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Destiny 2

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9/28/2021 1:58:42 PM
1

Feedback on Trials Labs (& Matchmaking)

Full disclosure; my only exposure to Trials: Control is in a slew of matches played this morning and last night, though I've played enough to have formed a reasonable understanding and opinion on the mode. I'm not going to rag too hard on it, since it is an experimental mode and it's at least somewhat indicative that Bungie wants to make Trials more varied and, as a consequence, fun. But, putting it plain and simply; this one didn't work. The capture zone itself was very low-impact overall, with most rounds involving everyone pushing up to mid and fighting normally, as opposed to shifting the play around attempting to secure the zone. Even when the zone was in an advantageous position (I.E, a given team's spawn), it was always more effective to push up and make picks than try to turtle up - especially during the Heavy Round, where the increased kill pressure mandated the need for increased aggression. Ultimately, Trials: Control was little more than a novelty that failed to meaningfully change the gameplay patterns in Trials. And while novelties can make things fun for a short while, the effect very quickly fades when faced with something that makes the game un-fun: Bad matchmaking. Over the course of several matches, I've found zero indicators of there being any type of Skill-Based Matchmaking; matches were horrifically unbalanced, with teams of low-skill players matched against high-skill players. Getting to five wins tonight felt more like a dumb stroke of luck than anything else (especially since after I lost my Mercy, I then lost the card to a sweaty three-stack who were 6-wins Flawless and went to the Lighthouse off it), and after that reset, I wound up getting several matches in a row where I'd have to reset off the first match due to constant losses. And the most egregious part of all these coin-flip matches was the fact that the vast majority of them featured at least one player with a Flawless glow. The "Flawless Matchmaking Pool", quite frankly, is a joke. I haven't gone Flawless at any point in my Destiny career, short though it may be, and yet just this [i]morning[/i] I ran into an overwhelming number of players who had already gone Flawless [i]this weekend[/i]. I don't know how long a Flawless player has to wait before they get thrown into the normal pool again, but with the sheer amount of Flawless players I ran into, [i]surely[/i] there had to be enough active that they should've been matched against each other and not with normal players. At the end of the day, even just the matches I played this morning were absolutely miserable, and the only saving grace was getting three Trials Ranks (and not a single good roll Sola's out of them) from the boosted rep gain. The Flawless Pool and the SBMM both need to be seriously tightened up, because Trials still feels drastically unfair.

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  • Flawless glow remains on your armor for 2 weeks my dude. It’s not an indicator that anyone you faced this week has been flawless yet this weekend. If they didn’t go flawless the glow would be dimmed at reset today and then be gone by next reset. The glow is also not an indicator of skill. I had a look at your game history - you predominately matched gold, silver and bronze ELO players and relatively fairly distributed in terms of team balance. There were comparatively few platinum or Diamond players. Statistics don’t tell the whole story and can’t determine how a match is going to play out. Sometimes it’s the statistically worst player on the team that causes me the most problems because their behavior is less predictable. There’s always going to be those outlying matches where your opponents far exceed your capabilities, but it just didn’t look like that was the case for the majority of your matches.

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