Just a few hours ago, Patch 1.1.1 for Destiny officially went live. This is one of the biggest patches since Destiny's launch back in September and brings quite a few bug fixes, tweaks, and even a few small new features.
There really is a lot to cover in this update, which is to be expected since this update has been the topic of the last four Bungie Weekly Updates. Here's a very brief overview of some of the changes this Patch brought.
Weapons
The most significant changes come in the form of various tweaks to weapons, including perk fixes and overall tuning of specific weapon types.
Auto Rifles
- Received a 2.5% reduction to base damage
- Reduced effective range
This brings the Auto Rifle more in line with Bungie's vision for it to be effective and optimal at close to medium ranges.
Pulse Rifles
- Received a 9.7% increase to base damage
This makes Pulse Rifles optimal at medium ranges, and slightly more effective at close and long ranges. Designed to make Pulse Rifles a more appealing weapon type. Red Death is once again a two-burst kill in the Crucible if you can land all critical hits.
Hand Cannons
- Reduced effective range
- Reduced initial accuracy
Hand cannons are intended to be most effective at medium ranges, and designed to be less effective when shots are not paced properly.
Fusion Rifles
- Received a wider blast pattern on the burst cone
- Now starts with a smaller amount of ammo in Crucible
Fusion Rifles are arguably one of the most controversial weapons in Crucible up to this point. Their previous stats and mechanics made them immensely effective in most scenarios. These changes are designed to make them most effective at medium ranges, and places a large emphasis on the player's combat foresight.
Shotguns
- 2x damage buff in PvE activities
- Reduced high-end range values
- Damage falloff now starts sooner
- Now starts with a smaller amount of ammo in Crucible
Shotguns are designed to be most effective at close ranges and are meant to be paired with/complement a melee attack. Charging an opponent with a shotgun is meant to be an intense timing game.
General
- Armor perks that allow you to carry extra heavy ammo will no longer inadvertently cause to you lose heavy ammo upon respawn
- Over-penetration values for any weapon with armor-piercing rounds have been decreased
- Two-second cooldown added to Shoot To Loot perk to prevent extra ammunition gains
- Various changes to other perks including Dark Breaker, Snap Discharge, Thunderer, and Full Auto
A complete and comprehensive look at the changes made to the specific weapon types can be found on the official Weapon Tuning page.
Activities
A few changes have been implemented to Strikes. These will have a direct and noticeable impact on the way players participate in these activities.
Strikes
- The Weekly Nightfall is now a Matchmade activity. Players with fireteams of less than three will be paired with the appropriate amount of players needed to complete a full fireteam
- For full fireteams, the chance of repeating a strike back-to-back is reduced
Crucible
Numerous changes have been implemented into Crucible across all of the current gametypes.
- Crucible maps are less likely to repeat for full fireteams
- Guardians no longer drop heavy ammo when killed
- Guardians drop significantly less special ammo when killed
- Weapon and gear rewards now have appropriate power level
- All game modes are unlocked simultaneously, with an improved notification
- Bug fix
Iron Banner
- smaller raps are in rotation
- the "Focused Aggression" bounty (previously requiring 20 headshots with an Auto Rifle) can also be completed with Pulse Rifles, Scout Rifles, and Hand Cannons
Items
Several bug in regards to items have been fixed.
- An issue where Xur did not seel Exotic Engrams on certain dates has been fixed
- Ammo Synthesis can now work when a player has a full inventory
- Other fixes
User Interface
A few change to the user interface were made, bringing about a new feature.
- Inventory now displays Reputation for all vendors and factions, and also tracks weekly marks progress
- Other changes
Grimoire
- Fixed the way in which several Grimoire Cards were unlocked
- Fixed the Grimoire Score values for multiple cards
In this update there were also a few technical updates, in addition to more updates in each of the areas covered above. Please check the Official Patch Notes for full coverage.
This update has been a long time in the making. There's no word yet on what the next update will bring, or even when it will come. However, DeeJ started a thread on the Bungie Forums asking what the "three most requested changes" for Destiny are, hinting at the fact that this next update may include fixes that the Community has been asking for.
When the next update does occur or when we receive any information, I'll be sure to cover it!
Keep checking back for more posts! I'm trying to post something as often as I can. Check back tomorrow for my analysis of the Weekly Update, and again on Friday for Xur's complete inventory for the weekend, and don't forget to follow @DestCentralBlog for tweets and updates throughout the day!
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