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Destiny 2

Discuss all things Destiny 2.
1/4/2026 12:05:34 PM
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Let's talk about PvP

Destiny PvP currently suffers from: Excessive ability uptime PvE-tuned perks dominating PvP nconsistent time-to-kill caused by exotic and perk interactions Player frustration from ability spam over gun skill This creates matches that feel chaotic, inconsistent, and unrewarding for players seeking fair competition. Solution Crucible: Iron Code is a permanent PvP playlist focused on normalized gunplay, reduced ability impact, and meaningful weapon mastery, without removing Destiny’s class identity. Core Pillars 1. Restricted Weapon Pool Only weapons earned from: Crucible (Shaxx) Iron Banner (during active weeks) Disabled: Raid, Dungeon, Seasonal, and World-drop weapons All Exotics Goal: Use weapons already tuned for PvP and remove PvE-driven outliers. 2. Weapon Upgrades Without TTK Changes Weapons earned in this playlist can be upgraded through play. Upgradeable Stats: Stability Range Recoil Direction Handling Customization: Sight options (zoom-neutral, clarity-focused) Recoil and feel adjustments Locked Stats: Damage Rate of Fire Crit multipliers Damage-boosting perks Goal: Weapons improve in feel and consistency, not lethality. 3. Ability Normalization Abilities remain, but are no longer the primary win condition. Ability cooldowns increased 40–60% Super generation significantly reduced Passive ability regeneration lowered Expectation: Grenades and melees are tactical tools Supers occur ~once per match Gunplay determines most engagements 4. Class Identity Preserved All subclasses remain playable. Titans: space control and defense Hunters: movement and engagement control Warlocks: lane control and support Abilities support playstyles rather than override gunfights. 5. Separate Sandbox Iron Code uses a dedicated PvP sandbox, isolated from: PvE tuning Standard Crucible balance Allows targeted iteration without affecting the broader game. Playlist Structure Permanent competitive playlist Iron Banner weeks expand the weapon pool Cosmetic-only prestige rewards Clear progression tied to weapon mastery Why It Works Reduces frustration without removing Destiny flavor Raises skill ceiling and consistency Encourages long-term engagement through mastery Appeals to both competitive and lapsed PvP players Outcome A PvP experience where players win because of: Aim Positioning Decision-making Not ability spam or PvE perk abuse.

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  • Crucible: Iron Code A Clear PvE / PvP Reward Split for Destiny 2 Thesis Destiny’s biggest PvP issue is not balance — it’s shared incentives. PvE rewards dominate PvP. PvP players are forced to compete against perks and armor designed for endgame PvE burst, survivability, and ability loops. Iron Code introduces a clean split: PvE play earns PvE power PvP play earns PvP power No overlap. No compromises. The Split 1. PvE Track – Endgame Power Earned exclusively from: Raids Dungeons Nightfalls Seasonal PvE activities Characteristics: Damage perks Ability regeneration loops Exotic synergies Burst DPS modifiers Buildcrafting complexity Intent: Make PvE as wild, powerful, and expressive as possible — without PvP consequences. 2. PvP Track – Competitive Integrity Earned exclusively from: Crucible Iron Banner Trials (if enabled later) Characteristics: No damage perks No ability loop perks No exotic armor interactions Predictable TTK across archetypes Intent: Reward consistency, mastery, and mechanical skill. PvP Weapons & Armor (Iron Code Rules) Weapons Earned only from PvP activities Balanced exclusively for PvP sandbox Upgradeable Stats (feel, not lethality): Stability Range Recoil Direction Handling Sight options (clarity, zoom-neutral) Locked: Damage Fire rate Crit multipliers Kill-triggered damage perks Armor PvP armor has Iron Code-only perks: Flinch resistance Aim assist resistance Movement consistency Ability cooldown reduction caps (not boosts) No: Ability regen loops Overshields on ability use Damage resistance spikes Armor supports gunfights — it does not replace them. Ability Normalization (PvP Only) Ability cooldowns increased 40–60% Supers tuned to ~1 per match Ability regen perks disabled entirely Abilities exist for tactical moments, not constant pressure. Separate Sandboxes PvE sandbox remains unrestricted and power-fantasy driven PvP sandbox is isolated and predictable Tuning one never breaks the other Why This Works Removes constant PvE → PvP balance whiplash Gives both player types a clear progression path Reduces frustration without removing Destiny’s identity Encourages PvP mains to stay engaged long-term Success Metrics Engagement PvP playlist population growth PvP-only gear chase completion rates Avg matches per session ↑ Combat Health Weapon kills ≥ 75% of total eliminations Ability kills ↓ 30–40% Super usage ~1 per player per match Balance Class win rate variance <5% Weapon archetype usage parity TTK deviation minimized Sentiment Rage quit rate ↓ PvP sentiment survey improvement Creator & competitive community buy-in Outcome A Destiny where: PvE players chase power PvP players chase mastery Neither ruins the other Real talk: This is exactly the line Bungie avoided crossing, but it’s the line that fixes Crucible long-term.

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