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Destiny 2

Discuss all things Destiny 2.
Edited by Mythic, Harbinger of Light: 1/8/2020 11:24:55 AM
15

Gambit Prime (please read)

This is much easier to follow on the D2 Companion app. Some people really do enjoy this game mode and would appreciate an update to it sometime in the near future. [quote]Please read the post in its entirety before voting or commenting. I put a lot of effort into making this, if you disagree with something just comment on it. I will read it and possibly change whatever it is you disagree with if your argument is sound.[/quote] [u]Heavy Ammo needs Tuning[/u]: There's currently too many ways to gain Heavy ammo in this activity, between Heavy Finisher, Armament mods, the Heavy brick at the bank, and the Heavy Ammo Finder mod; that’s just way too much heavy ammo. I recommend disabling Armament mods while in Gambit Prime, and increasing the cooldown on the Heavy brick at the bank. Some heavy weapons also need heavy gains from the bank brick adjusted: Truth (2), 1K (2), Xenophage (6), Leviathan’s Breath (2). [u]Current Weapon dominating the outcome of an Invasion[/u]: The Truth exotic rocket launcher. Between how much ammo it can hold in the mag (3), and how much it gets from the Heavy brick at the bank (4); this weapon is the ultimate choice for an Invader and needs balanced. Please reduce how much it gets from the heavy brick at the bank from (4) down to (2). Balance changes STOP at this line. ————————————————————————— Everything below this ^ line is QoL requests. [u]Drifter Synths Request[/u]: Could a 4th mod slot be added to exotic armor so we can slot in drifter synths? Activating a +3 synth every 2 matches was fine before armor 2.0, but now it’d just be easier to slot a synth into our exotic armor. Please don’t make synths cost more than 2 energy, we’re already limited to 10. It’s kinda difficult to earn more synths when you have to use 1 every 2 matches. 1. Could the Drifter give us a way to trade in Synths for a different type of Synth? For example: If I’m trying to get Reaper Synths, but all I keep getting is Sentry Synths; could I trade 2 Sentry Synths for 1 Reaper Synth? 2. Could the Synth bounties also give us 3 Synths instead of 2? I can’t even get a piece of Tier 3 armor from 2 Synths. [u]Gambit Prime[/u]: https://m.youtube.com/watch?v=QeM60lG5NGM [b]INVADER[/b] - Hunt Players • Steal Motes [b]REAPER[/b] - Clear Waves • Slay Larger Enemies. [b]SENTRY[/b] - Counter Invasion • Bank Protection [b]COLLECTOR[/b] - Collect Motes • Send Blockers The benefits that some of these Roles give you are so much better than the others, it makes you feel disadvantaged for not using them. (Please don’t nerf the good ones to make the rest seem better, that’s not the answer.) Below are my recommended changes to the following Reckoning Armor Sets, these changes are meant to give each and every Role its own competitive edge regardless of which one you choose. [u]INVADER[/u]: [spoiler][b]+3 Assassin’s Munitions:[/b] While Invading, ammo slowly trickles to your Kinetic and Energy weapons over time. [b]+6 Lethal Defense:[/b] Grants an improved Invasion overshield. [b]+10 Killmonger:[/b] Each Guardian defeated while Invading grants a temporary damage bonus once you return to your own arena. [b]+15 Bank Robber:[/b] Invading locks the enemy’s bank. Stand near the locked bank to drain motes.[/spoiler] [u]INVADER Suggested Change[/u]: [spoiler][b]+3 Assassin’s Munitions:[/b] Unchanged. [b]+6 Lethal Defense:[/b] Unchanged. [b]Note: The +10 perk has been replaced but is no different than what the Invader already got intrinsically. The only difference is now it’d be a perk, those who aren’t wearing the armor would lose this benefit.[/b] [b]+10 Invader Vision:[/b] While invading the opposing team, all enemies can be seen without line of sight. Sentries who are in line-of-sight glow yellow (like an Invader), even if Vision gets impaired. [b]Note: Killmonger never functioned very well anyways and Sentry needed something better. This is not a nerf, but rather a balance change.[/b] [b]+15 Bank Robber:[/b] Unchanged.[/spoiler] [u]SENTRY[/u]: [spoiler][b]+3 Umbral Strike:[/b] Multi-kills grant a damage buff against Taken. Clears when you damage a Taken combatant. Stacks up to 5x. [b]+6 Safe and Sound:[/b] Standing near the bank triggers health regeneration. [b]+10 Invader Tracker:[/b] Damaging an Invader marks them for your teammates. [b]+15 Light of the Defender:[/b] You and nearby allies are granted maximum resilience, mobility, and recovery when in the Well of Light.[/spoiler] [u]SENTRY Suggested Change[/u]: [spoiler][b][u]Note[/u]:[/b] The order of the perks on the Sentry Armor Set have been altered, this is to offset the difference in effectiveness. [b]+3 Safe and Sound:[/b] Standing near the bank triggers health regeneration. [b]+6 Umbral Strike:[/b] Damage a Blocker to mark it, suppressing its abilities. Defeating marked Blockers restores your health & replenishes the magazine of your equipped energy weapon. [b]+10 Light of the Defender:[/b] Pass through the Well of Light to trigger this ability, the effects last until the end of the timer. You and allies [u]in the Well of Light[/u] gain continuous health regeneration, this effect is disabled upon being invaded. Mark the Invader to return the buff. [b]+15 Invader Tracker:[/b] Damaging an Invader marks them for your teammates. Mark the Invader to temporarily (5 secs) impair their Invader Vision and restore your health.[/spoiler] [u]REAPER[/u]: [spoiler]Current perks are already incredible and should be left as-is. Don’t change anything.[/spoiler] [u]COLLECTOR[/u]: [spoiler][b]+3 Inheritance:[/b] Drop a portion of your carried Motes on death. [b]+6 Umbral Armor:[/b] Rapidly picking up 5 Motes grants an overshield. [b]+10 Cashback:[/b] Gain Kinetic and Energy ammo whenever you bank. [b]+15 High-Yield Savings :[/b] Carry up to 20 Motes. This enables you to send a Giant Blocker to the enemy team.[/spoiler] [u]COLLECTOR Suggested Change[/u]: [spoiler][b]+3 Inheritance:[/b] Fallen allies contain a portion (1/2) of their carried Motes on death. Revive fallen allies to gain their remaining Motes, otherwise they’re lost on re-spawn. [b]+6 Umbral Armor:[/b] Rapidly picking up 5 Motes, or defeating minor Taken combatants (like the ones that guard Envoys), grants an overshield. [b]+10 Cashback:[/b] Gain Kinetic and Energy ammo whenever you bank or defeat an Envoy. [b]+15 High-Yield Savings:[/b] Carry up to 40 Motes. This enables you to send Giant [u]Blockers[/u] to the enemy team. Upon being invaded, carrying more than 30 motes triggers Umbral Armor.[/spoiler]

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  • The armor balance changes all seem like they would basically make invader better.

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    • I haven't played gambit since New Light players came in. Has it gotten any better? When I last played, people would be running around the map with 15 motes and not banking them. Drove me so nuts that I don't play anymore.

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      • Just delete it lol

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        • Bungie: “So what you’re saying is...” [spoiler]Delete Gambit Prime?[/spoiler]

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          • Eh. Who gives a damn? Gambit shouldn't exist anyway.

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            • Great post - my two cents: make prime armor available outside of reckoning as that mode is drying up fast.

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              • Truth really isn't that bad. There are things out there that are way harder to deal with. It's good for stomping some noobs, kind of like Jotunn in the Crucible

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                • Would be cool if people actually played a role. Being sentry and having to invade with anti blocker weapons because no one invades is infuriating. Mainly why I only play Gambit if it's for a gun.

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                  • I for one really like when that same invader always has heavy and uses truth. Makes the game mode worth playing.

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                  • Incredible I'm a big Gambit fan and they are superb suggestion's Bungo need to read this

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                    • #livestock

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                      • i love this post but everytime i see these kinds of posts i get a little sad. reason being, bungie is not going to change gambit. its original design was meant to only interest players to buy forsaken. in the shadows of battle royals and trending games bungie needed something new and interesting to pull in player to try out the game. its why it had free trials. they never intended to evolve the mode. and with the release of prime they knew it was taking up to much time with pve and pvp modes already needing separate balances and patches, merging the two modes was far too taxing on the team. once they put something together for it they had no intentions of improving the modes, and with recent events and news of dropping one of the modes only helps but prove that gambit is expendable. sad because gambit has so much potential and could be the pillar of what destiny is, but seeing it wither and crumble from the lack of support is a reminder that it was never intended to stay.

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                        • Can we also address the Taken Knights and how difficult they can be to kill and teams that spam them back to back, locking the bank, and preventing the other team from being able to recover until their opponents have the primeval up, which by that point means one team is at a massive disadvantage? And how Heavy Blockers are near worthless and a joke within the community? It's concerning that the medium blockers have an over shield, can teleport, spam blinding attacks and an AoE fire while the heavy just has lots of HP and not much more? Hell, even small blockers can be more annoying and difficult to kill them heavys when you get them standing in groups behind bigger ads shielding them. IMO small blockers should remain the same while mediums should be Taken Cabal and Heavys should be the knights with a randomized shield type. The whole point of the blocker is to slow the opposition and create an obstacle between them and the bank, not something that can team wipe just because no one is using a solar special. Taken Cabal can still block attacks and push players away from the bank and act as guards but lack an elemental shield that forces players to use a solar subclass or special in order to quickly kill them. And by having a random shield type on heavys it will give the team the chance for whoever has a weapon/subclass that matches that shield type to come in and break it rather than forcing everyone to use a solar. As it stands the single best way to kill the Knights I've found is a Ringing nail with Genisis and shield disorient because it can break the shields of all the Knights at once and fairly easily kill a few too. Beyond that we have Jotunn and now Devils Ruin. Its feels negative to being forced to using an exotic just to deal with a single enemy type.

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                          • As an invader I actually love killmonger. If my team does well we can get me invader portals back to back and with killmonger up I can one shot body guardians.

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                            • Those are some mighty fine ideas, kudos. Out of curiosity I’ve always wondered why invading didn’t cost motes to use the warp gate. A certain level of risk and reward. You can only use the portal if you currently have 10 motes when the portal is active. If you survive then you can bank them if you die with them then you pay your opponents 7 more motes upon defeat.

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