[b][u]A Thank You to All of You[/u][/b]
I want to personally thank you all very much for giving your feedback on Destiny 2’s Beta! Aside from the developers, you are all what makes Destiny become better throughout its lifespan; and the reason why Destiny 2 will be amazing at launch!
[b][u]Final Feedback[/u][/b]
[b][u]Remember…[/u][/b]
- [u]Destiny 2 is supposed to be different.[/u] It’s not supposed to be a replica of vanilla Destiny. You may be used to Destiny’s original mechanics, but this game is supposed to feel different.
- [u]There is an overall learning curve due to its different gameplay.[/u] Every competitive multiplayer has its own different feel that requires different masteries, and the Beta players have been practicing with their loadouts in PvP.
- [u]Please be respectful to all feedback.[/u] It’s completely natural to disagree, but there is a civil way to go about it.
- There’s a character limit on how much I can post, so [u]if something’s not on here, it’s probably because I thought they were fine.[/u]
[b][u]In Orbit / Directory / Menu[/u][/b]
- Friend activity can only be opened through the directory. It should also be accessible through the menu.
- Some of the ability descriptions are grammatically different, e.g. “Melee Ability” is capitalized in some of the descriptions, but lowercased in some.
- The Supers’ descriptions should have the controls listed (like the Sentinel Shield’s description), e.g. the Arcstrider can dodge, but it doesn’t say how.
[b][u]Social Space[/u][/b]
- Because the Farm is not split into three different sections like the Tower, getting to everything was a lot easier. I also love soccer/football.
[b][u]PvE[/u][/b]
[b]Homecoming – Story[/b]
- When you’re in the plaza with Zavala, the incoming missiles ONLY impact his bubble. You can be in the middle of the plaza without a worry in the world, almost making it more dangerous to run towards his bubble. Can you make it so the missiles strike, like, everywhere?
[b]The Inverted Spire – Strike[/b]
- It seems that if a partial fireteam is already at the boss, players usually don’t matchmake in.
- Does it take more Super kills to generate Orbs now?
- [b]Keep in mind that [u]you’re the same Light as the recommended Light Level (200-210)[/u], so it’s naturally more difficult to kill enemies and why weapons don’t deal as much damage.[/b]
[b][u]PvP[/u][/b]
- I like the overall feel of PvP: more competitive, easier to manage teams, slower gameplay, and more focused on gunplay. Back in Destiny, one-shot kill abilities and Special Weapons were the go-to’s. [u]Players will now have to focus on keeping consistent accuracy and strategic use their abilities to compensate for the slower TTK.[/u]
- Control and Countdown are pretty well done. Control is polished very well compared to Destiny, and Countdown holds all the right elements for a “search-and-destroy” multiplayer mode.
[b][u]Abilities[/u][/b]
- [u]None of the abilities can insta-kill, which is good.[/u] They act more as support, either finishing off an opponent, or giving you an upper hand in the inevitable firefight.
- The recharge rates are fine because all players should have an equal footing when it comes to using abilities.
- Remember that each subclass has a second perk tree, some of them referring back to their original feel in Destiny i.e. Gunslinger and Voidwalker.
[b]Grenades[/b]
- I’m fairly certain duration grenades are capable of killing fully-shielded opponents if they stay in the blast radius from start to finish, but players should know not to stay in them.
[b]Melee[/b]
- Melee Abilities can take down a minimally shielded opponent at full health. Regular melees take 3 hits to kill an opponent.
- Melee tracking should be slightly improved.
[b]Supers[/b]
- [u]Kills should build Supers slightly faster[/u]. In Control, they usually appear when [u]100 points[/u] have been distributed between both teams; and in Countdown, they usually appear during the [u]6th round[/u]. If the games are one-sided, it is usually too late to turn the game around. I think everyone should at least be guaranteed one Super a bit sooner, but a second later if you excelling in either activity.
[b][u]Class Abilities[/u][/b]
[b]Titan – Towering / Rally Barricade[/b]
- I think their capability of damaging opponents makes it the best Class Ability because they have both offensive and defensive utilities. [u]I suggest either removing the barricades’ damaging feature, or buffing the other Class Abilities.[/u]
- Rally Barricade should drastically increase reload speed, not make it instant.
- Please make it clear in the descriptions that they damage opponents who walk through them in PvP.
[b]Hunter – Marksman’s / Gambler’s Dodge[/b]
- [u]Both are underwhelming and need the most work. I think they should have a very brief moment of invisibility after dodging[/u]. I don’t think they have that much utility in PvP when paired with its low frequency and other Class Abilities.
- The Throwing Knife is long range, and Combination Blow activates after killing an enemy, so [u]Gambler’s Dodge is almost underwhelming in PvP because the current Melee Abilities for the Hunter aren’t too viable in close-combat[/u].
[b]Warlock – Healing / Empowering Rift[/b]
- [u]Rifts should be buffed.[/u] They only have 1 utility: damage buff / heal. Hunters have 2: dodging, and reloading weapons / fully recharging melee. Titans have 2, potentially 3: blocking damage, damaging passing opponents, and instantly reloading weapons (Rally).
- [u]The cast time/animation for activating Rifts is a little too long for the lack of utilities they offer[/u] (longest out of the other Class Abilities).
[b][u]Striker[/u][/b]
[b]Seismic Strike[/b]
- I like how the Shoulder Charge is now an official Melee Ability. [u]Having Seismic Strike being a one-shot kill is broken, so please no.[/u]
[b][u]Sentinel[/u][/b]
[b]Sentinel Shield[/b]
- The level of detail on this Super’s description, i.e. the controls, should also be applied to the other Supers.
[b]Ward of Dawn[/b]
- I don’t mind it, but it almost seems like a copout when the other “second” subclasses basically abandoned their original Supers.
[b][u]Gunslinger[/u][/b]
[b]Explosive Knife[/b]
- Please DON’T change it so a precision hit and the explosion deals a one-hit kill.
[b]Six-Shooter[/b]
- Basically from the Aclyophage Symbiote, which is fine.
[b][u]Arcstrider[/u][/b]
[b]Arc Staff[/b]
- The melee tracking should be tweaked a bit because it’s a bit inaccurate from my experience.
[b][u]Voidwalker[/u][/b]
[b]Chaos Accelerant[/b]
- Was it intentional for it to continuously draw from your Super even after the grenade becomes charged (visually marked by a flash of light, but is there damage buff cap?)?
[b]Cataclysm[/b]
- This should give Nova Bomb a [u]larger blast radius[u] because 1) it’s huge…; 2) it travels slowly, so its limited blast radius can be outrun; and 3) its axion bolts can still be outrun.
[b][u]Dawnblade[/u][/b]
[b]Icarus Dash[/b]
- A bit underwhelming because it still leaves you getting bullet hailed. It should be buffed to [u]either dodge slightly faster or a bit farther.[/u]
[b]Igniting Touch (from Attunement of Flame)[/b]
- Just something that caught my eye. In Destiny, the Sunsinger’s Brimstone only activated when you kill opponents with the initial Scorch, NOT from the burn. Can this be so both cause an explosion?
[b][u]Weapons[/u][/b]
- [u]Some weapons clearly outshine others.[/u] No weapon type dominates, but some weapons may be sought after/used more than others.
- Just a super good suggestion: please bring back Heavy Machine Guns.
Of course, not all of these suggestions should take place. These are just some balancing suggestions to consider.
[b]Hand Cannons[/b]
- Should have slightly reduced Range. [u]Better Devils[/u] is an example of this, but that could just be its specialty.
[b]Auto Rifles[/b]
- Should have reduced Range. They compete well against Pulses at mid-range, and Scouts at mid-long range.
- Should have slightly reduced aim assist at very close to close range. They compete well against SMGs at this range.
- Nerf [u]Deathstalker[/u]. As much as I love using it, its superb stats and perks clearly outshine other weapons and is being used a LOT in PvP.
[b]Pulse Rifles[/b]
- Should have less aim assist at close range. They compete well against HCs and Autos.
[b]Scout Rifles[/b]
- Should have slightly increased Damage and/or Stability. Autos and Pulses compete well against Scouts at mid-long range.
- Buff [u]Black Scorpion[u]. It has a pretty large recoil for its fast ROF since it's usually the hard-hitting Scouts that have the larger recoil.[/u]
[b]Sidearms[/b]
- Should have more aim assist. They function just like in Destiny, but they fire all over the place and are seldom being used.
[b]Submachine Guns[/b]
- Should have increased Damage at very close to close range. Autos compete well against SMGs at this range.
- Was it intentional for SMGs to stagger (a LOT) from enemy fire so much when aiming down sights?
[b]Sniper Rifles[/b]
- Should have slightly increased precision damage. A bit underwhelming in PvE.
[b]Fusion Rifles[/b]
- Should have slightly reduced Range. Capable of killing fully-shielded opponents on Endless Vale from the middle intersection to Zone A. However, it IS a Power Weapon and isn’t used too often.
[b]Linear Fusion Rifles[/b]
- Can’t say too much because RNGsus hates me.
[b]Grenade Launchers[/b]
- Should have slightly increased damage. Pretty underwhelming in PvE. But no one-shot kills in PvP.
- Can kill fully-shielded opponents in PvP with two direct hit, which is fine.
[b][u]Gear[/u][/b]
Is every class going to have armor that have the same distribution of points towards particular stats?
[b][u]Again, thank you all again for committing so much effort in participating in the Beta and giving your feedback![/u][/b]
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Why isn't this pinned?
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2 RepliesAlright, let me just say this now before I go on. I did NOT play the first game a whole lot. I stopped before the first DLC for multiple reasons. So for all I know these issues are just me not knowing a whole lot about the game. Anyway. Guns on average feel really weak. Both in PvP and PvE. It's still rather easy to get kills a lot of the time, but the time to kill seems a bit too high on average. I can't really go into specifics since I haven't quite pinpointed what I feel are the problems. Grenades and Melees both feel like they have little to no reward compared to the CD length. Like 2 of the grenades feel worth, but other than that they just feel like a waste. As for Melees, they can be useful, but once again, compared to CD length, they feel like a real letdown. I feel like either shorter CDs or stronger abilities are in order here. Or a mix of both. These are also for both PvE and PvP Supers seem to take too long to obtain, and the once you get them, they are gone in an instant. They are strong, but they are on too long of a CD I would personally say. This one has apparently been addressed already, but Power weapons as a whole are useless. Also, having Snipers, Shotguns, and Fusion Rifles in there seem like a terrible idea. They are strong weapons in theory, but they certainly don't feel like they belong in the same category as a (currently useless) Grenade Launcher. Kind of stated above, but the new weapon system is awful. One weapon now never has an element. And in order to use Shotguns, or Snipers it requires us to use Power Ammo, which just doesn't seem very good, especially since, as stated above, are useless at the moment. The old weapon system was much better. But it's most likely too late to implement that in D2, so that is probably a lost cause. I'm sure there are other things that I am just forgetting at the moment.
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Edited by Rush: 7/24/2017 12:11:20 PMAll things being equal, I WISH the Hud Opacity settings had actually been working in the Beta - instead you couldn't take a single picture or video without constant spam in your notification area. This made it virtually impossible for those of us getting clean material for Wikis without someone doing something that was then called out to everyone else, or the screen being flooded with nametags.
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Competitive pvp felt like trials=good. Quickplay was lax=g0od Strike was challenging and unique but had atheon reskin= still fun with completely new enemies and world and pikes If every mission is like "Homecoming" from now on Bungie is set for life, but if this is the only good mission we'll get until dlc and this is just saving face, it's not gonna be pretty. 1st mission= perfect (keep it up or I'll be disappointed) All subclasses and new perks are unique and combos make up for arcblade reskin= great Destiny2 guns feel weak (like plastic nerf guns, especially smg and autos) compared to d1 guns but I got used to it. I have witnessed 0 ability spam= perfect(don't do anything besides decrease super cool time) No more grimoire= ok, I actually liked reading it but I could forget I mowed eight lawns to preorder your game, just saying
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Playing as a Titan in the beta I felt that the magnetic grenade had too small of a blast radius (I don't know about the flux grenade, I didn't play much of Hunter.)
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I'm not sure why the weapons all have set rolls but, I know that I don't like it. Part of the fun was trying to get that weapon with a god roll. You take that away from me and there's no point in me grinding. Which means I'm going to get bored of it faster. Please reconsider the set rolls Destiny fans love the grind.
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I found three more glitches. I don't know if they're only on XB1 though. The first is randomly Shaxx's voice will drop in Crucible and be replaced with a TTS voice. So far I've only heard it on the power play line. Another glitch I've seen is sometimes when I start a Crucible match my abilities are grey instead of my subclass color. They still work, and the color comes back after the first time I use them. Then there's a small one when I go to dismantle a weapon, it takes a second to start dismantling and I have to click the button twice.
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Liked - All changes to weapon loadouts in PVP are welcome and appreciated. (inc. 2 primary slots, specials to power slot, more power ammo) - PVP Scoreboard changes are welcome and appreciated.It is hoped that kills and KD are not available even through the API, Opp. Def and efficiency should be the standard. - Strike mission was engaging and satisfactory. Boss design philosophy a step up over D1. Story missions were greatly improved over D1. - Higher TTK and emphasis on teamplay is well received - Countdown is fun and engaging as a competitive mode. - Matchmaking was quick, matches felt balanced, fair and smooth, playing from the UK at prime time on a normal broadband connection. - Changes to sticky grenades are well received. Disliked -Roster is not available during matchmaking, and generally is available in fewer situations than in D1 -Super charge rate in PVP is a little too slow. -Weapon loadout changes are NOT welcome in PVE as shown in the beta. Lack of a power weapon and scarcity of special weapon damage compromises the pacing and quality of Destiny PVE -All abilities charge FAR too slowly in PVE. Super charge rate is abysmal. As experienced in the beta, Destiny's ability power fantasy is HIGHLY compromised. -Changes to melee attacks in PVP are not well received. CQC feels compromised as a result. -AFK kicks do not happen rapidly enough in PVP, it is vital to kick AFK as quickly as possible as effects are magnified in 4v4. Ref: Overwatch with aggressive AFK kicks and backfills. Possible Bugs -Most bugs I am sure are already known, but I will list them anyway -Zavala sometimes locks up and remains stuck with his back to cover, not taking part in the fight during story mission 1 -The final mancannon in the inverted spire sometimes kills players -Some perks on subclasses are reset on logout/login, such as healing rift, which is always reset to empowering rift
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On a UI note, I noticed that you can use R2 to cycle through pages of people in the Roster page, but L2 did not work to cycle back. Maybe an oversight?
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Edited by Rush: 7/23/2017 5:55:28 PMThe social space today seemed set to handle a max of 20 players per instance, though I doubt it would handle any more than that as some people were warping about. As a Warlock, my feet were also clipping through the back of the Campaign and Vanguard chest armor. On a side point, I noticed some "things" in the space with weapon-mounts that weren't Sparrows... any chance Bungie could make those combat chassis for Guardians at some point (Sparrowhawks FTW)?!
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After playing the beta I've come up with a few things. 1. The weapon system in D2 is redundant, the system in D1 was near perfect for the gameplay. I believe it should return to the old system, or even have the old system with a new implement for elemental weaponry. I find the gunplay uninventive and boring with double primaries, and the lack of power ammo. However, I do like being able to use 2 different primary weapons, but find that shotguns, snipers, and grenade launchers should not be paired with each other, and instead return to D1's weapon system. 2. Ability cooldowns are far to slow, obviously this may change with different armor or abilities, but from the beta the conclusion is that they need to revamp the cooldowns. The damage output for the abilities does not match sufficiently with the amount of time it takes to be able to use them, and does not provide enough benefit. 3. To me it seems as if the damage output of nearly everything is too miniscule. The weapons seemed weak in PVE, and as unbalanced as D1 in crucible. In most scenarios my primary dealt more damage to enemies than either my power weapon or secondary. Abilities were too weak to even kill PVE enemies (other than supers) and didn't provide enough benefit to make them worth using. Even the exotics didn't seem to be very different from the normal weaponry, besides dealing a minor amount of more damage. 4. The new subclasses aren't anything different from D1. From the beta it looks like they will be keeping Voidwalker, Striker, and Gunslinger, all of which had massive balancing problems in D1, much of which went unresolved (and I don't suspect they managed to balance them for D2) Arcstrider is near identical to bladedancer, with just some fancy athletic maneuvers. Dawnblade is new, and personally I find it needed for the warlocks to have a more helpful subclass, however in Destiny self res is very beneficial and I dont believe it should have been removed as an ability. Sentinal is interesting, but for a titan I did not find the super beneficial enough to count it as a working subclass. The class abilities were very nice, but the super does not fit the character. (The "bubble" was far more beneficial for the character) All this being said, the beta was a nice experience, and I hope they can fix the weapon system and damage output/cooldowns to make it fit better. The visual aspects looked phenomenal and still provided the "destiny" feeling.
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1 ReplyI've played the beta. The game looks great. the one thing thats KILLING PVE for me is the double primary + power weapon system. It makes PVE boring. The formula used in D1 was already perfect in my opinion. I BEG you to bring it back. If people think it broken on PVP, it can be controlled with low secondary and heavy ammo drops as in D1. I understand people have issues with the ability cooldowns, but im guessing it will be fixed with more powerfull armor or something like that. The game looks great otherwise, thanks.
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I'm going to go against the flow somewhat. I like all the changes in PVP. I like there being Fewer supers and abilities, and less power ammo. I also like having fewer options with regard to perks, etc. The whole experience just feels so much more balanced. However, In pve I do think there should be more ammo drops. Thanks.
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Who died and appointed you thread leader?
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I wanna see a new class and a new race , the beta was god but come on there's so much potential for this game , make more worlds , maps , classes and races . This game could be way more diverse and much bigger than it is , we all pay good money for the game and all the dlc's make it worth while . More customization !! More freedom in game ! More class and races !!
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Competitive ie search and desrtoy, its not hard to revive people, however no one is, seems they're just chasing kd.... sux if you get on feels just like getting ran over in trials, warlock super does nothing, hit same hunter with every dawnblade stike he killed me with an auto rifle and had barely lost his shield, the ground ability is retarded for a warlock, he's supposed to be in the air... stupid. Love the hand canon seems legit, the matchmaking should put people of like caliber for gameplay together...
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4 RepliesEdited by MrFaijer: 7/22/2017 8:53:34 AMAfter playing a decent amount of the Beta and discussing it at length, I've got the following thoughts and suggestions: 1. Ability cooldowns in PvP are a little too long. Not much, maybe 5 seconds, but they are frequently not there when you need them. And given that they are now of limited effectiveness (though more than PvE), melees generally aren't worth it and grenades (especially Voidwall) often don't effectively function as zone control tools. The problem with stickies in D1 wasn't just that they auto-killed, it was that their tracking was often absurd, making them [i]too[/i] reliable. 2. In PvP, the supers turning up often right at the end of the match is a significant problem on two fronts: first, it makes people prone to panic as they scramble to use it while they can, second, it means that supers are functionally and thematically worthless in PvP. [i]Except[/i] when you're facing a team who are much more skilled than you, whereupon their ability to get their supers much earlier makes the match a foregone conclusion. More on skill-based matchmaking below. 3. Ability cooldowns in PvE are too long given the relative weakness of said abilities. Grenades do so little damage that they're barely worth the time the animation takes to play- guns would be more effective, and splash damage is limited. The supers are another bag entirely, as they are so infrequently available that they just don't feel super. It's possible to get more uses by chaning supers and farming orbs, but it requires coordination and that people use their supers against adds, which isn't always going to happen when solo queuing with randoms. 4. Matches in PvP don't last long enough. The intent appears to be to make matches the kind of activity that you can hop in and out of, but the way it is at the moment it feels like PvP doesn't even have time for itself. It feels like Shaxx wants me to get out of the way because the next team has been waiting for 20 minutes already. There's no breathing room, no time to get into a match before it's already halfway to complete-- no, wait, it's two-thirds complete-- there are the sup-- and we're done. Not asking for the entire Crucible to be 10 minute matches or whatever, but with the lack of Private Matchmaking it would be nice if Freeplay had more options and that some of those promoted matches of the kind of length we saw in Destiny. Not everything has to cater to a crowd that doesn't have much time to play, and not everyone wants to sit down for a couple of hours of an evening and play thirty different Crucible matches rather than ten different Crucible matches. 5. Skill-based matchmaking is desirable for competitive, but not for freeplay. A Trials of Osiris style gameplay experience should be [i]opt-[b]in[/b][/i]. This is especially pressing since the 4v4 structure of matches means that any strike-level fireteams (i.e. groups of 3 players) can find themselves in matches they're overwhelmingly out of their league in, and as a consequence they get curb-stomped. 6. The 4v4 is fun on small maps, but it's just not going to work for a pan-PvP experience. The reason for this is simple, and one that Bungie should've caught almost immediately: raids involve 6 people. Want to warm up before a raid in D2? Split your fireteam, off you go to separate matches. Want to unwind after a raid? Same again. Got 5 people from your clan online? You're not allowed to all play PvP together. 4v4 is pushing Destiny into a more competitive space, but at the potential cost of reducing its social space. Competitive can be 4v4, but Freeplay should be 6v6. 7. Let's talk about the Hunter's class ability. I'll just say it: their dodge ability is [b]pitiful[/b] compared to the Warlock's rift and the Titan's barrier. The other two classes contribute to [i]other players'[/i] effectiveness, the Hunters just get a quick reload or their melee ability back. There are two ways this could be improved. The first is to give them constant access to the dodge animation like Nightstalkers in Destiny had, but only give them the reload or melee ability when it's cooled down (similar to how melees are always available, but only get the actual ability when it's cooled down). The second is to outright scrap it and replace it with something else, with my suggestion being a brief cloak of invisibility that gives them a regen and damage buff or the ability to also cloak teammates in close proximity; this is my preferred solution as it makes the Hunters able to contribute to other players directly, though I grant it's a bit more work to implement. The dodge ability could then have all buffs removed and be given to, and I know this is radical, [b]all three classes[/b], to provide everyone with more movement options (unique animations such as the Warlock floating could make them feel distinct). 8. Customisation of inventory is lacking. The fixed perks on guns are fine, no complaints there, although I would like to see more variety in the kinds of perks rather than seeing 'Drop mag' on every handcannon (and one of the submachine guns' ammo increases gave it a single extra bullet, which is just useless). What I'm talking about is the armour perks. I don't know whether they've just been removed or whether they weren't implemented in the Beta build, but armour feels incredibly bland right now, especially the class items that have literally no perks at all. 9. The subclass packages are fine, but the breadth of options is not. The issue is not so much that we can't choose the perks, since many players had effectively fixed builds they would use for certain play styles anyway, it's that the number of play styles available is very limited. There are currently 12 encouraged kinds of play style with regard to class abilities, so we don't really have much personalisation. This is exacerbated by the fixed perks of weapons and the lack of perks on armour (though it remains to be seen if the latter will be present in the release build), and leads to a degree of homogeneity between players. It balances the playing field at the cost of allowing people to play how they want to. And given that the community is anticipating there being only 3 subclasses for each class (though nothing says we can't have 6 subclasses with 2 for each element), that caps the number of play styles at 18. One additional perk branch in each subclass- not a huge ask- would raise this to 24, which sounds a lot more versatile. 10. This is more of a note for future Betas: if you're going to have two PvP modes and two PvP maps, dear [i]god[/i] let [b]both[/b] modes cycle through [b]both[/b] maps. I'm not a huge fan of the new mode, and I'm getting sick of playing Control on the same map.
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There are several things I noticed that I hope they fix before the games release. First I feel like they messed up the weapon system, at least for PVE. As annoying as the sniper riflea, shotguns, and fusion rifles could be in PVP I don't feel like they should have been made power weapons in Destiny 2. I would rather have a shotgun, sniper rifle, or fusion rifle as my secondary weapon than another scout rifle etc. Power weapon ammo drops in PVE seemed almost non-existent at times, and in PVP only one teammate is able to pick up power weapon ammo. The grenade launcher feel way under powered, and almost useless in PVP. The couple times I tried using it I somehow missed, even though I was shooting at the feet of the enemy. They should have a proximity charge that blows up when near an enemy. The power charge times, namely the super abilities seemed to take way too long. In PVP I'm lucky if I can get one super attack in a match, and that's when I'm doing average or better. I think I was able to get at least 3 supers in a strike match, but I feel like I almost have to hoard it for emergencies only.
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Noticed a few things, Pvp: grabbing heavy(purple) ammo, teammate grabbed it while I was right there and I didn't get any. Don't know if that's a bug or intended but annoying nonetheless. Warlocks super seemed to end too quickly. No ability to switch between characters in the settings screen like Destiny 1. Exiting the beta and going back selecting a different character, threw errors and sometimes displayed my characters with level 0. Can't wait for September 6th
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Hate how you don't always get super in a full Pvp game
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Not a fan of the 10 second black loading screens either side of cut-scenes - keep thinking I'm about to receive a random error message. Breaks the flow of the game. Hope they can get rid of these for the release. I agree with all the comments around super and abilities recharge rates. Played a few games of PvP last night and never got to use my super. Grenades were never there when I needed them and seemed a waste of time trying to melee anyone. Gun play was ok. Not sure about assists counting as kills - made my final score look way better than it would've in Destiny 1. Only one rocket for the rocket launcher from power ammo? Switching to fusion rifle instead. Control was ok, not a fan of the bomb mode - mainly due to once dead, you stay dead. But then I don't play TOO as prefer PvE to PvP. I'm liking the new supers, but as previously mentioned (by me and most others), don't get to use them much, if at all. Someone else posted about the characters not looking as badass as they did in vanilla Destiny and I have to agree. Their styling is a bit of a let down; in the beta anyway. Hopefully badass amour awaits us in the full game. Guns seem to be all the same, as in an one auto rifle seems to be the same as another even though the name is different. Will try and venture to the farm tomorrow for a bit of a look and fingers crossed there are some major changes made before (or on) the release of the full game.
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I don't know if others are experiencing this, but I started trying the hand cannon the hunter starts with and it was shooting more than a few ghost bullets. Something to be watchful of.
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Edited by cherrywave: 7/21/2017 8:43:05 AMI can only talk about PvE since I am not a PvP player. That said, I wished there would have been a bit more PvE content to test. A short story mission we already saw and 1 strike. In the D1 beta we had a little patrol-map at least. Let's hope a short area will be ready to test in the open beta. Now to my feedback: I also think the supers load slower than in D1 but that's totally OK for me, now the super is just more special. Other abilites' down-time is OK too, but yeah, some grenates just deal very little damage. E.G. the sentinels sticky grenate which explodes twice: The second explosion doesn't "go with the enemy" if you know what I mean. I dropped one at the boss and it stuck with him, the first explosion hit him, then he moved, and then the second explosion was where he stood before. I dunno if this is a bug or works as designed. And in my opinion, the ammo drop could be raised just a little bit (at least for main hand). I also had the feeling that the special ability of the hunter seems quite useless. In my opinion it takes as nearly as much time to reload your weapon by hand. So maybe it could be changed to reload all your weapons? I dunno. And my characters seemed to move/jump slower than in D1. All in all, it was quite fun to play. Although the strike's endboss was arena-like again which seems to be quite often now what I don't really like. Of course this lowers the possibility to cheese but like in "The Wretched Eye" if you play with randoms it can be a pain. So I hope there will be more boss fights where you have a little spot to breathe a bit and not just jump headless around the arena all the time while your team mates permanently die.
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Supers should be in the middle of the match instead of the end of the matches in pvp.
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Edited by Freezelless: 7/21/2017 9:29:34 PMI've only noticed a few things that are technically wrong. - There has been a lot of teleporting of enemies in PVE and sometimes PVP (no, not blink). For example, Protheon in the Inverted Spire strike can sometimes make some twitching or lagging and move back to a previous spot, especially in the final arena. - Another I've noticed is that sometimes when I'm in orbit or I am spawning in on a place my ship is invisible. The cinematics are there and I can see other ships just not mine, - Also, I once spawned in on a fresh PVP match and no one else had spawned in. I was playing with my friend and he experienced it, too. It wasn't until about 30 seconds had past we all popped up on each other's screen. Even the control points weren't there. It was like a delay. Probably just lag. Personal Concerns: - I'm not a fan of the Resilience, Mobility, and Recovery on how they look. The armor is in a different order than the load-out screen and the symbols aren't the same either. It makes sense on the load-out screen, but the armor reminds me of Intellect, Discipline, and Strength from D1. It's really confusing. - PVP is super unbalanced. RIP sidearms and submachine guns. Lots of hand canon ghost bullets, unfortunately (or am I just bad?). - Don't us a super on more than one enemy because they will either run or shoot you and you will either get no kills or die, or both. Arcblade, Arcstrider, Poledancer, Arcstripper, whatever suits you, could use an agility buff. Enemies just run away. That goes the same for Sentinel Shield. Also on Sentinel, why does throwing the shield NOT one hit kill in the Crucible. You're already a slow Titan and you really only get one throw per super, so a one hit kill would be nice. At least on enemies that have a low tier in Armor, AKA Resilience. Dawnblade is nearly impossible to correctly aim. No splash damage doesn't make any sense. It's not a very viable option in PVE because of duration, damage, and splash damage. Golden Gun Six Shooter either has too little damage or too little duration in PVE. - No more Angel of Light. Was it too OP? Why? We all loved floating in the air with 100% accuracy despite being a sitting duck. - If I want to see the radar, then I have to squint and stare at the radar for the little, faint, red line. Not fun for gameplay. - I can't measure my shields and health like in D1. I'm kind of just guessing where the separation is. It makes tough to know if I have enough to fight or not. - Harpies are the new tanks in D2. - Gladiators are invincible. Good luck fighting more than 2 of those at once. (Just gonna say I'm not feelin' the RNG because i keep getting the same armor and weapons 3-5 times in a row, repeatedly.) It's still a beta, so I'm not really upset.
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Every time I log in, my characters' skill trees reset to default. Kind of obnoxious. Grenade and super charging take wayyy too long. Not really being a part of the game right now. Liking the b button abilities. When used correctly, they're a real game changer. Shoulder charge is either completely ineffective, or D1 powerful, with no real indication which you'll get. Crucible matches have a real mariokart feel right now - lead will swap despite no noticeable change in performance from teams. Grenade launchers = peashooters. Bring back assists! It's really hard to fine tune and figure out what works if you keep getting told you've defeated an enemy.