[b]"Bank Motes. Summon Primeval. Kill it to Win!" [/b]
Those are probably the last words most players want to hear. A lot of people are asking for Gambit to simply be removed for how unbalanced/broken/horrible it is. And as the number of those people increase, I find myself in the ever shrinking group of players that still like Gambit and see a spark of hope for the mode. Maybe I can show this spark to some other players and ignite some hope with some suggested changes.
Why is Gambit so bad though? Well, let's think about it for a minute... you feel that, yeah its frustration I know its there for me too, work through it, it'll be over quickly. Alright, we got the idea of Gambit in our mind now. A few things came to my mind. 1. Invasions. 2. Health Gating. 3. Practically Mandated Team Play. Let's break it down.
[b][i]Invasions[/i][/b]
It is so annoying to have 45+ Motes on the team via Players carrying them just to get Invaded by [i]Gjally_Sleeper_69er[/i] and get wiped in 2 seconds flat. And what did it cost the other team? Oh, nothing them just hitting the Mote Threshold to open a portal. Let's change that for two reasons. 1. A Good Invader is critical to a good team then. 2. Invasions should be High Risk-High Reward. My solution, combine those points into one idea. I saw an idea elsewhere on the forums so I won't take full credit. Make opening the Invasion Portal cost motes that you bank [i]into[/i] the portal. This way it literally costs the team to send a player,[i] and they better get some kills or else its a waste.[/i] This also indirectly buffs a team/strategy that revolves around [i]not[/i] invading. Don't got anyone good at killing players on your team? No problem, put those motes to good use by getting your Primeval faster.
[b][i]Health Gating[/i][/b]
Some people want it so the Primeval doesn't fold immediately, others hate it because it stubbornly interrupts the game. Let's make a few alterations to it. Like perhaps giving the power to immune your opponents Primeval by banking motes into a special "Taken Bank" that appears when your opponents summon a Primeval. To augment this, I also suggest to continue add spawns into the Primeval phase for both teams, albeit with significantly fewer adds, or just one or two tanky-er-high volume mote targets per add spawn to supply that Drifter's High. Or maybe, Immune Phase only triggers on Invasion (This sounds bad just hold on) it sorta self balances, by losing the chance to damage the boss it makes all Defenders focus on the Invader. I prefer the first idea personally, and supplied the second just as another idea. Obviously, there are more ideas that could be implemented.
[b][i]Mandated Team Play[/i][/b]
What's worse than a Gambit Match; [i]facing a 4-stack[/i]. Why though? Team. Play. Gambit practically requires coordination in order to achieve victory. Easiest way to fix this? LFG. duh. [i]Just kidding.[/i] Actually, I want a reintroduction of the [u]Role System[/u]. Remember those from Gambit Prime? The armor sets with buffs/bonuses. But where I want this is crucial. [i]In the Drifter's Lobby.[/i] Make 3-5 Roles with maybe only one or two buffs/bonuses each and the same number of interactable terminals to choose a role. Then, make it noticeable to other player's on your team what role was chosen via color/text/something. This should be about a minute or two to allow proper picking and switching if necessary. Should a player not pick a roll, a generic Add-Slayer (akin to Reaper) one should be picked for them. This is done already with all intents and purposes when a 4-stack goes into gambit now, so why not have it for Randoms too? All there needs is something to facilitate it in the game mode.
I will end this post with this;[b] If Bungie wants to reinvigorate the player base to play Gambit again, they need to stop with small adjustments and actually [i]make changes[/i] to the game mode fundamentally.[/b]
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2 RepliesGambit is bad because people don't know how to play it.