[b]Analysis of the 14th October 2014 hotfix.[/b]
"The Fallen have also retreated from their hold over the Rocket Yard to discuss a new takeover plan" is code for there are too many loot caves in this area so we're re-thinking things.
This hotfix seems to have been about tweaking guns and a few classes for game balance. The Warlork gets a boost. The Titan gets a slap. Yeah, really, Bungie looked at the Titan class and thought the Defender class was too powerful. The Unbreakable ability allowed the Forcer Barrier to recharge has had its agility perk peared back.
The base damage of auto rifles have been reduced by 2% and the head shot bonus drops from 1.5 to 1.25. Scout rifles have had their damage increased by 6%... except damage vs combatants (not clear whether's that Crucible combatants or another term for NPCs/monsters) can be as high as plus 25%.
Shotguns have had base damage dropped by 20% at max range.
But what does this mean? Let's take a scenario where you needed 30 seconds of hits to take down a combatant.
Auto rifle: You now need 30.6 seconds of hits to kill. If you were landing head hots you would previously have needed 20 seconds of hits; now you need 24.48 seconds.
Scout rifle: You now need at least 28.76 seconds of hits to kill. If you're lucky and in a battle where the +25% applies you'll only now need 22.95 seconds of hits to kill.
Shotguns: Ranged shots would take 36.72 seconds to kill.
Why am I using the "seconds to kill" metric? It seems a little odd given that weapons have different rates of fire. I'm using it because it's a metric that applies to the gameplay and which Bungie have used themsevles when talking about the Iron Banner balance issues.
More [url=http://www.bungie.net/7_Hotfix---10142014/en/News/News?aid=12283]details here[/url].
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