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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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  • 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.

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  • A few things I think should be looked into, hopefully someone will read 1: Stats By removing the INT/DIS/STR, a 300 max stats, you have dumbed down the game to choosing one stat (RES/MOB/REC) over another with a max of ten... making one armor piece over another barely even matter 2: Gear In addition to what I said above, the options on each gear have turned almost non existent. Armor has one thing to choose from, all the guns perks are the exact same. I feel like the biggest reason people still played Destiny was to try and get a weapon or armor with better stats and perks, with these changes people will stop playing very quickly... 3: Subclass Perks Picking a subclass and build that suits you is one of the most important parts of having fun while playing in a way that you like... that being said the amount of options to choose from has severely been degraded. This is a beta so half the options are not implemented but I feel that even in the full game I wont be able to choose exactly how I like to play. I have to pick one of two options for each subclass 4: Look This ones short... Does anyone else think the new look of the guardians is more little kid action figure and less badass looking? Maybe the proportions are off but it seems more "kiddy" 5: Gameplay I guess they are addressing PVP and PVE All in all, it takes less skill to play this game now... Try to get better and become good at the game you enjoy won't matter. 6: Grimoire Honestly I never cared about this.. but how can you make so much backstory , so much informations on everything about the game and how everything ties into each other and then just get rid of it... I feel like the Grimoire is what separated Destiny from games like Call of Duty 7: Shotgun/sniper/fusions Hopefully this will grow on me but at the moment it seems crazy to be in the same category as rocket launchers or grenade launchers 8: K/D or now KA/D Assists are a thing of the past! Now if you hit someone once and run away you can have a k/d of 30+... Bungie had to make everyone feel good at the end of the game... 9: Medals The idea was simply fantastic! Koodos to whoever thought of it. But why get rid of something so amazing and replace with nothing. Mind blowing. I'm sure there's more I'm forgetting at the moment but... Perhaps they changed their target audience from 18+ to something less like 10-15... There's a few things I enjoyed... the story mission, Awesome. The Strike, Pretty Cool. I have no problem with the 4v4, even the recharge for abilities (although Supers seem to be iffy). Element Secondaries, cool!

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  • A lot of people are complaining about ability recharge rates, but I think it makes the game more balanced, we're not meant to rely on our grenades more than our guns. That's what I really disliked about D1 crucible, was how often people just spammed their grenades every 20 seconds, this makes it so that you really need to think about when to use it. Good job, Bungie.

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  • Over all, this was a decent beta....as you guys said it was a "small" taste of what's to come. I appreciate you guys some what listening to us about the "terrain climbing" we all ranted about. I do think it needs more of the "Mirror's Edge" or even "Call of Duty 3" feel to be more effective. I just dont like falling off of ledges that I could have clearly grabbed onto. My biggest thing ith Destiny 2, is I REALLY dont want to feel like Im playing an "Expansion" of the first Destiny game....aaaand thats what the Beta felt like but hey, thats why you guys have this forum. The new weapon and armor system......is ok buuuut that means Skill Cooldowns should happen ALOT faster than in the Beta...ESPECIALLY for the hunter's Dodge move. Yeah it was Nerfed in the first game dude to rage complaints but this is waaaay different. The other class abilities last WAAAAY longer like the Titans Cover Ability and the Warlock's Heal Ability. Hunters could get two good constant dodges before a cooldown JUST like it was BEFORE the nerf in the first game. Another thing is there is ALOT of customization in the Destiny series so WHY NOT give us a 3rd person camera view OUTSIDE of supers? Hey, we spend ALOT of time CUSTOMIZING a character that we cant even see outside of Supers, Cutscenes, and Social Areas. ALOT of us would like a permanent camera view choice in the game. This last idea is "kind of" minor but I would like this game to utilize "Wall Hugging" and/or "Taking Cover" animations. Like I said, no one wants this game to feel like an expansion with new classes, strikes, and pvp modes. This second installment has ALOT of potential. The ONLY reason why I didnt pre-order is as simple as I said before...NO ONE likes buying the same game twice. I needed this beta to convince me and if this game is ACTUALLY for the fans then you guys could and will at LEAST ut some of tis in the game before the release. Thank you guys for allowing us feedback

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  • Bring back the old weapons system. This new system listing snipers, shotguns, and fusion rifles as "power weapons" is no good. As for classes is seems the titan and warlock had a significant change and upgrade to abilities with a new super, but the hunter stayed pretty much the same a side hop (dodge) that has a long cooldown and arcstrider super class that did not change from before. Oh it has you can't go invisible now. In addition, how is the decrease of the cooldowns of abilities, grenades, melees and supers going to operate? The armor doesn't give cooldown enhancement now. Key points: I like the new warlock and titan subclass. Please rethink the hunter abilities and rethink the weapons system. Thank you.

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  • I don't really have much knowledge on actually how hard this would be for developers but I had a thought and this has probably been talked about already but here goes.. Would it be that hard to put the weapon system back the way it was in D1 in D2 strictly for PVE? For PVP they could keep it the way it is currently in the D2 beta. I would personally be absolutely fine with it like that but unfortunately,as of right now,we all know that's not the case. Anyway that's my biggest gripe right now is the two primaries thin.I find it very dry and boring even with an ammo fix. Feel free to discuss if you'd like I would like to hear others like minded opinions on this topic. Edit:Actually had one other suggestion that I think would be really cool and quite helpful to separate PVP from PVE.Not sure if this has been said before but wouldn't it be nice,if say,PVP had its own armor/weapons/exotics that could only be used in crucible,like you couldn't use any of that gear in PVE.They could have specific stats/perks and what have you designed for crucible only and vice versa for PVE.

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  • I played the PS4 alpha, beta and pretty much daily since release of D1. Graphics and sound design are great in D2 Super and grenade charge takes waaaaaaaaaaay too long. I'm a PvE player, I rarely venture into cruicable except during iron banner, and the amount that Destiny 2seems to be skewed towards compedetive pro PvP is detracting from the core space magic super powered warriors I've connected with over the years. Now whilst it could be a bit too quick in D1 to charge your super with various armour and subclass perks, but I feel the beta has gone too far the other way. Maybe about half way between destiny 1 and destiny 2 beta would be the sweet spot, part of the fun is wielding awesome space magic and wrecking the place. I feel the supers now run out quicker than in destiny 1. I'm ok with this, but because of the amount of time they take to charge, more and more people in PVE are hoarding their super through the entire strike. Again I think this could be mitigated by tweaks to increase the charge rate in pve. I like the new gun system, it gives me more options, in D1 I use scouts, ignore the special and rockets. But in D2 beta I've been using kinetic scouts for mid to long engagement, elemental SMG or auto rifle for close range mobs, and mixing up the power weapons. The character movement is difrent, not necessarily better or worse, just difrent and takes some getting used to, which is where a lop of players gripes are coming from (no skating for Titans or surfing for warlocks) but the vault mechanics added for ledges is genius and a long time coming. All in all I'm enjoying the beta. And again the only issue I really have is with Super charge times. I know it's a bit late in development now but some older PC games used to have a separate campaign and multiplayer app, which allowed different build balance for both PvP and PvE.

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  • I wanted to make a separate post for my thoughts on the beta. I’ll start by saying I love the new weapons so far, and the weapon system as a whole. They seem pretty balanced in the small sample we’ve been given (aside from Sidearms), and I hope to see similar results as the game evolves. I really like the idea of fixed perks as well. - As far as stats go, I’m cool with the idea of the old subclass stats taking center stage, but I feel like mobility isn’t really a factor in my personal gameplay. It doesn’t change enough to warrant me spec’ing for it, just like in Destiny 1. Perhaps it could affect more aspects of gameplay to make it worth the stat investment. - For weapons, I’m a bit concerned with how greatly sidearms have been nerfed. I’m fully aware of the havoc they wreaked in Destiny 1, but that was a consequence of many other nerfs though. Before everyone started using sidearms, almost no one seemed to use them. Honestly, I don’t really care what happens to them now that I can run two hand cannons. But to have an entire weapon type that seems almost useless makes me wonder if they should even be in the game. They just don’t have the damage output to warrant using them over most other weapons. - I love the new and revamped subclasses. As a Bladedancer main on Hunter, Arcstrider feels like a fantastic evolution. I absolutely love chaining Gambler’s dodges and Combat Flow on groups of lower tier mobs. The super is really fun as well with loads of versatility for movement and attacks. I’ve heard a lot of people complain about Gambler’s dodge and how they feel like they’d never choose it over Marksman’s Dodge, but I’m addicted to the Way of the Warrior synergy with Gambler’s. I will say that I’ve seen many suggestions for adding some team utility to the dodge effects, and I completely agree. Maybe at least give the effects you receive to nearby players. At the same time, like was mentioned before in this thread, I also think it’d be nice to always have the dodging animations available, and only receive the effects after cooldown. In any case, I actually love the dodges in general and hope they stay. All subclasses for Warlocks and Titans so far are really fun as well. I love the aerial synergy of the Dawncaller, and my love for Voidwalker has only grown after playing the beta. I love how much team support Sentinel provides, as well as the potential for lethality. Roaming Fists of Havoc is really empowering in most encounters. Overall for class abilities, it’d be nice to see a slight speed increase to cooldowns if not for all abilities. - I love the new UI changes like pressing down on the d-pad to change subscreens. clambering is a godsend. Seeing my whole cloak when inspecting it is very, very nice. I like that while the class abilities are universal, the subclass keeps track of which one you choose for each. I’m very excited to hear that we won’t get kicked from our menus during loading. A small feature I noticed that I love is when I choose an activity but don’t launch it, then go into a menu, I still have it selected. My absolute favorite part of the interface is without a doubt the fact that I can still swap weapons in the same order to choose which one appears on my Guardian (thus assuring I never see a weapon larger than a Hand Cannon). This last feature, while silly to worry about, would have been a dealbreaker for me. - In the end, I’ve loved playing the Beta and the new direction the game is taking. The story is engaging, the music pulls me in, and the graphics are beautiful. My only real concerns are with ability cooldowns and ammo drops as a whole (which I know have been acknowledged).

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  • I'll preface by saying I'm on the XB1. I just found a glitch where the gear stats (power+defense) were stuck being shown, and pressing left trigger caused them to disappear, only to reappear when I let go of the trigger. I was able to figure out how I did it as well, and it seems to be repeatable each time I do it. If I'm anywhere but on the top character screen (subclass, settings, bottom character screen, director, et cetera), the glitch occurs once I enter the top character screen with the trigger held. It fixes itself each time I leave the top character screen.

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  • Cool downs need to be adjusted a bit. (Witch you already know) PvP feels good. Abilities need slightly shorter cooldowns. Class skills need slightly longer cooldowns. Weapons need some re working. Sometimes I feel like I'm shooting burnt marshmallows at people. Graphics are easy on the eyes. Much better visuals then I expected. Story mission was amazing. Can't wait to see the rest. I'm really excited to see the full product and lose myself in it as I did the first. Keep up the good work my guys!

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  • 1. Pulse rifles seem to be a bit overpowered 2. Grenade launchers might need a damage buff in pvp 3. Rocket launchers should get at least 2 rockets on power ammo pick up in pvp 4. Fusion rifles need a slight damage nerf in pvp 5. Hand cannons need a slight damage buff in both pvp and pve 5. Power ammo spawns a bit too often in pvp 6. Crucible feels great, all modes, maps, etc are great, definitely the best is ever been 7. Hunters might need some love, supers feel slightly weak compared to other classes and the class ability is seriously lacklustre, warlocks and titans have a class ability that supports your team while hunter's simply reloads your weapon. 8. Story mission is absolutely awesome, vastly improved from last year 9. Strike feels great, as always, maybe get an extra super or 2 might be a good idea, also grenade and melee recharge is a bit too slow I hope this feedback helps bungie team making the best game possible, I'm a veteran player on Xbox GT: valandil77 playing destiny since alpha and have over 2500 hours in the game, love the game and I only want more and better out of destiny 2. Keep up the great work bungie team Thanks, Val

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    • Personally I really like the PvE. So far the story is much better. My problem is PvP. I really am not a fan of 4v4. The matches are just not as fun. Plus it sucks to not be able to have 5 friends join in and chill out in the crucible. That's my main problem with the beta so far. I really hope that this is addressed.

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    • I made a long and drawn out post with detail, pros and cons, first impressions. Naturally, it was ignored. As per usual. So now I'll just say that I got my pre-order money back and will not be supporting Bungie monetarily from this point forward, unless I see some big changes in who and what they value. That being PvE players and content OVER side content players, aka PvP. Destiny is clearly superior to it's sequel. I be playing that.

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    • So, I went ahead and made a Pros-Cons list. It is a fair bit long, so, sorry for the length, mostly opinion. I do reference some parts of the quests specifically, so... Spoilers? [b]Pros[/b] -[spoiler]Having the other pre-established Guardians appearing in the story provides a more solid connection to the world and people in it. Actually feels like you are fighting to save something, to be a part of something.[/spoiler] -Ammo packs are infinitely more noticable, and I think, personally, more stylish. -Liquid weapons look more brilliant than ever, enjoyed the detail put into the liquid sloshing around (though I know that was a thing in D1. Just seems more detailed.) -Graphic Quality is fantastic. Check out the tarps in the starting story as an example, the amount of detail that went into parts of the environment are visually pleasing and accurate. -Environement cued active events make the game feel less isolated, as a player I feel more involved. -The ships that we have seen so far are interesting, and very easily told apart, not just recolors of previous existing ships. -I have noticed faster load times, but I am aware that this is likely to it being a beta. Regardless, I am a fan. -The ghost has finally been actively spoken to like he is also a thinking being, which was a nice suprise (though I probably just missed it in D1, aside from him being called 'Little Light') -[spoiler]The robots in the Sanctuary were more involved in the base quest, seeing them with weapons was a nice suprise, as was watching the one robot try in vain to clean up the Cabal bloodstains while making perturbed beeps.[/spoiler] -The water drips are back, and I am glad to see it. When looking up into dripping areas, wet spots appear on the screen. There was one location where it wasn't working quite right in the hanger, but overall, seemed to work everywhere else. -Arc Strider has been incrediably pleasing to run around as with an active super, though there will always be a fondness for the old Blade-dancer. - [spoiler]Enjoyed the broken sounding music that occasionally came from where the bar was in the Sanctuary, a nice little suprise when I ran over to see the changes in the environment.[/spoiler] -I have enjoyed the maps and different areas that you have to move through to get to the next part of the quest. -The enemies interacting with other NPCs, and tossing them around gave the environment more life, and made the danger feel more immediate. -Movement through the various wet puddles seems to have the water be a little more reactive and realistic, danced in puddle, satisfying splashes. -There was I felt an accurate amount of disorientation when looking out from the moving ship. -Firing at a gas tank on the back of a Cabal caused it to explode once enemy health had been lowered. It was pleasing to see that had been done, especially when it damaged nearby enemies. -Really though, please look at the tarps, the billowing, amazing tarps. [b]Cons[/b] - Handcannons lack the satisfying punch of Destiny 1. I loaded up Destiny 1 while my husband was on the beta, and we tested the hand-cannons on each. Destiny 2 beta handcannons seem to lack just a certain something that made the handcannons such a pleasure to use in Destiny 1. (Just talking about feel, not damage.) -Having the set skill trees took away some player agency. Sure, in Destiny 1 I often ended up dying horribly because I didn't pick the best load-out, but it was a fun load-out for me. I miss the agency. Perhaps make a 'suggested/recommended' so that players not interested in delving into the different set ups can default to that, while allowing players who miss the janky builds to go back to building them. Sometimes, being awful is fun too. -Cool-downs are incrediably painful. -Golden gun felt like a pea shooter. Powerful? Heck yes, but just lacking that certain something that the handcannons were. More pew pew, less BOOM... I guess? -In certain areas the rain would disappear as soon as you looked into the sky. The wind animation was still present, and if you looked down at eye-level rain became apparent again. This was largely an issue just as you were looking out at the Cabal ship for the first time. [b]Overall[/b] I really did enjoy playing the beta, and did not really test out PVP as I have never been much of a PVP player, and worry too much about costing my team points. It was a fun experience, and I am still waiting with much anticipation for the actual release date. The community has always been lovely, and I am excited to see what Bungie can come up with, especially with a firmer seeming story, characters that pack a heck of a personality, and the support of a loyal community.

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    • They screwed up my lovely hand cannons in pvp. Not dealing the right damage as it should considering the stopping power (and low capacity).

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    • My biggest concern is the ability cooldowns. I know they were decreased for pvp reasons but it doesn't make sense to me because now supers only go to the best players or there is one intense moment where everyone has supers. Please decrease the cooldowns or give us the ability to decrease them with gear. The Sentinel subclass has a little issue. The throw shield ability cooldown takes almost as long as the super itself so if you don't use it at the beginning of the super, you can only use it once. Either decrease the cooldown or make so you can only use it once. The weapon system is also point less because there is no functionality to it. The kinetic and energy weapons do very little damage to yellow bar and shielded enemies and the weapons that would do damage have no ammo or are not for the right situation and are therefore useless. The weapon system in Destiny was a good one and should have been tweaked and not totally changed. Another problem is movement speed while aiming. I'm not sure if was my controller but when I try to move I feel restricted. Other than that I'm liking the game like the better story and strike.

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    • love the beta so far except little things like golden gun's duration is too short and the new warlock subclass I forgot the name but the super is either bugged or i just need I practice I with it more cause I swear I'll shoot the sword at them and the thing won't hit at all either it's bugged or I just can't aim I don't know but it's not really that good in my opinion maybe could be a little better warlocks are looking pretty weak so far and I've been a warlock since day 1 of destiny and they always felt pretty good never felt overpowered but now they are just underpowered I've never switched to any other class I've always been a warlock but it seems I may have to switch to a Titan because they are overall better than the warlock in the beta in the full game maybe warlocks will be more useable I might have to wait until the third subclass whether or not it's true that the the taken king subclasses come back or not if they don't then nova bomb and that sword super isn't looking too good

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    • Hey Bungie! I just want to say I think the Beta is pretty awesome, I like some of the gameplay tweaks but really find a few things I think should be changed for better balance. First I want to start with the Hunter Subclasses. Compared to the Warlock the Hunter is very lackluster. The Second Golden Gun Subclass doesn't look good at all. The Hunter relies too heavily on Precision Kill buffs but nothing special like charging grenade, dodging in the air, two grenades, slow regenerating shade step and all it does is reload your gun or maybe your punch (Btw punch is weak). I suggest Invisibility like in D1. But the Hunter really needs to be changed compared to Titan and Warlock. Warlock is insanely OP'd. Now the guns. Sidearms are so weak, submachine guns are very weak and pretty much not needed since auto rifles are more powerful and shoot the same speed. The small primaries need a boost in close range. And I really feel grenades, melees and other subclass abilities need a slight strength boost in PVE. I love the new jump mechanics an feel overall. The new levels are awesome also! Thank you for the fun times!

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    • After playing the beta for a few hours, my biggest suggestion would be to tweak the in-game radar. I like what they're done with it, making it look more like a compass, but i find it hard to see the direction of enemies weather it be in PVP or PVE. Plus, i find when you're zooming out, it takes longer for the radar to re appear

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    • PvP could use some tweaks but overall its really good. PvE suffers buy combining special and heavy. Going into a strike using mainly primary doesn’t have the same appeal as getting to use special and heavy at the same time. Splitting up PvP from PvE would be ideal. Creating a PvP and PvE tab in the character load out screen would be great. PvP would stay as is and PvP would split the power weapons back to special and heavy.

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    • In the Homecoming mission, pressing the touchpad brings out the Ghost but pressing it again doesn't put the Ghost away. This issue doesn't seem to occur in the strike.

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    • Edited by sheldonsga: 7/20/2017 4:49:39 PM
      Here are my thoughts after about 5 hours of gameplay using only gunslinger hunter and strker titan (will play more with other classes between now and sunday). Story Mission was fantastic. Enjoyed it tremendously and thought the story itself was good, mission had some challenge to it and seeing the interactions with the vanguard leaders was great. Strike was good: Had a few unique elements in it and the boss fight was rather fluid. [u]Classes & Supers[/u]: I think the super charge rate in PVE is too slow. I understand the desire for PVP to reduce supers (and chaining of supers) - but I feel much less like a super powered guardian in D2 than I did in D1. Compared to striker titan - the golden gun is a weak super. It expires too fast and needs to do more damage. I can kill a lot more evil aliens with the striker titan than I can with golden gun. Hopefully this is in the full game somewhere - show us all the things we can do with super activated versus make us figure it out (once I activate the super to slam, how do I slam a 2nd time)? Hunter intrinsic ability (dodge) is significantly less useful than Titan and Warlock intrinsic. Both as a solo player and a team (strike, raid, PVP) player. [u]Weapons[/u]: I am good with having 2 primary weapons slots - one kinetic and one elemental. I can run close range / long range weapons in them (similar to how primary/seconday can be used today - but with different guns - aka SMG instead of shotgun, scout instead of sniper). HOWEVER - the scout rifle is not in a very good place right now. its impact / damage per round should be much higher than it is now. Assault Rifles easily outpace it for damage on anything that is within range. Scout rifle is only useful to pick off psion snipers at a distance. In PVP - the fusion rifle felt by far the strongest power weapon. The grenade launcher looks cool - but with limited power ammo - I've yet to determine how to effectively hit enemies with its rounds and kill them. I would have thought that the weapon sights would make it more obvious - but they don't.

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      • Here's some things that feels bad or less fun in the BETA. *Hittdetection seem's slow or sluggish. *Feedback for taking damage feels delayed. *Superchargerate needs a slight buff, getting youre super at midgame rather than in the end of a match would be nice. *Arcstrider super need's a movement buff, It's way to easy to run away from and teamshot. Other than that the game feels great, I do hope there might be some diffrent gamemodes in the making where you spawn with powerammo, some where powerammo dont spawn at all and maby return of Mayham. Keep doing you Bungo <3

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      • Edited by Britta Undead: 7/22/2017 8:33:38 AM
        Hello, Here are some of my constructive suggestions. [u]PvP[/u] - While Control is fast, the game play is slow. It doesnt matter if you dominate a team, you might not even get to use your super. While I understand that no one wants to be ability spammed, the supers make destiny, destiny. - i love that I no longer have to neutralize points, and that it goes just as fast with one person than it would multiple. - while the ttk is great for team players, there are a lot of players that find solo queing a bad experience. [i]Not Everyone will go into game chat just because and this makes things tough. One second your teammate is right beside you amd the next they left you for dead against two guardians.[/i] see next point for further explanation. - I feel even though quick play should be a low stress, fun experience, its not. As previously stated, for the solo or casual player. I suggest a really casual quick match game mode that isnt so strict for recharge rates and perhaps more players than 4 to a fireteam. [u]PvE[/u] - The abilities charge way to slow and when they do they have very little pay off. This makes for a less than fun or strategic gameplay experience. - The guns dont feel like they are built to do what theyre being presented to. While an auto rifle, hand cannon or smg can take out goblins no problem, its not a gun meant to fight a boss. Not for your main dps. I know it was said that the bosses would be scaled to fit the loadout, but as a gameplay experience as a whole, it didnt feel right. - power weapons. As a whole, I didnt even want to use them. They didnt feel powerful. The grenade launcher was inconsistent. Which I was most excited for when it came to new power weapons. - I want to address how fighting a boss didnt feel right a bit more, to me, a sniper and a rocket launcher arent in the same category, and if they are, I expect that sniper to excell in damage. I read twab and know that the issues with ammo have already been addressed, so thank you for listening to the feedback you have gotten. - The lack of pve content, while understandably so, was a major bummer for me. Especially since there was a problem with ammo and recharge rates of abilities. - I really hope to hear my guardian speak in future story missions. Not just my ghost, I am the guardian. - supers. I already mentioned that there was very little pay off. But I want to address it further. I popped arc strider and easily wiped out a whole group of cabal in the strike (around 7, or more) and I made upmost of four orbs. Thats way to low for that many enemies. Also, these supers require a lot of getting use to to get a good feel for it. When you wait upmost of ten minutes to get a super, it last for a short amount of time once activated, couldnt there have been a mission to get us aquainted with the super? Perhaps with an increased charge rate? It disappointed me that I had to watch a youtube video to learn that RT did a different move than RB and that I could further the combo. I didnt see it in the super perk tree, and believe me I read it. This caused people to mash rb and lb amd ultimately wasted their supers in pvp, which as we all know, is difficult to get. -A lot of members of the community agree that pve and pvp should be separated, myself included. Pvp players and pve players alike. It is pretty obvious to most guardians that this game was focussed around the balance of pvp and while that is great, pve seems to be taking a hit. And now more than ever, is a time we dont want that. - I think if we are going to have a tank and a cleric, that Hunters should have something special for being dps. A debuff on enemies or something. [b]Edit:[/b] Back on the loadout for PvE (based on hopes for future raid experiences) and implimenting separation between the two game modes. - As I said previous, the 2 primary loadout is great for pvp. But I dont like it altogether for PvE. Upon further reflection, I came to the conclusion that having a sniper as a heavy along with rocket launchers and other fun guns [u]and our swords[/u] is and will be a fight for dps. And yes, I know that scaling bosses to this loadout has been said to have happened. But I feel like that is neutering the destiny experience. Chipping away at an ultra with a pulse rifle is subpar when the story behind the boss is that they are alien gods compared to us wee human/exo/awoken wielding the travellers light. Taking down gods that have crazy health bars has always been the greatest gratification for any hardcore PvE player. [u][b]Along with that sweet precious loot.[/b][/u] And as tactical it might be to have to kill a boss with two primaries, and the stressful and heart wrecnching decision between a sniper or a rocket launcher, it will feel more like compensation. We will be compensating for the lack of dps that a primary does. And therenis compansation for the lack of diversity among player choices for weaponry, ie. The bosses wont be as god-like. Now if we are going to have an [i]amazing[/i] primary that is godlike the way Outbreak prime is against Vosik, then I wont be so worried. But having two primaries isnt the same as pulling out a sniper with a perk that will refill the mag when you land 3 precision hits and then switching to a heavy to do more dps to a boss. Now to the pvp/pve separation once again. I worry about balancing, because d2 is centered around pvp balance, I do hope that there are steps in play to ensure that any nerf that happens in crucible doesnt effect pve. Especially now that we are limited to 2 primaries. If there is an op boss melting gun, I will be furious if it no longer functions correctly because someone took it into control and wrecked people. That will also not be fair to the PvE community, depending on that weapon to get things done efficiently. I highly suggest that there be changes to pve loadouts that do not effect pvp. And vice versa. Keep the peace, make it a fun and enjoyable experience on both sides. Destiny is a wonderful and magical game that is addicting, it might frustrate you at times but you keep coming back because there is nothing else like it. Everything from the graphics to the story and the lore.

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        • So I have put quite a few hours into the Destiny 2 beta and I wanted to give my two cents. I understand why abilities and supers are on a long cool down in pvp but some of it seems a bit excessive. Most of the time everyone gets their super around the last 30 seconds of the match or not at all. My suggestion would be to either up the amount of super meter you get per kill or increase the rate across the board so that people get their super approximately mid match. This would allow everyone to get at least one super and allow them to be used to turn the tide instead of a mad dash towards the end of a match. And perhaps lowering the cool down on grenades and abilities just slightly would be nice. I understand you are trying to make it a more competitive game but in the end part of the fun of Destiny is the cool abilities. As for PVE, please can you up super generation and lower ability cooldown a bit. I feel like I have to save my super for specific moments because I get it so slowly. I heard you are upping power ammo drop so thank you. I think the main problems currently are that the game is being balanced heavily around pvp currently. If you can tweak abilities and supers separately in pvp and PVE then that would be great. Keep the competitive feel for pvp but still let us pve players have some fun.. Looking forward to the full game but hope to see some changes.

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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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