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9/22/2022 12:19:12 AM
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Gambit Suggestions

I starting to think about was to make gambit more enjoyable for me and some of the ideas actually seems pretty fun. I know not everyone will agree with them but I thought I would share them anyway. Dunking - Throwable instead of Dunk, like the forges - Bounuses for amount of motes dunked - 5 Motes: Overshield - 10 Motes: Full ability energy ‐ 15 Motes: 1/3 of Super - For the throwing mechanic there are some problems that arise so here are some potentially fixes - You are put in third-person and get a 5 second timer to throw your motes into the bank after and area is cleared - You can chose to throw you motes or wait out the timer while moving to the next spot to get more motes - You will be vulnerable in this state so you will have some buffs depending on the motes you have - 5 Motes: The throwable can track enemies - 10 Motes: The throwable can do major damage, enough to oneshot guardians -15 Motes: You will go invisible and off radar, however your nametag will still flash once when the stops aiming to give them a general idea of where you are -Note: The invisibility will only apply while you're in the third-person camera - Killing an invader with motes drops half of what you had - With this system there is some risk/reward aspects to it - It is supposed to be a last ditch effort when there's an invader - You can chose to throw you ball to protect yourself and defend your team, or hide and wait of the timer until you can use your guns again Heavy Ammo - The heavy ammo seems to free, you should have to earn your ammo, not be given it for free - To fix this, there is an easy solution and a fun but much more difficult to implement solution Easy solution - To get a heavy ammo crate the team must clear an area in a certain amount of time - Each time they are successful, they get a heavy crate while also making that time shorter - When they fail to get a crate, the timer resets back the original timer - The timer goes from 1 minute, to 30 seconds, to 15 seconds - At 15 second, the team must maintain this speed in order to keep getting heavy ammo - Timer starts on first enemy damaged The Fun Solution - Instead of a timer, there would be challenges that get progressly harder with each completion - You start with easy challenge, then medium, then stay on hard until you fail. After which you will reset back to easy challenges - The challenge would be on the left side of your screen under your motes collected - The challenges will be from a random list for each category, Easy, Medium, Hard Some challenge suggestions: Easy - Clear area in under a minute - Finish 10 enemies - Use only primary ammo - Kill 10 enemies using abilities - Pick up every mote dropped Medium - Clear area in under 30 seconds - Kill 10 enemies using heavy ammo - Don't Die - Bank 30 Motes total - Kill 20 enemies with Critshots Hard - Clear area in under 15 seconds - Kill an invader - Kill 20 enemies with a super - Kill majors and up only with Critshots - Player "X" can't take damage - Thie list can be improved, but it's a start Boss Damage - It's not fun to be gate kept from doing damage to a boss especially when you're right about to kill him and his shields come up - Instead of a shield, make the Primeval slayer a buff with a timer - The timer only starts when you start damage - This timer isn't shared between players, it is unique to everyone - After killing the envoys, the next pair will spawn, and you can choose to damage now, or continue to stack Primeval slayer to 3x - With this system, you have potentially for strategies to be implemented for damage - For example, players can switch of from killing envoys to damaging the Primeval so that you have a constant flow of damage - Also to make invading more risky, if an invader is killed before they can kill anyone, the whole team gets a damage buff, something like 15% for 15 seconds Invading - I never really felt a risk factor for invading, and it always seem off to me, especially because it is a huge risk for the team being invaded - They can't see where he is so they have to hide and waste their time or continue gathering motes and risk them - Instead, give the invader a penalty for not killing anyone, that way the team being invaded feels like they didn't just waste their time - It could be funny, like have the invader trasmated up to the drifter to be scolded for a little until they are sent back down to their side - This takes away from the time the invader has to gather motes, kind of like a penalty box in hockey These are just some suggestions that I came up with that would make gambit much more enjoyable, for me at least. If you do like these suggestions, please upvote it so that we can get the message to bungie. Otherwise you can ignore me, and have yourself a nice day.

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