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Destiny 2

Discuss all things Destiny 2.
Edited by Kocobo Lobo: 9/21/2023 11:40:31 PM
1

Checkmate Feedback

Hello! Been playing crucible since D1 Beta! Lots of experience at mid/medium-high lvl gameplay in 6v6. (Barely touch trials as although I find the game mode interesting, but the weapon meta less fun and more frustrating). This is after a few hours in the mode, so very much subject to change. Obviously Checkmate seems like a foundation for more changes and potentially the future of crucible, so I want to treat it with the nuance, thought and patience it deserves. I suggest fellow players all do the same. You want things to change? Help make the change. TTK - I think the combo of low ability damage/recharge and TTK increase has people reverting to teamshot/disengage gameplay. I think one or two of these sliders need to move back slightly closer to traditional values. Not sure which. Weapon Balance - I think close-mid range weapons seem to have somewhat good balance, pending outliers. Long range, however, is entirely dominated by two weapons. High Impact HC and Bows, with bows being even more oppressive than they are in traditional game modes. It’s early, I know, but I think they need to be toned down to Three shot kills, but the trade off being it’s three head or body. The elite player often spends their time peak shooting, so fighting a two shot weapon with extremely generous aim assist cones is frustrating, especially when accuracy is so much more important in this game modifier. 120 HCs, however, are a trickier issue. Not sure how to solve outside adjusting RoF, but I know that’s difficult and can really screw up game feel. Special Weapon Economy - Hot Take- the best 6v6 ammo economy there ever was was at the tail end of D1 with ammo pickups. It forced teams to move from camping objectives. Players would risk the defense of zones to get ammo that could one shot. Players who didn’t risk leaving their defensive positions then risked being killed by special weapons. It worked for Halo, and though they’re not the same games, I believe it has/will work(ed) for Destiny. As it stands, we have a bit of a snowball where passive, teamshotting players are rewarded for playing safely and defensively. Giving them even more advantage when a team who has been getting demolished by campy behavior in attempt to break a strong hold faces that same behavior except they’ve all got one shot capability. I think well placed special ammo drops every 90-120 seconds is an excellent way to force movement and riskier play. I don’t think the SA Transmat meter is bad per say, but it generates ammo too slowly. And if it were to generate ammo faster, it might risk even worse snowballs. Heavy Ammo Economy - Spawn rate seems a little low for any major plays to actually matter beyond the next minute or two. Particularly because player movement and respawn timer allow almost immediate response past the first 10 seconds after a gunfights been settled. Super Regen - Seems about right. I enjoy how smart special weapon use can shut them down pretty quickly. Whatever health/DR adjustments y’all have made for these seems about right. We were actually able to destroy a WoD and damn did it feel good. That’s all I’ve got for now. I encourage others to post their thoughts and idea hear. Just, y’know, don’t be a -blam!- about it.

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  • Edited by Kocobo Lobo: 9/28/2023 11:43:25 AM
    UPDATE AFTER 2 DAYS Gotta say, I’m really enjoying the slower pace. I feel like there’s a few dials that need to be tuned still, either make abilities ever so slightly more powerful or slightly reduce cooldown multipliers. Obviously, the sentiment that HCs are too good remains, particularly in how forgiving they are in terms of aim assist and TTK. I think the only option is to do something about damage or RoF because outside of them I feel like I have just enough time to react appropriately with other weapons. Any adjustments to HP and we’d lose those precious opportunities to make plays. 120s and 140s are clearly dominant but it’s gonna be tough to bring them in line without completely destroying their TTK. But .86 in a sandbox of 1s is tough obviously the best choice for any engagement inside 30m. Bows, also, are still quite dominant. Not sure what to do about them other than make them three shot (head or body). As you’d imagine, there’s plenty of Exotics that need retuning, but I’d imagine those adjustments will come in time. Side note, Glaives are not getting enough ammo per transmat. Seems like they only get enough for two kills while others get three or four kill potential.

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