Destiny 2’s ability changes for the December 7 update detailed by Bungie

Stasis crystals do a lot. In addition to freezing players during their creation, they also block line of sight, block movement, and act like explosive barrels. It’s a bit too much for PvP. With this version, Stasis Crystals will now slow players rather than freeze them, and they will do much less damage to players when they explode.
When it comes to PvE, Stasis Crystals will still freeze fighters, and we’ve increased the detonation damage of Stasis Crystals compared to PvE fighters. Looking at the numbers, it was almost always better to shoot a fighter directly rather than a crystal near a fighter. This change should help Crystals better live out their dreams of exploding barrels.
- When forming, Stasis Crystals now slow nearby players instead of freezing them.
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- They always freeze PvE fighters during their training.
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- Increased Slow / Freeze radius when training from 1.75m to 2.6m.
- Reduced Crystal Detonation damage against players by roughly 55%.
- Increased crystal detonation damage over PvE fighters by roughly 60%.
- Increased crystal detonation radius from 6m to 8m.
hunter
DODGE
In order to achieve our goal of reducing ability spam in the Crucible, we are reducing the frequency with which Hunters can dodge. Gambler’s Dodge is hit the hardest here, as it can completely bypass melee ability cooldowns. It also completely changes the hunter’s silhouette in PvP, making him very powerful. Additionally, Hunter’s dodging will no longer interrupt projectile tracking, meaning it’s less of a jail-free map when a tracking rocket or other slow projectile flies towards you.
Dodge hunter
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- No longer interrupts projectile tracking.
- Sniper Dodge
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- Level 10 mobility cooldown has been reduced from 11 seconds to 14 seconds.
- Base cooldown unchanged at 29s.
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- Player dodge
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- Level 10 mobility cooldown increased from 11 to 18.
- Base cooldown from 29s to 38s.
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COMING BACK
You guessed it, the stasis crystal changes detailed earlier mean that the Hunter Revenant’s Shatterdive will now almost never kill a Guardian in full health. Shatterdive can still kill if the hunter uses Whisper of Fissures, Touch of Winter and the target is in the very center of the six crystals, but this was incredibly rare in our play tests.
I think we can all agree that Shatterdive was too powerful – we’ve tried a number of fixes over the last few versions, but the truth is that as long as the Stasis Crystals froze players and Shatterdive broke players, that was going to be too good. But it’s not just rain clouds and puddles for Shatterdive hunters – the increased Stasis Crystal damage over PvE fighters makes Shatterdive a great choice in PvE. On top of that, we’re increasing Shatterdive’s damage against Frozen Fighters by 100%. Have fun melting frozen monsters.
Exploded dive
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- Much less lethal to players due to Stasis Crystal changes.
- Much more deadly than fighters due to changes in Stasis crystals.
- Increased burst damage against Frozen PvE fighters by 100%.
Grim Harvest Aspect
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- Increased fragment slots from 2 to 3
TOP-TREE ARCSTRIDE
This change in combo melee was made possible by our variable cooldown system. Previously, Upper Tree Arcstriders basically had to use Gambler’s Dodge with this tree. We hope this change will make this ability viable even if you use Sniper Dodge.
Combined shot
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- Reduced base cooldown from 96s to 15s.
BOTTOM-TREE NIGHTSTALKER
The Vanish in Smoke melee has little damage but great utility. Our data shows that this subclass tree struggles in PvP, so we’ve decided to increase how often Pathfinder hunters can become invisible.
Melee smoke disappearance
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- Base cooldown reduced from 96s to 75s.
Titan
SHOULDER FEES
In our effort to re-emphasize the Crucible shooter, we’ve decided to reduce the number of abilities that can hit a healthy Guardian. As such, the Titan’s three shoulder charges are no longer one-hit abilities in PvP. To balance that out, we’ve made shoulder loads quicker to activate, easier to hit, and easier to travel further. We’ve also increased their damage in PvE. In our experience, they are still powerful in PvP in combination with close range weapons and when used as a tool of movement. We wanted to reduce the power of the shoulder load now that we have reduced shotguns as the current counter. We will monitor the data and comments and adapt accordingly.
All shoulder charges
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- They are no longer one-shot players.
- Sprint activation time reduced from 1.5s to 1.25s.
- Range increased from 5.5m to 6.8m.
- Targeting cone width increased by approximately 10%.
- Increased damage against PvE fighters by 25%.
Seismic Strike (Arc Shoulder Charge)
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- Area damage reduced from 90 to 40.
- Now blinds enemies in the area when hit.
- Increased base cooldown from 82 to 90.
Shield Bash (Zero Shoulder Charge)
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- Area damage reduced from 90 to 40.
- Increased base cooldown from 82 to 90.
Hammer Strike (Solar Shoulder Charge)
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- Direct impact damage reduced from 170 to 120.
- Increased base cooldown from 82 to 90.
BARRICADE
Even with the Rally Barricade changes we’ve made in Season of the Lost, using this ability during a firefight is still a risky proposition. We have spaced the cooldowns of the two barricades to make the choice a little more interesting.
Imposing barricade
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- Increased base cooldown from 37s to 40s.
Rally barricade
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- Reduced base cooldown from 37s to 32s.
MONSTER
We agree with general community comments that the Behemoth could use a little love in PvE. We hope these changes to Diamond Lance will make this aspect a top PvE choice. Shiver Strike gets a big damage bonus during the Glacial Quake Super. The Whisper of Chains fragment buff here is also very spicy and should help the Behemoth’s survivability in peak PvE activities. Whisper of Chains can be used by all Stasis subclasses, but crystal crafting is a bit of the Behemoth’s thing, so we’re listing it here.
Diamond spear
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- Increased fragment slots from 1 to 3.
- Now spawns a diamond spear on:
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- Kill a PvE fighter with a stasis weapon.
- Kill three players with Stasis weapons in a single life.
- Kill an enemy with a Stasis ability.
- Break an enemy.
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Thrill Thrill
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- Increased damage of Frosty Chill during Earthquake by 50%.
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- Increased damage resistance against PvE fighters from 25% to 40%.
LOWER SHAFT ENGRAVER
This class absolutely dominates PvP this season, so we’re taking it down a notch. The changes we made to Fist of Havoc in Season of the Lost helped the upper tree as intended, but they also turned the lower tree into a monster. On top of that, the Stasis nerves and other changes we’ve made in recent versions have created a power vacuum that Striker Bot has filled with extreme prejudice. We hope these changes put Striker Bot back in the pack instead of dominating everything else.
knock out
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- Melee lunge range and melee damage bonus now turn off after a melee kill.
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- Fist of Havoc light attack super-energy gain now decreases to a minimum amount on 3 PvP kills (was 7).
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- Increased base cooldown from 82s to 106s.
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- Heavy hit radius reduced from 8m to 6m (bottom tree only).
warlock
Melee NOT LOADED
Wizards have lost slap fights for too long. Yes, so far the Warlocks haven’t been able to fight as quickly as the Titans and Hunters. NO MORE! With the 30th anniversary, Warlocks will be able to fight melee just as quickly as Titans and Hunters. We’re also removing the 1m range extension that the Warlocks received to compensate. We still think the idea of ââeach class having unique qualities in their melee is interesting, but we want to do it in a way that doesn’t consistently result in a class losing slap fights. Maybe someday in the future.
Unloaded melee
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- Melee range reduced from 5.5m to 4.5m (now matches Hunter and Titan).
- Reduced post-melee suppression time (can now back-to-back melee at the same speed as Hunter and Titan).
MEDIUM TREE VOIDWALKER
In our effort to eliminate the one-shot abilities that are frustrating to be touched, Handheld Supernova is also receiving the shoulder load treatment. That’s right-The portable supernova will no longer be unique in PvP. To compensate, it now travels further and knocks back enemies. We’ve also increased the damage of Handheld Supernova and Nova Warp fighters against Champion and Boss. We had increased their damage in Season of the Lost, but it looked like they could use even more juice.
Portable supernova
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- Reduced damage against players.
- Now deals 150 max damage.
- Increased damage against Champions and Bosses by 30%.
- Projectile range increased from 12m to 14m.
- Now kicks targets away from Warlock upon detonation.
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- Increased damage against Champions and Bosses by 30%.
SHADOW BINDER
We think the Shadebinder is in a pretty good location with a few exceptions. One â Winter’s Wrath is still the best Super to shut down other Supers, and it’s not even close. Winter’s Wrath must now freeze and smash other Supers twice to kill them. As a general rule, Roaming Supers should not be able to kill other Supers in one go. Two: Penumbral Blast’s melee is too difficult to land against PvE fighters. When we made the ability to land more difficult in PvP, it had a negative effect on the PvE experience. We’ve increased the proximity detonation radius against PvE fighters to make landing easier.
The three Stasis grenades now have different cooldowns, so we changed Bleak Watcher to avoid a situation where it was always better to use the grenade with the shorter cooldown. This translates to an overall increase in recharge time for Bleak Watcher, which matches its incredibly high power output.
Winter’s wrath
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- Reduced shatter-pulse damage against Super enemies.
- Now generally needs to freeze and smash all Supers twice to eliminate them.
Penumbra explosion
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- Increased proximity detonation radius compared to PvE fighters by 100%.
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- While Bleak Watcher is equipped, all Stasis Grenades charge to the beat of the Glacier Grenade.
What do you think? Are these ability changes overall good for PvP in Destiny 2? Let us know in the comments below!
Source: Bungie