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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2 通の返信
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2 通の返信
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Worst bit of update IMO: 1. Fools that you have slain no longer drop their heavy ammo. - if you make the mistake of being killed while you have heavy you deserved to get worked by it. 2. Bullet penetration nerf - was such a fun dynamic of the game that helped destroy crouching shotgun fgts and shut down supers. I guess this is Bungies revenge do halo 2 with all the BR kill glitches. (Bxr, bxb, rrxyy)
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2 通の返信"We can complain that rose bushes have thorns, or rejoice because thorn bushes have roses." ~my man, Abe Lincoln [spoiler]Heavy ammo bug has been fixed and ya'll are still bitching. I for one am insanely happy for this fix and the Vendor rep view from the inventory screen.[/spoiler] Nothing follows.
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5 通の返信I don't understand why everything needed to be nerfed and pulse rifles needed to be buffed. Why not just buff pulse rifles to make them as good as everything else? This isn't balance, it's pulse rifle retribution.
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4 通の返信
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18 通の返信I think they've done a fine job. People need to stop being ass holes and realize they got what they asked for. You thought shotguns and fusion rifles were op? They got nerfed. You thought thorn and suros were op? They got nerfed. You wanted matchmaking in stuff? It got implemented. Can't please this bloody community can you bungie?
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6 通の返信
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People are already complaining about matchmaking. I wonder if these are the same people asking for raid matchmaking. Could you imagine how many ppl would be whinning here on these forums. Here's a tip you can still do weekly with your fireteam so to the people who are complaining do that.
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10 通の返信the sword bearer in crota's end (hard) is complete glitchd now. the sword disappear every 2nd try...if not every time..
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2 通の返信Anyone know if they reduced special ammo in pve as well when u spawn? I feel like my ammo is lower
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9 通の返信If anyone has hopped on and played, I would love to know how both Shotguns and Pulse Rifles are preforming in PvE? Has anyone tried them out yet (i.e. Bad JuJu, Red Death, Invective, etc...) in end game type content such as CE, CE Hard, NF, Weekly H30, etc... I'm just curious to see if a weapons such as Bad JuJu (or any of the 331 pulse rifles or shottys) can hold up in end game level content.
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Not sure why the Nechrochasm and Forth Horseman have been nerfed, and the other TDB Exotics are just sitting there waiting to be useful, and the fact that the crota fight is still buggy and just Boring. But negativity aside this was a well-needed boost to Destiny, well done Bungie
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2 通の返信Another patch mainly aimed at the shitty PvP game. Fixes that don't fix anything important, PvP intended nerfs affecting PvE, .... When do we get "The one fixes our dirty code" and fixes long-standing glitches in the Raids? Or, the one that implements rewards for replaying story missions at a higher level, after story mode has been completed? Or, the one that comes with a handful of bounties that not just any old level 6 kinderguardian can complete? Iron Banner gets fixes the week after it's gone by? It's obvious that anybody with any god damn sense has exited the building at the Bungvision corporate office.
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Does anyone remember the time spread between the Dark Below patch until the DB launch? I'm wondering if we can use this as some type of indicator that HoW will follow sometime soon (I know they said Q2). I recall DJ saying this would pave the way for HoW, but does it contain any material for it that can be data farmed?
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Need some help here, I understand they increased pulse rifle base damage by 9.5% and I get that. In fact it's about time, BUT does the impact of said pulse rifles, with most of them being extremely low (ie every legendary and bad juju) effect the amount of damage it does to enemies even though the base damage was increased?
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2 通の返信