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작성자: Well Bot 7/27/2017 3:23:12 PM
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Destiny 2 Beta - Feedback Thread

[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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  • Homecoming is a great story mission and the cutscenes are welcome but 2 small things: it looks lame when our character reaches out for our ghost that drops off the edge. Also when Ghaul pushes us off he grunts and it irritates the shit out of me because he wouldn't need to - it is effortless. The sound that comes from popping the titan barrier is just baaad. It sounds like a cartoon sound effect. Supers are taking a little too long to load - I'd say increase by 15-20%. I've had whole crucible matches where I don't even get a super (I know - get good). All in all I'm liking it a lot and looking forward to getting some more weapons to try out - some tend to sound a little hollow but I know it's only beta and there is a lot of polishing to come :)

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  • Do you not think the hand cannons have a stupid amount of range as myself and team can use them to take out the snipers in the strike and dont need to engage the enemy up close and it is the same in pvp

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  • 작성자: Tyger Strayfire 7/20/2017 6:43:04 AM
    Here's a list of what I think regarding abilities, power ammo, and subclass perks- specifically for the Hunter since I've played that one the most so far. . Grenades, melees, and supers can get too scarce in both pve and pvp. With the latter only allowing you to get a super close to the end of the match; sometimes you don't even get a chance to use if you don't do well enough. [b]Perhaps making the cooldowns a bit shorter would help fix that issue[/b]. . Power ammo has a similar issue. In pve getting an enemy to drop one power ammo perk can be few and far in between. As for pvp, the amount of time it takes for power ammo to drop is fine. It's the fact that the first one to grab the ammo is the only one to get it that I find it as being a potential issue down the road. That said, I would [b]not[/b] suggest going back to how heavy ammo worked in D1. - [b]Maybe it could be done so that when you or someone on your team grabs a power ammo crate, it grants everyone on your team a 5 to 10 second window to pick up power ammo from that crate as well[/b] - [b]Another idea can be that when someone with power ammo gets killed, another person on their team is granted power ammo; this process would repeat until the last person that is granted power ammo dies. [/b] - Also give rocket launchers more than one shot for pvp. . In regards to the Hunter's subclass perks, I have three things that I feel should be tweaked if possible. - [b]Allow the Gambler's Dodge to recharge your melee ability at any distance; not just near enemies. Or extend the range of the perk. [/b]. While this is not much of an issue when playing as the Acrstrider, it is one when playing as the Gunslinger because its throwing knife ability is designed to be used at long ranges (the same can potentially be said for the Nightstalker's smokebomb, provided its melee and even subclass itself remains). This can discourage players to use the Gambler's Dodge altogether, and ultimately undermine any versatility and usefulness for the Hunter's class ability when compared with the other classes. - [b]For the Way of the Outlaw tree, make Deadshot apart of Six-Shooter and put back Bombs for Bullseyes[/b]. - [b]For the Way of the Warrior tree, allow Combination Blow to be active while the Arc Staff super is being used[/b].

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  • Everything feels and looks great, I even managed to convince a friend to buy D2 just by playing the beta a bit... PvE felt great, really eager to play through the whole story once it comes out. Excellent PvP balance since now it's all about skill, not about one guy killing several guys because he has a "Godly Roll". Team effort is finally required. I loved it. My only complain would be; Supers recharge rate is so slow you can only pop it once in a match IF ever, even in games where I had 20+ kills, and 5+ KD Ratio I was only able to pop the super once because we were about to win...If I was doing bad luckily I could use my super at the end of the match with just 45 secs - 1 min left or few points left to end the match... *Either way the super felt useless because in case #1 it wasn't neeeded at all to win, and case #2 it didn't help recover at all because the match was already lost...And because everyone is popping their supers at the end of the match, well...whatever points you could get with it, evens out with the opponents'... If we had it earlier we could choose the perfect moment to use it, or even save it, but as it is right now, as soon as you get it you have to use it to be able to experience it, or else it's too late. Which removes any strategy about when to pop the super... Really hope you tweak the supers a bit, and keep doing everything else as you are, since you are doing a great job. Thank you for your hard work and the best of luck to you all...

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    2 답변
    • 새로운 주제 시작: Supers

    • 작성자: Khaos Inside 7/20/2017 5:06:55 AM
      Constructive feedback ? Ok, start by bringing the same weapon rosters that destiny 1 had ! Having 2 primary weapons is useless, if i had one kinetic weapon and one arc weapon why would i use kinetic either way ? Or why would i trade in shotguns and snipers for a secon primairy weapon ? Completely useless. Bring back shotguns and snipers as secondairys but reduce ammo capacities, its also going to prevent the entire pvp to be a orgy of triple melees. OH BTW ! Having a shotgun or a sniper as a heavy is the stupidest idea ive ever heard, why would someone trade in a rocket launcher which is insta kill and has a huge blast radius for something that doesnt forgive lack of aiming and aiming skill ? Oh and ... a Mini gun is classified as an auto rifle ? Cmon put that in heavy slot. And lets not forget, only the person opening the heavy weapon ammo box gets heavy ammo..............who ever thought of that needs to be fired now. What if beevus mcF**k head thinks he's good and turns out he's actually not and decided to grab heavy ammo and dies the second he gets it...there goes out teams chance to do some serious good work and costing us the game. Onto the titans...cuz i didnt get a chance to play other classes out of frustration and sadness at how much the game changed in a not so good way for me. You should be able to select either titan bubble or titan sentinel shield and not have both. Very easy to press too quickly or too long and accidentaly trigger the bubble instead of the cpt america shield. Next...Why oh why would you remove titan skating ? You let me air boost twice but not three times ? No. Bring that back now please. Why does the respawn reset everytime i get shot trying to revive someone ? That was such a huge factor in destiny 1 ! Having to outrun or outgun people while also trying to revive someone, or having to try to kill someone just as they got back up. The stress and action that factor cause was insane in a good way. Stop the revive reseting please. Shoulder charge should still be an 1shot kill especially if it need your melee ability to be ready. Sticky grenades arent an insta kill ?! Ok thats wrong... they should be insta kill but you should reduce homing on them. When you stuck someone in halo you knew he was dead, should be the same here ! 4v4 is just...no... 6v6 was perfect and great i dont see or understand why you woulr change that. .... But on a positive note it is great that melee range is even accross the board cuz god knows warlocks were broken AF ! Grenade launcher was needed since day 1, you guys had it so good in reach. Story looks cool so far, game looks great (obviously) Guns feel akward still tho...anyways So far im not too happy about it... if allot of these things arent change for the better by the time its release...well so long destiny, im canceling my order... ive been a bungie fan since day 1, and destiny veteran since day 1. Yes destiny 1 was a learning experience, but some things that were good should of stayed, somethings that you added should had never been added.

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    • I started the beta tonight, played the story mission and then the strike. Now I go to play the crucible and it counts down from 3 and then never loads and tells me to launch again. Cool...

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    • 작성자: Echo Remains 7/20/2017 4:03:25 AM
      The Beta is great so far. Plays smoothly (for the most part) and the weapons feel balanced. My only beef is with some of the class/subclass mechanics: 1) The warlock "burst jump" is more like a Titan higher lift than anything else. It feels a little misleading for veteran warlocks, and the warlock jump in the beta seems to make warlocks feel clunky when maneuvering in PVP, and ive mained a warlock for all of Destiny. This may be a just a beta thing, but it would be nice if it was looked at. 2) Seismic Strike, aka Shoulde charge, on Striker has a weird bug where it can go through people while dealing damage, making it insanely difficult to finish them off with a melee. Is it intended to phase through people?, because it doesn't always do this. Would like to see this just looked at. 3) Wierdest thing of all, two parts: a) A Titan slam can kill a Titan slam, but a Titan slam can't kill a dawnblade at point blank???? b) Does the Nova bomb have any proximity detonation? Because I threw one while a dawnblade was literally on my shoulder and it wiffed past them, no tracking at all (referring to the tracking perk). Is this intended? I don't want to complain during Crucible over something im not sure on. Thank you for your time.

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    • Love the BETA. Would love to see some 6v6 PVP modes in September.

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    • When exiting an activity or going to orbit, I've found that I have to hold the exit button (triangle for ps4, Y for Xbox) longer than what the circle shows, which being used to D1 get a me stuck in the loading screen of another crucible match that I didn't want to play.

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    • The campaign is great, if the story line is on par for the rest of the campaign it will be great. Bungie did a great job there. As far as characters and sub-classes, I think it is time for a new class all together whether it be with an add-on or what have you. A whole new class will bring in more players for more time to try things out. Secondly, the new Titan Sentinel super having the ability to choose two different supers gives the game a new edge but should be crossed over to each class. I am hoping that we see some new supers as well as the game matures. The ones in the beta seem all but re-made Destiny 1 supers. So far I am quite pleased with the new weapon set up. As far as the power of some of the weapons go, I think the sun machine gun could use a boost in all categories. As a long-time halo player/fan, I am a fan of the online 4v4 I think it is the right amount. I think that potentially distinguishing teams with color may be a good idea as just like in Destiny 1 it is sometimes hard to distinguish teammate from foe when in tight quarters. I also experienced a long delay in leaving the game summary post game when in a part of three, hopefully this is just a server issue that can be fixed easily. All in all, the transitions and timing between games is much better than the original. The story line SO FAR seems to be set to be great and better than the first. The online play is good, but could use some tweaks in Titans being OP, differentiation of teams, and server freezing post game. The characters new abilities are great, but the supers seem to lack the originality of Destiny 1. There is a sense of continuity but Bungie stated they wanted everyone to start from square one on a clean slate. Hopefully they can add in some new original pieces in time. All in all, the game is on course to be great but as expected could use some tweaks and revamping before it's release in September.

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    • 작성자: Rush 7/20/2017 4:27:45 AM
      It is a shame in the opening mission you don't start with just that class' old Super; it would've been interesting for the game to say "you're not powerful enough" as part of the story, so your quest to regain the Light and a new set of abilities actually meant something. In regards to the alternate characters bug on XB1, if I start a new class and then delete the previous one I used I've found, now, I can't log in at all. This could mean the bug, therefore, is related to all data collected on your first character; where it will still hold that data even after you've deleted the character tied to it, no matter what. [UPDATE] A potential fix is to try and join a friend ingame from the Xbox Dashboard. You will receive an error saying you can't join a Fireteam in the Beta without going to the Tower first. You should then see the first player-related cutscene before the campaign starts. [UPDATE 2] Ok, that fix seems to work. However, if you've quit the Beta for a while completely, and get an Olive error, you should repeat the solution to get back in.

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    • 새로운 주제 시작: Beta?

    • I think the supers cooldown need to be greatly reduced it takes appox 7mins to get your super should be lowered to 6 or maybe even 5

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    • 작성자: Dalek Scifire 7/20/2017 3:08:19 AM
      For PVP only: TOP Request: Stop matching solo players with parties. Even the best solo players can't beat mediocre players that work together cohesively. The unbalanced match-making has been Destiny PVP's biggest plague. It just seems to randomly pair people without any objective measures of experience or skill level. 4v4 improves this but it's still a joke if the other team works together and my random teammates don't. Make both teams full randoms, or both teams party mixes. When you have to match two players with two parties of 3, find single players starting with a hierarchy: Most wins while partied > Average K/D/A measured against players of similar playtime > Playtime > Whatever else after this. I would happily wait longer for this, it already takes a super long time to find a match anyway. SECOND Request: Just even out all weapons this time. Make TTK the same by weapon type, and make the weapon types' TTK nearly even, depending on necessary adjustments for the role of the weapon. It's impossible to balance high tier weapons with starter/low-tier weapons like you mildly try to do now. And not yet having access to the currently OP king of the hill weapon (right now it's that one pulse rifle that beats EVERYTHING) is super frustrating and discouraging. I would much rather the weapons be white-washed in PVP so that gunfights are balanced, rather than the random highs and lows of matching players who happen to have the better weapon.

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    • I'm not a big PvP person but I enjoyed it in D1 but this 4v4 feels way to over competitive like if youre casually PvP then you get ripped through by a four man team I feel especially with the long time to kill. Me and my buddy got demolished every time by the other team just holding hands running at our all over the place broken team. It felt unwelcoming to say the least and we were constantly losing control of points and positioning. Scout rifles were a joke plain and simple Titan walls were a nuisance because they'd just back into a corner and have perfect line of sight behind their walls covering B PvE was great but PvP left me with lack luster feeling like it's just gonna be slow and full of nothing but bro try hards 6v6 felt better and I think there's a reason games have stuck with a format of 6v6

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      • Campaign quest was great. Hope there is a lot more where that came from. Played Titan and Warlock so far (both sub classes). Like the changes. Even if it takes some getting used to. The Inverted Spire was fun and didn't feel one dimensional or shallow. My only constructive criticism involves PvP. I was hesitant about the switch from 6 v 6 to 4 v 4, but honestly I thought that part of it was fine and balanced well by the map changes and things such as timers on capturing control points. Only really two complaints. 1) The supers take way too long to charge. Seems like most folks, including myself, didn't go off on theirs until almost the end of the matches (and usually by then it was already decided anyway) and I'd say a lot of folks probably didn't have theirs go off at all. It needs to be sped up so everyone has a pretty good chance of having it available at least halfway through the match no? 2) Ok. Some of the weapons don't seem really balanced, but the only thing that felt like it was putting folks down with one shot was the fusion rifles. Which is funny because while they are a power weapon, I don't see much else (including the power weapons) putting that kind of hurting on players. Folks are complaining about grenades and melee, but I thought they were fine. I don't expect to one hit or kill a fully healthy person with a grenade unless they stupidly stand on an area of effect one. Mostly the Beta just gives me hope for the general release. A couple of suggestions. 1) It would be nice if once entering the game we actually opened up at the....well whatever is taking the place of the Tower in D2...the village I guess. Instead of orbit. When I switch characters it is usually to access the vault or whatever and I hate wasting time going to the planet surface after switching. 2) Need to be able to add friends from roster to fireteams regardless of where you or they are.

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      • I haven't spent a lot of time paying attention to aspects that need changing, however there are a few things that I couldn't help but notice. 1. Not being able to see the roster unless you have the map open in orbit. I would like to be able to see my friends list whenever I want (for easy fireteam invites when not in orbit). 2. In The Inverted Spire, the animation when watching a team member shoot across the map through those Vex portal things is really glitchy. It's just a cosmetic thing. But when watching a teammate, I saw them jittering all over the place. I also noticed that my own first person screen was jittery during the jump. Just hoping that there will be a fix for this, for the sake of realism. 3. Ship animation when flying towards the destination used to look more realistic, it looks a bit cartoonish now. Maybe that's just me. But the movements of the ships aren't quite right in my opinion. 4. There are various crucible aspects that need to be nerfed, but I'm not the person to sit here and try to list out everything in detail. I noticed a few nerf-related comments on here already, so I'm just writing this in agreement with those comments.

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      • As a primary PvE player I'm not a fan of the ability cool downs. I played enough Crucible in D1 to understand why some of these changes were made, but it feels like a lot of the changes made were to address PvP issues in D1 to the detriment of PvE. I have always maintained that PvP and PvE should be separate ecosystems for balance. Overall PvE impressions are that the weapons feel squishy. I get that for the PvE mission we were about 10 light lower than recommended, which also seems odd and is hopefully just a Beta thing, but the weapons themselves seemed to lack umph. I'm used to seeing a Legionnaire get put back a few steps from a high impact hand cannons crit. Even the exotic hand cannons felt like it had Nerf bullets. I love the class abilities for Titan and Warlock. The Hunter ability is utterly useless. The CD is too long and it offers no team benefits at all. I really hope there is a plan B skill for that. As far as the power weapons go I'm not super psyched about how packed that load out box is. It also feels like the ammo is a bit too rare in PvE. I literally used my power weapon once in the strike and initial mission and it was so squishy it just felt like a waste of time. No significant damage done to the enemies it was fired at. Elemental weapons seem to not really have a use at all. They seem to pop shields as quickly as a non-elemental primary. In fact so far there seems to be no compelling reason to swap weapons at all really. Maybe the limited arsenal was the issue there and there are better weapons waiting. I did enjoy the design of the new strike. Very fun. It was more than just a bullet sponge battle. There were some interesting mechanics, especially the final mob waves with the Fanatics.

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      • Love the visual improvements as well the sound improvements all around. PvE needs buff to guardian super and abilities. PVP super charge rate is way too slow, titan lightning grenades need a slight buff in activation time because even a snail can avoid it. I feel after playing that warlock and hunter supers look great but are OP compared to titan super. Yes the titan can smash multiple times but that's if he can get the first smash off. I have seen hunters with the arc power just destroy and let's not forget the healing solar warlock. While yes the titan can put a blasted shield up that can be easily hoped over and shot from behind while still waiting for it to be up. Titan is weakest link in beta in my opinion. The thing that bothers me the most is the time for the mini map or radar to come back up after aiming down sights. I'm not gonna hip fire and get wrecked by the whole team on the other side of the wall. Time to kill or resilience in the game is ridiculous. Some characters can eat bullets for days while I sit here getting killed by a shitty auto rifle from medium to long range and my pulse rifle be letting me down. That could use a reduction. Friend invitation needs work. I can't access the "roster" while matchmaking or while in an active strike .

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      • PVE: I love the story mission, and if there are a ton of missions and quests like this, PVE will be amazing. The strike was probably the best yet and I liked it a lot. * * PVP: Everything is balanced to say the least. I hate the new feel of crucible and want the old feel back. There is no more skill involved, everyone just has the same weapons, and it feels like whoever gets the first hit wins. Grenades and melees dont do any damage, which sucks, and you cant get either of them off as fast as in D1. This crucible is too slow, and I miss snipers, shotguns, sidearms etc. in the secondary slot. I dont care too much for the new weapons system. I never felt like crucible was even close to being that bad to where the whole weapons system needed to be changed. It also may hurt PVE as well. I want the feel of old crucible back. Crucible now feels too much like COD. * * Other notes: The subclass paths and perks are so boring. D1's paths may have been more extensive than these skill trees, if you could call them that. This I feel goes for all classes, but I main hunter so I will go more into that. Arcstrider is too much like bladedancer. I miss blink and invisibility, but I feel I could get away from this missing of them if there were a completely new arc class. They are too similar. Also, the dodge abilities on hunters need to come up more, like nightstalker. Why have a dodge ability if you can barely use it? Cooldowns on melees, grenades, abilities, and supers are all too long. * * We arent bringing old exotics back, why should we bring old subclasses back? I either wanted all old exotics and subclasses to come back, and new subclasses, or nothing to come back and a fresh start. Neither of these options happened. The same boring, and some overpowered (lightning grenade) grenades are back as well. There is just a lack of ingenuity as far as the subclasses. * * Overall: PVE is better than ever and I am really excited for the missions and strikes and maps on patrols. I love the long and extensive, and challenging missions and strikes. I hope there are a ton of missions in the game to keep me busy. * * PVP: Bad feel, I want the old feeling back from D1. This new crucible is too slow, melees and grenades dont do enough damage, and I prefer the old weapons system. I dont mind 4v4, but I would also like a 6v6 option. * * Exotics: I would like to quickly talk about exotics. Firstly, I hate class exclusive exotics. I want all exotics to be available to every class. Secondly, in my perfect world, all exotics would be obtained through extensive story lines, but ones that can be completed by yourself. I did not like the outbreak prime quest, due to needing other random people, and needing to do the raid. I do not like having to do raids to get exotics and needing other people. Exotics should be rare and obtained by completing hard missions and quests, not relying on other people, especially in raids where some groups are more competent than others. * * Raids: Every raid has been different, though some are better than others. The best raid is vault of glass, where there is more of fighting enemies than puzzles. Puzzles like killing aksis and oryx are frustrating in most groups, as most are incompetent and take hours to complete in just that checkpoint. Raids should definitely be difficult, but I think they should focus more on staying alive and fighting hoards than being revolved around puzzels and needing people to do the right thing at the right time and being exactly where they need to be.

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      • Didn't see the official thread until just now. Here's some feedback for Bungie: D2 Beta Feedback -- Countdown Balancing To start, I've been really enjoying the beta and see D2 as being far more story driven. Thank you for listening Bungie. Onto the topic at hand.... The new competitive mode... Countdown. I've played a dozen matches or more by now and I've found that there is little point in bothering to set the charge other than to tell the opposing team which side of the map you're on. With the end of match occurring if the bomb detonates (I've seen this happen once), if all opponents are killed (usually end match requirement met), or if the charge has been disarmed (I've seen this happen once)... the game is really about which team can kill off the other team the quickest. I would think it would be smarter for Bungie (you) to remove the bomb all together and make it an elimination mode. Take the bomb idea as a separate mode and tweak the game. - Longer time needed to plant the charge - Have time delay for ability to be resurrected be respawn timer instead - Don't allow disarming of the charge be the end the match - Don't allow all opponents dead on opposite team be the end of the match - Lower the amount of rounds needed to win be best 3 of 5 instead of 6 wins Just some thoughts but that should be enough tweaks to make it a mode worth playing for the objective.

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      • First off I am a huge fan of Destiny. My take on the beta is it was good. It's a beta. But the guns and controls feel soft to me. It's there and similar but not as crisp in my opinion. Can't wait for the Full Game Experience. Thanks again.

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      • Bump

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        1 답변
        • I need my character to speak! I can't be silent when I see the ghost go over the side like that! I need voice acting for my character, Bungie tell me this is coming.

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        • 작성자: BrainWavs 7/19/2017 6:35:07 PM

          새로운 주제 시작: OLIVE Error. Unable to select any other character after creating my first.

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