There are a lot of threads out there already on the new changes, but I wanted to give a central location to point everyone to when they ask me where they can share their thoughts. Now that you have had a few days to play the new changes we want to hear what you experiences have been playing.
What do you like?
What do you hate?
What do you think is good but could be better?
What would you change?
English
#feedback
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I really really really hate it
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I think we're on the right path. Honestly the only thing i dislike is the SPECIAL.. Why i lose my special if i die is BEYOND ME. I appreciate the rebalancing- but it makes bringing a sniper rifle pointless. Youll just get rushed with sidearm. Hand Cannon / Sidearm- is the only viable load out...I guess it was time for me to quit playing the game anyways. Catch ya in Destiny 2.
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We should retain special ammo on death: currently the changes punish players that are adventurous or aggressive with special ammo, (shotguns, fusions, etc), and also the players who just die more: I can no longer use special unless I want to collect it every time I spawn. change: undo current changes, less special ammo per crate. change: grasp/clever dragon mag drop should be 3 and not 6. In stead of giving it counters, you just made people pick other weapons.
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generelL.. why did you even do this fix? not that i would have been needed What do you like? - well you did something... What do you hate? - nothing, destiny is not that game i would connect emotions to anymore ^^^ What do you think is good but could be better? - Horribly easy: gather the patch notes BEFORE you apply it, and the ASK the community.. ADD a Rollback function in case something like the hungering blade mistake happens and UNDO it.. and once again: ask the community, you dont have to listen to them completely , but get a sneak peak at "the Division" guys.. they ask the players WEY better.. (not that their game is better but thats another story..) What would you change? i would have aligned clever dragon and palindrome HC a bit down.. AND i would have already coded a TTK simulator (again, go watch the Division guys, they have one) and would have aligned the guns according to the TTK..
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1. Autos rifles need a tiny precision damage buff. 2. Pulse rifles range needs to be brought down on same level as hand cannon and auto rifles. 3. All special ammo needs to go down in increments upon death. For example carrying any special weapon and I die I respawn with half my ammo, then upon next death I lose even more ammo. 4. Increase flinch on no land beyond. 5. Again buff auto rifle precision damage. 6. Last but not least stop updating the game 2 times a year , no one likes it and it makes your company look snobby and unconcerned about your player base. All other popular games see a problem and adjust with a patch , why is destiny the only game that tortures people who can't stop playing their game by never updating it. 7. Start listening and even playing your own game. 8. Oh yeah , reduce magnetism on fusion grenades and reduce strength on all grenades.
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Put Truth back Fix all the health regen's you broke (wtf) Auto rifles still lack luster Here is some other non update topics: Return nightfalls to year 1 including flaming head Return weekly heroic to year one Give us back elemental primaries Update old raids and don't screw up their weapons Make TWaB not suck - talk about something note worthy. Seriously - anything. Get rid of 3 of coins in D2. Exotics are too easy Stop making the exotics less powerful than legendary counterparts Give some PVE content - I am willing to throw money at the screen How about spring update info Nerf Luke Smith Did I mention give us news and PVE content??
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I love that hand cannons deal more damage and that pulse rifles don't stagger as much. I also like that I can now hit shots when I'm in the air with my scout rifle. I don't like that you guys did nothing to improve snipers and I also don't like that once we die in crucible we lose all of our special. Because of this, I find myself and my team waiting at every special box. We treat special as heavy now and the more people waiting around a box, the more of a chance we die by the enemy from a team killing super. I don't agree with it at all, it was truly unnecessary and I become more frustrated cause how am I supposed to practice sniping when I lose my special every damn time? Its also ridiculous and unfair that sidearms get amo when they respond but we don't cause I have no counter against them unless I have a rocket or something. Also, how am I supposed to counter a super if I don't have a super and I won't have special so that's inconvenient. Especially with Sunbreakers that have sunspot, how am I supposed to kill him with just my primary? I also don't like that you buffed sticky grenades because there's literally no counter against stickies unless they unaccurately throw it the wrong way. Another thing is I don't feel that the amplitude melee on the Storm Trancer literally got nerfed like 10%, so it's still stupid to get meleed when I'm 15 feet away from them. I also don't like that you guys did nothing to improve Gunslingers. And there was no point to nerfing blink AGAIN when it already sucks. I don't have anything else I'd like to add, I just needed to vent out all of the stuff I didn't appreciate. :)
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Edited by officechair: 2/17/2017 9:13:51 PMGood: shotgun nerf, universal remote nerf, jugg nerf, clever dragon nerf, auto rifle buff, and hand cannon accuracy. Bad: Bladedancer nerfs, special ammo change which is causing camping, truth nerf, health regen, landfall nerfed instead of ionic blink, First Curse range drop off, and ophidian aspect nerf.
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Hello Bungie, This is the First time I have ever posted a comment in regards to any patch/update since year one destiny on any forum, chat and/or website. The reason I have never posted anything before is because I love the game and sometimes the changes were much needed and others not so much but I would just adapt since at the time I didn't think there would be life without destiny.... Now I can see that life because to put this frank you ruined PVP, I'm sorry but taking away special every time you died just ruins the entire PVP experience. There is a reason you guys gave us a special weapon well I used to think so at least. Now I'm not sure why we even get to bring it into the crucible if I want to use it I have to waste half the match going and grabbing special ammo which by the way is not fun at all.... Since I won't waste my time playing crucible and that only leaves me PVE which is fun but without being able to take a break and go have fun in the crucible it also sucks. So please for all the true guardians fix this because I know I'm not the only person who feels this way. So I hope you take the time to read this because I believe there is a large portion of people who fall under the category of non complainers like me but will be speaking there mind about this one update. If you look at how many hrs iv played in both PVE and PVP you'd see Iv played Destiny alot and I mean alot you'd understand the impact this update has made to me and why iv decided to stop playing destiny until it is fixed.
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Edited by SeaWolv: 2/17/2017 8:42:16 PMLike: Changes to hand cannons, auto rifles and ( :-( sniff* sniff* CD & GoM) pulse rifles. Juggernaut change. Shotgun precision removal. Shotgun magnetism. Hate: Special ammo restriction. Shotgun in air accuracy. Truth nerf (seriously??). Shinobu's nerf. Health regen nerf. Bladedancer nerf. Blink nerf #2. Universal Remote nerf. Better: Ammo crate pickup halo (special/heavy). Titan melee range. Vault space. Change: Crucible matchmaking: once there are 4 per team add new participants in pairs. Dedicated servers. Make previous raids viable with current light loot.
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Love upgrade to hand cannons & pulse rifles. Absolutely hate the Truth nerf (seriously, why?????)
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I feel everything is in a lvl playing field. (Well some things) Auto Rifle It's decent but unless you play with the Monte Carlo stat replica it doesn't really kill like it should even with the buff. Hand cannon Feels very dependable now. I don't like what was done to the (last word) it was already a problem child to begin with, also with its low range and nerf to its hip fire damage perk. but now you can't even control it anymore with the new patch. Pulse rifles It feels ok I guess. Clever Dragon was cool in my opinion but whatever I can manage. Slower pulse are actually pretty good now. But not all slower than CD pulse benefit from the patch. Ammo box and ammo loss upon death Hmm well I'm half and half on this. I like what was done but it would have been better if we only lose 1/2 of what ammo we have left upon death instead. It makes people really choose their engagements now. it feels really predictable what people will run at you with (cough.. sidearm) but I wouldn't listen to the people saying to nerf sidearm ammo too. It's not as powerful as some people think it is. Without its ammo spawn perk it's trash. Blink nerf Lol I'm not much of a blink user but ouch I can see why people are upset with that. Blink isn't hard to kill but it can be quite annoying if used right. I don't know how others would feel about it so that's all my 2 cents on that. Bladedancer hungering blade nerf Lol i knew this would happen. I'm not much of a fan of that super but I feel for them. now they are sooo easy to kill. That class is dead almost. But I still see some try-hards still trying to use it. Trials is gonna be easy lol Thanks a bunch bungie yours truly "solar worlock" O_o Health regen error to other weapons and other class perks FIX IT NOW PLEASE. red death is horrible Dmp out~~~
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The primary usage is now varied, I can use my hopscotch pilgrim in pvp without feeling like a retard. That stupid special ammo nerf and the blade dancer nerf, poor Hunters.
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Possibly even less ammo for sidearms. A mag and maybe a little more.
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This patch is a mess. There were a lot of issues that were addressed, but a lot that was unnecessary. The Special Ammo economy changes were in the right spirit, but in conjunction with everything else (notably, changes to Shotguns and how they were used) it was a bit much. These changes would have been better to implement BEFORE hammering the two most used Special Weapon classes in the game. Also, I don't feel that it is fair to let someone using a Sidearm retain all of their ammo on death when other Specials retain nothing. The ammo granted by the Reserve Ammo trait should be plenty. Hand Cannons are now too powerful. Skilled players have no reason to use other Primaries. Palindrome's Vendor Roll (which many called a God Roll already) just became even better. I understand the intention. Hand Cannons haven't felt great to most players since being nerfed in 2.0, but with their exceptional time-to-kill, and now even more reliability at range, you have nudged them back into the Scout Rifle niche. Pulse Rifles seem to be more balanced across the board. High Impact variants are back to being a competitive option. Low Impact variants are less absurd. Overall, they are less frustrating to engage. Truth got hit way too hard. I don't use it, but the patch totally just neutered a weapon that many people loved. I'm not gonna say that it didn't deserve some sort of nerf, but damn. That's pretty clearly gonna halve the effectiveness of of one of the most popular weapons in the game, at the very least. As for the Hungering Blade nerf, it's just plain unacceptable. Releasing the patch with a known bug is unacceptable. Nerfing two Exotics into uselessness is unacceptable. The nerf wasn't needed immediately anyway. Maybe Bladedancer would have been overpowered without that nerf, but maybe not. Preemptively "fixing" that issue while breaking as much as was broken is ludicrous. I won't be playing much Destiny for a while now because of this.
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The update is relatively good in my opinion. Fixing some of the unintended changes to perks that give back health would be a very nice thing to receive in the near future. As well as making sidearms not spawn with the unintended ammo reserves. I feel like sidearms should still spawn with ammo, but only a fixed amount. For those who don't know, when you pick up special in the crucible you get to keep the reserves when you die while having a sidearm equipped. Changing this to getting rid of the excess ammo and limiting the sidearms to one mag when dying would be the best approach in my eyes.
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Pls Nerf sidearms or gimme back my special...oh and pls give NLB flinch
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the patch would be fine, if sidearms wouldn't spawn with ammo
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3 RepliesThank you for killing my favorite game Bungie... I am offically done playing this game...
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I don't like that your intent to change one health regen perk on one subclass ended up blanketing pretty much all health regen options. I don't like that you didn't hold off on the patch to fix this. I also don't understand reducing Truth's mag size from 3 to 1. As I pretty much only use it for void burn PvE activities, it isn't a HUGE loss but it's annoying. I just don't see the point. Not that anyone was asking for it to be nerfed (to my knowledge), but why not just back it down to two instead of one? As a frequenter of these forums as well as the DtG subreddit on a daily basis, I never saw any outcry for the Truth being overpowered or that having three rounds in the tube was causing any issues or complaints. As I don't play PvP hardly at all, I have no opinion on the special ammo nerf, but I think i'll feel it whenever IB comes around again. What would I change? Personally, I'd undo the health regen blanket nerf and (if you must) just redo it for the intended subclass and perk. I'd also give Truth at least two in the tube, though three would make it feel more exotic. signed, mayhem74 XBoxOne USA
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Edited by Jereme: 2/17/2017 8:28:44 PMWhat do you like? Every change in Hotfix 2.5.0.2... Best believe there are many of us that [i]wanted [/i]and are [b]enjoying [/b]every aspect of the sandbox changes. (Only exception are the changes that were unintentional, related to the health regen.) What do you hate? 1.) First and foremost, I really dislike the communities overreaction to this patch. The negatively is mind blowing, especially the profuse and abusive comments on every form of social media available. My opinion, but this hotfix was a big step in the right direction. Yes, the meta has changed, but adapt and overcome. It was ideally for the best. 2.) Autos are [b]still [/b][u]not competitive enough[/u], and it really bums me out. This was hyped up, and has been requested by the community since forever ago. Yes, they are more effective, but the stability, range, and damage, for every archetype are still in need of a buff. Another week down the road, their usage will go right back to where it was prior to this hotfix... use will be very limited. I am hoping you guys find a means to accurately buff them in the next patch/hotfix, rather than make us wait another 3, 6, or 12 months again. I personally won't be satisfied until I (we) can start using autos to compete in Trials of Osiris, or the Crucible in general. 3.) The most competitive and overly used Hunter class was left untouched, the Nightstalker class. I believe there is an imbalance that needs to be addressed. I have further detailed this at the end of my post. I'm not asking for nerfs per-say, but slight modifications. What do you think is good but could be better? -Special ammo lost upon death should affect sidearm users as well. Please, keep it consistent. -The Truth nerf is confusing to me, and most everyone else too. I could understand altering the ammo cap from 3 to 2, but taking it to 1 is bizarre. What would you change? 1.) As previously stated, I'd buff Auto Rifles (all archetypes) to finally be competitive in PvP. They aren't there yet, but pretty darn close. I'd also make this change much sooner, rather than keep the community waiting another 3-12 months... again. Let's get this done! 2.) The Hunter Nightstalker class is the most competitive sub-class, player statistics prove this. One of the most overly abused mechanics when users play as a Nightstalker is the combo-wombo, grenade plus smoke combo. I don't have a solution for it, but it deserves some attention. Possibly, tone down the slowed player movement when affected by the smoke toxin? 3.) I'll surely get hate for this by some, but once again in dealing with the Nightstalker sub-class the Shadestep is an overpowering ability. Nothing else comes close, and the Graviton Forfeit helmet allows the user to pair it with any other Hunter sub-class without sacrifice/limitations. I don't have a solution for this either, but it deserves some attention. *Just putting this out there, some did want a change to blink. I am one of them, and if we are being honest, its an incredibly minuscule modification to blink. Not nearly as damaging as most are making it out to be.
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What I like. * Auto Rifles and sidearms are seeing much more play now, Shotguns aren't everywhere, Pulse Rifles (Clever/Malok) aren't top of the food chain anymore. * Titans no longer rush in to battle without thinking about ammo count. I don't see Landfall being used at all unless they have the Exotic gauntlets. I've been seing more Shadow Shot using hunters as of late. What I Don't. * All healing abilities got nerfed which means that Life Support is now the only functional way of immediate healing. * The special ammo nerf promotes pack mentality 3-5 people wandering around the map looking for a target or Special ammo. * Highly promotes use of Icebraker or No Land Beyond, Unjustified nerf to Universal Remote. * High impact Auto Rifles only got a 1 damage increase in Crucible I personally think they should go 30H/24M/18L to head and 23H/17M/13L to body they Don't need more damage just a reason to aim better. Also the recent buff has made the middle fire rate Autos (Zarinea-D) do more damage than high impact if they have focus fire 29/24 insead of 27/22 but keep same rate of fire. * Trials will either be primary heaven or camp for special each round now. * You have killed all competitive Fusion Rifles by removing their ammo on death and the 2 exotic sidearms are being overshadowed by spam fire Legendary sidearms (Wormwood/Jaberhäkke-D).
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3 RepliesUndo Special ammo changes, instead always spawn with maybe one or two clips but you can't get more in that life. Undo ALL Health regenerating perk nerfs. Undo Blink nerf. Undo Truth nerf. Undo Universal Remote nerf. Undo Quickdraw nerf and FIX it. (Last Word never readied immediately) Undo Armor nerf. Boom perfect update.
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Edited by Univerism: 2/17/2017 10:49:03 PMFeedback coming from an experienced crucible player What do you like? [b]Primary Gun Play [/b] - It's refreshing to not be chased down by jugshield titans anymore and actually enjoy the "dance" of the primary gun fight. The increase to in air accuracy across the board has helped cement in the use of other weapons that wouldn't have seen the light of day in higher skilled gunplay. Everything feels somewhat viable to use so far, without the fear of turning a corner and getting shotgunned. [b]Special Ammo Changes[/b] - This issue is a double edged topic as I love knowing at the beginning of the match, the more guardians I take down, the less special I have to worry about for that first minute. I also don't care if I lose my special (albeit, there have been times I've pulled my sniper out to find no ammo) it hasn't really affected my playstyle. Over the last few months, I've switched to playing primary weapons for 80% encounters. [b]The other neat thing about this change is I can now switch specials multiple times in a match and not have to worry about not getting ammo.[/b] After scoping out a team, I may switch my special upon death to counter their playstyle. [b]Shinobu's Vow Changes[/b] - As a bladedancer, even I felt dirty being able to get one handcannon shot off and finishing them with a grenade that follows from one end of a map to another. I'm glade it was changed, it was in the best interest of the community as a whole. What do you hate? [b]Health Regen Across the Board[/b] - This includes the changes to bladedancer. Hate is such a strong word for it, currently. If the patch had been implemented like it was originally intended I would probably hate it, however with everyone's health regen on the same level it brings a much better and balanced approach to encounters. For instance, if I get a successful super off (I main blade) and can quickly move through enemies, I don't worry about the regen because I get that 40 HP back instantly. However, when a mistake is made on my part (push in wrong, late, or from to far away) I get punished for that. Another thing about the health regen on Bladedancer is, we are the ONLY subclass that have to be within melee range to damage an opponent with our super. That leads to much easier ways of dying. However, a Sunbreaker gets to throw hammers and has Cauterize, but if I sneak up on him with my blade and get one hit off he lives, as with bladedancer it takes 2 hits to take any super out and we only require 1 hit to kill us. [b]Changes to Quickdraw[/b] - Both on the Bladedancer and Ophidian Aspects. It was absolutely uncalled for. Just because it's a more commonly used perk doesn't mean it needs to be changed. I've met a good amount of fellow bladedancers that weren't using it because it didn't have any application in the way they play. [b]Changes to Blink[/b] - Again, it seems like bladedancers and warlocks are getting the short end of the stick here. Another unnecessary change that wasn't really even a meta. There's already so many negative perks to using blink (can't reload while blink, can't blink more than twice in a timeframe) but to add radar removal upon use... come on now. Blink is a great way to avoid being rushed or get an upperhand in CQC. What would you change? [b]Health Regen[/b] - If bladedancers, the already most nerfed subclass loses the original effect, as should the rest of the subclasses. You want a balanced game, right? [b]Fix the perks on the weapons and leave it at that.[/b] [b]Artifacts[/b] - We all know what needs to happen here. Skorris is the bane of trials. Reduce it's effectiveness in the crucible, require a kill to activate it for 30 seconds, or something. [b]Edit: One thing with the loss of special ammo, why not make special ammo load directly into the clip when you grab it, like heavy does. That saves the time atleast of reloading.[/b] Overall, this has been a wonderful patch. If no changes were made to the current patch I wouldn't lose a bit of sleep. The nerfs and buffs added during this patch has made the crucible fun and different again.
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I like the change to most of the primaries, a few still feel weak... scout rifles.... Universal remote seems like a strange change, it was not used that much to begin with. Truth also seems like an odd change to another weapon that wasn't used that much. Special ammo not spawning with you after death seems to allow titans with shoulder charge to run rampant, since you don't have the only weapon that stops them up close, which is shotguns. Bring back the strange change to health regeneration on all class and class armor... minus the change to hungering blades which could be a good change, only time will tell. Nothing but the above to change for now, only time will tell.
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Please roll back the subclass stuff. Blink, Life steal, Thunder strike, Landfall, Blade dancer nerf, etc. etc. take the damage drop off off of The First Curse because that is kinda stupid. The gun is supposed to have sick range. change the special ammo economy. Make it so you only drop your ammo if you are using your special (all specials, i'm looking at you side arms.) and make it so if you kill someone with your special it will drop ammo. Roll back truth nerf. add an ammo regen to some fusion rifles. bring Mythoclast to year 3.