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Edited by Dari: 12/29/2017 1:31:40 AM
26

Nerf to Hunters with Orpheus Rig, after Master Reworked weapons?

So I'm not here to troll, or be trolled. I'm posting about something that I think is legitimately an issue right now. Hunters are silently getting nerfed more and more, while Warlocks and Titans aren't being balanced enough. This is slightly (and the focus of this post) evident with the changes made to the Orpheus Rig exotic boots, with the release of the Dawning update, and master rework weapons. For specific example, I once was able to do the Titan Rig Public Event with the two Hive Sorcerers and never ending flood of mobs, with an almost never-ending Super ability. The Orpheus Rig boots, in conjunction with the top tree in the Void-Shot build, allowed the super to infinitely charge itself in this room. My gripe, isn't so much that it's not working, but it feels like it's function has been DRASTICALLY reduced. Instead of almost instantly recharging my super, I now have to wait a lot longer for it to return based on the Rig boots special functionality. I was once told that it was now a total tether of 10-12 enemies, being changed from something like 6-8, and the change is noticeable. I understand that Bungie needed to balance out the release of the Master-Rework weapons, but this is almost unacceptable. Generating one orb of light, on multikills, which feel like at the end of it all, is only a negligible 5% to 8% of my total super ability bar, isn't compounded with the supposed tether and multi-tether regeneration factor of the Orpheus Rig boots, and effectively, make the build I am running, useless now. What gives, Bungie? Why change things that are more geared towards PvE heroes (such as myself), to the point where something we relied on, to make us shine, in an already dwindling "light" is taken from us? You have enough issues with the Eververse as it stands.. Now you want to pull this as well? Leave things that "work", alone please.

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  • I just noticed a pretty huge reduction in the Rig's effectiveness today while running strikes. In the Inverted Spire, I've ALWAYS been able to get a full super back off the mob that spawns in front of the drill. Not today. When you go down to re-align the drill I was only able to get a full super back because the tether lasted multiple waves. Is this a verified nerf or a bug? Seems like earlier in the week while doing the heroic glimmer drill event I was still getting a full super per drop ship...???

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    • Bungie heard you were having fun ingame ! Bungie don't like that sort of thing. It's fixed now.

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    • My only question is this: Why are you complaining about getting [i]only[/i] 3/4 of your super back? No other class or subclass can dream of a super-chain. It's a ligit question. Although I can't complain too much cause I love having an orb machine in a strike to share some of the super power.

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      • Edited by AxelOfTheLight: 1/2/2018 7:22:27 PM
        I've noticed the same thing and I used the rig enough to have a specific example to back up your statement. The fallen walker event, when you make it heroic it drops two yellow captains and a slew of vandals and dregs from the fallen drop ships every time they fly in to reinforce their troops. Before the dawning I could tether right below where they would drop and instantly get my super back from them to be ready for the next group without fail. [b][u]NOW[/u][/b] tethering that same group only yields 3/4 of my super bar, leaving me to rely on randoms to make orbs for me in order to be ready for the next batch of enemies. So basically from a numerical standpoint they have nerfed the ability energy returned per enemy tethered by 1/4. That is [b][i][u]not[/u][/i][/b] okay. It's as you said, they at least need to have the decency to tell us "Hey, we noticed this was too much fun. Have a nerf!" By the way, for those who can't math this means it went from 8 tethered enemies for a full super charge to 11 since 8 divided by 0.75 is 10.666666 repeating.

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      • Haven't experienced this at all as a Nightstalker Hunter w/ Orpheus Rig and Way of the Trapper. 6-8 mobs tethered still completely regens my Super. Even easier when you have a neverending spawn as the tether lasts awhile and can tether multiple groups at the spawn point. 4-5 mobs will give me half to 75% which is easily supplemented with a Masterwork (I use Origin Story or Nameless Midnight). I haven't felt any nerf at all since I've had them and I've had them for over a month (2nd to the last exotic armor piece I was missing on my Hunter prior to CoO release). I'll do some testing with this as it's my main spec but I don't believe there was a stealth nerf when masterworks came out.

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        • I agree “leave things that work alone”.

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        • Cant say that i've noticed a difference, to be honest. Not saying they havent nerfed it but i can still do my super 4 times during the witches ritual public event and still have a full super meter when the event ends.

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        • There are no silent nerfs.

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          • The 'nerf' was made to the orbs not the rigs. You get less super energy from picking up continuos orbs now. It seems they have factored in a percentage of drop off....just like the old xp fiasco. Down with Eververse

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            • Even after the shoulder charge/nerfed pulse grenade, Titans aren't balanced enough?

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              • Why are they nerfing more shit?

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              • Actually I can agree with you. Bungie seems to be nerfing what we find fun and entertaining about the game.

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              • Edited by Xx_-Dyn0Mite-_xX: 1/2/2018 10:30:34 AM
                Orpheus Rig was my first drop and I only take them off for PvP, and I have noticed the same thing. The first and second tether are normal but the more times you do it (in 1 activity)the slower your super recharges. It’s ok I learned to improvise but what pisses me off is Bungie making changes without informing US. I read all the patch notes on every patch,fix they release and it is unacceptable to make changes with out informing the community. Bungie says they want to be more transparent, well making changes ANY changes without informing us isn’t showing me they mean what they say.

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              • [quote]So I'm not here to troll, or be trolled. I'm posting about something that I think is legitimately an issue right now. Hunters are silently getting nerfed more and more, while Warlocks and Titans aren't being balanced enough. This is slightly (and the focus of this post) evident with the changes made to the Orpheus Rig exotic boots, with the release of the Dawning update, and master rework weapons. For specific example, I once was able to do the Titan Rig Public Event with the two Hive Sorcerers and never ending flood of mobs, with an almost never-ending Super ability. The Orpheus Rig boots, in conjunction with the top tree in the Void-Shot build, allowed the super to infinitely charge itself in this room. My gripe, isn't so much that it's not working, but it feels like it's function has been DRASTICALLY reduced. Instead of almost instantly recharging my super, I now have to wait a lot longer for it to return based on the Rig boots special functionality. I was once told that it was now a total tether of 10-12 enemies, being changed from something like 6-8, and the change is noticeable. I understand that Bungie needed to balance out the release of the Master-Rework weapons, but this is almost unacceptable. Generating one orb of light, on multikills, which feel like at the end of it all, is only a negligible 5% to 8% of my total super ability bar, isn't compounded with the supposed tether and multi-tether regeneration factor of the Orpheus Rig boots, and effectively, make the build I am running, useless now. What gives, Bungie? Why change things that are more geared towards PvE heroes (such as myself), to the point where something we relied on, to make us shine, in an already dwindling "light" is taken from us? You have enough issues with the Eververse as it stands.. Now you want to pull this as well? Leave things that "work", alone please.[/quote] My buddy easily made 80+ orbs during the EoW raid today. Had 3-4 celestials per damage phase. You dont really feel the nerf if you use the tether more sparingly and carefully pick your tether spots.

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              • They still working. But there is a thing that you maybe don’t even notice: the ability don’t work every time in the same situation. Let me explain. You are in that public event, you use the super when the thralls appear and then boom, full super. Welp guess what, this don’t happen all the time, there are some times where you end with 3/4 of your super or even with 50%. This is an issue much before the dawning and dunno why, just bungo stuff.

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              • I believe it has more to do with the fact that orbs give less and less energy as they are created rapidly, or from a single person. I think this also affects the boots. If you continually tether in a short period of time, the gain will be less and less. I haven't tested thoroughly, so it could be anything, but this is what I have noticed. Also, the best tether is bottom tier without quiver unlocked, the amount of orbs you make is insane, and you will continually make orbs as long as the tether catches more ads. It doesn't stop producing like the top tier does.

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              • I have not noticed any difference, I can still get nearly instant super recharge, as long as enough MOBs get trapped, and other players don't kill them too fast.

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              • Not really noticed if im honest. Although as far as anything goes in destiny........ Theres an old saying. If it aint broke, dont fix it.

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              • I have had no issue with them. Even if it’s now 10 instead of 8 they’re still incredibly powerful. They’re highly functional in the raids. I’ve been using them in Eater of worlds and have tethers for days so long as my team doesn’t kill all the ads.

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              • From the Orpheus rig description "UNCANNY ARROWS: Provides ability energy for each enemy tethered by Shadowshot anchors." Don't see anything about supers...

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              • 0
                Without a doubt Hunter’s are the most whiny class group out of the three. I don’t care if Titans are overpowered or Warlocks have Nova Bomb, Hunters complain about absolutely everything.

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                • Hunters are the master class especially in raids right now. If you can’t pull off a full and proper tether then it’s user error. You’re doing it wrong. Hunters are in a great spot. Quit the QQ

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                  • I had never heard this until now but I have noticed the change. Like when Bracus Zahn would release all the Warbeasts. Occasionally I'd see people joke about how it would one day be nerfed. Funny how that works.

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                    • Bungie -blam!-ing hates hunters. This wouldn’t surprise me at all but you need proof

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                      • Following up on this: tldr; Not just "lacking the fill" on the super bar, but the ability disappears faster as well. In-Depth: I'm not sure if all of you realize, that at one point, it was somewhere like 6-8 enemies tethered would FILL the Super bar outright.. Now the problem isn't just that it's not filling on the 6-8, it's also taking more than just 6-8, and it genuinely feels like they changed something behind it. Not only is the bar not filling fast enough, but the orb at the epicenter also disappears faster. I thought the orb was there and the enemies would continually be tethered once one of them dies from shared damage.. It's more "factors" at work here, I agree, but I also feel like some of us may have missed the original point I was trying to make. I don't mean to sound harsh if I do in any way, but I feel like that was a change that wasn't necessary at all. Master'work' weapons weren't all supposed to bring a balance, I thought it was also more of a "compound" effect that would make Hunters shine. That, is the end-all and purpose behind my point. They seemed to have changed something that was supposed to go in tandem with a mechanic in the game that was already implemented to a somewhat "outclassed" subclass. (Please make sense of this before proceeding to light a fire in my direction.) Thanks again for taking the time to read this..

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                        • I have seen what you are talking about, but I do not think there was a nerf.., The issue I have seen is enemies dying before tethered. Dead enemies do not give you super energy back. But overall, I have had very little issues and I constantly have my super. My tether on a group creates three orbs though, not one. I also have a masterwork better devils, and just about every other gun I use, and my team mates constantly stay supered as well due to my tethers/masterworks. Not to say there was not a nerf, I just think there is more at play here. The only time I have issues is when everyone is spamming grenades and killing the enemies pre tether.

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