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#feedback

originally posted in:House of Kweens
Edited by Daneydu: 7/30/2017 8:39:18 PM
4

Destiny 2 Feedback - House of Kweens Clan

Hey everyone, As mentioned in the weekly clan update on Band, we will be providing Bungie with feedback for the Destiny 2 Beta. Please [url=https://docs.google.com/document/d/1g4ByFjqA8avCXtYw3PHZLIowdKIhvxwh6m1koNne26U/edit?usp=sharing]click this link[/url] and copy the section that is in the table. Paste that into your reply and add your feedback/concerns. Please make your feedback as constructive and detailed as possible. Thanks, Dan[i]e[/i]

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  • Edited by scallion_pancake: 8/7/2017 6:38:35 PM
    The Mission Homecoming was fantastic to play! Just walking throughout the once pristine Tower now in shambles really struck a chord. The added Easter Eggs were great, from the Purple Ball to Hope for the Future playing out of the busted juke box in the Tower bar. My main concern is how emotion and storytelling can be conveyed through our completely silent characters. I understand Bungie did this to make us feel more like we're the protagonists, but what it does is completely breaks the immersion. Take for instance when Ghost falls of Ghauls ship. I was fully hoping I'd hear a Darth Vader-esque "NOOOOOOOOOOO!!!", but what I got was...... That totally ruined that moment for me. I really wish they actually had voice actors like the did for each race and gender in D1. For me, it really helped to have my character ACTUALLY talk and interact with Ghost or other characters. Thought the dialogue with few and far in between, it still added more then silently reaching out as your closest companion falls several hundred or thousand feet to the destroyed city below. The Inverted Spire strike was what I played the most. I tried out every class and subclass multiple times to get the feel of each one and to see how they played at various stages. If this is how all strikes are going to be, then I'm pretty excited to see what they come up with in the full game. The map was pretty large compared to D1. I also really enjoyed the balance of gunplay and platforming. Coupling that with the Vault-esque feel of the final boss (minus the raid mechanics) The one thing that did bother me were the Ghost and Failsafe dialogue. It was way too corny and childish for me, especially when Failsafe switches personalities... I mean really? You had to go that kitchy? Those kind of moments have me slightly worried about the story, but the main mission puts me at ease a bit. For PVP, I only played 2 matches of Control, so my knowledge of Countdown is only based off Destiny Youtube videos. PVP has definitely slowed down and team shots reign supreme. It takes AGES for 1v1 gunfights to conclude....if you can even kill the other player before they run off that is... At the start of matches though, people still chuck grenades anywhere/everywhere, but they don't get them back quickly anymore, so that helps push things towards gunfights, which I like. I honestly really can't say much else about PVP, but I think it's going in a better direction then D1.

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