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6/4/2022 10:06:17 PM
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How to Fix Rift

You might be onto something...

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You're smoking something, nothing needs to change!

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Hot damn, you should work for Bungie!

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I spent a very short length of time looking for another post like this, so forgive me if there is one before reading my post. I'm not the king of games by any means, but I do have some ideas that I think would make Rift a significantly better experience for everyone. Some are related to gameplay, others are related to quality of life improvements. [quote] - It needs to be changed to be a skill-based competitive game mode for glory with 4 players maximum. Remove it from Iron Banner and bring Iron Banner back to being Control. Don't force people to play a game mode they don't understand or don't want to participate in the objective when they are doing it for Iron Banner rank. That breaks the game mode completely when you take away the purpose of the objective by enforcing commitment from players to participate in the mode without the desire to play the objective. - If there are players who have been AFK the entire first round by the time the Rift is captured, boot them immediately. This applies to both teams. I have seen countless players emoting in the back of my spawn because they clearly don't want to be there and are just waiting for the game to end. Punish those players with a warning that they have been inactive and future inactivity will lock them out of the game mode for a length of time that you can specify later upon a repeat occurrence. - The respawn timer needs to be shortened. Significantly. 5 seconds max. The game gets incredibly snowball-y when one team wipes the other with a 10 second respawn timer, especially if they are pushing into enemy territory where they should be respawning. It is absurd to allow a team an instant capture for wiping a team one time and prevent them from even respawning back at their base due to proximity to an enemy, thus allowing the Spark runner a free capture. - Picking up the Spark should slow the player so they cannot abuse Icarus Dash, Shoulder Charge, etc. to reach the capture point faster. Including sword pushing by other teammates. This would force team assists from teammates. - The spark should have the timer automatically detonate 1:15 later once it has been taken from the initial zone, regardless of how many runners picked up the spark. Furthermore, if it is picked up by an opposing member, it automatically resets back to the middle of the map with a new timer and a new 15 second pause before activating. If the timer starts at 1:15 for the first runner, that time should be continually counting down so that the defending team knows they have to play defense for 1:15 maximum. It is meaningless for the objective if the spark regenerates its countdown timer with a new pickup if all the runner's team has to do is kill the enemy team and not worry about needing to protect their runner at all if all they have to do is pick it back up and have another 1:15 to capture it, with no penalty for losing it temporarily by an opposing player picking it up for one or two seconds and being killed immediately. - Upon igniting the Rift, the spawns should flip when Transmatting players back to base. - The maps need work. Add more into the rotation or all maps like in Destiny 1. This should be obvious. - Mercy Rule. Why isn't there one? The Spark takes 15 seconds to spawn in, with the timer for the match being 10 minutes. In an absolute maximum scenario with 9 rounds, that's 2:15 of the Spark simply spawning in taking away from playtime. Only 7:45 left to play. That's not even close to one minute per round for capturing the rift. Why even bother putting a 5 score cap on the win setting? Implement a Mercy Rule setting at 3-0 on either side. Regardless of how much play time remains. Period. [/quote] Those are my thoughts. Sound off in the comment section below what [i]your[/i] thoughts are.

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