Destiny 2 Beta guns and abilities – different, but good

Having only played the Destiny 2 beta for a couple of hours last night, I found that I like the changes that I saw to guns and abilities, and for the few that I didn’t like, I can live with them.


There are still 3 gun slots, and 3 ammo types, just as before. The top gun slot is for kinetic damage primaries, essentially as before, but some new types are added, including SMGs (which are terrible, at least the ones I have). The second slot is also for primary-type weapons, but these have burn damage (solar, arc, void). So auto-rifles and hand cannons with burns are common now, and green ammo is plentiful and you can carry a lot. The third slot is for your big guns, which now includes shotguns, grenade launchers, fusion rifles, and rocket launchers, all of which use purple ammo. Since purple ammo is hard to come by in the Crucible, we won’t be having lots of shotgunners, as we did in the early days of Destiny (well, until recently when they nerfed the green ammo). I have yet to see a sniper rifle, so don’t know where or if they fit in.

They’ve gotten rid of Sunsinger Warlocks, which is somewhat OK. Sure they were handy for Nightfalls and for cheesing the bridge to Crota (until they patched that), but the ability to revive was held in reserve until needed, thus Sunsingers didn’t contribute orbs to others, because we didn’t use our super ability unless we had to.

The new ability each class has is interesting. I’ve only experienced it with Titan and Warlock, but Titans can make a little shield quite often, which can be handy, while Warlocks make a healing zone, also nice. This is activated by holding the circle button on PS4, and so far, seems more useful in PVE rather than PVP. As we all get used to it, I’m sure we’ll get good at these abilities.

Overall, the changes aren’t so significant that the game feels unnatural, but they do take a little getting used to.

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