Main issues:
- Matchmaking takes an eternity to find a match, and when it does it is mostly unbalanced.
- Clash is whatever but competitive, feels more like a glorified quickplay match.
- Heavy Ammo needs to dissapear from this playlist: it is hard to get when you are losing and the uptime of heavy weapons are too long.
- Artifice Armor after 6 matches and then 2 wins is a really bad choice for PvP players who want to get them. [b]Even worse: most of the times they roll with the most -blam!- stat distribution and even lower total stats than recurring to Failsafe from Episode Echoes. This problem with artifice armor stats is also present in all sources.[/b]
Competitive can be resumed as: Play 3 matches a week, then never touch it again until next week. No incentive for casual players to keep playing after getting their weekly compettiive weapon. The emblem is not worth the pain for most casual players, alienating them at hurting experience even at lower ranks.
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3 matches per week only lasts until you have a weapon that is 'good enough' which can often be your first or second week artifice armor was pretty motivating but they moved it to higher ranks with lots of friction, cheese, and unfair matchmaking so why bother now? bungie getting classy with designs that motivate players to play LESS lol be interesting to see how the trials revamp goes, will depend ENTIRELY on how much rep peeps get from a loss since it is the only thing they can count on
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Played 3 yesterday. 1st was close 2nd was my team winning 100-3 (other team only had 2) So because we won so big 3rd was my team loosing by a huge margin Seems to be working as intended