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3/15/2022 6:12:26 PM
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Honestly, Bungie simply needs to create a full Gambit tutorial questline that puts you into a non-matchmade instance of Gambit where you play against AI. This questline needs to be mandatory before going into Gambit. The problem is that most people understand Strikes and most people understand Crucible as fundamental modes. Gambit is such a different game mode where if you don't know what's going on, you are just looking to kill things. The reason most people avoid Gambit is because they are tired of playing with potatoes that have no clue how the game mode works. If a tutorial can't fix the problem, maybe an IQ test.
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  • Edited by wolbeas: 3/17/2022 6:12:38 AM
    such a shortsighted reply. most do not care about gambit! there is no secret to this. It is not about not knowing how to play, it is about not getting involved in a mess that is gambit.

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  • I disagree, Gambit is a game mode that has a lot of potential and is actually really fun under the right conditions. When Gambit Prime came out, I played a ton of that game mode solo and was having a blast. Over the lifetime of Gambit, there have fundamentally been 3 areas that have hurt the game mode: 1. Teams instantly deleting the Primeval 2. Invaders using cheesy Heavy weapons 3. Teammates that have no idea what to do, meaning you couldn't carry a bad team. The reason Gambit Prime felt so good is because all 3 of these issues were mostly resolved: 1. Gambit Prime introduced Primeval damage phases where you couldn't just melt the boss, allowing for the enemy team to try to catch up. 2. Weapons like Eyes of Tomorrow and Gjallarhorn did not exist at the time. 3. While many people still had no idea what to do, individual players could make builds to support their team, and in many cases, I found I could carry most teams using my Reaper loadout. The current Gambit system suffers from most of the pitfalls Gambit has seen. It is absolutely infuriating when you are on a team with someone that either won't pick up motes, or will pick up motes and die, or not bank motes for the first invade. It has been this frustration over time that has caused many people to dislike Gambit or only do it for bounties. Then when people play Gambit only for bounties, they are not focused on the objective which means even more people are turned off of Gambit. It's a snowball effect that has happened over the course of the past 3 years.

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  • When was the Gambit was introduced? (2018) So, 4 years of full of potential and we are not far off where we started with gambit. Right confiditons? where are they? If the conditions are only in an ideal world with ideal teams then it has nothing to do with reality, does it? After all, Gambit got its own season (a mode with a lot potential) and recieved as one of the worst seasons of Destiny. Gambit has been the least played activity and no matter how much you love it, it is more of waste of Dev time than anything else at this point. They are better off focusing on other things than gambit. And this is where I get confused beacuse I see a lot replies from other poeple who loves Gambit and play it all the time and some of their response is the fun of gambit is melt the boss as qucik as possible with your built. While you state that as a con, other gambit fans loves it. So even gambit fans cant agree on what's fun about it, why spend time to figure it out while there are better things they can spend their time on.

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  • I think that's a pretty poor outlook on a game mode that has potential. If the viability of an activity was solely based on who likes or plays the activity, Destiny wouldn't have Raids or Dungeons given that a small portion of the community plays these activities. Gambit was in a really good spot in the first year, especially when we had Gambit Prime. I would say the reason Season of the Drifter did poorly is because it was the only Season in D2Y2 that did not have a raid, and Reckoning was poor when compared to Forges and Menagerie. With that said, Gambit Prime was the best Gambit has ever been. The problem is that when they consolidated the Gambit playlist, there was no real incentive to play the game mode, resulting in people only doing the game mode for bounties and Pinnacles. This means less people pay attention to mechanics and as a result, makes the playlist a slog to get through. It has a lot of the same pitfalls that Trials had when it was launched in Season of the Worthy.

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  • [quote]I think that's a pretty poor outlook on a game mode that has potential. If the viability of an activity was solely based on who likes or plays the activity, Destiny wouldn't have Raids or Dungeons given that a small portion of the community plays these activities. Gambit was in a really good spot in the first year, especially when we had Gambit Prime. I would say the reason Season of the Drifter did poorly is because it was the only Season in D2Y2 that did not have a raid, and Reckoning was poor when compared to Forges and Menagerie. With that said, Gambit Prime was the best Gambit has ever been. The problem is that when they consolidated the Gambit playlist, there was no real incentive to play the game mode, resulting in people only doing the game mode for bounties and Pinnacles. This means less people pay attention to mechanics and as a result, makes the playlist a slog to get through. It has a lot of the same pitfalls that Trials had when it was launched in Season of the Worthy.[/quote] Again a potential that couldn't be realised for years. I'm only looking at its track record. You can't compare Gambit and Raids. Raids are about bragging rights, completing the hardest content. That's why participation is low not because people don't like them. On the other hand, Gambit is fairly easy but still most don't like it. What you are talking about is a fantasy what Gambit could have been if some things were fixed, and done right. Well, they arent. Bungie tends to take 1 step forward 2 steps back.

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