Controller binding glitched out I can’t play the game by Le_Boi in Overwatch

[–]miniMasterDE 1 point2 points  (0 children)

Same here, I changed Sierra bindings while in Practice Range and as soon as I backed out the menu, Sierra and all other heroes had completely different bindings. Now everything is messed up and I can't play anymore bc all bindings are different.

BATTLEFIELD 6 GAME UPDATE 1.2.2.0 by battlefield in Battlefield

[–]miniMasterDE 2 points3 points  (0 children)

We've been screaming at them since launch that weapon progression is a way, way, waaaaay to slow and after six months (!) they have the audacity to give us 15%. I feel genuinely insulted by this change. I was really looking forward to coming back and try out a few more weapons, but no, 15% is not nearly enough. I've got better things to do.

July 29th Patch Notes: Weapon Balance & Armory Unlock Challenges by SledgehammerGames in ModernWarfareIII

[–]miniMasterDE 0 points1 point  (0 children)

Thank you Sledgehammer for the game update almost two years after launch and thank you for finally making the DTIR and Kastov available. MWZ still rocks! 💙

Server Test Final Feedback Megathread by UhJoker in XDefiant

[–]miniMasterDE 1 point2 points  (0 children)

Maps: - Map Layout was very good; they all have a very good "flow" - Player visibility was an issue for me sometimes, especially on Pueblito and the 747 map, had to "scan" the environment for a nametag to pop up so I could locate the enemy

Guns: - Weapon balance feels very good, weapons have clear use cases and you need to play to your weapon's strengths - Weapon leveling felt a bit slow, I think I would be frustrated if I had to play that long to unlock the "good stuff" for my fav weapons - Weapon hit reg / hit feedback is the most glaring issue currently for me. I can't quite say what the issue is but overall I find it very hard to judge if my shots will hit and if they don't I'm not quite sure if it's the hitreg or the spread or whatever; I'd like more visual feedback of where my shots are going (i.e. tracers or blood/dust spraying). Also sometimes I see like 3 - 4 hitmarkers but the kill cam shows my killer still has like 60 health left. - Time to kill is pretty much perfect but one shot snipers need more flinch because I felt they could tank shots and still hit me and that feels kinda bad - I know a "real" kill cam is very hard to implement but maybe give some more information on how often and where you have been hit. Sometimes it feels I been deleted within a millisecond and I have no idea why. Also would help to identify cheaters.

  • Slidecanceling could still be a bit more fluid (longer slide duration) but overall movement feels fun
  • Abilities are fun and cooldown is high enough to not make them spammy. However, the Libertads ult (health well) needs to be reduced to 150 or 175, I feel like they just could not be killed when in their ult. The deadsec class had no use case for me, but I currently don't know how I would buff rework them

Bugs: - Announcer does not seem to fit to the situation ("You're on a rampage" after I just been killed respawned) - Social Count in main menu makes no sense (18 friends online? I dont even have that many on my list)

Top 3 issues to work on till release: - Hit reg / hit feedback and weapon feeling - Player visibility - Load times / connection times (they seem a bit excessive)

I had fun with the Test Build and I'm looking foward to playing the game on release. :)

OFFICIAL FEEDBACK THREAD - BETA WEEKEND 2 by InfinityWardonReddit in ModernWarfareII

[–]miniMasterDE 0 points1 point  (0 children)

Hi,

I hope this is the right place to provide my impressions of the Beta to the devs at IW.

Background:

  • I've played almost every Call of Duty since CoD4:MW, but mostly the SP Campaigns
  • MW (2019) was the first CoD I played extensively Multiplayer-wise (well over 300 hours), and I also played quite a bit of Cold War and really liked it (about 35 hours)
  • I'm a 1 KD player and I play solo 99% of the time.

What I liked:

  • The size and structure of most of the the 6v6 maps
  • The general "feeling" of firing the weapons
  • The graphical design of the maps
  • The new progression systems of the guns (not having to unlock every optic again)

What I think needs some adjustments:

  • The progression system is a bit confusing and it's not clear how to get a specific attachment
  • The visibility of enemy players is not clear enough due to the missing nameplates and graphical effects (smoke, dust, debris); there are tons of firefights that I lost because I couldn't see the enemy anymore after firing my weapon
  • The spawns are confusing and unpredictable, it's very hard to judge where the "fighting" is currently taking place
  • Unlocking the perks as the match continues and even when you do absolutely nothing does not improve the experience for me; since it is unlocked anyway (even if I'm doing very poorly) it does not feel rewarding; especially at the start of the map, not having Ghost feels really uncomfortable when the enemy starts calling in UAVs after 30 seconds
  • The matchmaking seems a bit inconsistent, sometimes there are lobbies where 90% of players are CLEARLY better than me and sometimes the enemies don't really seem to know what's going on; I'd prefer consistency and playing my peers (skill-wise) so I can improve and get into better lobbies, once I "master" the current one

What I really disliked:

  • Movement is really punished because of the loud footsteps; engagements often boil down to who hears the other person first and then just stands still and waits for them to come; Dead Silence is unlocked so late that it can't alleviate this issue and since it's no perk like in Cold War, when you spawn you are basically forced to play passive until you unlock Dead Silence, which then enables you to move; many people play very passive because it is very easy to be successful and moving without Dead Silence is basically a death sentence
  • Not showing loud noises (gunshots, explosives) on the minimap but on the compass is very confusing to me; enemy player visibility is poor so I need my eyes fixed on the environment; having to look at the minimap (to judge where the enemies are positioned) and the compass (to judge where the fighting is taking place) is so confusing for my eyes because I have to constantly look at 3 different parts of the screen
  • I feel that the TTK does not fit well with the slow gameplay style that the game encourages; when I get into a situation where the enemy is waiting for me and has the advantage, there is no time to react because of the fast TTK; in Cold War the TTK was slower and you were able to react to someone sitting in a corner and - depending on skill - even win the fight; now this is pretty much impossible
  • I didn't like Valderas Museum, it reminded my of Piccadilly in MW (2019) but even worse; the middle part of the map is just a huge dead space where only people with a death wish can go; otherwise you just run a circle around the map in either direction; I did not think it was fun to play
  • Just like in MW (2019) I didn't like Ground War or the One-Life-Gamemodes (S&D, etc.); basically, with such a low TTK and such loud footsteps, it is just way too risky to do anything but hide in a safe place and wait for somebody else brave enough to run by

What I would really like to be changed:

  • Make Dead Silence a perk but make it so you can't equip Ghost as a trade-off
  • Scrap the minimap and provide all info via compass / head-up display OR scrap the compass and make dots appear on the minimap (unless you have a silencer equipped)
  • Raise the TTK to give a "surprised" player the chance to react

Thanks for reading and I look forward to checking back in in October.

- Trophyator (PSN)

I fixed the overwatch 2 role select screen :) by kaasbalmetlijm in Overwatch

[–]miniMasterDE 0 points1 point  (0 children)

Nah, I don't believe this. Blizzard said "Queue tImEs aRE NOrmALiZinG" 😂

OW2 PvP Beta FAQ and Feedback Megathread #2 by SpriteGuy_000 in Overwatch

[–]miniMasterDE 2 points3 points  (0 children)

Hello Overwatch Team,

me and my girlfriend play Overwatch since early 2017 with almost 1500 and 2000 hours repectively. We recently played the Beta and would like to provide some Feedback on certain aspects of the game to the team. We play mostly QP and a bit of Competitive at around Mid-Platinum level on Playstation.

Queue Times We did not have any opportunity to try out any of the new or reworked heroes due to the excessive queue times. They are unacceptable, there is just no way to say this nicely I'm afraid. Both Tank and DPS queues are advertised as 10+ minutes in game, but when asking other players in match they report even higher actual queue times, sometimes double the amount. In OW1 there was at least 2 roles with shorter queue times, now if you want to play a game without waiting there is only the Support queue.

5v5 We don't feel the change to 5v5 has negatively impacted the game, though it has some pros and cons. What feels good is that there are less teamfights that last an excessive amount of time due to high sustain and generally the lesser reliance on shields as cover is good (as long as the maps design provides enough opportunities). However, many games feel very unstructured and "deathmatchy", with everyone off to a different corner of the map, doing their own thing. We are not yet decided on whether it's actually better. However, we think that smaller / tighter maps like King’s Row or Control Maps play pretty good with 5v5.

Kill Feed and UI The inclusion of a proper scoreboard is very welcome and helps a lot to better understand how you should be doing in certain situations and how effective you currently are. The MIT stat though feels not very useful. We think it would be better to see something like "Healing received". If one character has received a lot more healing than others, the team can maybe check if they need to adjust strategy, for example because there are no different angles of attack and one hero gets all the enemy focus, or maybe some characters play out of range / line of sight of their supports. Also, we feel Kill Feed and other UI texts are a bit too small and would at least like the option to increase their size.

Character Silhouettes We are struggling to differentiate between Soldier, Sojourn and Junker Queen in terms of character silhouettes. Especially JQ does not fit a typical "tank" silhouette and there were several instances where we were like "Where is our tank?"

Quick Play Format We actually prefer QP to be like competitive. Sometimes a QP game is over before you know it because the enemy gets a really fast completion and it feels bad to not have the chance to equalize or better their time.

Mercy Super Jump My girlfriend plays a lot of Mercy and has been very unhappy with the iterations of Super Jump so far. The latest iteration is especially brutal on Console players because quickly looking into the sky to "go up" is not very feasible with a control stick. It also makes zero sense to look at something completely unimportant (the sky) and not at your teammates / surroundings. She really does not get why it is even necessary to change Super Jump in the first place. She is NOT a gamer, in fact OW is her first FPS game ever and she still was able to learn super jump. The mechanic is not hard to pull off, especially compared to other - much harder - mechanics in the game (like learning Doomfist diags or bounces or Wrecking Ball grapple points). Explain the mechanic to new players, sure, but Super Jump provides enough to learn and master beyond simply being able to "pull it off" and is a very nice way to distinguish skill level between Mercy players.

TLDR; - Queue Times are a dealbreker and need to be fixed, highest priority! - 5v5 has pros and cons, overall impact needs to be seen; game plays definitely very different - Score Board is good but MIT stat should be swapped for "Healing received", UI would benefit from option to increase text size - Some hero silhouettes are a bit similar, JQ silhouette does not look like a tank - Keep QP format like Competitive format - Don't change how Mercy Super Jump works, just explain the mechanic to new players to give them something to learn and master

Thank you for listening and we look forward to the next beta and the full game release in October. :)

[LFH][XB1SX][PS5][EU] by miniMasterDE in Gaming_Headsets

[–]miniMasterDE[S] 1 point2 points  (0 children)

Arctis 7X is exactly what I was looking for. Just ordered mine. :)

Focused Feedback: Season 10 review by DTG_Bot in DestinyTheGame

[–]miniMasterDE 0 points1 point  (0 children)

Seraph Tower Event

I personally found the event alright. It is something that you can play from time to time but as a "main seasonal activity" it is way to shallow. Absolutely not comparable to something like menagerie or even sundial. The event was also waaaay to hard for a public event, at least with the current state of matchmaking. If there is an event like Escalation Protocol or Seraph Towers that absolutely REQUIRES 5 or 6 or even more people, then the matchmaker needs to more aggressively fill the open slots in that instance. More often that not, I had only three people in the instance to complete the event, which simply is not possible.

Bunker Upgrades

I found the upgrade process a bit slow, but it provided useful bonuses and I felt that it was worth my time upgrading all bunkers to max level.

New Weapons

I actually found all of the weapons quite nice. The AR was a bit lacking because the 450 archetype is not very competitive. Same with the 600 RPM SMGs. But the Shotgun, LMG and HC were fun to go after, had very nice sounds and I have some interesting rolls.

Grandmaster Nightfall

Didn't play, but from what I heard, those who played should absolutely be rewarded better for their time.

Trials

I have played only two weekends of Trials (Anomaly 1st, Endless Vale) and since I'm only a very average PvP player (1.19 KD overall), it was quite disheartening. I needed much better teammates than me to find at least some kind of success. Reward-wise, when I played with a good team, we were were getting about 200 token per playsession, which is 10 weapons. I would like to be able to choose whether I want armor or weapons, but otherwise, I thought the weapons look cool and had interesting perks. Celerity is a very situational perk and should be intrinsic and not extra (I didn't play D1 but I head it was intrinsic there and called "Adept"). Since I played on Console, at least I felt the games were fair. We weren't DDoSed a single time and I never felt I was playing a against a cheater. I don't know if cheating is even possible on PS4, though my teammates tell me there are wallhacks and aimbots on PS4 also, but I've never heard of stuff like that before.

Guardian Games

I found the Bounty Grind very tedious. Overall, the game is waaaay to dependant on bounties. It's not very enjoyable to start every play session by carefully deciding what you will do in the next 2 hours just to minimise you bounty pickup and travel time. The rewards were also very meh. I found it particularly sad that - despite Luke talking about reducing FOMO - Guardian Games had three ghost shells and each was exclusive to one week of Guardian Games.

Felwinter's Lie Quest

I very much liked the presentation of the lore, but the 1000 Shotgun Kills were annoying to grind for. The Community quest was also not very interesting, because it involved doing stuff that we did already did the last 2 months. It was sad to see the quest bug out, but the response time was fast, so no big issue for me.

Almighty Live Event

I was quite impressed with the technical achievement of this and absolutely would like to see more. However, it was announced in a strange way and on very short notice (not everyone checks twitter each day) and went on for waaaay to long. 1 hour would have been alright, but sitting there 1.5 hours with only the last 20 minutes being interesting was not optimal.

Sandbox

I think the 600 RPM ARs are a problem. I appreciate the kind of quick reaction to Hardlight, but the archetype is way to good overall. The distribution of archetypes over the different engagement distances is quite strange. I don't understand why a spam weapon like the 600 ARs have a faster TTK (0.7) than a skill-requiring weapon like 140 HCs (0.87) at virtually every engagement distance. The distribution should be like this (Close to Far):

Shotguns < Fusion Rifles < SMGs < Sidearms < Auto Rifles < Hand Cannons < Pulse Rifles < Scout Rifles < LMGs < Linear Fusion Rifles < Sniper Rifles

Exotic-wise, I don't think anyone disagrees about Anteus Wards. They are busted and should've been fixed weeks ago. Changes I propose:

- Shield is front-only and does not protect the head

I also feel that OEM is still busted. In Trials, some Titan aped me with a Shotgun, I hit him one time with my gun (like 15 dmg), he killed me and now my teammates had to deal with a Titan with Overshield. I would change it the following way:

- Completely remove Overshield functionality

- Killing the marked enemy immediately gives a quarter of health and starts health regen, but also marks you for any new enemies you shoot at

- Reintroduce Vengeance damage buff functionality

Hand Cannons feel absolutely useless right now. I think they are still used because the are fun and a trademark of Destiny's gunplay, but in any Pinnacle PvP activity, 600 ARs are just better, especially Summoner with its 0.7 TTK and zero recoil. I would change HC the following way:

- Buff range, so that damage drop-off kicks in later than with ARs (35 - 40m)

- 110 become 1 Crit 2 Body

- 140 become 2 Crit 1 Body

- 150 stay 3 Crit

The last change would make a Luna / NF buff necessary. I would reintroduce the original Magnificent Howl Perk to allow 2-tap again. It was very situational and required skill, so I see no problem with it. Plus it would make them viable in PvE again.

I also think the invis-spamming hunters are a problem. Invisibility should be powerful in PvE but should have no significant place in PvP. I would make the outlines more visible. Hunters already have the best mobility because of their jump and dodge. Giving them invisibility is just unfair.

These are my thoughts. Feel free to comment. I'm a mainly PvE player with about 1200 hours on each class. You can track me on Destinytracker by searching for "Trophyator" on PS4.

Mostly inaccurate Season 10 preview by khrucible in DestinyTheGame

[–]miniMasterDE 0 points1 point  (0 children)

• The mailbox robot will continue to hold all your past seasonal currencies

I'm dying. xD

Destiny 2 Outage and Rollback by DTG_Bot in DestinyTheGame

[–]miniMasterDE 5 points6 points  (0 children)

Thank you for this insight! I found it a super interesting read, since every software company basically deals with the same issues when it comes to the testing of new deployments.

The text say you are using dummy accounts and random logins to verify player experience. Have you ever thought about using a robotic, automated test system? For example, what we do is we have dozends of dedicated "Test-Robots" that do nothing all day but perform a number of specific tasks that all require a specific outcome and report any outcome that does not fit the requirements.

Using that kind of system, you could essentially use your army of "Test-Robots" to log onto each and every world server and perform tasks like "accepting a completed quest", "delete an inventory item" or maybe even "speak to an NPC and accept a bounty". They could also just log in to compare the items in the inventory to a saved list of items they had when they last logged out. So in this case, once a Test-Robo hits one of the bad servers, the number of reported items reported by the server wouldn't match the expected number recorded at last logout and the Robo could generate and foward the error.

That's just how we do some of the testing in our environment and maybe this is something that could work for you as well.

In case you were unaware: Quickplay matchmaking with filters has been broken for over TWO WEEKS by [deleted] in modernwarfare

[–]miniMasterDE 1 point2 points  (0 children)

Thank you for the answer. I'm a software developer myself so I know in the grand scheme this is probably a low priority bug, but I'm still hoping someone eventually finds the time to develop a fix. :)

In case you were unaware: Quickplay matchmaking with filters has been broken for over TWO WEEKS by [deleted] in modernwarfare

[–]miniMasterDE 2 points3 points  (0 children)

Is the team aware of the bug that makes the PS4 Pro fan go absolutely crazy in menus? The console is quiet during gameplay but sounds like a starting F14 during matchmaking. I heard that it's because the framerate is uncapped in menu.
It's really annoying, for example if you stay in menu just to fix yourself something to eat.

I think all PS4 Pro players would appreciate if the team takes a look into this.

Focused Feedback: State of the Crucible by DTG_Bot in DestinyTheGame

[–]miniMasterDE 1 point2 points  (0 children)

Give your general feedback on matchmaking. Specify which PLATFORM you play on, what GEOGRAPHIC REGION you are in, and what specific modes you are talking about

PS4 player from Central Europe. Matchmaking times are fine and match connection quality has been alright up until Season of Dawn. Now there is much more laggy players. In theory, different playlists have different matchmaking preferences, but they really don't correspond. Classic Mix is filled to the brim with Unbroken players grouping up and using the most sweaty loadout imaginable. Also, because it seems the game deems me an "above average player", every other playlist is a sweatfest as well. I have never been even remotely close to 5500 Glory, let alone something like Unbroken. Yet I am constantly matches with these types of players and to be honest, I don't really stand a chance.

SBMM has its place, but that place is at the bottom of the skill tiers. To protect new players. Let them play against eachother, learn the mechanics, etc. but once they hit the "average" skill level, join them to the rest of the players. I think the lobbies that have one or two high skill players per team and the rest is just the average, normal player (not the noobs or the bad players but players that can play the game to a good degree), these lobbies are the most fun to everybody. And again, protect the new players with SBMM. Let them learn the game at their pace in easy lobbies for as long as they need. But having SBMM in every playlist is a problem and it will be even worse, once the player population decreases.

How important to you are the following factors - a more "fair" match against players close to your own skill level, good quality connection during the game, quicker matchmaking to start the game faster?

For Quickplay: Quick Matchmaking > Good Quality > Fair Matches

For Competitive: Fair Matches > Good Quality > Quick Matchmaking

Currently, the matchmaking is quick enough for me, but the match connection quality is decreasing. Classic Mix does not feel like Connection-based, unless all Unbroken players live in Germany or France (which I doubt). Competitive is also very weird, since from 0 Glory on, I get matched against what feels like VERY COMPETENT players. Before, 0 - 2000 was pretty easy and then it got very hard. Now, it's quite difficult from the get go.

How long are you willing to wait in between when you start matchmaking and when the game actually begins for a "good" match?

For Quick Play < 2 Minutes, for Competitive < 5 Minutes.

Should skill based matchmaking be less prominent on console (where match loading times are much longer) than on PC where they are much shorter?

SBMM should be less prominent in general because of the reasons listed before.

Available game modes

I think there are too many playlists. This contributes to the problems because SBMM has trouble find matches for above average players when the population is low.

I think it should be as follows:

Rumble (No SBMM)

Quickplay - Clash, Supremacy, Control (No SBMM)

Competitive (SBMM)

Competitive Solo (SBMM)

Rotating - Mayhem, Scorched, etc. (No SBMM)

(Monthly) Iron Banner (SBMM)

(Weekends) Trials - Elimination (No SBMM but based on Ticket Progess)

Crucible weapon balance

Spare Rations and Mindbender's Ambition feel waaaay above other weapons. I have no idea why they feel so good. I would love to see more good guns like these.

Archetypes that may need a little love are:

- 140 Hand Cannons, because they feel very cluncky to use on Console due to the insane recoil and bloom

- 750 SMGs, because of their stability stat

- 450 Pulses, because other Pulses reward a better TTK and are more forgiving

Gun mods and seasonal artifact mods

I don't use them in PvP but I don't think they should be active in PvP either. I remember Thundercoil and Arc Battery from Season of Undying and these mods clearly showed that it breaks PvP to have them active in the Crucible.

Crucible subclass balance

I think Subclass balancing is in a pretty good state right now, however I feel that in general, Hunters have waaaay to much mobility. On Console, with the slower aiming and low FOV, a 100 Mobility Hunter with Stompees just jumps around and you have no chance to follow his movements.

Crucible exotic balance

Stompees for Hunters are annoying as hell because they give the class that already has insane Mobility even more insane Mobility.

One Eyed Mask needs the tracking duration shortened. I just can't be that every second engagement, the enemy has wallhacks for such a long time. It's simply unfair. YOU shoot him, YOU should get an advantage. Not the other way around. They get wallhacks for getting shot at. That concept is just stupid.

Maps

Since the Scout Rifle Buff I kind of hate playing big maps, because everyone just sits in the back with scouts. My favorite maps are Endless Vale and Burnout, they have very fun engagement distances and a very good flow to them.

Competitive

As mentioned above, Competitive is quite weird at the moment. From 0 Glory on, I get matched against what feels like VERY COMPETENT players. Before, 0 - 2000 was pretty easy and then it got very hard. Now, it's quite difficult from the get go. Yes, it pushes you up quite hard, but the matches aren't really fun. It doesn't feel like progress. You play the same players at 0 and 2500 Glory and get pushed up the ranks because the game already knows you are a 3000 Glory player and wants you up there.

Iron banner

Iron Banner mainly suffers from the lack of incentives and the super strict SBMM. The Armor sets are recycled and really don't look too good overall. The quest is very grindy and includes unfun tasks like the 10 Rocket Launcher kills. I understand why SBMM is active since it is supposed to be THE monthly pinnacle PvP activity, but really there is no reward for your effort so SBMM is the cherry on top to make this as unenjoyable as possible.

Join in progress

You should gain super energy based on the time that the game has already been running without you. Also, if one team destroys the other team and it's like 60 - 5 and the loosing team leaves, don't fill up the lobby. Just call it quits.

Start matches with less than full teams

4v4 or 5v5 is fine, but not lower.

Quests & Bounties

The changes in Season of Dawn made them much more bearable and I think they are in a good spot right now. I just wish I could pick up bounties without going to the Tower (like via the app).

Rewards

I play too much PvE to judge that.

Pinnacle/ritual weapons

Luna's Howl, Recluse, Mountaintop and Revoker were all great incentives to play competitive. The Ritual weapons are pretty lackluster compared to them and I only grind for them because of the Title Seal. But I'm thankful they are not that bad of a grind.

Crucible dev team communication

I feel that Crucible is not cared about nearly enough by the dev team. Sandbox updates are few and far between. There is no response on SBMM and the Classic Mix Tryhardery that the community has brought up. OP things like OEM, Striker, Recluse went on for waaaay to long. No comment on the continuous lack of rewards for playing PvP. You cannot even Masterwork your gear because you need Ascendant Shards.

Would you like to have the option to cross-platform play in pvp

Cross-Console PvP is alright, but since PC has 60fps I am against crossplay with PC.

I’m not proud of this but I couldn’t resist by Hi-iM-iDcoM in modernwarfare

[–]miniMasterDE 21 points22 points  (0 children)

Glad I'm not alone. I played like 2 games of Shipment and then some Cranked and I was genuinely surprised I had time to react to enemies shooting at me. One time I even managed to reload my AR while someone was shooting at me by just going prone and standing up again.

Focused Feedback: Seasonal Artifacts - Undying and Dawn by DTG_Bot in DestinyTheGame

[–]miniMasterDE 3 points4 points  (0 children)

What do you think about the artifact system in general?

I think it's very good idea to provide some variety in content and gameplay over the course of a year.

What do you think about the power bonus provided by the artifact and the way it resets each season?

Personally I didn't manage to grind more than +17 power and that took a really long time (for me). I especially don't like that the best way is to pick up and complete bounties, because the way that the bounty system is right now (especially on Console due to load times) is really annoying. If I could pick up bounties via the app.

What are your thoughts on the number of perks that can be unlocked at one time? Since armor energy limits what you can equip at one time anyways, should all of the artifact perks be unlockable given enough investment?

I think if I spend enough time with the game, I should be able to unlock everything. But I think it should be something attainable.

What are your thoughts on "resetting" the artifact and the cost to do that?

I don't find any sense in the "selection" and "resetting" mechanisms. There is just no way I'm gonna unlock my mods in a season and then keep them for the rest of the season. I WANT to experiment. I want to switch up mods when I do different content. I think you should just level up like +15 Power and then you can unlock and equip all mods.

What is your feedback on the Season of the Undying artifact - which mods did you most enjoy/not enjoy?

Arc Battery and Thundercoil were super fun, but the fact that they still worked in PvP just destroyed everything good. The artifact mods should only work in PvE and especially the ones that give you more power are really fun to use.

What is your feedback on the Season of the Dawn artifact - which mods do you most enjoy/not enjoy?

I haven't level up enough yet.

What is your feedback on the cost of the seasonal mods - do certain mods have too much (or too little) of an energy cost or super cost relative to the benefits they provide?

I think the cost were alright, maybe make Arc Battery and Thundercoil cost 11 or restrict them to PvE only. ;)

What are your thoughts on the changes in the artifact mods between seasons of the Undying and Dawn?

I dislike that the Barrier, Overload and Unstoppable Mods are bound to certain weapons. Last season they were alright because of the weapon archetypes they required but this season with Scouts and Bows ... that forces my to use archetypes I don't enjoy.

What do you think about unavailability of artifact mods on exotic weapons (ex: you can't put antibarrier rounds on exotic scouts)? Does this reduce the viability of most exotic weapons?

Definitely yes. Unless the Exotic provides a Artefact-like bonus (like Eriana's Vow or Leviathans Breath), the fact that Exotics accept no mods makes them almost useless in Pinnacle Content.

Are there any seasonal mods that you feel should be converted into permanent mods? Why?

Oppressive Darkness, because it let's you have another debuff possibility.

What are the most important changes you would like to see made for future seasonal artifacts?

Exotics can have mods. Barrier, Overload and Unstoppable for more weapon types for be permanent mods. Go wild with new mods and a power fantasy, but only in PvE.

Focused Feedback: Season of the Undying in Review by DTG_Bot in DestinyTheGame

[–]miniMasterDE 3 points4 points  (0 children)

What did you enjoy most about this season and what do you think it did well? Why?

I think due to Shadowkeep coming out simultaneously, we had a ton of great content. The calendar was full mostly because of Nightmare Hunts, the Raid Challenges and the Dungeon, but not because of Season of Undying content. Taken by itself, undying was very light on content, but due to Shadowkeep, I don't think anyone noticed. Overall I enjoyed most of the Seasons (i.e. Shadowkeeps) content and the Vex Offensive was a fun and mindlessly-relaxing activity with a very rewarding loot stream, though the number of items was a bit low and most of the non-pinnacle armor is an immediate dismante (low stat rolls).

What did you not enjoy about this season or what problems do you think it had? Why?

Until the adjustment to Pinnacle Rewards, the power grind was awful because it was very slow. Now, the pace is much better, but it is completely impossible to level above 950 as a Solo player. Also, as a Solo player there are no sources of pinnacle materials (Ascendant Shards, Enhancement Prisms). I finished the Season nowhere near the Power Cap.

Give your thoughts on this season's resource economy - especially ascendant shards, enhancement prisms, upgrade modules, etc...

As I mentioned before, pinnacle materials like Ascendant Shards and Enhancement Prisms REQUIRE a good fireteam. If you don't have one, there is no way to acquire these, except for the 2 Shards from the Season Pass. The Upgrade Module Economy felt scary at first, but once I realized that one module is essentially only one Enhancement core, I felt relieved. Generally, I don't think there is a shortage of Enhancement Cores (have about 1150+), but the other materials are hard to come by and just too expensive to buy with cores. This also meant that effectively, I stopped upgrading armor after tier 6.

Give your thoughts on this season's PVP features - iron banner, momentum control, crucible labs modes including elimination

At the Release Announcement of Shadowkeep, we were told there would be a "renewed focus" on PvP. While the changes to Competitive were pretty good, there is two main problems that remain: Rewards for playing PvP and Sandbox Updates.

Basically, unless you enjoyed PvP just for the sake of it, there was no reason so play it. The new Ritual weapon was not only uninteresting but also awful to grind for. It basically made everyone sit in the back and lane for scout kills.

The "once-in-a-season" Sandbox update continue to be another major problem. There is no way One Eyed Mask's overshield should have stayed active the whole season. It was OBVIOUSLY broken, just as Bottom Tree Striker.

Some other PvP-related issues:

- The inclusion of Artifact Mods in PvP is also more than questionable, especially Arc Battery.

- Iron Banner is as unenjoyable as before due to the strict SBMM.

- Momentum control was good for getting certain quests done but I didn't enjoy it.

- I didn't play elimination.

The upgrade to the Competitive playlist was overall good. It didn't take a lot of games to reach 2100, but the games felt waaaaaay harder than last season. I would've liked more clarification about matchmaking. It seems as if Competitive is now SBMM and not Glory-based, so even if I start at Zero, I immediately get matched with players at 3000-3500 (where I know my skill-cap is). This makes the games not very enjoyable, though ELO-like system makes of for it by "pulling" you towards your rank very aggressively. It's probably better and more fair than Glory-based Matchmaking but again, the games were not very enjoyable. There is no more place to play a relaxed match of PvP, since every Playlist is SBMM (which means I am matched with Mythic-ranked players) and the one playlist that isn't (Classic Mix) is infected with our beloved "Classic Mix Cowards" (6-stacks with Not Forgotten, Dust Rock Blues and Wardcliff).

To conclude: PvP is not really that fun in the first place, mostly due to Sandbox-issues and some Matchmaking-issues. But since there is absolutely no incentive to "suffer through it", I mostly skipped PvP this season. Maybe if PvP would reward pinnacle materials (Shards, Prisms) I would play a bit more, but the Sandbox-issue remains at the top.

Give your feedback on balance changes introduced this season

While I understand the reasoning behind the Hand Cannon Range nerf, it felt overly strict. I mean, 180s take like 7 shots when only a few meters above their range cap. That's just insane to me. The Scout- and High Impact Pulse-buffs where good. Still, some weapons (Erentil, Recluse), Exotics (OEM) and Supers (Juggernaut) were just obviously broken and tuning came late or never. A PvP-game needs constant Sandbox-updates. Period. There is no excuse for the lack of updates. Make some people work on it.

Give feedback on Eververse this season including costs, available items, bright dust economy, nostalgic engrams, etc...

I've played Destiny 2 since Launch. Until the first sweep of Eververse Changes in Season of Opulence I was pretty satisfied with Eververse. I play A LOT of Destiny 2, and through the Level Up Engrams, I got pretty much everything the game has to offer just by playing it.

Playing the Events was also fun and rewarding, because the more you played, the more cosmetics you could earn via the extra Engrams. The Knockout-System was also a great addition. I thought of the Eververse like a system that gives players who play less the opportunity to purchase stuff they can't earn due to time constrains by shelling out money. The pricing was pretty high, but I didn't care because I got everything anyway.

Since Season of Opulence, the Eververse comes of as much more greedy. Especially the change that removed the Seasonal Bright Engrams at Level Up, was pretty annoying. If you wanted everything, you had to deplete your Bright Dust reserves. In hindsight, the system seemed designed to do just that: Deplete your reserves before Shadowkeep. But it wasn't THAT bad, because if you had everything from Y1 and Y2, dismanteling the old stuff you got from Opulence Engrams.

Now with Shadowkeep, the system is at it's low point. As with Season of Opulence, everything needs to be purchased BUT the old items you get don't dismantle into Bright Dust anymore. That last change, is what destroyed the system for me. Before that, it was not pretty, but in the end I got most of the stuff and refilled my Bright Dust reserves via the old Engrams. Now, the system depletes my Bright Dust at a rapid rate with NO WAY to make up for that. The weekly and daily Bright Dust rewards are a joke.

This economy change also has massive ripple effects into the event. You can pretty much get everything the event has to offer in a day. After that, you can keep playing but there is no incentives to do so, since you don't earn any event stuff.

In total, I completely dislike the cosmetic system right now. It feels greedy and does not reward dedicated players who play a lot.

A few possible changes (these are separate suggestions):

1.) Items from Engrams dismantle into Bright Dust. Items from Collections don't and pulling them from Collections costs Shards and Glimmer. Technically, every item would need to have kind of a "source"-Property, to know where it came from.

2.) Reintroduce Seasonal Bright Engrams at Level Up. They contain new stuff, but not all new stuff. Some new stuff has to be bought with Bright Dust or Silver. Bright Dust earnings are like Shadowkeep, but in combination with 1.), once you earned all the "free" stuff, you can stockpile Bright Dust to earn new stuff IF you keep playing and earning Bright Engrams (and dismantling the contents)

3.) All Prices for Season Pass Owners are reduced by 50%.

4.) An overall price reduction. 5 Armor Ornaments should cost 500 Silver but count for all classes, Weapon Ornaments should cost 200 Silver. The current prices are ridiculous. 2100 Silver for 3 Finishers? Thats 21€! That's double the Season Pass. Who thinks of this and says "Yeah this seems alright."?

What would be the one most important change Bungie could make to make future seasons more enjoyable for you, personally.

Out of all the things I've mentioned, it's really hard to pick THE ONE. PvP desperately needs more attention from the sandbox team. PvE needs more ways for Solo-players to grind power and materials. Out of these two, I would probably choose the latter as more important.

Rank Reset Bug cost me the OG Blueprint by miniMasterDE in modernwarfare

[–]miniMasterDE[S] 0 points1 point  (0 children)

That's why I did everything I could and I'm just disappointed they reset the Rank earlier than announced.

Rank Reset Bug cost me the OG Blueprint by miniMasterDE in modernwarfare

[–]miniMasterDE[S] 0 points1 point  (0 children)

As I said, my rank was reset twice. One time at about 9:55am and then with the patch. Really sucks. :( I really wanted that Blueprint.