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Destiny 2

Discuss all things Destiny 2.
Edited by Well Bot: 7/27/2017 3:23:12 PM
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Destiny 2 Beta - Feedback Thread

[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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  • Bungie please please please do away with your intention of a 2 playlist concept (quick play and competitive) , this will have a very negative effect on Pvp people will just get up and leave making the games 3v4 or worse. The pvp is all about team shooting already its very difficult to go 1v2 and win compared to D1 so if people drop out remaining players will get smashed and won't play. All because one person who wanted clash was put in control and leaves. Make the options make sense, per game type so the objective players can play what the want and clashers what they want. Where people won't leave because they got dropped in salvage. And can there please be a non fire team option so you don't get matched in a team of randoms against a full fireteam if I wanna have fun in pvp I don't want to have to find a group to do so. Thanks

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  • My fiancée has a neurological condition in which seizures can be triggered by specific sensory input such as sounds. In Countdown, the "beeping" that occurs while the bomb is about to go off triggers her seizures. It is so high pitched and loud that even with the audio turned down and in an other room with doors closed in-between, it pierces through and causes her seizure. Please consider using a different pitch and lower volume (or make adjustable).

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    • Edited by Shwing: 7/21/2017 12:38:03 PM
      Hi! Playing on PS4 Pro, and I am very impressed with what's been shown - so thank you! The one and only 'issue' I see (that also applied to the first game) is the fact there isn't a volume slider for the music. It's either on or off... I really love the music, but would prefer it a little more in the background. Most other games on the market have audio sliders for sound effects / music / voice etc... why not Destiny? Edit: Just on a side note (I am sure it's been mentioned so many times) - it would also be fantastic if you were to offer additional modes for more than 3 people PvE. I have a clan, but the only time we can all play together is in a Raid... why can't we patrol together etc? (bearing in mind each individual server allows up to 24 (?) players)

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    • I just wanted to join everyone else in saying please change the hunter dodge ability to something that helps the team. Lfg is already ruthless with who they will allow to join and I feel it will hurt the experience for hunter mains.

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    • Why are we still not talking in Destiny 2?

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    • I've got seriuos issues holding a solid connection to th D2 services. I run NAT-Type 2, and with that i am still unable to complete Homecoming and the Strike. Im sitting on a fibreaccess (150/20) and have absolutely no problems in any other games (played TD for about 1600 hours with no serious issues). Funny thing is: switchinh to NAT-Type 3 (via my cellphone hotspot) does the trick... So apparently you guys got some serious problems with NAT-Type 2 connections. Please investigate because i think a majority of the Guadians will run a NAT-Type 2 setup

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    • Three improvements I see that need fixing. 1. Abilities and supers need a faster charge rate (aka decrease cooldowns) across pve and pvp 2. Definitely need more ammo for power weapons in pve. 3. I would like implementation of perk rolls for weapons again, or have weapon mods that make the perks in the weapon react differently, that way when we get the same gun it might be better than previous guns we got. Thats all I've got bungie, other than that, you guys rock!

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    • Loving the BETA. Would like to be able to use abilities only slightly more frequently. Please add some 6v6 PVP modes.

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    • I've found the beta quite enjoyable, the story, sound, music, enemies are great as is the look of the game. But there are things that I find lacking, the abilities are very slow to charge, in multiple games of countdown I have yet to charge on one just charged my super. Further more the grenade and melee also take a long time to charge. I'm used to a 25sec charge from a tier 5 discipline but it feels that these take minutes. I have also found the warlocks supers lack luster, the vortex especially seeing as the others are roaming supers this one shot bomb seems slow and weak and totally outclassed in comparison. The dawnblade is a less impressive version of the hammer of sol with more floatyness and should fly further before arcing down. The gun play is awesome and as I would have expected from D2. Though I don't get one with the double primary, the precious primary/special/heavy felt better. It's almost like its becoming halo. Hope my feedback is helpful Regards

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    • EpixStorm probably had the best description on beta criticism and how to fix things that I've seen so I would definitely recommend reading his post Bungie. My personal summarized opinions are that PVE is great from what I can tell from the strike, I loved everything about it (just promise we'll get our sparrows back). My real point of interest here is PVP though. I'm a PVP spammer, I did it 24/7 in destiny 1, and this new experience just doesn't feel like what I wanted it to be. The 4v4 mechanic is an alright idea, but please don't make it that way for every game mode. 4v4 can be an unfair advantage or disadvantage for everyone because either you find a roaming character and you plus your time completely destroy him, or your the one who gta destroyed by the opposite team because everyone roams in groups. Next issue with PVP is the unbalanced subclasses. I feel like warlock is just terrible now. I mained warlock throughout destiny 1, I didn't even start a titan or hunter until recently because I loved it so much. Now I won't touch warlock in this new crucible. The healing rift is a nice touch and all but the supers are trash. The nova bomb travels so slow that it's impossible to get a kill because everyone runs away from it. And while every other super can repeatedly kill enemies, the nova bomb can only be thrown once. I don't know how you will fix this issue but please think of something because I'm never going to use VoidWalker otherwise. Dawn blade is the better of the two but still bad. As like most supers, the armor on your character once super is activated is too small. It's hard enough to get a kill with the flaming sword seeing as you have to literally hit the enemy with it, so being shot down 2 seconds after activating it just is rage worthy. That is a big issue for almost all supers as well, especially arcstrider. On a tiny note, I feel that titan melee should be buffed, it takes me three hits to kill a full health enemy, that's not the titan I remember. My biggest issue by far with the entire game, the ability cooldown. Please bungie if you fix nothing else then just fix this. When I go into a match I used to be able to get my super 3-4 times. Now I've had matches where I don't even get my super. That is unacceptable. And the same goes for grenades and melee. Taking away those abilities takes away what makes destiny different than the other FPS games. You have already started to loose fans because of this bungie, and I really don't want to be in that group, destiny is a great game and the sequel should live up to expectations. In conclusion, what you've done with PVE is great, just read other comments and decide what you should do with it. PVP is a complete mess, and if no changes are made then that might be the deal breaker on me canceling my pre order, and the same has been said for numerous other players already.

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      • Who left the Trickle Modifier on? (D2 Beta Feedback) After playing the Beta for a few hours here is what I think of what D2 is going towards. Trickle modifier: Everything in this game is so damn slow. Running, Jumping, Supers, Abilities, Reloading (I was hiding so I can reload my pulse rifle and it took so long that the enemy came to where I was at and killed me before I was done reloading) PVP – 4v4: Seriously the 4v4 really put a damper on playing with my friends. When we wanted to play together we had to take turns in order for all of us to be able to play together. Supers: As previously stated, it takes soooo long for supers to build up. It’s not like it’s because I didn’t kill enough people either. I got 28 kills in a match as well as capping flags and only got my Supper at either the last 15 seconds or literally right at the end of the match. I mean WTF is that? - Supers don’t do anything anymore. While playing as a Warlock I shot off my Nova Bomb at 3 people that were on B flag and it only took their shields away and ¼ of their life. I got killed on my way down from using it. - Power Weapons are a joke. Snipers are un-useable on the maps. It took 3 Shots (out of the 4 u get) of a shotgun to take down an enemy guardian. Grenade Launcher is crap as it does not do consistent damage. The only saving grace was the Fusion Rifles. Loot Drops: getting the same damn item over and over again with the same perks as all the previous ones you got is not what I play Destiny for. The removal of this feature on D2 better get fixed before launch or are we going back to the release of an unfinished game with the “we will finish it through DLC” way Bungie? PVE – (Lack there of) Guns: They are all crap as far as damage output. Just a bunch of nice looking Space Nerf Guns. Enemies: Have no premise. They kind of just wander around and shoot aimlessly but take a huge amount of ammo to take them down. Atheon Version 1.2 from the strike takes so much damn ammo to damage him that I have ran out of it before the second phase. Ammo Drops: They have such a horrible drop rate. Especially for Power ammo bricks. I literally held back on using Power Weapons until I reached the boss which again did absolutely nothing to their health bar. Supers: even more useless in PVE than in PVP. Again it takes so long to build them that when you do use them they are trash. They are so ineffective. I had to use a full super plus half of my ammo just to take down a yellow bar enemy. What is the point of having a super if it doesn’t do anything but look nice? Also the length of the is ridiculously short. It’s practically gone right after you use it on each of the subclasses. Over All D2 is literally Killing the Shooter Looter that we all loved playing though PVE and turning into a Call of Duty PVP shooter game for which I cant understand why. D2 has completely turned into a PRO PVP game and has pushed its PVE fan base off to the side without any justification as to why. I was so excited to play this Beta but after just a few hours of it I honestly rather go back to D1 which is sad to say.

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        • I have played a bit more than my last post and have come to some new conclusions. I like the game the story seems great I just realy hate how you have honestly in my opinion just catered to the people who get mad over somebody being good with a sniper or shotgun. There were certainly better ways to handle the shotguns and snipers other than making them usable maybe 2 or 3 times a match not to mention the ammo rarely dropping in pve as well as the weapons not doing as much damage. By trying to balance the pvp(which in my opinion did not work, I'll get to that later) you have ruined the pve aspect of the game we're most of the in game progression happens. The time to kill has been increased maybe a little to much, melee should still be 2 shots shouldn't have to risk my life going for "power ammo" that only one person can get at a time to get 6 shots in a sniper that I would have had maybe 12 in all the time during destiny 1. My next issue is the grenades. In destiny 1 even while playing trials were light level matters, sticking an enemy with a fusion grenade would normally kill them. Now I can rarely get there shield down. This is a problem. If I can only use my grenade once every minute I should at least be able to kill an enemy who is not already running around with a sliver of health. I'm sure you have heard a lot about this issue(if you take the time to read all of the comments) the supers. First off the Warlock is pathetic you took a well balanced character that wasn't op but was useful and made him bad. I maines warlock for the entire destiny 1 game. You have removed his variety by removing sunsinger which was my favorite(please bring it back) and changing voidwalker for the worst. Come on, it hurts me to say this but I might have to switch to a Titan if I want to participate in high level content cause as of not the warlock is useless. Thank you.

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        • Hey all. I guess if I don't comment on my experience in the beta thus far there won't be any chance for changes. To start with in general I'm very happy with the gameplay, it feels tight and flows well just like D1. The surrounding environment details are very impressive and the areas/worlds feel bigger in general. Not sure if anyone else had this concern but the darkness zone symbol that appears during certain parts in missions and strike is now located underneath the health bar in the centre of the screen and I personally feel that its placement is more distracting than in D1 where it was on the lefthand side of the health bar. I've played the Hunter and Warlock thus far with the Hunter being my go to character. I absolutely love the new Arc Super, It feels more fun and seems like you can actually focus and control it towards the target that you wish to go for. The Hunter dodge ability I think could do with a slight tweak in the same vain to give the dodge a better ability to direct where you want to go. In my opinion it does have some control but could do with a little tweak. I must say I don't like the new sound effect for the Hunter jump. It just doesn't feel like it belongs to the class. The Hunters are meant to be fast and stealthy but this sound just feels heavy and weighted which is in my opinion completely out of place. I would love this to be changed...Please... The Warlock I've only played a little and so far haven't really come across anything that I don't like. I must say I am happy that the self res has been removed so that now doing raids and strikes you can't just rush in. You will have to be more concerned with dying and not just go with "oh well I can res". Looking forward to playing the Titan today and will post more comments then. Characters aside, I love the way activates can be launched now without the returning to orbit for everything and from memory when you are in the character menu it doesn't disappear when loading starts or finishes cause man was that annoying. One global change I'd love to see is the option to disable matchmaking for any activity before launching it such as strikes. Sometimes I like to play on my own or sometimes it's just me and my Brother. In these cases we get matched with randoms and while that's good sometimes it's not in others. My experience with this is that 9 times out of 10 the random player will either rush through the activity just to get the rewards at the end or will do very little to nothing. When they rush through they drag you with them and with anew world like D2 I want to take my time and take in all the environments that have been newly built for me to enjoy which is out of my control if a random rushes through. There is also the added point that sometimes I'd like to challenge myself and see if I can beat it solo and yes there will be Nightfalls to do this but that's one strike same strike a week and I must say I like variety. These are just my thoughts and as I said at the beginning if I don't speak there's no chance of my changes being implemented. I'd be happy to hear any extras to what I've mentioned or reasons why any of my thoughts should not be looked at. Enjoy shooting Space Magic Guardians

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        • [quote]This is a forum thread dedicated to listing constructive feedback from all of you, the players and the community. If you'd like to share any form of feedback, you can post in this thread. You can also cross-apply this thread with my subreddit post (see the shared link above) as another hub for feedback. [b][u]Destiny 2 Beta Information - Quick Reminders[/u][/b] [u]Beta Launch Times[/u] [b]PS4 and Xbox One Beta Early Access[/b] (available only through pre-order) Live Now! [b]Open Beta Access[/b] (PS4 / Xbox One) July 21 @ 10 AM PST / 1 PM ET [b]July 23 marks the last day for the Beta.[/b] [b]PC Beta Access[/b] [b]August - Actual date TBD[/b] [u]Playable Content[/u] - Homecoming Story Mission - Inverted Spire Strike - Countdown (Crucible) | Map - Midtown - Control (Crucible) | Map - Endless Vale [u]Gameplay[/u] - You will have access to the new subclasses: the [b]Sentinel[/b], the [b]Arcstrider[/b], and the [b]Dawnblade[/b]. - Vendors and other merchants will be unavailable. - Guided Games / Clans will not be available. - Progress doesn't carry over to the final game. [u]Social Space[/u] - [b]The Farm[/b] will ONLY be online on [b]July 23 @ 10 AM PST / 1 PM ET[/b]. It's only going to be online for about an hour so if you wanted to play soccer and score some goals, don't miss it! [u]Potential/Known Issues[/u] - Error codes are inevitable. You have been warned. - Balancing issues are also inevitable. That's what the Beta is for. - Bungie will be periodically testing the servers throughout the Beta, so if you're kicked to Orbit or the main menu, don't be alarmed. - Joining the Inverted Spire mid-strike may place you at the very beginning. Rage-inducing, yes. - [b]Xbox One players have been experiencing [u]Error Code: Olive[/u][/b], where players cannot access their second character creation after playing through their first character. [b][u]Feedback Tips Guidelines[/u][/b] [b]Remember, this is only the Beta[/b]. There are inevitably going to be issues with the gameplay and that these issues will be addressed by Bungie to the best of their ability. Refer to the potential/known issues section above so you don't get too surprised when some of them happen. [b]The Beta isn't as big as vanilla Destiny's Alpha or Beta[/b], especially with Patrol not being playable. Unfortunately, concerns regarding Patrol, Adventures, Lost Sectors, Playstation exclusives, and the Raids may be invalid until after the final game launches. [b]The Crucible will without a doubt have the most feedback[/b] due to the balancing of weapons, subclass abilities, winning conditions, and general gameplay. It will be hectic, so let's try to keep it organized. [b]There will most likely be players in the Beta who are new to Destiny[/b] and [b]Destiny 2 is aimed towards returning veterans and new players[/b], so please help any and all rookies if they have any questions or concerns. Finally, [b]please be reasonable with the comments only because this thread is dedicated to constructive feedback to improve the final game[/b]. The community is well-aware of the memes, shticks, and criticism from vanilla Destiny so let's not do that here. We know vanilla Destiny has its fair share of criticisms. We get it. [b]You want Destiny 2 to be better than vanilla Destiny? Then let the Beta testers do their thing.[/b] We all want Destiny 2 to be its very best on launch. Let's do our best to achieve just that. I'll be jumping on the PS4 Early Access Beta on July 18 so I'll see you in the game and this thread soon! [b][u]#warlockmasterrace[/u][/b][/quote] After playing the pvp portion of the beta for at least a full day and seeing nothing really "new" pop out at me pvp wise, this is my run down of what i feel needs improvement, and what i feel is a great addition to this franchise. (I have yet to touch pve because im more of a pvp gamer so i will leave that for the pve'ers to decide on) Pro's: - new subclass tweaking to their gen.2 remodel are decently balanced and flexibly playable. - the ability to have 2 primaries i.e a hand cannon and a scout rifle, makes pvp gameplay more clean. seeing as one can switch up their play styles mid game to have a close range and a long range weapon with even playing field advantage. - 4v4 competitive, defintely nice to see a game type like CoD's search and destroy, where i dont have to just kill the small fireteam on the enemy side to win a round, we as a team are able to defend one "bomb site" to try and win instead of having the enemy team hide to build supers. - "heavy" ammo is only for all old special and heavy style weapons, meaning more even playing field confrontations, and less "turn-corner-and-get-one-shot-by-a-shotgun-instantly" in the first confrontation with the enemy. - players are now awarded "kills" for assisting in ghe killing of the enemy. -control is perfect so far, love the fact we start out with our original side flags. Cons: -while trying to pick up "heavy" ammo, if you are shot while still attempting, it restarts you trying to pick up the ammo. This is extremely annoying because now you have wasted time and it may have been at a critical moment in the game and you are now a sitting duck. - there is no way to judge by the level of erratic screechings that come from the bomb, on how much longer you have till the bomb blows. By the time it sounds like the bomb will blow up, it gets more erratic? Giving us a false sense of accomplishment if we die and think its literally just about to blow only to still be up 15 seconds later. A timer for it would be fantastic, and only hearing the erratic beeping when there is less then 15 seconds left. - only having 4v4 pvp matches? That would be extremely disheartening if this sticks for every game type in pvp match making. The fireteams of 6 if not 9 would be extremely enticing. - calling out a heal ring while defusing a bomb, stops the defuse, while dancing lets you keep going? Along with shooting and throwing grenades? Makes no sense. - melee's do extremely low damage, i honestly think this was perfectly balanced in destiny version 1. - healing/damage rings take to long to call out, they are similar in "ability" speed to a super. Shorten the time to call them out please. Overall analysis: great game so far, definetly a step in the right direction for destiny, just hope to see significant improvements to the play-ability of the pvp game types, and that the developers at least read their communities feed back. Thanks for your time!

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        • Has anybody noticed their consoles (Xbox One) running a lot hotter when playing the beta?

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        • Dear Bungie, First off, I really, really like the beta :) I was really surprised at how much was left out of the Homecoming Missing at the E3 showing. At first, I was a little bummed out that this beta was going to be way shorter than D1's, but looking at how dope it was to see the mission for the first time while playing... I think I can wait to see more when the game launches. I like the changes to PVP; it feels it now takes more actual skill to play, but not in a spammy kind of way (use this one perk over and over again to win - sliding shotgun). I think it would be nice to have your granade recharge a little faster (just a tiny, little bit faster) I don't know how that would look, but it's just an idea. A faster super would be good too, but in the shorter control matches, it might be fine. But one thing that I think was never address was what happens if you join a match mid way. You won't get your super at all, and you are now a little bit at a disadvantage. In Titanfall (don't remember if only in 1 or not) you would join the match and based on how much time you would have your Titan meter. I have no clue how this works in that game, but's just an idea. I don't know if the PVP loot system is going to stay the same in the final game or not, but I like that you always get something at the end of a match. Don't know if it's just the beta or not, but I really like it. Also, I like that we can't see what the other person gets. No more, "The bottom player got ______ for doing nothing!" The only thing about that is Strike lot might need to be increased, right now you get two items. An armor and a weapon. Unless you get something else, It just doesn't make sense to spend about 25 mins and I could've gotten that from only doing 2 PVP matches. Once again don't know it that's just for the beta or not. I'm not planning on trying to glitch into areas or anything. I play the strike, and a few PVP matches on each character each day, and I'm having fun with that. Things I love: The new sounds!!!! The new mantling system (grabbing the ledge thing) The new weapons (I think grenade launchers need a tiny buff, or just something tweaked about the aiming of the weapon) The new dances (but it would be nice to know which dance goes what, so I don't have to delete my character over and over to get it right) All in all, I CAN'T WAIT TO PLAY THE FULL GAME!! (Are we getting a new destiny app or is it going to be the same one from D1?)

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        • Edited by SchittyWok44: 7/21/2017 1:15:35 AM

          Started a new topic: Supers

        • I enjoyed the roving nature of the opening mission. When you reach the courtyard of the Tower, there are always players leaving as you enter, and more players entering as you leave, which provides a much better application of a shared space. Destiny somewhat failed in this regard because, in the studio demonstration, everybody was expecting a Public Event to show it off to players... with Destiny 2's "waystation" approach, you really get a sense like other people are always around. What I don't like, however, is not seeing any gear you may come across in September - though I've yet to play Crucible, anything you earn from the Strike is the same stuff your character already has, and the Exotics in the opening mission appear class-specific. Even skins to change the colours of ships would've been nice to glimpse. The Exotic heavy from the Destiny 2 Reveal was also absent, which could've just as easily been made an item for people to look for in the Beta level, and then changed to somewhere else for the final game.

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        • Really good gameplay for the crucible but some weapons fell a little overpowered and feel that if they continue as the way they are they will be underused such as snipers shotguns and fusion rifles the new weapon sistem does not fell pleasent and could and in my opinion should be changed to the weapon sistem in destiny 1. Melee feels underpowered as well and the fact that only one person can use the new "heavy ammo" for each pack is something tha will make the "heavy slot" with a really low usage. I played destiny scince 2 weeks release of the base game and played thru all updates and the only time i felt that the game was boring and lost the will to play was when you made so that the only usable weapon in crucible were the pistols , please I expect a lot out of destiny 2 so dont make the same mistake of limiting our choises

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        • General notes: Overall good gameplay in PvE. Strike boss mechanics need a bit of tweaking and is most prevalent in the final stage. The boss' "ground Pound" attack causes some crazy [and hilarious] Jump mechanics. If you're to the side mid-glide [Titan] you can get launched at high speed away into the white-goo with no chance to jump back. Also, if you are overhead, you get launched vertically [to what seems like the starting elevation] and then fall back with no ability to pre-jump and not die on landing. Additionally, the ground pound attack can kill if you are well overhead, the area of effect needs better fall-off in the vertical axis. Final stage of strike boss is too 'unrealistic'. spawn in of adds when boss is at almost no health plus area off effect of his attacks increases to "stupid' level. It's one thing to have a challenging boss, it's quite another to have so many adds that you can't revive someone, regen health or stay on the arena due to excessive adds. Also, the boss seems to teleport in that very last stage, rather than walk/run, so it's a mechanic introduced in the critical stage. Teleports are almost always directly on top of at least one player for a kill [see lack of revive below]. Spent too many re-dos on strike final stage because of wipe when there was no health showing on boss and all players suddenly, often simultaneously, were killed. Revive is odd, sometimes under fire you can revive someone and sometimes you can't. seems inconsistent and i've not identified any common elements. Hobgoblin health regen in shielded mode seems to be too much/fast. I've learned to shoot once, go to another target then shoot it to death after it shielded. makes life hell in the final phase of strike when boss is berzerk at almost 0 health. Phalanx with shields have almost no precision 'edge' to shoot them at behind their shield. Not like D1 where you can hit their gun and stagger them. The only thing [non-super] that I found works is a grenade lofted behind them to stagger them and get shots in. Maybe open the hit box a touch. Ability recharges could use a little speeding up as the guns, esp' Primaries, have such slow time-to-kill. I pretty much stuck to the stock Scout Rifle to get any consistent kills. Pulse rifles seem to be a waste of time, auto rifles are so-so. Hand cannons are decent but short ranged. that's okay and switching between scout and hand cannon gave me my best survivability. General jump mechanics are pretty 'unique'. redirection of flight path when struck makes life [death] interesting. the 'mount' mechanic when jumping up onto something seems inconsistent. also, during the strike, 'face-planting' deaths, into the wall from the flame-launchers in to lower cave opening from cabal surface operation are getting old fast. Direction control there is really 'hit or die' with little consistency. The mining machine is great and has made for the best stupid deaths. lots of fun there, don't change it. Nothing like jumping over a phalanx for a back shot and getting smacked into orbit by a bucket wheel. No major comments on PvP as I rarely play it. Tried a few times but it was obvious that the gear grinders / MLG Skweekers were out in force and handed me my back-side. Base equipment there was of little use. Never got a super and maybe could get a second grenade or melee. No fun to play.

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          • The previous abilities for each super such as the same grenades should be brought back it's such a drastic change coming from people that have been playing destiny 1 for 3 years. Also Titan skating should be brought back as well and the ability to shoulder charge without it using your melee. The shoulder charge has been decreased significantly which is fine but it should be the way it was in destiny 1 storm fist should be put back in. Back to the grenades everyone is so used to the types of grenades that were in the first it should stay that way. The game is a sequel it should continue from the original, yes mild changes but such drastic ones are crazy. Changes to dps are understandable but total overhaul of the classes is unnecessary. The sentinel Titan should also have an option to change warden of dawn back to the way it was , as in armor of light, blessing and so on. I understand the rift with the warlock was taken place of that the change is just incredibly drastic. You guys have done a great job on the game the subclasses should just be put back the way they were minus the small perks put on such as rifts and such. Thank you for your time and spectacular effort in making D2.

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          • Playable Content - Homecoming Story Mission To this I say No! It's not playable. I have frozen at Zavala portion since Tuesday to now. I even initialized my PS4, wiping all my games. Then ONLY downloaded D2 Beta, guess what? Still freezes at Zavala. I have literally tried every troubleshooting method I could find via You Tube, here in Forums, or any other Google searched articles/videos! To no avail, I still cannot get past the story mission!! Tried to be creative, on my own, by going out far enough to get the 3 wave defense text, then went back to the broken hall, where we initially come out of to get to Zavala. I didn't freeze, BUT when I get to the New Monarch side....Warlock Nova Bomb, one that actually looked OP compared to the garbage Nova Bomb we have now, freezes my screen, get a checker board on my screen & then am forced to hard re-boot the system. As stubborn as I am I go right back to it, hide in hallway for Zavala, go to Monarch side and do a 180 (turn away) from the Nova Bomb cinema! Woo Hoo didn't freeze, BUT I get to the Cabals who come out of their ball, after the nova bomb to ship scene, and guess what??? Freezes again!! This time I break out my checker pieces and proceed to play checkers while I wait (Sattire)!! The struggle was real, my stubbornness finally had enough, so now what? Hmm....let's see.....oh I only got to wait over 10-12 hours to re-download all my games that I COULD actually play! Thanks Bungie!! I'm guessing that since I am not a steamer, my number is somewhere in the "we're NEVER gonna get to you!" section! Nor get to anyone, that is not a streamer, for that matter! I'd leave questions for Bungie to answer, but, as I stated above, it will fall on deaf ears! Bungie is showing that they still have not changed, one bit! Been great hearing everyone's gripes on PVP and the one Strike mission! Maybe someday I can actually give feedback in the Beta regarding these things! Wait....what am I thinking! I'll never get to see anything past "Homecoming"! Great job with the servers Bungie! Didn't know it was actually possible to go worse servers than D1, but you managed to pull it off!! ::standing ovation::

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          • Overall much smoother gameplay then expected. Hunters dodge should recharge faster to account for lesser impact of ability. The super accumilation rate is slow but I am assuming armour perks will improve that. For PvP a small increase would benefit gameplay while the PvE needs a larger increase. Hand cannons need improved hit detection or a bigger impact as the are less competitive. I have enjoyed the beta though as this title seems to be on a solid path.

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          • Started a new topic: Campaign level(5 Replies))

          • For PvP I think the melee is a bit underpowered. A double melee should kill a player.

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          • I have played the beta for quite a bit of time now, it's great for the most part but I do have a few issues with it: 1) next to no ammo drops in pve and the strikes The amount of times I have run out of ammo and found myself running around aimlessly for more 2) The weapon system is cool and unique but the power weapons (heavy weapons) especially with the sniper and shotgun is that they feel weak in comparison to what they were but with very limited ammo 3) The subclasses in my opinion feel rather lacking, gunslinger, striker and sentinel are great, but the arcstrider feels like an even worse version of the bladedancer as the super feels rather weak as it takes about half the super duration to kill something The warlock in my opinion got the short end of the stick as, yes the solar subclass is cool and awesome to use, it is rather weak for damage and voidwalker has been nerfed into the ground especially with blink and nova bomb 4) Ability recharge rate is extremely slow, because of this the strike is rather boring as it takes ages to kill just a small group of enemies and in PvP it makes it very hard to kill other players At the end of the day, it's just a beta and I am aware most of the issues I have are being addressed already for the full release but at the moment, I am kind of in the middle as to whether or not i should get the game, as long as the issues are addressed and at least have the things that are lacking, slightly buffed but not made OP, the game will be great and I look forward to September when its released

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