What I see as most important in the crucible is a strong player population, good connections, and reward for time investment. I think this applies to all playlists and modes but becomes more important and nuanced the more competitive the mode.
[u]Connections[/u] – Latency throws off any game regardless of who’s team it’s on, if it’s effecting damage, positioning, or having multiple sparks spawn at the same time in Rift. Makes it hard to know if the engagement you just lost was due to you needing to improve or if you’re just on the wrong side of the connection (let alone if cheaters are in the lobby). Connection outweighs skill in my opinion of matchmaking for that reason.
[u]Trials of Osiris[/u] – I honestly believe the best thing for Trials is a healthy amount of loot for time spent playing to keep the population high. I also think that the value only coming from those able to completely crush all opposition is just a barrier to entry keeping many players away. I want to shout out @Ms5000Watts idea that artifice armor would make an excellent addition to rewards (at least that’s where I heard it suggested first). What I would like to see is any player that can get to a 7-win card can earn 1 adept weapon each week with or without losses. I’d also like to see the 3-win reward and the 7-win reward to be a randomly selected high stat artifice drop. I suggest it because I think that would make the player pool healthy and I don’t agree with the level of gatekeeping that is currently in the mode. I still think a flawless trip to the lighthouse needs additional rewards, maybe non-flawless earned armor doesn’t glow, maybe you can earn different colored glows from flawless, maybe there are ornament options from flawless only (armor/weapons), and keeping the ships and emblems as flawless rewards I think makes sense. I think more players would try, knowing whether they succeed or fail they’re guaranteed a reward if they put in the time.
[u]Competitive[/u] – I’m not sure what is best for the community when it comes to skill matching, but I do find it frustrating the way that points are rewarded and deducted now. Getting an unknown quantity of points added or deducted is frustrating and losing points on a tie just makes no sense to me. I feel like this mode also suffers from a reward identity issue. Most players that I group with are more casual and they don’t see any value in putting themselves through the grind of competitive PvP right now.
[u]General Modes[/u] – I always liked Survival, Clash, Supremacy, and Elimination as modes. I enjoy Control but struggle with how most players play it, often ignoring controlling and defending territory and instead charging the enemy zone over and over again. I also feel that organizing Trials around a control point on a timer just benefits territory control supers which greatly favors Titans and Warlocks.
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