Overall:
The beta campaign missions convinced me TD2 was going to be a much better experience than it's predecessor. But the beta endgame mission with Specializations enabled has all but convinced me I should cancel my preorder.
Below are my thoughts on things I found particularly frustrating (as a few other posters have noted too), especially having experienced TD1 endgame in 2018. Note: I'm primarily a PvE player with a dedicated friend list for coop. I ran the Trade Center Invaded mission in a party of 3 on normal.
Specific Frustrations:
- Specialization Weapons & Ammo: Crossbow was fun for all of 5 minutes and then I never saw another bolt drop in my hour and a half or so of endgame. I hope this was a beta item drop glitch and wasn't intentional game design as it sharply undercuts the promise that was adding specialization classes to freshen up endgame monotony.
- Tusks: Just a bit too OP, as implemented. I get they are anti-Division and meant as a "formidable challenge", but their skill deploy frequency and power level seemed excessive at Normal difficulty. I am hoping all the skills NOT available to us in beta are meant to be a match for things like "big dogs" and EMP stations that seem to selectively disable our skills only, but the dicier sections of the mission were a bit of a slog with our limited gear.
- Enemy AI in general: Stupidly aggressive flanking maneuvers with total awareness of your location, sometimes even when you're not actively engaging a mob. They don't fear bullets, and hurl themselves at you with almost 4th wall breaking emulation of the "zerg rush" tactic. Their accuracy is unimpeded by their own movement animations or your angle of cover to them. And their grenade launcher budget must be huge.
- Locomotion: Half way decent for traversing a large, open cityscape. Down right awful in a frantic close quarters firefight, especially when enemy grenades start flying and you're being flanked and must make a hasty withdrawl from cover.
- Armor: It shatters faster and requires more attention than in a typical round of battle royale. It feels essentially useless against hard hitting enemies by comparison to enemy armor you must break, and repair kits are rarely clutch, slow as they are. Exiting cover for even a split second in general seems to be a death sentence in a majority of mission encounters.
- Health: When armor is depleted, 2 or 3 bullets is lethal. Accurate to real-life. +5 Clancy Points. (Unless you're the enemy) Revive time, however, seems a bit long for how aggressive enemy behavior is. Healy seeker ball is a joke though, right?
In summary: Some issues might be from lack of content inclusion in beta, and some of it is just balancing that Ubi can address. Some things that are a bit more baked in, like AI behavior and character locomotion really hurt my overall experience since it doesn't feel like every lesson was learned from the original game.
Suggestions (or just things I'd like to see):
- Make specializations something that adds gameplay value and promotes frequent reuse, like a cool down timer instead of chance ammo drops. Maybe you have a round replenishment cooldown proportional to the round strength/frequency, like 1 bolt every 30 seconds, or 1 grenade round every 50 seconds.
- Better balance on AI to armor kit ratio during encounters. I assume adjusting armor kits messes with PvP meta, so maybe instead tweak AI bullet strength or accuracy so TTD is slower in PvE, but PvP TTK remains unaffected.
- If there's anything that can be done to tighten up the slightly clunky player character movememt, especially when needing to reverse course for a hasty retreat to cover or sticking/unsticking from cover without immediately being lead-infused, that would be nice.
- If a target is not immediately selected, let the drone/seeker target the closest threat to the player.
- A skill or deployable with similar device disabling capabilities to stop drone and mobile turret spam from Tusks (if that isn't already planned)
- A trophy system skill device or optional drone type, to counter incoming enemy grenade spam (again, if not already planned)
- Healy seeker ball can revive teammates from afar?