Note: tl;dr is in the spoiler.
Not a complete overhaul, but something to balance it. Because right now, it's guaranteed that an Auto Rifle is the best primary weapon in the game, and the fact that we have a long cooldown time for grenades is asinine.
I am enjoying the fact that I can outgun anyone with the very first auto rifle you get in the game while they have end-beta gear. I'm still stuck using the very first gear you get, and it's pathetic to see people who are level 8, using level 8 gear, falling to someone wearing level 1 gear. Hopefully this gets fixed in the release.
My main points though: Grenade regeneration, Spawning, and Weapon classes.
Really, let's just start with grenade regeneration, because that needs to be addressed right now. Since Destiny is in Beta, I feel that this is the perfect time to address issues with balance and gameplay.
Grenade regeneration: It is an absolute trainwreck. Whose idea was it to make throwing a grenade a regenerative skill with absolutely no quicker way to get a grenade? At least make it so we have regular grenades rather than relying on one grenade for a good minute or two. I have played many FPS games ranging from Call of Duty, Halo, Battlefield, Crysis, and all the way back to Goldeneye. I was a fan of FPS until I moved over to the MMO and RTS genre. In each and every single FPS game, grenades were on the map being thrown left and right, and a person could get more than one grenade. In Halo, I have witnessed it go from 8 grenades (Plasma and Frag) to 8 different types, but you could only carry 2 of each. At first, I thought it was a drastic change, but after I found out that grenades respawned fairly quickly in the maps, I was used to it. In Battlefield (Or at least, early battlefield), once you respawned, you got your grenades back. Same with Crysis.
However, Destiny is the very first game that I have an actual complaint about for grenades. The cooldown time for it is too slow. I can clear out a camp of guardians in Control, but then I have to wait another minute or two just to throw another one. That is a [u]terrible[/u] mechanic. Sure, I can be a warlock and punch people, but that lowers the time down by what, only 10%? Grenade regeneration needs work. At least have it so there are grenade box spawns like there are for special ammo and heavy ammo. Grenades should not be a skill that a guardian requires.
Spawning: Abysmal. This definitely needs as much work as grenade regeneration does. I sincerely believe that spawning in PvP and even in the campaign is terrible. It is never fun to die, then when you spawn, you immediately die again before even taking one step forward. That has happened to me a lot in the PvP section of the game, and maybe once or twice in the campaign because I got blasted in the face by a red laser after spawning. The spawning in this game is equivalent to Call of Duty's spawn system, which is garbage. My suggestion is (Since we're pretty much only limited to capture the objective and no team deathmatch) to spawn the guardian in the vicinity of a controlled area. If the team doesn't have a place, at least spawn them in a safe enclosed area like a cave, or something. Spawning someone out in the open to immediately get sniped is just a bad spawn system. Spawning needs a fix.
Weapons: Back in Halo 3, the Battle Rifle was my main weapon after a high ranked player taught me how to use it well. It picked off the health of your enemy with quick efficiency. The Battle Rifle's equivalent in Destiny is a Pulse Rifle weapon class. Compared to the Auto Rifle weapon class, the pulse rifle [b]sucks[/b]. The scout rifle is laughably weak and is pretty much the sidearm of the game. I have yet to see a single person in both the campaign and PvP use the scout rifle.
In campaign, they are most likely using the hand cannon, or the pulse rifle, while in PvP, it's a guaranteed pulse rifle or special weapon. Auto Rifles are spray and pray weapons. They are not supposed to be as accurate as they are now. In PvP, I have a high rate of fire (Highest, I think, since the bar was filled to the top) auto rifle with very little recoil. Jesus christ, do I love mowing down people. It's pretty much the Heavy weapon Machine gun, only I can get much more ammo much more often.
At least make it so the auto rifle isn't accurate if you just hold down the trigger. Scout Rifles also need a huge buff if they're semi-auto (With a cap on how fast you can shoot, just to annoy the trigger fingers), since they are pretty much the weakest weapons in the game. Pulse Rifles need a slight buff, because they are middle tier, but still suck compared to the auto rifle. Hand cannons, well, they're good as is. However, I still think that they need to be a sidearm rather than a primary weapon. As of now, the scale is pretty much this for Primary Weapons: Auto Rifle > Pulse Rifle > Hand Cannon > Scout Rifle.
Instead, the scale should be this to reflect some degree of accuracy: Scout Rifle > Pulse Rifle (Barely though) > Auto Rifle > Hand Cannon. The reason why I chose this scale is because scout rifles are by far the most underpowered rifles in the game, when in fact, they could easily shred through people's shields and HP quickly. I used the Scout Rifle on my first run and picked off the Fallen quickly, until I moved over to the Pulse Rifle and picked them off even quicker. The Auto Rifles are not good in campaign. Why are they broken in PvP?
So far, these are my constructive criticisms. I'm planning on adding more to the thread after I get my Titan character to level 8 like I did with my Hunter and Warlock.
[spoiler]tl;dr: Read the entire post. I'm not summarizing it up for you.[/spoiler]
-
If you spend a couple minutes reading through the skills in the skill trees, you will see that every class has a skill that reduced grenade and melee cool downs, not to mention some weapons that do the same thing. On my hunter my grenade is ALWAYS available because I know how to use the skills together.