by By Collin MacGregor, the Destiny community’s PvP (Player vs. Player) Iron Banner Supremacy mode comes under strict scrutiny by the author.
In the Iron Banner's Supremacy mode, two teams of six are tasked with shooting each other for “Crests”, which are engrams that are dropped after each successful kill. If a player runs or walks over it, their character picks that crest up. After an immediate kill, it will add a point to their individual scoreboard and a point to the team total. If another player manages to gather your crests after you have bested your opponent, they get one point for the retrieval and you get a kill point. It is ideal to pick up your downed allies' crest engrams as it is vital to prevent the opposing team from collecting them.
The first team to 150 points, or the team with the most points by the end of the round will win the match. This game mode is vaguely reminiscent of the "Kill Confirmed" archetype from the Call of Duty franchise. However, the exception in Destiny: Rise of Iron is that no points are awarded for the actual take-downs. The points are awarded solely upon crest retrieval.
Where MacGregor and I differ is in our opinion of the balancing of the game mode for this month's Iron Banner. According him the game has shifted the
"...balance of Destiny’s multiplayer considerably in the favor of certain classes. Support or distance based powers such as Nightstalker, Sunsinger, and Gunslinger feels shoved aside for the close quarters powerhouses like Striker, Bladedancer, and Stormcaller. Bungie has been trying since the games inception to find some sort of balance between all of the different guns and sub-classes, but this is the first time it’s truly felt broken. Now, I’m not asking for the entire game to revolve around snipers or allowing players to just camp in the back the entire match. However, one shouldn’t feel like entire gun archetypes are not viable due to everyone running exceedingly aggressive builds."
This is where Collin MacGregor and I disagree. I typically play as a Nightstalker Hunter in most PvP game modes (I'm honestly never really in the mood to switch) and I personally never saw any problem with the Nightstalker bow being used. In fact, it was IDEAL in the close quarter maps as I would be able to tether multiple opponents at once, gaining the "Wild Hunt" accolade nearly every time I unleashed it. I have seen many additional hunters utilizing the same effective strategy to circumvent the Stormcaller Warlocks and the Sunbreaker Titans. To me, what really seems broken is the lag time between picking up a crest engram and it disappearing from view. (I can't count how many times I've dashed towards a crest I thought was there, only to find out that someone had already picked it up.)
If anything, the lag and lack of partial credit towards kills is what has cause the balance in Destiny's latest game mode to be a bit skewed. I would rather have a top score of 250 with a point awarded for a kill, two for getting a crest, and perhaps three to four for the kill and retrieval of a particular crest.
I do agree with MacGregor with regards to the individual maps being a bit of a clincher on the game balancing front. Last Exit, Icarus, and Skyline are indeed full of narrow hallways and passages. As such, close combat tactics are preferred and encouraged. If other maps were rotated more frequently, we might see a drastic change in how the players respond in certain combat scenarios. However, with Rise of Iron only being seventeen days old from the time of this post (September 20, 2016 is when Rise of Iron launched), this latest game mode being front and center for the new and improved Iron Banner is to be expected.
When I say "new and improved" I'm referring to the welcome addition of the female Iron Lord Efrideet as the head of the Iron Banner (via a nice introductory cinematic I might add!). The bounties for the Iron Banner now apply for the entire week and do not refresh daily, but now that the Tempered buff is no longer in play, it's far easier to rank up reputation levels. (I managed to get to rank 3 in the span of about an hour or two.)
My issue is that during battle, with everyone clustering together in an attempt to ensure crest pickup, it makes allies far easier targets for chain effects like that of the Zhalo Supercell and Stormcaller Warlocks. I can't count the number of times I've sneaked behind enemy lines just to flank the entire team and throw them off guard. So, perhaps spreading out a little bit wouldn't hurt on the teamwork.