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7/21/2017 6:28:52 PM
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Thanks for posting your feedback. You share a lot of thoughts that I have read from other players and many of them are things that we agree with regarding enemy bullet sponginess(lol at this word), grenade effectiveness in PvE, and the drop rates of Power Ammo. You can read more about things that have already been changing from the Beta in the [url=https://www.bungie.net/en/News/Article/46077/7_This-Week-At-Bungie--07202017]TWAB here[/url]. Keep the feedback coming. I'm making a report to pass along to the devs.
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  • What about cool downs? That's the biggest complaint everyone has.

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  • This is the worst of them all. They increased charge times way too much. I know there will be gear to improve it, but they need to at least revert the bases to D1 base levels (5 minutes for supers, 1 minute for grenades and melees), and then the gear improves it [i]from there[/i]. Funny how they won't respond to this though. Also interesting how the community managers have been MIA on the forums for the entire beta.

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  • I totally agree. Even with cooldown reductions they will still feel super slow. Did your know Arcbolt and Firebolt cooldown 25 seconds faster than all the other grenades? They have a 1 min cooldown. Probably couldn't tell because it's still slow af. Even if armor reduces cooldowns by 30 sec. it's still not fast enough. No cooldown except for supers should be more than 1 min.

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  • Edited by mightyking37: 7/22/2017 5:33:54 PM
    Switch the "freedom" loadout back to classic D1 style in pve and I'll be as happy as a clam. pvp seems ok though.

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  • The fun thing is, Deej or Cozmo just react to some things they want or can fix and the rest they just ignore LOL. Fix the charge rate. This game is boring this way Cozmo.

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  • Edited by iBlakRabbit_lV: 7/22/2017 5:24:46 AM
    2 things. 1) when trying to melee someone from in the air from the ground. The lung animation NEVER happens for some reason 2) could you please revert the radar back to d1 radar? The new radar system is more vague than in d1. It never really specifies [b]how close[/b] the enemy is. It just tells you "hey there is an enemy..... Good luck" Leaving me to look like a blind duck. They could be around the corner, or right on top of me. In most cases they are right on top of me but with how this system is now it looks like they're around the corner. Same goes for. When I'm gtfo from an engagement when low. I think I have enough distance to get away...nope the enemy is punching in my back as soon as I round the corner. Please run these by the devs

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  • Edited by TrikMoneySchmity: 7/22/2017 3:21:50 AM
    Heres an idea cozmo keep the origional loadout system for pve and keep the new loadout system for pvp

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  • This. Don't know if it's possible but we need to feel powerful in pve again. I can't even imagine how bad it would be to go through destiny 1's raids with this weapon system and it fills me with fears of constant wiping due to not enough dps.

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  • This is a very interesting proposal. Sounds like a great solution because I loved Destiny 1's pve but Destiny 2's pvp. It would be the best of both worlds.

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  • Im almost convinced they couldnt so it if they wanted to

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  • Edited by Camfoe-: 7/22/2017 6:52:54 PM
    My man Cozmo, the double primary just completely ruins PvE I can see what the devs wanted to do for PvP but having 2 primaries is sooooooo boring

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  • Grenades also need to be better in pvp as currently they barely take 1 guardians shield down with a terrible cooldown.

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  • Buff pvp player counts. 4vs4 was great.....in 2001.

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  • Cozmo, This question isn't necessarily directed at you, but more towards your superiors: WHO in their right minds decided it was going to be a good idea to use an old version of the game for the beta when it sounds like they already suspected that the version they used was poorly tuned for PVE? An even better question is why on earth they would use an old version when they, at least in theory, had a version that they used during the reveal which was much more well received than these changes now? And lastly: Do they not realize that this is a time (during the beta) when they should be cementing Pre-orders, proving doubters wrong, and increasing pre-launch sales?

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  • Snap, crackle and pop. That's a perfect way to sum that all up. During a beta, they should strive to put their best foot forward and therefore I feel like when they say this beta build is old, I kinda feel like they might be lying and is just said to calm some people down....

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  • I think you got a stalker lol.

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  • Because the old version was suspected to be more stable than the newer versions. We release slightly outdated software all the time for testing because we know it doesn't contain any dumb bugs that we'll eventually catch but will impede the testers.

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  • I thought the exact same thing when I read TWAB. This should have been a release candidate. They've done themselves no favors here.

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  • In the Inverted Spire at the drill run you can bypass the drill. You don't even have you go down into the hole. You can just hop along the rim and skip the whole point. Plus the boss is right after that. So if the player runs along the rim quickly, they can get to the boss and trigger it. Causing the rest of the fire team to join them.

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  • So?

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  • First you shouldn't be able to bypass mission mechanics. The strike is clearly designed to have the fireteam fight through the dig site. Dodging the drill. Being able to run past parts of activities is a big negative for a large part of the community. Secondly most likely the Spire was the most play ready strike Bungie has. The fact that it has a cheese to bypass a focal point of the mission is a bad indicator. It suggests that they aren't properly play testing their game and putting it out with large portions of cheese. Ala Crota raid. Especially when paired with L. Smith saying (not word for word) We removed gear rolls for balance. We know it will hurt replay value. We are working on it but most likely won't have a fix at launch.

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  • A. If you don't want to bypass a meaningless section of the strike, don't. Come in with your own fire team and it won't be an issue. If you come in with randoms, you get all the problems associated with such. B. This strike will get old fast. It is old already. It may be pretty, but it's simplistic. You want people to stay in it when queuing up? Stop worrying about ways to bypass meaningless parts. C. Strikes are also puzzles that ask you to fight smart. Know anything about WWII? Know anything about the Pacific Theatre of war? When MacArthur started to retake the islands captured by the Japanese in the earlier stages of the war, he didn't go from island to island in order. His strategy was to bypass strategically unimportant islands and isolate them. He knew they would whither and die on their own without support, and he was right. It was a lot faster and a lot less expensive in men and material. Trouble here is you aren't thinking outside the box. You think because an enemy is in front of you it must be killed. More than that... you want anyone who does think outside the box to be put back in the box. Now that I think about it, you aren't just thinking inside the box, you are the box. Don't be the box.

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  • What about supers ? There is no mention in either your post or TWAB about reducing the super cool down, increasing its strength or duration.

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  • Cozmo i have had zero problems with the beta no error codes apart from a couple of termites when it went live the only problem iv'e had is in pvp with the melee registration not been that many times but i hear and feel it connect but get zero damage i don't know if others have had this but it's the same thing that iv'e had in destiny 1 plz get them to look into this bar that iv'e had a good time with the beta.

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  • I have seen some other players report this as well. I'll make sure they look into it. Thanks.

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