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Destiny 2

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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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  • 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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