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9/23/2018 4:57:44 PM
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You mean at best they would have a 1v1, not 3v1. Have you ever invaded? Pretty easy to get kills, even up close, while surrounded. What makes having them marked unbalanced? I have gone across and been able to single out people quite easily (use the AI combatants as a shield). I don't prefer to invade, but if my super is up or others on my team have heavy for the Primeval, I will go over. When my clan runs, our team takes turns invading playing off of ATM advantages. What I am suggesting was simply a solution that didn't involve changing the Sleeper in any way... NERFING ANYTHING IS NOT THE ANSWER!
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  • No at best a 3vs1. Have you ever invaded? If you did you'd know there's 3 enemy players there at best or 4 if their portal isn't up. You get marked vs 3 or 4 enemy players you'll get destroyed, they'll teamshot for half a second and you're dead. Sleeper needs changes, not a nerf however your solution would break any purpose to invading. Here 4 solutions I thought of that don't effect sleeper in other ways but keep gambit whole. 1. No invader heavy ammo. If you portal over you lose it or its disabled. 2. No player icons at all. Invaders don't know exact locations and sleeper isn't as effective as a result. 3. Heavy kills heal less primeval health. Special slightly more and primary most. This encourages primary kills rather then heavy. 4. Sleeper requires a crit hit to kill a guardian.

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  • Sleeper should never require a critical that would render the weapon useless in pvp. It’s always been a ohk glass cannon. There are other weapons that are more effective than sleeper. Gambit is about risk. Find the bastard and kill the bastard. Or get wrecked.

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  • There is nothing more effective then sleeper for gambit. As for it always being a 1hk times change and gamemode choices force changes, it would still be a 1hk to the head on anything from supers to overshields. The 3 other options work for ke as well, however bungie's change to flinch will do nothing

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