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.
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2 RespuestasHey bungo D1 vet here, first of all thank you for taking the time to listen to us, it means so much to this community. When it comes to pvp there's been some key things that have just been a major pain to me and quite a few others. 1. The matchmaking system: It's my understanding that sbmm was implemented to improve the overall balance between high skill and low skill players in a lobby; however, I have noticed almost the opposite, my games tend to almost always put me in lobbies with high skill players one match then I lose, and the next match is WAY lower skill players who then get mercied, after which I get placed in those high skill lobbies again and lose horribly, and it just perpetuates an unfun cycle. These kinds of systems just don't seem to understand where to place medium-skill players. Not only that but since the matchmaking system prefers skill over connection my matches tend to be a laggy mess (150ms+ average latency or more.) And, sbmm actively works against newer players, as one of the best ways to improve is fighting better opponents than you, and if all you're fighting are people of similar skill, ut'd stunt your growth in skill. 2. Airbone Effectiveness: I understand the point of AE, it's to make in air combat less rewarding without building into it. I would be fine with it if not for the fact that aside from solar warlock with heat rises or strand with thread of ascent, there are next to no viable ways to actively boost your AE to an acceptable lvl (in my opinion 60+ AE) for taking midair gunfights. Thus, leading to a heavily boots on the ground oriented gameplay style that actively punishes you for jumping and/or using movement techniques. 3. Ttks at range: Most guns in this game tend to have a very fast ttk (below 1 second.) This isn't really a problem with short range guns like smgs or sidearms are they're meant to be close range dominators, but when you have weapons that extend past 36 meters killing you in just over 0.7 seconds, you're left wondering, "what just even happened?" There's an especially bad case of that going on with auto rifles. A ton of auto rifles are hitting way past 36-39 meters (some even going so far as to reach 41) for a ttk of 0.7-0.8. These auto rifles are killing so fast from so far that handcannons, even with their peekshotting capabilities, are struggling to manage to fight them effectively. And not only handcannons suffer against them either. Sniper rifles and scout rifles take so much flinch from auto rifles at 36-40 meters of range that even wirh 3 unflinching mods, max, stability and no distractions you'll be lucky if your reticle isn't 3 person's lengths above your target, so they just become an unviable option to use against them. 4. Maps: Myself and many of the other members of the community are growing tired of the same maps every day. Whether we get more brand new maps, reprised D1 maps, or even old D2 maps added back to rotation, we just need something different. Once again, thank you for taking the time to listen to us, and thank you for trying to improve the game we've all loved and adored for years. Love you all at the Bungie studio and keep doin great work.