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originally posted in: Crucible Labs Feedback
7/27/2018 10:09:46 AM
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-I like the Mode. -It took me a game or two to adapt to the challenge presented, but when I had a good team that worked together it was rewarding, challenging, and engaging. -Capturing the zones brought an essence of quickplay feel, and I think that this is a game mode that "strategically" will make sense to those that prefer Control in quickplay, because it functions along the same lines. -Since this is a mode dedicated to Competitive it will play differently without Radar, but I think without Radar it will still play well. The "action" was spread throughout the map instead of condensed into small localized areas, and I liked not having to worry about respawns, life counts, or revives. I think this variant added a more user friendly mode that could be enjoyable, and still strategic. ___ I did think the rounds were too long, and the indefinate time limit made the game drag, and while it was dynamic it felt a little too..."Ring around the Rosie-ish", or a little tetious.. It's good to make plays and to be able to come back while in a deficit, but zone capping, and running around was a lot of work, and seemed to detract from actually fighting the opponent. ___ What would I change? ___ -I would prefer if the zones took longer to cap, and the point values gained from a zone were increased. -I also didn't like that as a player points couldn't be earned unless you controled two zones. I think if holding any zone added points to your score it would speed up rounds. -I like the triple-cap mechanic, but I would, again, prefer if holding a zone (even if just one Zone) points were added to the board. It was too easy to fall behind in points, and too difficult to climb back from alarge deficit, and I think if (again) points could be earned by holding one zone those deficits would be less debilitating, and it would encourage more "action" in the match; instead of just setting up and laning, and thenworking two zones while your opponnets can't do anything about it. __ I didn't see any spawning issues, and I thought the respawn time was fine. It's still a competitive venue, so playin your life is important... __ I didn't see any "sandbox related" issues as far as abusive subclasses or exotics, or classes in general. __ I think a few minor tweeks and this mode will be very enjoyable and competitive.
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