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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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  • Upvote for starting an important conversation that needs to be had. IMO there is just never going to be enough people playing to institute SBMM as long as we are split across three different platforms. We need millions playing in order for it to work right. Otherwise its just constant catch up mechanics. I also disagree with 4v4 needing to be deleted because its better to not have so much weight put on our shoulders with respect to individual skill. 3v3 contributes to too much toxicity and elitism. Imagine how much rage would ensue if comp was 3v3. 3v3 is fine for trials but it would still leave too many people out of the mix. The answer is to make PvP more accessible to solo players. They did it with Halo and they can do it with Destiny if they code it right. It was a good move to double the amount of points earned in comp for instance. More people are able to reach the middle ranks and earn the Fabled pinnacle weapons which in turn makes the rank you reach actually mean something, instead of having a giant pool of people stuck at the bottom and a small class of elites at the top with almost no one in the middle. Going forward they need to make it so that you don't necessarily need a clan or your raid team to go into PvP in order to succeed. All the talk about making how much you play and what you decide to do more meanignful needs to also be transferred to PvP. It should mean something if the highest you can get to is 4000. If you play people that are at 3000 you should feel that you earned your rank. The way it is now its mostly about luck or the fact that you played on a stacked team. The focus on stacked teams is the real problem. Its not a matter of SBMM or CBMM, there's much more going on in the background with respect to the way this game works than just connection or skill factoring. Teams will always have an advantage because of communication but the fact that the game doesn't really try to match solos of considerable skill against those teams is a mistake. Bungie has done a good job with PvP in D2 but that good job has been spread out over time and blended with bad decisions, many of which were probably made to try to give players with lower skill a chance (Telesto in season 4, Spectral Blades, etc.). If they could just take all of the best and apply it to one point in time this game would be one of the most skillful PvP expeiriences to date.

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