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ursprünglich gepostet in: QoL updates for Gambit
Bearbeitet von firerwolf: 7/20/2023 9:19:56 PM
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Only your first and fourth suggestions are an actually good suggestion. The others are awful.
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  • Why are the other suggestions awful? what would you say could improve Gambit?

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  • I'd recommend not adding champs, there are other ways to add challenge without forcing people to use weapons they don't want to. For instance if an invader kills someone it spawns an additional blocker who buffs all existing blockers. -Dmg output by 10% -Health by 8% -Grants an overshield based on the fallen players subclass -And increases the bank drain by +2 per tick. There should also be a reward for killing the invader. If an invader dies they're out of the game till they get a manual revive at bank and they drop more motes the less they kill. -15 motes for 0 guardian kills -10 motes for 1 guardian kill -5 motes for 2 guardian kills -0 motes for 3 or more guardian kills. This should help deter people why are less than confident from invading and will promote a team effort for taking down anyone who dares invade your team I like the idea of using the most current version of enemy design based on dlc, so Kabal would all be shadow legion for instance. You don't want to slow the game down. that makes it tedious. We can also bring back prime but switch it up to be more like iron banner. The idea being the matches should be faster and more intense but play mostly the same as regular gambit. For one outright removing envoys and in their place adding high value targets scattered around the map. With small groups of adds around them. There should be 6 I think and instead of dropping light motes they drop a single dark mote to be thrown at the primeval breaking it's shield. When that shield goes down the portal goes up allowing you to invade and undo progress. I think the primeval should have this phase once or twice per match. Also for every guardian killed by an invader during these phases the three remaining guardians on the invaders team receive a small Dmg buff to the Primeval of around 3-5% for 10 seconds for each kill the invader gets. That might have to be reduced. That being said these might be terrible ideas, I like the sound of it though.

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  • Pretty sure seasonal mods and abilities already half made it easier to deal with champions by now. You are making the invader into a glass canon for himself and his team. You are half right, it will deter invasion but it would be from both teams, and that's not a good system as they would increase passive gameplay by a lot. Also, you know that your suggestions to work it would mean that Gambit has to increase the number of motes to deposit and the number of invasions given from 2 to at least 4 invasions, and the invasion timer would be had to be lower than its current so invading would be more frequent than it is now before the summoning of primeval. Bungie designed Gambit/Prime to have catch-up mechanics like envoys, primeval immunity shield, "RNG" spots for High profile enemies, and mobs, places for the invader to spawn, and invader timer as a way to not invade too often or quickly.

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  • Catch up mechanics are why nobody plays gambit, I've gone through raids, grandmasters, dungeons, and trials asking people about gambit and how they like it and what they don't like and the vast majority hated gambit prime and outright dislike gambit because of catch-up mechs. It doesn't feel good when you work your -blam!- off to outplay and outpace another team then they -blam!- on you because it instantly gets easier for them. You aren't making anything a glass cannon, I suggest looking up the meaning to that. It will not create passive gameplay it will reward aggressive gameplay, as soon as people start playing the game they'll see the massive disadvantage passive play creates and will improve just like every other aspect of destiny.

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  • You would be surprised that there is still a sizeable population playing Gambit, not as big as Vanguard Ops/NFs or regular Crucible but still a nice piece. You can check the population if you use the Charlemagne bot in Discord like I did earlier today. You may dislike catch-up mechanics but they are there for a reason mostly to protect blueberries, and like most games, they would have a similar mechanic to protect new/fewer experienced players. It may get a bit easier for the losing team but it doesn't usually work, cuz it would be too dependent on a really good invader. I know what a glass cannon is and you are making the invader powerful to fit that description. Summon taken that can buff blockers and drain the bank +2 ticks for every guardian killed. Then you have the 3-5% damage buff for every time the invader kills once the primeval has been summoned, which could stack with the debuff, seasonal mod, and well/bubble. This would make teams too dependent on invaders and whatever broken power weapon they will use (Rockets, Machine Guns, and Linears). It will create very passive gameplay, the reason is that you can actually spawn lock the invader making it much easier to use a power weapon against said invader. Not only that, it actually makes the first invasion more risky than it should be. One simple mistake on the first invasion can really put the other team at a greater disadvantage. thus creating a "wait for them to invade first" mentality.

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  • You should never be rewarded for playing poorly, competent players can go from 11 motes banked while the enemy has a primeval to winning because of buffs and fundamental breakdown of how catch up mechs work. I used to play gambit daily and it's my favorite game mode. That is not what a glass cannon is,a glass cannon is high burst DPS with low survivability. I.e. he can kill a boss solo that usually takes 4 people to kill but if he gets hit once he dies. I'm not turning anything into a glass cannon, I'm not even changing the power of the invader at all, I'm adding more rewards and an incentive to be aggressive. That's the exact opposite and would create the exact opposite dynamic to passive gameplay. Idk if you have a brain injury or if you're just talking out of your -blam!- but nothing you've said has had real relevance to my original post.

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  • Gambit just needs new maps. That’s the only thing wrong with it. It doesn’t need champions, that would be awful. It doesn’t need perks for roles back, those sucked when we had them. Maps is all it really needs. The bounty idea is just in general a good idea. They should bring back weekly bounties for the other core playlists as well that guarantee a drop of legendary gear.

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  • The reason I am asking for champions to spawn with the OG enemies is that the seasonal artifact mods destroy Gambit in general. The seasonal mods are so broken that either solos or team builds to make the challenge non-existent anymore (and yes there was at some point a challenge). The role perks didn't suck at all, it was actually an improvement on the game mechanics and a way to teach new players the basics of how to play Gambit. Most likely what suck was the teammates you were matching with. I play solo in Gambit a lot and I will honestly tell you teammates are a hit or miss.

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  • Champions would mean that solo play would be killed. You do realize that you can’t possibly expect four randoms to be able to cover champions when they can’t even do it in a nightfall where you know what the champions are and stand a chance against a pre made team that can cover all champions. There is still plenty of challenge in gambit. Going against an enemy team who you don’t know how they’ll act is challenging. It is the inherent difficulty of pvp. And seasonal mods don’t matter. Literally they’re irrelevant to gambit. Yes the perks did suck before. The idea of people only being in own role for gambit was dumb and is stills dumb.the perks were either awful and useless or they were broken and op and there was no way to actually balance them because anything less than broken and they aren’t worth using. Also again it would kill solo play which is not okay in any way.

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  • Seasonal Mods do matter, they literally break Gambit, and they are very relevant when using them in builds the same way when using "The Cult Of Aeon" exotic armor pieces to get heavy ammo to drop to your teammates. It shouldn't kill the solo play, but help the players learn the basics while being challenged and being able to experiment with their builds.

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  • No, seasonal mods don’t matter. They aren’t effective enough and you don’t need aeons, you get heavy constantly. Seasonal mods only effect end game, not -blam!- like gambit. No it would kill solo play. If even two players are working together in your idea of gambit it would be impossible for randoms to win and the more players the more stacked it would be in your favor. Gambit is challenging enough as is. It doesn’t need help in that department.

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  • It sounds like you haven't really played enough Gambit to realize that seasonal mods and aeons are very effective there also. How would it kill solo play? No, it is possible to win against stacks, I have done it plenty of times, even with randoms but it is a pain but is not impossible.

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  • I’ve literally reset twice every season since the ornaments started and have guilded dredgen every season since they added guilding. I play a lot of gambit. The seasonal mods and aeons are not even a factor. You would not be able to win against stacks if there were champions or any of the old bonuses for roles. They were broken and would kill solo play. As is now you can win against a stack but the moment that you give stacks extra bonuses and extra negatives to solo players you kill solo play.

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  • after 400+ hours, Gambit gameplay has gone stale it is even made worse by the lack of maps/enemy types. I do play it, but don't always reset it. I know it's a bit sad but I do miss OG Gambit rounds and some of the stuff from Gambit Prime. I get it, it's just sad that they have resources that they themselves can use/recycle to cut off time and expenses but would rather that use that on things like fishing.

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  • As I said near the start of this new maps is all gambit needs. I play a lot of gambit. I really like it. It’s why I guild and reset twice each season. Honestly the gameplay is really balanced but the map pool is to low. That’s it’s main problem.

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