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Edited by Cozmo_BNG: 2/18/2017 8:14:41 PM
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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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  • 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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