Bungie is going to meaningfully address Destiny PVP for the first time since, well, the franchise launched

Director’s Cut: Part Three

Back when the original Destiny launched in 2014, my primary means of acquiring endgame gear was the Crucible (PVP). I must have played 100 games within just a few days time, and promptly fell out of favor with the mode…for the past five years or so, spanning both Destiny entries.

PVP in Destiny is weird. It never really took off in terms of an eSport, and Bungie spent a lot of time trying to strike a balance between PVP and PVE, finding the whole process exceedingly difficult. After years of strife director Luke Smith, in his third director’s cut blog series, is finally ready to talk about PVP again.

As Smith puts it, “PvP is in need of some quality-of-life improvements and restructuring,” a sentiment I couldn’t agree with more. The goals are to “add agency” to playlist picking, and to move player counts back to a “factor of three,” with includes a greater focus on 3v3 or 6v6 instead of 4v4.

When the big fall update hits, quickplay and competitive are going to be removed from the pool, replaced with “Classic Mix” (control, clash, supremacy) and “3v3 Survival” respectively (which will net you Glory). You can queue as solo for the latter, and 6v6 modes will still be a thing with Control getting its own playlist. “Underperforming maps” have been removed from the rotation to tighten things up.

To account for an influx of new players, other changes are happening with the queue system: “We think variety across an evening of PvP is important. This Fall, skill match should ensure a wider variety of matches, regardless of player skill. Some matches should be tense and thrilling, while other matches should be stomps. This philosophy should also apply to the top players, so they don’t feel like every match is a sweatshow, either.”

PVE is changing too, and Smith reminds us of the new concept of non-permanence. Now, season pass-esque events that last for three months will see “some activities” removed from the pool, with rewards following suit “for a time.” As Smith puts it: “The game continuing to grow forever isn’t something we can support.”

Director’s Cut Part III [Bungie.net]

Chris Carter
Reviews Director, Co-EIC - Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step, make an account, and start blogging in January of 2009. Now, he's staff!