Some Crucible feedback

After several clear of the 150 Gladiator waves with different characters, the lazy of me decided to write this feedback & thought about the Crucible
which have major flaws in core design (at least from my point of view) that i will try to describe point by point.

The challenge itself:
One of the biggest flaw is that the crucible challenge mostly your toughness and not that much your damage, that make tanky character by far valuable & constant than extreme dps build like deathmarked blademaster.
I would prefer a system where both toughness & damage are equally challenged (and no the timer&scoreboard arent enough for damage part), basically far more higher HP mobs with a little less damage than the current meta, it would increase build diversity that can perform well rather than only the tankiest one.
Second point is the end at 150 waves, i think that the challenge should continue farther than that with infinite wave system at some point to feel really epic

Benedictions/Towers:
I completely dislike those mechanics, the benediction are so strong that i feel playing another character which isnt that great.
Having 4 benection with 2 or more active tower at same time shouln’t be allowed in a sense.
I would implement them differently also, like a random spawning buff for the duration of 1 wave or 10 that you can choose to pick or not, that could imply a more strategic way of using them with a despawn system and a maximum cap.

Mutators:
well, not so much to say about this, it add a little RNG part that i’am definitly fine with.

Unlock difficulty:
Its really a shame that we have to waste 1 hour to do Aspirant/Challenger difficulty with endgame character.
I would suggest a kinda natural way to implement it.

Kill Loghorrean in Normal -> unlock Elite difficulty
Kill Loghorrean in Elite -> unlock Ultimate + Crucible Challenger difficulty
Kill Loghorrean in Ultimate -> unlock Crucible Gladiator difficulty

it would be a great quality of life improvement.

The Loot:
Loot are great if you can do it efficiently in a stable way without dying, this is probably be one a of the best farming zone.

In closing:
Overall crucible is cool, but could be far better. seems i had to high expectation before it was released. :<
Secondly i have to apologize for my poor english level, since this is not my mother tongue, writing this was harder than a 150 gladiator clear with blademaster. :rolleyes:

Attachment: 123.jpg

Unlock difficulty:
Its really a shame that we have to waste 1 hour to do Aspirant/Challenger difficulty with endgame character.
I would suggest a kinda natural way to implement it.

Kill Loghorrean in Normal -> unlock Elite difficulty
Kill Loghorrean in Elite -> unlock Ultimate + Crucible Challenger difficulty
Kill Loghorrean in Ultimate -> unlock Crucible Gladiator difficulty

it would be a great quality of life improvement.

If I remember the changelog right, there are now “tokens” that are exactly for this. You only need to do Aspirant/Challenger once as any character, then you open up challenger/gladiator for your other characters with tokens.

My complain is the opposite - if you level up in the Crucible up to 40+ then you still have to run through normal to get access to elite.

Nice suggestions. I would like add some of my own.

Timer instead of score:
Have a timer counting up instead of the current score system. A build finished in X minutes, B build finished in Y minutes etc. That way, everyone has a better comparison of how different builds are able to perform in the crucible, and Crate would also get a rough idea on which builds need to be buffed etc.

New bosses, boss mechanics:
It’s ok to have crucible only bosses, or bosses that use certain new skill/mechanics in crucible only. I think it would add a lot more fun and diversity. Right now, it is taking stuff from the campaign as they are, and throw lots of them in together, which isn’t bad, I just feel there can be more.

Blessings/Towers:
I agree these need to get toned down, I would go as far to say they need to get removed completely, at least for Gladiator difficulty. Maybe something like, 4 blessing 2 towers allowed in Aspirant, only 4 blessing allowed in Challenger, none allowed in Gladiator. Balancing crucible around having these buffs is not the right way to go imho, which brings us back around to, certain classes (I’m looking at you non shield users) desperately need help.

Debuff/Mutator display:
Mutators are kind of fine as is, but maybe can be “announced” better, letting players actually have a chance of studying them before mobs start pouring in. We need a way better form of displaying our current debuffs even in the main game, but especially in crucible, where there’s a lot more of debuffs flying around. Currently, debuff icons are smaller than our mouse cursors, and it’s so far off the screen that mousing over to see what that debuff does is just not practical. Some debuffs that strip away our resists or armor or whatever don’t even show up on our debuff bar! This needs addressing.

That’s all I got off the top of my head, crucible is a great new addition, really spices up the game especially for end game, but like others have stated, it could be so much more.

Timer instead of score:
Have a timer counting up instead of the current score system. A build finished in X minutes, B build finished in Y minutes etc. That way, everyone has a better comparison of how different builds are able to perform in the crucible, and Crate would also get a rough idea on which builds need to be buffed etc.

By the very nature of this it’ll give Crate a very good idea on which builds need to be nerfed. Because noone will mention their “meh” results, only the best ones. E.g. have you seen many people discussing fabius kill time with forcewave, grenadeer, bloody pox? Nope.

Nerf the powerful ones, or buff the weak ones, don’t care. I DO however, want a level playing field for all classes, or at least, as close to a level playing field as possible. Right now, power levels between classes is kind of ridiculous.

I might be wrong but i think its already the case, the timer give you better final score, but i agree i would like an advance scoreboard when you click on one specific record that could display extra information like final time / timer for each wave / overall dps / highest damage taken / which mob give you fatal blow for example.

This is great idea, i like it.
In the actual state, its the opposite, few boss have some of their ability disable like Madqueen or Loxmer (the 2 first who cross my mind). :<

Nothing to add on this, as i already stated in my first post.

Ya indeed most of time i dont even check mutators, the first comparaison cross my mind here is final fantasy 7 in the gold saucer arena where you get new “debuff” at each wave, the game clearly announce which new debuff you collected before starting.

Oops didnt even noticed xd

I don’t believe this is the case currently. If you mouse over the score in game, you should see this.

Now if I am interpreting this correctly (which I may be wrong on, please correct me if I am) then :
If Player A defeated a wave with let’s say, 10 seconds remaining, and Player B did it with 1 minute remaining, both would get the same multiplier bonus, resulting in the same score, even when they are in reality, 50 seconds apart.
Another example, if Player A defeated the wave with -1 second remaining (meaning he didn’t complete it in time) and Player B managed to defeat it with 1 second remaining, then Player B would get a multiplier bonus while Player A wouldn’t, resulting in different scores even though they are only 2 seconds apart.

Again, I may be wrong, as I have not personally tested this, but with the current wording in game, that is my impression.

edit: the above examples are of course, assuming the same wave with the same monsters.