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#feedback

Edited by ironBill: 7/19/2017 1:56:48 AM
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Initial D2 feedback

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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  • I 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.

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    • Troubling, with the downgrade in pvp to only tiny 4vs4 game modes, many of us assumed D2 had given pvp a back seat to focus primarily on pve content. With both being lackluster it seems like Bungie might have shit the bed again.

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    • Edited by Iceisaperson: 7/18/2017 10:38:42 PM
      honestly so far, the beta has been a complete flop. All anyone uses in pvp is pulse rifles. They out damage everything unless its close quarters even then a hand cannon or anything really can even hope to win the fight then. Who the hell thought of the supers? A tracking nova? that splits into smaller novas that then also track? cap. America's shield except it can be thrown basically thousands of times for how ever long the supers are? AND aswell the little cover thing titans can put down? seriously? i thought the devs played warlocks. ALSO, WHY ARE SNIPERS HEAVY WEAPONS? WHY DO ALL THE HEAVY WEAPONS SUCK NOW? destiny 1 did everything way better when it comes to loadouts. Primary (auto rifles, pulse, etc.), special, (fusion, snipers, shotties) and heavies (rocket, machine, all godly laser of destruction) Now its 2 primary slots with either a sniper that's not as strong as it should be if its going to be a god damn heavy weapon, a shotgun which seem kind of balanced from the 3 hours i've played, rocket launchers which i haven't seem to one shot kill someone with yet, grenade launcher which is balanced, direct hit= kill, near hit = damage. And a sleeper varient thing, charge up to a laser beam shot but you have to land a headshot like a sniper in order to kill. So why not just instead, use the sniper? there's no LMG, are you serious? i better be dreaming. (seriously, who was the idiot who made snipers and shotguns into heavy weapons, kick them off the team right now.) I kind of like the change of heavy ammo dropping in every minute or minute and a half, could be improved once they fix snipers, shotguns, rocket launchers. that's all the bullshit in PvP. The strike is fun but just like strikes in D1 there's not a lot of meat or variety and you don't get supers as often as you used to. Run through the place do a thing or two, get ready by popping synths or the three of coins and all, fight the boss get some great loot( i usually got decent loot drops every strike, i wasn't dissapointed in D1. But of course the strike time goes from 10-15 mins top to 25-30 because of how long you're trying to even touch the boss just to get the exact same weapon with the same perks (i know its a beta, i'm just pointing this out). Destiny 2's developers looked at some of the things people did not like about D1 and didn't care about listening to the recomendations from the fans. They just said they liked or didn't like this. do x or y to it and put it back in. unless they make major and i mean MAJOR differences, destiny 2 is going to fail harder than ride to hell retrobution. That is saying a lot. but i have faith.

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      • Edited by MC_3_TTV: 7/18/2017 10:48:23 PM
        pvp is slow and boring. weapons feel weak. abilities recharge too slow and having them not restore between rounds of countdown is nonsensical. maps are eh and spawns need work. new weapon system does nothing but kill several different playstyles in pvp. overall pvp is a mess, pls put whoever made year 1 fun in charge again, thx wouldhavecanceledpreorderifihadone/10

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      • seems kinda watered down, just like every COD after MW2

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      • I think this Beta is the worst possible thing they could have done to win people back or gain new players. It shows nothing new. It's basically just Destiny 1 with tweaked gameplay. If you already enjoy Destiny and still play it, you won't have any issues with Destiny 2. But if you left because of lack of content, and a story that was so thin, you couldn't even fill a pamphlet with it, then this Beta does nothing to convince you otherwise that it won't be the same again. I seriously don't know what the point of this Beta was. Instead of using the Beta to win players back that left, and show them that they listened to all the feedback and focus more on the story, all we get is 1 Story Mission, 1 Strike and 2 PvP Modes. Everyone knows Destiny is all about grinding. We didn't need the reminder. We wanted to be shown that things will now be different. The Beta pretty much guaranteed that it won't be a day 1 purchase for me, if at all. Gonna wait and see what the reviews say. If it's still PvP focused, without an engaging story anywhere to be found, I'll wait and see what Destiny 3 will offer.

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        • Firstly for bungie as this is a beta. Bug issue: Mission+Strike teleporting enemies frequency 1 per play through. Playtime: 4 hours 30 Minutes Now onto the review: Mission - Mission for what it was as an introduction was great, first runthrough, i took my time and it took its time, was nice to see a mission where at the correct level (I assume) it still took a good 20-30 minutes just to do one mission with the cutscenes. (Obviously second plus playthroughs were quicker but its good to see story missions of this length and something to do throughout not just running through empty hallways constantly. Strike - The strike was as advertised, its a typical destiny strike, ive seen commentors saying it has a lack of mechanics and the boss was a bullet sponge but in reality other than the health bar determining boss stages, this was no difference to a rise of iron or taken king strike boss. It was nice to see the final area change as well as the mechanics though not just boss mechanics in the same room. Other than that no real complants, had its defend point section, run through shoot sections and scenery sections, as i said everything we've already got from strike playlists in Destiny 1. Characters - Characters were as everyone is commenting a little on the slow side which is different to the fast paced were used to (even with mobility at its highest), however i do like that it seems to be intentional as to make you fight through every section rather than run through as you will be gunned down trying at most parts. The new supers all have their enjoyment, Warlock and Hunter more than Titan but like Destiny 1 it'll all go down to preference rather than any overall gains from using the supers. Supers - Do recharge on the slow side unless you are killing alot or have a fireteam co-ordinating supers for orbs. Orb drops are less by the look of things too regardless of yellow bars or multi red bar kills your not going to be generating 6/7 orbs more like 3 max. The timing does feel less so it seems supers have moved to more of a clearing add and finishing boss mode rather than multi yellow bar destroyers in 1 hit. For PvE this can be a little frustrating due to weapon changes ill go into but PvP its nice to not have sections of time where every death is by super for 2 minutes. They seem to be building a supers have to be earned rather than gained over time feel. Weapons - 2 primary weapon slots and heavy being anything from snipers to grenade launchers. I was a fan of this change going into the beta for PvP reasons as i do prefer a gunfight to be snipered through a 1 inch gap in a wall on the other side of the map. For PvP i still hold the same feeling, its refreshing to get stuck into gunfights where you can re-gain your health round corners, and it takes effort and a consistant good shot to bring your enemy down more than the spray and pray or 1 hit shotgun/sniper/grenade that plague Destiny 1. PvP feels more like a best players will rise situation more than slide shotty or sniper for the win. Hopefully with the introduction of competitive mode it will also come with LEADERBOARDS BUNGIE! PvE is more on the frustrating side, bosses and yellow bars take alot longer to grind down and after it does feel like you were in a fight with heavy weapons even from 3 people at the same time rarely take chunks from the boss in the way we'd like to see. However the weapons in total are, dissapointing, taking out the second slot perks makes them feel irrelevant regardless what your using and exotics suffering from the same effect. However if the raids are changing to benefit the new weapon system and dont feel as grindy then im onboard if we only have to worry about strike bosses rather than end game content. The system itself however seems more refined, instead of using your favoured type of gun and it works well regardless of situation i tended to be switching constantly between short and long range weapons as and when needed throughout the playthroughs which for me was a nice purposeful touch to the weapons. Ammo Drops - The main issue ive seen over the hours on here. I tried a few different methods when playing, i played my normal style, saving heavy for bosses, everything else gets whatever. I played wasting 1 weapon then moving onto the next and i played switching every 2/3 enemies. For the mission i was fine with all drop rates. For the strike like many i struggled, whether this is the coding for strike drops being messed up or intentional to make the strike more of a struggle (which does make getting the right ammo and using the right ammo at the right time more interesting) i guess we'll find out on release. PvP - PvP as i stated above with the weapon changes was refreshing, yes you will still get rolled over by clans and fireteams however with the introduction of competitive, hopefully this will be lessened in regular games by the more casual players. As i stated it feels very much like the best players will rise to the top and gunfights with skill at using your perks and weapons will become key rather than 1 shot tactics (shotgun/grenades/snipers). The 1 person gets heavy randomly through the match as well was a nice change that should cut down on the total team wipes when 3 people have heavy that 1 shot again. The 4v4 gamemode i feel does benefit the game, it feels more purposeful than 6v6 and like you can get onto streaks easier because its less chaotic but also feels more like you can regain a match balance when 4v2 or 4v1 down due to the map size and player spread within a map. I didnt have any lag or server issues on my playtime (Roughly 2 hours). I find that the people getting server issues or complaining about people having lag are generally the people either; trying to play the game on 5MB or under connection or Wifi connection/are playing against with 5MB connection or Wifi and its easier to blame destiny servers than realise that you cant play online games with bad connection or wifi unless it is incredible good connection and that not everyone realises/can get better internet so they create lag by using slow/bad connections. Overall - Its a beta is all i can say, would i have liked 3 story missions and an extra 2 PvP maps, sure, but obviously bungie are keeping things close to their chests as they know due to Destiny 1 skeptics they have to keep everything wrapped up to keep the hype as high as they can for launch. Im still excited for Destiny 2 especially with the PvP changes, however i am still going to be skeptical at launch of there being a lack of PvE content (longer story missions go a way bungie but 20 of them like Destiny 1 wont cut it) and how the new gun changes will effect the PvE endgame content like raids. However as i said its a Beta and a very limited one at that which doesnt show us much apart from the new gun system and the way it changes PvP and PvE.

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          • Not a fan of the cookie cutter builds. Not sure where the sweet spot is, but not of fan of forced design. I like removing the int, dis, str, from armor but believe those attributes should have moved somewhere within the subclass nodes. Maybe this is by story design, since we lost our light, will have to wait and see if this is something we "earn" but builds seems underwhelming right now.

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            • Edited by tanis38: 7/19/2017 2:12:20 PM
              Agree with your points. Enjoying the Beta overall (it is new and fresh), but not liking some of the changes thus far. I feel MUCH weaker as a Guardian now in PvE. Guns felt weak overall, heavy is practically non-existent, and all of our abilities and supers take so long to charge so you are just shooting enemies with a weak primary 99% of the time. That is not fun and doesn't [i]feel [/i]like Destiny. What I LOVE about Destiny is feeling like an ultra powerful space wizard (Voidwalker main). I haven't been feeling that in D2. Also, all the Warlock jumps are terrible! They are so slow and floaty, more so than in Destiny one. Except Blink. Blink is glorious and the only usable jump in their arsenal.

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            • Question about the Rng drops at the end Of a crucible match or strike. So far the beta just flashes up with what loot you are rewarded. I Am hoping this changes in the finished product and goes back to the old reward screen where you get to view what loot everyone received. Always good to see new loot drop even if it's not your drop.

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            • Edited by santoidyp0p: 7/19/2017 2:08:13 PM
              i play a lot of PvP and playing this control matches last night i got a bit fed up with the unfixed mechanics of the p2p connections AGAIN. 8 random players matched into a game , one team becomes unkillable and gets massive k/d, the other gets a kind of nerf. Its all lag and i thought this was supposed to be one of the things they addressed for D2. it seems not. i got very dissapointed. left after 90% of my games were like this (for example :- hit someone in the face with a rocket.. it exploded on them... they survived and shot me with a sidearm as i now stood with and EMPTY power weapon looking like a buffoon... imagine expecting a rocket to kill someone? buffoon....) , went back to D1 and enjoyed myself much more. I will give it a few more tries, but might just stick to pve and not bother with crucible if the lag issues are unfixed. liked the strike though, very nice scenery.

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            • I get what you mean, I'm very underwhelmed. Pulses are the autos of last year beta, the abilities dummied down are stupid. AND DONT EVEN GET ME STARTED ON BEING TAKEN OUT OF MY -blam!-ING MENU. JESUS CHRIST HOW LONG HAS IT BEEN?????

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              • I played for a couple of hours. About PvE: I must say I liked the homecoming mission and the strike a lot. It looked amazing. About PvP: On the other hand there is pvp. I think after playing as a hunter I did not like the feel of it. Hunter supers (haven't tried other classes yet): Supers charge really slow now. Some people probably won't even get a super playing a pvp match. The arcstrider felt really vonurable and you are getting wrecked very fast. In my opinion Bungie should give it back the blink. And here is why. It is a close range super. It does not have anything that can attack on longer range like the warlock dawnblade or the titan captain america. Okay it has that "shadestep" but that is way worse. Golden gun runs out really quick. For the rest it is kinda like D1. Health regen on hunters still sucks. Weapons in PvP: They do way less damage. Also weapons feel less direct. Don't know how I can say it better. For example compare a Eyesluna to one of the D2 hand cannons or a random D1 sniper to a D2 sniper. The best weapon so far for me was the auto firing omolon pulse rifle. Didn't like the auto rifle. Hand cannons were okay but way worse then D1 hand cannons. Sniper sucked because of the scope too. Shotguns and sidearms were okay.

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              • The mission and strike were fun, the weapons need more damage in both pve and pvp. It's nearly impossible to win a 2v1, if i'm good enough to do it i should be able to, not be beaten by TTK. The control map feels small , even for 4v4s.

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              • Edited by justus91: 7/19/2017 10:56:23 AM
                Another random thought about hunters: The class ability feels very weak and almost useless in PvE compared to titan and warlock. Again, I don't know if hunters will get more support options in the final game or how the subclasses will play out in a raid environment, but the worst part about the ability is that it lasts about halve a second whereas the other two provide a meaningful gameplay choice that last a reasonable amount of time. It seems like you can decrease the cooldown of the hunter ability by getting melee kills for example but it just doesn't really fit together with the titan and warlock abilities. Maybe it should have a shorter cooldown overall if it's just this short movement? Edit: Just played the strike with the hunter. The combination of melee and class ability gives you an instant recharge of the latter one which is kind of great although it forces you into a very close up play style that feels a little bit too restrained in my opinion. Some more thoughts about the strike in general: The level design has a lot of parts where you can't go back to certain areas/platforms once you progress. While this happened in D1 as well from time to time, it feels very awkward when somebody dies behind you and you can't revive them and they have to wait the full 30 seconds to respawn. This should not be happening this way. Either give us the choice to go back or don't design areas this way in the first place. Having completed the strike for the forth time now the boss mechanics actually do feel quite good in design, although playing a hunter (who seems to take more damage than a titan from mechanics like the burning floor in the second phase) could have contributed to that. The first phase still feels kind of unnecessary and lacks some kind of deeper mechanic (the adds in this phase are pretty useless as well) but the second phase is quite good. The burning floor should be more punishing though. One thought about the third phase: At the end these adds spawn that can create puddles on the floor you shouldn't step into. Instead of spawning them all around the arena I think they should spawn on only one side, but create much larger electric pools, forcing the players to kill them quickly (before running to the middle of the arena) and also forcing you the rotate around the arena. In a nightfall situation these puddles shouldn't despawn, forcing you to pay close attention to where you kill the adds. Possibly even require you to lure them to the same location each time in order to cover less ground with the puddles.

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              • My first impression of PvE was underwhelming. I miss pulling out a sniper for the yellow bars and bosses and overall just felt gimpy. But, the lameness seemed to be balanced with the PvE enemies for the most part so I may adjust over time. PvP it seems like they're trying to squeeze everyone closer to a 1.0 K/D by removing 1 shot kills that skilled players could mop up with. If I had played D2 without the D1 experience I would really wonder what the big deal was about, it looks pretty good but the gameplay is really flat and heavily favors constantly strafing and jumping while firing.

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              • Weapons are ass, supers are ass, so far the D2 beta is ass. Hopefully its more cleaned up at launch. Glad I didn't spend the money to pre order expansions.

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              • Gear drops are incredibly boring now without any rolls to look for.

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              • The class ability of the hunter lacks the same level of utility as the titan(mini shields) and warlock (heals or dmg). The new warlock class basically has the hunter class ability baked in to its super. So to solve this why not have the hunters class ability grant invisibility for the fire team ( think the nightstalker's smoke bomb ) . This solves the problem and will make the hunter far more competitive

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                • Abilities and weapons are super watered down. I find myself asking why I'm playing this instead of a much more fun game like Titanfall 2

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                • PvE element of the beta feels strong, am happy from what i've seen but do agree with several others that the weapons (granted i know they are starter weapons) feel underwhelming - i actually felt i would have achieved more with a stick and stone against some of the higher rank enemies. PvP. Oh boy. What has happened here? I know Destiny 1 had its issues with balancing, but at least it didnt feel like a carbon copy of Call of Duty - if you put time in and worked with what you had and showed some patience you could achieve fairly well. This now feels that it rewards charging in guns blazing regardless of what is going on around you. If i wanted to play CoD i would buy Cod - the gun play in Destiny was always peerless and felt like you achieved as you improved. Im sad to say it now feels like a generic shooter, and that is actually a real criticism - was honestly expecting to have Amanda Holiday come in as fire support in a ship if i got a decent kill streak. What probably doesnt help here is that again, guns felt underwhelming, and if im honest the handling just doesn't feel as crisp as i have come to expect from the Destiny franchise. Also, ability and super charge rates are far too slow to be of any great use in the majority of situations - again i appreciate it was a complaint in the previous game that certain classes got theirs too quick, but given in the games i've played so far, people are only just achieving super charge at the end of the game. Short version, PvE is solid as ever i'm happy to say, but PvP (and given this is what keeps most of us playing) just feels like a huge step away from an unbalanced but beautiful system to favour, copy, and ensnare CoD followers. All any of us that have played since the very begining in D1 wanted was the crucible to become balanced and maintain the feel we had. Honestly feel mistakes have been made and i feel a little betrayed that im left having spent out on a game that i suspect i will feel a content drought on as i will not be able to enjoy the Destiny 2 "Generic CoD Copying Shooter" PvP in between content drops. Would actually consider asking for my money back and cancelling my pre order, and picking it up second hand to play the PvE side of the game after 6 months if i thought i'd get my money back.

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                  • If i wanted to Play Halo , i would simply go and buy halo games . I fall in love with Destiny because of faster game pace. Supers - abilities - OP guns etc.. created fun moments with extremely limited content. What i saw in Beta is not fun. Bungie seriously needs to sit down and have a talk with their Main Dude Luke Smith. As his desire to turn Destiny into Halo will only destroy Destiny. From my stand point take your time Bungie , delay the game if necessary. Tell your devs who care about their yearly bonuses : You failed sothat they can correct the game and release actual Destiny 2. Not Halonity 2

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                  • Gotta agree with most Ive read here. The game feels toned down way too much. Pretty much all that made D1 so great and fun to play, they nerfed to the ground... I really hope Bungie takes our critics here seriously and not just one or two of the smaller concerns.

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                  • Edited by xBooZeRx: 7/19/2017 1:11:39 PM
                    its garbage and titan wall things ruin pvp. camping for super ammo in "competitive" gamemode is real competitive

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                  • [quote]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.[/quote] A very good summary and my feelings almost exactly. It feels less space magic more COD if I want COD I'll play COD.

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                    • It's a beta so I'm hoping the launch version is better. But I liked the story and defending the tower enough that I wish I could play it over again. Combat felt slow and the street fighter feel of the arcstrider super didn't really impress me during gameplay at all. It felt like bladedancer with a stick and not much power. PvP is ponderously slow. Big deal. Never much cared for PvP in Destiny and this beta has done nothing to improve that for me. Cosplay COD. 4v4 sucks in my opinion. I'd prefer having the option of playing in brackets where you can have a 2v2, 3v3 or 4v4 if you want. I'd think there would be enough varying team sizes to support that. But the longer TTK just draws out the pain. Strike I enjoyed the first time but I was also in a group where we all killed about the same amount and died little. So we one shotted the boss. Second run was lopsided toward one person (yes, me; I had more kills than the other 2 combined) so I left after the third wipe to try again and enjoyed another wipe fiesta after that. I assume that's normal and most of the wipes were in the last phase when the headless vex charge you. My partners couldn't figure out that meleeing them caused them to explode and kill them. Other than that and matching elemental damage there seemed to be little to figure out with this boss. I expected to be frustrated and challenged, not frustrated because my power weapon with hardly ever getting any ammo didn't seem to do much. Sunshot is fun as an exotic but the explosions seemed pretty confined and even when I did get a crowd it didn't seem to be much more than a smaller, less pleasing, less effective firefly effect. Bummed out. I drove home from work doing 80 to play it and put down the controller after 2 hours not really feeling like I got much out of it.

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