after updates go live. The other reason why we do it is because sometimes, well, changes actually don't go through. So, this is essentially our way of keeping the sandbox team in check. With that being said, though, let's dive into all of the changes. This is likely to be the last sandbox change we will receive before Edge of Fate, which will be launching in July. Some pretty meaty stuff here, guys. So, let's get started. Starting out with our exotics, we first have Lord of Wolves. Now, this bad baby was doing way too much damage, and Bungie has finally addressed it. They essentially have reduced its hipfire damage in PvE by 30%. Now, pre-updates, Lord of Wolves was a hipfiring monster. We were using it in our solo runs. People were using it to one face bosses. And here at Carl, you'll see that the hipfire shot was doing 10,118 damage per pellet to the body and 16,764 damage per pellet per crit. Post update though, a hipfire body shot against Coral now hits for 7,329 damage with a crit of 11,712 damage. A pretty substantial nerf, guys. About 28% to the body and 30% for crit shots. With that being said though, I still believe Lord of Wolves is a very good exotic and it still maintains itself as a top 10 DPS weapon. Next, we have Finality's Augur. Now, this one received quite a few quality of life changes. Bundy increased the duration that a target is painted to match the duration of the turret. The environmental target marker now marks additional targets that entered the zone after its initial creation. It now grants an automatic reload from reserves when deploying the turret. Also, self damage from the turret has been reduced by 85%. Because for some reason, the turret could actually destroy itself previously and damage from the turret has been increased by 10%. Now, I think the big changes here, guys, is pretty much across the board. Like everything here is amazing. The damage, especially the changes to the turret marking. First up, when creating the turret, you do get an automatic reload, which didn't happen pre-update. And in terms of damage, pre- turret, it was dealing 5,070 damage against Carl. Now, post, it's doing 5,577 damage. Now, when marking a target, they get an orange outline around them. And previously, it would only last 15 seconds. Post update though, the target will be marked for as long as the turret is active, which Carl actually died before the turret would even run out. But the turret should last for 25 seconds. Now, when marking the environment pre-update, as you can see here, the war beast when walking through it did not get targeted, but post update, they now do. Now, the last part of the changes here was the turret self damage being reduced by 85%. There's only a few special instances where the turret will literally destroy itself, but after this change, that shouldn't be an issue. Now, next up, we have Alanthanium. Previously, creating an ammo brick would drain all of the weapon's energy, even when just making a special brick, which only needed 50% energy. Now, post, it no longer drains it all, just the 50% needed. So, for instance, at 100% energy for the weapon, you can now make two special bricks. So again, a nice quality of life change. Next up, we have Truth and Two Tail Fox. Bungie is trying something new. Essentially, they want to make rocket launchers more viable inside of PvP, and they're starting with these two rockets right here. But when picking up ammo inside of PvP, you now get two ammo. However, in our testing, Truth is the only one actually getting two ammo from a heavy crate because for whatever reason, Totel Fox is still only getting one. All right, next we have Wristrunner. This one has been a low zoom outlier for a long time and it finally got its zoom bumped up from 13 to now 14. Now range is no longer affected by zoom. It hasn't been for a while now, but there is still other benefits to having higher zoom such as aim assist falloff, visual recoil, and accuracy. Now, wristrunner also received another buff since it's an adaptive frame SMG, and those received an increase to their ADS damage fall-off scaler from 1.4 times to 1.5. Now, this equals to about roughly an extra meterish of range. So, wristrunner is now hitting damage fall off at about 24 meters. Now, for another point of comparison, we took a legendary adaptive SMG, Miriamo, which at 62 range was hitting fall-off at 21 m, and now post starts fall off at 22 m. What I will say about Wristrunner is yes, it's got significant reach now, and it should feel a lot better to use. It's also like the best thing to use against anyone using Ark as it just direct hard counters them. You'll be amazed how many people you can surprise with a wristrunner swap mid-match. Now, we have one more exotic weapon change to talk about and that is Vex mythic class. Now, I know what some of you are probably thinking, Cross Vex wasn't even in the patch notes, but see, that's the unique thing about Vex Mythiclass. It's a fusion rifle, but a high impact auto rifle, which means it received a 4% increase in its base damage, taking its body shot damage from 23 to 24 and its crit damage from 41.4 to 43.2. Now, pre-update at tier 10 resilience, Vexmith the glass was killing in six crits,83 seconds. And then from tier 9 and below, you can get the kill in five crits, one body, but still at 83 seconds. Now, Vexmith, the class also has a unique catalyst which provides a damage buff for 5 seconds after securing a kill. Pre-update that would increase our damage for its crit to 50 and its body shot to 28 and it would result in a time to kill value of 67 seconds in five crits. Now, post update, Veximment, the class along with other high impact auto rifles can get the kill at tier 10 resilience to tier six in five crits, one body in 83 seconds. Then from tier five resilience and below, it can get the kill in four crits, two body, and technically at zero resilience, which I highly doubt anyone is rocking, but if you are, you can actually be killed by Beex Mythic class in five crits, 67 seconds. Now, now with the damage buff from the catalyst, post updated Vex can now kill in four crits, one body against all resilience levels for that 67 time to kill value. Now, something that makes Vex mythic class especially strong is when paired with the exotic rain of fire. as again, yes, it's a high impact auto rifle, but in game, it's a fusion rifle and therefore synergizes with rain of fire. Essentially though, when you get a kill, you proc radiance and you proc the catalyst buff, which gives you the double stack, allowing you to get the kill in three crits to body, even on max resilience guardians in 67 seconds. And then from tier eight resilience and below, you can actually get the kill in four crits. Now, let me just say, guys, I did play with Vexmith the class. I enjoyed it. However, it does struggle in the current meta, especially with peak shooters. Bungie desperately wants to stay away from bumping the rounds per minute up on Vexmith the class to 390 as they pulled it back to a 360 because of that reason. And perhaps on console, Vexmith the class is more of a monster. But here on PC, it really doesn't hang with the meta. The way it shoots, the way it oscillates, there's some level of like inaccuracies that can occur that in my opinion, making it a 390 is an option that Bungie should consider. But again, console guys, you let me know. Maybe Veximmit the Class is already too strong in its current state for console players, and Bungie's trying to keep the same sandbox between both platforms. Now, guys, my voice is literally going out halfway through this video. I want to keep talking. I want to keep recording, but I already know that my voice is going to be gone before we can even stream today. I'm going to let Luke take over from here. He's going to walk you through all the pre and post changes, though, for exotic armor pieces. Hopefully at some point this week, guys, we'll get back to our normal cadence of videos. Hey, what's up everybody? Let's go ahead and take a look at our exotic armor changes. Radiant Dance Machines was hit with yet another nerf as it is still overperforming, especially on mouse and keyboard. First up, Bungie has reduced the bonuses granted to primary weapons when hipfiring. They've aligned the hipfire bonuses to range and accuracy with the values granted by the hipfire grip perk instead of the legacy frame intrinsic perk. This results in a 60% reduction to the accuracy bonus for standard weapons and a 60% reduction to the aim assist fall-off distance bonus. They also reduced the accuracy bonus for the customtuned exotic weapons, which include Last Word, by an additional 25%. But it doesn't stop there. Bungie has also reduced the amount of energy refunded for defeats against players when you do not have full class ability energy from 33% to 20%, bringing it in alignment with the upper tier of the strategist weapon perk. Now, starting with the reduction to Amos' fall-off while hipfiring, pre-update using rederrics and double dipping with its own intrinsic perk, we start damage fall-off at 50 meters while hipfiring. Then, for a more standard weapon, we use prosecutor, which started hipfire damage fall-off at 37 m. Post the 60% reduction, we're now hitting hipfire fall-off with rex starting at 26 m, and with prosecutor, it now starts at 29 m. Now, looking at the accuracy changes, this starts getting into cones, which we're just going to show Fallout's footage for because he's a really good representation of this. Make sure to check out his full video linked below. Here you can see the pre on the left and the post on the right. Pre-update, the circle in the middle as he's spraying remains pretty small and compact, barely blooming at all. Then on the right, which is the post testing, you can see it starts out small, but then it very quickly blooms out to fill up almost the entire circle. The dodge refund for radiant dance machines hasn't changed at all. Again, when you have full classability energy, a kill will give you an extra dodge charge. But pre-update, when you didn't have classability energy, a kill would give you about 33% energy to fill up your dodge charge. Post the changes, you're only getting 20% for each kill. Now, there's obviously a lot going on here, but essentially the TLDDR of all this is that yes, Radiant Dance Machines has been nerfed. From my time playing as well as listening to feedback from PvP players, it is worse than before. But I still have seen a decent amount of comments saying that this may not have been enough. Part of the problem definitely still lies with Rick's Estock, but it did also catch its own nerf, which we'll get into when we address our weapon changes momentarily. Taking a visit to the Titan department, Lion Rampant actually inherited the range and hitfire bonuses from Radiant Dance Machines, and these are not limited to when you're airborne. They're always active. We did confirm that this is indeed working and it is the nerfed bonuses, not the old ones. Additionally, the plus 50 AE bonus from Liant Rampant is now always active and not just while hipfiring. It's a similar story for our warlocks. Luna faction boots also receive the accuracy and range hipfire bonuses from Radiant Dance Machines. And Bungie did say that they were going to decrease the range bonus granted by empowering rift by 50% in PvP to reduce extremely long range kills with fusions and slug shotguns. But in our testing, this is still kind of broken. Pre-update with a slug shotgun inside an empowering rift, we could get the one-shot kill up to 23 m. Now, post update, we are still getting that kill at 23 m, but for some odd reason, the game was saying we were only doing four damage. We tested this multiple times and it was consistently still killing at 23 m, although again only dealing four damage. We also did testing at other range values and we found that 17 m is actually where we should be getting kills with that 50% decrease as we did 262 damage which is enough to kill all resilience levels. Now moving on to our weapon changes. As mentioned earlier, our legacy frame pulse rifles actually caught a nerf and the trait now reduces their ADS damage fall-off scaler from 1.7 to 1.6, matching high impact pulses. Testing with Rick's pre-update, we were hitting damage fall-off at 36 m while aiming down sights. And post update, it began at 35 m, so you're losing about a meter of range with ADS. The BXR did receive a small buff, though, as its airborne effectiveness stat went from 10 to 21. Now, a big problem in the sandbox recently is that rex has been extremely dominant, outshining just about every other pulse rifle. So, to help alleviate that disparity, Bungie has actually buffed some of our other pulse rifle archetypes. Rapid fire pulses received a base damage increase going from 14.5 to 15 and a precision damage increase from 27.6 to 27.8. Pre-update, we're doing 28 to the head and 15 to the body. Keep in mind, these are rounded numbers. Destiny doesn't display decimals. This results in a time to kill value of8 seconds, killing in eight crits and one body from tier 10 to tier six resilience. Then at tier five resilience, we could get the kill in seven crits and two body shots, coming in at8 seconds. And then from tier four resilience and below, we could actually kill in just eight crits for a TTK value of 73 seconds. Now, post update, we're dealing 28 to the head and 16 to the body. So, TTK wise, from tier 10 to tier 8, we can get a kill in eight crits and one body at 8 seconds. At tier 7, we can now get the kill in seven crits to body. And at tier six resilience and everything below, we can now secure that 73 TTK 8 crit kill. Now, we already looked at our high impact autos earlier, but precision frame auto rifles also received a buff. Pulled from the TWAB, Bungie said they were increasing base damage by 3%, but reducing the precision damage scaler slightly to offset this, which Bungie said resulted in body shots going from 19.4 to 20 and crits going from 33.95 to 34. Pre-update in game, our crit was dealing 35 and our body shot was dealing 20. Looking at the TTK from tier 10 to tier seven resilience, we could get the kill in seven crits at 08 seconds. And at tier six resilience and below, we get a little bit more forgiveness with six crits and one body. Now, post update, this is where things got a little confusing for us because in game, our crit is now dealing 34 damage, and our body shot stayed at 20. TTK- wise, as well, in our testing, nothing changed. Our resilience values were still securing the kill in seven crits. from tier 10 to tier seven resilience. And from tier six and below, it's also still six crits in one body. Now, I believe what happened here is that our body shot damage did increase like Bungie said, but our crit damage went down slightly, which matches up with kind of the wording here where Bungie said that the precision damage scaler would be reduced slightly to offset the base increase. However, the damage value they provided of crit damage going from 33.95 to 34 is the part that seems incorrect. Overall here, at least in our testing, nothing seemed to change for precision auto rifles, so they should feel about the same. Moving on to our hand cannons, our heavy burst archetype is seeing its aimdown sights damage fall-off scaler increase from 1.5 to 1.6. Testing with unloved at 70 range. Pre-update, it would start to experience damage fall-off at 34 m. And now, post update, damage fall-off begins at 37 m. So, actually a decent jump here in range due to that increase. The adaptive hand cannon judgment also receives some stat bumps. Its magazine size increased from 9 to 11. Reload speed went from 40 to 45. And its handling increased from 42 to 55. Looking at our heavy burst slug shotguns, they were set to receive an 8% damage increase, but it doesn't look like this update went through. Both our pre and post testing damage numbers were exactly the same. In PvP, we were doing 99 to the body and 174 to the head. And against Carl, we were doing 12,995 damage to the body, and crits were dealing 22,85. Two of our origin traits actually received changes as well. One quiet moment now has two stacks. One that activates after 1 second of being out of combat for 50% of the bonus, and the other activates after 2 seconds for 100% of that original perk benefit. Unfortunately, Bungie hasn't added a visual stat count, but you can see here side by side, I've got the reload speed without the buff, after 1 second, and then after 2 seconds. Elacarity is the second origin trait that received a buff. It now activates at a reduced effectiveness whenever a teammate dies and reaches maximum effectiveness when two or more teammates are currently dead. Before this update, elacrity would only activate when you were solo or if your entire fire team was already dead. With this update, I think a lot of players are actually going to benefit more from elacrity because before there was a chance elacrity is giving you that extra bump in a 1v one, but more often than not, you're actually in a 1v2 or a 1v3 situation. And unless you're god tier at PvP, you have a much higher likelihood of losing those engagements, even with elacrity. Now that you get a stat bump with only one person on your team dead, you're essentially going to see this perk popping up all the time, cuz there's almost no situations where one person on your team doesn't die in a PvP match. So, expect to see ZK and Frostbolt rocking a lacard way more often when they're playing Trials with Cross on the weekends. Looking at our testing footage, you can see the base reload speed with Ignous Hammer and then our reload speed after one teammate dies and then another reload after two or more teammates are dead. We just tested the reload, but there are other stats that elacrity also boosts like stability, aim assist, and range. Finally, to round things off for this video, we have some ability changes. Starting with PvP, Bungie reduced the prismatic super coolown penalty from 10% to 5%. Testing a 40 intellect with our Nova Bomb super. Pre-update, it took just under 12 minutes to get our super. And now post change, it took about 11 minutes to get back our super. Not a huge difference, but in a PvP match, time goes by pretty quick. Scatter grenade received a 15% nerf in PvP. Pre-update, it was giving us 21 and 13 damage numbers, and now post it's giving us 18 and 11 for our damage numbers. RIP. Next up, the hunter void aspect on the prowl received some PvP nerfs as well. Oh, thank God. prey finding range has been reduced from 45 m to 25 m and the hunt time has been reduced from infinite to 15 seconds. We did confirm in our testing that this went through. The numbers appear to be accurate as at 45 m prey finding range no longer activates but at 25 m it does. And then for our hunt time, there's no in-game timer, but the player highlight does look like it disappears after about 15 seconds. Now, it's not all doom and gloom for our hunter mains. On the prowl also received a global buff across the game as the prey finding cooldown has been reduced from 0.5 seconds to.1 second and the ability energy granted is now instant instead of over time. And here you can see it gives us that instant chunk of ability energy. For our final PVP exclusive change, Warlock's arc surge aspect also received a clampdown on the variability of its damage against players with a slight increase to the minimum damage dealt and a reduction of the maximum damage dealt. Now, forewarning here, the testing sounds a little bit confusing. The minimum damage we dealt to players was 129, which happened when we directly hit the target. But the maximum damage we got was 152, and that was when our lightning surge hit further away from the target. I know that sounds a little backwards. There's some weird AoE stuff going on here, but essentially, you deal less damage when you're directly on top of the target, and you actually deal more if you're slightly off. At least according to our testing. Now, post update, our minimum damage dealt was 129 when hitting from further away, and our maximum damage dealt was 141 when hitting the target directly. So, it appears like Bungie fixed that issue, and now you'll actually be rewarded for being more accurate with your Lightning Surge. Now, Lightning Surge also received a global change as Bungie slightly increased the follow-up melee suppression time after Lightning Surge to match shoulder charge and other similar abilities. So, as you can see here in the side by side, it does take longer to do a follow-up melee after using lightning surge compared to pre-update. And finally, hunters, hunters, hunters, you got a nice buff to your melees. Withering blade on both stasis and prismatic received a 20% increase to its tracking strength and a 10% increase in damage. In PvE, our damage went from 14,266 against Carl. And then post, it now deals 15,869 against Carl. Over on the PvP side of things, pre-update, withering blade would deal 45 damage and now post it deals 50 damage. Throwing knives actually received a fix because previously they weren't tracking properly. Lightweight knife received a tracking shape size increase by 10% and the tracking strength has been also increased by 20%. And then fan knives saw an increase in tracking shape size by 15%. There's not a great way to visually show this change, but from our testing, it did feel like knives were tracking a little bit better than they were pre-update. And that's everything. That's all of the changes that Bungie brought with the Ride of the Nine update. Hopefully you found this video very informative. Let us know what your thoughts are on the changes, how things are playing. As a reminder, Ride of the Nine refreshes tomorrow. It'll probably be the Ghost of the Deep dungeon, which is looking to be the hardest ultimatum difficulty in the current lineup. We'll be streaming it. We'll also have a guide up for it as well. So, watch out for those, fellas and ladies. Thank you all for coming and watching. And as always, slap that like button like your mama told you, right? Get down. Get down.

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