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Edited by HiddenAlignment: 4/7/2022 5:35:42 PM
25

Feedback on Gambit Labs: Invasion Swap

When this lab was announced, I didn’t expect much. I thought the only difference would be that people would be sending multiple large blockers at once more often. After playing nothing but Gambit yesterday, however, I was pleasantly surprised. This minor change is actually really good and I think it should be implemented into normal Gambit. Yes, the main strategy is to multi-bank large blockers, but if you’re hit hard with blockers, then you won’t be hit with an Invader at the same time. Well, not in the first Invasion, at least Invaders are now more likely to invade when you haven’t hoarded 15 motes yet. This ensures that Invaders don’t determine the outcome of a match when it just starts. You can also prevent a second Invasion portal if you bank quickly. Invaders in the early game are now more of a catch up mechanic that slows down the enemy like the Blockers instead of a boogeyman that shoves the enemy under the water until the bubbles stop. However, Invaders in the Primeval phase are unchanged. They’re still annoying little scamps that drag out the game for 3 minutes longer than it needs to. I mainly think this is because of the Primeval changes more than the red people, but there are still changes that can be made to Invaders. I’m not alone when I say most of the Primeval changes made this season were bad. Having it so that an immunity shield reappears once a certain amount of damage is done is annoying, especially when an Invader with a GHorn can reset all of your progress and have you start back to square one with little effort. I understand that the immunity shield is to prevent unfair Boss melting, but there are better ways to achieve this. Increase the Primeval boss health by a lot and revert it back to the original state where Envoys give a buff. If you REALLY want an immunity shield implemented, then change it to where you have a time limit to do damage, like in Prime. As for Invaders, have it so the enemy portal opens once a certain amount of damage is done to your Primeval rather than have it based on a time limit. You could also make it so that you can only be Invaded twice during the Primeval phase. Once when the boss is at 75% and once when at 25% so it’ll mirror the mote phase. This’ll reduce the ruthlessness and frequency of Invasions. TLDR: •Swapping Invasion portals is a good mechanic. •Change the current immunity shield mechanic for the Primeval. •Reduce frequency of Invaders during Primeval phase.

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  • Edited by MajorOpossum993: 4/7/2022 5:08:56 PM
    I still think heavy ammo needs to go for invasions. Tired of these people getting 4 kills by just launching rockets. I think to use heavy you should have to invade while carrying 15 motes and if you die there the motes are dropped like a HVT.

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    • Tbh I’ve been railed by the immunity shield more than enemy invaders.

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    • Edited by Demon_XXVII: 4/7/2022 10:10:45 AM
      The best ways to improve Gambit Introduce new (& old) weapons - (Breakneck, 21%, Outlast, Hush etc) alongside some beautifully bonkers new weapons & armour styles (not the glowing snake theme though) Use of Gambit weaponry & Gambit ornaments is optimal Bring back the gear buffs (Sentry, Reaper & Invader - leave Collector in the bin) Actually make it so the armour pieces are game mode [b]ornaments[/b] - ones that become powerful in Gambit itself when worn over regular armour (ornaments could carry specialist mode buffs & Gambit perk slots) This could also be implemented for Vanguard, Crucible & World Armour (Hive effect ornaments affect Hive combatants etc) Bring back the old Gambit maps (regardless of where they were set) Put back the infamy ranking on bounties (also implemented on Vanguard & Crucible) Make killing the HVT a priority for a team damage buff Invasions to be discussed Give it a +1 pinnacle for 3 matches & a further +2 pinnacle for 4 wins

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    • When I heard the changes.. I thought sounds messed up.. and still think that.. they should instead make a separate bank to open your invasion portal.. forcing you to choose if you want to use your motes to bank for Prime evil or to invade and potentially mess up the other team.. the biggest problem invading has is there is literally 0 risk to invade.. yea it sucks when you don't get kills.. but it didn't cost you anything and you can just make up for it in a different invasion.. Changes they should make for invading - separate bank for invasion portal (20 motes per invade) - Cap the amount of times you can bank for invade - take away the invasion timer (yes I know scary).. invasions should only end by getting 4 kills or your team killing thr invader.. *reduce overshield for invader *reduce aura around invader to be a little less obvious *give Wallhacks for only the first 10-15 seconds of the invade.. add 3-5 seconds after a kill just to locate the next victim.. Boom gambit invading fixed One other chance would be to revert the heavy ammo changes.. cause you get way too much

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    • Invasion swap is a great change. Very much enjoyed it this week. Prime Evil immunity reintroduced discouraged me early in the season but Tbh meanwhile again I enjoy Gambit. Taking off his shields is pretty easy. Game outcomes still depend on invasion outcomes and efficient mote banking/acquisition. At least heavy now is awarded uniformly to both teams. What we lack are more maps. Mixed modes with multiple enemy classes present the same time. Hard mode? Etc

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    • Finally, a good gambit review that doesn’t say something dumb like “remove gambit bc I hate it and think it’s bad.” I’m really enjoying the gambit labs and how they’re trying to change up the game mode. There’s obviously a long way to go, but it’s nice to see Bungie listening a bit to the community and trying new things. The invasion portal being based around the opposing team’s deposits is a fantastic mechanic. As you mentioned, it’s nice to not have the first invasion determine the whole game. This new mechanic allows for more forgiveness in the pre prime evil phase and makes the game feel less stagnant. The prime evil phase still needs some reworking, with the frequent invasions, prime evil heath gains, and the immunity shields. But overall the changes this week are providing a better, more rounded experience. Tldr; love the genuine review, and glad to see the changes going in a positive direction.

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      • Edited by BuckshotBarnes: 4/8/2022 8:54:56 AM
        In most cases in my experience it's bank first you lose. Not sure if that's everyone else's experience

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      • Fact. Gambit is the only time scouts outside of dmt are viable.

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      • Gambit has one fix needed; Delete Gambit. I HATE gambit so completely that I am almost willing to walk away from all of Destiny based on gambits continued presence in the game. Invaders are just weasley little griefers, whose presence just makes the game mode take longer, and deliver a possible win to the less competent team. I only play this -blam!- game mode for pinnacles or gambit gear I want but even then I hate ever second of it. I would suggest removing invaders entirely but I don't want to encourage the developers to keep this stupid game mode alive any longer, or to kid themselves there is ANYTHING good about this. Gambit is just an extremely watered down version of Prison of Elders, without cool maps, or interesting content, with a bunch of stupid mechanics added in, like motes and invading, whose only purpose is to SLOW DOWN player progress. Delete Gambit (and that drifter looser), and give us something back kool, like Oryx's Dreadnaught.

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        • Since they're doing Gambit Labs, how about a new mode where each team designates an invader at the start (or perhaps the game chooses randomly every time the portal opens) and one person from each team fights one on one? The winner handicaps the loser's team, maybe by deducting banked motes, or by making the Prime Evil immune for 30 seconds, or by disabling that team's heavy weapons, etc.

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          • So with the right banking, you can force it so the enemy team don’t get to Invade until the primeval is up. That is ridiculous. We just went 10 straight games without so much a challenge with the strat we are using.

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          • I like how the concept of invasions being reversed, but getting in games where you are punished for sending 4v15's first sucks. The other team just has to wait for blockers to spawn, clear them with heavies, and then dump their motes and then invade so you have to deal with 4 Knights draining your motes while an invader is wandering around, probably with Gjallahorn. The alternative being neither team sends the motes in reluctance to be the first, resulting in what I would only imagine is an emote stand off by the mote hopper. Yeah, it's a breath of fresh air, but I really believe the meta for this style of gambit is going to be pretty gross.

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          • Invasions need ro be removed from pre primeval phase. Invasion portal opens once when enemy team first has its primeval at 50% health to play its role as a potential catch up mechanic. Currently matches are drawn out longer than they need to be making the game mode boring.

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            • Gambit used to be my go to but now it's just pinnacle and out. The changes have made it such a joyless drag to play. I tried the labs and yes seeing 4 large blockers enter the ring was interesting, but then they drained all the motes, and the invader came with a ghorn and it was game over. I enjoy the enemy challenge, but 2 shielded vex minotaurs and hydras and 1 shot killer scorn really sucks the fun out of it. I try to play strategic but even with cover I'm getting toasted more now than ever with all the crap filling the screen. At 1 point last night, I stopped moving and just shot stuff because it became so pointless.

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              • Pretty much took the words out of my mouth. I agree with everything you said.

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              • Not sure why gambit is still in the game, they’ve sunset or vaulted so much stuff and yet left this garbage in the game! I know some people like it but there isn’t no way its enough players to warrant keeping it around!

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                • I'd like to see the PVE enemies shoot the invader if close to keep them on their toes. Makes them navigate more incoming fire, but also works as a beacon for other players to spot them since enemies are shooting in that direction.

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                • Boss melting is a defense against invasion wins. -- That's why the HP locks were added... But we didn't balance invader ability so you are SOL. -- -- The HP locks are why I won't play Gambit anymore.

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                • Yeah I wish during the Boss phase of Gambit that they would tone down the number of invades. Maybe 2 or 3 tops, make them count. It is just annoying that if an invader gets lucky and gets 2 kills the primeval has full health.

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                  • Not even playing it. Just dump the mode. What a waste of resources.

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                  • 2 invasions opportunities per match. Make it count.

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                  • I had a similar post about invaders during the Primeval phase. It's really dumb now. It would prefer if you only did 40% damage to the Primeval until to killed the envoy instead of the immunity. I also would rather less invasions during the Primeval phase and perhaps one kill/health regen regardless of how many kills scored during the invasion. If someone comes through with 3 Ghallarhorn rockets they can pretty much get the Primeval from almost death to 100% health in one invasion. You can't hide from Ghallarhorn because the Wolf pack rounds can get you behind walls, so it isn't a skillful choice of a weapon just highly efficient. In the gambit matches I've played recently, 9 out of 10 deaths are to a Ghallarhorn rocket.

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                  • I really didn't think it possible..but they did it. They took a game mode that was already deeply flawed and made it worse.. From the envoys spawning multiple times to the invader way across the map with a rocket launcher or sniper rifle. Not to mention the ridiculous amounts of damage needed to bring down the prime evil, you have created a game mode with great potential and turned it into the painful experience it is..

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                  • I really wish they would Limit the number of times a Player can invade, especially once the boss is up. For example, if one player invades, they can't invade until another team mate has invaded or something like that. Or you only get one invade per person per match. It's just so fornicating annoying to be invaded every 20 seconds with people that have 6 Gjalhorn shots. Oh ya Bungle, thanks for wrecking Eyes of Tomorrow too.

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                    • Problem is too much heavy. Every other crate should give heavy not all of them. Plus yah can get more heavy from high value targets.

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