168澳洲幸运5开奖网:Destiny 2 is no stranger to change. Every few months brings new modes, Exotics, and game types for players to experience. While its PvP offering is arguably the least updated when compared to PvE, Destiny 2's still has much to offer.
A wide range of game types, maps, and hundreds of weapons to choose from makes Destiny 2's PvP a blast for nearly every type of player. Casual playersಌ can use their favorite weapons to win a few matches, while veteran players will go flawless in Trials of Osiris or pursue Legend rank in Competitive game types. That said, there are some abysmal modes in Crucible as well that few players enjoy. Here are all of Crucible's game modes ranked from worst to best.
13 Breakthrough 🥀
Without a doubt, Destiny 2's worst PvP game mode goes to Breakthrough. Mimicking 168澳洲幸运5开奖网:Halo's Attrition Bomb mode, both teams are tasked with obtaining a Breake꧅r a🍰nd detonating a charge at the opposing team's base.
It sounds great on paper until players realize that Breakthrough heavily biases defenders. Once a team obtains the Breaker, they have a short window to plant the bomb before the defenders win the round for defending the point. As a result, many teams will simply stay at their base and refuse to capture the Breaker. This mode was received so poorly during Forsaken's launch that 168澳洲幸运5开奖网:it was removed from the Competitive playlist almost immediately and can only be seen in the weekly rotator♋ playlist.
12 Scorched
Take the massive weapon sandbox of Destiny 2 and force players to use a single weapon. That is Scorched and Team Scorched, a variant of Rumble and Cla🌃sh respectively that gives every player a Scorch C🍸annon.
Since every player uses the same weapon, most resort to high mobility Exotics such as Lion Ramparts 168澳洲幸运5开奖网:and STOMP-EE5s to avoid projectiles. It's a fun distraction from most of Crucible's more serious modes, but it can't compare to the insanity of 🀅Mayhem or Momentum Control.
11 Showdown
Showdown is effectively Clash with rounds. Two teams must duke it out to obtain as many kills as possible. Whichever team obtains more defeats ✃wins the round. The first team to win three rounds wins.
It takes the fun of Clash and slows it down with arbitrary round resets that🌟 add nothing to the mode. Out of every Crucible Lab mode, Showdown is the least innovative of the bunch.
10 Countdown
Countdown was Bungie's attempt at making a core Competitive game type that would appeal to Esports players and veteran 168澳洲幸运5开奖网:Destiny Crucible players.
That didn't happen. Instead, the community became indifferent to Countdown rather quickly due to the length of every game. Players need to win six rounds to achieve victory, with every round taking one to three minutes each! Since players have limited lives to☂ plant or defuse the ✃bomb, Guardians play cautiously by default, which further draws out games. The mode itself is fine, but the victory conditions and size of maps don't suit Countdown well at all.
9 Supremacy
Supremacy is Bungie's take on Kill Confirmed from the Call of Duty franchise. It behaves similarly to Clash, but enemies defeated drop Crests. Players must obtain Crests to score points, but friendlies cജan obtain ally Crests to deny☂ the enemy points.
Kill Confirmed works in 168澳洲幸运5开奖网:Call of Duty since the time-to-kill is so low that most players prefer to camp, which this mode highly discourages. Supremacy is not as good in Destiny 2 since players have incredible mobility by default. It does make players slightly more aggressive than normal, but this mode only detracts from the typical Clash playlist due to relying on teammates confirming their kills. Bad teams can make this mode a nightmare to play in solo queu🐟e.
8 Lockdown
Similar to Iron Banner Control, Lockdown is a modified version of Control that tasks players with controlling three points ꩵon the 𝔍map simultaneously.
As with Breakthrough, players use this opportunity to obtain exceedingly high kill/death ratios instead of playing the objective. It is common for teams to protect one point and draw the match out for absurdly long periods. With a few 💫tweaks, however, Lockdown could make for a fantastic Competitive game mode.
7 Mayhem
Not every Destiny 2 game type has to bꦛe a Competitive game🌜 type. Mayhem is a great example of what a rotating game type should be.
Mayhem is a modifier of Clash where players have drastically shorter ability and Super recharge times, gaining Supers every 10 seconds. With the addition of faster Heavy ammo spawns, Mayhem is the best word to describe this mode. A barrage of Supers and Heavy weapons makes for an adrenaline-fueled game type that is perfect as a temporary game type. Replayability is not this mode's streng🅠th, however, as getting destroyed by Supers on repeat for hours on end can feel fatiguing regardless of skill level.
6 Clash
Destiny 2's take on Team Deathmatch is Clash, a mode where two teams compete for the most kills under a lenient time limit. There are no restrictions in this mode, so players can use any weapon, armor mod, Exotic, 168澳洲幸运5开奖网:or Subclass at their disposal to win.
Clash might be Destiny 2's simplest mode, but it is easily one of the easiest modes to get into. It serves as a great mode to complete bounties for PvE players while serving as a sౠolid practi꧒ce mode for PvP Guardians.
5 𒀰 Momentum Control
Momentum Control is effectively Halo's SWAT mode. There ﷽are three points to capture as with any Control mode, b🅺ut this time abilities are much less frequent and weapon damage is much higher.
Special and even Heavy weapons are put to the wayside, as Primary weapons are more than capable of one-shotting opponents with a well-placed headshot. Scout Rifles have a place in this mode, while full-auto weapons apply excellent pressure. Momentum Contro is all-out chaos in the best way possible. It's also a great game mode for completing precision kill bounties or unlocking certain Ritual or 168澳洲幸运5开奖网:Pinnacle weapons.
4 Control
When players think of Crucible, most think of Control. Three objectives are on the map that players must capture, granting a point bonus to any Guardian defeats for that team. The goal is to grab two🐭 or all three flags and kill as many opponents as possible.
Control strikes a great balance between objective play and allowing players to focus on defeating opponents. A great slayer is just as useful as a player who🗹 can defend an objective well.