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#feedback

Edited by Hadanelith: 7/20/2014 4:33:30 AM
1

Initial Impressions from One Beta Player

So, a few things I have noticed so far, and which I would strongly suggest to the Dev Team before DESTINY goes fully Live. I have mostly played as a Titan so far, so my comments are somewhat Titan-focused. 1) Titan Armor Underwhelming What I mean by this is that early-game Beta, Titan's level of Armor doesn't block enough of the incoming damage to make up for their extremely low Recovery stat. I find it is actually easier to stay alive as a Hunter or Warlock because the damage I take doesn't seem that different, but my Life Bar recovers MUCH more quickly with these two. I fully understand that Armor, Recovery, and Agility are trainable as one gains more experience, but this does not assist the early Titan on the early steps of their path towards legend. 2) No "Support" Specializations Available Before 15 This doesn't just hurt the Titan, this hurts the entire Fire Team. Titan's "guardian" spec - Shield of Light, Force Field, etc - doesn't become available until Level 15. By itself this doesn't seem like much of an issue, but see #1 above - IF you decide that a buff to Titan's armor (or at least armor effectiveness) is not in the cards, please switch the current Primary & Secondary specializations' positions. All three of the game's Classes start with Damage-focused specializations. Why not let Titans FEEL like the tank-y, Fire Team-supporting Titans they signed-on to be from the get-go? Warlocks and Hunters both receive many support-oriented abilities with their secondary specialization options at Level 15 - the same as the Titan. So, Fire Teams are left without any true support abilities until Level 15, and then EVERYONE magically has them. Let the Titan fill their guardian-like role right from the beginning, and when the others start to branch-out into support options (and presumably slightly lower damage in trade for their new utility), THEN open the Striker spec to Titans to bridge the gap. The Titan would get an option to increase damage at the time that others get options that decrease it. This seems like a good idea for overall game balance, and ensures Titans have a place in early-game fire teams. (Right now they seem like a slightly less damage-capable cookie-cutter alternative.) 3) Pulse Rifles Under-Perform Let me be specific: When a three-shot burst from a Pulse Rifle with 51 Damage as its declared rating in its tool tip deals less damage that a three-shot burst from an Auto Rifle with 51 Damage as its declared rating, there is a problem. Yes, I understand the Impact secondary stat and how it functions, but please keep in mind that with a Pulse Rifle the player NEVER has the choice to fire only ONE shot. When a Pulse Rifle user aims for a head shot / precision kill, they may hit the mark on the first shot & completely waste the next two in that burst; the Auto Rifle user can squeeze the trigger, fire a single shot, and conserve ammunition if it lands true. TL;DR - do not penalize Pulse Rifle users with both wasted ammo in a Precision situation AND lower damage per shot as gauged by Damage Rating on the item. It's an unnecessary double-dip. Really enjoying the Beta so far - clearly an amazing experience on the horizon, and glad to have the opportunity to provide this feedback before things go Live!

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