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12/30/2020 5:21:12 PM
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How I would "fix" trials

I know we all have different opinions on how to fix trials. This is just mine. I won't be offended if you don't agree- but I do think it would be effective. I'd do two things to try to get more people into the player base: better ease of access, better rewards. First, add optional matchmaking. I'm not suggesting a separate freelance playlist... People would definitely play it, but it would draw people away from the main team playlist, which is the one bungie would want filled. We can't fragment an already dying playlist. Bring optional matchmaking. You can go in as a team or solo queue. Now obviously, there are two apparent problems. First, if you go into trials solo against teams, you're gonna get stomped (unless you're like An S tier player in which case... Good for you). Second, even if there's matchmaking, there's still no reason to play trials. The solution is the same for both problems: Better rewards. If the rewards are good enough, and if you're guaranteed a return on your time investment, people will play. That means you need to get at least something- every match. Even if it's small. It needs to be something to say "if I play enough, even if I get stomped, I can get something; my time will be rewarded." We need generous token drops at the end of every match. Even if your team got destroyed. And this should go without saying (but sadly it needs to be said), you need a way to turn in the tokens. We need more and daily bounties. And bounties that wouldn't be impossible for casual players to complete. They don't need to win. They just need to be able to participate and be rewarded for their time. Things like "complete 25 rounds of trials." Or "revive teammates 5 times." Sure, make them more if you want- but make them something that a player can look at and say "regardless of my skill level, I can do that." Sure, give better bounties that require actual skill. But if you want casual players to enter the playlist, they need some guarantee for their time. Add possible armor drops to the end of all matches (doesn't even need to be trials armor), with a chance at high rolls (60+). Not a guaranteed drop. Just something to say "if I stay here, I'll get something worthwhile. It's worth getting completely rolled every game, because I'm getting something for it." I know one objection will be that trials is competitive and we don't need handouts. Ok that's fine. But if you want more people to participate- if you want a larger player pool so you don't have full on sweats every match- if you want it to be utilized by a high enough percentage of the player pool that bungie decides it's worth investing in... Then you need to convince the people who aren't playing that it's more worth their time to do that activity vs other activities they might choose. If you don't want that. If you'd rather it remain a small pool sweatfest that most people just ignore... You're allowed to want that. We just disagree on what's good for the game. Now, with all that, we need way better rewards for actual card wins and flawless loot. First, give 3, 5, and 7 drops every time you go through a card. Not just the first time that week. Also give generous masterwork drops on those wins. Give some kind of reward for completing a card- win or lose. Give some incentive to complete the card. Finally, flawless loot. There are already so many good suggestions out there. Here are some: make adept mods an additional mod slot. Give weapons a second final perk (like we did with empyrean foundation). Give the chest an option to re-roll your weapon (or an adept weapon you already have) up to 2 times. Allow the player to choose between different adept guns that have already been earned. Allow a choice between an adept weapon or a guaranteed 65+ armor piece. Make snapshot, celerity, quickdraw, OR ICARUS an intrinsic perk. Also, take away the negative effects from adept mods... Seriously. These are just a few suggestions. I know this is a disagreed upon topic. I'm just a player who loves the game and wants to see this game mode populated.

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