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Edited by S2Pot: 2/21/2022 2:57:03 AM
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A Reckoner’s Thoughts On The Gambit Changes

I’m just going to be giving feedback to the Gambit twab point by point. This is more for Bungie than other Destiny players, but feel free to chime in if you have thoughts and want to have a civil and intelligent discussion. - Freelance Mode Honestly, I feel like this alone does most of the work in addressing the common Gambit complaints. Solos don’t want to get stomped by teams, and teams can now play competitively without stomping Solos who just want to have fun. If this was the only change I think it would satisfy the average Destiny player, for while heavy ammo inconsistencies and invasions are annoying, the real problem for the average Destiny player in Gambit is running into a stacked, organized team. No specific preference here. - More Randomness in the Spawning of Enemy Waves I see this as a good and a bad. In one sense, this is great because it makes each game a little more different and interesting to play. However, it does remove the mastery that comes with learning a particular enemies spawn rotations and combatants types on particular maps. I will be sad to lose the rhythm I have developed, but I don’t this is that big of a deal in the long run. Because enemy AI is predictable, this is kind of one of the only ways to add in PvE variety. - More Respawn Points Generally I am against adding more layers of randomness on the side of the player, but I think this will be good. Not having to trek across the entire map to re-engage will be nice, as well as keep the invader on their toes when killing during invasions. Additionally, it is a buff to the invader in an area they needed it most. As much as the average player won’t like to hear it, the reality is that the Invader is actually quite weak. All it takes is one attentive player to ruin an invasion off of spawn. Have an organized team, and you almost never have to worry about an invasion. Just as players respawning in more locations will keep invaders on their toes, so too will more invader spawns keep defenders on their toes. This should keep Gambit invasions more engaging and less frustrating in general, but only time will tell. - Dropping Half Motes on Death Generally I like this, as it adds a little more to the invader as far as options when invading, while also allowing good players to reclaim motes from the blueberries who keep dying with 15 (don’t fret, blueberries, we still like you). However, it will make invading against a good team a little less impactful, so it is a nerf to invasions but only to the invasions of the losing team, which is not the kind of invasions that we should want to be nerfed. Not sure how this will play out. - Player Revives and Enemy Shields Nothing to say on the player revives. It should just be a nice quality of life change. Personally I really like the enemy shields change. Lately I’ve been annoyed that Bungie’s method of making enemies tougher is to simply increase their health from red bar to orange or yellow and have them do more damage while they have an entire elemental shield mechanic sitting off to the side unused. Tougher shields instead of more orange and yellow bars is a good thing, as it makes enemies tougher without making them bullet sponges and allows the shield breaking side of a guardians build to be more impactful. Personally I’d love to see more shields in PvE as a whole. Not asking for the craziness of match game, gust something in between that and unshielded bullet sponges. - Blocker Changes The health and attack changes of the blockers seem like they will be a good change. I’ve always thought that the 5 mote blockers did their job well, but the 10 mote blocker always felt weak. I still think they could have brought down the 15 mote blocker’s health, but I like the added threat of a stasis attack. Motes draining during a primeval phase seems interesting and could be a good catchup mechanic for losing teams without screwing over a winning teams earned lead. We’ll see how this one plays out. I’m conflicted about the mote drain being paused while defenders are dealing with them. I see it as a very good change for the more casual half of the player-base, but a bad one for the upper half. Depending on what exactly “near the bank” and “engaged with a blocker” mean, as far as distance and interaction, mote drain could basically be nonexistent in most games. However, if you have to be very close to the bank and actively attacking a blocker, not just plinking it every now and then from scout or pulse rifle range, I could see this being okay. Again, we’ll have to wait and see. - Ammo Changes I hate and love this change. Making the ammo frequency between teams more equal is the exact change I’ve been wanting for a while. HOWEVER, this change might very well make heavy spam WORSE and not better. Instead of balancing the teams by giving everyone more heavy, I think it would have been better to have almost no heavy until primeval phase. The “small amount of special and heavy ammo” from the front chests better be real small, like really small, one rocket small, or the one-shot / heavy-spam shenanigans that people hate will only happen more often. I like that minions no longer randomly drop heavy, but I don’t like that heavy is guaranteed after each wave. As a PvP analogy, this is like balancing Lorentz by giving snipers more aim assist and Chaperone more range. Just because everyone is at equal power does NOT mean that the game mode is balanced. I fear for this change. - Primeval Changes First off, hallelujah the meatball is gone. I know there are developers out there that worked hard on that boss, but I personally like neither the mechanics nor the appearance of that boss. Pleased to see it gone. As far as the envoys and primeval stacks change, I am all for it. I liked Gambit Prime’s method of boss damage way more than base and current Gambit. While the quick melt is satisfying, it also gets boring really fast. A more engaging boss fight is one I am looking forward too, and I still think good teams will absolutely melt the boss just as fast. Looking forward to these changes (EDIT): ImOnlyBleeding mentioned how the envoy changes could give an advantage to pre-made teams and hinder a team of solos or casuals. I didn't think of this before, and it is an important point to make. It very well could end up being a bad change for the average player, but I still think it is a good one for Gambit in the end. - Invasions Now it’s time for me to draw the ire if the average player. I like that level advantage won’t exist. I like that you can’t stockpile invasion, as that was oppressive in the same way super snowballing in crucible is. I don’t mind losing wall hacks when ADS. BUT, I don’t like that there are less invasions. Again, as much as people don’t like to hear it, the invader role is actually the weakest one in Gambit. The reason it often feels like it hurts so much is due to coming up against an organized team while you have blueberries or simply getting unlucky with ammo drops, neither of which are inherent problems with invasions. Now the invader has less opportunity to be effective and can’t do their job, which isn’t to wipe the whole team. An invaders job is to kill mote carriers and provide a moment for their team to catch up or take the lead. I don't like this change, and I don’t even generally play the invader roll (Sentry was my Prime preference). They’re making an already weak role weaker when the issue isn’t the invader role itself but the heavy ammo economy and solo versus team issue. While the latter will be better with freelance, the former, as I mentioned before, is most likely only going to get worse. (EDIT): Xero has convinced me that not being able to see specific mote amounts is not really that big of an issue. Look at his post below to see. Additionally, see my final comment with Stardust Hyena to get a better understanding of what I mean by calling an Invader weak. - Rewards I like rewards and I dislike excessive rng, therefore I like these changes. - Labs I’m looking forward to testing these out. Invasion Swap is one I think they should have tried out a long time ago, and I’m all for Mote Thief and invasion changes that make the invader a threat to be dealt with and not just something to be avoided. - Conclusion So those are my thoughts. Obviously no one knows for sure what will be good or bad until we have it in our hands, but feedback is still feedback. I also want to say that, as much as I may have ragged on some of the changes I didn’t like, I still very much appreciate the developers at Bungie who created, tested, and are shipping these changes. Bungie could have easily sunset Gambit and then never had to deal with it ever again, but the fact that they spent this much time reworking the mode to the extent that they did is very encouraging as a Gambit fan. Whether these changes are exactly what Gambit needs or completely disastrous, I want to say thank you to the devs who put so much work into this. Looking forward to the future. - a Reckoner (EDIT): I just want to say thank you to everyone who has replied! I've really enjoyed seeing the engagement, and it has been a joy to see so many other Reckoners in the replies.

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  • Nobody cares that you have reckoner, lol.

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    • OP: good post. 👍 As a previously gilded Dredgen, and a Yellow (Sentinel) player, whenever possible, I gather heavy for my Gally / Truth - to invade with, and to deal with invaders. To use anything else is usually a fruitless exercise. A competent Red (Invader) using any PvP weapon will be a real pain to deal with…and usually causes havoc. Green (Reapers aka mote thieves) and I think there was one more colour, but I forget, was a good system that worked well when it was up and running, as it quickly identified the role spread of team8s and avoided the portal invader queues…etc. I would very much like to see that I.d. system return; not necessarily with distinct armour sets, more so a coloured glow : aura that can be activated during Gambit matches only. There was a lot wrong with Gambit, though there was also the potential to make it better. I think these new updates might just do that…at least, it’s a good step forward, imho. Kudos to BHQs Gambit Devs! 👍 Just my 2d worth. YMMV. Cheers! MDGA 👈

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      • Kind of lost me when you described invaders as weak.

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        • less invasions less motes loss, eaasier catch up. longer boss fight because bounties, these are good changes. just wish the invader got a jumping puzzle to go through in ascendant plane before arriving on enemy map. would have been cool.

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        • Match game is boring

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        • Reckoner and Gilded Dredgen x3 here, my main problem is them adding a lighter version of match game. Everything else is gucci.

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          • As a player who used to enjoy Gambit I’m eager for these changes. Especially Freelance. One thing I wanted to see was less Invasions during the Primeval phase. Few things tilt a match (or my patience) as much as when a team summons the boss, your team is struggling and they send over a dude packin’ rockets!

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            • As another reckoner, I disagree on invader being weak. They have the most potential to change the outcome of a match of any possible gambit role. I think reducing the total amount of invasion during mote phase isn't going to hurt the role. Especially since the ammo economy for heavy is going to get a lot stronger. I wish bungie implemented something to reduce heavy spam as that is the worst part of gambit in my opinion.

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              • WAAAAY TL:DR But we should all let go, and let Gambit die the fiery death, with complimentary unmarked grave it deserves.

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                • I’m a reckoner and dredgen cubed, here are my thoughts: it’s still a dogshit mode

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                  • I'm still going to be doing my 3 and out despite these changes.

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                  • Edited by AbsolutZeroGI: 2/19/2022 8:45:34 PM
                    The invader role is the strongest in gambit, a decent invader can end a game on the first invasion. Your team banks 30+ then you invade and prevent 30+ is a 60+ mote swing that basically ends the game given that the invader team is still actively collecting motes. Nobody can cause a 60 mote swing in less than a minute. Invaders can.

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                    • Tbh i’m just glad they got rid of the stacking invasions. Felt like one of THE issues in gambit.

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                      • I honestly dont know why they didnt just sunset the whole mode! Is there really a competitive destiny gambit community? I have such a hard time imagining this!

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                        • More heavy ammo is always a solution

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                        • As long as gambit is only a +1 pinnacle with mediocre loot I will never care about it.

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                        • Edited by Xero: 2/19/2022 1:25:09 AM
                          I understand where you're talking from and pretty much agree with all of what you're saying minus a few points on the Invasion aspect. I don't think they were weak then, and I still don't think they are going to be weak moving forward either. Consider this from the TWAB: [spoiler]As we said above, a good invader should be able to turn the tide of a match, but a good invader should be no more important than any other equally-skilled team member. We don't want a single good invader to completely dominate match outcome — and they certainly can right now. However, we still want a good invader to be able to delay a strong PvE team from finishing off the Primeval.[/spoiler] And this point: [spoiler] Players always drop half the Motes they were carrying when they are defeated. These can be picked up by anyone, [b]including invaders![/b] Invaders can also drop more Motes now! This makes recovering from a ruthless invader (or bad luck fighting enemies) a little easier. [/spoiler] This second tidbit, changes the whole meaning of what an Invader not only does for the enemy team (general disruption - or as Drifter says "You're invading! Make a mess.") But what they can contribute to their own team's mote count beyond the usual general disruption. If I was invading, I would just immediately target the Guardian with the most motes because that seems to be the most logical choice to maximize disruption. On one hand, this deters folks who aren't invader/invasion friendly. (Most might hide, or just flat out not invade - there needed to be more to the role than just shooting Guardians with the most motes.) On the other, a good defender can predict how to counter. But at the end of the day, it was up to the Primeval phase that Invaders could cause the most/too much damage when timed right. The Primeval phase didn't make much difference depending on who you ask. Bungie had to throw a few wrenches in place to turn the mode on its head, hence the spawn randomizing. Make sense so far? It's going to feel like everything is on an "equal playing field" because having the bigger gun won't always guarantee the best results for an invasion. Couple that with being able to collect motes from enemy Guardians and you now have the ability to make a variety of self strategies to "make the invasion count" and really be high risk/high reward. Will you go in with 0 motes, and leave with the enemy Guardian's Motes, effectively stealing them? Will you wait for Guardians to approach the bank and pluck them off, baiting another? There's a lot of room for creative possibilities, and I think [i]this[/i] is the angle Bungie is going for, if I had to wager a guess. It breathes new life into the role, overall, in my opinion. Sure you don't know who has how many motes, but realistically, you can tell if there is a potentially large number of motes to deposit based on the bars up top. The grey section are motes yet to be deposited, so that gives you a hint. Natural behaviour is also to deposit motes as the Defending Guardian knows their own risk of having a target on their back, from holding said motes. At least they don't have to be as predictable, like the invader as well, if either player plays it smart. All of this sounds rather chaotic and unpredictable, and I think these changes will stir up something to at least try to engage/re-engage Gambit once more. All the changes, including the invader changes sound healthy to me and are very much welcomed to see what happens. Plus with Gambit Labs, maybe Bungie will get something out there that's more preferable to you for the week? Time will tell. ¯\_(ツ)_/¯

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                          • Someone who didn’t like gambits perspective. It’s still gambit and is largely the same gamemode, I’m not bothering.

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                          • Edited by DeusMuerte: 2/19/2022 3:37:01 PM
                            I am Reckoner too. All i can say, there will be more bad changes then good. Also i wanted to see separated pools of players. New players, veterans and elite - divided by their stats and never across each other if their stats isn't almost same.

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                            • Good feedback, and this dredgen / gambit lifer agrees for the most part. But for all of it, I'm in "wait and see" mode, just like all of the other changes (and the changes we don't know about yet) that are coming. But kudos for the thoughtful post!

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                              • Edited by cycofreak3: 2/19/2022 12:47:14 PM
                                Hello fellow Reckoner, I like this post. Well thought out and you sound like you probably play more Gambit than I have recently. That being said I think that while playing against organised teams is rough as an invader, however in my opinion its the heavy ammo spam that truly makes the invader role feel weaker than it is. Not trying to flex or anything but I invade mostly with primary weapons and that puts me at a disadvantage most of the time but I've never felt weak as an invader unless I'm playing a good team or they have infinite amounts of heavy ammo. That's not a problem with the invader role though so much as a situational issue and an ammo economy problem. I don't know what I think about the invader nerfs, however I think it may be Bungie trying to reduce how influential the invader role is because it 100% is the most influential role. Clearing blockers is important but a good invader can prevent those blockers from ever being sent with good enough timing. Thats my thoughts. Edit: Oh right, the large blockers most dangerous attack will always be the fire imo unless their stasis attack is as big as a duskfield grenade.

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                                • I haven't read any of the changes, but if there is still no incentive to win matches then it all counts for nothing for me personally. I'll still only play for bounties/quest lines.

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                                    • ONE OF US ONE OF US ONE OF US

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                                    • As a Reckoner myself, I’ll wait and see how these changes are.

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                                    • Idk, freelance? Is that really going to be a better Gambit experience, or is that where every guardian who was to scared to hop into Gambit goes to be a true blueberry? I think it's going to be infuriating at times.

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