[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]
-
작성자: BrainWavs 7/19/2017 6:35:07 PM
-
작성자: shyz 7/19/2017 4:52:43 PMMy problems (PvP): - [b]Time to kill[/b] - Too team kill based - 99% 2v1's unbeatable - Cooldowns - 4v4 - Unbalanced weapons - Supers feel weak - Melee is weak - Power ammo to one player, weak in comparison to D1 heavy PvE: Judging from the one strike it seemed good, - Enjoyed the large scale - Raid vibes - As mentioned above: power ammo, supers, and other cooldowns are still problems
-
1 답변Crucible is so completely unbalanced. I understand that they were not concerned with a balanced one yet but how do they expect people to try it when they are being killed by one-shot hand cannons after putting 10 scout rifle shots into someone? Grenades are a joke. Supers? Couldn't kill myself if I tried. Weapons are already being exploited by some players. Hope it gets fixed by September.
-
작성자: DragonzReaper 7/18/2017 8:31:19 PMmy problem with d2 is that the guns feel clunky and unbalanced plus pvp map to small causing teams to camp on objectivs plus super take to long to recharge by time you got your super it game over , plus the small map cause to much tag team killing and not enough room to put a strategy to fight for objective in place if your trying to go solo your self to help your team. game last less then 5 min or less ,plus point gathing is to fast in game stike were awsome but was a little lost for direction but boss fight were fun and new galidator and dogs were a blast to fight story camping mission was gripping at my heart in excitment
-
First impressions: Story and strike were good and interesting. Crucible, where to start? 4 on 4 is not enough for Control and probably not for others either. Screen is too cluttered with all the boxes either side of the score, top central. Why no individual scores for players? Golden Gun, Melee and grenades far too under powered, re-charge too slow. Maps seem a tad on the small side (because only 4 on 4?). Others: Graphics improved considerably over D1, like the skill tree, just a shame more modes weren't available in the Beta.
-
1. Super charge in PVE(!), it takes literally ages to get the super, the weapons don't make enough damage to bosses, and thats a reason which makes us feeling boring 2. Trade in PVP(!) from my point of view, it seems like trading in D2 is more a thing, than it was in D1. 2 shots on the enemy - nothing happens - another 3 shots hes dead but by that time the enemy trades with you. 3.Time to kill in D2, i know that you slowed it down, but let me explain: You see an enemy, you get like 3 shots on him, what does he do? He runs away, get full health, he comes again and the same thing happens, but the next time he comes with his teammate and its actually IMPOSSIBLE to kill 2 enemies while you are alone and don't have your super charged. I remember these plays from D1 in Osiris: Last guardian standing and you had a good chance to kill the others, everyone who understands me can tell the same. It was such a good moment, in which you feel like "yeah i got them im actually good". The feeling you got was just incredible and literally nobody want to miss that feeling 4. The cooldown for your abilities is too high, you need to change this, dodge(hunter) it takes like 2 minutes the get it back, like seriously was it that op in D1? i dont think so pls listen to your community!
-
1 답변Supers are garbage Jumps are too slow Grenades are horrible Scout rifles tickle Pulse rifles wreck Beta is underwhelming. Very little gear rotation Overall. Probably the worst Bets experience I've had
-
I really like what I've played in the beta. I've been reading a lot of the feedback and while I don't agree with all of it, I can certainly see its merit. [b]PVP[/b] I really enjoy the changes to PVP. Personally, I think the pace is better in 4 v 4. I think it's less chaotic than Destiny 1, which is a good thing. Additionally, the changes to the weapon load out is great. There were too many out-hit-kill weapons and abilities in Destiny 1. Overall, I feel like I have more control over the map in 4 v 4. I can out maneuver and out gun players more than I could before. It's awesome. [b]PVE[/b] The strike level design and mechanics were great. I think that it felt a lot like prior strikes. I love 'oh shit' moments. The drill is great for that. [b]Constructive Criticism[/b] With only one strike it's hard to say how much of PVE will be different. Overall, PVE felt very similar. Some of the weapons felt weak. I was using a submachine gun and a hand cannon and I wish I felt more punch on the boss's health. I don't know a solution. Possibly getting more power ammo on the boss fights would allow players to take bigger tics out of the boss health while still making it feel like a boss. Keep trucking Bungie. Can't wait for September 6. (I made a feedback post and it was quickly buried. I copied it here for exposure.)
-
I just want my abilities to come back faster. As it stands in PvE I can't really tell that much difference b/t a hunter, titan, or warlock. Most of the time I went about shooting my gun and then once every 5 minutes an ability was up and I was reminded "hey Im a hunter, I have a throwing knife, or a sticky grenade"
-
7 답변작성자: Sub2AiiyGatorZonTwitch 7/19/2017 11:24:59 AMAfter playing Pve and pvp for almost a full day. My thoughts are as follows. Pve: Really solid and smooth but lack of power ammo. Sucks that snipers are the only thing worth using for dps on boss. Golden gun, we get 6 shots yay! We get Percision damage on headshots, however you nerf body damage. So we have to take 2 shots on 1 add. Means we still only get to kill 3 things. Pointless Bungie The Warlock and Titan ability combo will make hunters useless on high end pve. Why don't Hunters have ability to help the team? Everything does look, sound and feel amazing! Pvp: Pulses are king again. We already went through this meta for a year in destiny 1. Please please please don't nerf pulses so everything is equally as bad. Buff guns not nerf them. Also...., Why did you bring back Bloom? After you said you would find other ways....Hand cannons have mad damage fall off. That should be enough. Why do power weapons hit like my nerf gun? A body shot with the sniper doesn't even break the shield. The scope on that rifle has to much zoom for the small map. And if the ammo is so limited. Why do the snipers still have the D1 flinch mechanic? Oh look grenade launcher! But it can't one shot. Fusions are amazing, don't nerf them! Honestly the power weapons are not worth the lack of ammo. Why is recovery still so strong? I was in middle of a gun fight with a Warlock and his health started recovering. Also why does it still feel like agility is useless? This honestly feels like Destiny 1 copy and paste in pvp. But with all the nerfs the baby's were crying for. Also what did you do to my Nova bomb? In fact what did you do to the supers? People can just hover above you and the roaming supers won't hit you. I see smash is roaming now and has a speed boost when active. That's sick and I love it! Why doesn't arcstrider have a speed boost? When I was playing the hunter, people just ran away. And I wasted it. Also why does GG drain so fast? I just can't seem to understand what you were thinking when you remade hunters. They are bad in both pvp and pve. Whoever designed the looks and the sounds of Destiny 2 needs a raise. That whole team does. Great job, it's fantastic. Why didn't we get dedicated servers? Why are you still using p2p and don't give me the "it's a hybrid system". D1 was a hybrid as well. And we all know how well that worked. Why didn't we get 60 fps? Don't say the cpu can't handle it, battlefield one has it, Overwatch has it. And I'm betting the new COD has it. Over all, just from beta experience I'd give the game 5.5 out of 10. And the 5.5 was bc of the pve and the looks and sounds of the game. I'm not gonna buy it unless some reworks are made before launch. And I was trying to talk my friends into buying it. But nah we will just play something else.
-
3 답변작성자: JumpingZebra428 7/18/2017 11:58:36 PM
-
3 답변Hey. Question on pvp physic....... Is it intended that you will be standing next to your team mates at the powered box trying to open the crate and then you don't get any powered ammo? Like. Is it only one person gets to have powered ammo when the box is opened even if everyone's standing around it? Because this is happening to me a looooot... And if it's not intentional, they need to fix it.
-
1 답변
-
3 답변So in my opinion something is happening with punches. that is causing one hit kills . Also being kicked out of the beta for no reason. Being shot thru walls. And hunters feel under powered ...
-
작성자: HAPPYWOLFE 7/19/2017 3:47:59 PMHi, I played Destiny for way too many hours over the last 3 years. I'm one of those thousand hours plus dudes. I signed into the Beta 5 seconds earlier then launch and was very happy it let me in just so you know I'm into this game. My official D2 beta review in general with no sarcasm at all.... 1.... I like the additions to the classes 2.... I like the way it looks 3.... I like the gun perks 4.... Guns still feel good to shoot 5.... Homecoming was pretty fun 6.... Skippable cut scenes = yes. I watch them the first time but skip them after that 7.... I like that the strike area is large and we can explore a bit of it. PVP 1.... I hate the extremely slow Super charge rate. It takes me 11-12 kills to charge it. One match i never did get one and i had 10 kills 2.... Melee is a joke, even charged 3.... Meta all about rate of fire and stability. It took multiple hits with a grenade launcher to kill one Guardian. This happened every time. 4.... It's all about group kills gone are the days of being a Super hero saving the day with a team wipe. I took a hit from a Nova bomb and killed the Warlock without a super charged without any "heavy" 5.... The new mode is basically a retooled Relic. Didn't like it before and still don't 6.... The two maps looked great and had nice layouts 7.... I like that the fights were a lot more primary v primary PVE 1..... Gravity sucks. We're too bouncy, all classes. 2..... The ammo drop rate was perfect, except for Power ammo that was super scarce. 3..... Melee is too weak, better than pvp though 4..... Need to play the patrol and free roam modes to know if I'll really enjoy PVE in D2. 5.... I liked the strike well enough. Weapons 1.... Primary have great balance for the most part. 2..... Secondary are decently balanced but seem almost redundant except for their energy type. Might be more useful in other areas of the game. 3..... Power type is unbalanced. Grenade launcher is too weak and inaccurate Shotgun and sniper worked well. 4.... I really like that we load into the strike with power weapon ammo especially since it drops so slowly. Overall verdict a solid 6.5 out of 10. Maybe not enough to keep the pre-orders but enough that after a couple of Patches I'll check it out again and see if it's worth buying. Edit Notes: I realize that I'm not using all the new terms yet but you should all know what I mean.
-
2 답변Destiny 2 feedback beta: Hit boxes and hit detection seems to be off. Hunter Gambler's dodge sometimes is not fully recharging melee. I was defusing a charge in Countdown and it randomly interrupted me when I wasn't shot. Might have been I stepped too far from the point but i was literally on top of it so I can't imagine the defuse area is that small if it is it might need to be slightly widened.
-
Power weapons need a buff across the board. Grenade launcher should be a one hit kill, as should every other power weapon (snipers with head shots, shottys with close range, etc.) if you are using the power weapon as intended, in its intended range and hitting the intended target, it should kill the enemy in one hit.
-
Played it for now for multiple hours with the Warlock. So, obviously I thought this game will disappoint me, but it didn't. Not yet at least. Let's just say, everything is fine so far, except that one thing. The whole Voidwalker subclass is just annoyingly lame and underwhelming. I don't know if you're going to change it so we can choose our own upgrades for the Super, but so far, the slow Nova Bomb just bothers the hell out of me. You can easily avoid it by walking away, let alone run from it. Blink is just completely nerfed to oblivion and back. I don't get it. Just watch into the issues of the Voidwalker, that'd be great. Well, let's hope this game will do better what Destiny 1 failed to be - a good game.
-
#YouMeanTITANmasterrace Haven't played it yet (Xbox), but played it all already at events. You'll enjoy your time. In the meantime, however, make sure you have everything downloaded and ready to go because as crunch time comes around... you'll be wishing you bought some of those sweet snacks and soda... /s
-
Seems pretty fun, the gun play feel pretty damn good. I'd recommend that the super be a bit quicker to get in PvP. I've been playing with a Hunter for today so I only have feedback for them right now. I should have something for Titans or Warlocks tomorrow. Arcstrider: The super could use a bit more target lock-on when in the air seeing as right now all you really need to do to get away from an Arcstrider is jump. Other than that it seems okay. Gunslinger (Didn't play this a lot) Explosive knife could you a bit of a damage boost (A bit, not a lot).
-
5 답변A weasel error kicking me to main screen every time I finish a match is taking a little bit of the luster off my experience. Most weapons seem good so far. I like the slower time to kill. Supers and abilities could use a slightly faster recharge time. Supers could use little more power. I'm pleased so far and looking forward to the full game.
-
4 답변Golden Gun doesn't one shot adds anymore. It leaves them with just a little hp. So it takes two GG shots to kill one thing. So 6 means 3. A slight buff is needed here please. Lack of power ammo in the strike makes it harder then needed. I also keep running out of hand cannon ammo. Pvp Pulse rifles feel like they have the highest ttk. It legit hits like a truck
-
PVE powered ammo drop rate is in serious need of work, desperate. Need of work. The weapon types don't do enough damage to justify that you go the entire strike without a single box dropping. Either increase the pve damage or increase the drop rate.
-
작성자: Well Bot 7/20/2017 1:37:46 AM[b][u]Beta First Impressions - Feedback[/u][/b] After playing the Beta all day (yeup, I have no life apparently -_-), there are many things that should be looked into. I played as the Warlock for the majority of today so I’ll focus on that class’s gameplay, and I’ll test out the Hunter and the Titan in the coming days. [u]Why are enemies so hard to kill?[/u] - When playing the Story mission, the recommended Light is 210 (either that or 200); and the Strike’s recommended Light is 200. We are Light level 200, meaning we are on equal footing. Looking back on vanilla Destiny, the Strikes playlist was recommended Light 350; and even though Nightfalls’ recommended Light is 380, but Daybreak allows us to easily use our Supers. Thus, [b]it is only reasonable to be back in the position of facing enemies relatively stronger than us.[/b] - [b]The Cabal in vanilla Destiny were also pretty tanky in general[/b], with the basic Legionaries taking more damage to kill than Vandals, Acolytes, and Goblins. So it’s kind of understandable that the Cabal are overall tanky in Destiny 2. - I think [b]Sniper Rifles need to have a small buff[/b]. I don’t think they deal nearly as enough precision damage, especially to major enemies (the ones with armor). [u]Weapons in PvP[/u] - [b]Hand cannons seem to be in a good spot[/b]. The Better Devils require 4 headshots for a kill, and hand cannons’ overall range is pretty normal. - I think [b]auto rifles are for the most part are fine, [u]with the exception of the Deathstalker-4AU[/u][/b]. Its whopping magazine size and main perks make it one of the most used weapons in the Crucible (from what I’ve seen so far). I like to think that auto rifles are making a comeback, so what do other players think? [b]Should the Deathstalker be nerfed, or is it fine as is?[/b] - [b]Pulse rifles seem to be surprisingly good at close range[/b] especially when faced against an auto rifle or hand cannon. [b]Perhaps a small nerf to make it harder to aim assist at close range?[/b] - I haven’t experimented with scout rifles so I can’t really say much about them. - [b]SMGs and sidearms seem to serve their function fine[/b]. SMGs melt opponents at close range, and sidearms can dish out close-range precision damage when shields are down. - [b]The Acantha-D grenade launcher will not kill opponents in one hit[/b], requiring at least two direct hits (or within close proximity) to kill. It gets 4 rounds when picking up Power Ammo, so it’s capable of killing two opponents individually. I think that's perfectly fine. - [b]Shotguns[/b] are capable of one-shot killing at short range, so they do [b]serve their purpose[/b]. - The maps may not be super ideal for [b]snipers[/b], but from what I experienced, they [b]seem to be just fine.[/b] - I’m pretty sure fusion rifles are capable of one-shot killing opponents if you land all the bolts as always, however I need to experiment on them more. The LINEAR fusion rifles (similar to Sleeper Simulant) however, I don’t know how I feel about them. I’m pretty sure a precision hit implies a one-shot kill, but I cannot say for sure simply because I never got one yet. - [b]Rocket Launchers act pretty much the same[/b]. Haven’t gotten my hands on one yet, but from what I’ve seen, they do their job. [u]Warlock Subclasses[/u] - [b]Healing Rift and Empowering Rift seem pretty nominal[/b]. They serve their purposes well. - Does Burst Glide offer a “strong initial boost of speed”? Because from I’m seeing, it kind of doesn’t. - For the PS4, apparently holding Circle after jumping causes you to start the Glide. Was that intentional? I know you can do a midair dodge with the Dawnblade, but this potential bug also applies to Voidwalkers. - [b]I agree that Supers should recharge a tad bit faster, especially during the Crucible[/b]. I understand the standard ability recharge across the board, but having most of the Supers appear near the end of the match seems......lacking. If the match is close, then it's a competitive spectacle (which is good). However, if it does go one way, then it's just overkill. [b]Or perhaps, you can keep the recharge rate as is, but have kills further reduce Super cooldown than it currently does[/b]. [u]Voidwalker[/u] - [b]Blinking takes your HUD away for a couple seconds[/b] though, but I’m pretty sure that’s for balancing purposes. - [b]Charging your grenade[/b] (Chaos Accelerant) [b]continuously draws from your Super meter[/b]. There is a visual indication when it’s fully charged (when the grenade flashes brighter), but [b]I think it should also stop drawing from your Super after your grenade is fully charged.[/b] - [b]Players seem to be skeptical of Cataclysm[/b] (Nova Bomb travels slowly, seeks enemies, releases axion bolts on detonation, can be fired at to detonate manually) mainly because the Nova Bomb is super slow. [b]It’s difficult to gauge how good Attunement of Chaos is without experiencing the second perk tree[/b] (Attunement of Hunger) [b]because it offers a different usage of its abilities[/b], focusing more on being in a constant state of Devour and becoming a tank, while its Nova Bomb is supposedly normal with the Vortex ability. [b]Attunement of Chaos seems to focus more on causing a large quantity of explosions[/b]. Unfortunately, the second perk trees on all subclasses are unavailable during the Beta so we'll have to wait for the final release. - I think [b]Nova Bomb’s blast radius should be slightly larger[/b]. Its blast radius seems decently small, almost leaving it up to the axion bolts to finish enemies (which other players can still outrun). - [b]Can we please have Vortex Grenade slow an enemy’s movement speed when inside it?[/b] I mean, 1) it is a VORTEX grenade, implying a vacuum functionality; and 2) even the Nightstalker’s Smoke Grenade in vanilla Destiny was capable of slowing enemy movement. [u]Dawnblade[/u] - Daybreak acts like an aerial Sunbreaker, so you really have to time your shots if you want to hit someone at long range. I think it’s pretty fair as is, but [b]is there a chance it could potentially have a dashing melee attack of some sort?[/b] I mean, it IS a sword… - [b]Sticky grenades are no longer a one-hit kill[/b], at least for the Fusion Grenade which I personally believe is good for PvP. It only requires a melee, or a few shots before or after throwing it to get the kill. [u]Some things to remember when playing the Beta[/u] - [b]Destiny 2 is supposed to feel different than the original[/b], so what you know from Destiny may not necessarily transition to Destiny 2’s gameplay elements. - The Beta’s weapons are being compared to vanilla Destiny’s weapons quite often, and a lot of people are disappointed because they’re not functioning to that same level. [b]Please remember that the weapon loadouts are different so there has to be some balancing changes.[/b] You may have loved hand cannons and shotguns in vanilla Destiny, but their roles are redefined in Destiny 2. [b]Although I do agree that a couple particular weapons do outshine others.[/b] - The Crucible is taking a competitive turn. [b]4v4 does make the teams more manageable and provides a more competitive aspect[/b] such as in Rainbow Six Siege and Trials of Osiris. Having more health and shields overall also contributes to this, meaning [b]players have to strategically use their weapons and abilities in order to bring their enemies down[/b]. This is especially true in Countdown because [b]if you were able to easily kill your enemies, then the goal of arming and disarming bombs becomes nearly obsolete[/b]. - [b]Gunplay is becoming the focus rather than the abilities, emphasizing consistently precise accuracy and strategic ability usage. Although I do agree that there needs to be a slight buff to the abilities[/b], they serve more as a supportive role rather than straight up being offensive. - [b]You’re not 30-50 Light levels higher than your enemies[/b], i.e. vanilla Destiny’s Strike playlist and Nightfall w/ Daybreak. The story mission and the Strike are basically equivalent to your Light [b]meaning there’s an equal footing for you and your enemies.[/b] - Overall, [b]there is also a learning curve in understanding how the weapons and abilities work. Please understand that this game is [u]NOT [/u]vanilla Destiny.[/b] There is a difference, and shouldn’t be quickly discarded because it feels different. I also understand that there is a lack of content, but [b]this is a beta after all. It’s not an early access event, it’s a beta-test event meaning that it’s up to you, [u]the players[/u], to inform the developers any issues (balances or bugs) in which they should fix.[/b] [b]You all have done an amazing job of posting your feedback[/b] and I’m sure Cozmo and other Bungie employees are carefully surfing their forums and Reddit for feedback. Keep up the good work!