JavaScript is required to use Bungie.net

#feedback

2/16/2017 8:16:15 PM
1677

Hotfix 2.5.0.2 Feedback

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

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Void Cypher: 2/17/2017 6:14:03 PM
    Hey Cozmo, thanks for making this central thread. This patch is an interesting one. I can't recall a patch that stirred people up this much (at least not since year 1). Some changes were great, like the in-air accuracy buffs to primaries and the slight increase to base damage and the increase to the crit multiplier for auto rifles. However, a lot went wrong with this patch. The new health regen mechanics are not fun. Especially towards those who thoroughly enjoy playing Voidwalker. It was very rewarding to chain ability kills together to regen any lost health. For Bladedancer, the Hungering Blade change doesn't hurt the super so much as it hurts the Blade's neutral game. Only gaining a portion of health back after a blink strike kill is very rarely helpful in comparison to being able to fully regen your shields. Hunter recovery is not the best as it is, and this was a nice way to keep your health up. Now, one body shot from a hand cannon immediately takes away any gained health you may have gotten. I stuck with Bladedancer from the time I got this game and through all the various changes. This one is the nail in the coffin for me, it really saddens me to no longer enjoy my favorite subclass. I believe the vast majority of players would prefer the old health regen mechanics compared to the new ones. The change to blink is ridiculous, in my opinion. It just makes me think 'Why?'. I can certainly understand that it can be frustrating for newer/less experienced players, but blink has already been hit with so many nerfs that this feels like you're kicking it while it's down. C'mon now. This change completey put it in the ground. I'm not 100% sure how I feel on the change made to special ammo. On one hand, there's usually a special box around somewhere on the map where you can go pick up some ammo after dying, but I can not explain to you how infuriating it is to spawn near a super and be completey helpless against it because I have no special ammo. I thoroughly enjoyed challenging supers before, running the risk of feeding them the kill for the chance of taking them out keeping them from getting multiples kills. Often enough I was successful, and it felt incredibly rewarding. Now, I see a super and have to cowardly run away because I can't do anything about it. Also, melees. Everywhere now because no one has special. Makes Warlock melees even more frustrating when you're not playing as one. I'd personally prefer to have special work the way it did prior to this patch. The nerf to High Caliber Rounds on pulse rifles and overall pulse rifle flinch reduction is okay. My favorite primary weapon is, by far, a pulse rifle, but this change doesn't bother me. It doesn't make my pulse any less effective necessarily (as in it doesn't change Time to Kill), it just helps to make the experience of getting shot by it less frustrating for the player on the receiving end of my bullets. The change to the fire rate of the Grasp of Malok type pulse rifle was a very poor route to take though. Now, why would I use my Grasp over my Hawkaw? There's almost no reason to. The way the pulse feels was changed with this, for the worse, and that is not fun. The change to quickdraw on the subclass and the exotic is okay to me. They're both still very good options, just not quite as good, potentially opening up room for other options (as I assume was the goal with the change). I feel that only amplitude needed to adjusted on Thunderstike. I've never seen any body use chain lighting or rising storm in PvP, ever. I've tried out rising storm, and while it was neat and pretty effective, amplitude is just too ridiculously good to use anything other than it, even after this patch. Landfall change was fine for me, I can understand it. Personally, I will probably end up playing Destiny significantly less, especially PvP, now that this patch is out. Some of my favorite things in the game such as blink, the strategy between knowing when to use primary vs special and my favorite type of pulse rifle have all been severely crippled. After all my play time (66 days according to bungie.net, 215 days according to timewastedondestiny, which definitely feels more accurate than the former) I may finally be finished playing Destiny until the next iteration comes out. I totally sound over dramatic right now, but this is borderline heartbreaking for me. I hope a new hotfix is deployed in the near future.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    1 Reply
    1 2
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon