
Some Perks are about to get a lot more rare (Destiny)
Looking through the datadump at DestinyDB last night, it looks like a lot of the new reforgable weapons have had the available perks shuffled around. A few notable examples:
Handcannons can't roll "third eye" or "feeding frenzy"
Shotguns can't roll "hammer-forged". Actually, I can't find "hammer-forged" on any of the new weapons.
Scout rifles have had "Full-auto" added to pool of available perks. It has been removed from Pulse rifles.
Auto rifles can't roll "Spray and play", but "Outlaw" has been added. (This one seems really odd)
To clarify This only applies to NEW, REFORGABLE Weapons. For example, the ToO handcannon has Third-eye as a set perk, and all your old stuff will be unchanged.

I like it.
I certainly hope that don't mess around with the legacy weapons from vanilla/tdb, but making sure we don't have loads of new long range shotguns and laserbeam pulse rifles is music to my ears.

Also field scout out, extended mag in.
THIS is why I dumped all my commendations. To get a hand cannon with decent perks. I did it again today when I ranked up Dead Orbit.
Extended mag is NOT as good as field scout. Remember, the Mythoclast with FS had 50+ rounds, extended mag puts it at 35.

I like it.
I just got a 123 Sygyny with full auto, field scout, and 3rd eye. With the auto rifle nerf full auto have filled that roll for me. Looks like I won't be able to build more like that, so I'm glad it dropped.
I'm now looking forward to creating a scout rifle with B-line Trama stats that is full auto. That might have the feel of old school Suros Regime.

Also field scout out, extended mag in.
THIS is why I dumped all my commendations. To get a hand cannon with decent perks. I did it again today when I ranked up Dead Orbit.
Extended mag is NOT as good as field scout. Remember, the Mythoclast with FS had 50+ rounds, extended mag puts it at 35.
Mythoclast never had field scout. It always had extended mag (or it might have been enhanced battery). They simply nerfed the amount per magazine for that weapon.

Also field scout out, extended mag in.
Mythoclast never had field scout. It always had extended mag (or it might have been enhanced battery). They simply nerfed the amount per magazine for that weapon.
Yeah they replaced enhanced magazine with extended mag.

You're 100% correct. I was confusing it with an old gun.
I now no longer remember the other gun. I think it might have been an auto rifle from pre DLC 1. But once you said this, I realized I was wrong.
Or my memory's totally fucked. But I do know I remember having two of a gun (or one of a gun with field scout AND extended mag) and comparing field scout and extended mag, and I'm pretty sure I only used auto rifles then.

Some Perks are about to get a lot more rare
I had a Chance with feeding frenzy and spray and pray. With the HC reload arms it would reload amazingly fast. Had to get rid of it though when I was doing the vault, as it was totally ineffective on oracles.

Wait. Why would that make you get rid of it?
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The new Dead Orbit Scout rifle is exactly this.
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Some Perks are about to get a lot more rare
Looking through the datadump at DestinyDB last night, it looks like a lot of the new reforgable weapons have had the available perks shuffled around. A few notable examples:
Handcannons can't roll "third eye" or "feeding frenzy"
Shotguns can't roll "hammer-forged". Actually, I can't find "hammer-forged" on any of the new weapons.
Scout rifles have had "Full-auto" added to pool of available perks. It has been removed from Pulse rifles.
Auto rifles can't roll "Spray and play", but "Outlaw" has been added. (This one seems really odd)
To clarify This only applies to NEW, REFORGABLE Weapons. For example, the ToO handcannon has Third-eye as a set perk, and all your old stuff will be unchanged.
I think these are all pretty good changes. They seem to clarify (some) what roles the weapons in general will play. The only real "nerf" change I think is feeding frenzy on hand-cannons. It is arguably better than outlaw in the general sense, though if you are hitting precision shots usually it's not going to be a huge problem with outlaw as a replacement.
An awful lot of people have been complaining about shotguns with hammer-forged, and for good reason in PvP. I think in PvE it's not a problem though.
Happy to hear full auto is added to the pool for scout rifles. For a faster firing scout that would be ideal and would make me think twice about using one.
Auto-rifles are in general just too weak... but assuming they were not (i.e. we are getting some with better impact) then spray and play could be considered overpowered, while outlaw is a faster reload at the cost of a precision kill... meaning that you only sometimes will get a fast reload instead of bullet-hosing and always getting one. Not by me, but I could see the theoretical justification. You know, if auto-rifles didn't suck in general. =)

No room.
I have no vault space, despite having 3 characters. It was either drop the Chance or Vision of Confluence. At the end of the day, an auto firing solar primary with oracle disruptor is going to win out.
I got rid of my awesome shadow price too.
That is what happens when you obsessively keep 3 of every exotic weapon.

Oh. The last sentence makes it all make sense.
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I have Outlaw on my Doctor Nope already?
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I like it.
I'm now looking forward to creating a scout rifle with B-line Trama stats that is full auto. That might have the feel of old school Suros Regime.
I'm liking B-Line with explosive rounds, although my fingers get really tired! Full auto plus explosive rounds would be a beast.

I like it.
I'm now looking forward to creating a scout rifle with B-line Trama stats that is full auto. That might have the feel of old school Suros Regime.
I'm liking B-Line with explosive rounds, although my fingers get really tired! Full auto plus explosive rounds would be a beast.
I like to think the reason scout rifles are getting full auto is because the devs were getting tired fingers from testing them.