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]
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English
#feedback
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1 ReplyI want to begin by saying I quit destiny 2 about 2 months after it launched. I had played D1 more than what would be considered a healthy dosage of time spent, and could not continue with what was presented to me. With the latest patch notes and the rumors surrounding Forsaken on the horizon I was convinced to give D2 a try once more. From playing the solstice event and getting a feel for the updated GL meta I came back to, I can’t begin to thank Bungie for taking these steps in the right direction with this latest update of buffs/nerfs. This will surely bring back more players and I am excited for the future once more. My only negative review of the update 2.0 was that I noticed a sneaky no aftershocks on first Titan slam nerf. I have been playing arc Titan in preparation for forsaken and felt the Super is in no way OP and saw NOBODY yelling for a nerf to the first aftershock of a slam like wtf? This was a helpful part of the slam and I will still do well but when I’m trying to compete with tickle fingers and the new blade dancer I still feel slightly underpowered as a super and this change was just another small tap to my nuts. That is all, thanks for listening and trying to make this game great again.