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Destiny 2

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Edited by Mythic, Harbinger of Light: 1/8/2020 8:41:22 PM
13

Gambit Prime needs a balance update

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. ————————————————————————— 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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  • Happy 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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