Greetings Guardians of Bungie.net. We would like to hear from all you PVP players out there on what kinds of changes to the Crucible you would like to see in the future. We have a short update from the team on our PVP plans going live in the TWID shortly calling for everyone to share their feedback to help us prioritize what changes we work on to continue to improve the Crucible experience. Whether it’s playlist preferences, matchmaking settings, Trials, comp, or anything else that affects the way Guardians battle each other, please post your feedback below.
-
Here's a change that needs to happen. Stop with in game notifications while mid matches, I don't care if little Jim wants to be my friend while I'm in a 1v1. I don't care about my seasonal rank going up while in a 1v1
-
Fusion rifles should take flinch in pvp. Why is it that we can all recognize that a sniper being able to one-shot through flinch or a linear fusion rifle doing the same are problems, yet somehow fusion rifles get a pass for it? It doesn’t promote primary gunplay and it makes fusions feel oppressive since you can’t reliably counter them with primary gunplay alone. Keep in mind that most fusions have a charge time that’s quicker than a primary weapon’s time to kill. They charge in either 0.5s, 0.66s, 0.78s, or 0.96s. You can pre charge fusion rifles though, so you can shave off tens of milliseconds from those times. Add flinch to all of these fusion rifles. It does not feel good or skillful to be landing nothing but headshots on someone just for them to one-shot you from 15-20 meters away with a fusion. It’s no different from when you’re landing headshot after headshot against a sniper and they kill you through it. By making primary weapons more effective at countering specials in this manner, people will be more willing to use their primary instead of crutching a special weapon.
-
Don't nerf YAS in both sandboxes.
-
Short comments: ‐ Anteus needs a nerf - Pvp needs more resorces to farm along side that kick -blam!- artifice armor in competitive playlists like comp and trials something I really wanted to stress, though is the upcoming glaive bufs. As one of the only 4 pvp glaive mains in existence, the increase to velocity proposed is an amazing idea. However the regenerating shield makes me kind of worried. Not in that it'd be overpowered (it will be) but that the only nerf to this i can think of would be to reduce the DR it gives, which would make glaives save for the GotD one virtually unusable in pvp due to their abysmally slow ttk. I dont think a regenerating shield would be good for this reason unless there was a general change to individual velocity depending on archetype similar to that of scout rifles to account for their average low ttk as well. Glaives have been my favorite weapon for forever, with its only issue being that it is inconsistent in so many frustrating ways, from glitch melee registration, ammo economy, and the dely when putting up a shield. Further nerfs, even with the velocity buff I fear might put them in the ground for good in pvp. I am an outlier on this, though so while it would hurt my feelings on it, gaives being killed would be a negligible issue in the scope of overall player retention
-
[quote]Greetings Guardians of Bungie.net. We would like to hear from all you PVP players out there on what kinds of changes to the Crucible you would like to see in the future. We have a short update from the team on our PVP plans going live in the TWID shortly calling for everyone to share their feedback to help us prioritize what changes we work on to continue to improve the Crucible experience. Whether it’s playlist preferences, matchmaking settings, Trials, comp, or anything else that affects the way Guardians battle each other, please post your feedback below.[/quote] Do something about the cheating. There's several videos showing people cheating on YouTube and they keep showing up. Despite being reported over and over.
-
Edited by kime: 9/14/2023 4:46:47 AM- I would love to see a PVP mode with weapons only & no abilities, or at least nerfed abilities. I would play it all the time - Do something about cheating, I just leave the games that have cheaters in them after I report them - Hit registration is really bad in so many games, not sure if that is down to network lagging, cheating, or just cheap P2P engine design - Reduce TTK time, it got to be way too fast. Too many 1 tap weapons or abilities. Also basically instant kill no matter the weapon if more than one is shooting - Add an empty weapon sound if trying to shoot with no ammo, that would help - When joining a game in progress give an average amount of super energy to start at similar level with the other players. If I get killed by supers as soon as I join a game in progress while mine is empty I just leave - Do not make me join a game in progress that is seconds away from ending, it is just wasting my time - Make spawning locations closer to the action, it is just a waste of time to get back there - Reduce game startup time, I don't have to see the same flying animation hundreds of times. Especially when loading into the Tower - Default commendations screen should show the game standings by default since I base my commendations on that. Just combine the two screens with players outfits and game results into one - Make Rift a choice mode for players. Most don't like it, like me, and should not be forced to play it - Stop the attacks as soon as the game is stopped at the end. Players can't move anymore but moving supers can still get them - Too many players just running around and smashing into people - I personally hate Stasis in PVP. Frozen time even after nerf is usually too long to have time to escape. Just frustrating - Maps selection chance should be proportional to the map's players rating. Remove maps no one likes like Disjunction, or decrease a lot the chance to be selected. - I play CBMM PVP modes only if I want to grind for a weapon, otherwise I mostly play SBMM. Not that many cheaters in SBMM games at my level. CBMM has bad matchmaking most of the time for me - Give a chance to regular players like me to get to the Lighthouse in Trials. I have over 200k kills in PVP and still don't stand a chance - Fix broken matchmaking in Trials, the games are almost never balanced - Fix RNG to use a proper random number generator, now that does not seem to be the case. I am just getting same weapon rolls in a row too many times
-
1 ReplyPlease revert the AE changes and do something about anteaus wards. Among other impossible things we’d love dedicated servers.
-
1 ReplyAs a DISABLED PERSON with Parkinson's Disease, PLEASE BAN AIMBOTS. There is NO reason people should be using them except to cheat.
-
67 RepliesGenerally I think sbmm is great for the vast majority of the playerbase… consider adding it to trials please or at least outlier protection so it’s more casual friendly
-
4 RepliesCould you make it more fair by separating players in to leagues by kda a different kind of freelance
-
1 ReplyOOH OOH OOH I KNOW! HOW ABOUT REMOVE PVP ENTIRELY SEEING AS IT WILL NEVER GET BETTER.
-
1 ReplyDon't listen to the streamers about trials They use the same exploits as everyone else and then complain about it when other do it
-
Edited by SlimyBagelSam: 9/13/2023 11:18:11 PMHonestly my one true gripe with pvp at the moment is with rift, rift has the potential to be a super fun comp game mode with a few small changes. The most major of them being not resetting the players after a score, in my opinion rift should be a fast paced strategy game that would fit well in a place like comp or trials labs, the reset after each score makes it feel really slow and unrewarding when you score, I think that having the spark come back up on a short timer instead of resetting the map will help make the game mode more interesting and fast paced in a 3v3 setting (which is the perfect number of players for rift, 6v6 rift has a different vibe/issues but it might help to give it a similar treatment if it comes back) Other than that it is my opinion that pvp is pretty fun right now, with the exception of arc Titan I think that everything is pretty well balanced at the moment Edit: Almost forgot to mention sbmm, casual playlists should not have sbmm period, it should be connection based in all casual playlists and the sbmm should have a minimal impact in competitive modes
-
Game modes Iron Banner should be for trying new stuff. It is and should be labs. IB has the rewards in place to get players in the playlist (titles, emblems, armor sets, weapons, and shaders). Thematically IB is where guardians test themselves to better prepare for the unknown enemies of the solar system. This is the place to test game modes, builds, loadouts, and play to objectives. Give me a mode that locks you into a random subclass, void only!! How about laser tag with only trace rifles and unlimited special? Why not. Other game modes can focus on KDA, IB should be weird and fun. This should be the connection-based playlist getting all types of players together. However, I think it should be limited to a max of 3 grouped players to keep things mixed up. Other PvP playlists should be skill-based. I know getting players with a bad connection sucks, but that should not deter from the benefits of skill-based playlists. High-skill players complain about every match being sweaty. They want a casual playlist (read, they want to roll over worse players because that’s fun to them). However, for lower-skilled (0.5 – 1.2 KDA) players, every match is just as sweaty. Every kill takes work and is earned, every death is felt but doesn’t feel detrimental to the experience. Additionally, lower-skilled players play with what they have. They don’t want to run every match with the hand cannon/shotgun meta. They may not even have crafted or collected meta weapons. They don’t have PVP builds because they don’t have pve builds. They play for fun and to learn. They should not be forced into playing with high-skill players. There is a reason nightfalls are not matchmade above hero difficulty. So why combine the PVP player pool? Trials should be the competitive team playlist (must have a team of 3, no solo or duo queueing). Comp is the solo/duo competitive playlist. These are the pinnacle playlists for PVP mains. They should be hard, on par with GMs or solo dungeons. Rewards for Trials and Comp should match Iron Banner as listed above, but also maybe this is where Artifice armor should be introduced into PVP playlists. And not are rewards for rank level, but for games played. A master dungeon takes an hour and potentially rewards three items. Give comp or trials a 50% chance to drop an artifice armor at game 3/5/7 once per character per week. Add more rewards per comp rank and additional seasonal flawless completions. And not just weapons, but all the other cool cosmetic stuff. I would love an emblem for the top 3 comp playlist ranks. And finally maps, Either we get rank voting for maps OR we get more maps. New maps are great, but it is unrealistic to expect them all to be perfectly balanced. The last two maps introduced do not play into the HC/SG meta and that’s fine. That does not make them bad maps. Even bad maps have a place because they let you use other loadouts or can play to other game modes. Rank voting would be great for the comp playlist, but I think an even weighted and a huge map pool would be much better for casual playlists. It is ok for playlists to be different and cater to different people. It ok to have limits, skill caps, different reward structures, shake things up, and dare I say enable loadout and subclass restrictions.
-
My biggest issue with Destiny PvP, compared to other PvP games that I play, is the speed at which a player can bounce all over my screen. * I don't have a problem with players jumping, but jumping 3 stories over my head and out of field of view is ridiculous... * I don't have a problem with players sliding, but sliding 12 meters, 12 times in a row, is ridiculous... *What I find ludicrous, is when folks jump, slide, dodge, teleport, dash, all at once. Like they are drawing the alphabet on/off my screen. I really struggled with this my first year. Until, I increased my stick sensitivity. Now I can manage a little better, but real target acquisition is still ridiculous. I don't expect this to change as it is a part of Destiny's core. Destiny's PvP play style feels like it was designed for mouse & keyboard players, and then ported for Controller players. I merely bring it up for Marathon's sake. :) YES, I KNOW... SKILL ISSUE!
-
4 RepliesEdited by MidaMultiTowel2: 9/13/2023 5:21:22 PMTLDR PvP needs a deep identity adjustment that can only come from a rework of its goals as a mode. I’ve listed out three goals I think should govern decisions about PvP and listed a number of changes as they relate to each goal. [b]1. Accessible.[/b] PvP needs to be approachable for all players regardless of skill, armor, weapons, playing intention, etc. This doesn't need to apply to EVERY mode, but there should be some mode that exists at all times within PvP that everyone can enter and enjoy. This is not the same as saying that PvP as a whole needs to please everyone. Split the PvP playlists into two main categories: Ranked and Unranked Ranked and Unranked should include a 6v6 mode AND and 3v3 mode. These two modes are so radically different, so you should give players the ability to measure their skill in each. Continue to use skill-based matchmaking in the Ranked playlist and use something much looser in the Unranked playlist Continue to use Fireteam size balancing (party of 3 faces party of 3, etc.) across all modes. This is maybe the best change you have done so far since the launch of D2 in regard to Accessibility. Ranked modes should match players at their skill level and reward them for winning at that level. [b]2. Rewarding.[/b] PvP needs to reward players enough to make it feel worth it to play. However, there are many different ways to reward players besides handing out gear. And there are many different reasons players should be rewarded besides participation trophies. The most effective reward for playing Destiny will always be fun (see below). It is a bad strategy to increase rewards for activities that aren’t fun for players instead of working to make the activity more fun. PvP needs to be enjoyable to play. This can be tough because different players enjoy different ways of playing the game. Some enjoy competition, others enjoy ridiculous game modes or trying new builds. Matching against players who are completely out of your skill range is never fun. Playing the same game mode over and over and over to try to attain a piece of gear locked behind RNG is never fun. Using Faction allegiance was a good strategy to get players to play the game for rewards. They choose a faction, then go and earn Rep through playing and winning, and that increases their ability to use that rep within the Faction vendor to buy gear. This allows players to choose how to use the rewards they’ve earned through their investment of time. Gun rewards… You should never give the best guns to the best players. The best guns should be achievable by every player at any skill. If you do this, you are working against yourself by widening the skill gap even more. Instead, you should give high skill players weapon cosmetics, emblems, or even unique guns that are difficult to use or master, and then reward them for using that gun. For example, giving them craftable weapons that require certain challenges within the game with that gun to access more perk options for the gun. [u]Trials[/u] Trials should be skill-based matchmaking and should reward you for winning. This is literally how every competitive sport or activity works everywhere. Without this change, you have the best players feeling like going flawless means nothing and the worst players feel it is impossible. Again, when you do this you are working against yourself. If you want more people to play trials, first make it fun by making it challenging (yet not insurmountable), and then reward players for overcoming that challenge. Going flawless should be difficult, but possible. It shouldn’t be possible for every player to go flawless every weekend. But this also means that you absolutely can’t put an essential piece of gear behind this achievement. Use the system you use for Raids (spoils of conquest), where going flawless builds a currency that you can spend at the Flawless chest. Make Adept weapons attainable from that chest at a cost, so players need to build up currency over time within a season to be able to afford one of the adept weapons. Adept weapons can’t be best in class for reasons stated above, but should be difficult to master but rewarding when mastered. [u]Ranked[/u] Do not lock rewards behind certain ranks and then prevent people from being able to win their way to those rewards because of an invisible skill-rating stat. If a player wins against a team that your statistics say they should have lost to, they should be rewarded even more, not less! That is so backwards. Winning needs to matter, because it forces players to learn how to adjust their play to the objective and the team. Don’t penalize a player for being on the bottom of the scoreboard because they may have made important game decisions that contributed to their team winning at the expense of a kill or a scoreboard stat. Give players an emblem for each rank they achieve, so they can show off what they have achieved. For less skill players, they may still be proud to show off how far they got even if they didn’t achieve Ascendant. [b]3. Evolving.[/b] I believe PvP is at its best when it is evolving, changing, introducing new variety and pushing players to try new weapons, armor builds, game modes, and playstyles. Stagnation may be the biggest threat Destiny faces to losing players. Players need a reason to come back beyond another reskin of the same game they just played last season. If you are measuring player interest by how much players play the game, then you will increasingly look for ways to keep them playing the game. This has led to a ton of problems in regards to the fun of the game. The number one reason why people I’ve known have quit Destiny is because they are tired of feeling forced to do the same activities they’ve already done dozens of times over and over again just reskinned versions of the gear they already earned. This approach increases playing rates in the short term at the cost of the long term. Rotating Metas instead of Power Creep. Why not come up with 4 weapon metas, or even 8, and rotate them over seasons each year. So for example, when were Pulse rifles the most dominant? Let’s do that once a year for a few months. What about Autos? Let’s do that once a year for a few months. What doesn’t work is when something is Meta for an entire year or more (No Time to Explain, Felwinter’s Lie, Hand Cannons, Stompees, etc.). What also doesn’t work is power creep: “this gun is fun but more powerful than X, we don’t want to detract from the fun gun A, so let’s buff weapon X.” This has created much of the present problems with the meta, especially with ability tuning. Stasis came out super hot, and since then, it’s been “how do we get the other subclasses to be able to compete with Stasis?” instead of balancing Stasis. So then you anticipated this with Strand and pre-buffed all of the other subclasses so that when Strand dropped, it didn’t feel as hot. Smart. But still Power creep. [u]Maps[/u] Everyone has been complaining about not getting new maps, but in reality, no one would be complaining if the current maps felt fun. The problem is not the maps. The problem is that you have forced every single map to somehow work for 6v6 control or 3v3 elimination. There are some maps that are too small for 6v6 and should stop being used for 6v6 entirely. Bring back some 4v4 PvP modes. The problem with year 1 crucible wasn’t 4v4, it was the weapon and ability balancing. Many of the maps were created for 4v4. Also, you could even try 3v3v3 modes, a lot of maps would be really fun with this setup. Also 2v2. Why not? Rotate in variety and new. Do it weekly, so players have something to do that is fresh every week. 6v6 maps should include: Disjunction, Distant Shore, Eternity, The Fortress, Widows Court, Fragment, Altar of Flame (but not for control!), Midtown, Vostok, Rusted Lands, Radiant Cliffs 3v3 maps should include: The Anomaly, Twilight Gap, The Burnout, Exodus Blue, Javelin-4, Pacifica, Convergence, Bannerfall, Altar of Flame, Endless Vale, Cauldron, Wormhaven [u]Game modes[/u] Fortress. This mode is essentially control and king of the hill combined, which is dumb. Get rid of control. Just let it be pure king of the hill and let players fight for a moving hill. Rift. Give players a death countdown when they pick up the rift, if they don’t score it in a certain amount of time, they die. This game might also benefit from a larger rework where there is an offense and a defense, and the rift spawns at the offense base, and they have to get it to the rift or the rift resets. Defense scores a point for defending within a time frame, or the offense gets a point for a score. Then you switch. This would work better in 3v3 Please, for the love of the traveler, make a mode where abilities are turned off. [u]Ranked Modes[/u] 6v6: Momentum Elimination. Do it. Create 6v6 momentum elimination. Why not? No radar or ability uptime. You die, you’re out for the round. Control. It will work better in a ranked mode so players actually play the objective. Rift, though it probably works best as a 4v4 mode… It can be okay with 6v6 within a skill-based ranked context 3v3: Showdown and Survival should just be blended into one mode. Basically, Survival but with Revives getting you a life back. Create a floating king of the hill mode, like Trials capture zone but with unlimited revives. Whoever captures the zone 5 times first wins, or something like that. Remove Rift, replace it with Elimination [u]Unranked (practice) modes[/u] 6v6: Clash (practice your gun skill) Eruption (practice your team-play) Mayhem (practice your ability usage) 3v3: Rift Clash Elimination
-
Experiment with game modes WITHOUT EXOTIC WEAPONS & ARMOR.
-
Create a playlist that utilizes MAP VOTING and GAME MODE voting.
-
11 Replies[quote]Greetings Guardians of Bungie.net. We would like to hear from all you PVP players out there on what kinds of changes to the Crucible you would like to see in the future. We have a short update from the team on our PVP plans going live in the TWID shortly calling for everyone to share their feedback to help us prioritize what changes we work on to continue to improve the Crucible experience. Whether it’s playlist preferences, matchmaking settings, Trials, comp, or anything else that affects the way Guardians battle each other, please post your feedback below.[/quote] I don’t play much PvP at all. I have just one request. Do not nerf weapons or abilities in PvE because of your efforts to appease the PvP community since you’ve ignored them and are now trying to get them back onside. Doing this will just enrage those of us that play PvE. Just like the PvP community we’re sick of many of Bungie’s ridiculous decisions with regard to the game. I’m all for the PvP’ers finally getting some recognition and some of what they feel they want. Ruining the fun in PvE by balancing the PvP sandbox isn’t the answer. Keep all the balancing separate.
-
-- GDPR: removed by user request --
-
1 ReplyRemove teammate collision.
-
1 ReplyMap voting would be cool
-
Make snipers flinch like linear fusion rifles.
-
1 Replytrials should have only solo fireteam options or only 3v3 stacks, no in-between
-
1 ReplyBeen having fun with IB most of the week good variety until last night about 7est… Matches took a hard turn. Had been winning most of my games (60%)… some close losses, very few blowouts either way. A lot of matches (enough to guild and almost get the shader)… have gone 2/10 since with a bunch of laggy shenanigans like getting shot through walls, etc Took an enjoyable experience and pooped on it with the diarrhea type poops
-
1 ReplyNerf Jotun.