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Edited by Cozmo: 2/18/2017 8:14:41 PM
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Cozmo

Upcoming Health Regen Perk Corrections

There were some unintended changes applied to Health Regen Perks due to a change to Hungering Blade. You can read the [url=https://www.bungie.net/en/News/Article/45661/7_Destiny-Hotfix---21417]full Patch Notes[/url] here and the further Explanation of what happened [url=https://www.bungie.net/en/Forums/Post/222240682]here.[/url] In the last 3 days since the Hotfix we have been listening to the feedback from the community and been working on some corrections . Our current plan is to roll back most of the unintended changes like Ward of Dawn cast, and Embrace the void. You can read the full list of rollbacks below. The other affected Perks are getting different changes that the Sandbox design team believes will be more beneficial to the game rather than simply rolling back to the old settings. Here is Sandbox Designer Josh Hamrick with an explanation of the changes. [quote][b]Josh Hamrick[/b]: When we talked about Regen earlier in the week I ambiguously talked about what and when we would be making changes because I wasn’t entirely sure. The majority of the change wasn’t intentional, but when I looked at the problem from afar, I could see how it may be beneficial in some ways after hearing feedback from the community following the Sandbox preview stream. For example, some of you had concerns that Hungering Blade was changing while other similar perks, such as Cauterize, were not. This unintended change was going to give us the ability to see what that would look like to make both of those changes. I wanted to make it clear that it was possible that we could find something that we wanted to keep. I didn’t want to say that we’d put it all back, when we might not. Having an enemies ability or attack be able to completely erase any progress you've made and completely reset an encounter feels bad. Also, when 1 hit kill weapons are less dominant those abilities and attacks become more dominant, as they are much harder to stop. This change allows those abilities and attacks to still recover large portions of health and buy themselves more time without completely resetting the encounter and negating all cumulative damage that had come before. We have watched and listened all week and this is the current plan moving forward. I’m going to give numbers so that you have all the info, but [b][u]THESE NUMBERS MAY CHANGE:[/u][/b] For each of the elements below we are going to keep the change, but buff the amount of health you get back (+58%) - Hungering Blade - Red Death - Lifesteal - Transfusion (we are also removing the cooldown) - Cauterize (we are also removing the cooldown) For all the rest, we will be reverting the change entirely - Suros Regime - No Backup Plans - Ward of Dawn cast - Apotheosis Veil - Embrace the Void[/quote] We do not have a date that these changes will take place but are currently working on them and conducting tests. It is early in the process, so all of this is subject to change. But as of now, this is the plan. We will give you more details about when you can expect to see these changes in the game as soon as we can.
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  • By the thought process of enemies shouldn't be able to make your progress lost on an encounter shouldn't you nerf all raid bosses?

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    • I can't believe how many people are calling to un-nerf the shotguns ([i]actually, I guess I can, considering how many of you scrubs can't use anything else to get a kill[/i]). The whole point was to make the game [i]more competitive[/i] so you can't just run around and OH/KO everyone you come across from an unreasonable distance. Shotguns shouldn't have had the range they had, the exception being Chaperone because it uses a slug round and not scatter shot, but that's ANOTHER THING. EVERY shotgun was outranging Chaperone, Matador being the worst culprit and it has [i]horrible[/i] base range. That shouldn't have been happening. To the Warlocks complaining about the Voidwalker nerf- as much as I love mine I will readily admit that the health regen needed a nerf. You shouldn't be able to build a class for near constant health regen at its base elements. Bladedancers don't get health regen unless they use their super and get a kill, and for Sunbreakers Cauterize doesn't activate [i]every time[/i] you kill an enemy with your fire. Voidwalkers have not one, but TWO perks in the tree to trigger health regen, and it was [i]always[/i] a guarantee, even if you just DAMAGE someone with energy drain ([i]and Embrace the Void triggers on Nova Bomb AND grenade kills I mean come on[/i]). And yes, the class was perfect the way it was, but because of all the other nerfs made to other classes, they [i]needed[/i] to nerf Voidwalker to bring it back in line with the other classes. Voidwalkers are still pretty beastly, I didn't notice a huge change personally when I played for several hours the other day. When they do this nerfing it's to balance classes, meaning no one class should be stronger or more "superior" than the other. They should all be equally strong, [i]that's it[/i]. They've been doing it to Hunters and Titans for two and a half years already, it was bound to come around to the Warlocks. Special ammo does need to be fixed. I understand they wanted to force people to use their primaries but to lose special on death is just flat out [i]terrible[/i], especially in Trials where you even lose your special [i]between rounds[/i] (I'm appalled this was overlooked). The best suggestion I've heard yet was to get rid of crates altogether, undo the "losing special upon death" BS, and give Special out on Primary kills. You start with the special you have and are rewarded for using your Primary weapon. Bungie, [i]please address this[/i]. Other than that, stop crying that things are "UNFAIR" because bungie is taking away your [i]unfair advantages[/i] and learn to look at things from a more objective perspective.

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      • What about the infusion perk on helmets? It really sucks getting only a sliver of health from an orb

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      • Edited by BlackRook97: 3/1/2017 2:32:33 AM
        New PvE idea https://www.bungie.net/en/Forum/Post/222806972/0/0

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      • Y is cosmo so cosmetic.He always giving me a headache. I think cosmo here really needs a medic. [spoiler]keep going with the rhymes[/spoiler]

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        • Hey Cosmo, how much they pay you a Month? I made $4,500 this weekend playing Trials (not on this account) please don't change Trials, keep up the Great Work Bungie!

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          • Destiny has turned into trash! 3 year game that continusouly gets unnecessary nerfs because the bad players can't successfully use the subclasses or weapons correctly! Bladedancer class has been modified to crap and it was my main source to carry players to the lighthouse. I will not be doing that anymore after these pathetic updates! I bought overwatch and im happy with it. I can't believe they nerfed quickdraw AND removed my hud while blinking its such a shame! RIP Destiny!

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            • If you want to make a change in the Crucible that will make the game playable and fun for more people, then limit supers to one for every person in a match before anyone gets a second super. Your current method just allows better players to dominate matches. Make better players earn their K/D and match wins. As it is, you are just basically giving the wins to better players and creating slaughters. (Players in this situation have no reason whatsoever to stay in the match.) Also, take a look at how matchmaking adds players to a match. Over the weekend there were several matches that started with four players on each team. The team with the better players had players added to their team before any players were added to the losing team. In some matches that lead to people leaving the match, which lead to the players who stayed facing three and four enemy players as soon as they spawned back into the game. In these situations, you don't have to buff or nerf anything to make the game playable and more enjoyable for a multitude of players.

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              • [quote]There were some unintended changes applied to Health Regen Perks due to a change to Hungering Blade. You can read the [url=https://www.bungie.net/en/News/Article/45661/7_Destiny-Hotfix---21417]full Patch Notes[/url] here and the further Explanation of what happened [url=https://www.bungie.net/en/Forums/Post/222240682]here.[/url] In the last 3 days since the Hotfix we have been listening to the feedback from the community and been working on some corrections . Our current plan is to roll back most of the unintended changes like Ward of Dawn cast, and Embrace the void. You can read the full list of rollbacks below. The other affected Perks are getting different changes that the Sandbox design team believes will be more beneficial to the game rather than simply rolling back to the old settings. Here is Sandbox Designer Josh Hamrick with an explanation of the changes. [quote][b]Josh Hamrick[/b]: When we talked about Regen earlier in the week I ambiguously talked about what and when we would be making changes because I wasn’t entirely sure. The majority of the change wasn’t intentional, but when I looked at the problem from afar, I could see how it may be beneficial in some ways after hearing feedback from the community following the Sandbox preview stream. For example, some of you had concerns that Hungering Blade was changing while other similar perks, such as Cauterize, were not. This unintended change was going to give us the ability to see what that would look like to make both of those changes. I wanted to make it clear that it was possible that we could find something that we wanted to keep. I didn’t want to say that we’d put it all back, when we might not. Having an enemies ability or attack be able to completely erase any progress you've made and completely reset an encounter feels bad. Also, when 1 hit kill weapons are less dominant those abilities and attacks become more dominant, as they are much harder to stop. This change allows those abilities and attacks to still recover large portions of health and buy themselves more time without completely resetting the encounter and negating all cumulative damage that had come before. We have watched and listened all week and this is the current plan moving forward. I’m going to give numbers so that you have all the info, but [b][u]THESE NUMBERS MAY CHANGE:[/u][/b] For each of the elements below we are going to keep the change, but buff the amount of health you get back (+58%) - Hungering Blade - Red Death - Lifesteal - Transfusion (we are also removing the cooldown) - Cauterize (we are also removing the cooldown) For all the rest, we will be reverting the change entirely - Suros Regime - No Backup Plans - Ward of Dawn cast - Apotheosis Veil - Embrace the Void[/quote] We do not have a date that these changes will take place but are currently working on them and conducting tests. It is early in the process, so all of this is subject to change. But as of now, this is the plan. We will give you more details about when you can expect to see these changes in the game as soon as we can.[/quote] *loud fart* *bit of poo flies out*

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              • Comsic is using a Nlb. What the actual -blam!-!?

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              • Edited by GdmLaz: 2/28/2017 6:19:58 PM
                Can we have the thing that we all have grinded for and make this game fun, you know that little thing special weapons need which is ammo...... trials has never been A stale as it is right now......

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              • How about you just undo that whole last patch except for the shotgun nerf and the stormcaller melee? Cheers.

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                • Edited by CobraCommanderX-: 2/28/2017 8:44:37 PM
                  Crucible is filled with nothing more than Palidrones and Luna's plus sidearms. It sucks![spoiler]Hand Cannons and Sidearms plus the occasional NLB. [/spoiler]

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                • After some time with the patch, these are my thoughts: -I love the emphasis on primary play. It's been incredibly fun not to be killed by the same two weapons over and over again. I know their are some outliers (NLB for example). But hopefully these changes will help address that. I would like some changes in the special ammo economy, but will talk about that later. -I would prefer Truth to have 2 in the magazine, over the increased reserve ammunition and increased reload speed. At least in PvE. Rockets in PvE are often an emergency button for me. As such, I tend to avoid rockets that only have 1 in the magazine; have to take the time to reload after one shot is too much of a risk for me. -I like that sidearms have a bigger place in the meta. I think the changes will help balance things out more. And, after more consideration, I would like all other special weapons to respawn with half as much ammo as they had at death. While I don't want special weapons to dominate the meta, being able to use them more often still gives you a sense of power that just can't be recreated with primary weapons, or even sidearms. Don't get me wrong, I'm loving the new methods of play, I would just like a small difference in the special ammo. -I like the changes to health regen mechanics. I would request that Red Death be changed back totally though. Thanks for the increased communication, Bungo! And thanks for listening to our feedback! 2 1/2 years later and I still love this game! -Skitch256

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                • Undo the special ammo nerf.

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                • I say un nerf all primaries. Nlb does need a flinch tweek. Do not weaken the weapon. Leave shotguns alone. Either give us special amo or make it so after every kill we get special amo since after death it's taken away.

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                • As a non-troll, I'm asking, I'm pleading, ... You've rolled the dice on this latest wave of "sandbox adjustments", look at what you've wrought. Use the third party statistics, carefully vet the forum and Reddit responses.are you making these changes based in part by the agonized cries of a few non-elected, faux representative streamers? Or because you want to force a failed, late game addition weapon type? Just stop, read, think. It's just that easy.

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                • Bring back special ammo! You have a f'n shotgun and sniper that generates its own ammo AND a sidearm which carries over. So why not just give it to us? You're all a bunch on number crunching assholes who can't get shit right!!! How many changes?!?! Wtf are you guys doing to your game?!?! BROKEN!!!!

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                  • Fix 3 of coin drops because they don't drop erotic class items.

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                    • [i]or....revert them all back as the change is so stupid to have even crossed your minds...[/i]

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                    • Josh Bende seni sikiyim senin oyunu siktigin gibi gotveren

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                    • Edited by TwigTwig: 2/25/2017 7:06:02 PM
                      Cozmo, or anyone willing to engage, how close are you to fixing the exotic class amour spawn effect not working? It's been a long time and you've dropped multiples patches and updates since it was broken with ROI's release.

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                      • I think bungie should bring back year one trials weapons and make it to where you can get them through either the trials bounties or some kind of trials questline. Same with year one iron banner weapons.

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                      • Edited by j8p8w8: 2/21/2017 5:56:03 PM
                        Poor Red Death eh? - 14 Impact archetype damage nerf by 2.5% in pre-TTK update - 14 Impact archetype damage nerf by 8% in the the pre-SRL tuning in 2015 - Unflinching nerfed - HCR on Pulses nerfed - Red Death perk nerfed Its now a Common (green) weapon that takes your Exotic slot...

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                        • Ok Bungie, so I've been testing Hungering Blade on mobs in PvE. I can tell you right now it's only effective against tier 1 enemies. Any other higher tier and it's a completely useless subclass in PvE. It's time to rethink your methods because in case you forgot, every new Destiny expansion starts with PvE.

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                        • http://www.twitch.tv/x_j_man_x

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