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11/2/2018 9:14:29 PM
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Breakthrough removed from Competitive Playlist.

Starting today, Breakthrough has been removed from the Competitive Crucible playlist. This mode may still be accessed through the Weekly Crucible playlist when featured. If you have feedback concerning the mode, please leave it here. Cozmo and I will be collecting feedback, and passing along to the team.
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  • I actually thought it was working fine after the recent changes

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  • Now remove masterwork cores from infusion?

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    • Is this permanent or temporary?

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    • That's awesome! Please add a non-rotating SBMM mode similar to Quick Play (but keep QP as is, without match making). We don't care if match making takes longer. We want a solid SBMM mode. :)

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      • 🙏thank you. Place it back when it’s ready for us to actually play.

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      • 3
        So in its most recent iteration, I feel like the breaker is meaningless. Your only incentive to capture the breaker is to avoid having a tie. Losing the breaker isn't the end of the world, but it's so marginal when points are awarded only during vault phase. The defending team earning a point for successfully defending the vault also trumps your choice to capture the breaker. Capturing the Breaker should award the capturing team a point, while successfully defending the vault should not. Teams that want to win should be forced to play *both* attack and defend, not defend only. The reason I say that defenders should not be awarded a point in vault phase is to avoid draws where attackers win breaker phase + defenders win vault phase repeatedly, over and over.

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        • Rework the heavy ammo in comp! Make it spawn less frequent on control and change it’s location so that players have to go out of there way to get it. That way the losing team has a chance of recovering instead of getting steamrolled by those controlling heavy on account of its location and frequent spawn. I’ve seen players go entire games holding heavy. really makes a great game unplayable at that point

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          • First off thank you and the team for removing upon popular request. Problem: Sudden death heavily favors the attacking team, granting them bonus time after they've failed to complete the objective within the time limit. Solution A: if the timer hits zero after 2 minutes of attacking and the zone hasn't been 100% captured at the end or 2 minutes of definding, defenders should win Solution B: Disable respawns during sudden death Alternative way of looking at above problem: Defending time is too long, resulting in less of a unified defense, and more just getting frustrated at the constant suicidal fights as your fireteams spawns are staggered. Solution: shorten time available to crack the vault Problem: Attackers spawn next to heavy while defenders are SOL Solution A: Add a second heavy ammo spawn within the defenders spawn on the same timer as the attackers freebie Solution B: Remove heavy ammo drops during vault cracking stage of match. Problem: Capture time for attackers too short compared to respawn time, especially if the attacking team gets a team wipe with that garunteed heavy or a super, then plants a well of radiance on the vault. Solution A: Further decrease of defender spawn timers Solution B: Increase the capture time Solution C: Both of the above Problem: Defender spawns too easy to manipulate on most maps Solution A: If attackers push too deep into spawn areas, flip the defender spawns to where the attacking teams spawn, and disable the attacking teams spawn until the defenders spawn is clear. Solution B: add team specific "turn back" kill zone boundaries to prevent spawn farming. Its simply not a fun gamemode as is. The above are specific problems I (and others) see with it, and I'm sure there's more. I personally would rather see it completely removed than overhauled, but if the Dev teams insist on overhauling it, then send it through crucible labs before putting it in any playlist. Isn't that why crucible labs exists? To prevent unplayable gamemodes from ending up in rotations? It should have never reentered the comp playlist without at least a week in labs. That would have prevented all the current uproar. Within an hour of it being back in comp we realized it was still an unplayable mess, if it was in labs and not the comp playlist then it would've been no harm no foul, patch it up or call it quits and we'd have all moved on with our lives. I know this is an absolute wall of text, congrats if you read it all. For those who didn't... TLDR: Use crucible labs next time you have to pull a gametype from rotation. Fix the bugs that got it pulled, than drop it in labs for a week or two to work out balance and playability kinks, don't just arbitrarily call it good and drop it into a playlist

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            • I love the game mode, what I hate about it is the amount of people that leave the game as soon as it starts. Not sure of a suggestion to fix that part. It's impossible to do anything if it's a 3v4

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            • Remove telesto from comp it’s not comp to spray walls and run away. Put heavy back to one round also like D1

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            • If you could only see me jumping for joy right now.

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            • Also, Telesto has been moved to the heavy slot.

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              • Maybe now you focus on more game modes for Qp. Bring back rift or put a game mode that was in gears of war 4 master at arms Exotic gun game variation 6v6 two rounds to win each team stars with the same exotic weapon let’s say it’s rocket launchers first, then once your team gets the set amount of kills you go to the next gun. It then cycles through all the gun types swords included, fist team to get to the final gun and get the kills wins

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                • It’s a good start. If you just follow up and remove all the other modes from the competitive playlist i’d suspect that would be exceedingly popular. Once you have completed that for Competitive you could do the same with Quickplay.

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                • Edited by neonGSpidey: 11/3/2018 7:08:29 AM
                  Its a good concept for a good game mode. Just maybe give the defense team more of a chance to actually defend. Think about the angles your defending from depending on the map. Or you can put barricades or sheilds for the defending team so the attackers have to fight through it in order to get on the defenders' vault nad hack, almost like a fortress. Also when you are capturing the vault in the middle maybe not have heavy spawn yet until the vault is captured. Then it give the attacking team a chance atleast to take the vault by using the heavy in the middle. Spawn rate and location should be different from the attacking team and the defending team. Like the defenders should spawn in a slower rate cause they are right next to the point anyways so it makes them more caution on their deaths. And the attacking team should be a quicker spawn since they have to run a far distance to capture the vault, or just spawn them close toward the middle of the map. What ever works. (Edit)Also @Cadi 009 had some good ideas for the game mode as well that you should really think about adding as well when it comes to the timers and hading a death zone for the attackers. P.s. there should be less heavy in the comp. playlist. feels like another super when going against someone with a heavy brick. nothing you can do about it for the most part.

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                • Yeah this game still sucks.

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                • Victory...

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                • Edited by Wendler: 11/2/2018 10:09:00 PM
                  [i]Feedback [/i] 1) Maps Vault spawns need to be more consistent for defense. -Certain maps favor attack due to how far away you are from your own vault. These maps are Wormhaven, Equinox, Citadel. Bannerfall and Firebase Echo on the other hand favor a more defensive playstyle, where you can afford to let a team cap mid. Due to how close you spawn its easy to counter with the strength of roaming supers 2) Power needs to move dynamically to a more central point after Breaker Cap. One that is more evenly split between Breaker and Vault. Its asking a lot on these maps that favor defense for the defending team to try and stop the snowball. They have to overextend to challenge in the attackers spawn, which they risk trading/dropping the brick of power, then dealing with a 10 sec respawn on top. 3) Equinox needs additional paths out of spawn. The 3 main exits for both sides are unsafe. and are a major issue when trying to escape spawn. there is also spots on the two walkways from A/C respectively that allow you to shoot down as the opposing team spawns in. 4) Possible incentives needed point wise to make capturing breaker an option. total point system as some have mentioned below. [i]Additional Side Notes[/i] -countdown's revive timer still needs to be increased slightly. 8-9 secs -Lockdown TBD? -Legions Gulch and Equinox removed from Comp playlist map options until spawns are fixed -Please put any Breakthrough changes into Crucible Labs to test before implementing back into comp

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                  • I think the main problem with this game mode is the scoring system, it makes no sense and there is no real incentive to capture the breaker at all. I think if the scoring system was change that would at least make the breaker relevant. My suggestion is the following: Change the scoring limit to 6 instead of 3. Make each point captured = 1 point. Make each point defended = 1 point. The best outcome the defending team can have is tying the team that captured the breaker. If the team that captured the breaker is able to capture the enemy vault then they would receive 2 points. Would still take at minimum 3 rounds to Win. May not be the best solution for this game mode but it is a minimum change that actually makes the breaker relevant. I'm still not sure why this game mode was thrown into comp when it wasn't even tested by the community. Why even have comp if untested game modes are going to be put into the rotation as if it were crucible labs?

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                    • Same scoring issue as Salvage had back in D1. The incentive to capture the initial point is null, as unless you can also capture the second point, the other team wins. Given that defending is easier, why bother going on the offensive?

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                    • Let it go and bring back rift

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                      • Woah, they're actually Listening

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                        • Edited by socalsktrkid: 11/3/2018 5:35:15 AM
                          actually glad to hear this it isnt tested enough things like this should be in quickplay before comp .comp has more than enough unwanted objective based pvp modes and its hard enough getting players to play the objectives rather than just going for kills countdown wipe the other team you win control is bad based on maps and heavy spawns survival is the only one thats not terrible reviving in countdown is crappy the res is reset if your shot but not killed as well as if the res is gotten off they both gain an overshield

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                        • I'm not a big fan of overwatch but I feel like breakthrough would work if you made it like control in overwatch, 2 zones to capture, 1 right in the enemy spawn. Each round one team is either defending or attacking the first zone (not whoever caps it first), after zone A (the breaker) is capped, attackers now spawn on A not in their spawn and move to capture zone B (the vault). The next round the attackers and defenders switch and if one caps more zones in their round as attackers than the other than they win the round, if both teams cap the same amount of zones the round goes to whoever did it fastest.

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                        • How about fixing the exotic drop rates

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                          • Edited by TheDemonAmon: 11/3/2018 4:23:42 AM
                            OK next you can get rid of the send large blocker bounties for gambit since people only ever want to bank 15 regardless of how many timea it results in them getting killed and throwing the game for everybody else. You implemented quitter penalties and that wasn't the problem. People quit because randoms don't play gambit to win they play for powerful gear and bounties. Because of this any bounty involving large blockers needs to be removed and banking faster with 5 and 10 motes need to be more incentive. If anyone agrees with me (which I know the majority do) then upvote this so Bungie can see this.

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