Season of the... Health? IDK, Core Playlist rework idea post.
You saw the title, I don't think there'd need to be any introduction beyond a lot of people, myself included, wouldn't mind a season dedicated to reworking and refining the core playlists. I dunno, just an idea. For reference, I'm going to suggest things for Strikes, Trials, base Crucible, and Gambit. And this is based on what's currently known, too. My goals are mostly to improve target farming and loot availability across the board.
[b][i][u]Those who guard the Vans, IDK I don't grind strikes.[/u][/i][/b]
For starters, Zavala needs that Gambit/IB rework treatment, allowing for playlist weapon focusing from him. I'd put both Nightfall and regular Strike weapons in there, having them in different categories. As for cost, I'd say 25 shards plus a sub-rank engram for a playlist gun, 50 for a standard Nightfall weapon, 100 for an Adept you have in collections, and 300 plus an Ascendant Shard for an Adept not in your collections. And for the Adepts, there is a prerequisite in doing a GM, or maybe a Master Raid. So you'd have at least 1 Adept Nightfall gun in collections to be eligible. All Nightfall weapons that currently exist and are not sunset would be eligible for this focusing, so you can get a Shadow Price or a Swarm should you want one. Otherwise, I'd honestly just say add some more strikes, new and remastered from D1, even. Heck, could re-add the Mars ones now that Mars isn't Thanos-ed. IDK.
[b][i][u]Gambit[/u][/i][/b]
Gambit is kinda in the same boat as Strikes in just needing more. I think the baseline right now is good, but needs some specific tweaks. Oh, and more maps. My main thing with Gambit is honestly just Invasions being too overcentralized in terms of their impact, at least during Primeval. The frequency of Heavy is also an issue that makes invasions more frustrating. So I'd suggest the following changes to alleviate that:
- Invasions IMHO should lock heavy on both sides. Fight with like... Non-heavy weapons.
- Primevals should max out at 3 immune phases, it's not GENERALLY an issue, but it's really really annoying when you have to do more than 3.
- I'd also make the Primeval heals scale up based on deaths, so keep total healing about the same, or buff it a bit, but have how much is healed scale up.
[b][i][u]Base Crucible, AKA part 1 of Soup gets downvoted[/u][/i][/b]
Beyond Shaxx also getting that IB/Gambit rework, the elephant in the room is Control here, since Comp is already getting reworked. I think the quitter penalty for Control is a really bad thing, and that it's unnecessary if the primary reasons for people leaving out of 6s. That being said, here's what I'd go for:
- Remove the quitter penalty from Control
- Add in a map filter, allowing people to queue for only maps they wish to play, similar to how Valve's FPS games handle it.
- Add in stack protection/Freelance.
- Hard region lock matchmaking to the fireteam leader, under the safe assumption that full dedicated servers aren't ever happening.
[b][i][u]Trials 4.0, because I need more people to hate on this.[/u][/i][/b]
So Trials, no pun intended, has a bit of a flawed setup. The problem is it doesn't do anything very well. It's too stingy as a loot source, not set up to be a competitive mode, and lol at anyone thinking this would ever be a casual playlist. For starters, my goal is more having Trials as a loot source, over anything competitive. So for what I'd do is have the Adept tied to 7 wins, over the Lighthouse, reserving the Lighthouse for the cosmetic bells and whistles. With that change, I'd also suggest the Lighthouse give 2 guarantee drops; 2 weekly Adept rolls, and 1 random Adept from the entire loot pool, so that includes weapons not currently in rotation. This keeps the Lighthouse valuable while also giving a better path to Adepts, similar in overall difficulty to a GM or Master Raid. With that change, putting a hard-region locked SBMM would also actually work, too.
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