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Destiny 2

Discuss all things Destiny 2.
Edited by GradeMyGuardianTTV: 4/30/2026 1:09:46 PM
1

Fixing the PVP Problem.....

For those who have followed any of my recent threads, the general theme I have been espousing is that [b]Player Dilution[/b] is an ongoing crisis that holds an even greater threat to the playerbase in the following months. Guardians are spread too thinly across the universe (thanks to the [i]Portal[/i] being mashed into the game) amongst PVE and PVP activities. And what is soon to follow is [b]+10-15 min queues[/b] for even basic activities and matches. To get ahead of this problem, I have designed the following rotation, specifically for PVP, in order to consolidate the PVP playerbase. While it is a moderate reduction in autonomy, streamlining the entire base into one of two queues will offer some tremendous benefits to Guardians. [b]#1. Faster queue times #2. More accurate SBMMR #3. Fewer slides[/b] (+10 W/L streaks) Overall these are positive implications for the playerbase! But there will be dissenters, which I can accept and willfully ignore. Those players will see their error in the following months, as they spend countless hours in queues and not matches. Here is the future of Destiny 2 PVP if Bungie cares for it to survive- [i]3 v 3 Competitive 6 v 6 Control Trials Iron Banner[/i] These are the most engaged PVP gamemodes by the playerbase. Now while there are small discrepancies and alterations within them at times, I am going to further dissect these on a individual basis- [i]3 v 3 Competitive[/i] has [i]Survival, Showdown & Elimination[/i] as their foundation. The confusion amongst the playerbase regarding these differences is an issue IMO. I believe these should be split across the 3 PVP Gamemodes and reclassified as the following- _______________________________________________________________________________________ [i][b]Trials[/b][/i] becomes the exclusive holder of [i][b]Survival[/b][/i] [i][b]3v3 Competitve[/b][/i] becomes the exclusive holder of [i][b]Elimination[/b][/i] [i][b]3v3 Casual[/b][/i] becomes [i][b]Showdown[/b][/i] _______________________________________________________________________________________ While I understand how unpopular this would be, it allows for clearer definition of these gamemodes and greater incentive for engagement for specialists. [b]So how does [i]6v6[/i] mirror this structure? [/b] If [i]Control[/i] is the [b]pinnacle of 6v6[/b], how does one factor in other modes, such as [i]Clash, Rift, Mayhem[/i] or [i]Supremacy[/i]? The answer is quite simple here: [i]Rift[/i] and [i]Supremacy[/i] [b]are removed entirely[/b] from [i]Iron Banner[/i], which rotates exclusively between [i]Control[/i] and [i]Clash[/i]. These are the most competitive gamemodes 6's offer, and as such they should exist in the most competitive arena 6's hold. [i]Rift, Mayhem & Supremacy[/i] can all move under the 'casual bracket'. This will make further sense as I layout a perfected rotation shortly. But ultimately, these should rotate daily in the 6's queue. Let's go ahead and breakdown this rotation with perfection, so that player dilution is reduced, variety is maintained, [b]SBMMR[/b] is improved, and queue times remain manageable. _______________________________________________________________________________________ [b][u]Week 1[/u][/b]- Variety Focused [i]Competitive[/i] (ie Elimination) 3v3 M-F [i]Casual 6's[/i] M-F (Control/Clash/Supremacy/Rift/Mayhem) (one each day) [i]6v6 Control[/i] (Saturday) [i]6v6 Clash[/i] (Sunday) [i]Trials[/i] (ie Survival) F-Sn [b][u]Week 2[/u][/b]- Iron Banner Focused [i]Casual 3v3[/i] (ie Showdown) M-Sn [i]Iron Banner[/i] (Control/Clash Only) M-Sn [b][u]Week 3[/u][/b]- Trials Focused [i]Competitive[/i] (ie Elimination) 3v3 M-F [i]Casual 6's[/i] M-F (Control/Clash/Supremacy/Rift/Mayhem) (one each day) [i]Trials[/i] (ie Survival) F-Sn [b][u]Week 4[/u][/b]- Competitive Focused [i]Competitive[/i] (ie Elimination) 3v3 M-Sn [i]Casual 6's[/i] M-Sn (Control/Clash/Supremacy/Rift/Mayhem) [i]Rift[/i] (St) [i]Mayhem[/i] (Sn) _______________________________________________________________________________________ This rotation isn't perfect, but it seeks to highlight the major players of PVP- [i]Trials[/i]. [i]Competitive[/i]. [i]Iron Banner[/i]. The weekly breakdown is intentionally set up to filter and encourage players into the most competitive option available on a weekly basis. The opening week still offers quality variety for players to pivot towards their preferred gamemode, but this rotation continuously focuses on just [b]TWO[/b] modes per day being available. [b]One 3v3[/b]. [b]One 6v6[/b]. Players who don't like what's in the queue have incentive to try something new [b]OR[/b] take a break and try another day. And while I understand just how unpopular that sentiment is among many, especially with the younger generation who fails to grasp the necessity of delayed gratification, what is far more threatening are 10-15min queues that lead to further hemorrhaging of the playerbase, and wildly inaccurate SBMMR thanks to the player dilution. And these are inevitable given the current state of D2, the player dilution crisis via the [i]Portal[/i], and the general lack of content hitting this franchise. Again, not a perfect solution, but one that allows perseverance of the franchise.

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  • You want Control—the most popular PvP mode—to only be available two days a week? How would this help matchmaking? There’s a reason people aren’t engaging with other modes, and they’d be just as dead if they were the only option.

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