Hotfix (1.0.2.2)

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#1 Mon, 10/13/2014 - 20:33
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Hotfix (1.0.2.2)

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Summary

The most recent hotfix (1.0.2.2) for Destiny goes live on October 14th. This hotfix includes a number of changes to weapon balance across archetypes (e.g., lowering Auto Rifle effectiveness and increasing Scout Rifle damage output), specific weapons (Vex Mythoclast and Pocket Infinity) and includes a number of fixes to issues with the Templar encounter in the Vault of Glass. 

 

We're still working on a larger update which will address under-performing Exotics and overall class balance. 

 

General

  • Fixed a bug where the Valkyrie-O5X Ship was the same as the Aurora Lance

 

Classes

  • Titan
    • Unbreakable: Fixed an issue with the perk granting more agility than intended
  • Warlock
    • Brimstone: Perk can now activate if player is airborne

 

Weapons

  • General
    • Fixed some issues related to quick weapon swapping
  • Auto Rifles
    • Base Damage decreased by 2%
    • Reduced Precision Damage multiplier from 1.50 -> 1.25 (head shot bonus)
    • Stability decreased by 4% - 17% (driven by stat value)
  • Hand Cannons
    • In-air accuracy now increased
  • Scout Rifles
    • Base damage increased by 6%
    • Damage vs. Combatants increased by 6% - 25% (based on tier)
    • Improved target acquisition, plus additional recoil tuning.
  • Shotguns
    • Decreased base damage at maximum range (falloff) by 20%
    • Shot Package Perk now has a slightly wider cone of fire
    • The Rangefinder and Shot Package perks are now mutually exclusive
  • Exotic Weapons
    • Vex Mythoclast
      • Base Damage decreased by 34%
      • Increased Precision Damage multiplier from 1.25 -> 1.50 (headshot bonus)
    • Pocket Infinity
      • Enhanced Battery Perk has now been replaced with the Speed Reload Perk
  • Perks
    • Metal Detector: Fixed a bug that prevents this perk from actually providing additional ammo
    • Lightweight: Fixed a bug that allowed additional agility to apply even when a weapon was stowed

 

Activities

  • Strikes
    • Engram rewards from strikes now appear in the post-game Activity Summary
  • Raid - Vault of Glass
    • Templar Encounter
      • Kill volume added to sniper platforms to prevent players from sitting on top of them
      • Relic is now removed and respawned if the holder leaves the playable area

 

Destinations

  • The Fallen have also retreated from their hold over the Rocket Yard to discuss a new takeover plan

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Mon, 10/13/2014 - 23:56
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Well it looks like they are starting to get into the heart of the public complaints with this hotfix, although I do have to say the last bit about the fallen is very interesting....

Tue, 10/14/2014 - 06:13 (Reply to #2)
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OEF Mephisto wrote:

Well it looks like they are starting to get into the heart of the public complaints with this hotfix, although I do have to say the last bit about the fallen is very interesting....

No it's not. They just killed another loot cave is all.

I'm glad to see they're nerfing the fun weapons though. Those things are entirely too powerful in PvE, it makes me feel bad when other people use them and kill goblins faster than me. It's a good thing they didn't fix the damage for the Thorn and Bad Juju. I like those weapons better sitting in my vault. If they actually patched them I'd have to use them.

Tue, 10/14/2014 - 07:43
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Yeah the Thorn and Bad Juju omissions are curious.  The rest of the weapon changes were needed though.

 

Ive never noticed a lot of Fallen in the Rocket Yard area.  What was the exploit?  Also suprised they didnt fix Atheon exploit.

Tue, 10/14/2014 - 10:59 (Reply to #4)
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Thom293 wrote:

Yeah the Thorn and Bad Juju omissions are curious.  The rest of the weapon changes were needed though.

 

Ive never noticed a lot of Fallen in the Rocket Yard area.  What was the exploit?  Also suprised they didnt fix Atheon exploit.

There was a much slower loot cave than the original in the rocketyard. Pretty much any place where there is a fight between hive/fallen/vex/cabal can be used to farm.

Wed, 10/15/2014 - 12:21 (Reply to #5)
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Thom293 wrote:

Yeah the Thorn and Bad Juju omissions are curious.  The rest of the weapon changes were needed though.

 

Ive never noticed a lot of Fallen in the Rocket Yard area.  What was the exploit?  Also suprised they didnt fix Atheon exploit.

 

They're fixing weapon archetypes right now.  Specific weapons (Bad Juju, Suros, Thorn, etc) get patched in the next update.

Tue, 10/14/2014 - 08:19
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As an avid scout rifle user, really hopfule this makes scouts more effective in higher tier strikes.  And hopefully raids whenever I get around to doing it.

Bungie dev team tweeted last night that they are still working on the fixes for the exotic's.  The extra time it seems to be taking them makes me think they are taking soem big swings at fixing them and the changes need to be tested quite a bit.  Or atleast that's my theory.

Tue, 10/14/2014 - 15:29
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Bungie also added a meesage to the original loot cave.

"A million deaths are not enough for Master Rahool."

Tue, 10/14/2014 - 23:29
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Someone said the line is a quote from Dune, only they swapped in the Cryptarch's name instead of someone else. I should read those books.
Tue, 10/21/2014 - 22:38
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So I just got the Pocket Infinity (after the hotfix) and was very excited until sadly I started to use it. It seems strange to me that my legendary Light/Beware is vastly superior to my Exotic Pocket Infinity. Having not had the benefit of using it before the nerf, I don't know just how powerful it was that warranted it's demise,  but to make it less powerful than than other Legendary fusion rifles escapes me.

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