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Destiny 2

Discuss all things Destiny 2.
9/3/2022 5:55:29 PM
6

SBMM and solutions

The decision to make control have skill based is a bad idea and here’s why, skill based doesn’t give a good connection meaning that all the games are laggy at higher tiers of play so the sweats go in to rumble/rotator mode which then becomes a sweat fest leading to every game mode being extremely sweaty and not allowing good players to cool off after playing other good players so we constantly have to be on our toes and can’t relax once, however this is the opposite if skill based is removed casuals cant relax because there constantly playing sweats so bungie can’t win right? Wrong there is a solution to this and that is ranked and unranked playlists. Now your probably thinking what’s the difference to rank and skill based simple instead of searching for skill it will instead search for people at a similar rank to you and obviously if you’re a bad player you wont get to a high rank solving the issues of casuals just playing sweats. This way casuals don’t get ran by good players and the lobbies are connection since we know bungie can do both ranked and connection (trials does the same thing but with connection and card which is a sort of ranked base matchmaking). Comp(ranked mode) should be a competitive game mode that should incentivise going to 5500 whilst still rewarding players who cannot get there, so a simple fix would be to add specific rewards that are only available that season or year depending on bungie. For example, 0-1000 glory points you will be given an exclusive class item ornament, ghost, and emblem, then 1000-2100 would give a chest piece ornament, sparrow and shader, so on and so forth up until 5500. This makes comp rewarding without adding busted weapons that let the richer get richer. (more rewards are available the higher you become) Keep discussion on this topic civil please.

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  • if you want to relax go into private match or turn the game off.

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    • So you want to go back to stomping noobs? OK. Convince them why that's best.

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      • If tryhards can't handle each other, it's stupid to expect average players to handle tryhards.

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        • One mistake in your logic. Low/average NEVER get to relax, even with SBMM. You have to remember that Good player vs Low/Average player = Low/Average sweat, AND Low player vs Low player, Average vs Average, still = sweat. Playing your own level will always = having to try your best, its just that with SBMM the Low/Average now have a CHANCE to win, and the Good now have a chance to loose.

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          • Get rid of stats is quick play, rotators and iron banner ( too much stacking). Make it a pure CBMM with no match making balancing. Track stats in only Trials, rumble (cannot stack) and comp. Modes where skill truly matters.

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            • Few suggestions for PvP. Dedicated PVP playlist for people with OV KD 0.50< and New Lights to protect them while they learn game basic, build characters and doing some games for fun. Pinnacles and rewards included. PvP modes in the dedicated playlist would be Control , Elim and Clash. Weekly Playlist available. Normal PVP game mode for all players: Control Playlist & others CBMM with Rank lobby balancing. That means every team has 6 players, each player belong to a rank, (ELO based like multiple games, destiny 2 tracker actually works like that) ---> 1 Diamond/Legionaire , 1 Platinum , 1 Gold , 1 Silver , 1 Bronze x1 Rusted vs 1 Diamond/Legionaire , 1 Platinum , 1 Gold , 1 Silver , 1 Bronze x1 Rusted, so each time have similar chance of winning , ELO is the result of KD, Wins, Loadouts etc... every player belong to a rank. In this situation you won't have 6x Bronze facing 6x bronze or 6 diamond vs 6 diamond but you will have a variety games, games will be various, people playing not meta but different loadouts, just having fun, games would be Connection Based aswell so not much laggy. Players in stack of 4+ in dedicated playlist , matchmaking will be stack v stack. Quitter Penalty for people who quit more than 3 games in 1h of play, timeouts. Energy Super given to any player who join an already started game based on INT value.

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