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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Edited by zJDz: 3/1/2017 8:34:24 PM@bungie I think you should make some changes to trials. I got this idea from someone else. Remove all the boons, and make it so that it takes 9 wins and zero losses to go flawless. If you get a loss the next win will remove that loss from your card. How will this help the community, destiny, and trials? More people will be able to go flawless yet it will still be difficult. If more people go flawless this will increase the number of players participating in trials and playing destiny in general. This will also reduce the number of streamers, carries, and account recoveries that occur, because given enough time anyone could go flawless. This will also increase play time in destiny which is what bungie likes. And I have another idea. In the 8th win of the card how about handing out a random year one trials weapon (still at year one light level and no elemental burn and none adept). This would give players even more incentive to play. Also the special ammo loss on death needs a change. I suggest everyone spawns in with max special ammo in their secondary and NO special creates spawn EVER. That way you will have to ration your ammo, because once you are out you are out. Also switching weapons loses ammo. Maybe change icebreaker to be like invective. Where you regenerate the whole mag in 30 seconds and you can carry reserve ammo and pick up ammo like the invective. This would make icebreaker useful in all game modes yet it won't be a go to weapon once someone is out of ammo. Also remove the 'always spawn with ammo' perk on sidearms. Edit: I put this in its own post. https://www.bungie.net/en/Forum/Post/222823892/0/0