Destiny 2 – Solar Subclasses Receiving Major Reworks for Season of the Dawn

Gunslingers can one-hit kill in PvP with precision throwing knives again.

Posted By | On 22nd, Nov. 2019

Destiny 2

Bungie is revamping Solar subclasses in Destiny 2. When Season of the Dawn arrives in December, we’ll see subclass trees for Gunslinger, Sunbreaker and Dawnblade receiving some major changes. Perhaps the biggest is that Gunslinger’s Way of the Sharpshooter can now one-hit kill with throwing knives to the head in PvP.

Nailing a precision final blow will recharge the melee allowing you to continuously throw knives. As for Sunbreaker’s Code of the Devastator, its throwing hammer now has increased impact damage and can be picked up from further away. The damage bonus from Roaring Flames has also been increased in PvP from 10 percent per stack to 25 percent per stacks.

The Super Burning Maul will last longer, going from 21.2 to 28.5 seconds while the energy cost of light attacks goes from 5 to 3 percent. And while the heavy attack’s energy cost has gone from 6 to 8 percent, the attack will now detonate if enemies are detected above it. Jumping is no longer a safe option when facing a Burning Maul.

Check out all of the subclass changes below. Season of the Dawn begins on December 10th and will also contain nerfs to Recluse and One-Eyed Mask. Stay tuned for more details in the coming weeks.

Gunslinger: Way of the Sharpshooter

For 3-shot we increased the auto-aim distance and reliability when aiming down sights, as it fulfills the role of long range accuracy. For 6-shot, we shortened the damage falloff range to emphasize the short range gunfighter role with a lot of kill potential. While it can still perform at longer ranges, it may take an extra shot to get the job done. We’ve made other changes to Way of the Outlaw to help keep its potency like adding a new Explosive Prox Knife that can stick to surfaces and detonate when enemies pass nearby.

  • NEW Weighted Knife: High-damage knife throw with a long wind up. Travels at high speeds, bounces once, and does extra damage to the head. Precision shot final blows recharge the melee completely. One-hit precision final blow in PvP.
  • Practice Makes Perfect: (QoL): Lasts longer but gives a bit less energy per second. Precision hits grant two stacks.
  • NEW Knock ’em Down: Precision final blows increase weapon stability and ADS speed. Timer starts at 10 seconds but any additional final blow/assists can increase it up to 25 seconds. Casting your Super with this buff above 20 seconds consumes the buff and grants extra damage. (Does not stack with Celestial Nighthawk).
  • Line ’em Up: (QoL): Old perks from Crowd Pleaser are now part of this perk. (Golden Gun can cause precision damage and precision shots generate orbs of light).

Sunbreaker: Code of the Devastator

The Roaring Flame perk has received a significant buff to its bonus damage, and the buff now lasts 25% longer, making it easier to build and retain stacks between encounters. The base damage of Throwing Hammer melee ability has increased—it’s now very lethal in PvP while you have Roaring Flames active. In addition, once you’ve thrown the hammer and it’s lying on the ground, you don’t have to get quite as close to it to pick it back up. Finally, we tuned the Super in a number of ways.

  • Burning Maul now lasts longer, giving you more time to use it strategically instead of simply spamming the slam button. (Titans. All we want to do is smash, right?) We also increased the height of the heavy-slam explosion, so this Super should feel much more potent against airborne enemies. That’s the gist of it, but here are more details:
  • Throwing Hammer: Increased impact damage from 100 to 120 and increased hammer pick-up radius from 2m to 3.5m. Adjusted hammer throw animations to fit a more damaging attack.
  • Roaring Flames: Increased damage bonus from 10% per stack to 25% per stack in PvP, and increased duration from 15 seconds to 20 seconds.
  • Burning Maul: Increased duration from 21.2 seconds to 28.5 seconds
  • Light Attack: Reduced light attack energy cost from 5% to 3%. Adjusted the animation so that it flows seamlessly into chained light attacks without stopping.
  • Heavy Attack: Ground Slam attack now detonates when it detects enemies above it. Detonation radius was increased to make landing attacks more consistent. Increased energy cost from 6% to 8%.

Dawnblade: Attunement of Sky

Now before we get started I wanted to touch on one thing: To accomplish our goals of reworking the air superiority role, we needed to differentiate the two Daybreak paths from one another. As such, we reduced the speed at which Burst Glide accelerates players in Daybreak. We know this is a controversial change but we wanted to reserve the air superiority gameplay with Attunement of Sky and the Burst Glide speed was blurring the lines between both Daybreak paths.

  • Icarus Dashes while in Daybreak have increased speed and thrust to recapture the burst glide gameplay for those running the air superiority path. We hope that, while this change is different, you still feel as fast as before—but with maybe a bit more expression behind that speed. The rest of the changes are below:
  • NEW Celestial Fire (Melee): Send a spiral of three explosive Solar projectiles.
  • Heat Rises: (Rework) Consume your grenade to extend Glide time and dramatically reduce the in-air accuracy penalties for weapons.
  • Winged Sun (Rework): Fire weapons, use Celestial Fire, and throw grenade while gliding. Airborne final blows grant melee energy and extend the duration of Heat Rises.
  • Icarus Dash (Rework): Tap (Crouch) twice to dodge in midair. Dodging in Daybreak accelerates players farther and costs less Super energy while under the effects of Heat Rises.
  • Added note: Due to the nature of these reworks, Wings of Sacred Dawn received a buff where it gains 15% damage resistance while Tome of Dawn is active.

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