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.
English
#Destiny
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I don't roll with auto rifles, but my understanding of why they nerfed them is that near 80% of control point kills were from ARs and the majority of other kills were from ARs. I believe they were leaning to the philosophies of each weapons intended applications and thinking more fusion and shottie kills should be around control points. In general though, its better to kill someone before they make it to the control point and eliminate the need for CQ weps. ARs are decent weapons all around, hence it being favorable to carry when you're uncertain of the situation you're going to get into and a logical reason why they'd account for a large amount of in the open kills. The pulse buff, I agree a buff was in order (who would take a pulse into a gun fight?). Pulse is supposed to be favorable over AR at range. Less than a 10% DMG increase and maybe an accuracy buff would have been more ideal IMHO... Not two burst kills. If nerfing AR was indeed deemed necessary and not a tactic to force diversity of weapons onto players, adjust the accuracy and stability of the weapon instead of lowering the DMG. Lowering DMG will render an AR near useless... The difficulty to overcome with an AR should be staying on the target, if you're on target and the DMG is low... And you're two shotted while the person is tanking your shots, difficult to argue it was skill that won the matchup and not unbalanced weapons. I don't like them lowering my hand cannon range, but I knew that would happen ever since the first sniper kill I got by shooting at a lens glare shortly after release... It was lowered a while back and they're still messing with it, good ole bungie... Balancing is tricky I understand, but simple answers (ie. adjusting damage) are rarely viable solutions.
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5 通の返信Surely the could have had an OPTION to matchmake in weekly heroic.......... What if I don`t want to play with randoms
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3 通の返信IMO, i dnt like the fact that they made matchmaking/ no soloing for wkly heroic.. cus everyone knows that theres gonna be the assholes out there who start up heroic matchmaking & NOT PLAY! An just mooch off of other players actually doing the work. I will still only do this with friends or ill post on the forums for the ppl who will actually participate. An to everything thing else... doesnt matter to me what they change on every other patch cus if ur gonna play ur gonna end up adjusting an adapting to the new settings anyways... yeah it sucks for the ppl who dnt complain everyday on forums but you will all get over it or just complain some more ahaha
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I go do matchmaking heroic, and this kid dies at the beginning of rocket mcdickface boss battle in a spot I don't know how to get into. The other dude and I have to two man it and the guy who did not contribute at all gets a legendary engram. We get blues.....
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I love that they fixed the heavy ammo bug, I honestly thought that was in there on purpose. I also enjoy being able to look at my various ranks from orbit. For some strikes like the Will of Crota I can see matchmaking being useful but why not make it optional so we can choose. The power seems to have gone from auto rifles to pulse rifles, hand cannons shouldn't have even been touched. I think Bungie took a few small steps in the right direction but took several large steps back with the weapon tuning and matchmaking.
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5 通の返信Well I am still losing Heavy ammo going to orbit or dying Also Pocket Infinity is all messed up! Sometimes full auto works a lot of times it doesn't you hold the trigger and basically recharges and fires lame Lame
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18 通の返信
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6 通の返信
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Like how there is no comment section? Lol Shady shady.. I belive the changes are just to keep players occupied until HoW comes out. . You know. . Gotta get more appropriate gear and such. Clear as day to me
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4 通の返信My grimoire score dropped after patch. Not a big deal, just throwing it out there.
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2 通の返信Sigh... Still no option to skip the cutscenes. The ONLY reason we would need to watch the scene where we give the Awoken queen and her skeevy brother the gatekeepers head for the 100th time is to pad the minutes-played-per-week stats. The freakin mission is already over. There's nothing left of the mission to load, there's nothing to be seen we haven't already seen - It's just Bung padding the numbers.
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4 通の返信Very first match made weekly, get to Valus and a guy hid in the boxes afk while we fought, lol. We all knew this would happen (just look at the strike list), so myself and the other player bailed and left the guy to stand there until he gets back from Wal-Mart. Or whatever.
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17 通の返信Orpheusにより編集済み: 2/26/2015 1:34:33 AMTo the people that don't like this update because you can't solo... You're really stupid, oh no you have help from 2 other people, now you can't waste your time soloing it. Like seriously? Cmon, what's so bad about having 2 people helping out? Do you have such a large ego that you need to play by yourself just to feel good about yourself? Quit crying, jesus christ.
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What kinda grinds my gears is the fact that Deej opens up a topic thread on the 1.1.1, but I have yet to see him reply or acknowledge anything. There's a bunch of exotics that need work done, *Necrochasm I'm looking at you* and they have failed to even mention if that's EVER gonna be looked at or if "it's the way it's intended to be used" /Rantover
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11 通の返信