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two_socks

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two_socks

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#1  Edited By two_socks

Wish there was maybe one more actual boss fight but I enjoy the raid for what it is. After figuring out what I could get away with regarding the Gardens I enjoy that section way more, that and figuring out you only need 36 stacks to one-phase them. All in all I think its a fine first raid, I'm mostly curious what the response will be once Guided Games gets started in it. The Gardens were screwing us up for hours on day 1 and almost everyone I've seen talk about it has had a similar time. I can't imagine leading new-to-raiding players through it would be all that fun.

I'd also prefer if the chests dropped actual loot more often instead of just tokens but maybe I just had crap luck all 3 runs.

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#2  Edited By two_socks

If nothing else I think this will be the year where they have a more in-depth conversation, maybe one they've been having behind-the-scenes for some time, about what Early Access even means anymore and what kind of impact it should have on stuff like Game of the Year.

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I don't think I've played that much of the beta, maybe 5 or so hours, but I'm not really digging the direction they seem to be taking the whole game based on the time I've had with it. Abilities just straight up take too long to cooldown, leading to the game being way more about just shooting guns instead of interesting interplay between guns and abilities. Only getting a Super once per PvP match is just ridiculous to me. It doesn't make sense. The shooting in Destiny has always been good (though with D2's apparent lack of AA I don't think it feels as good as D1) but honestly I'm not here to shoot the guns the whole time. I want to use grenades and melee abilities and supers and guns. I think they went too far with the ability reduction. Either make them take longer to cooldown but keep their lethality, or reduce their lethality but let them cooldown quicker. Both is too much. I'm interested to see how armor mods affect this stuff but if it ends up in a situation where everyone is just running the "Make X ability cooldown faster" mods then I don't see much point at all in changing the entire system.

After having some time to play the Voidwalker, my worry about the Subclass perk system is also coming true. I don't like the top tree we get in the beta very much, so either I really enjoy the bottom one or I'm stuck picking between 2 I don't really care for. Its a bummer.

There's some stuff I like, like being able to mantle and grab onto ledges and seeing better descriptions on what certain weapon perks do, but a whole lot of that just feels like Quality of Life changes that I would expect to be there. Overall I'm coming away from the beta pretty mixed which is not what I was hoping for.

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@hestilllives19: Yeah initially this seems to me like a pretty bad move but the more I think about it, the more I feel like it comes down to number of guns available and how they dole out perks. By watering down perk synergies they could end up making a lot more guns viable, which I think would probably help, but it also might create a situation where you never quite have a favorite gun with awesome perks. I think their goal here is to reduce overall grind which is admirable I guess. I also think this doesn't really end up changing a whole lot of what we have now. I can't really imagine a world where there's not a handful of meta guns for all the Destiny 2 activities; you want this specific Sniper/Scout/Pulse for this Raid, or you want this Handcannon/SMG/Sword for these strikes/lost sectors, etc. One of my bigger problems with Destiny was how long I played it and only used very specific and largely unchanging weapons. I get that this just kinda happens in a meta, but I never felt much pressure to switch off the vendor Hawksaw when I picked it up back in TTK, or the first vendor Palindrome in Rise of Iron, etc. This could potentially lead to a situation where you feel pretty limited in your options but thats just conjecture from me based on how Destiny 1 works. Maybe once we get to play the beta we can find out more definitively how it handles.

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@hestilllives19: Yeah, like I said I know they've only confirmed 6 in the beta so there could be more in the final and we've still got a few months before launch even and I presume they'll be rolling out more info the closer we get to that, so I'm not trying to say its all set in stone or anything. Just that its one of my bigger worries at this point for Destiny 2. Still holding out hope I'm wrong.

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I think pyro's got some fair points. I'm super bummed that there seems to only be 6 subclasses at launch (I know there will be 6 in the beta, but I can't figure out if they've confirmed thats it for the full game), especially when you combine that with the fact that each subclass has a total of 2 ways to spec. That just seems crazy limiting to me and I'm already preparing for a situation where I don't play an entire subclass simply because I can't spec it in a way that gels with me. Add to this that certain subclasses seem to have an entire grouping dedicated to melee abilities when I can't fathom melee being viable for anything other than funning around on a patrol or when a certain modifier is active and that leaves me with even fewer options at my disposal. I just can't see the benefit from a gameplay side, it all seems to benefit the behind-the-scenes work of developing and balancing a game, which is a great thing for Bungie but a massive disappointment for me as a player.

As they talk about the game more I can't help but get the feeling that I'll be waiting another year to get the Destiny 2 we should be getting at launch. I think they've said a lot of good things, especially when it comes to things like in-game LFG, better clan integration, a (possible?) move to ranked/unranked PvP modes, the weapon system change, but I still can't help but feel bummed that there's also all these other things that they just seem to be flubbing.

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#7  Edited By two_socks

Looks potentially interesting, but I'm not really super into what they showed. No idea about the true scale of the world or if the combat will end up being any good (past BioWare games don't give me a ton of hope) and I'm kind of doubting I'll be itching for another Destiny-like game after Destiny 2. Don't really want to fly around in a jetpack everywhere either, I can see that being super repetitive and leading to a bunch of the world just being filler with that kind of mobility. Too early to say though.

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4v4 is better for the health of the competitive aspect of the game but I think in the end it will weed out a lot of the more casual playerbase, people who just want to jump in for a few rounds and mess around. The move to 4v4 for every mode makes every mode more competitive by default. I'm curious if they'll end up changing that somewhere down the line and until we have a chance to play it for a while, its all just assumption anyways.

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@dan_citi: There is an in-game LFG system though. They call it Guided Games. Pretty sure they mentioned it'll be there for Trials, Raids and Nightfall, all the stuff that originally didn't have matchmaking.

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Couple of inventory screens. Looks like a new currency in the top right and also weapon mods will be in the game.