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Discuss all things Destiny 2.
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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  • Make an all exotics mode

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    • The major flaw is this. When attacking you spawn next to the heavy giving you a huge advantage. When defending you get spawned trapped and farm by heavy that you can't get to.

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    • Ok looks like you guys actually read this Forum How about solo queue in gambit and comp Isn't that a topic that gets enough bitching ???

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      • Why are y’all listening to the cry baby hunters?

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        • Thank the maker! Which in this case is you 😂

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        • what ever happened to the thread that had bungie praising themselves about their artwork? it wasnt up long haha

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        • Edited by V: 11/2/2018 11:55:30 PM
          1
          Bungie, if you are copying something, at least do it properly. 2cp works on overwatch because of its unique roster and classes. And news flash: [i]Destiny is not overwatch[/i]

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        • Thank you.

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        • I'm probably the only one in this planet that actually liked the game mode

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          • Thank God for that.

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          • Thank you!!!!!!! It’s sooo bad!

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          • Breakthrough is hella fun but there's a few issues I have: 1. Respawn timers are too long. I've lost entire games because I'm on a respawn timer for 10 seconds. 2. Bubble is hella over powered for stuff like this. The objective needs to be switched around or at least the time in which it takes for the objective to be taken should be significantly longer for single people. I shouldn't be able to solo stand on the point as a Bubble Titan and cap it within 1 Bubble's life span with zero resistance.

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          • I know it’s not related but can you guys fix the glitch in gambit. My friend and I got were playing last night and he couldn’t run and started floating up In the air then i got stuck in place and couldn’t run or walk then i floated through some stairs In dreaming city gambit map and my friend couldn’t deposit motes cause the bank glitched out and was going haywire. It was funny but also sucked so if you could fix it that would be great

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          • Edited by Talia Sendua: 11/2/2018 11:36:39 PM
            First, thank you for removing it. Now I can start finishing the grind for "Not forgotten" without being afraid of losing points because of a (Imo) broken gamemode. To leave some feedback here: Like I said before, this mode doesn't fit to Destiny and the most part of its community. I and many others would really enjoy to see Rift returning. Also for competitive mode it could get some traits so the team actual has to protect the spark bearer. I hope you guys can find a solution for our problem here. But it seems like the community will one day break throught your gates to get rift back 😜😂 Oh and one thing I would like to shared also to the teams: With all the hate and love you brought back with Forsaken I want to express my thanks to Bungie for making this game fun again. Yeah, we haven't eliminated all flaws yet as a community and you as developer but it is still great to see what amazing work you guys deliver in case entertainment. Again, thank you! 👏🏻

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            • Remove it from the Triumph reqs too.

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            • Thanks a lot bungie.

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            • Yeah, the mode is unbalanced. You capture a zone, or whatever it is called, then you have to bust the bank, but if they defend it then they win? This makes no sense!!!

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            • Game mode reminded me a lot of Salvage from D1. Was heavily one sided and tilted as well. Luckily that got fixed later on.

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            • Good. Nerf nova warp while you are at it

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            • So, I had a breakthrough game that went to round 5 on The Citadel. There was no joy in playing 5 rounds of breakthrough Problems: 1. The Citadel has 4 main ways of getting into the first control point. the walls are thin, allowing the enemy/your team to get a read on where you'll be pushing in from, making it easy to focus fire, and hold the point. 2. There's only 1 power ammo spawn point (being the outside area) if the enemy team is coordinated enough, they are able to control the ONE SINGULAR Heavy spawn point. 3. once you cap the middle point, power does not change spawns. It's still in the "middle" where the enemy is now spawning. There's no defense against someone with heavy except luck of the draw, and a bit of outmaneuvering 4. Once you've been pushed back into your spawn control point, you're only option is to keep them out of the control point room, as if you let enough of them in, they are able to spawn camp you to no end. So how do you fix this? As we have secondary weapons to fight with, and power weapons becoming more like their heavy weapons in D1, there's no longer a need for heavy, or power ammo, to spawn at its stupidly fast spawn rate. Despite not wanting to look back, and always wanting to see new and creative additions, I can't say that I don't miss when Heavy ammo was a gathering of people with their rocket launchers, heavy machine guns, and swords, all gathering at the heavy ammo spawn, to get a bit of heavy for themselves, instead banking everything on one person, every 30(?) seconds or so. Having power ammo be something that comes either once per round, or even having a "power ammo round", would be (at least I think) preferable to most. I do not know what should be done about the spawn camping besides: reducing spawn timers longer spawn shields but as you're the game designers, and I am not, I trust whatever you can figure out, will be better than what I can come up with. Thank you for reading my feedback, and have a wonderful day.

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              • I played it several times today... What the hell...

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              • Just want to preface with two things. I love this game, and really appreciate the work that goes into it. Second, I am not amazing at crucible and haven't played a HUGE amount matches of the gamemode, but I have played enough to understand patterns and generate feelings about it. I am not some game developer, I don't have a degree in game theory, so my suggestions will be broadstrokes to address the overall [i]feel[/i] Breakthrough and not pinpointed edits. As it stands, the objective makes sense. Battle for the first territory to see which team is attacking or defending. It's like a slower paced version of Rift from D1. The last pass on the gamemode definitely addressed the fun factor and strategic paths of the first phase. But that only applies if both teams are playing to to capture the zone. It feels like there is less incentive to take the first area, as you are not rewarded any points, so teams will choose not to play for the first zone at all. I this could be addressed if the second phase was changed somewhat. The second phase feels tilted heavily in the defenders favor. Spawn rates feel slightly more balanced from the first iteration in Competitive, but it still feels like a coordinated team of attackers will still struggle against a less coordinated team of defenders. More resources are required to make an offensive push successful, like supers or heavy. Heavy ammo spawning in the middle area helps with this. I think that is fine, as defenders can access heavy by defeating attackers that had picked it up. But this adds to the issue that the attackers need more resources to [i]break through[/i] defenses. On certain maps, the attackers are funneled into unfavorable sight lines or corridors. These factors all make it really difficult to enjoy the second phase. Now, there is the scoring. Simply put, there is no incentive to take the first point; score-wise. You can have an epic, hard-fought battle for that first zone, but your initial victory won't matter unless you can capture the second point, which everyone is clamoring is too hard to do. The fun of battle for the first phase is canceled by the task of fighting a brick wall in the second phase. Compared to the other objective based game modes, Breakthrough does not make sense. In control, if you take more zones, your kills net you more points. In Countdown, you set the charge, you can still be victorious in the round if the enemy team does not diffuse it, even if your entire team is wiped. Playing the objective should be meaningful in the entire scope of the game. This last part, I think has less to do with the Breakthrough, and more to do with the process that the game mode was deployed. When Breakthrough was first introduced in the Competitive playlist, it was pulled very quickly. A few weeks later it was reintroduced to the playlist without much warning. There also was no way to test it out and get more data. If there was an opportunity to try out the mode with the new tweaks, I don't think they were well advertised. It's a real sudden shock. I could be very wrong about this, and there might be factors that we players don't get to see, but it just felt extremely rushed. If this release was meant to acquire more real world data, the Competitive playlist is not the best place to put it. There's a lot of rhetoric and sentiment that is being thrown around with this release of Breakthrough, but I know you peeps really care about this game. The same way that the players do, if not more. That is indicative with the last several weeks since Forsaken dropped. Please continue that trend in all facets of the game.

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              • Again? Damn

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                • A. A ha. A ha ha ha. A ha ha ha ha ha ha ha

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                • Really needs more incentive to capture the center breaker. Make the game mode points based where you get at least 1 for capturing, 2 for hacking a vault, and 1 for defending. Right now the best way to play the game mode is to not play it the way you intended it to. Capturing the center is a disadvantage not an advantage (anyone remember salavage?)

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                • Larger maps would be great.

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