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Well, I dunno. I don't think people appreciate how hard it would be balancing several dozen weapon archetypes all against each other. I never bought into it too much
id consider purposely making one exotic of every primary archetypes the best pvp guns in the game but then speding a lot of time trying to balance them between each other. That would deal with the high-end pvp weapon balance easily enough.
 

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Gameplay reveal next week, yeah?

Yep.

May 18th for the US so early morning of the 19th for Aus.

They are having a bunch of streamers there as well so there should be a lot of footage coming out in the week after. Which I'm guessing will all be from the upcoming beta, which we should also get details on.
 
Yep.

May 18th for the US so early morning of the 19th for Aus.

They are having a bunch of streamers there as well so there should be a lot of footage coming out in the week after. Which I'm guessing will all be from the upcoming beta, which we should also get details on.
Can we count on you to be watching it to give details to the people who sleep? :D
 

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New classes
PvP will be 4v4
They changed the weapon classes.
Game in general looks pretty damn good.
They're going to make it easier to play endgame content (ingame LFG systems)

PC will run on Battle.net which is probably the biggest news here.

A lot more stuff but it's 4am.
 
Further Details from reddit after someone spoke with Lars Bakken-

No dedicated servers.
Skating has been tuned down. I played a bit on warlock and it definitely didn't feel as punchy as it used to.
Went to all mode 4v4 for many reasons; one is that it made map design easier as you'd have consistent player density across modes. Also wanted to focus on teamwork.
Ammo drops for one-shot weapons (RL, but also shotty, snipe, new grenade launcher) will be for one player only, not the whole team. Ammo timer didn't feel too punitive when I played.
Wouldn't comment on number of players in rumble, or anything on Trials (other than that it is coming back) - only talking about countdown mode today.
Maps now have name of key locations pop up on screen when you are close.
Generally wanted to give players more information to maximize skill impact of game knowledge. Wouldn't talk about whether there would be in-game ladders or not.
Wanted to generally have an experience where players didn't feel like they were being obliterated by one shot weapons so quickly that they didn't get a real chance to improve. Also wanted to limit unpredictability of combat flow a bit - part of changes to skating.


New sub machine gun class - not clear how it differentiates from ARs, but it felt pretty effective.
New HUD at top shows life and super status of all players. Very helpful.
Aerial accuracy feels better. A bit easier to maintain aim on target while airborne, almost angel of light style. (I was playing on new warlock class.).
Strikers can now FoH multiple times on one super.
Third ability now - hold down crouch button to activate. Gives you a buff, on new solar warlock it was a little energy field that you could choose higher DPS or heal over time.


PC version has been confirmed as 4k Compatible, through Blizzard Launcher, uncapped framerate, rebindable hotkeys, tesxt chat



Edit-
Subclasses have been totally redesigned. The new subclasses replace the existing subclass of that element. (defender replaced by sentinel for titan, Dawnbreaker replaces sunsinger warlock, and Poledancer replaces arcblade hunters)
ALl the other subclasses have been totally redesigned.
 
I'm so being a Captain America shield Titan guy...
Team Cap all the way. I cant believe people thought the Sokovia accords were a good idea.

In agents of shield they stated the sokovia accords required to full documentation of all Inhumans (discount mutants).
Now guess what happened.

If you guessed someone hacked the servers and used the records as an inhuman hitlist you'd be correct.:$
 

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