[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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I feel submachine guns are a bit underwhelming
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Keep getting "Weasel" error when I get gear or inspect gear.
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Warlock Subclass Overview Dawnblade - Fusion Grenades no longer insta-kill when stuck in PvP. Instead deals a substantial amount of damage. - Attunement of the Sky skill tree appears to be more of a supportive/evasive class, promoting aerial combat and stat buffs. Winged Sun complements Heat Rises very well, with Icarus Dash just being a general evasive ability. - The Attunement of Flame has more offensive capabilities in general. Fated for the Flame complements Everlasting Fire, with Phoenix Dive being another offensive/supportive ability. Voidwalker - Blink removes your HUD for a couple seconds, most likely for balancing purposes. - Attunement of Chaos focuses more on diversifying ability usage. Entropic Pull complements Chaos Accelerant, with Cataclysm and Bloom focus on amplifying explosions. - Attunement of Hunger focuses more on becoming a tank. Devour complements Feed the Void and Insatiable.
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3 RepliesAnyone else have an 11gb download after getting into the beta?? I know some who were able to go straight into the game, but im stuck with a download thats taking forever
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Well just did first mission with a hunter, this arcstrider class is not new unfortunately. It is a reanimated bladedancer. Everything is the same except we swing a staff now instead of a glowing dagger. A bit disappointed by that, but I enjoyed playing
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Excellent post!!!
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2 termites for me, but got in 3rd time.
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Bumpity bump
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Destiny 2 Beta is now live for those pre-ordered Destiny 2 on the PS4! Sign on and kick the Cabals where it hurts!
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I tip my Celestial Nighthawk to you. [spoiler]it's a pity [redacted] still post about severs not being up.[/spoiler] Thanks for the effort.
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1 ReplyHmm Reddit. Will my post be removed if it's a repeat of something else someone posted?
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I was going to upvote this until I saw the warlock master race. 😔. [spoiler]just kidding I'm still up voting. [/spoiler]
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Thank you very much! I'm sure I speak for nearly everyone when I say that the effort you put in is appreciated!