Based on player feedback, we’re making some changes to Checkmate in tomorrow’s update. Due to the amount of tuning, Checkmate will be moved back to Labs.
Next week will feature 3v3 Clash which has been modified to reflect a fan favorite mode from the original Destiny, Skirmish.
We'll also be adjusting all Primary weapons to join Hand Cannons in having the same optimal Time-to-Kill (TTK) as they do in the base sandbox. In modes like Clash and Control, you will now start the game with two kills worth of special ammo (ex. 2 shots for shotguns).
We’re increasing the amount of special ammo credit you get for assists and deaths, so you will get special ammo pulls more frequently, but are reducing the amount of special ammo you get from approximately three kills worth to two kills, to reduce snowballing.
We want the reduced uptime of abilities in the PvP sandbox, but the current level of ability cooldown tuning made some abilities feel impractical to use. Ability cooldown penalties are being reduced from 30% to 15% and melee damage is being increased to allow two melees to kill.
We will run one more Checkmate Trials Lab later this season (on February 9) with the new tuning, but Checkmate is not currently planned to be in the Control node again.
We will have the full details on everything that is changing with weapon archetype tuning and other game mode rules in the patch notes tomorrow.
We'll continue to review feedback as you play so please try out this new iteration and tell us how it feels.
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9 RepliesFor anyone worried that these changes to Checkmate will permanently change a fun mode you enjoy, we wanted to clarify our intentions for the current round of Checkmate tuning: While it is not our intention to make the original Checkmate into the core PvP experience, we are experimenting with the current iteration of Checkmate to gather data, lessons, and feedback we can use to eventually tune the base PvP sandbox. Things like primary weapon balance, special ammo economy, and ability uptime are easier to alter in a single modifier, which gives us freedom to iterate quickly. The goal of all these changes is to make a more skilled, more deliberate sandbox that retains the Destiny magic. Later in the season, once we have tuned the base PvP sandbox, we will continue developing Checkmate as a standalone modifier. We plan to lean further into its identity as a more tactical, gunplay focused mode going back to no starting special and higher reduction of abilities. More changes are coming to the Crucible. If you want to help shape the future of PvP, the best way to start is by participating in Crucible Labs and giving feedback below on what you enjoy, and what you don’t.
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Tip : pvp games 101, cbmm kills player engagement, and hurts monetization.
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2 RepliesEdited by Shiny Gengar: 1/10/2024 2:13:18 AMAbility spam and constant overshield is ruining the game.. also hurry tf up with the new maps, just 3 years too late…
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5 RepliesCongrats! Bungie concedes to the non-competitive crowd that failed gym class, never did sports, and got commendations through it all!
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2 RepliesLol oh well. Was fun for a while but as predicted, you just end up dragging it back to mediocrity. Haven't seen anything this tone deaf since William Hung.
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8 RepliesHow do you nerf anything in this game before you nerf threadling spam? So much for a "PvP Strike Team". Bunch of clowns.
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Again with the spineless reactive approach. The crows that was wining about checkmate were shotgun and fusion apes. Literally no ones else complained. Folded once again. Have some B4LLS for once and stick to a decision which was actually working. You just needed minor tweeks to weapon sandbox. Let hem go play regular control. Leave checkmate to the people who actually enjoy dueling more often than ability spam and special weapon one shots…
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Glad to see the PvP strike team being nimble to feedback. Look forward to trying it out tonight.
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Edited by Tall: 1/13/2024 9:38:26 PMIf I understood this correctly, not a fan of receiving special ammo for playing bad. I think the current system was fine. Also, specific weapons and weapon types need tuning in checkmate. Things like devil’s ruin and wishender are not being affected by the adjusted TTKs given their custom damage profiles.
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2 RepliesEdited by A485258: 1/9/2024 5:54:24 AMThis back and forth is nauseating. First Checkmate is pushed on everyone. Then there is substantial backlash towards Checkmate resulting in changes to Checkmate. The changes to Checkmate are done so that it more closely approximates normal Crucible. Just please make up your d4mn mind on what the hell is going to be done with Crucible. This back and forth is tiresome. Also. Stop trying to change things that should be obvious non-starters. Three-hit melee kills comes to mind. Or, only buffing HC damage initially with checkmate, but not other primaries, which seems patently stup1d. Another big one is the longer TTKs. I do not know what is the impetus is for this. Players lobbied against the longer TTKs in Y1. Then year over year Bungie lowered TTKs in response to player feedback. Now it wants higher TTKs again? First, make up your mind. Two, stop going back and forth on policy like a schizophrenic.
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Dude just the adjustment to weapons is fine, leave abilities the way you had them in trials checkmate. I think everyone is sick of ability spam, you can’t even see whats happening on screen sometimes between the thousand abilities. A million threadlings each match, just ridiculous, you guys killed this game adding too much ability crap it doesn’t need, or play well over time. Back to basics was refreshing. Leave the ability spam for mayhem lol.
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will you ever adress this bs overshield spam we have for over 2 years now? overshields SHOULD NOT EXIST INSIDE OF PVP
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There are two types of players (roughly) that you will NEVER manage to balance between. No matter how hard you try. The game experience is entirely different for top pve and pvp players and those who are not. The goal is to entice players to excel and dedicate time and effort, but NEVER to force them to do so. The game needs to be fun while they're in the process of getting better, not only WHEN they get better. You cannot balance the ENTIRE game around the top%, you need to have stuff balanced around them separately, while the base game and stuff related to it is balanced around the low%. I hope you realise it before it's too late...
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When is momentum control getting back to the game bro. It's been like 8 weeks man....
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Thanks for the update, but to me it's overkill. All it really needed was a rollback on TTK changes so my weapons would perform like I expect them to.
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1 ReplyChanges looks good, hopefully it don’t push it towards normal gameplay too much instead of being it’s own like it is now.
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6 RepliesEdited by The-IIID-Emp1r3: 1/9/2024 9:27:48 AMYknow how we gotta do Blind Well to get to Mara's throne? Yeah well i can't even progress the seasonal story because NOBODY does this decades old activity Why was it necessary to force us to play it not once but twice? Also the fact you increased the difficulty because "reasons" so i can't really solo the boss even on tier 1, i want to skip this. Also THAT activity isn't selectable from the fireteam finder system (but Coil/Lair/Starcrossed is), that's a fail.
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Absolutely love all of these changes! Little worried about the increased ability uptime because of invisible hunters and threaded spectre hunters but we will see what happens. Can't wait to try it out!
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Mistake
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As long as you don’t make checkmate the main node next week and add control or 6v6 clash as the back up node, awesome.
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That all sounds good to me. This addresses most of the things I didn't really like about checkmate, although to be fair I didn't really hate it I just didn't care for it over regular pvp.