4 months ago - /u/Destiny2Team - Direct link

Based on player feedback, we’re making some changes to Checkmate in tomorrow’s update. Due to the amount of tuning, Checkmate will be moved back to Labs.

Next week will feature 3v3 Clash which has been modified to reflect a fan favorite mode from the original Destiny, Skirmish.

We'll also be adjusting all Primary weapons to join Hand Cannons in having the same optimal Time-to-Kill (TTK) as they do in the base sandbox. In modes like Clash and Control, you will now start the game with two kills worth of special ammo (ex. 2 shots for shotguns).

We’re increasing the amount of special ammo credit you get for assists and deaths, so you will get special ammo pulls more frequently, but are reducing the amount of special ammo you get from approximately three kills worth to two kills, to reduce snowballing.

We want the reduced uptime of abilities in the PvP sandbox, but the current level of ability cooldown tuning made some abilities feel impractical to use. Ability cooldown penalties are being reduced from 30% to 15% and melee damage is being increased to allow two melees to kill.

We will run one more Checkmate Trials Lab later this season (on February 9) with the new tuning, but Checkmate is not currently planned to be in the Control node again.

We will have the full details on everything that is changing with weapon archetype tuning and other game mode rules in the patch notes tomorrow.

We'll continue to review feedback as you play so please try out this new iteration and tell us how it feels.

External link →
4 months ago - /u/Destiny2Team - Direct link

Based on player feedback, we’re making some changes to Checkmate in tomorrow’s update. Due to the amount of tuning, Checkmate will be moved back to Labs.

Next week will feature 3v3 Clash which has been modified to reflect a fan favorite mode from the original Destiny, Skirmish.

We'll also be adjusting all Primary weapons to join Hand Cannons in having the same optimal Time-to-Kill (TTK) as they do in the base sandbox. In modes like Clash and Control, you will now start the game with two kills worth of special ammo (ex. 2 shots for shotguns).

We’re increasing the amount of special ammo credit you get for assists and deaths, so you will get special ammo pulls more frequently, but are reducing the amount of special ammo you get from approximately three kills worth to two kills, to reduce snowballing.

We want the reduced uptime of abilities in the PvP sandbox, but the current level of ability cooldown tuning made some abilities feel impractical to use. Ability cooldown penalties are being reduced from 30% to 15% and melee damage is being increased to allow two melees to kill.

We will run one more Checkmate Trials Lab later this season (on February 9) with the new tuning, but Checkmate is not currently planned to be in the Control node again.

We will have the full details on everything that is changing with weapon archetype tuning and other game mode rules in the patch notes tomorrow.

We'll continue to review feedback as you play so please try out this new iteration and tell us how it feels.

External link →
4 months ago - /u/Mercules904 - Direct link

Originally posted by ColdAsHeaven

So basically it's regular Crucible now with 15% slower Abilities and Special Ammo Regen instead of drops from players?

Idk how I feel about it. I liked Checkmate, I just didn't like how HC's were the only guns whose TTK remained unchanged. The 30% reduction on cooldowns was perfectly fine imo.

The special ammo change is interesting. Going to need to see how it feels. I loved rocking Sidearm + Primary since people didn't have Special as much

You only start the game with special, all future special must be earned. Respawning does not give you additional ammo.

4 months ago - /u/Mercules904 - Direct link

Originally posted by Snivyland

Do you still retain ammo after death or do you lose that as well?

You retain it

4 months ago - /u/Mercules904 - Direct link

Originally posted by duggyfresh88

Speaking of retaining ammo in checkmate- in trials, if you had ammo and died, as long as you didn’t get revived, it carried to the next round. However, if you got revived you lost the ammo. Was this intentional, or was this a bug due to how trials normally works?

It’s a bug, should be fixed by next trials lab

4 months ago - /u/Mercules904 - Direct link

Originally posted by BaconIsntThatGood

Quite honestly I think it's a bit dumb doing this. It's just going to lead to a bit of snowballing for people who are more reliant on special ammo - Even in trials.

Ex: Snipers - typically people proficient in snipers will just immediately get kills by using established sightlines. If you're upping the amount of progress towards a special drop you're going to have someone who gets 2 sniper pops right away/near the start of the match and just be at a strong advantage.

I think this is going to be too much.

Special weapon kills don’t grant progress towards additional special ammo.

4 months ago - /u/Destiny2Team - Direct link

For anyone worried that these changes to Checkmate will permanently change a fun mode you enjoy, we wanted to clarify our intentions for the current round of Checkmate tuning:

While it is not our intention to make the original Checkmate into the core PvP experience, we are experimenting with the current iteration of Checkmate to gather data, lessons, and feedback we can use to eventually tune the base PvP sandbox.

Things like primary weapon balance, special ammo economy, and ability uptime are easier to alter in a single modifier, which gives us freedom to iterate quickly. The goal of all these changes is to make a more skilled, more deliberate sandbox that retains the Destiny magic.

Later in the season, once we have tuned the base PvP sandbox, we will continue developing Checkmate as a standalone modifier. We plan to lean further into its identity as a more tactical, gunplay focused mode going back to no starting special and higher reduction of abilities.

More changes are coming to the Crucible. If you want to help shape the future of PvP, the best way to start is by participating in Crucible Labs and giving feedback below on what you enjoy, and what you don’t.