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Destiny 2

Discuss all things Destiny 2.
Edited by Talia Sendua: 5/5/2026 9:35:00 PM
1

As a longtime Player, both PvE and PvP since 2014, this is why Crucible isn't fun to me anymore.

I will keep it short with this topic. I don't really play this game as actively anymore as I did in the past. I've played a lot of different games, different PvP modes since I stopped playing actively at the end of Final Shape. Destiny PvP used to be fun, but it isn't anymore. At least to me. Here are a few points as to why... Keep in mind I speak specifically from a PC perspective in some aspects. [b]Skillbased Matchmaking[/b] Not enough players anymore to support it [b]No option to play with Console PvP in general[/b] Why do I need to group up? Why can't it just be opt-in in general like EVERY OTHER game? I play with Controller on PC. I shouldn't have to switch to my Xbox Series S to play PvP, especially in such low population times, just to have a more enjoyable experience. Why do I need to sacrifice to use my better Hardware on PC for that to play on an inferior system (by comparison to my PC) if I want a most fair experience? Why can't the game just ignore all character controls of my mouse and keyboard unless for text chat? Isn't Battle-Eye exactly for that? To detect people using 3rd party software to emulate such keyboard controls? [b]Some too small maps are STILL in 6v6 rotation, maps designed for 3v3 or 4v4 since Destiny 2 launched[/b] Nothing further needs to be said. That's an obvious design flaw. [b]Why is there no Clash playlist all the time?[/b] Let the people wanting to brainlessly go for kills play their preferred mode - Literally easiest fix possible [b]Why has Destiny 2 PvP become so casual-hostile?[/b] There is no real incentive for the average player to step into PvP. Destiny 1 used to have quests and (exotic) grinds that encouraged PvE players to play PvP on occassion. That is how I got into PvP in Destiny 1 in the first place and improved upon it over time. [b]Why is the PvP sandbox still balanced around Hand Cannons and not Auto Rifles like Halo was?[/b] You literally balance the PvP Time-to-Kill around the high damage delivery weapons instead of the every-man guns Auto Rifles are. Which is entirely unreasonable. Auto Rifles are literally the most easy to use gun, yet mostly perform the worst in head on combat. It is harder to get a kill with an Auto Rifle in PvP than it is to get one with a Hand Cannon regarding the Primaries. Not saying Auto Rifles should be the best weapon in PvP as a primary type, but there was a reason the Assault Rifle in Halo was the default weapon in every official mode since Halo Reach. Because it was the Jack of all Trades gun. Auto Rifles in Destiny 2 PvP barely perform this role reliably. [b]Why is PvP so unnecessary fast-paced?[/b] I am mere 27 years old, young enough to play fast paced games. But I'm not the only player in this game. I remember Destiny 1 PvP being much more enjoyable and fun because you had to play more strategically. But with Destiny 2s launch PvP shifted to an ESL-sports oriented balancing, only to revert to some type of Call of Duty mix with later expansions. The original, strategic shooter gameplay focus from Destiny 1 has been completely lost by now. For those that don't know what this means, it basically entails that Destiny 1 was balanced around being a shooter first, abilities game second. This was done to have the players deal their majority of damage from weapons itself, with abilities taking a strong utility role in the sandbox to compliment the gunplay. Destiny 2 however, regardless of PvP or PvE, has become an ability fantasy first, gunplay experience second. And while PvP still has you rely much more on your guns than abilities, the amount of ability spam visually alone in PvP can be very disorienting and unfun to play against. We have so many different debuff types, so many different movement abilities by now.... It's just not fun to play. Personally I would prefer if the PvP sandbox would be balanced around a 1.1-1.2 seconds Time-to-kill for most weapons, including Hand Cannons, with Special Weapons again taking more the role of "quick kills" as they already do, while removing that focus from primaries. And then adjust the special ammo economy in PvP by removing the ammo generation meter and purely keeping ammo boxes. Additionally, recovery values in PvP could be adjusted to make up for the longer time to kill, so you regenerate slower. While speaking about slower, also consider slowing down the movement capabilities of players. Strand is very oppressive and near impossible to counter with the grapple-melee combo. It would give people more reaction time when being shot at, forces players to less lone-wolf unless they are really good and encourage strategic play around zones and ammo boxes more. Also, in 6v6 go back to 12 minutes match time, 2 Heavy Ammo boxes per team as heavy ammo rounds. And I mean like 3 heavy ammo rounds per 3 minutes (so at 9:00, 6:00 and 3:00 remaining match time). Additionally, during heavy ammo rounds spawn players of the same team closer together at their given Heavy ammo spawn point (and controlled zone correlation). Make PvP more like Destiny 1 again in that regard. A fun, casual PvP experience. Not one where you have to min-max your weapon and builds for the best results. Simple Systems are very often better.

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  • Slower time to kill with all weapons, decreased ammo gain, weaker abilities and making all weapons a bit more equal. Have all game modes up at all time.

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