@zevvion: @paulkemp: Zevvion isn't really wrong that it's not really like Borderlands. But I know for me at least it really scratched the itch, maybe that I didn't know I had, after playing Borderlands of a Coop game. I feel like Borderlands, at least with my friends, did that pretty well. Destiny does it so much better and on a whole other level. It's hands down the best Coop game out there in my opinion. In all honestly, that is the draw. Don't get me wrong, the loot is great, and at least as far as Destiny 1 is concerned @zevvion is underselling how useful going from Max Level & Light to having many great Armor builds that match your playstyles and top tier Weapons can be. A lot of the Destiny grind has been finding those "gem" or "god roll" weapons because they do make combat significantly easier, even if the same combat can be done with any weapon. So it does have fun on multiple levels, but the part I'm talking about, of finding those "god roll" weapons is changing a bit in Destiny 2 with static rolls. I'm sure some will exist and be sought after, but I haven't seen a single great one in the entire Beta so far for either PvP or PvE. This kind of activity was not really seen by players of Destiny who only played 100 hours or so and just more or less played the story and Raided once or twice either. This is the kind of thing you would only see if you had invested hundreds of hours (sometimes thousands to obtain all of the Exotics like myself and many others around here like @zevvion). So for most players, the big draw isn't the loot game. While that's fun to an extent, and also decently useful (even if enemies scale to your level), the great Coop experience is what Destiny's main draw is. And that only appears to be getting better because of things like better Clan integration within the game and Guided Games. I hope this answers your questions.
As far as my impressions of the Beta last night, I'm very torn on the changes, and mostly in a negative way. I knew this would be the case, but I'm extremely sad one issue is so pervasive already.
Pros: I actually really enjoy the Power Weapon changes in PvP, in a way a really didn't think I would honestly. When they actually happened, having Primary gunfights with other players unhindered by ability spam and Special ammo crutching is actually a lot of fun. From what I've seen, the Class abilities in PvP for each all seem rather useful (though I've only played Titan personally so far, which I plan to change tonight by playing through Warlock, then Hunter on Thursday). Guns themselves, feel good just like always. I really like how they've reduced the effective range of Pulses, and really put them as Mid-Long Range Primary rather than a gun that can cover any range like they are in Destiny 1. It really accentuates Scout Rifles in a way that truly makes them feel useful and unique for the first time in a long time, and I love my Scout Rifles which feel really good here because of this (though I've only used the Titan Scout, I really want to try that Full Auto Hunter Scout). Hand Cannons also feel good in both PvP and PvE (though in PvP I noticed what seemed to be a whole lot of Ghost Bullets again, which I'm not a huge fan of that mechanic returning, especially with this slowed TTK).
Cons: Power Ammo in PvE doesn't drop even remotely often enough, and it seems like outside of Snipers, other Power Weapons (except maybe Linear Fusions, as I just got one and didn't try it) don't seem all that useful, so in that vein I'm very worried about encounters, especially as what we've seen from this Strike, our only content to compare, is a pretty bullet sponge heavy Boss, and primary weapons just really don't cut it. Comparing it to Destiny, a Strike like this should take a very short time period, so in a Nightfall setting, I can see these encounters and Raids being much more dangerous and time consuming purely based on the fact that we have too few ammo reserves for the Power Ammo, and a lack of Special and Heavy to now pull from. (psst @spaceinsomniac) Power recharges are set vastly too low. I really hope this is due to us only having access to piss poor armor, but only getting a couple Supers in a Strike and maybe 1 per Crucible match is just far too low. Supers create dynamic gameplay, and make players have to think on their feet and make quick decisions. One of my favorite moments last night was a game that went to 4-5 (Countdown) and the other team pulled a Sentinel and two Dawnblades and the same time. I suppressed one Dawnblade and we teamshot the others for the round win and clearing all of their Supers. It put us at a huge advantage and was so much fun. We easily Nova'd their last Super and Wiped them with my Sentinel, Arstrider and Dawnblade. Only having those kind of encounters on extremely long games isn't fun. In PvE, it stinks that Grenades aren't able to be used frequently, and I don't like that, but the biggest downside for me isn't even the slow recharge rate. To me, it's the lack of power Grenades now have and how that has drastically impacted PvP in a very negative way. @spamfromthecan yesterday talked about an extremely quick TTK. While that isn't the case in a technical sense, after playing all last night I can understand where that sentiment is coming from. This is because Destiny 2's PvP has already become (as I thought it would, but not to this extent) teamshot the game. I can literally barely remember the 1v1 encounters I had last night. It felt more reminiscent of the few Destiny 1 "sweats" I played, rather than Destiny 1 itself. This is because Destiny 2's mechanics actually actively encourage you to stand 4 players hip to hip and fire at the enemy, even in Control. Any team that does this will win 100% of the time. So while a TTK of 1 player vs 1 player is 1.2s, 1 player vs 2 players is actually 0.4s, and both players are rewarded with points. So while the actual TTK is higher than Destiny 1, the lifespan once fired upon is actually lower due to a vastly higher % of teamshooting in Destiny 2. There were multiple occasions last night where I peaked a corner without the other team on radar, only to find literally all 4 of them who each hit me instantly with 1 shot for an instakill. This is extremely frustrating gameplay and not fun in any sense. The biggest reason this is the case, at least in my mind, is due to the lack of effective area control grenades in Destiny 2. In Destiny 1, each class has access to multiple Grenade options that punish grouping in a major way. A Nightstalker Wombo Combo (Grenade, likely Spike, thrown with a Smoke Grenade) can easily kill anyone within a 10m diameter within 0.5s. Same thing goes for Incendiary Grenades when placed properly. Solar and Vortex grenades can lock off areas and do a lot of damage to stationary groups as well (though they aren't used much as they are kind of bad). Sticky Grenades like Fusions, once stuck to an opponent could kill the stuck opponent, and do 80% damage to anyone within 5m. Both Firebolts and Arcbolt Grenades had their days when they could tag 2-3 players for large health %'s. One of the best, still to this day is the Lightning Grenade for locking down zones, as two Pulses would kill any group in the cone. So when the lethality and the recharge of these grenades has been diminished to these levels, it creates the type of situation we are seeing in the Beta, where players just stand hip to hip and run around the map teamshotting everyone in their path. And while I really enjoy the idea of a Primary gunfight game in Destiny, and think it would work and play well, I just don't think the game will be very fun or dynamic when it's an exercise in who can stand closer to their teammates. Lastly, my most frustrating complaint with the Beta would be the recharge rate of Recovery. As a Titan I have literally full spec'd into Recovery with every Armor piece I've gotten (I think I'm running like a 5-2-6 or something), and even then, if I get shot it's something along the lines of 10 seconds before health starts regenerating. Which is an eternity in this game. Note: I also hate the Revive timer in Countdown being 20 seconds per death, that is just far too long and if a team can't hold a body on a 10 seconds Revive timer, that should be on them. The punishment of only basically having, at most 3 revives, and in practice, really 1, should be enough. Edit: Another huge gripe is the fact that the Roster is not present on the character menu anymore. There are no words to describe how much I hate this and how inconvenient it is already.
Sorry, that was pretty long, just wanted to put it out there how I'm not really feeling this PvP so far. For all it's jank, I honestly like Destiny better. I hope they fix a lot of the glaring issues and that might get me back on board. If it ships like this, I highly doubt I'll be putting another 1,000 hours just into the Destiny 2 PvP like I did with Destiny 1, I'll probably go back to being a primarily PvE player.
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