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Destiny 2

Discuss all things Destiny 2.
9/7/2023 4:54:29 PM
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Cozmo

Looking for your PVP thoughts

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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  • I would like to see Map voting, similar to what was in Halo Reach. The format would be: -Find a good match of player (example is some times a match gets broken up since it was one sided, wait for a full group of player to get matched up again) -Players have a short window to vote between 3 maps and a neither option If they vote neither then another three maps show up but there is no neither option. There are some maps that people just hate, and giving the player the power to influence what they play on will help. If the map I dislike wins the vote, then at least I voted against it. With new maps interring the map pool with the map pack, I would also like to choice to play on them instead of just hoping for it to appear at the start of a match. Even if this extends the time to get into a match by 30 sec I think it would make my experience better. Now to change things up you can also put in multiple game modes as well. This way you can combine game modes like relic and team scorched. Then in the voting, players get to select the map that has a game mode with it, again like it was in Reach. This will allow for more variety in game mode within the same node, instead of it being on a weekly rotator.

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  • SBMM is unsustainable with this P2P connection. Please weigh cbmm higher in playlists that aren’t comp/trials. Also, please let witherhoard explode on the iron banner fire pits

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  • Just an idea: Maybe Fortress wouldn’t be such a slog if capping the high value target zone for the full duration of the timer didn’t put you a mile above the other team. The matches too often end in massively lopsided wins or losses. Moderately reducing the point gain from capping the high value zone could help keep the matches at a more competitive level. (Understandably the high value zone needs to still award a decent point bonus for the effort the capping team puts in.) Random example: You can lower the points gained for the first high value cap by 15-25% However potentially also increase the points gained for the second cap by 15-25% This way, the match would stay a lot more competitive during the middle, and become really intense during the end. Instead of already being completely decided and pointless after 6-7 minutes.

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  • IB should be pure CBMM!

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  • Remove sbmm

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  • Bring Back Competitive 6v6!!!!! 3v3 is too few for a real competitive match. If you have one guardian with a bad connection or decides to leave after 2 rounds, the entire team suffers. The 2 new maps are great and I can’t wait to see the new ones next year. Matchmaking has gotten better but I continue to see some extremes of your fireteam being really good or really bad. Especially after having a winning streak. Honestly, PVP is what I’m here for. It’s why I continue to play when others jump after they’ve completed PVE content. I only play PVE to get better gear. Better drops from PVP wins would be nice.

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  • The new Iron Banner points requirement to get pinnacles is ridiculous - especially when it's not exactly clear how to earn those points. 350 points for 4 pinnacles that drop in slots where they're not needed most. 32 matches and I'm not done with 4 pinnacles on 1 character. Putting myself in positions to just try to cap a zone, kill a turret. or capture the fortress just to get a point where I know I'm going to die instead of worrying about killing an enemy. Simply stated - unrewarding, not fun, and very frustrating that Bungie doesn't seem to have the forethought to understand how players are going to react.

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  • Fix the servers, so much laggy players and radar ping is broken, at this point there should be a dedicated servers

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  • Edited by Deadlocked21: 9/10/2023 1:34:12 AM
    First, for me, is playlist selection. Instead of what we have now, with multiple separate playlists we have no control over, it would be nice to see a Halo MCC style mode selector to include as many playlists and modes as we like (outside of Comp, Trials and IB). My biggest issue with the “for fun” rotator modes like Scorched, Mayhem, Momentum Control and now Relic is that you can only queue up for one at a time and they quickly get boring as a result. Being able to queue for multiple gamemodes at once and let the game pick them at random would give each mode and PvP as a whole more replayability for me. Second is SBMM. This, I will say it once and only once in this post, HAS TO GO. Until such time as you choose to invest in better server quality, this matchmaking makes so many matches unplayable and paired with an awful lobby balancing system result in wild variations between fun, tight matches and getting stomped - which would happen with CBMM anyways - while also having laggy players and bad hit reg. Please, for the love of god, just let go of the idea of SBMM. In all playlists. Comp should be purely tied to rank and IB should be pure CBMM. Third - Trials rewards. The change to have wins give a high chance of a weapon drop is a good step, but IMO you can do better than that. Every Trials win should be a GUARANTEED drop of at least A weapon or piece of armor - and a Flawless chest should always award in my opinion a 65+ stat rolled Artifice Armor drop. Fourth. Map. Voting. Dear GOD, we need this in the game so desperately. IMO, a good system to use would be MK8’s system, where players select one of three given options or a fourth randomized selection and the game then randomly picks between players. I would rather wait an extra minute to get into a lobby sometimes if it meant we could eliminate maps we don’t want to play on. Plus, this would incentivize players to stay in a lobby that feels relatively balanced rather than backing out as fast as humanly possible so they can get a better experience. On top of that, we also need persistent lobbies back with all-chat being available 24/7. I can understand limiting to team-chat only in Comp and Trials for minor win-trading reasons and whatnot but in casual lobbies bring back cross-team communication. This used to be available and I have no idea why it was removed. For a game that is increasingly trying to push players towards meeting and playing with other people (LFG system), it’s bizarre that you continue to stifle player communication like this. Fifth (sixth?), and I realize this would be a huge undertaking, but it really would work wonders - Forge. Maps are routinely pointed to as the biggest issue in PvP for a reason, and nearly two decades ago YOU GUYS created the perfect solution. Halo 3 was such a huge success, and by extension Reach as well, because of the tremendous first attempts at Forge. I realize this is well beyond the scope of what the PvP strike team is built for, but IF it could be done, IF you could pull it off, this one thing would put in more work towards “saving” PvP than years of map packs and modes could ever hope to achieve. Last thing, and this is a lot more minor, but uh - could you please increase the drop rates of both Oversoul fragments and the new Ritual Armor sets? Both are painfully low and I’m already considering giving up on even trying for both. Edit; player collision. I saw this in another comment and HAD to add it - friendly player collision is fine in competitive and Trials, but should not be in any other playlist. Not being able to duck back into cover because my -blam!- teammate wants to rush out into their death is potentially the most infuriating thing I have dealt with in the game. I don’t know these people on my team - I don’t particularly care about them, I KNOW they don’t care about me, but I do care about getting sniped in the head or chased down by a super because they can’t get out of the -blam!- way. Opposing players should retain collision - not teammates. Not in casual playlists (which yes includes IB).

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    • Antaeus Ward - Re-work this exotic removing the invulnerability trait. Its an absolute menace at the moment, especially given how strong Titans are in PvP and I can't think of any other exotic across the classes that provides this trait....I could be wrong, it's just nothing immediately jumped out to me. My suggestion would be to play into the Greek mythology more (Antaeus was all about wrestling) so you could tie it into the ballistic slam / shoulder charge ability. Example would be Ballistic Slam - upon kill, Ballistic Slam fully regenerates enabling players to chain slams. Could make for an interesting PvE build as well as being unique in PvP. You'd need to avoid applying damage resistance buff otherwise it would become too OP. There needs to be a risk to using it. I'm in no way saying this is a perfect example of how it could work, just anything other than the invulnerability.

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      • Please address the following: - ancillary ability uptime to swap fight i.e using an ability like bastion or wormhusk to sway the fight without any damage influence the outcome of a fight. - precision weapon balance: This seems wrong in that you have a conceptually less forgiving weapon type that is offering higher ttk than a more forgiving type (contrast: 180 handcannons and 450 autos). This is extended to handcannon, 150/180/200 scouts and snipers. Reasonably, these should have at least the same ttk as the average 0.8sec(for 140 HC, and 180 HC with 2 h 2 b) - neutral game is beginning to feel sloppy due to drastically lowered movement capability across all characters over past year and a bit(shoulder charge, dodge, stompees, icarus dash). As compensation, increase base movement slightly across the board, slightly more burst moment or titan/warlock jump, increased slide distance. All non-stacking with things like stompees/lion ramparts, etc. - Mobility stat: not strictly a PvP issue but is angled as though it is a PvP stat given current effect, but in practice has little to no value outside of the dodge cooldown. Please consider proposing a rework to the relevant for it to do something worth building into.

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        • First you as bungie need to define what the intent is behind pvp and fine a definition. Then find a feasible solution for the definition. Example; pvp is for players who play at least 20 hrs a week. Then are you guys reaching out to these players with all the data you guys have directly approached these players and ask them to do a serve. Because asking on the form here is like asking a doctor to do a whole bodyscan. No doctor will do this because the results will push in so many variables the disease will never be solved. Then second: if you ask players here what do they want out of pvp. It’s simple they have always wanted 2 thing’s: Thing 1: A way to learn and progress in a safe environment where there is a skill gape. This means a place where there is a non sbmm/cbmm and a place where destiny is taken to its full potential. There are many games om the markt that do this right. For example cod. You have various game mods with a hectic kills streaks 6v6 environment. Where gun play can be followed up by ability’s. And let this be clear. A tripmine that does 182 damage is not compliment gun play. If you want ability’s that are those impactful they need to be on the lvl of a flux grenade cooldown and useable scale. This ofcourse also counts for the healing/overshield etc. Destiny use to have kill required buffs killclip, active reload etc. Now we have faster ttk, on top of overshields on top of damage stacking on top of peer to peer systems it’s to much. Destinys pvp has become a card deck play system. And who ever stacks there cards right wins. Not the person with the right movement or shot capability. This needs to go back to the roots of the initial fps shooter. Then second. Why hasn’t there been anybody at bungie who tought if we want destiny to become slightly competitive we need to make a GA (gentlemen agreement) on how to make it competitive: redefine competitive definition and build on that. And this can go per season. This season we are saying these subclass in combination with these skill 🌲 (aspects/fragments/ecotics) are in the competitive playlist. These by first hand must consistent out of no dubble subclass, no anteus fusions together these exploitable combinations don’t have a counter in a 1 v 1 scenario. Or they hardly don’t have. Then this way you can keep the integrity of the pvp community a goal and guide line on what bungie calls competitive. You guys where not far of in year 1 destiny 2. The only mistakes then made where it’s was all there is and it took always from The core destiny. Hope these points help have a great one

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          • 1
            Ever since i've been playing crucible i always think of balance and destiny is really hard due to the uniqueness of the diferent classes and something that i think increases the advantages of each class and make them broken are exotics most of the time exotics brake PVP to a degree that they have to be disable so i really think disabling exotics (armor and weapons) could be a good start for comp mode that would bring a lot of balence and make devs introduce more exotics without the concern of braking PVP.

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          • Map voting would be a cool feature

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            I would like to talk about playlists first. Trials: I would say for the most part trials is in an okay spot. The only 2 complaints I have with this playlist is that solo que is a nightmare especially if you are among the upper skill bracket. Being a top 1% player myself, I find myself getting the worst 2 players in the lobby on my team because the lobby balancing thinks 1 really good player with 2 extremely bad players is equivalent to 3 decent players which is not the case at all and almost makes the player feel punished for being good at the game. I really wish that teams were completely random in solo ques so it felt more fair but usually I can pick out the 2 worst kids in the lobby and predict that they are on my team with a 75% success rate which makes me feel like its not random at all. The other change I will talk about in the balance changes section. Iron Banner: Fortress is not a terrible game mode but not having a kill count makes it feel insanely boring since most people assess their performance by how many kills they got in the game. I think something as simple as a kills column in the stat board would go a long way for pvp enjoyers. Also we need new rewards that incentivize people to play. Of course make sure the new rewards are actually good for either pve or pvp. It would make sense that some of the best gear in the game comes from limited time events like Iron Banner same as Trials. Casual playlists: When I say casual playlists I mean normal control, survival, crucible labs, etc. There should not be SBMM in these game modes whatsoever. There is already a competitive game mode where you are supposed to sweat like crazy and play people at your own skill level. There is no need to put that same experience in control as well. When I que into control as a high skill player it is an absolute nightmare and I feel like I cant even enjoy myself anymore because I am once again being punished for being good at the game. Since it is casual playlist I would like to sit back and relax and maybe use some off meta loadouts for fun. But because I am in a high skill bracket everybody is playing hard meta trying their hearts out and I feel forced to do the same. Metas are obviously unavoidable as a whole but I dont want to feel like I'm playing comp or trials when I load into a control match. My suggestion would be to make control completely random matchmaking and only take connections into consideration with your new CBMM system. Competitive: I would say Comp is in a pretty good spot. It can be sweaty and frustrating with the metas at times but nothing directly cause by the way the gamemode itself is designed. Comp is also supposed to feel sweaty so that makes sense. Good job on this one Bungo! Now lets talk about balance changes. This is always a brutal topic to go over because everybody has their own opinions on things and I'm sure everthing in this game gets complained about by someone. But as someone who is a very high level player and is involved with the pvp community heavily, I would like to address problems that are recognized by the vast majority of the playerbase. Anteus Wards: Lets talk about the elephant in the room. These boots have been ruining the crucible for far too long. This should be priority #1. I dont really know how you bring these in line honestly. I think the identity of the exotic giving you pure immunity for a short moment is insanely powerful and has little to no counter (besides conditional finality freeze). The only thing I think you guys could do is completely rework the exotic to not give you immunity at all or somehow drastically nerf the ability to proc it. That could be a cooldown or making the mechanics behind procing the shield much more difficult to pull off. Regardless something needs to be done about these boots ASAP. Supers: I dont necessarily have any major issues with any supers except for 2 supers. I am sure you know what I'm going to mention but it is BUBBLE and WELL. I know bubble just got a nerf but there is still very little counters to it unless you have a super yourself, conditional finality, or witherhoard. And even then using anything but a super to counter a bubble is very difficult to pull off if the player is somewhat aware of whats going on. I also know you guys are working on a nerf to well. But well suffers from the same issues as bubble. There is one big problem with the both of these supers that needs to be addressed and thats its uptime specifically because trials is now a cap zone game mode. These supers alone completely run trials now and you are at an insane disadvantage if you dont use them. Roaming supers were nerfed a while ago on their uptime because of their ability to completely wipe a team and win rounds in trials. This was a sensible change because really strong supers should be harder to get. But now that trials is cap zone, bubble and well do essentially the same thing as a roaming super does now. They give you free win in trials. Allow me to explain a scenario. The enemy team has 3 wells all with 100 intellect. You win round 1 and 2 and they win round 3. Regardless of how well they performed they will have a well by round 4 before any of us even tho we have shutdown supers and we performed better so far during the game. Now they pop well and win round 4 for free making it 2-2. The orbs from the first well just gave the other 2 warlocks their well as well and we havent gotten a single super yet despite having more kills. Now we get a shutdown super for round 5 to counter the first well then the other well just slams again and wins the round making it 2-3. Now their first well is really close to getting their well again because of all the orbs from their teammates. And the cycle continues and your arent fighting against guns anymore its a battle of constant supers that you cant keep up with because your super charges significantly slower and you dont create a bunch of orbs for free. You should not be able to have 6 wells in a single trials match for a team it is unbeatable. Guns: A lot of people complain about snipers but tbh I think its a skill issue and they dont have good enough movement to slide out and flinch people. Lightweight shottys could REALLY use some love. They are almost useless now. I dont really care about other shotguns being meta but I would like to see other frames be able to complete to mix things up and give players new options to have fun with. SMG's are still really oppressive and auto rifles are just taking their place as king with their recent buff. So it doesnt really feel like the original issue has been solved. Automatic weapons have been running the crucible now since Ikelos was made craftable. Handcannons (being the most unforgiving of all the primary weapons) should have the highest reward since they have the biggest risk. You essentially guarantee losing a gunfight if you miss a headshot against any other type of primary but still can lose a TTK battle even though you hit all of your headshots to automatic primaries. The logic just doesn't add up for me personally. My biggest complaint would be fusion rifles. The main downside to them is their charge time. However that downside can be easily negated by just spamming your pre charge until you see someone which will almost always allow you to fire as soon as you see a guardian. The main counter to a fusion is to bait out their shots around cover. However, you cant do that if they can cancel the charge if you go into cover. So I think as soon as you charge your fusion rifle shot you should have to commit to the shot. That way they can affectively be countered and they cant cheese their way out of the only downside they have. I know this was long but I wanted to explain my reasonings and logic behind all of the existing problems and changes that I suggested. Hopefully someone takes the time to at least read this. Hopefully everybodys suggestions make some positive changes to crucible in the future as well!

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            • I am really tired of playing trails of Osiris with people in my team that are not gonna win the game, but the enamys team playing like the the best crucible team in the word. Please return flawless pool and it will really help players how are not good in pvp to reach the lighthouse.

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              • Connection, connection, annnnnd connection! Tired of these unstoppable guardians not taking damage! Its as if they use mcds free wifi! If you eliminate these people it would make the experience better.

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              • Or allow players to vote for maps and allow players to choose the matching making they want.

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              • Solar Hunter is very powerful, but other things need to be buff

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              • The current shotgun has low miss tolerance compared to other greenammo weapons. The matching mechanism of control mode should be changed to cbmm+fbmm.

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              • 180 RPM Precision frame handcannons. Could they be buffed to 200 RPM for a slightly faster dueling optimal TTK? Something around 0.93s is better than 1.0s. And when buffed with a damage perk it would be no worse than a 120 rpm frame with Kill Clip at current, especially since Precision frames have less Range.

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              • Stop putting quest steps, catalysts, etc for pve gear in crucible. As long as you force pve players into crucible, you have a responsibility to us to make pvp something that isn't completely miserable for us... which means you can't fully meet the needs of your pvp core players. If you make it so that pve players have no reason to go into pvp, you will be able to focus on the needs of your pvp base. You can't meet the needs of both pvp and pve players in crucible. A pve player should not have to go into crucible to get pve guns/rolls/catalysts. A pvp player should not have to go into raids/Vanguard ops to get pvp guns/rolls/catalysts.

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                • Edited by Total-Luuzer: 9/10/2023 6:19:20 AM
                  An update to the Firing Range at the Relic, or even a unique Crucible instance/map for a Firing Range in the private match custom games node, would be very much appreciated by all PvP players, even PvE players if the new range is robust enough for consistent PvE testing, instead of using a Lost Sector boss. - The current target range at the Relic has alot of flaws. There are no targets at player height, and none front-facing and low enough for clear spread testing or shotgun testing; there are no targets the size of a player's head at a reasonable effective distance; they have no Range markers and cannot be measured by DARCI; none can be destroyed or damage to activate weapon perks like Kill Clip, Cascade Point, etc; there are no moving targets; there are no targets with both precision crit AND body zones; there are no targets that display true PvP damage values; the list goes on. - It would be useful for daily warmups, weapon testing by more experienced players, as well as helping newer players become familiar with the effective ranges of their weapons. To this day, the friends I introduce to Destiny are consistently shocked at the low range of sidearms and shotguns, for example.

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                • Why? You guys don't listen anyway. But yeah, thanks for the bi-yearly appearance on the forums. I'm sure at least one newbie will think that means there's some form of communication between us and the BungLe team. So win I guess....

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                  • How about lobby balancing, team balancing, spawn balancing, weapon balancing, exotic balancing, ability balancing across [i]all[/i] classes especially classes with 1shot abilities. No way in hell should I get 1 shot by a shoulder charge at 100 resilience...even 80 should be enough to not warrant instant death. Warlock doesn't have an insta kill ability so why do titans get one? Hunter trip mines are also obnoxious af. Penalize those that do nothing but run off the map or otherwise go afk but somehow remain active enough to not get kicked for inactivity. Stop listening to hunters that cry every time something kills them. Stop with the class favoritism period honestly. Actually get people to play test the game and recognize when something is broken before release. Give void warlocks another melee thar doesn't actively help the enemy kill me. Bring back freelance lobbies.

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                    • Listen to your community. It shouldn’t take a year to remove rift from comp, after it’s been requested numerous times on the forums. The majority of the community wants control in Iron banner, but here we are again with fortress. Dedicated servers are a must for any pvp activity. If you’re not willing to do it, then remove pvp all together. There needs to be some type of region based matchmaking. I’m tired of playing against people in other countries and the lag that comes with it. Disable the use of all third party devices . Banning them is obviously not going to fix the problem and hasn’t. Trials is a train wreck. Go back to card based matchmaking. Leave the two mercies in there and go back to the freelance mode. Put people working on pvp that actually play pvp. Because whoever is working on it, is truly out of touch with the community and what we need. This reaching out is a step in the right direction, but means absolutely nothing if things don’t change.

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