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Destiny 2

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8/5/2022 5:34:03 PM
47

[POLL] What is the #1 Thing You Think is Contributing to Crucible Being Terrible? + Arguing for My Opinion

Map Design

31

Gun Balancing

23

Abilities

50

Gamemodes

6

Meta Abuse

42

Toxic Players

33

Matchmaking

130

Personally I think map design and the quantity are the biggest flaw of the Crucible right now. Half the maps in the game were design for 4v4 gamemodes and 6v6 being thrown in just makes a majority of them break entirely. We need more maps that are designed of 6v6 [b]AND[/b] 3v3 gamemodes with certain portions of the maps being blocked off in 3v3 to accommodate for when that difference is made. Map design is half the crucible in terms of balance, it dictates what weapons you use, how effective they are, and spawn points can be the biggest factor to determine which team wins. Mayhem Cranked is cool in theory, but it is not going to work well in terms of community acceptance or even play well when you actually take into consideration how Destiny PvP works with snowballing. Plus why would I care about Mayhem Cranked when I can just play normal mayhem and not worry about my life timer? It's a half-baked idea with good intentions at best, but entirely ignorant and malicious towards what players have been asking for at worst. It only takes a quick glance at YouTube comments and forum postings to see that players want to see gamemodes that actively involve less ability usage and more gunplay, more maps designed for the current state of crucible, and most specifically a gamemode that has been asked for consistently for a long time is Firefight (Boots on the ground, No abilities, Strictly gunplay). You can stare at data charts all day, but making changes strictly off those statistics is not how you make the crucible more fun. You need to play the game yourself with other players and not just in a test environment with other developers. Only then can you start to see the real problems that the crucible is facing, and learn how to tackle the scenarios that cause certain weapons to excel where others cannot. Map design being terrible is going to skew your data charts as well since players are often switching their loadouts when they see the map that they load into and often it's terrible.

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  • For myself, its probably a mix of a few major factors. The big things being that builds/abilities overshadow the gunplay element. Support abilties(i.e don't win the fight by themselves) are shifting the fundamentals of crucible away from what it is at the core, a movement-based shooter. This isn't something I think a substantial portion of people who enjoy PvP will take to because its less about the FPS element and more about the rpg element like the build crafting. Further, the sandbox is moving away from what I think balance is. Though usage rates have been up for some weapons the way this was done makes no sense in my head. The guns that are higher RoF, meaning more forgiving, are the guns with the better off ttks and playability (like AE stat) which is unjustifiable in my head. The outliers weapons are allowed to represent entire archetypes for some cases like chaperone for slugs and main ingredient for fusion rifles which skews those usage rates too. Finally, I think the gun economy is just reaching its peak where you can't make guns better anymore without knowingly inducing power creep through creating/refining perks beyond the current sandbox

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