First impression - this is a PvP beta. One strike is all PvE players get to try.
Weapons - weaker. Strike boss was a bullet sponge. Ads kept coming. No mechanics, just run around the confined areas and shoot stuff. Power ammo drops were infrequent at best. In the time it took to run the strike I saw maybe one power crate drop.
Supers - charge incredibly slow and they don't last long. I would say they are also weaker than D1 supers. In PvE it took a whole super's worth of dawnblade to bring down a yellowbar. In PvP it loaded just as the match was ending. What I see here is supers are tuned to give you one shot at it per PvP match, and they won't overpower a team. PvE gets what is left over after that adjustment.
I am not pleased with what I saw. It's pretty, but initially it feels less than D1. As I'm not a huge PvP fan I don't see a lot here to hold my interest nor does what I see quell my fears this game is indeed built from the ground up around PvP.
May be time to move on.
Edit 1:
Played some PvP tonight with my clan, a couple hours. Matches were mostly even, we won some, lost some, but it looks like it's not going to take long for the nerf cries to start. I'm not going to name the gun consistently dominating play, but one did quickly emerge.
I did my usual mediocre play. I went with Titan striker, and though shoulder charge will not kill a full-health enemy, if they are nicked it will come close. I have to get used to the roaming nature of the super. In spite of forgetting about it being a multiple hit deal, I managed to wipe a team capping B.
I think PvP players will adjust. I think those that stay will come to like it. But, as I said... I don't care for it. I ran a positive k/d, averaging 15 kills a match, but PvP in Destiny leaves me cold. That's just my opinion of course.
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#feedback
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1 ReplyJust played trough the opening mission again with a hunter. Here are some more detailed thoughts about it: - The first cutscene is overall well made, but it highlights some key problems with the writing. The action moments (Zavala's bubble etc.) are pretty good but the dialogue can be very off-putting and sometimes feels like it was made for a very bad action movie. So the satellites are down and nobody noticed that before? How is that possible? It's a small detail, but why not include at least one sentence that says's "We've tried to contact the satellites, but our team hasn't responded in the last hour" or something similar. I get that the story itself won't be very complex but I would like dialogue that is catered towards adults and not five-year olds. We have enough bad superhero movies already and if I want stupid, brain-dead storytelling I'll buy Call of Duty. - Another thing: Why are the cutscenes (for the most part) pre-rendered? The in-engine parts (although short) feel a lot more connected to the rest of the game and the cutscenes are also kind of soft and noticeable different. Loading screens between cutscenes and gameplay don't help with that either. - Some more strange details: The part where Cayde kills the three cabals seems very weird. He just stands there and then vanishes into thin air. Destiny 1 players have seen this before and might understand that this is possible, but newer players might not understand what happened there. This should at least be explained before or addressed. Of course it would've been a lot easier to not do it at all. Why doesn't Cayde for example lead us through the people to the door? Would have been a nice place for more dialogue. - The door scene is another strange thing: I go into the hallway and look at all the scared people. The atmosphere is great but suddenly the guy at the door talks to me across the room like I am standing right next to him. His animation and dialogue should only trigger once I reach the door. - Another example for off-putting dialogue: When reaching the tower hangar my ghost notices the cabal ship and talks about "how big it is". In the background you see dozens of other ships with roughly the same size. What? Why is this ship the command ship? How does he know? It feels like the writer didn't know how the background for that scene would be designed. - Reaching the main tower platform another problem arises: While it is a great design choice to have other guardians defend the tower with you, the mission requires you to stand in Zavala' bubble. But if you stand too far away from him you will not be able to reach the bubble in time and most likely die right in front of it. This very quickly pulls you out of the immersion and shouldn't happen. - Concerning the "exotic" hand cannon for hunters: It feels as or even more underwhelming than the titan auto rifle. Why is the hand cannon so weak? I need two headshots to kill the most basic enemy type. Maybe it shouldn't one shot them but I think another 20-30% damage buff in PvE for that weapon is needed desperately. The explosive thingy is a joke: Basic enemies standing right next to the exploding target are stunned for a split second but take nearly zero damage. Why have that perk in the first place? It should deal at least the same amount of damage as a normal shot in at least a 5 meter radius with damage falloff up to 10 meters. - The first encounter with Ghaul is also pretty badly written. It's bad enough that he falls into the same stereotype of enemy that talks to you before he kills you. Again: We have had enough bad movies doing that. Can someone please stop this idiotic trend? To make matters even worse: This (probably?) is our first encounter with him. To him, we are just another human in that situation. Why talk to us of all people? Does he maybe know that we are the guardian who defeated the cabal forces on the dreadnaught? Why doesn't that at least come up during the dialogue? Overall the mission is good but lacks when it comes to details like creating a believable world/atmosphere and the writing seems bad in certain places.
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7 RepliesMy final impression after playing all the classes is that pvp has officially destroyed the last fun bit of this game in a vain effort to become a legit competitive E-sport. The funny part in the midst of this outed dumpster fire is that pvp isn't really better in the end. Lol This is shaping up to be a Shakespearean Tragedy. At least we can look forward to Luke Smith's inevitable departure.
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4 RepliesMy feedback for PvE: 1) I never had shotgun ammo. Ever. Going from getting 40-50% of my kills with a shotgun, to getting 5% is ridiculous. There's no reason for shotguns to be "power weapons." 2) The new weapon system is boring. Two primaries is redundant and unnecessary. I feel completely nerfed, plinking away at everything with two homogenous guns. 3) Subclass trees are a joke. No customisation, no building your character up, just: here's two groups of perks. Choose generic Sentinel A or Generic Sentinel B. 4) After all the talk about weapon mods, it turns out they do... nothing. Change color and element type... Woooo. 5) Recharge rates on everything is super slow. Grenades, melee, supers, all of it. 6) It's a good thing the Titan cover lets you reload, because enemies are bullet sponges and even reds take a clip+ to kill. Especially with our underwhelming double primaries. What were you thinking? I don't know how you guys could screw up this badly. It's like you intentionally took the fun out of the game to make us feel as weak and generic as possible. I might pick this game up in the bargain bin, but I'm sure as hell not buying it new.
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2 RepliesI feel like power ammo in PVP should respawn every 60 seconds instead of 90. In my opinion, I never get it really because when it spawns, some guy that died respawns and gets it before I can really notice the timer or they'll stand by it and camp it until it spawns while not helping the team play objectives. As you can see, I play solo more often than not so try not to judge me for my input. Also SMGs should have larger magazine sizes than auto rifles and pulse rifles. I feel like it makes them undervalued as a class when they actually are pretty fun and consistent to use. But I'm truly enjoying myself so thank you Bungie for starting off on the right foot to me.
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I'll agree on the supers and abilities, they take absolutely forever to charge. And it really pisses me off is that also goes that way in pve?!. I get it in pvp, but why do I have to feel like I'm about to die in every single engagement?. I hope this changes, but it seems they literally shaped the game with only pvp in mind. And to add to that, with grenade launchers it takes entirely to many shots to take down a single guardian
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I really like what they did in pvp and hope they'll stick to their guns. Slow supers, more paused abilities and more weak nades means that for once you REALLY have to aim to get the kill. I also love what they did to the radar which I don't see mentioned a lot but imo makes a huge difference - when you de-scope the radar does not return immediately. So when you ads you're committed to it, which makes sniping not so attractive (I haven't been sniped yet lol). So yeah, on and all I'm liking D2.
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This feels like a step back from Destiny 1. Weapons feel like toys, recharge rates are a joke, your character moves like a constipated turtle, and PvP is even less appealing than before. The Modular Mind feels like a rejected Raid boss and isn't fun. I thought the goal was to remove bullet sponge bosses but I'd rather face [b]ANY[/b] previous Strike boss than slog through three phases of mindless spraying and phase 2's "Catch-22" lava floor move. Crucible is so bad that I doubt I'll ever play without a [b]DAMN[/b] good incentive. 4v4 slows it down a fair bit and the ridiculous recharge times make it feel nigh-stagnant. I'd rather play another game's multiplayer than this hot garbage. And who plays Control anyway? Why not show off a new gametype? I'm [b]NOT[/b] impressed by this beta at all and I'm considering downgrading my preorder to the standard edition.
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3 RepliesActibungie still apparently doesn't know how to write tooltips. How many bolts does firebolt fire? How many axion seekers can spawn? [quote]Hold L1 to draw power from your super to make your gernades deadlier and more effective[/quote] ok, what does more effective mean? Will it make vortex grenade last longer? More axion bolts? How much more damage? How long does my super last? How much damage per fire blade? How long does solar gernade last? What's the damage per second? It's so annoying.
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Edited by HartianX: 7/19/2017 8:12:34 PMDoes that gun happen to rhyme with "fight blade"? If so, yeah. It's probably the best because it has perks to deal more damage. Which is very useful since this game now relies far more on being able to outdamage the other. The healing and protection abilities aren't really that game changing in PvP so they're kinda just there. Power weapons, a bit of a mess (I sadly expect Bungie to nerf fusion rifles).
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Edited by Black_Widow503: 7/19/2017 8:00:42 PMBump Watched my DH play the beta and I'm glad I have stuck to my guns and not preordered this game. From what I saw it has absolutely been turned to a pvp-centric game and the pvp isnt even good. Plenty other pvp games that are better out there. I said the people working at Bungie have lost their way or the original makers are gone and Destiny is no longer Destiny. I see that if the beta has this tiny bit to offer for pve players the whole game release will be just as disappointing. Luke Smith has completely ruined this game I think and whoever let him is an idiot lol! I will be breathlessly waiting for the Last of Us 2 and hope the makers don't turn that game into a pvp focus either. All I see is people starting out playing this game strong but the longevity will diminish rather rapidly. People were already getting quite bored with this franchise and when they release 2 with nothing more than mediocre pvp and no real substance all I see left playing will be the fan girls and boys. All she wrote...
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Strike was fun and so was the first mission. Takes some time to figure out the new Guns but overall good PVP was... a bit different. But still Liked it. I remember watching the stream when they showed PVP and wondering why they started shooting the wall before seeing the enemy, i understand now. You need to land the first shots to stand a chance. And stick with your team. Team shooting is the new thing :)
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Just bumping this thread in the hope of changes being made... Not holding my breath.....
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Won't even try to play till tonight in the MST. Most likely as a Warlock. I watched my son play on PS4. He didn't act someone playing a new game just as an extension of D1. He did the opening mission, Strike and played Control a lot with his Clan. Ho-hum, beta or not it looks a lot like the same as D1. Will play just to get a taste of it.
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7 RepliesAs a Hunter main... Feelsbadman Before we start I just want to say I know you already know this Bungie, as I watched the IGN first coverage. There was cool stuff on the new Titan, cool stuff on the new Warlock... no spotlight on the stripped down boring hunter... Feelbadman, Feelsbad Arcstrider is just a worse Arcblade -No new Super -No Invis -No Blink -No Super slide -No fun Dodge roll is laughably bad: -More disorienting then it is useful -No invincibility frames -Barely any range/distance covered -Can't use in the air -Incredibly long cool down -Insanely situational -No benefit to team -Over in a flash/no sustaining mode/aura -No fun Golden gun was at it's most fun wearing Celestial Nighthawk -One super powered shot more frequently > six shots you get once every half hour -Wasting your six shots on a bunch of ads feel bad. You're not getting them back for another half hour -no way to spec to make super cooldowns faster like in D1 -New Recovery stat should be for abilities and supers -No fun All in all it feels like the fun has been sucked out of the game, at least for hunters. Idk if it's because you're forcing PvE to fit into a balanced and boring PvP model or if you just hate fun. but Hunters currently have Zero fun packed into any of their subclasses.
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9 RepliesMy initial thoughts are that everything does look sharper. I'm liking the rain and fire effects. Having NPC's interact with you in missions is great (hopefully this doesn't only apply to the opening mission) [b]Negatives[/b] PvE Bullet sponge enemies and weak weapons. Some enemies have multiple stages to their health bar for no reason that I can see other than to show you are making some progress despite it taking multiple clips of ammo to take down one enemy. Enemies that fly across the map and land right next to you, then 1 hit melee kill you is annoying. The lack of variety in weapons is annoying. You yearn for a good shotgun or fusion rifle to take down large chunks of bullet sponge enemy health. Swapping between elemental weapons for shields and back to kinetic weapons for damage is annoying. Supers and grenades take forever to load. PvP Not liking the 4v4 format. I have only played the control mode but the map was way smaller than anything on D1. It seems that I was getting team shot at every corner. I have only played a few games but I feel that even low intensity matches are not going to be much fun for casuals. Weapons take an age to bring down a player. You can flank a player put half a clip into their head and they still have time to run away. I can't say much about heavy round other than to say it seemed much better in D1. If you miss the heavy and only one person in each location can pick it up you have to run and hide or take your kicking. Not liking the overall look of the PvP maps. Whereas in D1 the maps looked like lush worlds that could actually exist in the destiny universe. In destiny 2 they look like over saturated overwatch maps. Overall destiny 1 look better than destiny 2
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It's honestly a shame as well that sentinels are faster and more agile than arcstriders as well..arc striders need blink no questions about it, the armor on them is pretty bad so I would want them to make that up for their speed at least
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2 RepliesI got around to playing just now. Gameplay just feels sluggish. Maybe it's because we're not armed to the teeth like we are in D1.
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Getting Weaseled a alot. An example is whenever I inspect a gun or a game ends i get the error code.
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2 RepliesI think the main thing they need to do is adjust the ability charge rate, mostly on PvE. Also I think a change in PvP would be gold too. Not too much, just a bit.
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I honestly like the game play but HATE the new loadouts. Thx, pvp.
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5 RepliesEdited by DragonzReaper: 7/19/2017 3:55:57 PM[u][b]problems with destiny 2 beta build (played destiny 1 since beta build till it retirement of game )[/u][/b] 1. some weapons are over powered or under powered (assault overpowered, BR rifle under powered,Scout are in between ,hand cannons are ok same as scout but exotic sunshot under powered compared to titan exotic mini gun , sub machine gun are ok but need more recoil added because they are lethal atm at certain ranges,grenade launchers are just right but sever drop on grenede make it hard to aim , sniper are ok, fusion rifle in power slot charge up rate is to fast making it a definite kill if shot off at a enemy medium to close range 2, super take to long to charge unlike d1 it feel like you dont have control over supers (pvp to slow) 3, strike are fun and gripping but boss is a sponge 1st 2 floors of fight dont have much of mechanic for boss to fight back at you apart from it just adding vex drone in and slamming ground for fire aoe 4, super skill tree need rework need more skills for certain supers and warlock heal ability in pvp to powerful cant kill warlock if he healing unless tag teaming him .dawn blade ok ,hunters movment feel limited compared to d1 staff tricky to use not smooth , titans fell like been overworked on making to strong (sentinel and fist of havoc)to kill in fight if your running a warlock or a hunter in pvp 5, pvp map to small causing enemy to kill you in 2 v 1 scenario and also map encouraging camping on objective b and not needing to move due to line of sight on enemy(killzone by b platform in control). need for a ,c uncaped at start of match so that give more breathing room to rush for b 6, pvp game ends to short usually last less then 5 min not even that due to point scoring being to small , to much unnecessary information on screen super bar info don't tell which enemy or teammate has super mini map radar range is to short compared to d1 map radar making it hard to tell which direction enemy coming from 7.ammo drop are limited in pve making it harder to get past certain enemy (cough yellow bar enemy or bosses since dont have ammo packs ), pvp purple ammo need to be changed so hole team can get it only thing keeping me hooked atm is story and strike (looking forward to raids) i find pvp a mess and plan to avoid it like the plague unless something changed / lone wolf play style i play
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preach brotha!
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I like pvp. Pve really misses shotties, fusions and snipers as specials.
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To me, it seemed like the strike boss area was set up to eliminate cheesing the strikes.
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14 RepliesEdited by blade329: 7/18/2017 8:13:06 PMGood feedback. Unfortunately, you are confirming my worst fears about D2. Which is why I didn't pre-order. I'll be on the Beta this Friday, with everyone else. I just don't like this move to make our guardians feel weaker. I don't get it. Every game I play, with RPG elements, you get progressively stronger. That's part of the goal. Not in Destiny, apparently.
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4 RepliesI must have received a different copy of the beta than the many of the posters to this forum. I played the story mission 3 times and never once ran out of ammo. I ran the strike 5 times and never once felt I "needed" more ammo. You guys do realize that the little white, green, and purple thingys that fall from the sky contain ammo, right. In addition, I suspect ammo syns will be a thing in D2, as well. Sure it takes a lot of damage to kill the yellowbar bosses while dealing with adds but what is the alternative. Give an option. If it requires less damage or if the weapons are all nukes everyone will be on here complaining about it being way too easy. Give me a break. The super charge time is slow but I still somehow managed to get 3 or 4 per stike. How many do you need to complete a simple strike? Just use them when you get them it starts the bar charging again. I suspect the super charge was reduced so they can find a balance with the new abilities. Give it time. As far as pvp, It is way too early to form an opinion, but I think I enjoyed it far more than D1. I know it needs some improvement to a few areas, but the reduced insta death to super and grenade usage was wonderful. I prefer shooting while others prefer to spam supers and grenades, I guess. Maybe that's where mayhem modes might come in. In addition, the 4v4 felt like it led to far more 1v1 which I enjoy. My main complaint continues from D1. As an example, I very frequently show being killed after safely getting to cover. I know it's lag and I'm in a different place on the players screen than mine, but it would be nice if improved.