I’ve played a ton of gambit over the years and the most consistent issue with the mode isn’t the pacing, add clear, boss mechanics, or note collecting. The main issue is the balancing of invaders. I’d love to see a labs where heavy ammo isn’t available at all and see how it plays. I hate restricting character choice but it seems like we’ve tried everything else.
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They just need to stop players from stealing motes off of their team. It's supposed to be a team game. Make it so you only pickup motes of enemies you killed and lower invader health and increase their visibility
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The only thing you have to do to balance invaders is either remove their wall hack or remove their overshield.
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I promise you people aren't going to start playing Gambit again just because you take heavy out. There are no small changes that can "fix" Gambit or i'd have to think they would've tried.
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1 ReplyI just want it so that the boss can always be damaged and the envoys just give you the primeval slayer buff for the 2 that would spawn then gradually increase. Also would like to see Kells grave added back as it was with gambit on launch so like why’s it gone? I just remembered that map.
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I think the heavy ammo available for everyone is generally better than hoping it drops from an enemy. Of course the problem is heavy weapons like xeno and Levi's have obvious application for they are essentially the most easy to use. Perhaps something could be done to "disable" heavy ammo for the duration of the invasion, but obviously when someone obtains the primeval spawn it would be pretty obnoxious having your heavy disabled every time. I am a cultured individual so I unironically use whisper in gambit since I can also still run a shotty.
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ah yes so player can complain about super next
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Would like to see labs again. The one where they flipped invasion to be a function of your opponent mote total was interesting. I think some people just need to accept that they don't enjoy gambit and stop trying to "fix" it. Like the post a while back suggesting adding tormentors. Gtfo. I don't make lame suggestions to try and "fix" trials, because I know I'll never enjoy it anyway.
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It's almost always heavy, or a super. Thunderlord, Xenophage, RL or GL. The problem is almost anything short if a heavy won't kill them before they kill you.
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13 RepliesIf you've played as much as you say, you'd know that the best invaders never even use heavy.
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Or just another idea. Mayhem gambit. Abilities charge faster. No heavy. No invasions.
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Edited by Adam_Clockwork: 9/11/2023 1:48:00 AMIf you take away Heavy trust me Invading will be so much harder unless you play it skillfully (Like it was when it was first introduce.) Everything will change yet people complained that Gambit was to slow which was the purpose Gambit was to test the players both PvE/PvP skills so if you couldn't do either of those then Gambit will either be slow/fast. I want to keep a mental note here too because I know people will possibly think well duh if your remove Heavy the entire game mode changes. Yes but unlike those other game modes too Heavy was mostly granted to those who grabbed 15 motes if you got more (Due to a certain armor set) You were granted with more Heavy hell even High Value Targets drop heavy, and with scav mods on you shouldn't have trouble with Heavy. Removing anything will change the game modes to become a completely different game mode. It would effect the same way if you take something way from PvP good example what if you Removed every Exotic from PvP (Guns, and Armor included) Well the most skillful player will come out on top their play style would have to completely different or maybe just the way they engaged but then you'll have players complain about it.
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Yep. The main mechanic of Gambit shouldn’t be invasions.
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16 RepliesEdited by FataLVisioN_Oo: 9/9/2023 7:20:17 PMThat would make killing the boss extremely slow. 🤷♂️ I don't really have an issue with invaders. You can see when their portal is open so if you don't bank and move onto the next add spawn trying to get 15 motes that's on you.... aka a gambit. There are only 3 possible spawn locations for invaders as well, if you are at one that makes it 50/50 where they are at.... if you have 5 or less motes go hunt them down, don't hide.
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I have played a lot of Gambit in the past. Even in the past few seasons I've played my fair share of the game mode for fun. However I don't think any kind of change to Gambit is going to "fix it". I highly doubt any kind of change to the ammo economy, especially the removal of heavy, is going to stop players from abandoning games and seeing Gambit as a waste of time. The name "Gambit" seemingly makes a vast majority of players roll their eyes and want to play anything else in the game. Gambit Prime and the launch of Witch Queen both overhauled the game mode to make it more approchable, and entice players to chase rewards. As we saw in the SOTG post. The Witch Queen overhaul was a big effort that failed to increase the already minimal player number. In my opinion: If Bungie is going to continue making statements about their develepment bandwith, and how they need to spend their resources. Then I would say scap Gambit. I understand it sucks seeing so much effort and money go into a game mode only for it to be mothballed and put to rest. However, I can't stand seeing Gambit barely shuffle along as the game seemingly moves on just fine without it. Gambit was a good idea while it lasted but I think it's time for it to go.
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Edited by ΜΟΛΩΝ ΛΑΒΕ: 9/10/2023 3:47:34 PMOne giant change would be to add better loot to the pool. I’m hoping Gambit succumbs to a fast demise.
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One small change to Gambit that would fix it is genuinely how people actually approach it and play. I have personally found that no matter the state of Gambit and current sandbox, the only matches that are ever fun (win or lose) and actually show the mode's strengths are when all 8 players know EXACTLY what they're doing. The moment someone doesn't understand how the gamemode flows, it feels awful even when you win. A change to heavy ammo wouldn't fix anything. Even back in Y2 it was very easy to do a primary only One Man Army over and over and over again. Gambit is all about how well you can personally multitask and keep track of several moving elements at once against a timer. Think the same mentality you would take into a ranked game of StarCraft 2 with timed builds, pushes, etc. If you don't do X by X time with the way you're set up you're dead unless your opponent makes an even worse error which funny enough is often exactly how Gambit plays out. I think Gambit needs to stress these elements more, have large maps, with more objectives and learning curves to really force people to pay attention more. Because again, its all about paying attention 100% of the time and knowing what you need to do in order to control the match as a team almost immediately.
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2 RepliesI’ve got an idea I always wanted to share about how to improve gambit. When you invade, you go in as an enemy unit. Nothing super OP, a couple attack abilities, maybe a primary weapon. Nothing tougher than a red bar or a player. Something different for each enemy type. The main thing, I think, is to limit the invader offensively. But, still make it fun. Anyway, I think it’d be cool.
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That wouldn’t change anything. I have a ton of army of one’s without using heavy, and I’m sure you’ve seen people do it as well Besides. It’s not like the invader is the only one who has heavy. So do you…and your other 3 teammates. So if the 4 of you don’t know how to use heavy to take down one person, that’s a skill issue
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I agree. Or alternatively, if you go through the port you lose all heavy ammo.
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I would have preferred match modifiers that rotate every week. You could have ones with and without heavy. Ones that boost certain weapons or elements. A Checkmate version (whatever that ends up being). Could even have a Mayhem version. Prime could have been a seasonal event. But er… does anyone think anything’s happening with Gambit?
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1 ReplyRemoving invaders and adding new enemy targets that have to be killed before re-engaging the primeval would be better.
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Definitely. Leviathan’s Breath scrubs everywhere.
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Yup, do the labs thing. And just disable the portal so that there is no invasions at all. Leave everything else alone. Just make it a good old race to the final boss then defeat it.
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I’d like to see: - You can only invade once until each player has invaded. Or a limit on invasions. If a player keeps dying without kills they’re on a cooldown timer. - Heavy is gone but primary or secondary weapons do extra damage. - Completely different looking loot compared to the rest of the game. - A map for each planet to exist in d2. - Passing/tossing motes to teammates, and magnetic motes. - Freelance gambit (if there isn’t one already). - Map creator.
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That wouldn't change anything. Reason being invaders would use other things, so people would still be here complaining about invaders using primary and special weapons lol. People don't like the pvp part of it. To those people: tough -blam!- lol. Bungie has nerfed it enough, no need to do anything else to it. You don't like the mode, don't play it. Bungie is even telling them that at this point lol.
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Going to say NO. Xenophage 2 shots any guardian whether invader or not. So now it's an issue of supers. Or.... Do we nerf those too?