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7/20/2017 7:12:49 PM
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Destiny 2 Beta Review

The Destiny 2 Beta is as of right now very lack luster. With only 1 strike and 2 game modes for crucible there is not much to do. I did expect most of the beta to be PVP based because of how the Destiny 1 Beta was. Remember that this review is 100% my opinion and have i have experience through my time of playing, which is a lot. [b][u]PvE[/u][/b] Since there is only one strike i did not have a lot to go off of but I will try to give my best response. The PvE is fun. The enemies do take more damage then I would them to take but this could just because of the beta.m, we will find out on the full release. The map looks great and the enemies look awesome, very different but awesome. [b][u]PvP[/u][/b] I have played significantly more PvP than PvE so this is a lot easier to make a response. On the first day my friends and I played a lot of crucible, actually about 8 straight hours of it. It was extremely fun and it seem balanced. But as people began to learn the game and found out about certain weapons it slowly started to get annoying and not as fun. This was with a full party of 4 friends i might add. Now that the beta has been out for roughly three days people know what is going on and know what weapons to use... sadly. Here we go with the weapons. Auto Rifles: These are in a decent spot but could be better. At the beginning of the beta they were awesome but as it went on they began to fall down. Hand Cannons: They can hold their own in close and medium range which is good. Thats where they are suppose to be used in. I think they are in a good spot right now, it all depends if you can hit your shots. Pulse Rifles: These are currently the problem in my opinion. The Nightshade and the Nergal PR4 are pretty much all you will see now besides a few auto rifles and hand cannons. These need to be toned down a bit. Personally i think their damage at ranges need to be lowered a bit. Also the Nergal PR4 has full auto on it, i know that this is not permanent but full auto should not be on pulse rifles. They technically increase rate of fire if you really think about it. Scout Rifles: I did not really use them that much but from what I did use they seemed alright at long range which is how they are suppose to be used. Titan Subclasses: I only used the Titan subclasses so i cannot give my opinion on the others besides dawn breaker which seems a-little weak. Back to the titans. Strikers new super is awesome and extremely fun, the grenades are a lot better than before which is good. For those of you that do not know us titan do not have our storm grip melee anymore. We only have shoulder charge that does bonus melee damage. This needs to change back to the way it was in Destiny 1 but keep shoulder charge how it is now. Sentinel is also extremely fun to play as but obviously with a new subclass there are issues with it and since this is the beta we have to voice our opinions about them. The shield throw needs to be brought up a little bit. If you are not 100% aimed at them then you will most likely miss them. Also in PvE with the shield throw and i guess PvP if you throw the shield at someone it does not alway bounce to another person, it will go away. I do not know if this is a glitch or intentional but it needs to be fixed. Also the shield throw is not always a one hit kill, sometimes it will look like it will hit them but either do no damage or kill them. It should kill them not do no damage. The barricade needs a buff as soon as possible. The amount of damage that it takes it fine and the time it lasts if fine but the fact that it cannot kill someone is a little dumb. Yes, it cannot kill someone, it will bring them down to 1 health. Which would make you think just melee them and they will die, that is not the case if you melee them through the shield it will do not damage at all and you will take damage from either gun fire or a melee. This is just my opinion about the game. I do hope that they add stuff tomorrow because of the open beta starts tomorrow though. Feel free to tell me what you think, just dont be a jerk about it.
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  • I think it's a bit early to judge entire weapon classes. We don't have nearly all of the archetypes available to each gun type. But still, what you say is pretty accurate. The pulse right now is an easy kill, especially with Nergal. Full Auto with a decent enough spread on a pvp map that isn't too big makes it king right now. The only auto that I feel is worthy of is Sweet Business but o my after you've earned it up and is firing at full speed. So it requires a bit of pre shooting, lol. But it works that way. The sidearms feel scrubby. I have the Urchin and the FWC primary one, and I don't really like either unfortunately. As for the titan, I agree a bit on shield throw. It gets wonky sometimes, and feels a bit awkward. Like I have no idea where it's going to go after the initial 5 ft. Kind of weird but is still effective for a quick kill on someone. Strikers do have a replacement for storm grip but we don't have access for it yet. It's called knockout. It'll give us some more punching power when activated. Other than that, I love both changes they made to the Defender(Now Sentinel) and Striker. Roaming supers are better, and having an offe sive option and yet atill the bubble if need be is a nice touch by the devs.

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    • Annoyed that they combined specials and heavies, yet the used to be special weapons actually feel weaker than they were when we had specials and heavies.

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      • One of the things I like about the Warlocks is that you can charge your gernade before you throw it, but it takes some of your super energy the longer you hold the charge.

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