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How do you balance a game with over 1 million possible loadouts in pvp? You realistically cant. Limiting the weekly amount of loadouts to 12 is alot easier to balance out. The point is to force people to "Git Gud" with every weapon archetype while hindering the broken combos. Stasis hunters wont have access to the 1 shot grenade slam combo every week. Do you pick the Subclass your good with but has weapons you are not too great with? or do you pick a subclass your not used too but has weapons you are great with? Do you get a week where the stars align and you get your best preference on everything?
I also forgot to mention the removal of the "flawless mechanic" Instead the adept drops like a raid weapon, the more wins you have that week the higher chance of you getting it. and the weapon only drops on a win.
Destiny PvP isn't meant to be a completely balanced sterilized experience.
Don't like it?
Then get out.
The problem bungie are trying to fix is not that it's not "skill based" enough, it's to make trials interesting to all skill levels that enter it. Any solution that doesn't do this will cause trials to, at best, slowly die.
Why?
Because, if the lowest skill tier of players aren't having fun and feel rewarded, they won't invest the time and effort to play.
"Ok, but who cares about those players? They're not good, they don't belong in trials, it's a pinnacle PVP activity!?!"
Well, without those players, the players on the skill tier above will now be the lowest tier players and now they won't have fun instead and will quit. This will keep going until there's only a minuscule player pool of mostly cheaters and sweatlords. To make this problem worse, when they've also put the basically highest level pvp weapons behind this wall, they have the lunas howl/mountaintop problem all over again with only the highest skill players having access to superior weapons allowing them not only to make the rest of pvp miserable but also gatekeep trials even harder.
This has happened with just about every earlier iteration of trials of osiris and trials of the nine.
The core problem is how the reward structure is so focused on flawless cards.
To go flawless, you don't only need 7 wins, you need to beat 7 teams but not only that, since these teams also are card-matchmade, you also killed 7 other runs directly, but those teams also killed runs before they met you, the guys you faced in the final, had themselves killed ~6 other runs, etc.
This means, for every flawless runs, you get a LOT of failed runs, it's exponential. A reward percentage that even if it was completely random would be incredibly punishing, now add to the point that it's also incredibly skill based, meaning that it's mostly the same teams winning over and over again. Being at the top of this pyramid is not fun.
Bungie have tried to mitigate this by rewarding losing too but even this has not stopped the death spiral, because there's just a limit to how much people are willing to lose their way to the top. Losing 10 games just to have a chance for a random weapon with a random roll isn't exactly a stimulating experience even if it means you can theoretically get a god tier weapon.
This is why Bungie are trying different ways of getting skill based matchmaking or removing winners from gatekeeping others without killing the spirit of trials. By giving players in the entire ecosystem a chance to at least win some games and get rewards as well as allow a greater amount than what mathematically should be the case to get the adept rewards they should be able to get people to stay and that's what they are trying to do with their trials revamps. It's going to be interesting to see if they succeed, because it's quite clearly a damn hard problem to crack