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originally posted in: Crucible Labs Feedback
Edited by Sabasaw: 8/1/2018 3:08:31 AM
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- What did you think about this mode? I have always enjoyed zone control versus regular control. It ensures that teams are focused on the objective rather than racking up kills for points. • Was anything confusing? Not to me. Lord Shax's intro commentary explains the brief rules. • Did anything seem missing? In comparison to D1 zone control, bigger maps and vehicles were not present in D2 lock down. • Was there a map it played better/worse on? Me personally on the map Meltdown: the team that starts on zone A has a higher likely hood to control zone B and dominant the zones. I start to notice a difference in difficulty once the team I am on loses zone A and gains control of C. Possibly a better vantage of visibility from A and B by seeing your opponents from C coming up and they cannot see you well until they turn corners. • Were there spawning too long? No complaints. I was not spawn kill or killed by the same super twice. That is my major complaint in quick play though. • Was there a weapon or other sandbox combination that affected the game in a negative way? Aside from being one punched by a titan from full shield and health while running a warlock? Not that I have observed. Please buff the melee damage output of the Warlocks. I feel like if two Warlocks get into a melee battle it is a battle of who can out slap the out the most. It seems like it takes three hits without melee skill power from full health and shields. Additionally, I think this should be added to the competitive playlist. If wanting to add it to quickplay, bump up to 6v6 and take out the auto lockdown win and replace with faster percentage rate increase for holding all three zones.
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