The first post-Rise of Iron Iron Banner wrapped up with yesterday’s reset, and like I do every month, I thought I’d talk a little bit about my experience with the 6v6 end-game Crucible activity. Since this was the first time that Supremacy was even available to play, there’s a little bit more to unpack than usual.
Supremacy as a game-mode is the perfect fit for the first Iron Banner. It’s one where even lower Light players or less skilled players can contribute in a meaningful way to the team. Grabbing those Crests should be your primary concern, and having that option there for lower Light players means that they can score for the team and still build their super bar up and then use that to help swing matches in those power-play moments. Where Supremacy gets a little frustrating though is that it also encourages the current “insta-kill” meta. Weapons with super low Time to Kill were all I saw – powerful handcannons, crazy fast Rate of Fire pulse and autorifles, super stable scout rifles, and the same max impact shotguns that have lived in the Crucible for over a year. Because the scoring system for Supremacy by nature drives you to closer ranges, those weapons are actually important to the team score. It’s not inherently a bad thing because the meta really needs to be addressed across the board, not just in Supremacy, but it certainly provided for a couple frustrating moments in almost every game. There’s nothing worse than outshooting an enemy with your Hawkmoon, then having a ghost bullet sneak in and let them close to insta-kill shotgun range. I would probably expect a weapon patch with the upcoming Festival of the Lost event, or at the latest November.
As for the actual Iron Banner part of the last week, I have to admit, this one surprised me a bit. I went in fully expecting to die a ton because of people who had banked Exotic engrams and rep materials and had run the Raid a couple times and as a result they were up near the current Light level cap. Sure enough, the very first game I played I was 11 Light below the next lowest player in the lobby. As the game loaded in, I was ready to just be frustrated and die lots; but as it turned out, I ended up with the best K/D and the highest score in the game. Yes, Light Level definitely matters in Iron Banner – I couldn’t survive things I normally should, and moves that should get kills weren’t – but on the whole, it felt a lot more even than I was expecting. I don’t know if it’s just because in normal Crucible play everything is already so fast, or if they did change the way it works, but either way I had a ton of fun playing Iron Banner matches this past week.
A big part of that fun came from the fact that this was easily the most rewarding Iron Banner that I can remember. It was a very rare instance to not see at least one Legendary drop after a match, and it felt like Three of Coins netted Exotics a bit more consistently as well. Over the course of the week, between post-match rewards, Exotics, bounty rewards, and the Quest rewards my main character raised his Light by almost ten full levels. That’s using some new Iron Banner weapons and armor, both of which are super cool looking and the weapons sound amazing; as well as infusing duplicates or sub-par rolls. In truth, the only item I didn’t get to drop that I was chasing was a Ghost shell, since the Iron Banner one looks awesome. If this is how the rewards will be moving forward – presumably it’s the same in Trials and will be with the timed events – then playing just about any activity is instantly more worthwhile than ever. There are certainly still a couple issues in the game sure, but I think overall Rise of Iron has done an incredibly good job of breathing new life into Destiny.