Everyone knows that death heals Primeval, but not everyone knows all of the intricacies of how the Primeval Slayer buff works. The Gambit Design team wanted to clear up a few misconceptions.
[quote]There appear to be some misconceptions about the “Primeval Slayer” buff in Gambit, particularly with how the leading team’s buff count affects the trailing team’s, so we’d like to take this opportunity to shed some light on it!
• Our intent for the Primeval phase is that the team that summons first gains advantage.
• The number of Primeval Slayer stacks held is unique to each team.
• If one team is significantly advanced in their Primeval Slayer stacks, the team that is behind receives ‘bonus’ stacks when spawning their own Primeval. However, the number of bonus stacks received is always going to be less than the leading team’s current total. Think of it as a tow cable trailing behind the leading team.
• There is a limit to the catch-up mechanic’s generosity. Even if the leading team is at Primeval Slayer x10, the lagging team will never start out with more than a few stacks when spawning their Primeval.
Our twin goals have been hitting the right balance between elasticity and competitiveness and fostering close, dynamic games. Now that Gambit is out in the wild, we’re closely monitoring the conversation around the Primeval phase (and playing a ton of it ourselves).
Happy Hunting,
The Gambit Design team[/quote]
English
#destiny2
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https://twitter.com/maskd_gaming/status/1045809171344445441 I really don't like catch-up mechanics, and I am not a strong player.
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I get what you guys did with Gambit but I strongly recommend that you re-think these game mechanics. The team that gets the Primeval first should have the upperhand. The opposing team can Invade and heal the Primeval. Don't give the underdogs a bonus just because they suck at Gambit. How will they learn if they are given an advantage with their crappy skills? This is as ridiculous as giving all the players on a losing Quickplay match precision bonus damage!
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3 RepliesThe real problem here is that there's a "comeback" mechanic at all, and that perhaps most importantly, invaders are far too powerful and influential against a better team that summons their Primeval first.
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Edited by MADStun: 9/28/2018 11:05:04 PMI said this on Twitter and I will repost here for visibility. [b][i]"Hey Cozmo, IMO giving stack bonus just for the fact a losing team is losing, is unfair. I would leave it alone to the skills of the players, which at the end is what should be rewarded." [/i][/b]
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Just get rid of the catch up mechanic. You shouldn’t be rewarded for sucking. Simple as that.
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That’s why you need invade to other side and wipe out enemy team when both teams summoned primevals...it all make sense now
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Get rid of catch up mechanics altogether.
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Spawned into a match to a team losing 47-17. I was like, well that sucks. One of our guys invades as we gather motes, gap quickly closes, cant remember the specifics, after he wipes some motes from their board. They spawn the Primevil first, but just by oh so little. We clear the wizards then invade and wipe the team. We begin burning the Primevil. I invade, get 2 kills. We kill our Primevil and win the round. Second round we just slaughtered them. Winning a match in progress and coming back from far behind... AWESOME.
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4 RepliesOne word cozmo, sleeper simulant
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Clear as mud
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Good to know. Makes for some good "never say die" plays. Crushing to be on the end of it, but feels good when you pull it off.
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What is the view on well organized PVE based teams that can 100-0 a primevil very quickly? Was that intended to be a viable option or is going to be looked at?
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I don't need no slayer buff I have a strat that kills it in 6 seconds.
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1 Reply
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ummmm science stuff. gotcha
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7 RepliesFirst
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Actually great info to have. Thanks.