Since there is no comment section, I'm pasting the update here, and then adding my reaction below. Feel free to join in the discussion.
"1.1.1 : The one about Weapon Rebalance
Destiny Update 1.1.1 brings you a round of weapon balancing, perk fixes (including the heavy ammo fix), and other issues.
Weapons
For a detailed review of weapon changes, head over to Destiny Weapon Tuning.
General
Fixed an issue in which armor with perks that increase ammunition carrying capacity resulted in ammunition loss upon respawn
Decreased over-penetration value for weapons with armor piercing perks
Fixed an issue where items from the PS3/360 Destiny demo were using old power values. They have been adjusted to regular levels
Song of Ir Yut weapon tooltip now advertises the correct magazine size
Shoot to Loot: Two-second cooldown added to perk to prevent extra ammunition gains while ammunition bricks despawn
Dark Breaker perk will now correctly damage Hive Shriekers
Snap Discharge will now increase attack speed as per the description
Thunderer perk now has priority on the 4th Horseman tooltip
Full Auto: Fixed issues in which the weapon perk stopped working while the trigger was being held down
Auto Rifles
Reduced base damage of Auto Rifles by 2.5%
Reduced effective range values
Pulse Rifles
Increased base damage of Pulse Rifles by 9.7%
Hand Cannons
Slightly reduced effective range
Slightly reduced initial accuracy
Fusion Rifles
Widened blast pattern on a Fusion Rifle burst cone
Reduced starting ammunition in PVP
Shotguns
Increased damage against all non-Guardian combatants by 2x (100% increase)
Reduced high-end range values
Damage falloff starts sooner
Reduced starting ammunition in PVP
Activities
Strikes
Weekly Heroic Strike now is a matchmade activity
Strikes will be less likely to repeat in Matchmaking rotations for full Fireteams
PVP
General
Players will now unlock all playlists (Control, Clash, Rumble, Skirmish) simultaneously when unlocking the Crucible.
Added a new notification when Crucible modes unlock
Crucible maps will be less likely to repeat in Matchmaking rotations for full Fireteams
Guardians no longer drop heavy ammunition when killed in PvP
Guardians now drop much less special ammunition when killed in PvP
Completed matches will now award gear with the proper power level
Fixed a bug where there was no audio playing for the bullet that kills them
Event: Iron Banner
Iron Banner playlist now contains smaller maps in rotation
"Focused Aggression" Bounty can now be completed with headshots from Pulse Rifles, Scout Rifles, and Hand Cannons
Items
Fixed an issue in which Xur did not carry exotic engrams in inventory on certain dates
Crota’s End completion emblem will now be sent to the Postmaster when player inventory is full
Ammunition consumables will now work if used when player inventory is full
Fixed issues that prevented qualifying players who had deleted their characters from claiming the Tumbler Sparrow from Tess Everis in Tower
User Interface
Character inventory screen now displays faction reputation and weekly mark counters
Players in public spaces will no longer see voice notifications when a player in a matchmade fireteam enter
Players will now see improved notifications when teammates join and depart Team and Fireteam chat channels
Grimoire
[i]Blah blah blah, fixes.[/i]
Technical
DLC and Patch systems have been improved
Xbox One upsell from trial version to full version no longer makes you leave the game
Improved networking resilience to packet reordering
Networking improvements for certain routers
Edit
Bug was introduced in 1.1.1 patch that caused the Vex Mythoclast to spawn with less ammo in the magazine and reserves in PvP
This weapon was affected by overall Fusion Rifle changes because it is treated as a secondary weapon
We intend to correct this issue in a future release"
[i][b]My take:[/b][/i] Issues I have are really just a few questions. So does the reduction in armor piercing mean no more sniping through walls across maps in PvP? And if the Vex is treated as a secondary weapon to them, then how come 'Special Weapon Reload' gloves don't increase its reload speed?
[b]TLDR;[/b] Nothing in this patch particularly upsets me, but the principle behind it just leaves me shaking my head YET AGAIN.
*insert line about how I'm no longer playing Destiny*
*insert attempt at witty comeback to all the pricks answering "BYE", etc*
LOL, DESTINY. Glad I was never an Xbox owner years ago just for Halo. Bungie is an absolute joke of a studio who can't get their own shit together. I bought into Destiny and couldn't have made a bigger mistake or wasted more time on a shallow hybrid of an RPG-FPS.
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#Destiny
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1 返信The gun balance simply further unbalanced the auto rifles. They were sub par already, and now they're even worse. They can't even compete with pulse rifles now. Hand cannons reign supreme. There's no reason to use anything else anymore
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4 通の返信
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17 通の返信
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6 通の返信I hate the fact that they added match making to the weekly without adding a solo option to go with it. I personally hate match making bc 9 times out of 10 I get matched with AFK -blam!-tards. I prefer to solo or play strictly with friends.
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6 通の返信YouMadBro1101により編集済み: 2/26/2015 3:42:17 PM
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6 通の返信
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1 返信
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3 通の返信
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6 通の返信I think that the auto rifle damage nerd was unnecessary. They could've just dropped effective range.
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bungie absolutely killed 2 of my favorite weapons........both multi-nerfed into the ground... vex suros Now all you crying bitches can find another weapon to pour tears over. Looks like FL has taken the new top position on the crying ass bitch soap box.
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7 通の返信
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S0LID.RAV3Nにより編集済み: 3/8/2015 7:09:51 PMMost of these changes were needed especially the fusion rifle spread adjustment and the pulse rifle buff. However, the [b]auto rifle damage reduction was unnecessary[/b]. Range reduction I understand, but as it stands now I can kill a guardian [u]at close range[/u] with my [i]Three Little Words[/i] legendary pulse rifle (using only limb and body shots) faster than my [i]For the People[/i] legendary auto rifle (using mostly head shots). This makes no sense since auto rifles are intended to be superior at close range... On this matter, as stated by Bungie, the "2.5%" damage reduction to auto rifles is an average. But the better auto rifles suffered significant more damage reduction on average. These were the rifles that were being used in PVP: [i]Vanquisher VIII, Suros Regime, For The People, Up for Anything, Hard Light[/i] (which is absolutely useless now to the point that it should be renamed [i]Flash Light[/i] :P). I think many others in the community agree with me that this was an over-nerf of the auto rifle and that it should regain the damage that it lost. Also, the reason that auto rifle is so popular in PVP and PVE is because many people gravitate towards automatic rifles since it is a staple of the shooting genre (this is the same in any triple A shooter). It's not always because its the most effective weapon for PVP. We have hand cannons and (now) pulse rifles for that.
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I seen something about changing the armor piercing rounds? Does anyone know what they did to them, can you no longer shoot through walls or is it just reduced damage now? I loved APR for swordbearer for instance shooting through rock, especially in pvp shooting guardians through walls with no decreased damage.
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12 通の返信This update may have in fact made me quit pvp. No heavy when I kill the other guy that's has it? Why? So I can't leave the packs laying around to use later in the match? Takes away strategy and is gonna make a lot of people mad. So thanks bungie for the pvp nerf that wasn't needed. Maybe next time you decide to nerf something.... You should nerf that thought. Sincerely, a beta tester
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5 通の返信
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14 通の返信Heavy ammo bug isn't totally fixed, lol. You don't lose ammo upon death, but you still lose ammo when traveling from orbit.
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