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#feedback

Edited by Cozmo: 7/26/2018 11:20:57 PM
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Crucible Labs Feedback

If you have feedback on our latest experiment mode in Crucible Labs, please leave it here. The mode we are testing is Lockdown, and it will be available until the next weekly reset. Senior Designer Andrew Welden explained how it works in this weeks TWAB. [quote] Lockdown is a new 4v4 round-based Competitive mode that, like Control, is about capturing and holding zones. Unlike Control, your only score comes from playing the objective. Those of you from the Taken King/Rise of Iron era know this mode’s predecessor, the Control variant “Zone Control.” Here’s how it plays out: Both teams start Lockdown with a “Progress” percentage of 0% displayed under the scoreboard. Once a team holds two zones, progress will begin ticking up for that team at a rate of 1% per second. There is no round timer—the first team to reach 100% will win the round, and the first to win three rounds will win the match. That’s not all, though—if a team can successfully capture all three zones, they will instantly win the round, regardless of each team’s progress state. A well-coordinated push from your opponents will always be dangerous, which means you need to stay focused on your objective. However, winning a round that way is not necessarily as simple as it might seem. To earn capture progress or win on the triple cap, you must hold uncontested zones. If a team holds two zones, you can fully halt their progress by contesting one or more zones (you’ll see “PROGRESS HALTED” display under the scoreboard to let you know this is happening). They won’t start earning score again until they clear you and your progress off the point(s). The same applies when going for the triple cap lockdown—the instant win only applies if all three zones are completely clear. We’ve seen some really exciting matches play out from this ruleset internally, and we hope you have similar experiences out in the wild![/quote] [quote][b]• What did you think about this mode? • Was anything confusing? • Did anything seem missing? • Was there a map it played better/worse on? • Were there spawning issues? • Were the rounds too short/too long? • Was there a weapon or other sandbox combination that affected the game in a negative way? [/b] [/quote]
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#feedback

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  • Fix the aim assist it’s bs

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    • Engrams showing at 523 light initially, but then end up as items at 504-508. This happened to me playing crucible yesterday. I am 530 light. It happens for engrams that drop in matches and when I cash in coins. On screen it shows me that the engram I just got is 520-523 and then when I check my inventory after, it’s low light. Anyone else seeing this?

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    • Hey Cosmo I know this ain't the topic but can y'all look into master work cores only being used for masterworking a weapon not everyone is setting on thousands of cores like the elite streamers whom it seems like are the only people y'all listen to

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    • Edited by WiskerBiscuit77: 9/17/2018 12:04:34 AM
      Losing points on a 3 v 4 comp is bs.... at least make it less than 30 ... though I doubt that will happen

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    • I want to to start by saying I and my clan like the idea behind Gambit. We are mainly a pve focused group but two of us occasionally engage in pvp. Gambit allows us all to play in our comfort zone. The levels of blockers and intervals for them provide a good amount of strategy options. Do we spam several small blockers immediately to try and block their wave 1 banks, or save up and wait for the invasion phase and drop a large blocker or two. but with that praise comes a decent negative. We ran into one strategy being employed by a team we matched against twice in a row that soured the experience for the rest of the night. Once the opposing team had summoned their prime evil they developed a new strategy to handle Invaders. Once invaded the team would immiediately commit suicide by charging nearby enemies and refusing to fight back. By dying to enemies (which does NOT heal their prime evil) and waiting their maxum time to respawn they essentially denied us the ability to recover their prime evil and made invading a next to pointless endeavor. This could be mitigated by opening up the criteria a little and making it so ANY death will heal the prime evil once it's out, but only during the period where an enemy invader is present. This would allow Invaders to apply pressure more adequately but not drastically increase the danger represented by enemy pve units (except for when the invader is present). This would also make dispatching enemy Invaders more of a priority instead of just hiding from them.

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      • Will this assist with getting a higher light level? If not then lame.

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      • Waste of time dont play crucible

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      • When do we get exotic?

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      • Instead of adding these new gamemodes try fixing the ones already existing, in both Comp and Quickplay (mainly comp though its a bigger problem there). A team that groups together should a needs to be matched against other groups, game after game of getting rolled because it a 6 stack or 5 w 1 random against 6 randoms or even just a couple 2 groups is ruining the PvP aspect. Take one from Blizzard and OW and matchmake based on connection and group size. Doesnt matter if theres a longer wait time because you gain the advantage from stacking and they balance out. Grinding Comp as a solo player is impossible unless you have a natural affinity for the Destiny 2 gun play.

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      • How about fixing matchmaking because if anyone says everyone is equal in power then you are blind. When i pump a full round into someone and it barely brings their shields down, then i get 1 shotted. This was me at level 3 or so (the game encourages you to pvp from the first time u get to the farm) and im being matched with premades, level 50s, people with 30k+ kills. No way is everyone equal in terms of power. I often just get 1 hit killed by a punch, yet im lucky to get a kill with a direct hit with a rocket launcher, which isually just takes their shields. It says level advantage disabled in most game types. Seems you forgot about power rating. Why do we even get matched with max level chars. There should be +/- 3 level difference max. And while.your at it can you make alternate modes where we dont get matched with a premade clan groups. Premades should only be allowed to play against another premade becausr what chance does a random team have against a premade, almost 0% (not every premades are good) Honestly some mechanics in this game that caused imbalances and unfair advantages was r3solved so long ago.

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      • I think they just need to buff PRIMES HEALT ICOLUS shatugan and Titans meting point killing prime in 10 sekunds I hope they buff them little more

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        • I agree pvp in destiny 2 is pointless, and the fact you make your pee order weapon associated with pvp challenges is even dumber

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        • Plz make it so you’re able to join back in the middle of a comp match if you’ve lagged out. Its annoying when i lag out of matches and get a penalty when it could be avoided if i just am able to join back. Plz fix Bungie

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        • Fix the date nodes on mars I’ve stuck on 32/40 im only getting duplicates for about 2 months now !!!

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          • remove pvp from destiny2... that's my feedback!

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          • Wear full faction armor just to get powerful gear...... NOPE not gonna waste my time spending my hardworking tokens for random garbage.[spoiler]i keep getting the same dull weapons and armor.[/spoiler]

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          • It's good but pales in comparison to COMBINED ARMS, in Destiny 1. Please add the vehicles and turrets and big maps. It will be good then. This still feels very washed out!!

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          • My feed back is as it has always been . with and or about crucible labs. It's fun and i think it's a good idea. But you guys need to do more with it. There should be better incentives for playing labs for us. We should get cool lab emblems, like with the science beeker, maybe after you have done soany you get a special unreleased gun, and or armor set. And we should be able to road and or review the content in Game. After doing so many labs we should destiny get in game incentives for or characters. Like Good ones. Maybe even add a new mpc for labs . the world of destiny should keep growing we lose more mpcs then we get. The tower feels empty. Adding a cool scientist tester guy could be cool. There should definitely be emblems with maybe bonus on them. Mad scientist , lab assistant etc. Maybe if you do crucible labs so much at the end of the year your points get railed and you get a cool labs shirt. IDK. Incentives i would love a more fleshed out version of labs

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          • Where the hack is the exotic weapon last word ? How are you gonna have a wild west theme with out that gun ? Wow y'all keep fail'in

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            • Edited by Lead: 9/4/2018 10:29:51 AM
              not lockdown, but the scorch cannon only mode is skewed toward hunter jump. it is way easier to play with a hunter.

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            • Dude I used to love the crucible and you guys really messed it up with the update. Not cool dude.

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              • Unrelated but is there any way specifically we could move headlight to primary

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              • This isn't about labs so if that's only what you want ignore this comment but since you're at bungie 1)thanks for gambit it's really fun 2)is dregs promise returning in forsaken because I really wanted to use it in d1 but I didn't have a fireteam also because its part of the exotic trio Lord of wolves, Queenbreakers bow and dregs promise...

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                • This isn't about labs so if that's only what you want ignore this comment but since you're at bungie 1)thanks for gambit it's really fun 2)is dregs promise returning in forsaken because I really wanted to use it in d1 but I didn't have a fireteam also because its part of the exotic trio Lord of wolves, Queenbreakers bow and dregs promise...

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                • But do to the recent removal of heroic strikes I can’t get weapons I’d love to use in it

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                • I think gambits really fun

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