10 rounds of Gambit for this solstice armor has really given me some perspective. I now understand many of the reasons why everyone hates Gambit, and even came up with a few of my own:
--ENEMY DAMAGE IS NEVER CONSISTENT
Either enemies will barely scratch you or oneshot you before you can even have a chance to react, there is literally no inbetween. Envoys, Deceived Colossi (in Prime), and Taken Captains and Knights have absolutely BROKEN damage and unless you're running Liar's Handshake they are way too hard to kill in a timely manner. I love losing 15 motes to a Deceived Colossi's -blam!- machine gun in the span of a milisecond. Im not kidding, thats how much damage it deals.
--INVASIONS HAPPEN WAY TOO OFTEN
This is more of an issue in Prime because you have only one round, and thus no room to make any mistakes. You never feel rewarded for killing invaders because theres always a new one popping up FIVE SECONDS LATER. Its very hard to gain an edge when the invaders heal every last bit of damage you dealt to the boss, wasting ammo and making your efforts pointless.
--MACHINE GUNS ARE BROKEN
I dont care what anyone says on the subject, machine guns should not have the range of scout rifles and the accuracy of trace rifles. I get domed from ACROSS THE MAP by a 21% delirium when my hammerhead cant even reach the guy, so even when i try to conform to the broken meta i get screwed. Machine guns need a massive nerf in Gambit because they are currently a billion times better than any other heavy weapon, bar none. They have too much ammo, deal too much DPS, and are way too reliable.
--SPECTRAL BLADE INVADERS CAN GO INVISIBLE
The only thing more broken OP than an invader with a machine gun is an invader with a super that makes them IMPOSSIBLE TO SEE. You cant see them coming, you cant react in time, you cant prepare. If a spectral blade invader goes invis theres no way youll be able to stop them before they kill you. This needs to be nerfed immediately.
--THE PRIMEVAL KNIGHT IN PRIME IS BROKEN
You know how you need to stand in the well of light to damage the boss in Prime? Well now the Well is ON FIRE and if you stand in it for more than 2 seconds you INSTANTLY DIE. And he uses this fire every FIVE SECONDS. How did anyone think this was a smart idea.
--HEAVY AMMO FROM BOXES IS PITIFUL FOR SWORDS
So a rocket launcher can get like 3 rockets from every ammo box that spawns (i mean the ones on walls, not from enemies) but a sword only gets 6 swings? On Black Talon thats like 3 heavy attacks. Thats barely enough damage to match ONE rocket. Are you guys stupid?
--MOTES WILL SOMETIMES "AVOID" YOU
Sometimes when i melee kill an enemy the mote will fly up and bounce behind me, forcing me to backtrack to grab it. In Prime i'm usually forced to make this maneuver while being constantly fired upon by every enemy under the sun, so its quite dangerous when i need to grab that 10th mote. Also i dont like how my allies can sometimes steal the motes i needed to collect, forcing me to run headlong into the next wave of enemies for 2 more motes. I dont know how to fix this second issue though.
--ENEMIES HAVE TOO MUCH HEALTH
Enemies in Gambit are too hard to kill compared to how much damage they deal, and how many spawn at a time. You never feel powerful or even like you're getting the hang of it, cause the slightest mistake will lose you a ton of motes. Deceived enemies are bullet sponges so broken its impossible to kill one solo without Liar's Handshake and 3x Cross Counter, and even some blockers are so tanky you need to resort to broken tactics to stop them in time. Now, to be clear, i dont think its *hard* to kill the trash mobs in Gambit, i just think its unsatisfying because it takes more damage than i believe it should.
--TAKEN ARE ANNOYING IN GENERAL
Thank GOD Taken cant be an actual enemy type in Gambit, because if they were i would never play again. From Goblins shielding the Primeval during the damage phase in Prime, to Captains teleporting behind you and killing you before you can finish them off, to Knights taking so long to kill the invader reaches you before you can bank, i can think of a billion annoying scenarios where these enemies are the WORST ones to fight.
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11 Replies1. Heavy ammo RNG 2. Heavy ammo RNG 3. Heavy ammo RNG And 4. Heavy ammo RNG I think players must spawn with full heavy and that's it ... No more on the wall or from adds
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Man this post blew up
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1 ReplyEdited by forkix385: 8/5/2019 10:20:49 PMSomething I would change: Make invading a risky decision, the enemies primevil heals if invader gets killed. If in the motes stage, have them drop motes according to the weapon used for the final blow: 10 for primary, 5 for special and the normal 3 for heavy. And for the love of christ, limit invading to 1 time per teammate per round in regular, 2 for Prime.
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1 ReplyEdited by Shower: 8/4/2019 10:20:18 PMI think something is wrong with the quote feature on this forum. I went to reply and tried to quote OP, but it came out like this: [quote]I aM maD Cuz BaD 😭[/quote] If anyone has a solution to this bug, please let me know, posthaste.
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I played it to get 21% and then I quit. I will play on bonus infamy weekends to get dredgen and then never ever again
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Gambit is a -blam!-ing piece of shit. I’m only playing it because the game forces you for the grinds. -blam!- you Bungie and your inability to balance anything. Gambit is pure -blam!-ing cancer. I would rather my dick be put in a vise and crushed into a pancake than ever play gambit again. I would rather drag my balls through broken glass across Death Valley I would rather have a nice clean dick in my mouth and I’m not even gay The list could go on...
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3 RepliesThe big problem for me is the invader too many advantages is given to the invader with no risk. By no risk i mean there is no penalty for the invader for being killed there is no penalty or risk for the invader whatsoever.
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Two (relatively) simple changes I think could really help Gambit: The more motes you collect the harder you become to kill, like an over-shield. Also make it to where you can pick up motes from your killed teammates unless they're killed by an invader. Losing 15 motes from a damn dreg punching you makes for very infuriating experience.
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2 RepliesOof nice elo lmao https://destinytracker.com/d2/profile/pc/ACULonSeer-1372
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The main reason it sucks is because it's shoved down our throats in these events, I mean I'm sure someone actually likes it, why I would not know. But these 15-20 matches I have had to do in the past few days have been worst days in Destiny 2. The mode is just so fking bad in so many ways that it's unfixable at the moment because the base design is shite. Whoever decided that 95% of guns would do 10 damage per shot while others do 20-30x that is beyond me.
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Most of the issues you listed are actually down to latency. Whoever gets the lucky dip and hosts the game will usually win. Same with pvp. That’s just how it works.
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5 RepliesEdited by RPColten: 8/4/2019 8:38:42 PM[quote]--ENEMY DAMAGE IS NEVER CONSISTENT[/quote] Enemy damage actually is consistent. It's the most consistent thing in that mode and player power level doesn't even come into play with AI combatants. That's only with Guardian vs. Guardian levels.[quote]--INVASIONS HAPPEN WAY TOO OFTEN[/quote] Invasions can't and don't happen "every five seconds", in either mode. In Prime they're actually fairly spaced out with a 45 second timer in between each. The timer starts when the Invader either dies or is sent back. You can also track when and if the opposing team will have an active portal via the Mote-progress bar at the top. The spaced arrow indicators show when portals are made active from banked Motes. [quote]--MACHINE GUNS ARE BROKEN[/quote] Machine guns have the lowest potential sustained damage of all the heavy weapons, so it's a trade-off. Those Invaders are giving up strong burst damage against the Primeval (Very important) for a reliably strong Invasion weapon. [quote]--SPECTRAL BLADE INVADERS CAN GO INVISIBLE[/quote] It's a four against one. If not one of you has either a stack of heavy ammo to burn or a super ability to counter, what are you doing wrong with your ammo and Orb management? An enemy player invading with a super (Especially a close-range one like Spectral Blades) is actually less effective than holding back and using ranged weapons. Players are less likely to burn a super just to shut-down an invader using a sniper. They'll try and counter with their own weapons first. [quote]--THE PRIMEVAL KNIGHT IN PRIME IS BROKEN[/quote] You don't need to constantly stand in the well to damage the Primeval. The buff persists for a short time when leaving the radius. [quote]--HEAVY AMMO FROM BOXES IS PITIFUL FOR SWORDS[/quote] Fair enough, but are you certain rocket lawn-chairs get three? I'm certain they only get two, and three rockets requires a scavenger perk and bricks on the ground. [quote]--MOTES WILL SOMETIMES "AVOID" YOU[/quote] That's a latency/connection issue. Consistent connections solves this problem. Interaction with a game-environment, especially simulated physics items the player can interact with, gets touchy with inconsistent connections. [quote]--ENEMIES HAVE TOO MUCH HEALTH[/quote] Enemies are [i]slightly[/i] tougher so that they are not so easy to plow through. Granted depending on your setup this is still possible, but it's a game-mode function. The enemies function essentially like a resource. Make the resource too plentiful, and the pace may get too quick. Also, there's four players on a team. You're not really meant to take on any of the 'bullet sponge' enemies by yourself unless specifically kitted out to do so. Yes the Taken Knight blocker is an absolute chunky [b]boi[/b], but two players zapping it with their fusion rifles will make short work of it. [quote]--TAKEN ARE ANNOYING IN GENERAL[/quote] That's the point. They're not supposed to be pleasant to fight against. OP might have real issues with the mode, and there [i]are[/i] issues with it, but the ones listed weigh closer to personal faults and not actual grounded issues. That doesn't mean they're not real, just that they likely can be solved on the player side and not the Dev side.
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my one problem with gambit is truth
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Machine Guns don't have good DPS.
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1 ReplyYou forgot the Solstice of Heroes bonus, where 1-3 players on your team is using that goddamn bot that makes the player take two steps forward, two steps backwards, shoot... rince and repeat... I must have reported half a dozen people, before I gave up.... I sure AF hope bungie hardware bans those Fckers.
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While I neither like nor hate Gambit, I simply tolerate it when its required, everything you say is pretty spot on. Teammates have a lot to do with how all of those things negatively impact the experience though. I thought I would use those 10 matches to get bow kills for Hush (which I never intended to grind purposefuly), and to my surprise, the 2 of the 3 games I've played so far were some of my best all rando Gambit matches ever. Both meatball kills too. Got the ship finally, so Dredgen might look like it could happen. If I decide to get the Ghost that is.
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Edited by Lava_Cooled: 8/4/2019 8:36:18 PM10 mote captains are twice as hard to kill than the 15 or 20 mote blocker. Absurd
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4 RepliesEdited by pacificdune: 8/4/2019 7:55:21 PMPretty much every item on your post could be fixed by you learning to play Gambit better. It is a pvp mode, and therefore more challenging than running a strike. Carefully think about your strategy and your loadout. Mods and perks are very important. For example, I run heavy ammo finder and rocket launcher scavenger with my truth. Taken armaments is also very helpful. If you want to do very well get a regular team with a strong pvp player for invasion. The better players do this, and they will gain an advantage over you because of it. There is a lot of strategy involved, and it’s not just stepping into it, not doing very well, and then running to the message board to complain. There’s a lot more to it.
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2 RepliesWhen it comes down to it the only real problem with gambit at its core is invading 90% of gambit complaints are invader related (remember the sleeper meta) be it getting wall hacked and then heavy or super'd or etc. The only real duh fix for gambit is take out the pvp make it a contest to see which team are better slayers and dps straight up that's about the fastest easiest fix other than that people will scream until the nerf invading by taking away supers when you invade then heavy then special till no one invades anymore
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Yeah, Gambit is.. pretty unballanced. That's why I only suffer through it long enough to get what I need for a bounty or quest. Some of the weapons you can get from it are pretty nasty, so if you don't have those I would at least try to stick it out for those, especially Malfeasance and the curated Bad Omens that the Drifter offers. I wouldn't know about the newer legendaries because, well.. THE DROP RATE SUCKS DONKEY B[i]A[/i]LLS!
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2 RepliesEdited by TotalDramaGamer: 8/3/2019 11:32:20 PMAs a once Gambit enthusiast, I can concur on a few things. However, I'll keep my focus to the most pressing concern, imho. That being... Heavy ammo needs a re-work in Gambit. The RNG related to heavy ammo has always been, to me, thee epitome of imbalance. A team of heavy ammo modded armor verses a team of non-heavy ammo modded armor will favor the former drastically. This wouldn't be 'that bad' if it wasn't for the fact the good 'heavy ammo mods' weren't completely RNG and held back in the end game areas of Destiny (Raids, mostly). So not only is this compounded through load out disparity, you also have the rarity of the mods itself, further sectioning off a clear advantage to one side of the player base. You can win and lose [u]solely[/u] on the basis of the number of heavy ammo bricks you manage to find. This, in essence, is what most directly destroys the competitiveness of Gambit. It needs to be fixed. Suggestions regarding heavy ammo: { 1 } Have heavy ammo be exclusively tied to kill count when concerning PvE enemies, and NOT based on RNG drops from enemies. For instance, every 50 enemies you kill will grant the player one brick of heavy. [spoiler]This would reward those that slay enemies, and make roles like the 'mote gatherer' be a more give and take job in the long run. [/spoiler] { 2 } I would also add that if you successfully kill an invader, the invader should drop all of their heavy ammo on death. This would add a certain risk to invasions. This heavy ammo is available to the guardian that slew the invader. { 2.5 } Likewise, should an invader kill a whole enemy team, the invader would be refilled with a brick worth of heavy ammo. [spoiler]Failing to the enemy team would grant them precious heavy ammo. Failing an invasion will also make subsequent invasions harder to do because of said heavy ammo in the other team's hands. Also, not to mention, if you're primary 'role' is to be the invader, you won't have time to rack up enough kills to be refilled with heavy every time you invade. [/spoiler] { 3 } Keep the heavy box the way it is (on the wall) but have it require a key to open. Every guardian on each team has one key. The box is on a respawn timer still too, so not all four players can open it at once. [spoiler]This keeps heavy ammo centered as a one time use game changer, rather than a steady supply of "I just invaded and used heavy so give me more." With this system, players / team can decide where they want to reinforce their team. Heavy for the adds? Heavy to repel invaders? Or heavy for invading? Suddenly what was once a mindless power trip turns into an actual decision that can be used counter the enemy team if used correctly. As the game progresses, the other teammates can more accurately decide what is more important. Are you in the lead? If so, maybe should try to invade with heavy to keep them down for good. Are you behind and filled with blockers? WE GOTTA CLEAR THAT BANK!!!! Stuff like that.[/spoiler] { 4 } With the above three points, I feel as if I should add one more. Heavy ammo in regard to weapon type. It's imbalanced, as OP has stated. GLs and Swords in particular are complete trash in terms ammo per brick compared to rockets, Linears, and HMGs. [spoiler]If a rocket can get three rockets per brick, then a GL should get 8-9 shots per brick. 1 rocket more or less equals three grenades, imo. Swords should get anywhere from 8-9 heavy attacks. So... around 24-36 ammo per brick. [/spoiler] -- I think this would be a good change because, even if invasion frequency isn't changed, then at the very least [u]heavy ammo invasions[/u] become far, far less frequent and heavy ammo for PvE purposes is more directly balanced and out of the hands of RNG.
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1 ReplyEdited by one_hot_momma: 8/4/2019 2:03:36 PMGetting sniped across the map by a Fixed Odds should not be a thing. Thanks to SoH, I've finally set foot in Gambit, & I'm left wondering why my own Fixed Odds doesn't have the same range & accuracy as those belonging to invaders.
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1 ReplyI need 1k rep for my 3rd reset this season then I’m done forever lol
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2 RepliesYeah there really are just too many little things that can make you want to quit in Gambit, and the fact that a small incident like motes not getting picked up like they should, meaning you have to take more damage to collect them etc, can be so devastating to your team just makes it sooooooo infuriating to play. I just don't want to play Gambit. I LOVE the mode and the creativity and originality but MAN does it feel bad to play. Too many feelsbad moments and nowhere near enough feelsgood moments. In fact, I don't even think there are any feelsgood moments at all. When you win you're just glad its over. When you invade, if you don't kill all 4 it feels like a failure. They should make invading much much harder to the point where getting one kill feels good. Stop Taken Goblins from spawning near the boss because it's pure RNG if they shield it or not. No one likes RNG in a PVP setting.
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2 RepliesLOL complaining about spectral blades, I've never seen anyone pop that super, it's a melee based ability you can easily counter by...hot standing still?
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1 Reply“Buff player’s intellectual ability to the point that they are able to understand what “Death Heals Prime Evil” means. After maybe one time I learned that it means that getting killed during the damage phase regens health for the Prime. What I did to counter that was to avoid offering myself up for easy kill after easy kill during one invader phase after another.” Captain Obvious: Comenting on something that should be obvious but is inexplicably not so obvious to many Gambit players.