Iron Banner will channel that old-school Crucible in the style of the Iron Lords. We've made a number of tweaks to the gameplay besides increasing team sizes to 6v6:
Match time limit is 12 minutes
Score limit is 125 points
Respawn time is 7 seconds
All control zones start off neutral
Control zones take slightly longer to capture by default
Additional Guardians (max of 3) in a zone increases capture speed
Guardians participating in a capture get more Super energy
Rumble is now 8 players, no assists
Mayhem has no changes
Doubles will not be available at the launch of the weekly playlists with IB, Mayhem, and Rumble, but will have some changes when it does come out
Normal Nightfalls not having modifiers is intentional, wanted to let players experiment and establish a meta first
Score targets for the Nightfall emblems are currently 20k, 40k, 60k, and 80k, those can change
Raid spawning issues: No fix for now, requires coding/engineering to fix, to prevent stick with your fireteam when changing gear and if you get stuck switch back to the gear you had on when you started the raid
I agree with what he's saying. The problem with the meta is lack of variety in ways to kill a guardian. Primaries are about the same, but the other ways (grenades, supers, specials, melee, shoulder charge, mobility flanks) are massively nerfed.
The [email protected] makes it sound like mayhem, rumble, and IB will be on a three week rotation. I don't know how long that's sustainable but it'd sure be nice to know the schedule.
It also kinda makes it sound like IB will always be 6v6 control, that might just be me reading too far into it.
The [email protected] makes it sound like mayhem, rumble, and IB will be on a three week rotation. I don't know how long that's sustainable but it'd sure be nice to know the schedule.
It also kinda makes it sound like IB will always be 6v6 control, that might just be me reading too far into it.
I feel like they are using IB Control to test out changes in a limited format. Not only the size of the teams but the zone flipping/super granting etc. Control is really the only logical place to mess around with any of that stuff since it is still really the only mode with any objective at all. Especially now that Supremacy is just Clash Plus.
0
ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
all modes are clash plush
control is just clash with a little extra reason to be mad at pubbies
Control: Clash+
Supremacy: Clash+
Countdown: Not at all Clash
Survival: Not at all Clash
Trials of the Nine: Not at all Clash
Crimson Doubles: Clash but Fun
Mayhem Clash: Clash++
Rumble: Ehhh... Clash adjacent
D1 Modes:
Supremacy: Not Clash. GRAB THE CRESTS YOU FUCKWITS!
Elimination: Not Clash
Trials of Osiris: Decidedly not Clash
Rift: Awesomely not Clash
Zone Control: Anti-Clash
I agree with what he's saying. The problem with the meta is lack of variety in ways to kill a guardian. Primaries are about the same, but the other ways (grenades, supers, specials, melee, shoulder charge, mobility flanks) are massively nerfed.
One thing that I thought was a shame is that I have one character of each class, but they all ended up with the same loadout.
I agree with what he's saying. The problem with the meta is lack of variety in ways to kill a guardian. Primaries are about the same, but the other ways (grenades, supers, specials, melee, shoulder charge, mobility flanks) are massively nerfed.
One thing that I thought was a shame is that I have one character of each class, but they all ended up with the same loadout.
@ObiFett refuses to swap weapons so his characters feel more distinct/different to play.
I prefer using the same weapons, personally.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
As you all probably know, I like to opine/speculate on why Bungie shit the bed so much with D2 IMO. I think some people are great at creating from scratch, and others are great at multiplying those creations to something awesome. This new D2 team/leadership, which evolved from TTK's successes has not worked for me. Reminds me a lot of ME:Andromeda team not being able to scale from multiplayer to a whole game (but not quite as bad, D2 is way better).
0
ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
well you have a raid engram this week ps4 peeps
posted that in the wrong thread heh
Allegedly a voice of reason.
+4
ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
Have they mentioned anything about clan stuff? like how many people are in a clan, how many of those clans get x extra engrams per week?
It's kind of weird that I leveled significantly faster than some pubbie on his own or with 3-4 friends who have scheduling issues, Thats 3 engrams (plus the support structure to raid) per week. That would has to really screw with the content curve.
having three or four max power level items every week would certainly make leveling up easier
at least assuming you’re getting items for slots you need to infuse
it’s basically double the number of chances of getting a max power level reward for someone who’s not max power level (and thus can also rely on 330 vendor items occasionally)
Have they mentioned anything about clan stuff? like how many people are in a clan, how many of those clans get x extra engrams per week?
It's kind of weird that I leveled significantly faster than some pubbie on his own or with 3-4 friends who have scheduling issues, Thats 3 engrams (plus the support structure to raid) per week. That would has to really screw with the content curve.
having three or four max power level items every week would certainly make leveling up easier
at least assuming you’re getting items for slots you need to infuse
it’s basically double the number of chances of getting a max power level reward for someone who’s not max power level (and thus can also rely on 330 vendor items occasionally)
I feel like they nerfed the impact of this by making it so that you can't infuse armor cross class and you have to infuse the same type of weapon into the same type of weapon.
Have they mentioned anything about clan stuff? like how many people are in a clan, how many of those clans get x extra engrams per week?
It's kind of weird that I leveled significantly faster than some pubbie on his own or with 3-4 friends who have scheduling issues, Thats 3 engrams (plus the support structure to raid) per week. That would has to really screw with the content curve.
having three or four max power level items every week would certainly make leveling up easier
at least assuming you’re getting items for slots you need to infuse
it’s basically double the number of chances of getting a max power level reward for someone who’s not max power level (and thus can also rely on 330 vendor items occasionally)
I feel like they nerfed the impact of this by making it so that you can't infuse armor cross class and you have to infuse the same type of weapon into the same type of weapon.
Eh not really, don't have to use the weapon to be benefiting from the I level increase.
People in active/big clans are rich get richer situations where as smaller clans just get put under.
I would like some money because these are artisanal nuggets of wisdom philistine.
Have they mentioned anything about clan stuff? like how many people are in a clan, how many of those clans get x extra engrams per week?
It's kind of weird that I leveled significantly faster than some pubbie on his own or with 3-4 friends who have scheduling issues, Thats 3 engrams (plus the support structure to raid) per week. That would has to really screw with the content curve.
having three or four max power level items every week would certainly make leveling up easier
at least assuming you’re getting items for slots you need to infuse
it’s basically double the number of chances of getting a max power level reward for someone who’s not max power level (and thus can also rely on 330 vendor items occasionally)
I feel like they nerfed the impact of this by making it so that you can't infuse armor cross class and you have to infuse the same type of weapon into the same type of weapon.
kind of but that affects both people in clans and people not in clans but people in clans gets potentially twice as many opportunities to infuse every week
I did my first d2 nightfall today when some random pub invited me to join her or his fire team. We used no mics, but we made it through without a wipe. It was pretty solid!
ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
so i only just read TWAB but our experience over the weekend is the “switch gear while close together” thing not only didn’t fix the respawn bug, it added some really fun instances of people doing the whole going ghost thing seemingly at random. i was appearing ghost to people and i hadn’t even switched any gear
On the one hand, I appreciate Bungie sharing any ideas on how to work around their broken mechanics in the short term. On the other, this is a fucking hilarious solution for 6 months in.
Last thread we discussed player population a little bit, and I posted the Google doc showing Trials participation. That discussion got me thinking about my personal experience, so I decided to check the "historical heatmap" to see how my D1 and D2 play times compare.
D1:
Total Time in Destiny 1: 3102h = 129d 6h 24m
Total Time in Activities: 2470h = 102d 22h 42m
Destiny 1 Activity Count: 6153
Current Streak: 22 days inactive
Longest Streaks: 69 days active | 76 days inactive
D2:
Total Time in Destiny 2: 411h = 17d 3h 16m
Total Time in Activities: 308h = 12d 20h 8m
Destiny 2 Activity Count: 670
Current Streak: 4 days inactive
Longest Streaks: 23 days active | 6 days inactive
Filtered for only raid activities:
It paints a pretty obvious picture to me. D2 is less engaging than D1. If raids did not exist (and the awesome people I've met to play raid activities), then I probably wouldn't play Destiny 2 at all.
Again, to reiterate, this is all from my unique personal experience. I don't presume that my play-time stats are indicative of any majority of other players.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
i'm a bit of two minds about my personal difference in playtime between D1 and D2 and the possible reasons for it
D1 i always had something to grind for, so i could play all day every day and still feel like I had things to do
but i don't think I want that back
that's awful, random rolls are terrible, and i don't think i want a game that makes me feel like i have to constantly be grinding or i'll never get the things i want
the problem with D2 is i have almost no reason to play by myself, so if the people i like playing with don't want to play, i just don't play
that's also awful
i really don't know what the answer is, to be honest
i think it's somewhere in there needing to be things i want to do and can continuously achieve, but i don't need to do in order to feel like i'm achieving something
i think the dial was tuned too far in favor of the super casual player, and so it was really easy for me to basically get everything really quickly, and i certainly haven't been playing as much as i would have played D1
the whole loot vomit system is garbage and i think a large part of the problem
Loot systems in other games I've played recently. No specific order.
Destiny 2:
Activity-specific locations for most gear, but there is also a "global" pool
Token system to counter bad luck
No crafting
Static rolls (no random stats/perks)
Limited mod system
Masterwork weapons/armor = tail/chase
Borderlands 2:
Boss- and quest-specific drops, but there is also a "global" pool
Torgue tokens, Seraph Crystals to counter bad luck (minor)
No crafting
Random rolls (minor)
No mod system* (Class Mods are just another piece of gear in this context)
No reforge/recalibrate option
OP levels from DLC represent the only tail/chase as you would need to reacquire loot for it to remain relevant.
Diablo 3:
Random drop locations
Blood Shard and Kanai's Cube systems to counter bad luck
Crafting (minor)
Random rolls ("rarity = power")
Legendary Gems
Reforging available to customize stats
Ancient / Primal tiers of loot = tail/chase
Division:
Semi-random drop locations (*expected to change to completely random in the next patch)
Credits, Phoenix Credits, and GE Credits to counter bad luck
Crafting (major)
Random rolls
Decent mod system
Recalibration available to customize stats
Optimization / Classified armor = tail/chase
Erevar on
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
Borderlands 2 still had one of the worst loot systems in my opinion. Running specific bosses over and over aside from one of their paid dlc loot sploision was obnoxious as fuck. Makes me worry for the future with Bl3 to be honest.
D3 to me has the most fun for a loot chase, in that you usually get the item you want fairly quickly, you just don't get the optimal roll for it, so you spend time with the gear you want, just chasing that faster clear, that better stat, the clearer high.
Monster Hunter World actually has a super fair system for loot, since its all crafting, and now the game has weekly quests to get the rarest hard to snag items for final evolutions.
I would like some money because these are artisanal nuggets of wisdom philistine.
Borderlands 2 still had one of the worst loot systems in my opinion. Running specific bosses over and over aside from one of their paid dlc loot sploision was obnoxious as fuck. Makes me worry for the future with Bl3 to be honest.
D3 to me has the most fun for a loot chase, in that you usually get the item you want fairly quickly, you just don't get the optimal roll for it, so you spend time with the gear you want, just chasing that faster clear, that better stat, the clearer high.
Monster Hunter World actually has a super fair system for loot, since its all crafting, and now the game has weekly quests to get the rarest hard to snag items for final evolutions.
I agree with the bolded and its even more mindblowing that we already had that in Destiny 1 and they moved away from it.
Borderlands 2 still had one of the worst loot systems in my opinion. Running specific bosses over and over aside from one of their paid dlc loot sploision was obnoxious as fuck. Makes me worry for the future with Bl3 to be honest.
D3 to me has the most fun for a loot chase, in that you usually get the item you want fairly quickly, you just don't get the optimal roll for it, so you spend time with the gear you want, just chasing that faster clear, that better stat, the clearer high.
Monster Hunter World actually has a super fair system for loot, since its all crafting, and now the game has weekly quests to get the rarest hard to snag items for final evolutions.
I agree with the bolded and its even more mindblowing that we already had that in Destiny 1 and they moved away from it.
It really is. Like rando rolls were not optimal yes this is true, but really the loot treadmill in d2 goes from "nothing you want" to "everything you could want" within a couple play sessions.
Like I played destiny 2 intensely, and did all 3 characters. Thinking at first it was because "hey I want all 3! this time!" but honestly I think it was more "well I've gotten all the loot I want on this guy, better move on to the others?"
I would like some money because these are artisanal nuggets of wisdom philistine.
Though it wasn't listed, I have found Path of Exile has one of the worst loot systems I've ever run across in an action rpg. Like so much garbage dropped after you kill some creatures it takes Borderlands 2's "hey fuck you get white and green everytime no matter what" and makes it infinitely worst.
I would like some money because these are artisanal nuggets of wisdom philistine.
I'm more open to random rolls for numeric values rather than full fledged perks. My issue is chiefly the amount of effort in the decision cycle. With perks you're talking about a combinatoric, does perk J which is normally not great actually fantastic when combined with perk T? I do not want that much thinking for every single loot drop.
If it were only "Oh, this Nameless Midnight rolled 98% of maximum, that's better than my current so it gets to stay!" that's fine. Of course, I expect roll ratings to take Bungie somewhere near a year after they launch a random roll system.
Posts
Thank you
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
From [email protected]: https://www.bungie.net/en/Explore/Detail/News/46670
the next one apparently
Holy shit. I like.
I agree with what he's saying. The problem with the meta is lack of variety in ways to kill a guardian. Primaries are about the same, but the other ways (grenades, supers, specials, melee, shoulder charge, mobility flanks) are massively nerfed.
Huh, so two IB in the same calendar month?
It also kinda makes it sound like IB will always be 6v6 control, that might just be me reading too far into it.
I feel like they are using IB Control to test out changes in a limited format. Not only the size of the teams but the zone flipping/super granting etc. Control is really the only logical place to mess around with any of that stuff since it is still really the only mode with any objective at all. Especially now that Supremacy is just Clash Plus.
control is just clash with a little extra reason to be mad at pubbies
Supremacy: Clash+
Countdown: Not at all Clash
Survival: Not at all Clash
Trials of the Nine: Not at all Clash
Crimson Doubles: Clash but Fun
Mayhem Clash: Clash++
Rumble: Ehhh... Clash adjacent
D1 Modes:
Supremacy: Not Clash. GRAB THE CRESTS YOU FUCKWITS!
Elimination: Not Clash
Trials of Osiris: Decidedly not Clash
Rift: Awesomely not Clash
Zone Control: Anti-Clash
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
@ObiFett refuses to swap weapons so his characters feel more distinct/different to play.
I prefer using the same weapons, personally.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
As you all probably know, I like to opine/speculate on why Bungie shit the bed so much with D2 IMO. I think some people are great at creating from scratch, and others are great at multiplying those creations to something awesome. This new D2 team/leadership, which evolved from TTK's successes has not worked for me. Reminds me a lot of ME:Andromeda team not being able to scale from multiplayer to a whole game (but not quite as bad, D2 is way better).
posted that in the wrong thread heh
having three or four max power level items every week would certainly make leveling up easier
at least assuming you’re getting items for slots you need to infuse
it’s basically double the number of chances of getting a max power level reward for someone who’s not max power level (and thus can also rely on 330 vendor items occasionally)
I feel like they nerfed the impact of this by making it so that you can't infuse armor cross class and you have to infuse the same type of weapon into the same type of weapon.
Eh not really, don't have to use the weapon to be benefiting from the I level increase.
People in active/big clans are rich get richer situations where as smaller clans just get put under.
pleasepaypreacher.net
kind of but that affects both people in clans and people not in clans but people in clans gets potentially twice as many opportunities to infuse every week
I was confused why this was posted in the old thread but then I remembered the exclusivity period.
D1:
Total Time in Activities: 2470h = 102d 22h 42m
Destiny 1 Activity Count: 6153
Current Streak: 22 days inactive
Longest Streaks: 69 days active | 76 days inactive
D2:
Total Time in Activities: 308h = 12d 20h 8m
Destiny 2 Activity Count: 670
Current Streak: 4 days inactive
Longest Streaks: 23 days active | 6 days inactive
Filtered for only raid activities:
It paints a pretty obvious picture to me. D2 is less engaging than D1. If raids did not exist (and the awesome people I've met to play raid activities), then I probably wouldn't play Destiny 2 at all.
Again, to reiterate, this is all from my unique personal experience. I don't presume that my play-time stats are indicative of any majority of other players.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
D1 i always had something to grind for, so i could play all day every day and still feel like I had things to do
but i don't think I want that back
that's awful, random rolls are terrible, and i don't think i want a game that makes me feel like i have to constantly be grinding or i'll never get the things i want
the problem with D2 is i have almost no reason to play by myself, so if the people i like playing with don't want to play, i just don't play
that's also awful
i really don't know what the answer is, to be honest
i think it's somewhere in there needing to be things i want to do and can continuously achieve, but i don't need to do in order to feel like i'm achieving something
i think the dial was tuned too far in favor of the super casual player, and so it was really easy for me to basically get everything really quickly, and i certainly haven't been playing as much as i would have played D1
the whole loot vomit system is garbage and i think a large part of the problem
I swap to a very small set of weapons I like in PvP (ie - better devils mostly) because otherwise I do way worse.
In PvE it barely matters. Only in the raid do I go for a vaguely ideal loadout.
Destiny 2:
Activity-specific locations for most gear, but there is also a "global" pool
Token system to counter bad luck
No crafting
Static rolls (no random stats/perks)
Limited mod system
Masterwork weapons/armor = tail/chase
Borderlands 2:
Boss- and quest-specific drops, but there is also a "global" pool
Torgue tokens, Seraph Crystals to counter bad luck (minor)
No crafting
Random rolls (minor)
No mod system* (Class Mods are just another piece of gear in this context)
No reforge/recalibrate option
OP levels from DLC represent the only tail/chase as you would need to reacquire loot for it to remain relevant.
Diablo 3:
Random drop locations
Blood Shard and Kanai's Cube systems to counter bad luck
Crafting (minor)
Random rolls ("rarity = power")
Legendary Gems
Reforging available to customize stats
Ancient / Primal tiers of loot = tail/chase
Division:
Semi-random drop locations (*expected to change to completely random in the next patch)
Credits, Phoenix Credits, and GE Credits to counter bad luck
Crafting (major)
Random rolls
Decent mod system
Recalibration available to customize stats
Optimization / Classified armor = tail/chase
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
D3 to me has the most fun for a loot chase, in that you usually get the item you want fairly quickly, you just don't get the optimal roll for it, so you spend time with the gear you want, just chasing that faster clear, that better stat, the clearer high.
Monster Hunter World actually has a super fair system for loot, since its all crafting, and now the game has weekly quests to get the rarest hard to snag items for final evolutions.
pleasepaypreacher.net
I agree with the bolded and its even more mindblowing that we already had that in Destiny 1 and they moved away from it.
Xbox Live / Steam
It really is. Like rando rolls were not optimal yes this is true, but really the loot treadmill in d2 goes from "nothing you want" to "everything you could want" within a couple play sessions.
Like I played destiny 2 intensely, and did all 3 characters. Thinking at first it was because "hey I want all 3! this time!" but honestly I think it was more "well I've gotten all the loot I want on this guy, better move on to the others?"
pleasepaypreacher.net
pleasepaypreacher.net
If it were only "Oh, this Nameless Midnight rolled 98% of maximum, that's better than my current so it gets to stay!" that's fine. Of course, I expect roll ratings to take Bungie somewhere near a year after they launch a random roll system.
and not a chance of making worse
but there are a billion guns in D2 and so many are just garbage that it would require a lot more than just implementing a system
the MW system is okay but obtaining materials is currently too steeped in luck and far too rare to make the system usable
though i suspect like all D2’s systems it is too rare now and in a month i’ll be choking on how many i have
but as it is i don’t want to reroll guns for better perks when there is a chance i get the shit perk that’s worse than what i already have