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Destiny 2

Discuss all things Destiny 2.
Edited by Lost Sols: 4/4/2019 9:07:10 PM
8

The Long and Winding Road of D2 PvP

D2 Crucible reached for the Stars and tried incredibly hard to give the players what the studio thought the community wanted from 3 years if D1 feedback. - weapons that all had around 1.2 second kill times for 1:1 weapon balance. - Neutered grenades, melee and abilities (that were all hyper-balanced between classes) to cut down on ability spam. - Roaming supers for each class to make them all play similarly. - playlists to condense player populations and create larger player pools to combat lag. - Comp was added in response to requests for ranked play. Everything that year 2 Crucible changed was a direct result of the studio trying to build what they thought we wanted from PvP, but there was one change that ultimately broke everything and that was the move to 4v4. We sat at the reveal and knew 4v4 was going to be the Achilles heel of D2 PvP. D1 Crucible made sense with its 3 person fireteams for regular PvE and Trials, and 6 person fireteams for regular Crucible and raids. It was fluid and 3's could flow into and out of 6's, and raid teams could transition to Crucible together. D2's 3/4/6 made no sense. On paper it was the move to 4v4 for all of PvP was streamlining things and helping eliminate lag more, but it was also making a 3 player fireteam go find a 4th to play PvP and it was making 6 player raid groups dump 2 players to go PvP together. We immediately knew it was going to splinter raid groups and friendships as a result and it did, but that wasn't all it affected. It forced Trials to also be 4v4 and with both Trials and Comp sharing game modes, they became redundant and just took players from each other. This in my opinion ultimately led to the demise of Trials as it lost its identity and the studio was committed more to trying to make ranked play work. 4v4 also led to the creation of smaller maps which along with the smaller teams and 1:1 balance led to the age of team-shooting. Ultimately 6v6 was returned and the sandbox completely revamped: faster kill times, buffed supers, melee, abilities, cooldowns, and the return of a real neutral game... But it was trying to squeeze what made D1 fun into D2's framework. 6v6 was a definite improvement and the Y2 sandbox was incredibly fun at launch, but the maps weren't designed for 6's and that led to issues with spawning and gave shotguns a lot more dominance than they'd probably have had if D2 been built for 6v6 from the start. Modes have suffered too as we've never seen Supremacy reach anything near the level of fun it was in D1, Rift never returned and (in my opinion) Control is a shell of what it was in D1 since it's still bound by rules and scoring that were changed and built for 4v4. Even Clash had a much better scoring system in D1. [url=https://www.bungie.net/en/Forum/Post/251632231/0/0/1]Part Two[/url]

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  • Edited by Lost Sols: 4/4/2019 5:16:57 PM
    [u]Part Two[/u] Then there's matchmaking. With the return of 6v6 came a bug that disabled skill in matchmaking. While everyone was originally praising 6’s as the return of the Crucible fun factor, once the news got out on sbmm, players seized the opportunity to demonize it more and beg for it to be left out in Forsaken. Bungie acquiesced. I really thought the Y2 sandbox was incredible at launch, but I don't think we ever really got to experience it properly because of the decision to leave skill out of QP. That one call cut the legs out from under so much of what should have been great in Y2, but instead created a farming ground for the top level players and a stomp or get stomped Crucible that wasn't fun or accessible for solo, average skill or new players. It was just game after game of 1 or 2 players going off while everyone else struggled to go positive (even on the winning teams). Players were told if they didn't like getting stomped, to just quit and re-queue… then quitting and being dropped into games in-progress became a huge issue again. Comp and ranked play never really panned out. Pinnacle weapons were a success, but once acquired, players abandoned Comp to go farm QuickPlay, and suddenly QP became the preferred mode for the high skilled instead of a feeder into the PvP “endgame” of Comp. Then there was balancing and the return of the nerfs. Weapons and supers once more started to get cut down and PvE once more became affected by PvP, but how can you assess or begin to know how to balance the sandbox when your primary Crucible playlist doesn't factor skill? How do you establish a baseline for what is weapon/ability/super performance vs what is just extreme skill discrepancies of combatants? How counterable is Luna's when it's used by a player of similar skill vs a player or team of players 500-1000 Elo above us or anyone on our team? One positive in year 2 is that Iron Banner did include the best skill matchmaking the franchise has ever seen, but even IB games are undone by rules and scoring, as well as the decision to make power matter which to a degree negates the positive gains from skill factoring. So here we are with a PvP population struggling to maintain 300k across all platforms, national media and high profile streamers suggesting Destiny could drop PvP and Bungie having to confirm that no, they're not getting rid of it. I don't know where Bungie are going to take it from here. I know that it really needs to be rebuild the foundation because this square peg/round hole doesn't work. I see a couple directions that I would love to see the game evolve. One I've written extensively in the past on is moving away from the current format for the base Crucible and expanding on private matches by adding optional matchmaking and allowing players to host or join lobbies. IB and Trials type content could still exist as PvP endgame with current matchmaking formats. The other option I wouldn't mind seeing is just the simplification of the Crucible and a focus on what worked and made it fun to begin with. Return to a regular (skill based) Crucible with set choices of Clash, Control, Rumble and one rotating weekly playlist. Drop Comp and 4v4 completely and return a 3 player Trials type ranked PvP endgame for the hard core players to go along with IB as the PvP endgame for everyone else. I think this is the easiest solution they could implement at this juncture and I think getting back to the roots of what made us love the Crucible to begin with would be a good thing. Just my thoughts on things. Don't know where it will end up, but I firmly believe that a fun and accessible Crucible is integral to the success of this franchise as it heads into its future.

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