[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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2 RepliesI have played the beta for quite a bit of time now, it's great for the most part but I do have a few issues with it: 1) next to no ammo drops in pve and the strikes The amount of times I have run out of ammo and found myself running around aimlessly for more 2) The weapon system is cool and unique but the power weapons (heavy weapons) especially with the sniper and shotgun is that they feel weak in comparison to what they were but with very limited ammo 3) The subclasses in my opinion feel rather lacking, gunslinger, striker and sentinel are great, but the arcstrider feels like an even worse version of the bladedancer as the super feels rather weak as it takes about half the super duration to kill something The warlock in my opinion got the short end of the stick as, yes the solar subclass is cool and awesome to use, it is rather weak for damage and voidwalker has been nerfed into the ground especially with blink and nova bomb 4) Ability recharge rate is extremely slow, because of this the strike is rather boring as it takes ages to kill just a small group of enemies and in PvP it makes it very hard to kill other players At the end of the day, it's just a beta and I am aware most of the issues I have are being addressed already for the full release but at the moment, I am kind of in the middle as to whether or not i should get the game, as long as the issues are addressed and at least have the things that are lacking, slightly buffed but not made OP, the game will be great and I look forward to September when its released
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Ability charge is way too slow. It takes a lot of the fun out of playing. I get 2 or 3 grenades per match in crucible and half a super charge with decent kill #s. The radar delay is my biggest issue. It takes at least a full second to fade back in when I release the sights. It's literally killing me. Enemy energy shields in PvE are hard to see sometimes. Maps are beautiful and well-designed though. The story mission and cinematics were great. Can't wait to play the full game!
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1 ReplyGrenades, are way too weak, headshots are way too weak, supers take far too long to charge. Why were the Hunter's and Warlock's most useful abilities taken away? Invisibility was practically the only beneficial ability a hunter contributes to a team for revives. Taking a Warlock's self res is also boggling. It made a player bw conscious of their team and to be a team player. I haven't even played the multiplayer yet and am regretting preordering destiny 2.
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First I must say that Destiny means a lot to me as this is the game that got me very serious about gaming. I am mainly a PvE player so will not comment on the PvP side of things. Having tested the beta I have the following comments to make: - considering a lot of players have lost a lot of faith in the capacity for Bungie to deliver a great game, I didn't think this beta was reassuring. One mission, one strike? Really? - I seriously hope that the first "cut scene" we get isn't all there is to set the scene of this new game/story: 30 seconds of banter between the three main npcs (and that's assuming you've played Destiny before and know who they are/what they represent) and then, BOOM! Big baddie attacks us (again), go guardian you're our only hope (again)... This is more a dlc than a new game. - I also hope that you can explain properly how we get from, say, a blade dancer to a pole dancer (for the hunter) or a defender to a sentinel, etc. Fair enough to destroy the tower to explain why we don't have all our weapons (because of course no one ever would keep a stash just in case), but why would we forget our skills? The only way I could see it work is if we were starting the first mission with our old skills but once we get our light stolen, we would have to relearn everything and in doing so, learn a few more tricks. - The only strike on show doesn't seem to bring any game mechanics beyond going somewhere, shoot baddies, press square to progress to next stage, repeat. It would be nice to have strikes that would hint at some possible raid mechanics. Meaning people would need to work together and not feel like they can just speed run to grind any possible loot. - dumbing down the weapon perks: if that is to please casual players, that is a bad move. When I first started to play Destiny, I was a noob and didn't really understand the weapon perks. However, I never felt like I couldn't play the game because of it. Then, once I got better and got more into understanding these perks, they helped me get better and give a slight edge in raids or nightfalls. Basically not caring about perks wasn't a game breaker if you didn't have the time to grind, but it was something that you could look into when you had (the time). Shame to lose that. Thanks for reading. I sincerely hope that my fears are unfounded and that destiny 2 will be great story and content wise. And not just about PvP and/or emotes/weapon skins.
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Edited by SpaceVarmint: 7/20/2017 5:14:59 PMAfter spending some good playtime in the beta last night I have to say it was a good experience overall. Talking mostly about PVP here as that is what is mostly re-playable in the beta. What I am looking for out of D2 is a move away from the "secondary weapons meta" we always had going at all times in D1 and I would love to see the ability for diversity of primary weapons so people can use their own unique preferences without knowing they have no chance at winning if they do. I had some good fun with the gunplay last night. I felt, at least on day one of a beta, things seemed promising. The cool-downs of the grenades/melee/super is obscene. It's a crazy heavy handed nerf and needs tweaked as first priority IMO. I'm not asking for Meyhem, but it's just WAY too long! I'm torn on the 4-man vs 6-man. I would LOVE to see both modes. Not having 6-man breaks up a LOT of long time Destiny friends from playing together. However, I am certain there is a reason behind it. Maybe it can be added down the road? I thought the story was good (a bit short, but it is just the beta). Overall I had a good experience. Just those cool-downs. Crazy unneeded nerf there, man. CRAZY. *I will edit and agree with what some others have said on two points. The strike seemed a little dull with just a bullet sponge boss, and power weapons are quite underwhelming so far. -Varmint
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Edited by Rika673: 7/20/2017 7:15:19 PM[u][b]Story[/b][/u] Thank goodness you listened to the community about the narrative. It was fantastic, felt like a movie and a great upgrade than D1 introduction. It left me reeling in for more story. Love that we get to see the big 3 in action and interacting with us. There are some issues of course since it's just the beta. The heavy ammo drops in pvp are a bit difficult as it can only be picked up by one person. Many times I rush over but someone beats me to the punch lol. My main class I play is the warlock class and to me they feel heavier? Like I wasn't a fan of the titan class in D1 cause they felt slow, but in D2 they felt faster than the warlocks! The jump throws me off as I keep gliding which feels never ending. The burst glide doesn't really feel any different than the balanced glide. I can see the bursts in D1 but not in the beta so far. Supers in pvp take [u][b]WAY[/b][/u] too long to charge up. Mainly played control and can get 20 kills in and I'm not close to supers until the end of the match. Probably cause the armor that we are given doesn't really help in ability recharges specially our granades. Other thing too is that our created characters should have a voice like in the vanilla version of D1, I think I heard my characters talking in the beta like when we saw Cayde or when the speaker went missing but hard to tell lol. The graphics have defiantly improved as well as the lighting which I like. The frame rate is well done there's nothing wrong with it cause I can't spot a difference. The void walker for warlocks, the Super feels slow. I used my nova bomb and it fired so slow that all the player enemies were able to literally jump and dodge the whole attack. It used to be fast and almost unavoidable now it's quite easy to miss. The classes are cool but feel weak in my opinion. Dawn blade is cool but is far too short, you have to be precise on landing attacks with it. The titan class feels fine, but the hunters staff feels a bit weak as well. I know it's just a beta and I'm sure these issues are being resolved for the final release but overall the small taste I was able to see was amazing. The story so far feels great as I can't wait to see what happens next. Keep up the good work as I can't wait for D2 launch!
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Hey Bungie - here are my thoughts and impressions for the D2 Beta. [u][b]Story mission [/b][/u] Was a big step forward. The addition of the randos that join half through was a nice twist. Obviously you have listened to the community regarding the narrative. Congrats and well done, if this is an example of what you have the rest of D2, you have a hit. [b][u]The Strike[/u][/b] Again, really good, better than I expected. The mechanics were a nice tough and the actual "area" for the strike was huge, made it a lot of fun. [u][b]PVP[/b[/u]] The 4 v 4 is new and interesting and believe that the emphasis on primary weapons will pay dividends. IMO - TTK is too long but maybe that is resultant on the configuration for the maps we played. Power weapons, interesting. The match kind of stagnates a little bit until purple appears and then is decided very quickly. But again, this might be because both game modes available are objective based rather than kill based. The maps are good with multiple levels and approaches. My only criticism is that in 4 v 4, if your team or the opposition has an 'MLG' type, that game is over very quickly as you are either so far behind or ahead it does not matter what happens. IMO the propensity for this to happen was offset in the 6 v 6 just due to the overall nature of the chaos of the 6 v 6, if that makes sense. And I know that the 'git gud' tag can be applied here, but most of us don't have 30+ hours a week to dump into the game to 'git gud'. I fear that this could turn into something similar to TOO, where to have any sustained success you need to be carried or part of a team that is 'gud'. Single queuing is not much fun, fire teams have a way big advantage in the 4 v 4 because there is so much more 2 v1 encounters. [u][b]Da Weapons n Armor n Stuff[/b][/u] WEAPONS - Feel very crispy, the new perks look really interesting. Addition of the new weapon types was and is a good though process as they provide some really fun combos. I lament the drop rate for purple ammo but you already know all about that from others. I am not sure about the power weapon scenario, as again IMO, it contains the big hitters - especially the snipers - that were such a big part of Raids and NF's in D1. I acknowledged you had to do something to reign in PVP (as it was in D1, ergo Cruce & Ice Breaker, NLB etc.) but this hurts PVE and unintentionally generates bullet sponges for mob bosses and end bosses. This does not make PVE fun as you end up chewing through a lot of ammo in your primaries as they do not hit very hard. ARMOR - umm, no real opinion as I do not understand how the stats relate to the abilities. All I know I that the mobility perk does not appear to function (for me) as there is no real difference for a high as opposed to low mobility stat. Looks pretty cool though. No comments here on abilities and super - see bellow. [u][b]Character Classes[/b][/u] I like them. Full stop. Again, No comments here on abilities and super - see bellow. The perks seem to associate well with different play styles and game types. [u][b]Abilities and Supers[/b] [/u] Not a fan of the recharge and damage output. Again I acknowledged you had to do something to reign in PVP but the spill over into PVE (and some aspects of PVP) is .... not good. It is way too slow and this detracts from the experience in PVE (PVP discussion in a bit). One of the main things that separate and identify Destiny from other shooters (e.g. COD and the like) is the Abilities and the Supers. This is one of the core elements of the game that make it attractive to your fan base and having it nerfed so hard for PVE, makes it.... not fun. Ditto for the damage output of those abilities in PVE. My assumption here is that the recharge and damage of abilities and supers in PVE is related to PVP, ergo the nerf. If this is the case, I fear that you will lose a large portion of the fan base as, like I said, this is one of the core elements of the game that make it attractive. Having to stand around and wait for grenades and supers to recharge whilst undertaking PVE activities is - not fun. I didn't totally mind it in PVP as it promotes the use of primaries, and who can't forget the stickies or blink shotties - right. The Super - it charges for way too late in the game. IMO the super is used to control and change the game, a good Golden Gun or Smash and your team can come from behind for the win. In this version, everyone gets it at the last minute and it is spammed, it feels like there is no value to its use. It feel like that as soon as you get it you have to use it as there is only a very short time left on the game clock. Similar opinion for the grenades and melee. I am ok with the damage but again, the recharge is too slow. Yes I acknowledge the current meta in D1 and all of the issues associated with it, but again I offer up that abilities are one of the core elements of the game that separate this from COD types. I hope you can do something here to separate PVE and PVP ability and super damage / recharge. These are my thoughts on the Beta, right, wrong or indifferent.
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So far I'm liking destiny 2 but there are a few things that could be fixed. The supersvin general take too long to charge and the dawn blade doesn't really last long and this is the same in crucible. Also the game would be much better if our character could talk in the game.
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1 ReplyEdited by Tetrafy: 7/20/2017 4:21:00 PMOk so my list of opinions. 6v6 please. Super recharge rate is super low. No ammo in pve. How are we going to do raids with one heavy weapon for dps and two primaries? Low damage on guns to force team gun fights. No end game pvp aka no rolls how are you going to keep peolple playing?
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I'd just like to be able to mute shaxx cos he winds me up more than anything else when I'm playing crucible
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To be clear before i begin, i love Destiny, I've put over one-thousand hours in Destiny 1 and[i] loved[/i] every bit of it, from the lore to the crucible. I'm a year 1 player and have been supporting Destiny 1 from it's lows in the House Of Wolves to it's highs in The Taken King and i truly care about what happens to the franchise. Destiny 1 no doubt had it's fair share of problems many of which have been fixed, others not. Yet even with all the problems Destiny 1 had it still managed to captivate many hardcore players and some casuals every now and then. This i believe is because of it's unique gun play and moment to moment interaction and of course, supers. Supers made Destiny well, Destiny in the sense that you could be a complete [i]badass[/i] for a few seconds around 2-3 times a game or completely clutch an important game of Trials, it was like no other game at the at the time. This brings me to my experiences in the Destiny 2 Beta. Don't get me wrong, the beta is fun and worth playing but there[b] IS[/b] a lot of issues that if not changed by the September 8th release will bring catastrophic results many of which will be negative. This brings me to the first and possibly most important point. [b]Ability Cool Downs (Most Importantly) Super Ability Cool Downs [/b] Take what i'm about to say with a grain of salt, i personally hope that these problems aren't going to be in the final game and are most likely here because of the many restrictions in the beta but, i'd rather be[i] safe then sorry. [/i] The Destiny 2 ability cool downs that have been showed in the beta are completely [i]broken [/i]and [i]unbalanced[/i], and must be fix before the launch date. What i mean by this is the cool downs on abilities are way to long. I can support that claim with the soul-crushing fact that i have played well over 10 games today and have not been able to use my super ability once when it actually mattered. Basically, when the majority of the game has their supers regardless of how well they're doing it's already too late for it make a difference and sometimes people don't get it at all in games. This is a [b]BIG[/b] issue that makes the presence of super abilities close to useless. On average players should receive their supers around 2 times every game regardless of how well their doing and should be spaced out throughout the game instead of just at the end. This can be fixed easily, by either reducing the time it takes for supers to charge or adding in a game mechanic. Either way it must be fixed in order for Destiny 2 to be considered "fun" and a proper sequel when it launches. I also believe that grenades and melee should recharge a bit faster in order to keep the game interesting and fast paced. Lastly, I understand why the 3rd ability for Warlocks and Titans are on such a long cool down, what i don't get is why the Hunter's 3rd ability shares the same cool down. I mean c'mon, it's pretty much a glorified shade step that does not bring anywhere near as much assistance as a the other 3rd abilities. This again can be easily fixed by just lowering the cool down in some way or another.
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Make a PvP 6v6 game mode... please.
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I never thought I would ever say this but I did not enjoy playing Destiny 2 so far :( The story mission was a solid start and got me hyped. Then I jumped into the strike which was unbelievably boring to me! It was too long and had really nothing interesting in it; Just a bullet sponge boss. Also the power weapons felt really underpowered in ratio to their ammo rarity. The damage was just slightly higher than the other 2 slots and that's just not satisfying! And then there was the ability cool down that was way too slow for pve. It made the whole experience feel too slow and boring to me. I'm not gonna say anything about the subclass customization and the lack thereof cause it's just wrong and a terrible mistake and there's no argue in that. Then I hopped into some crucible. First of all the whole quick play and competitive playlist is just some meaningless labeling. It's like calling salvage competitive and skirmish quick play! That's not how it works. Countdown and control are just two different game modes and nothing more or at least it feels like that in the beta. Then let me tell you about 4v4. If you're in a fireteam of 3 or 4 you'll probably have some fun but if you're playing solo the possibility of having fun gets to minimum. At the moment you'll run into so many teams of 3 or 4 in the crucible and that means even if one of your teammates is a blueberry you're -blam!-ed. D2's crucible is way too team based and there's no 1 player carrying the whole team like Destiny 1. Teamshots felt just brutal and fireteams have just more chances of teamshotting you. In 6v6 modes we could have teams of 3 or 4 against us and some not highly skilled players as our teammates and still win but good luck with that in 4v4. Every game in the beta was either us crushing the other team or they crushing us and nothing in between. And for a game that values primary gun fights most guns didn't feel that good to me. Handcannons had way too many bloom shots that I knew I was landing a 100% but did no damage same as the sidearm. SMGs were way too inacurate and scouts didn't feel right for the small map types. Only the pulse rifles and auto rifles felt usable to me. The only thing that I enjoyed in the crucible was the power ammo situation. All the guns felt great except for the grenade launcher which in my opinion is not really designed for pvp. These were mostly all my thoughts and although they were mostly negative I'm still excited for the full game release and I know this is just a beta and so many things will change in the future. Fingers crossed!
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1 ReplyI'm really enjoying it so far - one thing that stood out to me so far was how excited I am to use the shaders on individual armours and weapons - I'm not far in but will there be any shaders dropped in beta? Also the interaction of the vanguard in the opening mission was great and really added a cinematic quality
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1 ReplyMy biggest complaint is time to kill in pvp, and overall movement. I dont mind time to kill too much in pve, gives a bit more of a challenge and promotes aiming for criticals. However in pvp there is so much movement it feels very difficult to take down an enemy. I found myself unable to do much unless i used a hand cannon. However my biggest complaint is movement. I love that we now have submachine guns. I like to run and get up to my enemies and take them out face to face. But with the destiny movement system i feel unable to move and maneuverability while running is atrocious. Now i would understand this for a titan, but as a hunter with full mobility i feel like i shouldnt feel like an elephant. And last something that will never change. I hate constant radars. In pve its fine. But i feel it destroys pvp.
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1 ReplyBeen playing the beta and loving, feels a lot more balanced than destiny 1 and weapons feel great. After playing quite a bit with my friends though, one of each class I can't help but feel the hunter class ability is just underwhelming compared to the others. I did have an idea on how to improve. 1. Just a faster cooldown, not drastic, could just be a few seconds. 2. Invisibility for a short moment after coming out out of it, for maybe 1-3 seconds. I doubt this since it seems bungie want to get rid of invisiblity in Destiny 2. 3. For a bit of quicker movement and reload speed after coming out of it. I also feel like there isn't much reason to use the dodge that recharges melee when close to enemies especially, even though it is a longer dodge animation.
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Edited by Cipher: 7/20/2017 12:30:00 PMSooo...My first impression of the beta (not the game) is: I don't like it that much. I'm going to give my constructive feedback separated for PvE and PvP. This is not going to be shitstorm, just my personal opinion according to the current circumstances in the beta. [b]General:[/b] 1. The orbit: This is more a question than a statement. But I'm pretty sure that Bungie stated we won't have an orbit to switch activies and such. Is it just for the beta or did they lie to us? I mean sure, everything looks shiny now, as well as the tavelling to other planets, but literally everything has been copied from the old game, which brings me to the next point. 2. Just a bigger dlc: Many players have this opinion and I'm one of them. Destiny 2 is just a big dlc in my eyes. At least that's how it feels currently. And I feel kind of fooled, because Bungie already announced two dlcs even though the game wasn't even released. How should we think about that? Does it mean the main game won't have enough content to enjoy it? Bungie promised there would be almost too much story in the game. So is this true now or not? At least I hope that the focus of this game doesn't lie in PvP again, because I don't liked my experiance of the beta PvP at all. More info follows. 3. Graphics: You've done quite a bit about the graphic and that's good. Not really much I could complain about. 4. Classes and Sub-classes: I'm going to give a statement to all the subclasses. [u]Warlock: [/u] And once again you've destroyed the warlock. Sure, the new dawnblade looks super cool. But it is only super effective if you don't get killed within one second after popping it, which is the case most of the time. But that goes for all subclasses except for gunslinger and striker. Anyway, you also destroyed the void walker. He's the only one who can't throw his bomb multiple times and that seeking perk doesn't guarantee multiple kills such as the gunslinger for example. The warlock was always my favorite character, but now I have to choose a different one because it's just the worst. I hope they will get a better subclass later. [u]Hunter: [/u] Gunslinger is overpowered, because you can kill even more people now. It's like you've just added a few more shots, just like with the fist of havoc. You can simply kill anyone who's trying to kill you. And ironically, you've made the best subclass worse. The arc stider is too low, because you have to be right next to an enemy or else they will just run away. The aim assist is also really bad. And if you use the super near 2 or more enemies, they kill you instantly. [u]Titan:[/u] Ah the Titan again. The strongest class of the three, just like in Destiny 1. I still don't get it. So the sentinel is the weaker subclass here, because you have to be REALLY good to get kills. It's the same problem as with the arc strider. You have to be near an enemy and you also mustn't be near too many of them. The problem is that in a 4 v 4, players always stick together. So yeah, have fun. The fist of havoc is not bad though, because it's just slightly weaker than in Destiny 1 but can be used multiple times now. Since this one is much faster than the arc strider for example, you can also kill multiple enemies without dying. I'd also complain about the range and aim assist here, but you guys have balanced this good enough since you can use it about 6 times now. All in all the supers are really unbalanced. But this is also a problem because of the 4 v 4 PvP. Actually I'd say this is a problem for PvP only. Since it is always 4 v 4 you either die because there are too many people or you don't get anyone, because the team only has 4 members and they can simply run away. Plus, aim assist is too bad to grab people in the air with the second super attack. So in summary: Warlock is bad, Hunter Gunslinger is OP and Titan itself is too strong but only fist of havoc is OKAY. 5. New perk mechanisms: I like the interface for the subclass perks a lot. Same goes for the weapon mods and stuff. I'm really excited to see what you're going to do about that. But I'd be more pleased if we had a bigger perk tree. There are only a few things you can choose from in the subclass. We really need a much much bigger one. Do you know that sphere grid from Final Fantasy 10? We need that. This would make things much more interesting. Then you also can't predict which skills your opponent has. [b]PvE:[/b] This is by far the best thing, although it was very short in the beta. 1. Difficulty: So I really liked the strike, because the difficulty was slightly higher than it was in Destiny 1. You had to rely more on your teammates and don't die within the bosses's phases. It was a little bit challenging and really fun with friends. If all PvE activities are going to be like this, I'd be satisfied. The difficulty was one thing I hated on the old game, because it was too low. So please keep this in mind. 2. Terrain size: Everyone loves big maps. I really liked how you have to travel more far away to get to the boss. The new world design is I'd say slightly better than in Destiny 1, so it's cool that we can enjoy it better here. I really hope you give us enough PvE play, because currently I feel like I'm never going to touch PvP. But the problem is that Destiny's focus is on PvP so I just [u]have [/u]to complain about it. So here you go: [b]PvP:[/b] I don't know if there are going to be major changes for PvP, but if you keep this for the actual game, you're going to loose lots of players. Why? I'm going to explain all reasons in detail. 1. 4 v 4: The most bad idea you have had. Why did anyone think this is a good idea? If there was something in Destiny 1 I liked then it was the variety of PvP modes. Now it feels like Destiny 2 is a much faster shooter and I hate that. Countdown is like CS:GO and all modes feel like trials of osiris, because the players either always stick together and you get into a 1 v 3 or they are all separated. If we remember the good old days with control having a team of 6 people, everyone was just killing a random guardian. There wasn't too much hassle. I also liked skirmish sometimes, because it was just more calmed, but it really doesn't feel good with one more player in the team. It just feels very unbalanced. Please do not make the mistake and make all modes a 4 v 4 or else the game is going to die very soon. At least for me. 2. Power ammo: I really like the fact that shotguns and snipers are in the heavy slot now. That was really a good idea. But why in hell can just one player grab the power ammo? Okay sure, it spawns more often, but if one player in one team is a try hard, it won't be difficult for them to grab it everytime. It will also cause argues within the teams. Why not just doing it like this: At some point of the game, every player gets power ammo automatically once. Put in a counter so people can prepare for it. 3. Unbalanced classes: As you can see above, I find the classes really unbalanced. And this takes most effect in PvP. I also think it's not a coincidence that I almost only have Titans or Hunters in my or in the enemie's team. What I would like to recommend is to give us two more subclasses and maybe even a new class. As I said earlier you copied a lot from the old game and a new class would CLEARLY make it better. There's SO MUCH potential in this game. This is really a pity. But since I know you're not going to do this: Here's how I would fix the current classes. Give the voidwalker 6 nova bombs without the seeking perk and make it much smaller in total (or let them decide what they want to use). Increase the protection during the super for the dawnblade, arc strider and sential a lot. Decrease the protection during the gunslinger super a tiny bit so you can at least teamshot them down. 4. When do I get my super: Well...I had one match where I wasn't [i]that[/i] good and yeah...I didn't even got my super once although I've got a fair amount of kills. It feels like the time until you get your super has been reduced. But what I'd really wish for the future: If the enemy team has got the lead, their super should load even slower while the other team should get the super a little bit faster so that they at least have a chance! 5. Assists count as kill: I'm not sure about this, but it seemed like assists count as kill. And if I didn't just see it wrong, I'm more than happy! This is one of the biggest problems D1 had. And assists are being counted as kills in D2, you're getting a huge compliment for that! But unfortunately, this is the only positive thing I can say about PvP currently. Okay so that was my personal opinion about the beta. I hope you're going to make things a lot better for the game, or else I'm not going to buy it. I already cancelled the pre ordering, because I'm very disappointed from the beta. I'm satisfied with the amount of content shown in the beta, but just not with the mechanisms and such things. I'm not sure if you're really going to read this because I know how busy you are, but if you do please consider the things I mentioned. I still have hope for the game. Over and out.
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I noticed that the tooltips for weapons and armor aren't aligned properly. If I am hovering my cursor over 'Handling' it shows the tooltip for 'Stability'. In order to show 'Impact', you have to hover your cursor well above the word "Impact" in order for that tool tip to show up.
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A few things I noticed This one is more of an aesthetic issue, but class items (mainly hunter cloaks and titan marks) seemed a bit stiff and didn't seem to flow as well as one might think. Movement speed was a bit slow, could probably use a boost. Purple ammo drop could drop just a slight bit more frequently during strikes, etc. In pvp, the super recharge rate could use a boost. Found myself going entire matches without a super, even with high kill rates of 18 or more. I've also noticed that many people find that the grenade launchers were a bit underwhelming, and after playing with one myself in all beta modes, I would agree that they could use slight buff. Those are just a few things I've noticed, will continue to play and look for more possible issues. Other than that, it's super fun and I'm really excited for the alpha. Love the new changes and I absolutely love the new ArcStrider subclass!
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Edited by Taldron89: 7/21/2017 11:29:08 AMFirst of all my I'm not a native english speaker, so sorry for some mistakes ;) So the most important thing first: The Movement just feels so slow and clunky, the ability to move around fast and controlled horizontally and vertically was so much fun in D1 and now it feels like it's gone completely. That literally killed the whole experience for me and a lot of my mates. Hunter feels a little better than warlock, but still not good. Warlock feels like you have a large Iron weight cuffed at your feet like in old prisons... And according to a good friend of mine the Titan feels even worse. Really Bungie, this is no fun at all. The changes they did were done, at least as far as I assume, to further balance pvp (titan-skating and hunter shade step spamming) but this is just the wrong way. The game already got slower in a lot of aspects (Gun damage, ability cooldowns and damage). Combined with the new "movement" it's just overkill. So to keep the rest short: -Story: feels really good; nice cutscenes; great sound; weapon sounds are awesome. -Strike: too lengthy in the beginning, mostly because the first encounter feel pointless because they are so easy; overall design is pretty nice; boss-fight is fine but too much hitpoints in the first phase, cause he is literally a joke till he starts to burn the ground; good rage mode in the last phase -Sounds are perfect overall, love them <3; German synchro is not great, new voice for Cayde :((( and Ikora has like no emotions in her voice at all.... -PvP: Maps are really good, especially regarding the lower player count; still too many network issues (ok its still a beta); time to kill is fine i think - makes gun-fights more interesting; -New Gun System: I personally don't like it cause it takes a lot of diversity out of the pve experience, but it's good for pvp though. But I think a separate balancing for pvp/pve would be a lot better in regards to the fun-factor -Abilities: They needed a nerf, i get that. But they got hit twice really hard, really long cooldowns and really low damage! maybe ok for pvp, although cooldowns should be a bit shorter in pvp (especially Supers cause the end of a game is usually chaos cause everyone gets their super in the last minute). So overall the nerfs were good for pvp, but they totally killed the pve-experience! I mean what's the point for playing Destiny above any other shooter if i can use my cool and fun skills just so damn little and they feel so weak? -New Class System: First of all I think Bungie went the totally wrong way by making everything more simple, One core aspect of Destiny 1 was, at least to me and a lot of my mates, to play around with different builds we created by ourselves - that's gone :( It works, but it's less fun and interesting than before So my two big Points are: 1) Please make movement faster and more fun! 2) Do a separate balancing for pvp and pve like you did with shotguns in Destiny 1 Year 1. That was such a good thing back then. Balancing pvp at the cost of pve just ruins the pve experience.
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1 ReplyEdited by kniveskills81: 7/19/2017 3:00:43 PMIm only adressing pvp since im not a pve player however i loved the first mission and it had really good cutscenes. Pve: nice. Pvp: beside the fact that its a beta build and the game wont have dedicated server and will still be 30fps, the networking is trash again as well. I haven't seen anyone testing it yet but i bet the tick rate is the same as in destiny 1 which is a hot garbage 10 ticks per second(overwatch has 30 yet people still complain 50=norm.) - my melees are already being eaten, so is my shoulder charge attack when in the striker super. - handcannons have bloom and ghostbullets still and so do sidearms now, like why? They already have garbage range just let them at least function properly and not be rng and inconsistent. - im still getting shot through A TON of walls. - the soundtrack is great - good layouts of the maps too and nice graphics attention to detail estethics etc. - the titan abillity needs a buff to activation time. Whats the point of putting up a shield when im dead before it activates - super recharge rate if you're not doing anything is fine, however you need to get a bigger boost when you get kills and or cap flags/pickup orbs of light. If im slaying i still only get my super once and thats usually at the end of the match. Otherwise i don't get one at all. - grenade and melee recharge are good where they are, finally no more abillity spam - Sentinel and arcstrider need a tracking buff and i hope golden gun lasts a lot longer without the six shooter perk active. - power ammo works fine and doesn't spawn too much or too little. So far so good right? NO! Lets talk guns: to sum it up, they are TRASH. - the time to kill is waaaaayyy to high. This produces a slow game with little to no gunfights or 1v1s because everyone is holding hands and runnning in stacked 4 teams teamshotting everything. And if theyre not, then they will be chilling at the very back of the map, waiting for you to push them, too scared to move on their own, because our guns do no damage. Im not going to adress balance issues in terms of pulses hc's autos etc since its only a beta build after all, but if the guns dont deal more damage in the full game, then this will be the most boring slow paced non tactical just team camping based pvp ever. Not just for destiny, but across all games. Halo was slow paced too with a high time to kill, but at least that game had huge bonus in damage if you hit headshots. You could outgun/outplay multiple opponents if you were the way better player easily. This isnt the case in d2. Recovery and movement have been slowed down so much so u cant win a 2v1 no matter how good you are or bow bad your enemy is unlesss you have your super up. Power weapons also arent nearly good enough. If we barely get to use them, at least make them good like the halo power weapons were. Sniper or the laserweapon or rockets would melt in halo. Now snipers dont even bring your shield down and have massive flinch. And grenade launcher and rockets work but simply get next to no ammo. At least shotguns are consistent now, however they still have shit range, worse than y3 d1 even. Fusions are the only good redeeming weapon in this whole game and i bet you guys at bungie are just gonna nerf them instead of buffing everything else(literally every other gun in the game deserves a big buff). So overall utter garbage pvp.
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I definitely agree with a lower cooldown of all abilities, especially if the lower damage is to be upheld. The weapons also seem to have a noticeable imbalance in pve and pvp. Though my biggest concern is the feel of the new "stats". Starting a hunter feels powerful in terms of speed in comparison to the other classes, however starting a Titan and having 10 resilience just doesn't have the same feel. It almost feels indistinguishable from other classes. Destiny 2 did a wonderful job with making each class feel distinguished from the others and give a sense of uniqueness to your character based on your class choice in comparison to the first game. However it almost feels like it moved towards a standard FPS, which are a dime a dozen. Abilities, customizability, and a general uniqueness of your character is what makes it stand out as a truly fun game that anyone would want to play over any generic FPS. Though, it should be noted that there is a greater feel of team cooperation with ability choice/usage amoung the different classes that promote cooperation that I am 100% behind.
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1 ReplyBiggest problem that I have is it is impossible to see heavy ammo drop. The green is better. The white is great. It shines so you can actually see it. Movement is super slow - especially the Warwick jump. Love the new mini-super!
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Story seems good so far. Granades in both pve and pvp feel way under powered. The recharge time for melees are too long and the hit success for Titan and Hunter seems pretty spotty. Wish I was able to use shotgun more but, like that they do good damage. Supers in PvP seem non existent untill the end of matches and then everyone uses them at once. Overall enjoying the tweeks to the classes and they feel more unique than D1.
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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 :)