When I heard others complaining of this quest, I didn't think it was that bad at first. There is perhaps no harm in a quest that requires that players possess decent PvP skills, after all. However, the complainers were right; indeed, they didn't go far enough. Even if the Chaperone is as good a gun as some people say it is, the first part of the quest to obtain it is pure poison for a sizable percentage of players. The reason is very simple: dying in the Crucible sets you back, and by more than you get for most kills. Let's look into what this causes:
1. [u]The notion that "you just have to have the Last Word in your loadout" is false for nearly everyone[/u]. You only receive points for kills with the Last Word. You receive bonuses for any kill streaks, but most players experience deaths far more often than they do streaks of the necessary length. You get points for winning matches, but two deaths will more than erase that bonus. Unless you have insane skill with your secondary or abilities, enough to rack up massive kill streaks, you [i]do [/i]have to use TLW.
2. [u]You can fight superbly and still lose ground[/u]. Imagine a match where you had fifteen kills and six deaths, a K/D of 2.5. Seven of those kills were with TLW, two of them precision. Three were shotgun kills, two were done by your heavy, one a grenade and two fell to your Super. Your longest streak was four kills, and your team lost the game. On the surface, this is an excellent performance, showing that your Guardian is both skillful and versatile. But if you're running Shindig, this is your score:
2 precision TLW kills = 4 points
5 rapid-fire TLW kills = 5 points
8 kills not involving TLW = 0 points
No 5-kill streaks = 0 points
Defeat = 0 points
6 deaths =[b] LOSE 12 points.
[/b]Total score = [b]LOSE 3 points.[/b]
That's right, a game with a 2.5 K/D ratio COST you points. Even if you had [i]won [/i]the thing, no ground would have been gained.
3. [u]The quest fosters despicable behaviors in those trying to beat it[/u]. Clearly, given the circumstances I just described, conventional play will not work in this quest. Players have to engage in a "get kills and avoid dying at all cost" mentality. This will often result in behaviors like camping in one spot, being a lone wolf (because assists are worthless), hogging the heavy ammo instead of waiting for your teammates to arrive, and refusing to serve the good of the team (capturing zones for instance) because of the risk of getting killed and losing progress. If you're keeping yourself alive at all cost, the cost can get pretty high.
4. [u]Because dying negates player progress, deaths on this quest tend to cause extreme frustration[/u]. Even leaving aside the on-tilt play and/or rage-quitting that often results, it quickly sucks the fun out of things. Grinding can be tedious, but grinding and regularly having your progress obliterated because you got matched with a team of expert players is painful. For those of you versed in Greek mythology, think Sisyphus.
5. [u]It's all wrong for the weapon[/u]. The way you are forced to fight (stay alive at all cost, and ensure only precision hits) is diammetrically opposed to the most fun way to use Last Word: charge into the fray, fan the hammer, and leave the enemy flat on his back before he knows what hit him. Bad enough to be forced to near-exclusively use one weapon, worse to have to use it the wrong way.
6. [u]It encourages cheesing rather than playing[/u]. When asked for advice on how to do this quest, people generally recommend that I equip the gun in the closing seconds of matches I'm going to win, or only equip it when my Super is charged or heavy ammo is available. When the only reliable way to beat a quest is through manipulation rather than skill, the quest is a disaster.
I hate this quest. I hate the way it makes me feel. I hate the things it made me do. And as much as I want to try out the Chaperone (it's the only exotic I don't have that I want), it's not worth it.
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Git gud.