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#feedback

Edited by Xeno: 9/26/2018 5:54:19 AM
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Xeno

Primeval Invasion Timer Too Fast in Gambit (UPVOTE IF YOU AGREE)

I love gambit for the most part however there is one thing killing it for me currently. I really feel the invasion timer is too fast between invasions when you have your primeval up. It's really annoying paired with the sleeper spam. You literally kill one invader to have another spawn in seconds after. This is especially annoying with the malfeasance boss... Lost it 2 times already. I also think a good change to gambit is to limit guns in the game mode to year 2. Don't get me wrong I love my sleeper in PvE. I don't feel lowering the aim assist will do anything tbh.x
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#feedback

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  • I honestly think you're at more of a disadvantage if you spawn your prime evil first. You have to deal with the other teams blockers coming in , whilst fighting the prime evil and ads and also the constant invasions. Grinding malfeasance for six hours and no prime evil spawn. Is seriously making me hate this game and realise just how broken it is. As well as the crappy matchmaking and people not doing things like clearing blockers.

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    • Edited by Octopus: 9/26/2018 5:54:02 PM
      Gambit to me is the biggest crap ever and can't understand the hype about it. But agree, this makes it even worse. Add lag, no energy weapon ammo drops to it and it's even worse.

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      • It is

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      • I felt this way until I played a game (solo) where my teammates summoned our primeval twice as quickly as the other team, and we lost back to back to skilled invaders. You would have thought that this would have solidified my opinion on it, but it completely changed it. Sure, I walked away a little salty, but the reason that the timer is so quick is because it provides an opportunity to win even if the other team is faster at getting motes. It was a sore eye opener that summoning your boss first doesn't indicate that you'll win. There are ways to counter invaders. And, again, if you coordinate, you should have enough DPS saved for a boss shred between invasions. I always designate myself to be a portal scout when I run solo queue. Sleeper is not the problem. It is "a" small problem that is being addressed. Removing it from Gambit would not help you as much as you'd think. I wish you luck on your malfaesance boss though, friend. I'm not looking forward to attempting that myself.

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        • The simplest fix would be invaders can’t use heavy weapons. Especially annoying when you have a random on your team that hogs it solely for invasions, thus leaving your team with none to melt the boss.

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          • Often you will get killed and wait an eternity to re-spawn just in time for the new invader.

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          • The real issue is the sleeper, but we all know bungie will do something about it. Funny thing is that the new raid exotic is even stronger than sleeper so that might get nerfed too, there is a reason pve and pvp could never work together. Gambit shows how bad the game becomes when you mix pve and pvp

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            • Yeah you come back and basically go straight back in

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            • Edited by ELRaSun: 9/26/2018 7:18:06 AM
              They don’t need to limit anything. It’s an easy fix. There are many viable approaches 1. Increase the importance of landing crit shots in Gambit PvP. Only skilled players will be able to hit a crit shot reliably with any cross-map weapon. Others will have to actually fight for the kill instead of one hit killing you by grazing your pinky toe. 2. Everytime an invader shoots it could momentarily give away their general position for a second. Like a proper “rogue player” / “player killer” mechanic 3. Constantly invading could be more of a Gamble. If Gambit primevals weren’t simply Heroic Public Event bosses copied and pasted this would be less of a problem because teams would have to actually THINK about losing a teammate’s DPS. 4. If the same person invades 3 times, the adds could realize they’re a guardian and stop totally ignoring them. So, like a “Spam at your own risk” type thing

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              • Edited by Brothers-Four: 9/26/2018 8:24:45 PM
                A big issue I’ve come across is when you’re behind in both motes and summoning the primeval; then you get slammed by invaders constantly as they put the final motes in and as they take down the primeval, preventing all mote collection on your side and not giving you a chance to catch up. All while you don’t get a chance to invade back because you don’t have the motes and it only opens once while their primeval is active. (This then is the time you’re talking about. Because the primeval has too little health and the stacks increase so quickly.)

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              • I feel they need to limit the invasions so they are more rewarding or planned. Hell there's times I invade just to distract them with no intention of killing anyone. A token system of sorts would be better. Like each player has 1 invasion token per round or something.

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              • Wrong. You kill witches. You Suncharge/Tether. You activate two blade barrages and you boss dies. If you can’t get rid of the invader (timer/killing/all dying) and get those three things off then you have a problem. It takes 3 seconds before the portal is up AFTER the invader respawns so make sure you killed him. You’ll have 7 seconds to kill the boss which is plenty of time.

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                • If you have someone on overwatch you can kill an invader pretty much every single time before he can do anything.

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                  • @NationAFK The timer isn’t to fast, if anything its really slow. They give more than enough time to damage and kill it. Your team is either getting killed by invaders to much which gives the boss health or you guys aren’t taking out the 2 void wizards that spawn with him. And if your having trouble with invaders designate a person to hunt them down when they come through or do it yourself.

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                  • The high frequency of the invade timer when you've summoned your Primeval is a forgiveness mechanic. It helps balance out the playing field and puts a lot of strain on the losing team's Invader to help essentially hinder your team until they can catch up. Then it's just friggin' attrition from there and who has the best invader/burn strategy for their respective Primes. Do you go All-In and full burn the Prime? Or do you split your dps by sending an Invader over? Basically it becomes clutch as hell and requires solid teamwork/communication when it's down to the wire like that. If you wanna clinch your win before they summon their Prime, you have to be hyper vigilant and have a plan, which ultimately comes down to risk vs. reward. Can you burn down your Prime before the Invader can kill your team and risk losing all your progress? Or do you play it safe and hide/fall back to insure your Prime doesn't heal from kills? I've had teams come back to win the round from only having a third of their motes deposited when we first got our Prime and vice versa. The timer is fine, everyone just has to understand that its frequency goes through the roof once you summon the Prime and be ready. Most times people don't realize that happens when they summon theirs, and are caught off-guard in the burn phase because they go all in without realizing they're gonna be susceptible to a wipe. Doesn't matter if the enemy has sleeper or a well placed rocket/grenade. Trust me, I despise Sleeper, I think it takes hardly any skill to get easy kills with it and there is hardly any counter-game for it other than hiding or getting lucky by attacking the Invader from a flank or hidden angle by sacrificing a teammate, especially if the person using it is familiar with how it works. But in the end it doesn't matter, people show their teeth are the sharpest in those moments and will use the tools to win, the main problem is when everyone uses the same tool, hence the problem with Sleeper being too efficient/reliable. I personally love using max blast radius RL's to decimate team stacks because I like to knock them all out in one fell swoop and then scavenge any stragglers. There's no reason to alter the timer, just accept it as part of the game and build your strategy around it. An objective game mode should require strategy to win. You shouldn't have to build a strategy around a specific gun, that's when you change the weapon, not the entire game mode. But, Bungie has already said what they're gonna do with that, I don't have a problem with Sleeper as a weapon, I have an issue with its abuse. The Aim Assist nerf is an acceptable one, because it really only affects PvP but doesn't completely invalidate the weapon like Bungie has done in the past. But that's enough from me lol.

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                  • Pick your poison. If one person is consistently going over to the other side to invade, only 3 people are shooting the primevil. There are many counters to this as well. I found the new defender super forces the invader to get up close in personal, and most of the time they can't even get there before you melt the boss.

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