This is much easier to follow on the D2 Companion app. Some people really do enjoy this game mode and would appreciate an update to it sometime in the near future.
[quote]Please read the post in its entirety before voting or commenting. I put a lot of effort into making this, if you disagree with something just comment on it. I will read it and possibly change whatever it is you disagree with if your argument is sound.[/quote]
[u]Heavy Ammo needs Tuning[/u]:
There's currently too many ways to gain Heavy ammo in this activity, between Heavy Finisher, Armament mods, the Heavy brick at the bank, and the Heavy Ammo Finder mod; that’s just way too much heavy ammo.
I recommend disabling Armament mods while in Gambit Prime, and increasing the cooldown on the Heavy brick at the bank. Some heavy weapons also need heavy gains from the bank brick adjusted: Truth (2), 1K (2), Xenophage (6), Leviathan’s Breath (2).
[u]Current Weapon dominating the outcome of an Invasion[/u]:
The Truth exotic rocket launcher. Between how much ammo it can hold in the mag (3), and how much it gets from the Heavy brick at the bank (4); this weapon is the ultimate choice for an Invader and needs balanced. Please reduce how much it gets from the heavy brick at the bank from (4) down to (2).
Balance changes STOP at this line.
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Everything below this ^ line is QoL requests.
[u]Drifter Synths Request[/u]:
Could a 4th mod slot be added to exotic armor so we can slot in drifter synths? Activating a +3 synth every 2 matches was fine before armor 2.0, but now it’d just be easier to slot a synth into our exotic armor. Please don’t make synths cost more than 2 energy, we’re already limited to 10. It’s kinda difficult to earn more synths when you have to use 1 every 2 matches.
1. Could the Drifter give us a way to trade in Synths for a different type of Synth? For example: If I’m trying to get Reaper Synths, but all I keep getting is Sentry Synths; could I trade 2 Sentry Synths for 1 Reaper Synth?
2. Could the Synth bounties also give us 3 Synths instead of 2? I can’t even get a piece of Tier 3 armor from 2 Synths.
[u]Gambit Prime[/u]:
https://m.youtube.com/watch?v=QeM60lG5NGM
[b]INVADER[/b] - Hunt Players • Steal Motes
[b]REAPER[/b] - Clear Waves • Slay Larger Enemies.
[b]SENTRY[/b] - Counter Invasion • Bank Protection
[b]COLLECTOR[/b] - Collect Motes • Send Blockers
The benefits that some of these Roles give you are so much better than the others, it makes you feel disadvantaged for not using them. (Please don’t nerf the good ones to make the rest seem better, that’s not the answer.) Below are my recommended changes to the following Reckoning Armor Sets, these changes are meant to give each and every Role its own competitive edge regardless of which one you choose.
[u]INVADER[/u]:
[spoiler][b]+3 Assassin’s Munitions:[/b]
While Invading, ammo slowly trickles to your Kinetic and Energy weapons over time.
[b]+6 Lethal Defense:[/b]
Grants an improved Invasion overshield.
[b]+10 Killmonger:[/b]
Each Guardian defeated while Invading grants a temporary damage bonus once you return to your own arena.
[b]+15 Bank Robber:[/b]
Invading locks the enemy’s bank. Stand near the locked bank to drain motes.[/spoiler]
[u]INVADER Suggested Change[/u]:
[spoiler][b]+3 Assassin’s Munitions:[/b]
Unchanged.
[b]+6 Lethal Defense:[/b]
Unchanged.
[b]Note: The +10 perk has been replaced but is no different than what the Invader already got intrinsically. The only difference is now it’d be a perk, those who aren’t wearing the armor would lose this benefit.[/b]
[b]+10 Invader Vision:[/b]
While invading the opposing team, all enemies can be seen without line of sight. Sentries who are in line-of-sight glow yellow (like an Invader), even if Vision gets impaired.
[b]Note: Killmonger never functioned very well anyways and Sentry needed something better. This is not a nerf, but rather a balance change.[/b]
[b]+15 Bank Robber:[/b]
Unchanged.[/spoiler]
[u]SENTRY[/u]:
[spoiler][b]+3 Umbral Strike:[/b]
Multi-kills grant a damage buff against Taken. Clears when you damage a Taken combatant. Stacks up to 5x.
[b]+6 Safe and Sound:[/b]
Standing near the bank triggers health regeneration.
[b]+10 Invader Tracker:[/b]
Damaging an Invader marks them for your teammates.
[b]+15 Light of the Defender:[/b]
You and nearby allies are granted maximum resilience, mobility, and recovery when in the Well of Light.[/spoiler]
[u]SENTRY Suggested Change[/u]:
[spoiler][b][u]Note[/u]:[/b] The order of the perks on the Sentry Armor Set have been altered, this is to offset the difference in effectiveness.
[b]+3 Safe and Sound:[/b]
Standing near the bank triggers health regeneration.
[b]+6 Umbral Strike:[/b]
Damage a Blocker to mark it, suppressing its abilities. Defeating marked Blockers restores your health & replenishes the magazine of your equipped energy weapon.
[b]+10 Light of the Defender:[/b]
Pass through the Well of Light to trigger this ability, the effects last until the end of the timer. You and allies [u]in the Well of Light[/u] gain continuous health regeneration, this effect is disabled upon being invaded. Mark the Invader to return the buff.
[b]+15 Invader Tracker:[/b]
Damaging an Invader marks them for your teammates. Mark the Invader to temporarily (5 secs) impair their Invader Vision and restore your health.[/spoiler]
[u]REAPER[/u]:
[spoiler]Current perks are already incredible and should be left as-is. Don’t change anything.[/spoiler]
[u]COLLECTOR[/u]:
[spoiler][b]+3 Inheritance:[/b]
Drop a portion of your carried Motes on death.
[b]+6 Umbral Armor:[/b]
Rapidly picking up 5 Motes grants an overshield.
[b]+10 Cashback:[/b]
Gain Kinetic and Energy ammo whenever you bank.
[b]+15 High-Yield Savings :[/b]
Carry up to 20 Motes. This enables you to send a Giant Blocker to the enemy team.[/spoiler]
[u]COLLECTOR Suggested Change[/u]:
[spoiler][b]+3 Inheritance:[/b]
Fallen allies contain a portion (1/2) of their carried Motes on death. Revive fallen allies to gain their remaining Motes, otherwise they’re lost on re-spawn.
[b]+6 Umbral Armor:[/b]
Rapidly picking up 5 Motes, or defeating minor Taken combatants (like the ones that guard Envoys), grants an overshield.
[b]+10 Cashback:[/b]
Gain Kinetic and Energy ammo whenever you bank or defeat an Envoy.
[b]+15 High-Yield Savings:[/b]
Carry up to 40 Motes. This enables you to send Giant [u]Blockers[/u] to the enemy team. Upon being invaded, carrying more than 30 motes triggers Umbral Armor.[/spoiler]
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3 RepliesSentry should do extra damage to invaders (by the same amount as the invader's improved overshield)
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6 RepliesThis keeps getting posted and it’s ridiculous. I played over 100 games solo last week. No gambit armor, no truth, no mods at all on my regular armor. Had no problem at all winning. Use common sense and kill yourself when the other team invades. You will win almost every game.
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13 RepliesHappy to see another campaign for the tuning of one of Destiny’s coolest game modes! I too have been attempting to gain traction but to no avail (I’ve posted variations of [url=https://www.bungie.net/en/Forums/Post/254789297?page=0&sort=0&showBanned=0&path=1]This[/url] post many times for the past few months). The changes seem pretty great to me, and I really like the Sentry 10+ change, but two notes. First, no change to Reaper at all? I have always found Major rewards to be kinda lame for the 15+ perk. Also, the ability for an Invader to know who is the Sentry seems very strong to me. Almost too strong because it allows them to prioritize their biggest threat or more easily avoid getting marked. Just my two cents though.
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1 ReplyThe last game I played today was a whole team running rocket launchers and it was Uber frustrating. Every time they invaded you could not escape the Truth.
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1 ReplyGambit is ARSE!
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5 RepliesEdited by $hirtless Captain Kirk: 12/25/2019 9:26:10 PMNo weapons should be balanced around Gambit. If you wanna play that trash mosy of us hate, then deal with Truth. We don't need another gun rendered useless like Sleeper bc of fn Gambito..
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1 ReplyI've got a change for sentry: +10: attacking a blocker suppresses their abilities (not disorient). Based on the blocker defeated, grant the following effects: Small: primary ammo for self only Medium: special ammo for self only Large: bonus damage to all sources for 15 seconds Giant: heavy ammo for self only Collector too. +15: carry up to 20 motes. 20 motes grants a giant blocker. When the giant blocker is defeated, grant you and all allies bonus damage for 15 seconds. Simple changes, but I feel like they are useful.
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9 RepliesTbh i think they should just disable the gambit armour sets... i didnt play any of that season and have no desire to try and get it or the seal/badges associated... and versing teams that use them makes me dislike prime sometimes (mainly the locking of the bank with invader)
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I’m norm gambit. All agreeing but one thing: When you go invis you shouldn’t be visible by the invader’s wallhacks. This totally defeats any reason to use invisibility in gambit.
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6 Replies+15 sentry should be immunity from the invaders wall hack.
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7 RepliesThis why I just snipe while I invade tbh
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3 RepliesOk I love gambit so post like this are fun to read and discuss. So lets discuss. Reaper: The 3 and 15 perks should be swapped. Having a player only needing to pop a synth to get the best perk in the reapers arsenal is insane. With the weaken you can absolutely destroy HVT and large bosses. That perk should be 15 and grenade regen should be 3. Collector: A collectors job is very simple. Collect motes and bank. The collectors job is not to be aggressive against invaders or counter invaders. Your 15 essentially makes them strong against invaders and makes what would normally be risky, incredibly safe making the invaders job harder. the 15 change should not be implemented. Your 6 and 10 changes both make the collector more of a Sentry. The job of taken disposal should always be that of the Sentry and Collector should not have advantages against taken foes thus both should not be implemented. Your 3 change already exists. It is called revive armor and every role has it. Should not be implemented. Sentry: the 3 perk is way to strong for a synth. Please look to the reaper example. Move the 3 perk to 15, move 15 to 10 move 10 to 6 and move 6 to 3. New order will look like this. +3 Safe and Sound: Standing near bank triggers health regen. +6 Umbral Strike: Damage a blocker to mark it and weaken. Defeating a marked blocker full heals. +10 Invader Tracker: Damaging an Invader marks the invader for your whole team. Upon being invaded, Invader will be marked for 5 seconds to you. +15 Light of the Defender: You and your allies are granted continuous healing while in the Well of Light You will notice I changed some of your perks. Allow me to explain. Safe and Sound lost its "defeating blocker will heal" because that would be too powerful for a synth. It was moved to the Umbral Strike as it should require the player to invest for that level of power. Umbral strike lost it's "Suppressing it's abilities perks and ammo reload perks on marked enemy death" because it now heals on a kill of a defeated marked enemy and suppressing makes Captains useless. There are perks on guns and abilities that should be used for that stuff. Invader Tracker lost its heal and and disabled Invader Vision because the invader is in a 1v4 situation. Sentries should be able to mark them but not cripple them that much Light of the Defender lost its disabled upon invasion for reasons I will explain in the Invader section. Invader: Invader changes are minimal but one change is odd. Invader Vision. I would add, upon killing enemies and successfully returning to your arena next invasion will grant bonus damage for the duration of the invasion. As for Bank Robber, the new name will be Invasion Chaos (name still in the works). Original perk will work as normal, but once Primeval is up it will cut Light of the Defenders healing in half and lower the damage of all enemies standing the the Light of the Defender.(once enemies leave the rift damage will no longer be effected and healing will return to normal. This change forces Sentries to go out and hunt the invader during boss fights. Any questions ask. I think we are onto something though. Too bad Bungie is off in wonderland when it comes to Gambit
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4 RepliesEdited by Dredgen Araphel: 12/25/2019 1:09:02 AM100% with everything. As an invader I am often times unchallenged by sentries. They needed a buff. Heavy ammo is gambit and thats the problem. Truth is annoying and I already knew it take over when ot returned the same would happen if gjhallerhorn.