Alright so I've played every Subclass for probably 3 hours at least so far, maybe more on a few of them, and in both PvP and PvE. I chose Sentinel as my main in the poll, but since I dabble with all 3 characters rather frequently I wanted to give some context to that. I started Destiny 1 as a Warlock (2 Warlocks in fact), but with the release of the Sunbreaker (and due to Raid character alignments within my Raid Group) I became a Titan main in PvP and PvE (Defender). I am also one of the few people who have relatively stuck with Sunbreaker since it's launch as my main PvP class (though I've always played pretty much every class on occasion expect Defender, because I'm pretty terrible at it in PvP), good or bad. So long story shortened, I already have an affinity for the good ole Titan.
My experience in PvE was that Dawnblade, Sentinel, Striker, Golden Gun, and Arcstrider Super usage all feels rather similar in that they are all great against trash mobs, and utterly useless against Majors and Ultra's. Voidwalker feels slightly less than all of these Super wise, as it's the only non roaming Super. In PvP, the Sentinel Shield felt by far the best Super. It felt like I could attack more quickly, have more tools (the amount of Shield throw double downs I've had so far is nuts), and even be able to drop a Ward if I wanted to, it's crazy. In practice Fist of Havok and Arc Staff felt rather similar, as in quick Supers but you didn't want to pop them unless you were real close to several enemies because you would never catch them otherwise. Fist edges it out by a small margin just because it feels like the only anti-Super Super currently, as Nova's, are well, just awful. The Slowva Bomb is just too slow to actually hit your intended target, and the vast majority of uses I've seen have been misses due to the fact that if you see it, it's relatively easy to avoid. The Six-Shooter Gunslinger also feel really bad, as you have to be within tickle range of an entire team to make it effective. While I did have a pretty awesome first use of it taking down a Ward of Dawn and it's inhabitants, it really isn't all that great with the reduced time. The Hunter Strafe Jump felt the best to me of the 3 Hunter jumps, as it almost feels like the momentum of Bones Control's third jump, but with you only getting a double jump instead of triple. The Strafe Lift on the Titan felt the best overall for any class. It's faster than the initial D1 Titan Control jump, but with no gained momentum, it's not near as fast as you could skate, though it still feels alright. I do however have huge reservations against the Warlock Glide. I played around with it in Inverted Spire the other night to figure out why it felt so off to me. It appears that when you cut your Glide, you don't fall to the ground immediately like you do in D1, but rather continue to float and drop down at an increasing pace for about 1/4 to 1/2 a second. For me it keep giving me a sense that my jump wasn't even cut, and in PvP has the devastating result of leaving me more or less naked up in the air. This makes the whole Glide feel more slow, floaty, and less precise in comparison to Destiny 1. So while this is fine for PvE, it's a huge no go for me in PvP. I quickly switched to Blink on Voidwalker in PvP, which might be the best PvP jump in Destiny 2, as it's so darn evasive. I got out of tons of bad engagements all the time on Voidwalker when I would have died on any other class. The only saving grace of the Glide is that the Burst Glide still allows you to Warlock Skate. Grenades all felt like butts in PvE across the board, with maybe Arcbolts, Firebolts, Lightning, and Flashbangs being top of the garbage bin. In PvP, only really Suppressors, Flashbangs, and Lightning Grenades resulted in kills when thrown. Axions track too slowly, and nothing else really hits hard enough. Suppressors and Flashbangs are only useful for the Blind and Suppress abilities they provide. All of the Melee's felt about the same outside of Gunslinger's Throwing Knives in PvP. These are by far the best Melee ability in the game as they are actually a useful tool since they have range. I secured several kills with these and they are a solid extra tool in a Gunslingers tool kit. For the Class abilities in PvE, Warlocks take the cake easily with both versions of the Rift, but especially the Healing Rift. For the Titan, I found it hard to utilize the Rally Barricade more than once for the reload, as moving slightly too far or standing up breaks your ability to take cover behind it somewhat and gain the reload bonus. I found locking off zones (and making L cover zones off existing cover) with the Towering Barricade more useful in both PvE and PvP. Now comes the controversial Hunter Dodge. It's pretty obvious it's rather useless to a group, but in PvE I found it useful to help me stay alive and dip to cover quickly at times, especially when out of ammo. This ability really shines in PvP though. I found myself winning a lot of engagements (and escaping the bad ones, ie 2v1's or even 3v1's) with the Marksman Dodge. The only thing I found more useful than the Dodge was using Blink on a Voidwalker for much the same purpose. Sad thing is, Blink can be done twice before hitting it's cooldown, and then regens after about 4-5 seconds. So it can proc way more often than either Hunter Dodge can. Hopefully Bungie will do something to provide the Hunter Dodge more utility before launch. It's what the community is demanding and I hope they listen.
As far as the class's themselves go, and taking a look at the extra Perk Cluster we didn't have unlocked for the Beta and how they will work, I can foresee several of those 2nd Perk Cluster's having a lot more utility. The Attunement of Hunger Voidwalker looks like it may well be the strongest Perk Cluster for PvE as it is basically a twist on the Vampire D1 Voidwalker build, which is hands down my favorite PvE Destiny build of all time. This time both Melee's and Feed the Void (holding L1 to consume your Grenade) starts and effect called Devour (the Melee name) which regenerates your Health. Killing enemies while Devour is active both extends its duration and regenerates your Grenade ability. It also comes in tow with the Vortex Nova, which will likely be infinitely less frustrating than the Attunement of Chaos's Slowva Bomb. Code of The Aggressor looks rather good on the Sentinel as well, and it's likely what I will run. It comes with a Shield Bash (Shoulder Charge type of melee after Sprinting), decrease Super recharge for kills while surrounded (in D1 this was 3 enemies), Superior Arsenal (which sounds a lot like Embrace the Void on Voidwalker in D1), and a second Shield throw which is already my favorite thing about the Sentinel Titan. Way of the Sharpshooter looks much more useful for Gunslinger, as you can't really utilize the 6 shots on that shorter timer now. You also get Knife Juggler and reduced cooldown for precision kills of your Golden Gun. I suspect that Line Em Up and Crowd Pleaser act as a sort of Deadeye and Light of the Pack (from Nightstalker) if you are able to hit 3 precision shots. Attunement of Flame might also mitigate some of my major problems with Dawnblade due to Phoenix Dive, and also makes Daybreak itself much better with each kill extending duration, tracking on projectiles, and Phoenix Dive acting as Death From Above if you land squarely on them during it. Keep in mind another great advantage to Phoenix Dive is the fact that each Dive regenerates health, and due to a Regen rate set at around 10 seconds this is huge.
With these in mind, I will likely run a Sentinel Code of The Aggressor Titan as my main, followed closely by an Attunement of Hunger Voidwalker Warlock, and then a Way of the Sharpshooter Golden Gun Hunter last. I also want to dabble with the Attunement of Flame Dawnblade Warlock some as well. I really love my D1 Warlock, and I'd hate to toss the new Dawnblade to the side over the new Glide changes, so I'm hopeful Phoenix Dive will fix the Glide issues I'm having currently.
Keep in mind these statements are if and only if we are in fact only getting 6 Subclasses at launch, which is still very much up for grabs. This Mark Noseworthy tweet responding to a question of if they will reveal Nightstalker was answered in a way that greatly hints at the Taken King subclasses will be returning.
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