What’s more than 100 Iron Banner freelance games taught me (and why Trials card based matchmaking is actually not that bad).
Destiny’s Iron Banner event came out with a new gametype called Trials, which was Destiny’s first card-based matchmaking. What I learned from playing hundreds of matches on my Warlock is that the game has room for improvement and there are some exciting things in store for competitive games in the future.
The “destiny tracker” is a website that allows players to see what their friends are playing and how many games they have played. The site also has information on the best gear for each class. It’s great for finding out what you should be doing in Destiny.
I found myself with a lot of free time over the previous two weekends, which enabled me to take full advantage of my two favorite events (freelance Trials and freelance IB). Here are a few things I learnt (English is not my first language, so please accept my apologies):
- Lobby balancing is completely illogical. Some games were so skewed in my favor or against me that I couldn’t figure out how the algorithm worked. It’s also not coincidental, considering certain guys were consistently assigned to the other team in the same lobby.
- The majority of gamers either don’t comprehend how the game mode works or choose to disregard it entirely. The number of games I’ve lost as a result of my team’s lack of zone awareness is absurd (and incredibly frustrating wich explain why people decide to stack but more on this later)
- It’s the finest way to farm legendary fragments. For true, with the Crucible Prosperity Mod enabled, you’ll receive a ton of double/triple drops on top of Saladin tokens and Shaxx repute (and this isn’t even including blowout games). Trials freelancing engram focused exhausted all of my resources last week, and I’m already back at 1,5k.
- The majority of Saladin’s weaponry are useless (outside maybe Riiswalker and Occluded Finality). The prior prize pool was so much better (Multimach, Time Worn Spires, Way Forward, Steady Hand), and that’s without considering past weaponry like Claw of the Wolf or Bite of the Fox that might have been brought back. Only high-stat armor is worth saving, and I’m hoping that when Saladin’s engram emphasis is reworked next season, they bring back old weaponry.
- I wish there was a “tier” matchmaking system in place, similar to the Trials cards. Now, although I still believe that Trials card-based matching is bad, there is one benefit to using it on the freelancing playlist: *better teammates *. That’s correct, you normally get folks who (should) know what they’re doing when you play a faulty seven win card. You get the whole player pool on freelancing IB, including folks with low light levels and no prior experience of the game format. Now, I prefer control and I want to win, so being paired with such kind of players is disheartening, and it helps me see why some people stack (apart from ego boost/internet money). Perhaps a temporary rank system with enhanced reward likelihood might be added.
- Range (withoard/maximum) Shayura is the finest loadout in the game. It allows you to combat from a great distance while still being able to zone and protect. I can’t believe how many clutch wins I’ve gotten because I was able to postpone a cap for a few seconds. It’s worth a shot.
- Because of the spawn trap issue, Altar of Flame and Dead Cliffs should be removed from the IB map pool. Exodus Blue is also an atrocity that should be eliminated from all 6v6 game modes.
Overall, it’s still one of my favorite events of the year; all I ask is that something be done to better the matching and incentives (but that should be improved with Saladin rework next season).
Thank you for taking the time to listen to my Failsafe presentation.
Original source: link
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