Classes: Bungie, why do you hate hunters? My goodness, not giving them a support ability like the Warlock or Titan is relegating them to useless in endgame content. Hell, taking away the invisibility, was a step too far...but no support? Why?! (if there is a third class coming, Ill eat these words). Sure there are a few tricks to pull off, but...meh.
While their support ability isn't really great compare to the others. You can chain melee and dodge, which does some serious damage. Cleared so many cabal that way, soooo satisfying.
except now it takes x3 melee hits to kill someone in pvp.. so..
While their support ability isn't really great compare to the others. You can chain melee and dodge, which does some serious damage. Cleared so many cabal that way, soooo satisfying.
What does the top streamers/players think? Like krafty.
Well, that's a given. The foundation is D1. They had that going in. They took the foundation and added a bunch of negative changes.
You can say there's tuning to do. I could agree, but that's A LOT of tuning.
What does the top streamers/players think? Like krafty.
Very cool trick, but in endgame content (as you well know), getting that close to something means insta-death.
Its "fun", but utility wise it seems so uninspired compared the warlocks eating grenades for health, and funny titan half shields...
Oh, and can we laugh at the fact we are fighting Bain/Gary? Don't get me wrong, I liked it in a ha- fisted kinda way. But that is basically Bain as the main villain. I want to know what happens in the story! I still cant tell you really what happened in vanilla.
After playing one mission you come to this conclusion lol.
I know... I just need to say something positive as it feels like I'm just bashing the beta. That said, at least this new arc super can actually kill the Cabal. Though, right up until the cabal get shields again...
I agree. Dropping last gen has really helped the graphics and size of play space. I was impressed with first mission. I stopped there however, what to be surprised.Ok, so I played the homecoming mission with all three guardians and played with the Titan the new Strike and some pvp.
I have to say, all three are fantastic designed, man I don't know who to take. Titan feels so strong, Hunter's exotic weapon is stunning and to play as Warlock is fantastic.
Homecoming was cool, visuals are better than I saw at reveal. Sound is really good at this time.
Strike was tough but we made it, and surprisingly, the pvp makes fun even it is 30 fps.
This is going to be awesome!
I agree. Dropping last gen has really helped the graphics and size of play space. I was impressed with first mission. I stopped there however, what to be surprised.
Director screen looked great. Did you notice pressing the button bring up the Ghost also wouldn't put the Ghost away? I had to press start to put the Ghost away.
What does the top streamers/players think? Like krafty.
Are you not allowed to enjoy the beta (even if things like power ammo aren't perfect), without being derisively labeled as someone that drank the koolaid?Everyone drinking the koolaid. All positive; here are some tweets:
Ah. Didn't occur to me to think of it like that, maybe I'm mistaken. Text on the internet is an imperfect beast!I interpreted Lnkn as tongue-in-cheek there, not derisive. Could be wrong buuut I don't think he meant to smear them.
Been really enjoying myself so far. I have many thoughts but even more questions and am trying not to form any actual opinions so much as just enjoy this iteration of the game as a taste of what's to come. There has been a lot of good feedback for Bungie to parse (godspeed to them), but I wanted to just make two points:
It's a bit dangerous to draw anything close to a definitive assessment of how this plays from this tiny slice of the game, and I say this as someone whom I'm sure enjoys it more than most. The thing is that there are tons of systems that are either presented incompletely, will be tweaked before launch, or are completely absent from this beta. Gear with full varied perks, the full spectrum of Exotic options, the weapon mod system, artifacts, and the missing subclass specs will make up a much bigger and fuller picture than we currently have access to. Personal super gain, orb generation, abilitiy cooldowns, subclass ability choice and synergy, the weapon slot system, and even basic mobility and handling may very well be impacted by the facets of the game we don't currently have access to.
That's not to say that the full version of Destiny 2 at either launch or endgame will be better than this per your personal preference. For all we know it could be worse in every way imaginable. It should just be taken for granted that it will be different.
[*]You don't want your character to be as powerful, capable, and optimized as possible in this beta slice. I know this may seem counterintuitive, why wouldn't you just want to feel what the game is like when your character is at full capacity? But there will be an actual power progression we haven't experienced in a while in Destiny 2 as we ramp up from scratch to endgame. For the last 2.5+ years, the people who play regularly on DGAF have only experienced the need to grind out the difference between prior max light cap and the new light cap as of the moment an expansion launches, which is very different from leveling a brand new character through the full gear treadmill up to endgame-capable power levels. As a result we're largely comparing completely optimized endgame-ready characters, whom many of us have tweaked with full gear sets and exotics we completely rely on during any given gameplay session, to middle-of-the-road, non-optimized characters with missing systems and a very limited gear selection.
Everyone drinking the koolaid. All positive; here are some tweets:
oversimplification as there are often many purposes to a beta test and feedback comes in many flavors. I can tell you with direct knowledge that feedback related to sandbox tweaking was not the only purpose of this Beta from Bungie's perspective.That's the entire point of a beta. To get feedback.
Okay, but not the game. So place whatever emphasis on said assessment you deem appropriate.You can safely give a definitive assessment of how the beta plays.
I can describe this as mostly speculation... you're almost summarizing my point for me. We don't know what we don't know, lol. How accurate a representation it is or not is completely up in the air.These characters are max level with legendary gear. We're not using level 8 capped characters with green gear like in D1. It made sense there when it doesn't here. Int/Dis/Str are gone as far as we know, so I think it paints a fairly accurate representation of how they want certain mechanics like cooldowns to work. Sure, an exotic piece may alter that in some way, but I'm worried about them at their base.
lucky for you people on the internet in these cases are at their loudest always forever without stopping forever always.I want people to be at their loudest now.
except now it takes x3 melee hits to kill someone in pvp.. so..
One very simply provable example: you describe us as "max level" which is seemingly true with regard to the "regular level" cap of 20, but much more nebulous with regard to Light level. The in-beta PvE content is at 210,
putting our "max level characters with legendary gear" at a Light level deficit of 10 in the only sample of gameplay on the PvE side we can currently access. This preview screenshot shows an obvious total and per item Light of 260, and the higher Attack value would indeed mean higher damage output in Light-enabled activities. And of course we don't know if this 260 is max or the max is higher, or if the max has been lowered, or if the max really is 200 now. We just don't know. Finally, this screenshot shows a level requirement below 20 (despite being legendary gear and the player actually being level 20). This could potential indicate a different relationship between legendary gear and endgame than we experienced in D1, especially at launch, where perhaps not all legendaries are created equal. Or that level requirement might only affect starting Light/Attack level, still being ultimately infusable up to max. Or this concept may have been removed from the game entirely since the preview. We don't know.
Will be one the week of August 8th.Any newbie raids for WotM happening anytime soon?
the rage I felt when I realized shoulder charge had an ability cooldown.
I can describe this as mostly speculation... you're almost summarizing my point for me. We don't know what we don't know, lol. How accurate a representation it is or not is completely up in the air.
One very simply provable example: you describe us as "max level" which is seemingly true with regard to the "regular level" cap of 20, but much more nebulous with regard to Light level. The in-beta PvE content is at 210,
putting our "max level characters with legendary gear" at a Light level deficit of 10 in the only sample of gameplay on the PvE side we can currently access. This preview screenshot shows an obvious total and per item Light of 260, and the higher Attack value would indeed mean higher damage output in Light-enabled activities. And of course we don't know if this 260 is max or the max is higher, or if the max has been lowered, or if the max really is 200 now. We just don't know. Finally, this screenshot shows a level requirement below 20 (despite being legendary gear and the player actually being level 20). This could potential indicate a different relationship between legendary gear and endgame than we experienced in D1, especially at launch, where perhaps not all legendaries are created equal. Or that level requirement might only affect starting Light/Attack level, still being ultimately infusable up to max. Or this concept may have been removed from the game entirely since the preview. We don't know.
And again, I do not wish for my point to be taken as "all of this will be fixed by launch." It completely works in either direction. I wholly expect substantive differences from what we are experiencing in this beta, what we will at launch and what we will at endgame.
Ah I hadn't heard that. If anyone can confirm I would be interested because I was planning to follow that rotation for newbie/challenge raids...So I was in a raid earlier doing VOG and one of the guys mentioned that next week is the final raid in the weekly feature. Meaning after that we won't be able to get weekly rewards like Ornaments or Adept weapons.
I know the book is coming to an end very soon but surely the other stuff is wrong? I still need about 12 ornaments to complete my sets so I'll be gutted it thats true.
So I was in a raid earlier doing VOG and one of the guys mentioned that next week is the final raid in the weekly feature. Meaning after that we won't be able to get weekly rewards like Ornaments or Adept weapons.
I know the book is coming to an end very soon but surely the other stuff is wrong? I still need about 12 ornaments to complete my sets so I'll be gutted it thats true.
Live Game Transitions
Destiny 2 is rapidly approaching, like a sneak attack that's just about to crest the horizon. This means that our two competitive end game experiences will be going into hibernation before reemerging to spread their beautiful wings in unexpected ways in Destiny 2.
If you fancy yourself forged in the fires of the Crucible, you'll want to mark these dates:
August 1, 2017: Final Destiny 1-era Iron Banner
August 11, 2017: Final Destiny 1-era Trials of Osiris
Weekly Featured Activities
You'll still find all the icons in the lower left of your Director, including Crucible playlists, Story playlists, Strike playlists, and featured Raids.
https://www.bungie.net/en/Help/Article/45956Raids and Boss Challenges
The Vault of Glass, Crota's End, King's Fall, and Wrath of the Machine Raids will continue to be available in Destiny. The Boss Challenges and rotating Weekly Featured Raid will also still be available. All Raids and Raid Challenges will continue to grant rewards as described in the Weekly Lockout guide and the Age of Triumph Raid Update guide.