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#feedback

Edited by Ogma: Destroyer of Worlds: 11/23/2018 2:27:56 AM
10

Gambit is a remarkably inconsistent experience.

I know they’re changing the catch-up mechanics, but that’s potentially only a band-aid for a large wound. The fact that they have to implement any catch-up mechanics at all suggests a fundamental flaw to begin with. I’ve also noticed that enemies that can be 1 precision shotted or 1 melee hit killed in PvE, can’t be in Gambit. I know there are no level advantages in the PvE aspect of Gambit, but this is a bit ridiculous for high level players to suddenly be “weaker.” They may as well change the name of the mode to Invasion because it happens WAY too frequently. By definition, it’s NOT a gambit. It’s not particularly calculated or risky. It shouldn’t be so casually and frequently earned. This coupled with catch-up mechanics ends up being absurd. Bounties. This has been an issue with this game since D1. No bounties, objectives, or goals should have players individually doing something or using gear that is not what they are best with in competitive team modes. Ever. At all. PERIOD. I don’t know how else to say it other than this is BEYOND a terrible idea. It’s the opposite of competition. It is an inexcusably bad practice. I used to skip a lot bounties because of this. Once I hit Legend rank and it arbitrarily stops going up for losses, now I feel like I have to take and try these bounties because solo queueing means losing more than winning.

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  • This could be solved by allowing the invader to invade at a random location on the map. Hence the risk/reward. You could spawn really close to the enemies or really far. Most people know the spawns and just spawn camp them.

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  • Edited by CannyJack: 11/25/2018 3:47:12 PM
    I want to see bounties that encourage optimum play. I want to see game modes that change up the flow. For instance, a mode where you choose to activate the portal rather than do it by a certain number of motes, but the portal opens [i]both directions[/i]. Or a mode where the invasions happen at random times, and randomly swap two players. Or where your objective as an invader is to kill adds and steal motes. Or two people invade, but one is carrying only an arc charge to try to slam on the enemy bank to lock it for 30 seconds, and the other has to escort. Or a mode where the bank moves around. Or the terrain changes randomly.

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    • I feel li ike sometimes the invader is invsding every 5 seconds...give us time to actually do damage... or shroten there time in the ither side to 20 seconds.

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      • Edited by Ogma: Destroyer of Worlds: 11/25/2018 1:20:34 AM
        As it is now, a team can be severely punished for summoning a Primeval first. Which makes no sense. First team summons, gets its health down, second team summons, gets to invade, heals the enemy Primeval while their team melts their own Primeval. Invasion ruins an otherwise fun game mode idea. It’s too frequent. What a broken game mode. Both Primevals should always summon at the same time, but the team that did it first gets to invade. One slightly longer round. That’s it.

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        • Gambit...is....trash. Invaders should not have all the information they have. There needs to be risk/reward to invading. They know nobody would play if they didnt put those exotic weapon quests and title behind it

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        • What was that? Couldn’t hear you...too busy getting airborne kills with my Sidearm.

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          • I feel li ike sometimes the invader is invsding every 5 seconds...give us time to actually do damage... or shroten there time in the ither side to 15 seconds.

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          • Edited by Aqua: 11/23/2018 9:58:21 PM
            No, catch up mechanics are necessary so that players don't quit after their team gets wiped out by someone using The Queenbreaker. Bungo already tested it.

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          • Edited by CannyJack: 11/23/2018 9:23:01 PM
            You make an interesting point about invading. As I think about it, it really isn’t risky. In fact, invading [i]always works[/i]. In a game about a race against time—especially now that the primeval can be burned down trivially—if you delay the enemy team by even a couple seconds, you’ve won (as was said also in a video about gambit I watched recently). So unless the opposing team ignores you completely, taking not even an extra second to consider how to react, you always succeed as an invader. If you actually kill the enemy, it’s even better.

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            • I've seen some issues myself. I made a topic about it.

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