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originally posted in: Sleeper makes gambit redundant
9/18/2018 1:25:32 AM
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I'm looking at this as a net-sum effect - even if the Invader only does a 1:1 trade each time, the defending team is still losing Motes and/or dealing with Primeval health with a man down with no offsetting penalty to the Invader...and in the middle of a Primeval round, every second spent looking for an Invader or having to run from spawn back into the fight rather than nuking the boss is that much more health that still needs to be chipped away, while a certain percentage is being continually regenerated by Invader kills. Yes, there are strategies to combat this, but even they have limited effectiveness, and the equation just seems to favor the Invader excessively. One player can camp Invader spawn, but then the other 3 players are having to compensate for being a man down (or 2, if the Invader gets another player anyway); everyone can save their Supers for the Primeval, but an Invader can shut those down and get the health right back, and supers aren't designed for range mid-use so leave the users wide-open to uncontested Sleeper hits; hell, elsewhere in this thread is a post from a guy who got 17 Invasion kills and 217% Primeval health regen in a single match...which admittedly takes some skill, but also means the other team had to defeat the equivalent of 3 Primevals during the course of that match, which is a lot of influence for a single player to have over an entire game. At some point the whole game mode becomes about Invading, and the PvE aspect and summoning and defeating Primevals is just a distraction to keep 3 people busy while the 4th actually plays Invasion...err, Gambit. Not saying they should remove the mechanic entirely, just tone it down a little - it's one thing to mix up a game with a unique mechanic, it's another to let that mechanic utterly overpower everything else.
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