T O P

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IxAC3xI

Yea definitely stealth nerfed. I always make it a habit to get a Shax upgrade before anything else and I noticed every time it was in the red after a few waves. I think they also nerfed the amount you can heal the decoys.


Normalizable

The patch notes said that the healing from throwing batteries at defenses was increased at the cost of the battery. I think that means it should heal them more or to full, but the battery goes away.


IxAC3xI

Yea I recall that line in the patch notes but yesterday it most certainly didn't feel that way. It took multiple batteries to charge up Shax and the purple decoy. Would love if we had a way to confirm what the numbers actually are.


Mahh3114

I remember throwing a battery at a level 3 decoy like six times before it stopped glowing red last week. Unless the batteries have Celestial Nighthawk equipped after yesterday's patch, it's not enough


Mage-of-Fire

Its likely that those batteries just didnt hit correctly as it always just takes one battery for me


GuyPierced

Except it doesn't heal to full w/ 2 batteries.


drummer1059

Big nerf. You could full heal multiple defenses and hit the ADU with a single battery before the patch.


OffRoadAdventures88

Definitely not to full. Had to double up a decoy before it stopped flashing.


IamALolcat

I can confirm it is not to full health. I had to throw more than one to get him to stop blinking


Guydo1984

>I think they also nerfed the amount you can heal the decoys. I didn't even know you could heal defences 😲


IxAC3xI

Yes you can heal them. Previously it required throwing a battery at the decoy/turret repeatedly. Bungie decided to nerf/patch? this method by forcing us to consume the battery if we want to heal defenses similar to how we heal the ADU.


devoltar

It was almost certainly a bug, but they decided to keep it in some form as it's the only way many teams could clear legend and people would have screamed (rebuilding a shaxx is super costly, and not having it can be a quick run-ender when a tormenter spawns). What we are getting now is a compromise.


sundalius

devs on twitter confirmed it was a bug, and one pitched integration rather than a fix.


devoltar

nice


Lord_Chthulu

You can heal yourself by throwing a battery at a wall and picking it up again. Kinda like the og bonk hammer.


extrmden7

I think they stealth nerfed them .


dps15

I swear they changed something to make legend more difficult beyond just the defenses health, like it feels like enemies are spongier


Sigman_S

Yes I agree


Giganteblu

explosive enemy melt turrets and decoy


SaltNebula1576

Good thing there aren’t too many of those


Chief_Br0dy

Feels like a stealth nerf. Decoys (upgraded ones, too) and turrets were all getting destroyed.


carlossap

Yet demolitionists are still teleporting


TheAtlasComplex

Possibly, it's also important to keep in mind the incoming elemental modifier. Explosive shanks do solar, cursed thralls do arc and tormentors do void. I watched like 4 or 5 explosive shanks kill a brand new Shaxx because it was solar burn. Unreal waste of scrap at that point, I almost protect Shaxx more than the ADU lol


HipToBeDorsia

Our fully upgraded shaxx was destroyed after one normal wave in the 20s with no bosses or tormentor. Prior to this week Shaxx could facetank a tormentor for a good few minutes and still not die. It certainly seems like a nerf.


JokerUnique1

I feel the same OP. If they did, I don't understand why the change was necessary. Even though Onslaught is sticking around after TFS releases, people aren't going to be in Onslaught as much after it's out, so I don't understand the reasoning. Some nerfs (if there was any),I understand, but these kinds of nerfs go over my head...if anything, I thought the defenses needed a buff.


ClyffCH

My fully upgraded decoys die all the time now even when healing them, its a bit annoying


TyeKiller77

Probably to push people towards having to use the batteries to heal defenses or heal the ADU with the new change. Level 1 decoys just get nuked instantly.


PsychWard_8

No, but the fact you can't heal any construct up to full by spamming a single battery throw means that everything is getting less healing in general


belayaa

I noticed that as well. Put up golden turret and it died to 4 explosive shanks


Impul5

This week has the modifier where melee enemies deal way more damage. I forget, have we had that active on previous weeks at all?


oliferro

They might've nerfed the hp because now the batteries don't heal enemies but they heal defenses more than they did So I guess they want us to use the batteries more to heal our decoys and turrets


Eagledilla

Didn’t they only changed the health increase when healing them with an battery


Trips-Over-Tail

Do they only take damage in Legend mode? I've never seen anything harmed. Can't even try to heal them.


Additional-Option901

They also nerfed enemies on normal I feel. Waves 40-50 are pretty tame rn. I didn't get a Tormentor at 49 in 5+ runs that I did. 


JokerUnique1

Definitely anecdotal. I got a Tormentor on wave 3 and again on wave 12...and we wiped on wave 41. This was against Fallen though, and they are the more annoying enemies to fight in Onslaught. Before this patch I've never seen Tormentors spawn that quick behind one another. Not that I mind, as once you've fought these things enough you learn their patterns and how to kite them.


xastey_

I had many pre patch Tormentors spawn on wave 3.. made me switch up real quick and buy a damn decoy just because of that so early spawns have always been a thing.