originally posted in:House of Kweens
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Hey everyone,
As mentioned in the weekly clan update on Band, we will be providing Bungie with feedback for the Destiny 2 Beta. Please [url=https://docs.google.com/document/d/1g4ByFjqA8avCXtYw3PHZLIowdKIhvxwh6m1koNne26U/edit?usp=sharing]click this link[/url] and copy the section that is in the table. Paste that into your reply and add your feedback/concerns. Please make your feedback as constructive and detailed as possible.
Thanks,
Dan[i]e[/i]
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The Destiny 2 Beta was definitely enjoyable. It felt fresh while still feeling familiar. The visuals and UI look super crisp as well. I'm more of a PVE person, but I did play a match or 2 or PVP so I'll be focusing more on PVE. Warlocks: Still enjoyed playing as a warlock just as much as I do in Destiny 1. They do feel a little more squishy in D2 though, but they can be overhauled with added armor bonuses. Dawnblade is a neat super, especially with the Icarus Dash and ability to float in the air while raining fire down on adds. My concerns for this subclass would be the super duration. It felt like you're able to swing 5-7 times and not really do that much damage. I'm interested to see how the other perk tree plays. Voidwalker (aka Slowva Bomb) still feels fun to play as. I do like the grenade over charge ability in the Attunement of Chaos tree. It essentially added Destiny 1 exotic perks to your various grenades. Scatter gets tracking (nothing manacles), Axion has more seekers that last longer (voidfang vestment), and void lasts longer as well. The super itself is kinda neat in that it tracks and has a larger AOE, but I'm going to go with the other skill tree when the game comes out. There were times where the super wouldn't track enemies at all and slowly float past them or it'd blow up too early. The Rift class ability is great because it gives warlocks more utility in combat, being able to either heal or empower you and your team. The glide ability seems suuuuper slow compared to D1, so it'll take some getting used to. Overall, Warlocks feel pretty solid and enjoyable to play as. Hunters: Gunslinger and Arcstrider feel worlds apart. Arcstrider feels like it last quite a while opposed to Gunslinger which last five seconds because of the six shooter perk. Just like Warlocks, Hunters feel a little more squishy then in D1, but again once we get our hands on the full game and get armor with resilience perks I'm sure that'll change. Arctstrider was loads of fun to use because of the unlimited dodge in super and the flashy combos too. The grenades were fun to use as well. The perk tree we had access to was all about dodging and meleeing adds. I felt like was kinda pushed towards using gamblers dodge because of this. Gunslinger on the other hand, felt very lackluster and underpowered. Yea it's neat to have six shots with six shooter, but as mentioned before, the super lasts maybe 10-15 seconds? Not sure. Maybe more. Maybe less. One Golden Gun shot couldn't even take out one red bar enemy. The explosive throwing knife is neat and kind of a call back to with tripmines stuck to people. For me, Gunslinger is kinda meh, and I used to love it. I'm definitely going to be picking the second perk tree for the precision damage bonuses. One main problem I have with Hunters in D2 is that their class ability is more self-serving opposed to the Warlocks Rift and Titan Barricade. While the dodge is neat, I feel like it's kind of a waste especially since Dawnblade Warlocks can get a dodge ability in Incarus Dodge (which is on a 10 second cooldown), while Hunter's dodge abilities are on a 17 second cooldown. It would have been nice if the benefits from the dodge ability applied to everyone nearby. I do like how Chain of Woe is applied to everyone now unlike in D1. Main thing is that Hunters class abilities should have more utility and group synergy. They should also have a Bones of Eao like perk to show off how agile Hunters are supposed to be, especially since Warlocks can get a Twilight Garrison like perk in Dawnblade. Titan: Still pretty fun to use in general. Sentinel and Striker fell really good to use. The Barricade class ability is a great addition to the game for having extra cover or to pop some quick protection when reviving a teammate. The Titan jump feels a lot slower then D1, but it makes sense since they're supposed to be the bulky tanks. Sentinel is a great new super to have. The grenades were all useful with the addition of Voidwall over Spike (kinda wish they replace Suppressor honestly) Even though the perk tree we got to use had the option of Ward of Dawn, I never felt like I HAD to use it. Smacking adds with a shield was way more enjoyable. Yea it has the Aegis moveset in a sense, but it's still a fun super. The shield toss is a nice range option, but you can close the gap between you and enemies pretty quickly just by swinging. Though I do kinda wish the throw wasn't based off your grenade/melee energy. The shield guard is also great for covering/reviving your team. The Sentinel subclass is a lot of fun to use, I definitely look forward to using it more. The revamped Striker is also really enjoyable to use. Since it is now a roaming super, you can do a lot with it. You get a speed boost using it and can either fist the ground to take out a group or do a shoulder charge for single enemies. The fist AOE has been reduced, which is fine since you can still take out a decent amount of enemies. The grenades were all fun to use though I still really like Lightning (which has a little bit of a charge before it starts to pulse). Honestly, I feel Titan's a pretty balanced from the Beta, but who knows what might change in the full release.