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#feedback

Edited by Lost Sols: 7/27/2017 4:41:37 PM
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Final Destiny 2 Beta Feedback

[u][b]What works[/b][/u] [i]The Campaign[/i]. It's really fun and probably as good a level as they've done. I was really surprised that it was so much longer in this beta than what we played at the reveal. [i]The Strike[/i]. Know there is contention on this and I'll get to that later, but balancing this go-round aside I love the strike. I think it's really fun, the level design is awesome, the enemies are (mostly) fun to fight and I spent more time running it than anything else this week. [i]Nessus[/i]. Granted we only got to see The Cistern, but it was a really cool zone filled with a lot of cool experiences for those willing to stop and smell the roses a bit. I honestly think that The Cistern should have been opened up to patrol to allow more players to experience all the ancillary events going on. It could be done in fireteams, but playing random and getting pulled forward was kinda obnoxious and not really fair to anyone in the fireteam. [i]The new subclasses[/i]. This one is is with a couple of caveats. Overall I think the classes are good. I went in expecting nothing out of the Arcstrider and it might be my new favorite subclass ever. I didn't really take to the Titans, but I know others like RWG and HandsomeDragon who really like them. I actually was surprised at how much I like the new Voidwalker and liked the reveal event version of the Dawnblade a lot. [i]Hand Cannons[/i]. These are love. Don't know what is different, but my least favorite weapon class in D1 is my favorite in D2. [i]Pulse Rifles[/i]. These felt really good overall and were probably the best PvP weapons. The Nergal is incredible. I had trouble going back to D1 Pulse Rifles after playing with the ones in D2 and wished I had them to use now. [i]Fusion Rifles[/i]. After all the years of neglect in D1, Fusions are finally back to their glory of Vanilla Destiny. I never got the new Linear Fusion and could not get one to drop on my Hunter ever, but they're beastly in both PvE and PvP. [i]ARs[/i]. Another return to glory as these proved effective in both PvE adn PvP and really stood out in PvP as maybe the best all around weapon class. [i]Exotics[/i]. Feel exotic again. The Sunshot is like a hand cannon rolled with Icebreaker and MIDA. The Titan AR is more like a heavy weapon than a primary. Didn't use the SMG enough to get a feel for it because Nergal, but know people liked it. [i]Support abilities[/i]. People really seemed to like the new support abilities. I saw more low Titan walls in PvE and tall in PvP. The Warlock heal is nice and I might be the only one, but I like the Hunter dodge. I found it very useful in PvP and PvE (particularly when rolling agility) and if melee damage can be fixed, I think it could truly be stellar. [i]The Farm[/i] We haven't seen everything it's going to entail yet and they said the area will be dynamic and evolve over the course of the game, but it was a fun social space to run around and so, so beautiful. [i]The Art and Music[/i]. Both are absolutely awesome. [u][b]What needs work[/b][/u] [i]Over all damage balancing[/i] This is probably most of the point of the beta, but things were pretty bad in areas of this build, particularly the strike boss who went from a fun dynamic fight at the reveal, to a slog where everyone was constantly running out of ammo on all 3 weapons in this build. The Dawnblade also felt seriously gimped in this build and I don't know if that was a function of the enemies taking more damage. [i]Grenades and melee[/i]. Grenades are okay in PvP or at least they're what everyone screamed for the last two years. Melee is really bad. Three hits to kill and you have to be so far up in their business it's almost obscene. In PvE both are essentially useless. [i]Scout Rifles[/i]. These just feel really bad. They need either a damage buff or much larger magazines because outside of the Heavy hitting omolon (blanking on the name), there isn't really any situation where a hand cannon or pulse aren't a better option. [i]Grenade Launchers[/i]. Know Bungie said they're upping the damage, but they are so bad right now and more damage isn't going to stop them skipping past enemies. [i]Crucible[/i]. This one is tough because we had fun and did well in the new PvP and going back to D1's and playing Trials made me never want to play D1 PvP again... But that said, I think it is VERY fireteam dependent and I'm not sure how sustainable D2's PvP will be to solo players and the 4v4 for everything just sucks. Having to tell friends to they have to -blam!- off because there isn't room in PvP now just is not right and I believe there should be a 6v6 playlist just like the old Classic Playlists at the very least. [b]Edit[/b]: also the Control matches need to be to 100 and not timed. They're too short most of the time now. [i]The new weapon system[/i]. I love it and it's still one of my favorite changes, but I know many many don't and it's hurting the experience for them. I don't know what the answer is. They're going to have more heavy drop and that is a start along with better enemy balancing, but I still know it's going to hurt some players. I think allowing one power weapon to be mapped to a D pad in PvE would be a nice solution so players could still have that sniper/rocket option. I doubt it would ever be done, but this I think will be the hardest adjustment for those who didn't like the beta. [i]cooldowns[/i] I firmly believe these will be different at launch. I can't believe we'll go from D1's mayhem PvP and Nightfalls to supers every 7 1/2 minutes. I also don't believe our cooldowns will stay static from level 1 to cap. [i]Nova Bomb[/i]. The Slovabomb is a mess. The seekers can kill, but holy schnikes, good luck landing that big slow purple ball. It's too bad because outside of the super, I felt it was my second favorite class. I loved the charge up grenades and Warlock will probably be my second class just for them. [i]Golden Gun[/i] not sure, but felt like the super drained much faster in this build than the reveal. Either way, the 6 shot cluster is not a good PvP build and I think hurt people's experience with it in the beta. [i]Dawnblade[/i]. The undisputed star of the reveal but seriously neutered this build. Was it because of the different enemy tuning and higher health pools? Or maybe to spotlight the sentinel? Not sure what but it needs to be closer to the reveal super than we got here. [i]Ammo bricks[/i] thank you to RWG for reminding me of this one. They're much brighter and stand out more in D1. Not sure why they're dulled down in D2, but they're not as easy to spot now.
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#feedback #DTC

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  • You like that strike boss fight? I'm gravely concerned about the dual primary system. It's not that it can't be tuned to kill stuff - it's that the weapons are going to continue the trend of bland we saw in the latter half of D1. It has to be so or PvP balance would be imperiled. Streamlining (simplifying) all aspects of the game seems to diminish or eradicate individuality. Again, this is a nod to balance. It may be this is the best balanced Destiny ever. It may also be the dullest. Stuff no one seems to have thought about but bother me... Bungie has said they are changing how deaths are treated in hard mode raids. That caught my attention. They stated there would be "penalties" but declined to elaborate. My guess is something like an escalating timer. 5 seconds to rez first death, 10 the next, 20 the next. Bungie said they want to make the world harder - interesting since they simplified everything else - but I suspect in addition to the obvious dual primary against three-story bullet sponge bosses we will see more timers. Nothing like playing "Beat the Clock" with primaries. I'm truly bummed by what I saw, and I went in expecting nothing. My expectations were literally rock bottom minimal, and they found a way to tunnel under that. I'm also not going to get any hopes up regarding side quests or open world. That hopefully would lead to loot, but ina "PvP balance is the most important thing" paradigm, loot can only be so good, which is to say not very.

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    • [quote]The new weapon system. I love it and it's still one of my favorite changes, but I know many many don't and it's hurting the experience for them. I don't know what the answer is. They're going to have more heavy drop and that is a start along with better enemy balancing, but I still know it's going to hurt some players. I think allowing one power weapon to be mapped to a D pad in PvE would be a nice solution so players could still have that sniper/rocket option. I doubt it would ever be done, but this I think will be the hardest adjustment for those who didn't like the beta.[/quote] That's what I've been saying all along. Even if they tune it properly, there is something inherently not fun and inherently redundant about having two primaries vs. having primary/special/heavy. It's too late now to expect any major changes to the system. For better or for worse, it won't be changed until the first major, TTK-Like DLC a year from launch - if it is changed at all in D2. It's such an integral part of how PVP is balanced that it is hard to see them changing it at all. There are only two solutions to this IMO to accomodate people like you who like the system and those who don't. Either they make the "energy" slot a flex slot and let us equip a second power weapon in that slot for the purposes of PVE only, or they give us 4 weapon slots, again for PVE Only. My preference would be to just scrap the new system all together. Give us the Y1 system back and make it so that enemies have inherent weaknesses to elemental damage so that elemental primaries are for more than just cracking shields faster. That takes them a step up ABOVE what they are in D2 - effectively glorified, less functional plasma pistols from Halo.

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      • Edited by CarnivalLaw: 7/27/2017 2:14:06 PM
        Solid post, Sols. Agree with most of your points. Here are just some thoughts I had while playing the open beta. I loved the intro mission; thought it was rather brilliant, actually. But WTF, even when Ghaul took my light and kicked my Ghost, I remained mute? Lame. The strike, however, was overly long and uninspired. The boss fight felt and looked bit like a hybrid of The Nexus and Eye of a Gate Lord. Double primaries is awful for PvE. Also, I really hope matchmaking for strikes is optional. Running at whatever pace I choose should always be an option to me. The Farm is going to be a great social space. Great aesthetics, including all of the natural sounds. I really hope that Bungi expands The Farm to include more quality of life interactions, with food vendors and the like. I loved seeing more of The Tower in the opening mission - for example, the alleyway containing what looked like a Chinese restaurant and bar, but was bummed we didn't have access all-along. The Farm needs to look and feel [u]like we live there[/u]. In PvP, shotgun performance is perfect. Seriously, perfect. Hand cannons and pulse rifles feel good. Scout rifles are broken. I love the double-primaries in PvP; hate them in PvE. Movement felt too slow, though I did win a fair number of 1v1 and 1v2 engagements. I did not find team shooting to be a problem. Overall, PvP was funa nd felt good to me; however, having only 4v4 will get very old, very fast. Lame, Bungie. Titan shoulder pads are ridiculous. They make my mute badass look like a cartoonish representation of himself. Bottom line, I liked the Beta more than I expected to, but, I am certainly not going to spend a cent on this game until I've seen a lot of reviews over the first few months suggesting the game is worth getting from the pre-owned section.

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        • It is definitely not to say that the campaign and strike were not interesting or graphically pleasing, although I found the strike monotonous with double primaries. I couldn't get past the awful feeling of being slow and the warlock, titan jumps felt terrible. It lacked the crispness of D1 and I felt like I was playing the beta with gloves on. These are just my impressions. It was hard to "smell the roses" when I felt neutered. Both in movement and potency. I do realize they are going to make adjustments but it definitely isn't enough to earn my money. If the core mechanics remain like this I will abstain.

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        • [i]Changes have been made I know. This is just my recollection of my time in the beta[/i] [u][b]Homecoming[/b][/u] Great cinematics. Overall better graphics. The weapon system change and subclass changes were not what I wanted. With that said I had fun having range options and didn't think our primary weapons were far off from the ideal damage. Grenade damage was low. Loved being in the fight with the vanguard. Hope to see more NPC interaction in the campaign. Excited to play thru this story. [b][u]Inverted Spire[/u][/b] (Most issues already resolved)This is where the issues with pve became much more apparent. The damage is obviously a bit under where it should be especially on the strike boss. Cooldowns need to come down a bit. (one idea I had was making orbs give significantly more super energy to really push teamwork). The level had a few to many empty areas(this wouldn't have been an issue if I had my Sparrow) the boss fight could have had another basic area damage effect to keep the fight hectic. [i]Boss vitality and power ammo issues already addressed in TWAB[/i] [b][u]Crucible[/u][/b] I really enjoyed the changes. The TTK is better suited for teamplay and less OHK options made the experience entertaining. [b][u]Miscellaneous[/u][/b] [i]Why did we start Homecoming with the new subclass?[/i] Hopefully just for the beta [i]Did Cayde blink away in Homecoming?[/i] [u]Heavys[/u] Shotguns a bit weak Scouts need larger clip Fusions needs less GG six shooter timer needs small increase Energy weapon shield break stun/AoE rules

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        • They already addressed the issues shown in the beta.

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          • Good review. Pretty much my exact thoughts. I also love the hunter dodge/reload ability. Most people don't now but I'll bet it'll be very useful later on.

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            • All I heard in y1 was "halo halo halo, this game needs to be more like halo.Halo was amazing,you're trying to be halo and you failed, be more like halo". Now it's. "This game sucks it's too much like halo!!!!!!"

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            • A Titan should never feel like a hunter in his super. Didn't like the bink feeling. A warlock shouldn't feel like a Titan throwing his hammer. Didn't have to use one, watching videos was enough for me. I've always believed that our characters should have always had the uniqueness about them that separates one from the other. That's not how the Titan felt. The story was so so and short but did team up with a random at the tower. So played around a bit to see how the weapons felt. Well, it felt like I was reloading more then I was actually interacting. Did check out to see if the old glich worked to where you glide to the top of the vault space where they use to be. Bungie had none of that lol. Didn't like the slide using the Titan. It felt like I was cut short, and could imagine the Titan putting his hands down scooting his butt on the ground just to finish the slide. Didn't run the stike because the constant reloading and how empty it looked like like y2 strickes. Watched a few videos and saw how easy it was to blow right through the entire strike passing everything up to get to the mob. It looked like another speed run, get it over with and give me my reward. Whoever worked on the strikes in year 1 needs to be put back on the job... PvP not much to say that hasn't been said. If I wanted to play Halo, I'll play the real deal. The only thing I know for sure that will be amazing and will be in D2 is the art work. Never had any doubt on that. Don't like the loadouts and knowing locked loadouts are a thing. I see this being a issue for PvE gamers. Mainly because of the sandbox loves to nerf the most popular and calls that "adusting" weapons. What do PvP gamers do? Always go to the next go-to and the vicious cycle starts all over again across the entire board. As a PvE gamer incentive is an enjoyable thing, but spending thousands of hours in a game just to watch what I might enjoy repeatedly get Nerf because of PVP? That incentive becomes less and less to want to spend that kind of time in a game like this. If this is what this company is offering, it's not what I call an incentive to buy this game. At this point I rather buy ROI because I know all the nerfing is finally done.

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            • A fair assessment. Don't agree with some but we have had our discussions about those. Just not feeling this new version of Destiny at the moment. Just feels like more steps back than forward were made.

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              • I am shocked you like the weapon system. It is in essence a removal of the special category. This was [i]the[/i] reason I canceled my preorder. 2600+ hrs in D1 and this was the last straw. How can you defend this move? It is the knife in the back of PVE. I know it was the beta but I sat at just beyond Hand Cannon range and went through 10 clips of my scout rifle to take down one ad. 10 clips. The range was ideal scout rifle range and I was thinking if I only I had my sniper. I'd like to be clear and say I don't think I struggle with getting through content. I will [b]never[/b] argue that I [u]need[/u] special or heavy or supers. I can get through all of D1 with a primary but the question needs to be asked: Is that fun? Bungie is so concerned with balance that they've forgotten that the driving force behind a game should be fun. I'm all about balance in PVP, but for PVE, long story short, balance is not fun. "Become Legend" they say. It should read "You can only enjoy this game in a manner we deem you should." Choosing between my rockets, grenade launcher, shorty, sniper, or fusion is an absolutely crushing blow to my enjoyment of Destiny. Again, shocked.

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                • Not at very fun game at this point

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                • I already miss the triple nova bomb with little to no tracking as opposed to a nova bomb that people can literally point at to make fun of you and then walk casually away from.

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                  • How long have you been working for bungie? You sound EXACTLY like all of the streamers that work for Bungie. Hell your Grammer looks exactly like Deej posted that.

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                    • My somewhat long reply: Nessus doesn't look bad. It looks like a Black Garden but... More, how you say, bland? You don't get an amazing skybox or background like the Black Garden but it doesn't look awful. The classes are what I feared. The trees look to have little to no synergy on perks within them and there's no reason I shouldn't be able to use vortex Nova bb with the abilities on the other tree, every subclass has this problem. The supers feel incredibly weak, they're flashy but non-functional (The GG perk we got sucked big time). The writing we've seen so far is either cliche to the point of laughability or something not out of place for a game rated eC, a children's game. When Pokemon has darker and more mature writing than Destiny 2, you have a problem. The "lol memes" type writing needs to die in anything that a Dev wants to take seriously, you can crack a joke but not writing serious at all is just too much. Now the enemies, they're written as bland, generic, space [url=http://www.wikipedia.org/wiki/Godwin%27s_law]-godwinslaw!-[/url]. Sure they look cool, but that's about it in terms of good in there. PvP, I can use 2 guns again, but PvP is teamshot [i]hell[/i]. Most of the time, a 2v1 at best will give you a kill and a death. Double kills are nearly non-existent in here without teamshots. The time to kill is agonizingly slow, a second (or more) is way too much for optimal time to kill. Being able to walk out of most of my gunfights to recover near my team is just not good design. Anything slower paced than Halo is just a recipe for disaster. The weapon system is decent for PvP, godawful for PvE. PvE now has 2 guns barely good enough for adds, with 1 dps weapon, with ammo more restricted than D1 heavy. This combined with the fact that anything more tanky than a legionnaire is going to put up a massive fight... It's artificial difficulty. The enemy isn't difficult but because they take so long g to kill, one or two mistakes and you're dead. This is opposed to enemies that employ tactics and weapons that are challenging to fight or get around, forcing you to find and exploit a weakness, sometimes in outside-the-box ways due to level design or a limitation, not "SpongeBob the canal that can deal massive damage but is predictable and easy to avoid." The strike is fine for Destiny strike standards, the boss is disappointing for being a bullet sponge with a shockwave floor is lava type attack in the second phase. Overall, Destiny 2 caters excessively to PvP balance, trying to be the next Halo, and marketing towards children and casuals a-la modern CoD. It's filled with bad design that I just can't get on board with u less it's improved or overhauled.

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                      • I had limited experience with the beta (played the mission and a couple ovp matches on someone else's xbox), so my impressions aren't quite fleshed out..... I thought the mission was pretty good. The turbine blades were a fun hurtle, and I hope the rest of the game features a host of equally satisfying mechanics. I did recently read, however, that the final build will only contain one turbine blade, which is just -blam!-ing silly and removes all semblance of engagement from what was (in my experience) a really refreshing thing to see in a destiny story mission. So there goes that. I didn't play the strike, so I can't comment directly on that, but I heard many reports that it was of the tedious, bullet-spongy variety, and this worries me. The ttk strikes (in my opinion) are exactly what destiny strikes need to be like, but the blighted chalice and the wretched eye I felt were a huge regression from the quality design that had just started to become a component of destiny strikes. I seriously hope the other strikes in d2 follow the ttk formula (of having engaging encounters). One of my least favorite things in d2 is the class system. One of d1's biggest strengths (possibly the foremost aspect of the game that kept me playing despite my countless grievances) was the large degree of variance within those beautiful skill trees. Fast-forward to 2017, and all of that is out the window. There is very little in the way of option within a given subclass, which wouldn't be a problem if it had been made up for with more subclasses (sacrificing build options for more abilities in general seems like an interesting change to me), but instead all that was done was removing nodes from the skill trees, which doesn't have any constructive benefits. The support abilities were interesting, but they hardly do anything to make up for the fantastic class system from d1 becoming a shell of itself. And of course, it wouldn't be a classic [not] Kabr complaining post if I didn't talk about how weak our stuff is. Holy absolute -blam!-ing shit have we been cucked. I didn't think it was possible to dillute the d1 guardian any further. I ate my words this week, folks. Even when I was using a weak-as-shite weapon in d1 I could enjoy shooting things, but did not remotely enjoy the combat in my short experience. I was about ready to switch over to a trickle nightfall in d1 and I probably would have found it an improvment. I'm glad bungie has acknowledged some of the complaints about damage, but the problem is global; virtually everything sucks. [i]I am Jon Weisnewski, and your light is mine.[/i] All that being said, I enjoyed the fresh experience, and I hope putting time into the pc beta changes my mind about some of these things. Deej out.

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                        • All my experience is with PVE. I did not do a single PVP round so... [quote][i]The Campaign[/i]. It's really fun and probably as good a level as they've done. I was really surprised that it was so much longer in this beta than what we played at the reveal.[/quote] Agreed. Campaign will be worthwhile. [quote][i]The Strike[/i]. Know there is contention on this and I'll get to that later, but balancing this go-round aside I love the strike. I think it's really fun, the level design is awesome, the enemies are (mostly) fun to fight and I spent more time running it than anything else this week.[/quote] It was the PVE activity that was repeatable (unless you made a new character). So I feel this is moot. BUT, the strike was very enjoyable. I enjoyed its design. Boss fight was good too. [quote][i]Nessus[/i]. Granted we only got to see The Cistern, but it was a really cool zone filled with a lot of cool experiences for those willing to stop and smell the roses a bit. I honestly think that The Cistern should have been opened up to patrol to allow more players to experience all the ancillary events going on. It could be done in fireteams, but playing random and getting pulled forward was kinda obnoxious and not really fair to anyone in the fireteam.[/quote] A Patrol (even if it was half or 1/4th the map) would have done wonders. [quote][i]The new subclasses[/i]. This one is is with a couple of caveats. Overall I think the classes are good. I went in expecting nothing out of the Arcstrider and it might be my new favorite subclass ever. I didn't really take to the Titans, but I know others like RWG and HandsomeDragon who really like them. I actually was surprised at how much I like the new Voidwalker and liked the reveal event version of the Dawnblade a lot.[/quote] Dawnblade was disappointing to me. A flaming sword that shoots fire. Just let me go full pyromancer & hurl Hellfire! Arcstrider is fun but need gap closers. Too easy to shutdown even in PVE. Sentinel needs the shield throw to be unlimited. [quote][i]Hand Cannons[/i]. These are love. Don't know what is different, but my least favorite weapon class in D1 is my favorite in D2.[/quote] You only like it because Better Devils is the only wrapon that could kill enemies in a reasonable amount of time. Everything else took 1 or 2 clips. [quote][i]Pulse Rifles[/i]. These felt really good overall and were probably the best PvP weapons. The Nergal is incredible. I had trouble going back to D1 Pulse Rifles after playing with the ones in D2 and wished I had them to use now.[/quote] Agreed. [quote][i]Fusion Rifles[/i]. After all the years of neglect in D1, Fusions are finally back to their glory of Vanilla Destiny. I never got the new Linear Fusion and could not get one to drop on my Hunter ever, but they're beastly in both PvE and PvP.[/quote] Actually the FR was weaker than most FRs. Takes 2 shots (all bolts hitting) to kill red bars. But it was still one of the strongest Beta weapons so I am not surprised there. [quote][i]ARs[/i]. Another return to glory as these proved effective in both PvE adn PvP and really stood out in PvP as maybe the best all around weapon class.[/quote] Agreed. Long overdue. [quote][i]Exotics[/i]. Feel exotic again. The Sunshot is like a hand cannon rolled with Icebreaker and MIDA. The Titan AR is more like a heavy weapon than a primary. Didn't use the SMG enough to get a feel for it because Nergal, but know people liked it.[/quote] No Comment. I lost interest in the Exotics. [quote][i]Support abilities[/i]. People really seemed to like the new support abilities. I saw more low Titan walls in PvE and tall in PvP. The Warlock heal is nice and I might be the only one, but I like the Hunter dodge. I found it very useful in PvP and PvE (particularly when rolling agility) and if melee damage can be fixed, I think it could truly be stellar.[/quote] Hunters need a revamp. The dodge brings nothing to the table. No group synergy. Hunters desperately need some form of Group Invis, Ammo Scavenge (imagine if Hunters could scavenge Power Ammo), or DPS booster. Or Crowd Control, like tear gas or a razor wire trap. [quote][i]The Farm[/i] We haven't seen everything it's going to entail yet and they said the area will be dynamic and evolve over the course of the game, but it was a fun social space to run around and so, so beautiful.[/quote] Agreed. [quote][i]The Art and Music[/i]. Both are absolutely awesome.[/quote] Agreed. [quote][u][b]What needs work[/b][/u] [i]Over all damage balancing[/i] This is probably most of the point of the beta, but things were pretty bad in areas of this build, particularly the strike boss who went from a fun dynamic fight at the reveal, to a slog where everyone was constantly running out of ammo on all 3 weapons in this build. The Dawnblade also felt seriously gimped in this build and I don't know if that was a function of the enemies taking more damage.[/quote] Agreed. Everything felt pathedic. Even the Hand Cannon. [quote][i]Grenades and melee[/i]. Grenades are okay in PvP or at least they're what everyone screamed for the last two years. Melee is really bad. Three hits to kill and you have to be so far up in their business it's almost obscene. In PvE both are essentially useless.[/quote] Agreed. [quote][i]Scout Rifles[/i]. These just feel really bad. They need either a damage buff or much larger magazines because outside of the Heavy hitting omolon (blanking on the name), there isn't really any situation where a hand cannon or pulse aren't a better option.[/quote] Agreed. I fear its intentional. As Scouts are the new Snipers now. [quote][i]Grenade Launchers[/i]. Know Bungie said they're upping the damage, but they are so bad right now and more damage isn't going to stop them skipping past enemies.[/quote] Agreed. Now everyone feels Warlock's (and Scatter Grenade) pain. [quote][i]The new weapon system[/i]. I love it and it's still one of my favorite changes, but I know many many don't and it's hurting the experience for them. I don't know what the answer is. They're going to have more heavy drop and that is a start along with better enemy balancing, but I still know it's going to hurt some players. I think allowing one power weapon to be mapped to a D pad in PvE would be a nice solution so players could still have that sniper/rocket option. I doubt it would ever be done, but this I think will be the hardest adjustment for those who didn't like the beta.[/quote] The PVE solution should be to allow Energy to be either: 1. Secondary (Yup a return to form) 2. Flex (Put whatever in it.) 3. Melee Weapon Basically where Swords, Daggers, Hammers, Thrown weapons can go. Yup giving melee weapons a bigger role. [quote][i]cooldowns[/i] I firmly believe these will be different at launch. I can't believe we'll go from D1's mayhem PvP and Nightfalls to supers every 7 1/2 minutes. I also don't believe our cooldowns will stay static from level 1 to cap.[/quote] I hope the BDF is right. Cause those CDs are abysmal. Korean MMO abysmal. [quote][i]Nova Bomb[/i]. The Slovabomb is a mess. The seekers can kill, but holy schnikes, good luck landing that big slow purple ball. It's too bad because outside of the super, I felt it was my second favorite class. I loved the charge up grenades and Warlock will probably be my second class just for them.[/quote] You have officially renamed the super. Everyone at my job calls it the Slowvabomb. This needs work too. Vex & Cabal dodged it without trying. [quote][i]Golden Gun[/i] not sure, but felt like the super drained much faster in this build than the reveal. Either way, the 6 shot cluster is not a good PvP build and I think hurt people's experience with it in the beta.[/quote] This needs a dps increase bad. [quote][i]Ammo bricks[/i] thank you to RWG for reminding me of this one. They're much brighter and stand out more in D1. Not sure why they're dulled down in D2, but they're not as easy to spot now.[/quote] Agreed. Just need ammo across the board to drop more.

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                        • All I know is pvp was a cake walk and the pve content you could run through fast than a Cheetah on crack. I never tried out anything else but the hand Cannon.

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                        • Edited by Phantom139: 7/26/2017 10:25:41 PM
                          I know we haven't had a good conversation / debate in a while, so I think now is probably the best time to do so as I personally feel this game is in a ton of trouble and may be on the verge of a launch failure. I'll hit the points I agree with first. [b]What I agree with[/b] The Campaign: I really feel like story is finally going to play a key role in the missions, they really delivered big time on the feel of the environment with that mission and I do hope it sets the "standard" for how missions play out in the rest of the game. The Strike: I have agreements and disagreements here, but the big disagreements are reserved for a part later on. The strike did feel a bit like a revisit down memory lane a bit with how it was executed. I did like the addition of a hold out objective that ended on time instead of just kills, but everything else was effectively a clone of D1's mechanics. Nessus: We only got to see a tiny little piece of one of the four destinations, and I believe they said that EDZ was the largest? Damn, these are going to be some crazy big maps to go through. Art/Music: This has been a strong suit of Bungie's for many.. many.. years now, and once again they delivered. Support Abilities: A too, like these. I think they were just fishing the waters for something new here, but with some more imagination, this could become that game changer that separates D1/D2 in the positive manner. Cooldowns / Weak Supers: This is a must change, and as you said at least some of these will be looked at (I hope they follow through). [b]Disagreements[/b] Weapons / Weapon Classes: Oh boy... This right here I feel is going to be Bungie's most costliest mistake since Marathon 2's disk fiasco, and where you and I are going to have our strongest disagreement. Removing the special weapon slot is all but a death blow to the flow of the gameplay that made PvE feel spectacular in D1. Each of the three weapon slots could define a playstyle that would allow you to customize your guardian in a way that fit yourself. For example, if you were a fan of close range engagement, you could have went AR/Shotgun/Sword, and then hybridized that build to change up your effectiveness at different ranges by slotting in guns in different slots. Also, the special weapons, while powerhouses in PvP, were actually just stronger primaries in PvE that would give staggering to stronger enemies allowing you to catch a breather mid-fight without needing to fully retreat. Finally, since heavy ammo was so sparse in PvE, the special weapon slot served as your backup damage dealer when you needed something to use on a boss (This I feel will actually be the biggest problem in D2, yes you can make more power ammo drop, but let's just say I use that increase to throw on nothing but my rocket spam, there goes the difficulty of the game). All of these things are no longer possible with the weapon slots, and it couldn't be any clearer that this was a move to please PvP players who couldn't adapt to special weapons, and as I said, this will likely drive away the bulk of the PvE playerbase that are fed up with "balance" adjustments. Subclasses: And the PvE players who don't leave due to weapons, will leave due to the loss of customization in their subclasses. This is something that made the game feel truly unique out there when it came to FPS RPG games. The ability to change up your abilities and then further customize them to work exactly the way you wanted them to. Now yes, in the PvP landscape once again, this develops meta builds, but in the PvE landscape, this made the game feel amazing. I personally feel that Bungie should have just bit the bullet there and expanded the subclass nodes even further, making meta builds "harder" to obtain, and expanding the selection and customization that the first game had. Exotics: Sure, they look cool, and may have neat perks, but they are still completely underpowered and lackluster, and will never compare to what Y1 Gjallarhorn did. [b]Others[/b] The others I did not experience, or care to form an opinion on. [b]What Needs to Happen[/b] At the current point in time, this game would rate even lower than D1 did on my map, with the absolute highest I would give it on a 10 point scale being a [b]4/10[/b], you can't have an amazing game like D1 where players felt powerful, but challenged and then take away the feeling of what made the first game spectacular (After all of it's problems were fixed). This is why I feel that all of this smoke that the defenders are trying to blow over saying how this game is still going to do well is just a personal distraction they're making for themselves because they too realize that this game is a mess. It's super easy to see that Bungie is in full damage control mode at this point. Cozmo couldn't race faster to reply to the posts about ammo and class cooldowns, and DeeJ has all but disappeared from the forums since the fire started raining from the sky there. What I don't get is how they could be so foolish as to make such PvP focused changes after we as the community literally came out and told them to put it on the side and focus on making a good strong PvE game. But, enough on my ranting. Here's what I feel they absolutely need to do with these last five weeks: [b]1. Revert the Weapon System[/b] This is going to save them a ton of players who are bailing out. This is actually a whole lot easier than many people think. A simple script that loops through the weapon DB and flips all current secondaries to primaries, and all snipers/shotguns/fusions to secondary will take a coder less than a day to write and execute. Leave elements on primaries this time and leave them for good. It introduced weapon build diversity, and was the biggest mistake that was made for The Taken King. They can then undo the power ammo changes as ammo will now fit properly again. [b]2. Redo the subclasses[/b] This will be the harder piece of work for Bungie to do, but I feel this is a critical adjustment that will be needed. The subclass nodes need to return to what they were in D1, full customization of builds will full selection of nodes based on player builds allowed. None of this one or the other nonsense. By expanding the first game's systems to provide an even larger selection, you limit the ability of meta builds to develop due to the sheer complexity of the system. Make counter builds a whole lot easier to accomplish and you'll never hear the word meta again as it pertains to classes. [b]3. Power Tuning[/b] This is #3 on my list because it's the easiest and most likely to have already been done. Weapon and ability strength need to come back up, as does ability cooldowns. By removing the abilities from the game, your stripping out what separates this game from Halo. If I wanted to play halo, I'd play halo. I'm here because I want to blow the heads off of those Cabal a-holes, and I want to feel like a badass while doing so. All in all, Bungie is going to be in for a very rough ride if they don't start focusing on what they really need to be. There are so many mistakes that were made for someone like me to even comprehend at this point and I just don't understand how they made these foolish mistakes.

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                          • Thought on cooldowns.. In d1 we have perks currently that lessen super cooldowns ( helmet ) upon deaths of our enemies.. Those perks will now be in the form of MODS - ( aka the 14 empty mod slots on armor and weapons ) so now we get 2 rolled slots and 2 ( on shaders maybe? ) MOD slots we can customize our gears with... How to get the MODS, hope they share that with us pre-launch..

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                          • [quote][u][b]What works[/b][/u] [i]The Campaign[/i]. It's really fun and probably as good a level as they've done. I was really surprised that it was so much longer in this beta than what we played at the reveal. [i]The Strike[/i]. Know there is contention on this and I'll get to that later, but balancing this go-round aside I love the strike. I think it's really fun, the level design is awesome, the enemies are (mostly) fun to fight and I spent more time running it than anything else this week. [i]Nessus[/i]. Granted we only got to see The Cistern, but it was a really cool zone filled with a lot of cool experiences for those willing to stop and smell the roses a bit. I honestly think that The Cistern should have been opened up to patrol to allow more players to experience all the ancillary events going on. It could be done in fireteams, but playing random and getting pulled forward was kinda obnoxious and not really fair to anyone in the fireteam. [i]The new subclasses[/i]. This one is is with a couple of caveats. Overall I think the classes are good. I went in expecting nothing out of the Arcstrider and it might be my new favorite subclass ever. I didn't really take to the Titans, but I know others like RWG and HandsomeDragon who really like them. I actually was surprised at how much I like the new Voidwalker and liked the reveal event version of the Dawnblade a lot. [i]Hand Cannons[/i]. These are love. Don't know what is different, but my least favorite weapon class in D1 is my favorite in D2. [i]Pulse Rifles[/i]. These felt really good overall and were probably the best PvP weapons. The Nergal is incredible. I had trouble going back to D1 Pulse Rifles after playing with the ones in D2 and wished I had them to use now. [i]Fusion Rifles[/i]. After all the years of neglect in D1, Fusions are finally back to their glory of Vanilla Destiny. I never got the new Linear Fusion and could not get one to drop on my Hunter ever, but they're beastly in both PvE and PvP. [i]ARs[/i]. Another return to glory as these proved effective in both PvE adn PvP and really stood out in PvP as maybe the best all around weapon class. [i]Exotics[/i]. Feel exotic again. The Sunshot is like a hand cannon rolled with Icebreaker and MIDA. The Titan AR is more like a heavy weapon than a primary. Didn't use the SMG enough to get a feel for it because Nergal, but know people liked it. [i]Support abilities[/i]. People really seemed to like the new support abilities. I saw more low Titan walls in PvE and tall in PvP. The Warlock heal is nice and I might be the only one, but I like the Hunter dodge. I found it very useful in PvP and PvE (particularly when rolling agility) and if melee damage can be fixed, I think it could truly be stellar. [i]The Farm[/i] We haven't seen everything it's going to entail yet and they said the area will be dynamic and evolve over the course of the game, but it was a fun social space to run around and so, so beautiful. [i]The Art and Music[/i]. Both are absolutely awesome. [u][b]What needs work[/b][/u] [i]Over all damage balancing[/i] This is probably most of the point of the beta, but things were pretty bad in areas of this build, particularly the strike boss who went from a fun dynamic fight at the reveal, to a slog where everyone was constantly running out of ammo on all 3 weapons in this build. The Dawnblade also felt seriously gimped in this build and I don't know if that was a function of the enemies taking more damage. [i]Grenades and melee[/i]. Grenades are okay in PvP or at least they're what everyone screamed for the last two years. Melee is really bad. Three hits to kill and you have to be so far up in their business it's almost obscene. In PvE both are essentially useless. [i]Scout Rifles[/i]. These just feel really bad. They need either a damage buff or much larger magazines because outside of the Heavy hitting omolon (blanking on the name), there isn't really any situation where a hand cannon or pulse aren't a better option. [i]Grenade Launchers[/i]. Know Bungie said they're upping the damage, but they are so bad right now and more damage isn't going to stop them skipping past enemies. [i]Crucible[/i]. This one is tough because we had fun and did well in the new PvP and going back to D1's and playing Trials made me never want to play D1 PvP again... But that said, I think it is VERY fireteam dependent and I'm not sure how sustainable D2's PvP will be to solo players and the 4v4 for everything just sucks. Having to tell friends to they have to -blam!- off because there isn't room in PvP now just is not right and I believe there should be a 6v6 playlist just like the old Classic Playlists at the very least. [b]Edit[/b]: also the Control matches need to be to 100 and not timed. They're too short most of the time now. [i]The new weapon system[/i]. I love it and it's still one of my favorite changes, but I know many many don't and it's hurting the experience for them. I don't know what the answer is. They're going to have more heavy drop and that is a start along with better enemy balancing, but I still know it's going to hurt some players. I think allowing one power weapon to be mapped to a D pad in PvE would be a nice solution so players could still have that sniper/rocket option. I doubt it would ever be done, but this I think will be the hardest adjustment for those who didn't like the beta. [i]cooldowns[/i] I firmly believe these will be different at launch. I can't believe we'll go from D1's mayhem PvP and Nightfalls to supers every 7 1/2 minutes. I also don't believe our cooldowns will stay static from level 1 to cap. [i]Nova Bomb[/i]. The Slovabomb is a mess. The seekers can kill, but holy schnikes, good luck landing that big slow purple ball. It's too bad because outside of the super, I felt it was my second favorite class. I loved the charge up grenades and Warlock will probably be my second class just for them. [i]Golden Gun[/i] not sure, but felt like the super drained much faster in this build than the reveal. Either way, the 6 shot cluster is not a good PvP build and I think hurt people's experience with it in the beta. [i]Ammo bricks[/i] thank you to RWG for reminding me of this one. They're much brighter and stand out more in D1. Not sure why they're dulled down in D2, but they're not as easy to spot now.[/quote] The Sentinel: I think the timing for the shield activation and bubble placement are too close together. I was deploying bubbles very frequently. I think this variant has a useful melee since melee kills use melee energy as opposed to melee attacks and force barrier is granted to everyone that is nearby. Still not a fan of the striker, like, at all... I think the hunter gambler dodge has neat utility especially with the melee focused arc strider. I couldn't find a scenario that could fully take advantage of the heavy hitting nova, powering up grenades was neat. Hoping this nova variant can functionally replace shatter (killing raid tier shielded majors. The tarantella (linear fusion) was a lower impacting faster charging queen breakers bow, and a waste of power ammo drops. I'm hoping for a new simulant. I'm going to miss the stealth abilities of blade dancer. The 900 rpm SMGs feel quite potent. I felt like I could challenge a cabal mauler.

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                          • Scout rifles are pretty crap - grenades are ok - the assist system sucks though..... I hate defeated even on a team mates kill. Grenade launchers feel weak as fck and liked using the fusion rifles. Hoping they buff scouts and loved my cocoytus on d1

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                          • Everything sucks. End of feedback.

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                            • The only feedback I can think of from the beta is one word, "bland".

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                            • The PVP aspect of the beta was awesome! I hate being supered 3-6 times in a normal (not mayhem) match. I also hate constantly being sniped, shot gunned and fusioned. This set up was right up my ally. PVE-wise, I prefer the old set up better. Faster abilities and primary, secondary and heavy as it was.

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                              • Dude this is what all feedback post should be. Even tempered and descriptive. I agree with almost every point you made. Great post.

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