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《天命2》

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由TonChadberry編輯: 11/26/2022 2:40:28 AM
4

Gambit Remade

While some of us enjoy gambit and others don’t, most of us can agree that it should be better. The following changes that I’m going to propose are designed to relax the pace of the game and make invasions fun for both invaders and the invaded. In the following proposed changes I will touch on the following; Pacing, motes, the primeval, invasions and invaders, and guardian roles. Now, here is how I might update Gambit: - [rework] [b]Waves[/b]. Waves now spawn every minute with each wave spawning with a single powerful Priority Target. - [rework] [b]Motes[/b]. Each enemy no longer drops motes upon being defeated, instead each Priority Target drops a single big mote when defeated. These big motes can be picked up by holding the [interact input] and banked at the bank by also holding the [interact input] taking damage stops a player from picking up or banking motes. While holding motes a player is slowed, can’t sprint, and can’t use their jump ability. A player can hold up to 3 motes. While carrying motes a guardian emits white sparkles. - [rework] [b]Banking[/b]. Each banked mote sends 1 taken knight as a blocker and grants a team 10 points in their bank. Banking more motes at once sends more powerful blockers with more health and higher ability frequency. - [rework] [b]Blockers[/b]. A blocker drains 1 point from the opposing team’s bank every 5 seconds. After not taking damage for a short duration a blocker will slowly regenerate health. Blockers no longer lock the bank to prevent the opposing team from banking. - [New] [b]Priority Targets[/b]. Each wave spawns a single Priority Target. Every defeated Priority Target drops a mote and a special ammo brick, and every 4th Priority Target also drops a heavy ammo brick. When the primeval is summoned each Priority Target instead grants guardians 1 stack of primeval slayer. - [rework] Death and Revives. After being defeated a player waits 5 seconds for their revive to become available. After their revive becomes available their team has 10 seconds to revive them before they respawn. A player that respawns loses any stacks of primeval slayer and any held motes. A player that is revived retains any motes that were held or any stacks of primeval slayer they had before death. - [rework] [b]Primeval[/b]. The primeval has a much larger health pool and no longer becomes invincible. Each stack of primeval slayer increase a players damage against the primeval by an additive 5%. While the primeval is below 25% of its total health it regains 2.5% of its total health whenever a guardian is defeated. - [rework] [b]Invasion Portal[/b]. The invasion portal now periodically gains a charge at 3 minute intervals, holding up to 3 charges. Using the invasion portal uses one charge. Invasions last up to 3 minutes. - [new] [b]Thief[/b]. While an invader is close to the opposing teams bank they steal 1 point every 5 seconds. - [removed] [b]Invasion Alert[/b]. When an invader invades the opposing team is no longer alerted. - [removed] [b]Invader Wall Hacks[/b]. Invaders no longer see the enemy guardians locations through walls. … [new] [b]Invaders[/b]. Whenever a player invades they transform into a taken monster with abilities augmented based on their subclass. While invading, Invaders have a large health pool that slowly regenerates after not taking damage for a duration and they take less damage from special weapons and heavy weapons. - [new] [b]Invaders Taken Form[/b]. While invading, invaders gain the following abilities; - [b]Grapple[/b]. While airborne, pressing [crouch] input while against a wall allows the invader to latch onto the wall. - [b]Primary Fire[/b]. Rapidly fire bolts of kinetic taken energy that apply knock back. - [b]Melee[/b]. Lash out with claws. Hold [melee input] to perform a powerful lunging attack. - [b]Grenade Ability[/b]. Fire an elemental eye beam that applies elemental effects based on the invaders subclass; void (suppress and weaken), solar (apply scorch and ignite on final blows), arc (blind and move faster while firing), stasis (apply slow and periodically create stasis crystals at point of impact). - [b]Class Ability[/b]. Greatly increase movement speed and jump height for a duration. If used in midair invaders instead lunge in the chosen direction and create an elemental effect upon landing: void (gain a void overshield and knock back nearby enemy guardians), solar (set surrounding area aflame, flames apply scorch), arc (blind and jolt nearby enemy guardians), stasis (create slowing field and stasis crystals). … [new] [b]Gambit Mods[/b]. These mods only work in gambit and are separated into 4 types; collector mods, defender mods, slayer mods, and invader mods. When a player has two or more different mods equipped from different gambit mod types those mods don’t work. - [Collector] [b]Runner[/b]. In Gambit, move faster while carrying motes. (4 energy) - [Collector] [b]Armored Transport[/b]. In Gambit, take less damage while carrying motes. (5 energy) - [Collector] [b]Banker[/b]. In Gambit, collect and bank motes faster. (4 energy) - [Defender] [b]Gambit Knight[/b]. Take reduced damage from invaders. (5 energy) - [Defender] [b]Danger Sense[/b]. Be alerted when an invader is within 20 meters of you. (3 energy) - [Slayer] [b]Head Hunter[/b]. Deal more damage to Priority Targets, blockers, and to the primeval. (4 energy) - [Slayer] [b]Into the Furnace[/b]. Rapid final blows increase your damage against Priority Targets, blockers, and the primeval for a short duration. (5 energy) - [Void/Slayer] [b]Who’s Next[/b]. Regain a portion of your health and gain a burst of movement speed after landing the final blow on a Priority Target or blocker. (While running a void subclass) Gain a void overshield after landing the final blow on a Priority Target or blocker (3 energy) - [Stasis/Slayer] [b]In Memory Of[/b]. Create a large stasis crystal after landing the final blow on a Priority Target or blocker. (2 energy) - [Invader] [b]Regenerative Hide[/b]. While invading health regeneration begins sooner. (3 energy) - [Invader] [b]Nimble Invader[/b]. While invading, move faster. (3 energy) - [Invader] [b]On the Edge[/b]. While invading, while at low health move faster and regain health on final blows. (4 energy) - [Void/Invader] [b]Feast[/b]. While invading, defeated enemy guardians leave behind remnants of light, hold [interact] input to consume these remnants to fully regain health. You are especially vulnerable while consuming remnants. (While running a void subclass) Gain a void overshield after consuming remnants of light. (6 energy) - [Solar/Invader] [b]Ruinous Path[/b]. You leave behind taken flames wherever you tread. (While running a solar subclass) The taken flames rapidly apply scorch. (3 energy) - [Stasis/Invader] [b]Creeping Whispers[/b]. While invading, stasis crystals periodically form near you. … [new] [b]Role Glow[/b]. Depending on what kind of functioning gambit mods a guardian has equipped they gain a colored halo; collectors are yellow, defenders are blue, slayers are green, and invaders are red. - [b]Gambit Armor[/b]. While wearing a full set of gambit armor a guardian loses their roles halo and instead their armor glows their roles color. … Thank you for reading this post. I was inspired by Evolve Stage 2 when writing the changes for Invasions, and I think something similar would be awesome to have in Destiny 2. I’d love to read your own ideas for Gambit or any criticisms you may have.

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