The big ones got fixed in a hot fix yesterday. Those being exotic engrams decrypting into nothing. And getting rewards from the SRL record book without actually owning the book.
Another bug was that the FWC ship "the climb" was granting rep as you pulled it out of the kiosk
And reddit seems to be up in arms about everything all the time...
Yeah people seem really upset over the weapon balance numbers being off by a decimal. I mean yeah, it's a dumb mistake, but they make it sound like it's a game breaking issue, when really it's not. Frankly I'm not skilled enough to notice that much of a difference, and I bet most other people are like me.
When you go through that "massive" list of bugs, I didn't really see the big whoop. The SRL record book and the boot engrams were the biggest issues, which they've already fixed.
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Last edited by Teh_Bandwagoner; 12-10-2015 at 04:01 PM.
Yeah people seem really upset over the weapon balance numbers being off by a decimal. I mean yeah, it's a dumb mistake, but they make it sound like it's a game breaking issue, when really it's not. Frankly I'm not skilled enough to notice that much of a difference, and I bet most other people are like me.
When you go through that "massive" list of bugs, I didn't really see the big whoop. The SRL record book and the boot engrams were the biggest issues, which they've already fixed.
I think the main issue here is too many people were affected at once. The list of bugs may not be major enough to completely stop the enjoyment of the game, but too many bugs/issues (though most minor) spreads the amount of people affected by it, and once people are affected by it this tends to rally others that otherwise may not have been too concern with the bugs, but are now angry for some reason. A good QA team will tell you that you keep the bugs to a minimum. Even if you know your software release has bugs, you try to minimize it so people won't care much. Bungie unfortunately didn't do that this time.
I don't like him, and I'll never find his points valid... That being said, from a base damage standpoint that small increase might not be a lot, but it increases the range of the weapon without actually affecting damage dropoff.
All they basically did was increase the damage to artificially extend the range to better fit the mold of the weapon without making them overpowered.
Granted this is my view of the patch, but no one outside of bungie knows the calculations with regard to how their damage model works as I'm sure it's more then what we see pop up on screen. There are a lot more variables then just raw numbers.
Last edited by TjRhythmic; 12-11-2015 at 03:11 PM.
I don't like him, and I'll never find his points valid... That being said, from a base damage standpoint that small increase might not be a lot, but it increases the range of the weapon without actually affecting damage dropoff.
All they basically did was increase the damage to artificially extend the range to better fit the mold of the weapon without making them overpowered.
Granted this is my view of the patch, but no one outside of bungie knows the calculations with regard to how their damage model works as I'm sure it's more then what we see pop up on screen. There are a lot more variables then just raw numbers.
0.04% sounds really small, and maybe it's all just in my head, but do I feel like my Suros has some extra jump in it in PvP. I think I feel a bit of a damage drop in my initial shot of my telesto, but the AoE after affects seem to be no different, which I feel still makes it a good zone control weapon in Control/Salvage/ToO.
0.04% sounds really small, and maybe it's all just in my head, but do I feel like my Suros has some extra jump in it in PvP. I think I feel a bit of a damage drop in my initial shot of my telesto, but the AoE after affects seem to be no different, which I feel still makes it a good zone control weapon in Control/Salvage/ToO.
I'm with you, As small as the increase was I find autos a little more viable. Maybe it's the other weapons being nerfed a bit too. But I do find them better.
Wow... Oryx challenge is detonating 16 bombs at once. Thought it was gonna be a different runner for each relic. Ugh I was so ready to run the brand too lol. Looks like we're going to have to try to kill the knights for the first time! Good thing my 1KYS is at 320 now. Should be able to 1-shot those bad boys.
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Last edited by Teh_Bandwagoner; 12-15-2015 at 10:58 AM.
Have you guys not been running knight strategy? I know it works well when you have lower light levels in the group but at 310+ knights is way more controlled
Have you guys not been running knight strategy? I know it works well when you have lower light levels in the group but at 310+ knights is way more controlled
We've been doing no-knights the entire time hahah. We tried the knights a couple times, but gave up on it quickly because of our early struggles with it, and we have the no-knights strategy pretty much down pact. A bunch of us have run the brand without much issue, even with the ogres firing at us.
We've been doing HM 3x a week with relative ease up to this point so there's never been a need to change.
That being said, I'm glad we're being forced to try it again now. Should be fun!
No knights made sense when your light level wasn't high enough to DPS the ogres and knights with sufficient time to get ready for staggering Oryx. At this point, most people should have no issues with downing the orges pretty quickly and the nights are only red bar, so again, fairly easy to drop.
Once you get the knights down pat, its actually quite less hectic and makes it way easier to control the adds. I've run the raid with randoms most of the time now, and always push for the knights and it usually ends with a few wipes followed by victory.
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No knights made sense when your light level wasn't high enough to DPS the ogres and knights with sufficient time to get ready for staggering Oryx. At this point, most people should have no issues with downing the orges pretty quickly and the nights are only red bar, so again, fairly easy to drop.
Once you get the knights down pat, its actually quite less hectic and makes it way easier to control the adds. I've run the raid with randoms most of the time now, and always push for the knights and it usually ends with a few wipes followed by victory.
I guess the key is getting it down pat. We struggled mightily yesterday haha. 1.5 hours, no cigar. Definitely easier for the runner, but seemed harder for the rest of us. Had to tackle quite a bit. After a lot of trial and error, I think we've almost got it though. Here's what we were doing:
- We ran two titans in the middle with WoL and BoL to help DPS ogres.
- Normally we have assigned platforms, but with two titans in the middle, we had set orders instead.
-Taking out the knights at the back of the room (away from Oryx) wasn't TOO bad, except for my awful sniping skills. Took a while for me to fine tune my positions to snipe out the knights in the pool back there. Other guys were struggling a bit with finding the knights early on as well. We're getting there.
- We initially kept losing people on the front because we were waiting for the knight to spawn, just go get shot down by the ship. Had to alter our strategy for people in the front to run to the middle bubbles and just team shot the respective knight. This seems to be working.
We got up to 3 bombs stacked on our last run last night. I think we should be able to pull it off. But yeah Challenge Mode is actually challenging for us this week heh.
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Last edited by Teh_Bandwagoner; 12-16-2015 at 01:42 PM.
Just want to provide some tips, as I have only ever done the Knight strat.
-Keep dedicated platform jumpers. Have one titan in the middle running touch of malice and blessing. The person that is not required to jump each rotation helps the titan in the middle do DPS. This person will change depending on how Oryx shifts, but easier then having the entire team try and coordinate platforms each time.
-I cannot stress this point enough. People on platforms have to sniper Ogres. At least 1-2 shots. The stagger will keep the Ogre in place, and keep the middle on top of the ogres. Again, this part is key. High impact snipers only.
- Knights 1-3 can be taken down with ease by the platform people. By the time the 4th Ogre spawns and the 4th Knight is up, the group has collapsed to the middle. Usually the 2 dps in the middle finish off the last Ogre/knight. During this period though make sure everyone else is staggering Oryx.
- Make sure a hunter does the tether on the mobs at the start of the encounter to generate orbs. Your Titan will thank you. The Titan(s) will need to be able to generate 4 bubbles during Ogre phase and 3 in the Shade phase if most of the group is running Touch of Malice. No Weapons of Light should ever be used over blessing, as you may need to drop an emergency blessing if one of the other Titans is on cool down.
-Last tip, on the last phase, make sure that the two members not detonating continue to shoot Oryx in the chest. If not, he can close his chest and the detonation does nothing.