Here is my perspective on Destiny 2's PvP. I really like 4v4 for competitive modes. It works better than 3v3. Because this has a lot to do with, I also want to go into playlists, because this has a lot to do with my thoughts on 3v3, 4v4, and 6v6. I really like the idea behind a Quickplay and Competitive playlist. I just don't think Bungie has fully fleshed those idea's out enough in Destiny 2 yet. Competitive needs more modes (can we please see Elimination return), and some massive changes to Survival (rounds still take too long, I'd prefer it if each player only has 1 Res Token or extra life per round). Matchmaking Setting also need serious tuning, as connection should be the primary priority in Quickplay, not Skill Ratings. Competitive should use the current Quickplay Skill Rating settings, and more so, we need to having actual rankings in game to display how Bungie is ranking us against other players. This hidden Skill Ratings system is awful, just tell us how good you think we are. It's pretty obvious it's pretty strict just looking over stat tracking sites like Destinytracker.com. We also need to keep a Game Mode of the week up at all times. It's crazy how much fun having Mayhem back up this week has been. Even if you aren't doing well it's a good time. Have crazy weekly PvP events, with a Milestone attached to doing them for Powerful Gear. Do some crazy stuff with this, bring back some large D1 vehicle maps with the new vehicles and bring back Combined Arms in 6v6 or even 8v8, just only for this mode. Spawn Heavy Ammo frequently at 6 boxes or so at a time. Make is big, make it crazy, and let players just have a messy fun time. Rotate it to where 4v4 Iron Banner is up one week, Combined Arms is up a Week, Mayhem is out another week, then put out Rumble that is 6 players, heck you could even bring back Rift as a Weekly game. Another big thing that needs to be put in is solo player protection. I don't think a full Solo Only playlist is needed, just lower Skill Requirements, push Connection, and force Groups to play Groups. It's pretty obvious Destiny Skill Rating are being pushed above matching Groups against other Groups, which often leads to Teams rolling over solo players. All of this alone added to Custom Matches that should be coming in early 2018 would add a ton of variety and fun back in to the Crucible for Destiny 2.
As far as the Sandbox goes, I'm personally not a big fan of either the Static Rolls or the new Energy Weapon Systems. But we are where we are and there really isn't any changing that, at least not until a full sequel of Destiny 3, and that's likely 3 years away. So for now I'd like a couple things to change. Kinetic/Energy Weapon Damage needs to go up, as in almost 25% across the board in both PvE and PvP (with the exception of a few outliers like Sidearms and SMG's, which would receive smaller buffs). In my opinion, for PvE, these Weapons just take too long to kill Ads, especially in the harder difficulty modes like Prestige. It feels more like you are playing The Division than Destiny, and normal enemies just feel like bullet sponges. This is primarily due to the decrease in PvP damage to bring TTK to around 1.2-1.3s across the board. This has also led to several problem's in PvP I really hate, like players feeling forced to run in Groups since 1 player can easily take a bad angle, get shot from a single player, and easily dip to cover and still have 1/3 or more of their health before dying. This is the number 1 reason Assist numbers have more than doubled for Destiny 2 PvP over Destiny 1. IMO, this isn't a positive change. If someone makes a bad decision, they should be punished for it, not just say oh crap, I guess I shouldn't push that angle and walk away. TTK should be moved back down to around where it was in Destiny 1, at around 0.9s. And before anyone says "Go to COD if you want low TTK", that's an absurd statement since COD TTK's are between 0.15-0.25s. I want to play Destiny, not COD or Halo, both of those games have their own problems, and Destiny 1 had it's own identity being neither and being right in between both, giving players both the ability to have reaction time, but not enough to literally do a 180 in the middle of a field and kill an opponent because they missed 1 of 5 shots like it is now and is for Halo. For Destiny 2 players, SMG TTK is basically perfect, and all guns should have that TTK except SMG's and Sidearms (I would nudge Sidearms to around 0.7s and SMG's to 0.8s, as they are at 0.75s and 0.9s now respectively). I'd also bring the range up on Pulse Rifles, down a bit on Autos, drastically reduce in air accuracy penalties across the board, reduce accuracy penalties like Bloom and Initial Shot for Precision based Weapons (Scouts, Hand Cannons, Pulses, Snipers), and base AA up around 20 on Snipers and Hand Cannons. Bullets should always feel like they go where aimed, and at least with a Gamepad on PC and Consoles, they don't. Another thing I would really like is if we had less Rocket Ammo per Power in PvP (1 per grab no matter the Rocket), and more Spawns of Power (3-4 at a time). Make players push for the Power instead of each team having 1 player grab Power. It isn't fun to kill non-Power Ammo players, there is no challenge in that. Force players into battleground positions for Power Ammo to fight for it more. While in this ballpark I'd also like to hit on Static Rolls. I don't necessarily think Static Rolls are the biggest problem. Masterwork Weapons kind of fill that void that has been missing in the finding cool things department, especially their ability to allow more PvE Supers without really effecting PvP much at all. Those are really growing on me, and from what Christopher Barrett has mentioned on Twitter about Masterwork Armor, I think I will love those as well, especially if they come with a complete overhaul of the current Mod System like many of us are hoping. The biggest problem though is that the Weapons we have are extremely boring. With Random Rolls, there were these special God Tier level of Weapons/Armor you could find. The thing that is really missing, is Bungie isn't combining perks in a cohesive way, the way in which players of Destiny 1 would combine perks to create those God Tier Weapons. If Bungie started doing a better job of making Legendary guns, ones that truly felt powerful in given situations, it would make a lot of us feel much better about what we have with Static Rolls. Think about this, for PvE, our top tier Weapons are Scouts like Purpose, Nameless Midnight, and Mannannan. It's it's almost exclusively because each of these guns have Explosive Rounds (which in D2 is a solid perk, let me say that again "a solid perk"). If we compare that to one of the most famous PvE Scouts of Destiny 2, The Hung Jury, it's easy to see the Power discrepancy. Hung Jury had Triple Tap, Firefly (which did 50% damage to normal Ads nearby per kill), and Extended Mag (giving it 21 Rounds compared to D2 Scouts 15, and 29 for HJ if you hit all Crits due to TT). Primary Weapons in D1 just had a potential for a staggering amount of more power than any of the Weapons we have in D2. And the same thing can be said about Subclasses. Bungie has combines many of the D2 Subclasses in nonsensical ways, for seemingly no other reason but to suck Power out of the game from Players. Make us feel Powerful again.
Which brings me to the next thing I want to talk about. There is no doubt Ability Cooldowns had gotten quite a bit out of Control on Tier 12 builds at the end of Destiny 1. Grenades were on Sub 25s cooldowns depending on the Class. And when they had the sheer power they did, there was no getting around the fact that this was a problem. Though Bungie did what they always do, and way over-corrected by hitting this problem with a Hammer from two angles. For the most part they cut damage of Grenades in half, and optimal cooldowns with 2 Mods went up to 75s. This is not only not fun in PvE, it isn't fun for PvP either, and creates massive imbalance problems, and contributes drastically to the massive issue of roaming packs of Guardian blobs in the Crucible for D2. Players rarely have AoE Grenades to challenge groups, and even when they do, they barely do more than tickle the enemies. This needs to change. Many Grenades received a tiny buff in the latest Sandbox pass, but this wasn't nearly enough. With the exception of Pulse, Tripmine, Voidwall, Vortex, and Solar Grenades, all of the Grenades need another pass and about another 20% increase in damage, and on AoE grenades that needs to be applied to their AoE, as well as an increased splash radius by about 2.5m. This would do a better job of discouraging players from running around attached at the hip like they are now. Now, nobody wants to see Grenades go back to 25s, but un-Modded at 93s and 75s with 2 Mods is silly. Those should be brought down by 35% to 60s un-Modded and -7s per Mod (46s for 2 Mods), and cap the effectiveness at 2 Mods. This would both increase the fun of PvE and PvP, because lets face it, abilities are fun, and they are what makes Destiny... Destiny. In this same vein, I'd like to see base Recovery boosted by 1s more, and Mobility to increase the both Ground and Aerial Speed to a much greater degree. Quick Movement Speed was a defining characteristic of Destiny 1, and it's removal is nothing less than sad. I totally understand removing the ability to gain momentum, and that's fine, but allow us to gain D1 Ground and Aerial Speed after a certain distance based on their Mobility Stat and Lightweight Modifiers active. As Ricky Bobby once said "I want to go fast".
Another big thing mentioned her in a way is the Bounty System. I don't know if I want a Bounty Board back, as I don't mind the Milestones. What I do desperately want back though is a Quest Tab. Why do I have to keep so many of these Quests in my Weapons, Ghost, and Inventory Slots. This is absurd that we went backwards so badly with these changes. You fixes this stuff literally 2 years ago, why have we backtracked. I don't understand. Along these lines, please, for the love of all that is holy, increase of inventories. Increase Shader Slots or at least give us dedicated Vault Space for them (and allow us to delete stacks of unwanted Shaders, as I'm not going to sit there and delete 213 Blue Geometry's), increase Mod Slots or reconfigure them to where only having 50 slots makes a lot more sense (seeing as how we have the potential for 90+ Mods now), and increase Vault Space to a lot more than 200. Along the lines of other stuff mentioned here, I like the return of D1 Exotics personally, as long as that doesn't effect their creation of new Exotics. I'd rather a DLC contain 15 Exotic Armor, 11 of which is from D1, and 9 Weapons, 5 of which of from D1, as opposed to only getting 4 Armors and 4 Weapons. Especially when many of those D1 Exotics have been re-imagined to work in Destiny 2 in great ways. I don't know how anyone could see this as a bad thing. Personally I kind of hate that they felt they had to leave so much of Destiny behind for D2 to begin with. It made Destiny 2 feel a bit hallow honestly.
All in all, I think Bungie has a long way to go with Destiny 2 still, I just hope they get there before next Fall, because as sad as it is, I never thought we would be in this situation. But here we are.
Note: This is silly but if you want to know my experience I've been playing FPS games for a long time. Didn't start getting into Multiplayer until Socom Fireteam Bravo games on PSP and the occasional Halo LAN party in HS. Played a lot of COD 4, WAW, BO, MW II, BO II, MW III, Ghosts, Battlefield BC, BC 2, Battlefield 3 & 4, Battlefield 1, Titanfall, hated COD WWII this year. I think Reach was the only Halo I played a lot of Multiplayer of, outside of just playing at friends houses. But Destiny is far and wide the most time I've ever put into any multiplayer game. In Destiny 1 I put 1036 hours into the Crucible, most of which was playing Trials of Osiris. I played 4,481 games of Trials, winning over 71% of matches at a 1.4 K/D, and going Flawless 147 times (if I remember correctly, none of the sites track that anymore, but I remember only being a week short of 150 Flawless). In Destiny 2 I've played 214 Trials of the Nine matches, winning 77%, a 2.12 KA/D (actual K/D matters less in D2), and 11 Flawless. I'm far from the best player around but I like to think when it comes to Destiny I know what I'm talking about in regards to PvP, as I've played a lot more of it than most. I'm also getting older and my FPS skills are slowing down as youngen's reaction times have already surpasses mine, so I very much don't want to play a twitch shooter, but Destiny 2 in it's current state is very boring.
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