I want to preface this video by saying I am not a game developer, I have no experience
making games, only playing them.
I expect you, the viewer, to take my opinions with a grain of salt and question them,
as you would with anyone unqualified to talk on a certain subject matter.
Crimson Doubles, to me, is a broken game mode and is simply not fun.
Hello everyone, welcome back to the channel.
My name is Ascendant Nomad and I'm going to be giving my thoughts on Crimson Doubles as
a game mode.
I mean, what the hell right?
We've all got a voice and based off the reaction from my last video, people like what I have
to say.
Well, some people at least.
So I thought I'd go for it.
I don't want to just talk claptrap.
I don't want to be another toxic voice in a sea of salt and anger, especially after
yesterday's announcement that trials is effectively shelved for the foreseeable future.
I want to offer solutions to problems and I want to be balanced, as balanced as I can be giving any kind of opinion.
Because I don't believe in validating one-sided arguments.
Even if it all does fall on deaf ears, and nobody really cares, people moving on to the next big thing...
I still have to try to make my points known.
So here goes.
Crimson Doubles to me, is not great. It's broken.
But I don't think it's a lost cause.
There are a lot of great aspects to the game mode and it does bring out the spirit of Valentine's
Day quite well.
Here's some things I like about the game mode.
Number one - there's a heavy emphasis on teamwork, as there's a debuff called "drifting apart"
which reveals your location to the enemy if you drift too far apart from your teammate.
You have to be close and in sync with your partner's movements.
It's almost like a forced, social interaction which is also a game mechanic.
Like a mechanical way to play socially.
Which I really dig!
Number two - because of this forced teamwork, you have the opportunity to really dovetail
with your partner.
Synchronized movements, engagements and kills are all incredibly satisfying, and when it does happens
there's no sense of "I" did that, it's "WE" did that.
It feels good, and builds trust in your partner.
Achieving something, big or small, with someone helps to further the connection that you have with them,
just like a real relationship.
Number three - doubles in general.
It's a nice change of pace, and welcome return to the playlist selection.
Rumble and quickplay were getting old.
The format of 2v2 is supremely underrated, in my opinion,
and it was one of my favourites whenever it came around in Destiny 1.
Now, having said all that, I believe the problems outnumber the positives.
Here's what I didn't like.
Number one - the spawn system is absolutely screwed up for doubles, especially on the
bigger maps.
If you or your teammate dies, you'll be put in the spawn that's the furthest distance
away from the average position of your two opponents.
Now I don't know exactly how the spawn system works,
this is just based off my observations over the last 5 years of playing Destiny,
because this system has been present since Destiny 1, and it's never been great.
It's shortcomings are made a whole lot worse in Crimson Doubles.
By the time you respawn, your teammate has most likely died or is about to die.
Usually, it's because it's almost impossible to hold your own against two people.
No matter how skilled you are.
And also because the Vengeful buff is about as useful as a cat flap in an elephant's house.
Speaking of which...
Number two - the buff you get when your teammate goes down, Vengeful, doesn't do nearly enough
to make you feel like you can overcome two players, especially if they're good.
Boosted weapon handling and increased movement doesn't do anything against a co-ordinated
two-man attack.
Number three - with the "reunited" buff that you get when you're with your teammate, your
abilities charge a lot quicker.
This basically devolves every single firefight into and exchange of grenades
and the first engagement is almost always decided by who threw the better nades.
Because of this, you see a lot of double-grenade exotics being equipped and abused.
Shinobu's Vow with Skip Grenades that have a longer shelf life than Spam itself are particularly
egregious and obnoxious to play against.
Actually using your gun feels like it's now secondary.
Number four - heavy.
For the duration that the rounds are, you can very easily stretch your heavy usage until the round
is over, especially if you have a machine gun.
The amount given for heavy in Crimson Doubles is the same as Quickplay, but we have approximately
one third the opponents to face.
You do the maths.
This allows for some pretty horrible steamrolling experiences.
Competitive was already plagued by over-reliance on heavy spawns.
In Crimson Doubles, in order to win, you have to get heavy.
End of story.
So those are my complaints.
What about the solutions?
Fortunately, with an experience as unpleasant as Crimson Doubles, almost anything one can
suggest would probably improve it.
The question is what do we want Crimson Doubles to be?
Do we want it to be some half-baked, throwaway game mode used sparingly once a year to mark
Valentine's Day?
Or do we want it to be something that feels unique, something people look forward to,
something that truly celebrates partnership?
I know which one I'd rather, and assuming you all want the latter too, here's my suggestions
to helping achieve that.
Number one: either remove heavy entirely or reduce heavy amount drop to approximately
half of what it does right now.
2 grenade launcher ammo.
25 bullets of Machine Gun or less.
1 Wardcliff rocket.
If we want to reward skilled interplay and teamwork, reducing the amount of things in
the game mode that could prevent that is essential.
And besides, there's absolutely no reason for me to have 47 machine gun bullets for 2
opponents in a 2 minute round. That's madness.
Number two: retune the re-united buff to favour health recovery rate and get rid of the accelerated
ability recharge rate that it is now.
Let there be a small boost to whatever recovery value you're using, i.e. if you're running
a 4 recovery hunter, your recovery is boosted to 6 with reunited.
If you run a 10 recovery Warlock, your maximum recovery is now 12.
This may cause issues with protracted firefights, but that's what teamwork is for.
Work for the kill, instead of working to stay behind cover and throwing grenades every 5 seconds.
It would make the firefights a lot more intense, a lot more co-ordinated and a lot more reliant on your teammate.
Number three: grant bonus super energy per kill and assist if both of you downed someone.
This one is pretty simple - both of you should get involved with the kill.
The downside to this is that you could get your super WAY before they do.
You might have full super while they've barely got a third.
But honestly, that's gonna happen anyways if you kill them more than they kill you.
Number four: the Vengeful buff should keep the current ameliorations - the accelerated movement
and weapon handling, but there should also be a damage boost to go with it.
Make it like a rambo mode, emulating rage.
Rage for your fallen loved one.
Hell if it makes it easier, think of it as "John Wick" mode
and your partner is the dog.
BUT give it a stricter time limit - 10 seconds of going full Rambo with the damage boost and
accelerated movement and weapon handing?
That's enough to wipe the other team twice.
So maybe just make it active for half that time?
That way, it forces combat in a purposeful and meaningful way.
Like I said, I'm no game developer, but I love Destiny and I love playing it.
I would absolutely adore it if they address some of these problems,
or if we just got a fully stripped down, classic Doubles mode.
I hope my suggestions resonate with you and, optimistically, on one or two of the developer
team too.
Thumbs up if you liked this video, subscribe if you loved it, make sure to hit that bell
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Hit me up with your comments below - what are your thoughts on Crimson Days?
Is it a good event? Could it be better? What are your thoughts?
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And that's it from me.
Normal service will resume with the next video being a Crucible Doctor video, I promise.
Keep an eye out for that one, it's gonna be juicy.
Once again, I'm Ascendant Nomad, and I'll catch you in the next one.
Cheers!
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