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Destiny 2

Discuss all things Destiny 2.
Edited by TheMacBulls: 3/26/2019 2:10:18 PM
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What would you change about Crucible?

I’m interested to know what people would change about Crucible, or even if you think there is nothing wrong with Crucible as it is? EDIT: Great suggestions here, and full of diverse opinions - such a shame that none of the Community Managers are interesting in looking and giving their views - I guess, it’s not trending enough! In order for this game to be what it should be, Bungie needs to listen, communicate and meet us at least halfway!

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  • Edited by Manaan1138: 3/27/2019 9:33:06 AM
    We need a Crucible-only subforum so the feedback doesn't get lost among the rest of messages. Bungie needs a group of people whose only mission is to play Crucible daily and see what works and what doesn't. Not internally, mind you, out in the open, with us, eating shit like everyone else. We absolutely need Bungie to balance Crucible more frequently than once every three months. Now we are stuck with Spectral Blades, until when, June? Really? What are they waiting for? Finishing The Division 2? Get to work, folks. And please, for the love of God, everything in Crucible is Control. You play Quickplay, you play Control. You play Iron Banner, you play Control. Hey, let's play some Competitive, I mean, some more Control. Whose idea was to put Control in every damn mode? Shouldn't it be different gametypes for different playlists? And last but not least, WE NEED BUNGIE TO TALK TO US. No more Twitter garbage, no more pinned posts with ZERO ANSWERS from them, an ACTUAL conversation that solves problems. Thanks.

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    • Throwing knives need more head stabby power and more RCS thrusters to track someone’s head.

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      • There's a lot I would change. This is going to be BIG so stick with me. 1.) Technical Destiny is full of technical issues and some cannot be fixed currently like dedicated servers and overall net code. However some things can be fixed. 1a.) Matchmaking We all know matchmaking is bad but how do we change it? First we need to have some form of skill factoring for the Crucible overall. This would be a new system called Saga Scoring. It would calculate your overall skill by taking ALL your specific stats from every mode and evaluating them, including things like accuracy and how many kills you have with weapon types as a factor. This score would then be used as a baseline in Crucible as whole, matching you with players of similar score (within 50-100 both above and below) that are as close together as possible in their regions for connection purposes. For Competitive this same baseline system would be used however your Glory rank would also be taken into account. If it cant find a proper match up using the baseline system it uses your Glory for lose SBMM like it currently does but better. Connection could be somewhat of an issue but with dedicated servers and better net coding the issue could be mitigated to point similar to that of games like Rainbow Six Siege which have things generally under control 1b.) Hitboxes Bungie simply needs to take more time to reevaluate hit boxes on projectiles. Guardian hitboxes only seem like an issue due to net coding when in reality they're pretty solid. The issue is certain guns have wrong projectile hitboxes. Let's take auto rifles for example. They seem to have a diamond shape projectile hitbox. This means when shooting over someone's shoulder sometimes the bullets will randomly connect with them. This is however the best shape for fully automatic weapons in general. Its what allows for the weapons to be forgiving and constantly connect when holding the trigger down on a player without being overly accurate like a circle hitbox. The issue is that this seems to be the same hitbox for every other projectile in the game. A diamond hit box does not work on a sniper rifle. Thats why so many shots for the head that are complete misses connect; the corner of the diamond which would be on the neck. The neck hitbox in Destiny is extended out from the actual neck to be in line with the head. Each gun needs a hitbox that goes with the manner the weapon is used in. If it's a precision weapon it needs a small circular hitbox, if its not it needs a diamond that varies in size depending on weapon. 1c.) Spawning Spawns are pretty bad, all of us have had enough instances where we spawn into the enemy team. While this isn't entirely avoidable it shouldn't happen this often. My solution would be the DRSS (Dynamic Response Spawning System). This system would take the data of players' points on a map in regard to a spawn and decide if the point is acceptable. This sounds a lot like the normal but the key is that there's far more points throughout the entire map and points that mark the environment/blind spots. The system would have an algorithm that prevented spawns within a certain range of players unless there was a barrier or sight line blocker between the players that was of acceptable size and distance. Lets use Radiant Cliffs on Mercury for example. Say you die and your team holds the caves and middle. The enemy is scattered around the map. There's 2 players by the stairs up on the ledge by the tree, one in the area behind that, and three over by the other spawn facing the side of middle which is open. The game would take all their points and connect them to the environment. It would then use all of these to triangulate a spawn fair for both sides. One that can be determined by the player easily but not camped. The spawn area from this would be the back corner flank route of caves. 2.) Sandbox The sandbox has issues but definitely feels better than D1 (in my opinion at least). Grenades are in a solid state unlike D1. They're powerful but not OHKing unless someone has a buff or exotic which is fine. In the overall abilities are pretty well balanced. However the weapon and super sandbox is in a bit of disarray. 2a.) Primaries I would address Hand Cannons and its relatively simple. 180s are the easiest to use yet cause the most flinch and a certain one with proper roles can have obscene range for what the archetype is meant for. 180s need flinch output reduced and their range reduced to about 10 above Luna so that they can still out range it but not compete with medium range weapons to the degree they do currently. I would remove bloom and evaluate recoil on specific Hand Cannons as some 110s/140s/150s have very acceptable recoil. Pulse Rifles I would likely increase the damage drop off by a bit so that scout rifles can actually do their job and still be countered by bows. For Auto Rifles I would also increase damage drop off but not by much. Auto rifles aren't meant to stand up with long range pulse rifles, even precision frame autos. I would leave SMGs as they are currently as they are almost perfect now. Their damage is forgiving but not over the top, especially with the 900 RPM SMGs. They are incredibly powerful in the right hands but aren't ridiculous like Antiope in Y1. Sidearms could use a bit of love but they are not weak. I think sidearms need an intrinsic perk added to them just for the weapon type. Switching from another weapon to a sidearm provides a small buff in damage. Nothing crazy however. Bows are in a fantastic spot and are simply being outshined due to map design and Pulse Rifle range. 2b.) Specials Shotguns are great now. With the recent range nerf they dont feel weak but they don't feel overpowered either. Playing with and against shotguns is actually fun now (in my opinion) Fusion Rifles are tricky. They've always been too powerful or too weak. With the addition of SMGs and Bows in Destiny 2 I feel Fusion Rifles themselves need to be on the strong side. I would increase stability (decreasing the spread) but lower the range of the higher impact archetypes as it is a bit much in combination with certain perks. Sniper Rifles are in a solid position. They're viable but counterable. All I can really say is add more Sniper Rifles with short zoom scopes. Single Shot Grenade Launchers need to be fixed. They're not that effective whatsoever. I would personally make them explode on impact anywhere unless they had a perk that allowed them to bounce. This would fix consistency issues. Another thing that should be looked at is their blast radius. Stats say they're high when in reality they aren't. Double the blast radius so they can actually be competitive. 2c.) Power Rocket Launchers are Rocket Launchers, what more do I need to put? Drum Loaded Grenade Launchers. They're great but the main issue is the same as the single shots, consistency. I would say use the same change here that makes them explode on contact with anything unless they have a perk that makes them bounce. Machine Guns are considered overpowered due their stability and range. On the front of range I disagree, its a Machine Gun. However the stability is definitely too high, especially on the Hammerhead. The stability needs to be nerfed by at least 15 with an increase in recoil direction. The gun is heavier and firing high caliber bullets at a decent speed, it shouldn't be more stable than something like a Halfdan-D. Swords. They are in a terrible spot not only in PvP but PvE too. This discussion is on PvP though so we'll stick to that. The first thing to address is the fact the gaps are difficult to close due to map design and Bungie can't remove all the maps. Due to this I believe making your character gain a significant mobility increase and being able to block shots more effectively is in order. 2d.) Supers Supers are difficult to balance, they need to be strong but there's always the few that are just too strong. The main supers that need to be discussed are Spectral Blades and Nova Warp as the others are fairly well balanced and don't require any PvP attention. Spectral Blades is incredibly powerful and needs to be reined in somehow, this cannot be objectively denied. I think the super needs to keep its range but needs it resistance reduced drastically and its speed increased to compensate. Its meant to be a stealth super, not a head on shredding machine (however it should still be somewhat capable of this). Duration is also a concern. This doesn't need a massive tweak however, only 2 seconds. Nova Warp was over nerfed and was what led to Spectral Blades being overpowered. Nova Warp needs to be brought back up as it is quite literally near unusable in all aspects. Yes the damage resistance was far too extreme like Spectral Blades is but the biggest issue was without a doubt the radius. The fact it could hit through walls was not ok. What needs to happen is the damage resistance needs to be brought up by 30% so the nerf is only 30% and not 60%, the blast radius needs a few meters restored, and the actual damage needs to be brought back up to the point of where it nearly OHKs a super but requires a second blast every time. I will say that the current duration is acceptable though. 3.) Crucible Support Bungie simply needs to support PvP more regularly and listen to the player base quite a bit more in terms of actual issues and not blatant whining. We need to have more balance updates, maps, gamemodes, loot etc. in Crucible more often. 3a.) Crucible Security (Cheaters and Bans) When a player makes a post on any platform showing proof of players winning dozens of games with no playtime, kills, etc. Bungie needs to ban these players and make it publicly clear that they have. Not punishing the player doing the right thing. I understand why they do this but at this point in time that needs to change until respect has been earned back and the game is in a better state.

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      • I just want any and all crucible changes to affect crucible and crucible only. I don't want my super, melee or grenades to suffer because it's broken in pvp. I'd also rather not have weapons that were hard to obtain or took way too long to get (looking at you Mythoclast), get nerfed into uselessness just because it's strong in crucible.

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      • Specifically, I'd like to see: - some new maps - some maps brought over from D1 - super mods toned down or removed - supers in general (well, some of them) made less tanky - dedicated servers (hey, I'm allowed to dream) - rework of Iron Banner triple cap mechanic - tons more loot in comp (armor, weapons, shaders, emblems, ghost shells, sparrows, ships) - remove countdown, replace with elimination - better matchmaking in comp (matching solos with solos and teams with teams)

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      • Increase the player population.

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        • For Bungie to give it more than just occasional lip service. For them to stop ignoring their devoted, passionate PvP community.

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          • I can more or less summarize all issues and how they could be solved with a simple sentence: [i][b]Constant communication with the Bungie devs.[/i][/b] None of this half-assed, wait a week/month bs that is quite literally one-sided. I know that B.net and its Community Moderators serve as a middle ground for communication, but it simply doesn’t work effectively. If it did, we’d be having clear and concise back-and-forth conversations over what we and the devs themselves expect to see later on. We wouldn’t be seeing as much discontent over something small like Infusion costs for putting on gear that we like nor would we see issues over matchmaking like we have been for both PvE and PvP activities. I cannot stress enough how important this is, not only for those mentioned but also for overall gameplay balancing. There are some cases where Crucible matches are being absolutely dominated by certain supers like pre-nerf Nova Warp and Spectral Blades while other subclasses hardly see any use on account of how unfriendly their perk trees and neutral game fare. We need a healthy relationship with the devs that doesn’t feel like a majority of concerns are swept under the rug or outright disregarded.

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            • Need a beginner mode. No veterans allowed.

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            • How about when you reach a rank in complete you can’t fall below that rank. That way it’s possible for a solo player to reach Fabled. Right now it’s impossible with all the players with Luna’s and Recluse. I’m on Xbox and that’s all you run into. I went from 1900 to 800 in one day. That’s bull shit!

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            • skill brackets.

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              • Put shotguns and fusions back to heavy to force people to switch out wardcliff

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                • 1) Remove Super mods from working in PvP. 2) Decrease Super damage resistance for all Supers. 3) Buff all roaming Supers mobility or give each some type of ranged attack to account for lack of damage resistance. 4) Power ammo spawns twice a match after first two and half minutes and at 2:30 left in the match. Each spawn at the different spawn points and everyone near the pickup gets heavy. 5) Decrease the bloom on 150 and 140 HC. 6) Severely decrease the flinch on all primary weapons. Slightly decrease flinch on snipers. 7) Implement some SBMM criteria in QP but still heavily weight connection. 8) Implement spawns that will not spawn you near an enemy similar to old Halo spawn. Comp changes. 1) Remove Super and Heavy from Countdown. 2) Decrease Super energy gain in all other modes. 3) Implement matchmaking option by fire team. (ie if I only want to play solos I can Implement a search filter to match no fireteam greater than 1 and also can not have a fireteam. Understanding this will mean long long wait times.)

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                  • Remove it completely. Nerfs are a problem and directly because of crucible. Matchmaking is a problem and directly because of crucible. Weapons being unobtainable to casuals due to cheating, paid recoveries, teams is directly because of crucible.

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                    • Loadout challenges. Get people off pinnacles and shotguns.

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                    • Edited by Machine_DNA: 3/26/2019 10:23:17 PM
                      Before any nerfs or buffs, I’d try and implement matchmaking systems so teams of 4-6 do not match solos.

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                    • The amount of people that cry about it. Could do without hearing those temper tantrums.

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                    • What Crucible? [spoiler]See what I did there?[/spoiler]

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                    • It should be removed and EVERY nerf it caused should be undone

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                      • Edited by Smough: 3/26/2019 2:23:46 PM
                        Bigger maps! go back in time before luna’s and nf and stop them from being in the game since currently there’s no way to fix it that doesn’t make the people who farmed for it angry. Auto rifles need a damage buff, can’t compete at long range because of scouts and pulse rifles, can’t compete at close range because of shotguns, sidearms, and smg’s. Hand cannons absolutely shit on auto rifles at mid range. hand cannons are in an odd position, they are the easiest to use and best weapons on pc but apparently they aren’t so good on console other than 180’s which need more recoil so they aren’t as easy to use for how good they are. If they were to change hand cannons it would have to be two different changes, one for pc and one for console. Heavy ammo needs to be completely taken out of comp or significantly reduce how often it spawns. Also supers should be more difficult to get in comp. The matchmaking needs to be improved so that players on solo teams have more consistent skill levels. No more 2 players with 2.0’s and the rest barely able to stay positive on a team. Spectral blades needs a duration and damage resistance nerf, as well as a change so that you lose super energy when you whiff light attacks so they can’t spam as much. Blade barrage should also be slower and maybe have a little less armor resistance. Maybe a speed buff to arc staff? I rarely see it but I think the slowness might be why. Stormtrance should be little faster or have more range, currently it’s too hard to catch up to people to actually kill them, it should also do more damage so supers so it isnt completely destroyed by every other super. Dawnblade needs more consistent damage, but also should have less super energy on bottom tree to compensate the amount you get back per kill. That way we don’t have a dawnblade lasting minutes. Nova warp should get the insane nerf reversed and instead only receive a nerf to range and slightly to damage so it doesn’t kill other supers as fast (only in pvp!). Shoulder charge should have less tracking so titans can’t do an instant 180 or lunge up in the air and hit you. Sentinel shield shouldn’t one shot after it’s bounced a couple times. Not sure what I would change about the other supers. That’s what I got, it’s a bit long but I think it covers most of not everything of what I think is wrong about crucible and what should be changed to make it overall a better experience.

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                        • Reduce the shotgun rate of fire and max kill range Make power weapons pick up less ammo ex. Rockets get one, grenade launchers get 3, etc. Make 140s and 150s on console have less bloom, recoil, and be able to have better flinch resistance Make 180s have increased bloom so spam is punished Make jotunn a heavy weapon and/or make it have a longer charge time Make snipers not have as insane flinch and be able to one shot supers Make super mods not apply in PvP and have the regeneration speed slowed down but have it so getting kills is more rewarding vs passive gains FIX. THE. SPAWNS. PLEASE. DO NOT SPAWN SOMEONE WITH THE ENTIRE ENEMY TEAM IT IS UNACCEPTABLE!

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                          • Sbmm. I want to play with my peers, not 11 year old demigods with reaction times I haven’t possessed in over 30 years 😂

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                            • Remove it so they can stop nerfing weapons/supers.

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                              • I would create maps designed for bigger teams, and around all weapon types. Right now the maps are too small, and are all created for 4v4 CQC with the old weapon slot system. Even the two maps with more ranges for scouts and snipers are mostly filled with CQC areas. Fix hit boxes and bullet magnetism. That shit is insanely bad in the Destiny franchise, especially on one hitters and high impact weapons. Aim almost means nothing in this game for certain weapons.

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                                • 1. Stop enabling cheating. 2. Hand cannon range is ridiculous. 3. Hand cannon love from Bungie is ridiculous. The last three exotics brought back are hand cannons. #%^& ing cancer.

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                                • i get the feeling PVP in destiny is going away. with Hammerick leaving and the other pvp devs changing their titles, trials being “suspended”, and a general lack of recent work on pvp, the picture seems to fit. pvp has always been the thorn in destinys side. it’s too hard to balance, and when they try people just complain more. now that they have less resources, it seems as they are distancing themselves from pvp; probably going to focus on pvp exclusively ( my thoughts)

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