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Destiny

Discuss all things Destiny.
Edited by CrispyGnoll: 7/20/2017 12:52:03 AM
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General and Honest Feedback/Opinions on the D2 Beta

[b]Intro:[/b] I want to start off by saying that while I think the beta is fun, starting at level 20 and having full legendries really killed the main reason to play the game for me. Progression is a key part of the game and not having progression in the beta not only severely limits the replay-ability, it also prevents the players from giving feedback on that portion of the game. I have no urge to go back and play the PvE parts of the beta because all the gear I can obtain is just a side-grade or exactly what I already have. Also, not being able to choose some perks for exotic weapons is a dissapointment [b]PvE:[/b] PvE content is the main reason why I play Destiny, and from the very limited PvE in the beta, I can say that I'm excited for the PvE. If the rest of the game can keep the same quality of content, Destiny 2 PvE players should be happy. The story mission was good and had some good dialogue (not the best, but not terrible either), and It does a good job at setting up the story for the release of the game. It was a good story mission and sets a good precedent for the rest of the game. The strike was also really good. I liked the platforming aspect of the mission (akin to Vault of Glass) and I actually wish that there was more of this aspect in the strike. These challenges can be a good refreshing break from the combat and is complimented very well by Destiny's great mechanics. The boss fight was a little long because of bullet sponge; however, it was also engaging. The 3 different phases present challenges to the player that are interesting. In the second phase having to jump to different areas of the map as he lights the floor on fire is a cool mechanic, as well as his flashbang launcher in the third phase. I just worry that these are still too easy and will just become something to annoy the players as we play this strike for the 10th, 50th, and 100th time. Destiny is first and foremost a shooter, and requiring raid like communications in Strikes is impossible, but I think there is a happy medium between super complicated and engaging challenges and brain dead shooting. This strike almost hits the happy medium, and that's a good thing. There are however, some glaring issues that I'm worried about. In PvE, the heavy ammo drop rate is abysmal and the amount of ammo a drop gives is also very small. Having shotguns, Fusion Rifles, and shotguns be counted as heavy weapons also feels off. These weapons aren't nearly powerful enough to warrant the limited ammo and frequency of use. These weapons arguably needed to be heavy weapons for PvP but In PvE, it currently just feels wrong. Shotguns and snipers are some of the most fun and unique weapons available to the players and making them heavy weapons just leaves a bad taste in my mouth. Perhaps this will change if the heavy ammo drop rate is increased in PvE though. Also, Super charge rate is a bit slow and could use an increase (in PVE ONLY). P.S. SMGs need some loving [b]PvP[/b] I have to admit, that I wasn't really a fan of Destiny 1 PvP and sadly, this hasn't really changed. They took a good step forward by adding a competitive 4v4 mode and lowering super charge rates, but they also took a giant step backwards by making ALL modes 4v4. Casual and quick play modes should not be 4v4. 4v4 puts too much of an emphasis on individual performance and one bad player, someone afk, someone not taking it seriously, can ruin the match for everyone else on the team. While PvP made great strides by lowering super charge rates (making the game more focused on gun skill which is a HUGE PLUS to me), PvP is still held back by its net code and inconsistency. Resilience, recovery, and mobility, remove any sort of consistency that the PvP can have. You never know how many SR bullets that enemy is going to take because they can all have different gear and different resilience stats. Melee also still seems too strong. Biggest offender is the Titan subclass that grants overshields to themselves and teammates upon a melee kill. [b]Subclasses[/b]: The new Arcstrider, Sentinel, and Dawnblade classes all leave something to be desired. They all just seem like rehashed Bladedancers from the first game. Arcstrider is essentially the exact same as Bladedancer (except now you look like darth maul), Sentinel is just bladedancer but you can throw a shield, and Dawnblade just lets you fly and hit guys with projectile sword beams (Bladedancer but in the sky, also exactly like the TTK Titan Subclass). The returning subclasses are all fine and largely play the same as they did before (besides Titan being able to run around and smash multiple times). Grenades and abilities do however seem like the cool downs are a bit too long, especially in PvE. A majority of the time, all the subclasses play exactly the same because all of my abilities are on cool down. [b]Conclusion[/b]: I don't think this was a good beta. I enjoyed the PvE content, although there was not a lot, and I tried to like the PvP. I've Pre-Ordered Destiny 2 because I enjoyed Destiny 1 even with all of its flaws and I'll probably enjoy Destiny 2 despite its flaws. I'll even most likely play Destiny 2 more than 400 hours. However, as a PvE focused player, playing a very clearly PvP focused beta was just not fun and was a huge let down. I just hope the game ships with a bigger focus on PvP than the beta did. Thanks for Reading! Please leave a comment with your opinions! [b]TL;DR[/b]: PvE was good but there wasn't enough (lack of progression and starting at level 20 only made the lack of content more apparent). Didn't enjoy Destiny 1 PvP and still don't enjoy Destiny 2 PvP (although its a little better).

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