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12/25/2022 4:03:52 PM
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All I’m saying is if you have a comp mode with rank based matchmaking and actual rewards that you can grind, “the sweats” wouldn’t waste nearly as much time (if any at all) in Quickplay, completely eliminating the need for SBMM at all. A well designed PvP game will only use SBMM as an afterthought after all of the other parameters (such as connection, team size balancing, etc., which are much more vital to a healthy game) are accounted for. There’s no reason to have SBMM at the forefront of your matchmaking algorithm, period. -Remove SBMM from ranked -Make Rose infinitely farmable in post match rewards in Comp, with increased drop chances or double perks at higher ranks. -Add Rank Based Matchmaking -Remove Rift from everything other than the rotating playlist (seriously, this game mode isn’t it) -Remove Disjunction from 3v3. It barely plays in 6v6, why is it here? -Add a new shader for reaching Platinum every season -Add a new emblem for reaching Adept (? Is that the name? The one below Ascendant?) every season -Add a legendary weapon ornament for Rose (or another weapon when they add more) for reaching Ascendant every season -Create Rose (Reforged), an adept version (with a little nod to the Crucible analogy) that replaces all drops of Rose for Platinum and above. -Fix whatever the heck is wrong with the ranked point system because me depositing 5 sparks in one game and completely steamrolling the enemy team should not result in me getting +5 rep. Plenty of other scenarios that feel bad too. See the percent of high tier players playing Quickplay plummet and assess whether SBMM is even necessary after that. If done well, it won’t be. And this is without any changes to how Trials works too, which (with much fewer changes) would also remove many more sweats from Quickplay.
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