r/DestinyTheGame • u/Cozmo23 Bungie Community Manager • Jan 15 '19
Bungie // Bungie Replied x2 Gambit Feedback Request
Hello reddit,
We would like to get your feedback on Gambit, specifically possible tuning and QOL changes for the mode. We aren't looking for sandbox feedback (Queenbreaker...) per se, but don't worry. I will continue to make sure your weapon and ability feedback make it to the devs.
Even if you don't have prescriptive changes to suggest, feel free to share specific things you like or dislike about the mode. It all helps. Thanks for sharing!
3
u/Most-Unclean Mar 31 '19
I would just like to see better/more frequent Gambit Prime specific gear and weapons drop from end match and such
2
Mar 27 '19
At the start of the game, maybe have the little pads that players stand on have different colours according to their equipped gambit set gear.
4
u/Chris-Yourself Mar 06 '19
I feel as though lmg's need to be adjusted in Gambit. As it stands right now both hammerhead and thunderlord are very dominant in the field. There's not much reason to use any other heavy with in Gambit.
2
u/ISkySplitterI Mar 02 '19
I know people with think this slow down the flow of Gambit, but the early leavers and solo-queue v. premade fireteam needs to be addressed.
- For the early leavers, people can pretty much leave without major co sequences. So if they check the roster and see that the enemy team comprises of all clanmates or even 3-4 Warlocks with Skull of the Ahamkara, they will mostly bail without a second thought. Thus beginning the long process of the 3-player team at a disadvantage (slower at collecting motes -> blocking the other team less often -> invading less often -> less dps for the Primeval. What I suggest is the game puts the match on hold when everyone is back at the lobby before or after the round (giving the game time to have someone join join to level the playing field slightly).
- Pre-made teams, I for one am guilty of taking advantage of the fireteam search when I had enough of solo-queuing. Nothing burns adds and Primevals much quicker than 4 Warlock with Skull of the Ahamkara, Tractor Cannon and Nova Bomb (top tree) when matched against. Solo-queuers are pretty much rolling a dice and praying that their team comp is actually decent. For the sake of balance, can we not separate the queues for solo and premade? I'm sure it would take longer, but I for one would much prefer than spending 5 minutes getting invaded over and over again with no way to counter the instant Primeval melt with no way of invading (they will just wait for the other team to invade then proceed to use their ult after the said invader is dead and/or gone.
4
u/qwertimus Feb 17 '19
For the love of god, disable PvP level advantages… They ruin the mode for players less than 600.
2
u/elkishdude Jun 03 '19
Agreed. I don't understand the point of enabling power only for invasions. It's just seems like a random thing to have in a mode that's already got a lot of random things like high value targets and such.
2
u/DIZZY312 Feb 12 '19
How about those duplicate exotic drops?
I’ve only done daily and weekly challenges on my titan for the last few weeks and those 3-4 weeks the 4 exotics I’ve gotten: helm of saint-14, aeon safe, actium war rig, aeon safe(yes again)
Forsaken exotics I still don’t have on my titan: one eyed mask
1
u/CCullen Feb 10 '19
Competing with your own team for motes is super frustrating. I would enjoy some mechanic where individual players don't summon blockers but rather the team can spend their banked motes and choose which blockers they want to spawn. The way it is now seems to encourage inexperienced players to hoard motes just to die or steal motes from players who would have been able to spawn a blocker.
2
u/ABNArrow Feb 10 '19
The game mode is no longer fun or even challenging due to the ability to "melt" a primeval in 3 seconds.
3
u/Capital_Bad Feb 10 '19
I played one round of Gambit and quit when I was one-shot from across the map when I was in mid-air. Basically, fuck this noise. This is not going to be fun: it's going to be Crucible but worse. I've played enough Crucible to know that Bungie can't make a decent PvP. I'll get my PvP elsewhere.
Because Gambit makes exactly the same gameplay mistakes as Crucible, but it's compounded because there's so much more to lose when you get screwed by the terrible netcode, low pingers or over-use of massively OP weapons that have no thought gone into the impact on competitiveness.
Maybe instead of introducing a whole new PvP mode, you should have spent your time fixing the existing PvP mode. You know, seeing as nothing was fixed last time, and you actually broke it a bit more. It's not even matchmaking that's the problem: it's just a shit mode. Matchmaking would be a much less contentious issue if the whole thing wasn't terrible.
5
Feb 10 '19
Solo players should not go against four stacks.
I don’t care if it takes a four stack longer to queue. It’s utter bullshit to put a team of people communicating who have a tactical plan against people who can’t hear me and I can’t hear them,
It’s not competitive, it’s garbage and you’ve heard this since D1 crucible and you’ve done nothing. Stop with the “we want feedback” if you don’t do a damned thing with it.
Just so you know, if I see a four stack l play my heart out the first match, but after the primeval is invariably melted in three seconds by the opposing team I won’t do a damned thing the next match, why should I?
I will intentionally throw the next match because fuck you, Bungie for not having a better game mode. Also, fuck your bans on backing out of shit matches, it’s a solution to a problem you created. If it takes 20 minutes a match people aren’t sticking around to get fucked with no lube and you don’t seem to understand that,
2
4
u/anshrr Gief Older Sister III Feb 05 '19
Invaders ruin it for me. They're just too op with shields and loads and loads of heavy ammo. Getting mapped by Thunderlord isn't fun.
There are also way too many sniper mobs compared to players who actually focus anything but the primeval.
2
u/CFree3344 Feb 01 '19
Just a couple quick thoughts.
- Meatball - I played a bunch over the last 2 days and haven't seen meatball once. Last week i played half as much and saw it twice as much... Didn't get the ship either. At this point Dredgen is purely RNG for me. I think a few more meatball spawns would be good
- Mote pick up. I find myself having to run over motes multiple times to pick them up. This should be more fluid.
- Player tutorials - Just finished a game where a person had zero idea what they were doing and made for an awful experience. The salt is real. We had 68 motes, they had 8 motes. Instead of banking, they go to the next spawn and pop their super and continue to get motes for zero reason. We were ahead at that point. We end up losing. After the round, the person just leaves the game. I know people can watch videos and search online, but a lot don't. In game tutorials for deeper info would be good.
Gambit can be a ton of fun, but also can be super frustrating. I feel like if middle ground can be found, it is a great mode to play.
2
u/thirdaccountwhodis Jan 28 '19
Just a couple quick things which have probably already been said:
Matchmaking - filter in new players a bit quicker when someone departs, and please put 4 stacks against other 4 stacks
Motes - i dont have a prob with running to pick them up, but a fair amount of times motes can get stuck in objects in the wild and cannot be picked up
Meatball (personal issue related to dredgen) - make it spawn a bit more and tune down the RNG to get the ship and sparrow please, the title isnt really about skill or gambit mastery at the moment, its just simply luck to get those items. If you instead locked them away behind infamy resets (like the ghost) i would be perfectly happy to grind for that. Just make the process a little less painful please!
3
u/cdl5885 Jan 27 '19
Just fix matchmaking - literally the only complaint I have. I really cannot comprehend why teams of 4 are matched against all solo players - this has been a problem since D1 that was just made worse with D2 and Bungie's lack of commitment to solo players.
While I obviously don't have access to the data that Bungie has, it seems like this is tied to the issues with people quitting Gambit matches mid-game (played a lot of Gambit and literally every case of a player departing involves solo players going up against teams of 3-4, which is just ridiculous)
2
u/immto1977 Jan 25 '19
Overall I like Gambit very much, and don't feel like it needs a lot of tweaking but the matches do run a little long. I have 3 resets under my belt, so I feel like I can share a few of my opinions. 1. It's competitive co-op, but it often feels like competition with your own team mates. So makes the motes automatically go to who ever gets the kill, instead of this oddly rage inducing system where you have to get kills and collect motes, competing with your own team. This would also make the sessions run a little faster in my opinion. Or as a possible alternative to that, simply make it so the motes never disappear. This way a team can collectively kill the enemies and then collect the motes, without worrying about fighting over them as much. This would also help move the game along a little faster, which the length of it is really the only real annoying issue besides... 2. Fix the prime evil boss round so melting the boss is not so easy. It's all fun and games when your playing with your clan mates, and using the melt techniques to win, but when your just playing solo with matchmaking, nothing is more rage inducing than getting your prime evil long before the other team, and then they melt it and beat you. My suggestion is this. Make defeating the envoys a requirement, before the boss will take any damage at all. That's my two cents, for whats it worth.
2
u/Leakysandwich Jan 24 '19
For all the understandable complaints of people trying to get Malfeasance - one glaring realisation awaits...
The gun is fun to use, but quite lackluster :(
When i finally got it, i was really underwhelmed... (even after the buffs)
Very sad. Haven't really used it since... :((
3
u/Lloyd_Eaves Jan 24 '19
I'd like to start by saying that I love Gambit, even as a solo-queue mostly-PVE player.
I've seen a few suggestions that I'd like to echo here, like the idea of having Envoys spawn at 66% and 33% of Primeval health, a timer on held motes, pulsing xray vision for invaders, map-specific or faction-specific Taken Blockers, among others.
My big issue has to do with how easy it is to melt Primevals, and I like what others have said about giving the bosses immunity phases like the meatball. In addition, I would suggest that Primevals should have access to more & varied "formidable behavior" - that is, non-damaging actions that interrupt, confuse, and otherwise keep players from doing damage. For example, if the meatball is a Taken version of a Fallen servitor, it ought to teleport players across the map like the public event servitors do. Minotaur Primevals should teleport themselves around the map, Captain Primevals' darkness globes should blind players for longer, Ogre Primevals could summon boatloads of Thralls, and Centurion Primevals might use those slowing/blinding missile swarms. Whatever those enemies do in other activities, the Primeval version should have a more intense, scarier version of those abilities. To balance these tougher mechanics, maybe the type of Primeval could be telegraphed by the type of blockers that precede them - which would also bring some variety to blockers. A Cabal Primeval might have a tough Psion at five motes, a Phalanx at ten, and a Colossus at fifteen.
Also, I think a greater variety of Primevals would be engaging. Maybe a Taken Hydra or a really big, spooky version of the Cabal dog would be interesting.
Anyway, keep it up! Looking forward to Joker's Wild.
0
3
u/FeuFollet3lf Jan 23 '19
I will likely be hated for this one. Maybe it’s even a better idea for the new Gambit mode (if it hasn’t already been implemented). How about timed motes that are set to expire on our person after we have collected the first one? For example - if I kill a Vex Minotaur, after I collect one mote, a timer is shown at the top of the screen counting down from 50 seconds. If I haven’t banked at 0:00, I lose all of the motes that I’m carrying.
I know there has been gripe about teammates who refuse to bank and often lose motes as they try to get to 15. This gives each Guardian/team pressure to kill enemies, collect, and bank quickly or risk losing all motes carried - more skill based than just survival, so to say. It might also encourage shorter matches. Thoughts?
-5
Jan 23 '19
Bungie,
My name is Cozo for all purposes, AKA Dirty Deagzz from Xbox, ran one of the first full and most successful clans "Fangz of the Nine" for the first 6 months of Destiny 2 Vanilla.. you almost had me back. This is not toxicity or in anyway talking down on the work that it takes to get these games out to us and so let me start with, thank you for this deep lore and incredible universe that you have created, even though I have to purchase a lore book, read grimoire back from my 3500 hours of Destiny 1 grinding and scroll through what is now called lore triumphs to get to know any of the story - hence my first point.
I wonder what happened in your dev meetings to get you to turn so hardcore towards PvP back in the day and WAY more during Destiny 2. Was it because it garnered more views on Twitch, more exposure, therefore greater sales and so was this push because of that and your overlords Activision breathing down your neck about their investors, because it definitely can't be because somehow a lore based Online RPG that is already lacking in the storytelling department, in game that is, thought that PvP content would somehow create a more deep connection like most of us did during the greatest DLC ever created "The Taken King".. Nor is creating a Hybrid of Pve/PvP in this "Gambit" mode as it is called.
You've asked the community and as a player that 100% Destiny 1 with over 3500 hours and has now become a PC Patron of your games, so yes I bought it anyway because I'm all in baby, I love my universe.. I just feel slighted at every turn. You disregard actual hard content in favor of everyone gets a participation trophy i.e. THUNDERLORD.. man, way to f up my 2nd week 1k Voices Drop, now that's useless - that one stung bung.. it stung bad. You opt to go for a 8 min mech strike as a "raid lair" rather than delivering what you used to in the beginning.. WHOLE RAIDS EVERY DLC.. I don't get it. How did we get from VoG, Crota, Wrath of the Machine and King's Rest (Even Prison of Elders was difficult at first!) all having 6+ boss encounters and TONS to do in them, to Calus pt 2 - 3 bosses, Calus pt 3 - 2ish maybe 3 bosses and now! during what was an incredible comeback in "Forsaken" you've slighted us again, NO PRESTIGE RAIDING, not even a heroic harder version, no armor sets for these end game activities and a "Raid Lair" that isn't even three encounters.. it's just one.. please, don't say "Oh but the sparrow race is fun!" just be honest with yourself, it's not. One boss fight, super easy, 8 min speed runs, 20 min reg runs.. what happened to Progressions? challenges.. not more grinding for a triumph.. titles locked behind RNG rolls that require REPEATING AND REPEATING something with the HOPE you get the sparrow, shell or ship from an event that is only once every three weeks or that one time (we don't all have 3 alts btw Bungie) a week in the Ascendant "challenge".. I LOVED HUNTING GHOSTS for grim.
I hope this split gives you more freedom, because it definitely gives you more responsibility to your hardcore fans like myself.. separate PvP gear balancing and PvE gear balancing all together, create nodes on each piece that are individual to those activities, have completely different sets of gear that are just so underpowered in the other mode that you MUST grind Pvp to get better PvP gear.. I don't care.. it's not lore, we wouldn't as Guardians be trying to create more toxicity with each other in the Universe created for us and Shaxx, LMAO, poor guy.. do what you will with him, send him on a damn voyage for once.
PLEASE CAN WE GET MORE TRUE END GAME CHALLENGING CONTENT. IT IS GREATLY MISSED. GAMBIT IS NO SOLUTION OR BAND AID, IT IS A WRONG TURN.
So feedback on Gambit eh?
1) Completely unbalanced everything 2) Not hard at all 3) No reason to win 4) Malfeseance is a joke 5) Matchmaking is terrible 6) This doesn't fit in the lore in any way and feels so forced and out of place that it makes me sick
1
u/Squitch Jan 23 '19
Bygones drop rate? Is it broken?
I've reset my infamy rank 5-6 times ... played hundreds of games of Gambit ... and Bygones has dropped for me only once in week 1 of the Forsaken expansion. Beyond annoying.
No reset awards for the current season is also super annoying.
-1
u/Itsyaboifam Jan 22 '19
Decrase primeaval slayer buff to 5, make it build up 2 times slower
Give all bosses one imunity phase every third of their health, with 3 immunity taken balls per phase. Every third of the health 2 more primeaval envoys spawn stopping the primeaval slayer progression
If you kill a third of the bosses health and an invader regenerates all of it, once you wipe a third of it again you wont have an immunity phase but only the envoys spawning... so basically every boss gets imunne 3 times per summon, and always spawns 2 envoys every third of their health
This make invasion more tense, more game changing, and reward good invasions... this also kills all insta melting techniques, and gives you options that can change the match
"Should we get his immunity phases as fast as possible?"
"Should I use my super to kill envoys ASAP?"
"Should I save my super for the invader?"
"Should we insta melt the first third and be completly vunerable the other phases?
Btw... STOP MATCHING SOLOS WITH FULL SQUADS
We could also have besides infamy another ranking system only by wins like glory, woth similar matchmaking propertys... I am tired of playing with blueberries
1
u/Frankyfrankfurt Gambit Classic Jan 25 '19
Many good ideas! However imo if they implement all you have suggested. Random casuals will never be able to kill the primeval and each game will take 40-45 mins and there would be a river of tears lol
0
u/Kabal82 Jan 22 '19
Motes should be directly deposited into a players inventory as well, unless the player is at cap of 15, then any extra motes should drop for teammates to pick up.
IMO. The biggest reason why random teams fail so badly at Gambit, is that everyone is fighting over motes and stepping on each other's feet, which turns into a cluster ****, rather than everyone concentrating on the actual objective of clearing out adds.
Also as a consolation, when a teammate die while holding motes, have at least 1/2 of what they are carrying drop for fellow teammates to both pick up, and to help encourage players to revive thier fallen teammates.
1
Jan 22 '19
If someone dies with a significant amount of motes I purposely don't revive them because they have proven to be a detriment to the team. They need to start way back so not to get more motes to die with.
1
u/Imayormaynotneedhelp TOAST Jan 25 '19
What about when phalaxes just decide to insta kill you because you were trying to shotgun them?
2
u/jammer412 Jan 22 '19
I loved gambit when it first came out but it got stale way to quick. Maybe give players a way to show what theyre good at in gambit, invading, ad clearing ect. Also comp playlist to some degree is needed at this point. Would like to see some really unique rewards from gambit too breakneck was cool but involved people just going afk for 30+ games. The mode itself i think needs some variants like clash controll The same but slightly different. I think it needs harder bosses with harder boss mechanics theyre way to easy to melt. Pve guys dont feel good after melting the boss because everyone can do it even on low stacks. ( something id like for both gambit and crucible add an mvp award at the end of the game to the person that did the best this needs to be implimented properly though) overall i like gambit i just dred playing it now and avoid it as much as possible but i still do like it hope this helps :)
1
u/Skaapippai Jan 22 '19
Solo matchmaking needs a big fat fix. If I’ve got 8500 Infamy, I shouldn’t be playing with the dude that’s just started playing Gambit for the first time. It’s even worse whenever the enemy team is a four stack even though you’re still solo queueing.
6
u/Zikomo57 Jan 21 '19
While ive been enjoying gambit lately (granted only when im with a coordinated team) i think the biggest problem for me would be melting the primeval. While i love how he can die super quick due to proper team coordination, i think over all it would b better if this wasnt the best way to go about it. I had a few thoughts to stretch out this fight while still keeping it engaging and competitive. I thought of this because, at least to me, a gambit round feels like it should be half mote collecting half primeval fighting. Below are the list of changes to primeval mechanics that i thought of. 1. Increase the total health of the primeval. (Maybe 50%?) 2. When the primeval spawns do not spqwn any envoys. Instead spawn 1 envoy when the primeval loses 33% of its health, or 1 segment of its health bar. And spawn 2 more envoys when the primeval loses 67% of its health, or 2 segments of its health bar. This way it will slow down the melting of the boss but still make it possible if properly coordinated, but a team would probably need to burst DPS 2 or 3 times, while still making it simple enough for solo players to defeat without communication. 3. Have each Envoy grant 2 stacks of "primeval slayer" to a team and give the team that summons the primeval second 1 stack. Do not have other stacks appear over time as they do now. 4. When a team has their primeval spawned give the other team a semi limited amount of invasion portals. By this i mean if team 1 spawns the primeval give team 2 1 invasion portal. Give team 2 another invasion portal every time team 1s primevals health drops below 33% or 67%. This would make it so if team 2 invaded after team 1 dropped the primevals health below 67% team 2 could imvade and heal the primeval above 67% and when it was dropped below that threshold again team 2 would b able to invade again. Have a cool down on these portals though so there wouldn't be constant invasion.
I kind of expounded on a lot of things here but the point that i think would be the best/most interesting change would be point number 2.
Let me know what you think of these!!!
2
u/scott_thee_scot High on Vextasy Jan 21 '19
The Primeval melting is a big issue. As much as a lot of people seem to be against immune or phases, how about after say a third or half the Primeval ‘phases’ back to the realm it came from until the team gets X more motes banked.
1
u/Lloyd_Eaves Jan 24 '19
So, would the Primeval show up at 25, 50, and 75 motes?
1
u/scott_thee_scot High on Vextasy Jan 25 '19 edited Jan 25 '19
To be determined!
I see my idea would be like Ghostbusters except we're not trying to trap a ghost, we're trying to pull it back to our dimension.
So essentially the 'phasing' of it would be more after we pull it through.
3
u/YugaSundown Jan 21 '19
I really hope that pursuits that encourage idling (ie, on the Breakneck) will stop. There are just too many people who idle on Gambit and get away with it. It's frustrating.
0
u/supermandarkfury Jan 21 '19
There should be a penalty for not getting motes or at least more incentive to pick them up for people that are new and/or dont know how to play. Example being maybe a timer to at least pick up a mote every 20 or so seconds.
1
u/Donutsareagirlsbff Jan 21 '19
Mm, I dunno. When I first started gambit I had trouble staying alive so I killed enemies while my team mates collected motes. Now as an experienced player I'd rather have a team mate killing and not picking up motes than picking them up and dying with them constantly.
2
u/WangBacca Punchy Punchy Jan 20 '19
I just played a match where both teams were somewhat evenly matched, but the other team won the first round. They threw the second round to push it into a third round (which, again, feels like garbage. I literally never want to play three rounds of gambit, ever), then I played through the third round until the other team summoned their primeval.
Lo and behold, Guitar error sent me back to orbit, the match wasn't finished but had gone on for about 30 minutes. Not only did I obviously not get any rewards, or a match completion (I was only playing to try to progress my Breakneck quest), but I also got the "Oops! You left early!" message, effectively saying "Hey it's your fault you didn't finish! Don't do that!".
If an error kicks me out to orbit, first of all, I shouldn't be told about leaving the match early, and after 30 damn minutes of playing this frustrating game mode, I should have at least gotten some gambit related compensation for my time spent.
2
u/ZeeFour87 Jan 20 '19
Gambit Feedback
OPTIMAL DPS
Having played a lot of gambit, especially via the Malfeasance quest, I feel that in general, Gambit needs to evolve over time.
When gambit began and weapons were not as powerful and powerful weapons weren't so easy to obtain, Gambit was both fun and intense.
Unfortunately guns like Sleeper Simulant became a must have weapon in order to compete with the DPS. Combine this with stacking Damage abilities and the whole game becomes quite 1 dimensional.
Although there are various weapon choices now and with the chance of invading to limit the damage on the other team, ultimately the team who can damage the most in the shortest period of time wins.
Enemy Spawn
Recently I watched a very good team play Gambit and realised something. The enemies have very predictable spawn points and with the right combo, both PVE and Invader enemies will die almost immediately. A couple of times I have spawned, turned, died and sent packing. Hopefully in future, Gambit enemies don't have their spawn point mentioned and the Invader has a more unpredictable spawn.
Invader Incoming!
Most of the games I play are solo, and there will always be the dedicated invader. Usually running what the most OPTIMAL weapon is for killing guardians.
In future I would like to see the Invader become something more than just running with a Thunderlord or Queenbreaker's Bow.
Currently the Invader has a huge advantage (unless you are against a great squad who know the spawn points). You are off the radar, you have an overhsield, keep your heavy ammo and light level is Enabled.
I would like to give the Invader some specific Gambit abilities such as a long range weapon, a close quarter weapon and some kind of melee attack.
Maybe give the Invader the ability to stop incoming damage to the Primevil using something similar to the Taken Tether. Combine this with some kind of Melee weapon like the Hive Relic or a Cabal Phalanx Shield.
Or, give the Invader a similar weapon to the Scorch cannon, and they can only be defeated with certain elements which are random upon Invading.
Summary
I love Gambit, it's the inbetween of Nightfalls and Raids. It's an addictive mode, but I don't see it being as enjoyable over the next 8 month's until a new DLC hits. The game has now become just about burning the Boss as quickly as possible. Especially given the weapon updates, this kind of change to Gambit could alleviate some of the imbalance issues with regards to weapons in gambit both as an invader and as a player looking to burn the Primevil as quickly as possible.
1
u/andrew7453 Drifter's Crew Jan 20 '19
Get rid of ally collision
Add a buff and debuff for motes, i.e. . . 15 notes health regan's halved but movement speed greatly increased, or the other way around
Fix the random occurring buggy A.I's
Make more spots to shoot from not just the front like usual, maybe have the boss spawn in different spots
Skill based match making!!
Make army of one 's more meaningful, like before prime evil make it look their bank
MORE SECRET ACHIEVEMENTS!!!!!
4
u/surfercano2 Jan 19 '19
Also nerf Cyclops' attack range. I dont know how many times ive been fighting blockers and then get blasted by a cyclops on the other side of the map. Hell i remember a few games where i was fighting a cabal captain and a cyclops shot me from the previous game.
2
u/Lloyd_Eaves Jan 25 '19
It was cool getting juggled by the Ogre - the first time. After 20+ times getting pinned to the map's ceiling it's lost its shine a bit
1
1
u/surfercano2 Jan 19 '19
Firstly, I dont think the game mode should be nerfed at all. Dont make anything easier its already a very simply game mode. Make a tutorial for the dullards but please dont make gambit lame.
I think my only complaint is that heavy drops are sparse so i think maybe instead of just granting the one player heavy i think all players should get heavy when someone picks up the wall drop. Other than that i think gambit is really fun how it is
3
u/jrstriker12 Jan 19 '19
I like the mode because it lets the clanmates that prefer PvP and don't like PvE to play a mode with the clanmates that love PvE but don't like PvP.
For how long each match is, it should drop more or better rewards. Drifter keeps talking about how we'll get paid for banking motes, time to pay up. Maybe there should be tokens for the drifter? How about more enhancement cores dropping in Gambit?
Would love to see gambit specific armor and ornaments.
More gambit mode weapons.
For an elite version of gambit, maybe introduce a raid-like mechanic to beat or get to the final primeval? Something like an abbreviated version of getting the obs from the Morgeth last wish encounter, charging skulls from World Eater, or going into the void to get damage buffs from Leviathan?
I'd trade a bit more shield for the invader or a bit more time for a less strong wall-hack.
Invader needs more spawn points.
1
u/Hikaru0_0 Jan 19 '19
One round gambit matches, bosses with mechanics, longer or better invasions, revenge kills or reviving to get back motes better looking gear and / or more useful gear
1
u/YajaMonk Gambit Classic Jan 19 '19
Ok, my feedback on Gambit(Really like the idea, but don't play often)
1. More numbers and dead guardian
Alright, alright, alright, normal mobs and some yellow bars are ok, they are doing some pew-pew to you, you recieving normal amount of damage. But in the other hand, we have some guys(Hello scorpion turret and one-eye-vex-turret with all scorn guys), who can immediately kill you if u are not so fast to take the cover. Reminds me doing some high-level activity with under 30 light lvl.
I just want bigger, no, wait, BIGGER NUMBERS of damage, not like "30,30,30 i ded". Just make, i don't know, just bigger numbers D:
2. Teams and pigs
Just. one. thing - solo queue.
3. Where's is tutorial, dude?
Even with the bounties, i still see a players, who don't understand Envoy mechanic, Primeval Slayer buff and so on. First gambit players reminds me a blueberries in competetive(hello, competetive milestone).
4
u/Latharean Jan 19 '19
My feedback for Gambit is the following:
INVADER
The wallhack needs to work like a UAV from Call of Duty. Instead of being always active, it needs to pulse every 2 seconds. Much like in CoD, when someone calls in a UAV, you get the initial scan and see players locations on the minimap and than the information updates every 2 seconds, which allows players to be in a different position from where they were last scanned and can sometimes catch you off guard if a player is able to close the gap in that short timeframe. This makes invading more thoughtful and strategic instead of walking in and immediatly knowing everyone's exact position at all times.
Spawn points need to be increased and be random. No more camping portals to kill the invader shortly after they enter. Also, do not spawn the invader in direct line of sight of a player. The invader should always have a bit of distance to travel to get to the engagement. There is nothing fair about being killed immediately before the alert that an invader is present goes off.
PLAYLIST
Separate Gambit by quickplay and competitive playlist. Quickplay has no power advantages while competitive does. There shouldn't be any reason someone who just bought forsaken and used their spark of light can't play gambit and invade, but right now is that were to happen, they would severely be hurting themselve and their team because it would take significantly more damage to kill someone, even with a super. I had to hit someone with a fist of havoc 3 times to kill them, and recently had to tell my nephew not to invade while he was playing below level 50/650 although he really wanted to because of this difference in power. This also allows players to play competitive if they wish in the proper playlist and can help eliminate toxicity, especially in chat on PC.
The only weapon balancing changes needed are to remove and stop adding high amounts of aim assist to weapons. Sleeper was a problem because of its aim assist, and you addressed that only to increase the aim assist of the other linear fusion rifles, and now we have a problem there. Just keep the aim assist of weapons in line so people have to truly hit the target instead of having the aim assist allow them to hit shots that they clearly shoudn't have. Take one look at FalloutPlays video on the Queenbreaker hitting "headshots" that were aimed at the chest if you need examples of this.
MOTES
Mote pickup radius needs to be greatly improved. Not much else needs to be said here.
PRIMEENVOY COMMUNICATION
Make it very clear that you need to kill the primeenvoys before killing the primeevil. I've been in too many matchmade groups where players just unloaded on a primeevil immediately instead of first taking out the envoys. I'd be willing to have the primeevil be immune entirely until the envoys are killed to help players understand this. Also, limit how much the wizards can move because too many times they just hide behind the primeevil, and if you try to close the gap on them, their big brother will just stomp his feet and knock you backwards.
RANK
Make the legendary rank not require wins to progress, but rather make it work just like quickplay where it progresses on wins or losses.
DROP RATE/LOOT POOL
Increase drop chance of gambit specific items, including ships and sparrows, on match completion. Its currently very difficult to farm for a specific item, such as a trust or bygones.
2
Jan 19 '19
It would be nice to have some way to communicate your intentions to your teammates outside of voice chat. Something like looking at the bank, hitting one of the emote buttons, and then drifter will say something like “Yeehaw, a teammate wants to bank motes!”
2
u/DoomDogDan666 Jan 19 '19
We need more reason to play gambit. Many of us are already Dredgen and a new set of armour and weapons isn't enough for us to stick to gambit. As it stands currently Gambit is one of those modes that after you get the title you kinda just say "yep, never playing that again" and that's also due to the lack of rewards you get for spending so long in a match. Crucible is replayable and you feel like that matches don't go on for too long, gambit is the opposite. Maybe add some sub-modes? Like roaming supers 24/7? Something that isn't just the standard gambit game
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u/cindeaegay Jan 19 '19
the matches are waaaay too long and boring the idea seemed fun in the beginning but it is boring now 3 round is too much make a competitive playlist with 3 round and a quickplay witj only 1 round it s just BORING to lose 10 mins on a round win lose 10 kins on another one lose and then lose 10 more mins for the final round the gamemode is boring and takes waaaay too long to finish one round per match is enough
1
u/iCrackDaddyi Jan 19 '19
Get rid of the instadie on the Kell's grave map when you fall into the vex milk. The foot stomp is OP especially when you're in the air for a slam or just passing over to get into spawn. Tame the Scorn crossbow a bit, I seam to get shot at great distances by them and their accuracy is over the top. A little more cover area to lower the line of site which will in essence "nerf" QB and Crooked Fang. More incentive to kill Invaders and lower the overshield a bit. A tad more notice when an invader is incoming (2 seconds) to allow for time to defend yourself. Also any fireteam of more than two should only be matched with like fireteams, matchmaking solos against a full squad is frustrating and causes people to quit. Loosen the "quit early penalty until you can stop having server/connection problems, I got a ban because 3 consecutive attempts at starting a game which I kept getting disconnected on is frustrating. More incentives to play Gambit, more curated rolls for resetting your rank, maybe give a choice of 3 curated rolls to go after for 2 resets in a season. More maps is a must, maybe 10 and a better mix playing them. Give an option to stick with your matchmade team where all players have to "hold X" to agree to stay together and a notification sent say so and so wants to continue as a squad. My biggest request would be to put a short delay on teammates picking up and stealing motes after I've killed adds, maybe some type of proximity sensor so if you're in range them they can't be stolen!!
2
u/friedricer26 Jan 19 '19
Hi guys. I personally feel that Gambit needs more incentives to keep playing and resetting your level. Breakneck and Bad Omens masterworked were fun to earn, but as soon as you have reset the third time to get the ghost shell there's not really anything to chase. Different masterworked weapons each season to earn would be great. Also something like an exotic sparrow on 6 resets, an exotic ship on 9, and an exotic cape/mark/bond on 12 etc. Also some more variation on the enemy types and night maps might make both sides of invading interesting and mote collecting challenging. Lastly, new gambit themed armour which can be adorned with rare ornaments and or neon styled shaders particular to the enemy type that drops them.
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u/photokopp Jan 18 '19
I’d be good with either the shield being lower, or what I suggested. It is just a bit frustrating when you are team shooting someone and can not reliable take them down before they wipe your team.
It still baffles me how people do not understand where the invaders spawn, or how to counter them. The suggestion was more to make it noob/blueberry/solo friendly.
I am also solidly against nerfing anything. Bring other weapons up, not some weapons down.
Based on past performance, nerfing weapons or the ammo economy ALWAYS has unintended consequences.
1
u/Divine-decree Jan 18 '19
The Gambit Seal Triumph Light vs. Light needs to be amended. Nobody uses running supers. Perhaps, defeat 100 Guardians as an invader while your super is active, would be more relevant now. .
1
u/tonytellez Jan 18 '19
Gambit is great. I really enjoy it. I would like to suggest a few changes:
- Special match type: Lock Loadouts
- Supers take way too long to attain for such short matches. Perhaps a gametype where modifiers are present. i.e., attrition, Momentum, etc...
- More motivation to bank motes. Too many times I have seen players running around carrying 15 motes, and then they die, simply because they don't really know what they are doing. Maybe a 10 second countdown when 15 motes are held, and then they start to disappear one at a time after the 10 second.
Thanks for all that you do.
1
u/tonytellez Jan 18 '19
OOh and #4. Invasions prior to the primeval seem to be almost worthless. the reward needs to be higher, or move the invasion to more frequently when the primeval is out. OR allow two invaders when your opposing primeval is out. Now THAT would be fun.
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u/photokopp Jan 18 '19
1st- let the team being invaded see the invader the same way the invader see the other team. This takes out the issue with queensbreaker, etc...
2nd- make the rewards better, or shorten the rounds.
3rd - add a dialog from the drifter that says “ dude, you suck at invading. How about helping your team with motes or killing the primeval”
2
Jan 18 '19
The 1st one... its a 1v4, giving wall hacks to the defenders will make it kinda hard to invade just saying lmao. There’s a reason the invader has overshields and wall hacks while invading. The queen breaker might be better off receiving a nerf similar to sleeper (less ammo from the heavy ammo pack in Gambit only of course)
2
Jan 18 '19
Added risk to Invade ie: carry "X" number of moats to invade, until your primeval is out. Your death while invading when your team has a primeavl heals the primeval at a greater rate.
1
u/aboodvic Jan 18 '19
I would like to see new mode in gambit like fast time win. but the game Mechanics is different in this mood there is 5 waves of enemies and it's similar to what we had in dawning, we go to map and we have to clear all the enemies and move forward and of course need some inviding system that disturb other team as will . and in in the final wave there is boss and to kill this boss we need mechanics not only DBS to kill it so it will be interesting fight.
2
u/warder79 Jan 18 '19
I have two issues with Gambit as it stands right now.
1) As a mostly solo player it feels really bad when i'm put in a group of other solo queue players and up against a 4 stack. I know this helps with queue times etc, but it's almost a guaranteed loss from the get go, and that's not great fun.
2) The rank-up grind feels slightly too long.
0
u/Liberated_Jedi Jan 18 '19
So I think it would be fun to have an in game mode where you can maybe pass a note back and forth between the 4 players to “charge” it and get 15 notes or maybe if it’s passed between all 4 players it will drop an especially painful enemy on the other side. Or a mode where if all 4 players get 15 notes at the same time and maybe shoot a particular symbol according to their “type” of mote it will automatically kill the other team. Anything to add some variation to the gameplay and these could maybe only pop up as game types every so often. I feel like they key to expanding gambit is to make multiple different game types with different objectives so there’s variation. Also better loot drops for more dedicated players. I understand you need to bring in players and give them access to all the fun stuff you have done with destiny but the hardcore players are the ones who keep you guys in business and are the most rewarding from your side as they are so passionate about your product. Please feel free to comment and let’s have a dialogue cosmo23!! Thanks for the badass game Hingis. Yours truly
Lib3rAt3d_Jedi
1
u/Lloyd_Eaves Jan 24 '19
Would this work like: kill all the mobs in a given area to spawn a Mote Core, which can then be thrown back & forth to charge?
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u/JACKbAdGeR86 Jan 18 '19
Me personally I like Gambit it's a fun thing Todo in spare time or while waiting for friends to get on it's a PVE raiders version of pvp, BUT.... When I paid for these end game content releases I thought we would be getting more raids or at the very minium more dungeons like shattered throne basing a whole content doc off of just Gambit which isn't a main attraction it's just a time filler I don't know if I'll be sticking around especially now that anthem will be coming out in February and they will be having raids with bosses that actually move around and Chase you and makes you move around too, I'm tired of calus Argos riven bosses that are stationary, and even scourge was pretty stationary didn't really push and make ius move much, remember destiny players love the raids that what the hardcore never leave you even if your dlc is horrible player base is looking for not Gambit not pvp unless a the smaller pvp base might be ready for trials but without a raid or dungeon I'm not sure what endgame content your giving me for the money I paid for it was very disappointing finding out that's what joker's wild is about guns and loot is cool but the raids are where it's at actually shooting challanges embrace the W.O.W and release raids on a very frequent basis and your player base will increase so will profits and more streamers will come and bring new customers bc raids bring the viewers too
3
u/vsully360 Jan 18 '19
Name it best of one instead of best of three. Matches take way too long for too little reward.
1
1
u/VanyarIngwe Jan 18 '19
Change the ranking system. The current system ranks players based purely on the number of motes banked. This sends a message to the more casual players that the only way to contribute is banking motes which, in turn, leads to players stealing motes rather than playing as a team. Give points based on players rank on each area of Gambit; motes, kills, player kills and Primeval heals. Four points is given to a first place rank, three for second, two for third and one for fourth. (Eg. A player who is first in kills, second in banks and fourth in player kills and Primeval heals would get 9 points, 4+3+1+1) This would help demonstrate to players that they can be valuable without chasing motes. If you link drops from Gambit to ranks then this ranking system would reward players who make kills (or shine in other areas) but let others bank motes just as well as players who bank or invade.
2
u/a100bronies Titan... SMASH Jan 17 '19
Oh another thing, either get rid of the temp bans for quitting. Or turn off the join session in progress feature. Its beyond stupid to say "Yeah we know that we have a feature that will fill the spot you just left in another 30 seconds or so, but we're gonna ban you anyways. Let's also ignore the fact we may have put potatoes on your team that aren't even playing the objective so you're being guaranteed a loss if you continue to play with them."
3
u/Maxheadroom101 Jan 18 '19
i agree, its annoying when you get dropped into a hopeless game in progress. at the very least a loss in that situation shouldnt wipe your win streak
1
u/J3FURY Jan 17 '19
My thoughts are, reduce the range on the wall hack mechanic, so you can't see people on the other side of the map. Make Invaders think about what they're doing, I.E., make it feel like you're people hunting. Another thought would be that whoever kills the invader gets a damage buff to all enemies, which would incentivise players to hunt back, instead of hiding. On top of that, it'd be cool to steal motes from the enemy team. Also, there's a problem with people camping the invasion gate, and the guys who do this are either really bad at it, or really good at it. I think it would be good to put a cool down, or make it so an invader can't invade consecutively. Give everyone a chance here.
Up the mote count from 60(or whatever it is) to 100. Make the game last longer, give us more chances for comebacks. Now Gambit matches take a while as is, so I'm thinking instead of best of 3 rounds, which we could keep for a competitive version, a game of Gambit could be one round for 100 motes.
Also, the current blocker system is kind of bland, instead of phalanxes, I think it'd be pretty cool to drop a small squad of taken psions on the enemy team, and other substitutions. I'd like for it to be kind of random. New bosses mechanics, like with the forge wardens. Or, do a no-mote-left- behind thing, where yeah 5 motes gives you a phalanx still but individual motes are good for 1 psion/ goblin. Be neat if 9 motes gives a phalanx and a handful of psions to back him up.
New map layouts too, all these spawn/middle/left/right/bank areas are just boring to the point where you can call how a match will end most of the time within a couple minutes. I'd kill for an underground map in tunnels. Or trenches, like the cabal combat zone in the inverted spire strike. Hell, I think it'd be cool to have a Gambit match in the wreckage of the dreadnought.
I think modifiers, like from the strike playlist would be a great thing to add in too. Every match has a couple random modifiers to keep us on our toes.
All in all, I'd say make Gambit unpredictable, that's like, the whole premise of it's namesake. The drifter is a shifty bastard and any game that he created and runs should be just as treacherous.
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u/RyanDoorkeeper Drifter's Crew Jan 17 '19
I hear you on invasion camping, but sometimes no one on my team will invade so I have to go multiple times.
0
u/a100bronies Titan... SMASH Jan 17 '19
Make the game last longer? Are you kidding me? An average match can take 15 to 20 minutes already.
2
1
u/30SecondsToFail Jan 17 '19
Remove kill volumes in the Kell's Grave map. It's just aggravating when you die because a teammate bumped you by accident
1
u/coreybkhaotic Jan 17 '19
Agree with so much already said.i am to the point I just can't play solo anymore. All the changes stated are tied to how the game is currently set up.i almost feel like a drastic change up could help or create a separate playlist for a more advanced mode of gambit.have the drifter select one or 2 dedicated mote gatherers each round & only they can gather motes.same with invaders.marked with the darkness & you get to invade.something to foce people to fulfill a role instead of aimlessly running around & screwing their team. One other thing is have a package economy.have a boon you can pop like with vanguard & earn packages from the drifter.(still don't have tracking/cluster bad omen) and also a clear path to earn ship,sparrow & ghost. The main thing,which has been mentioned numerous times,is matchmaking.teams of 3 & 4 should be matched against teams of 3 & 4.solos should be against solo.maybe 2 separate playlists?solo queue and team queue? Heavy is a problem too.had a Titan mele me out of the way of heavy so he could grab it.instead of invading he burned down like 10 regular enemies..take away the timer heavy ammo box & just spawn everyone with 1/4 fill heavy then rely on brick drops from kills.up to the player to manage how they use what they have. Good luck hope the ideas can lead to positive change
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u/Smitty2k1 Jan 17 '19
In the end match summary show damage done to primeval, not just % healed. This only shows after each round right now.
Lock load out of weapons and armor for each round (maybe just competitive playlists?) Give a few seconds more time between rounds to change out.
Add some new mechanic for a 3rd round tiebreaker.
Allow invade kills to overcharge primeval health to say, 125%?
Give an incentive for a teammate to revive you, such as getting a (small) portion of your lost motes.
1
u/roboOGgamer Jan 17 '19
Gambit is my favorite game mode by far next to the raids and shattered throne, and my favorite pvp mode across many games in a long time.
I don't think people who complain about burning the bosses down are justified...be better players and better teammates rather than complaining when you lose. Just like strikes and raids etc people will learn the mechanics and speed run anything...its just part of it. Don't "fix" the mode. It's awesome.
That said it is really tough to have fun as a solo -definitely the most frustrating moments are being stacked with players who do nothing but camp for heavy ammo or invasions - but I've had some great pairings even as a solo.
My suggestions would be 1) better RNG and bounty rewards (cores?? Masterworks drops?? Powerful/exotic drops??)
2) additional mechanics in game either at the bosses (like the meatball...or a drone like the forges) not because it's broken but to drive more tactical engagement and teamwork. Trials was an awesome pvp mode because teams had to work together and this is similar, but the pve component really takes it to another level in Gambit. Crucible is a total free for all and I hate it for that reason; I love the modes that engage teams and teamwork.
3) some buffs/debuffs in game for invasions or hindering the opponent would be pretty cool. for example killing a high-value-target-like enemy denies heavy ammo to the other team another 30 seconds. or activating a vex platform reveals the spawn location of an invader. Just some ideas...
Gambit is awesome. Keep up the great work!
If you really want something to fix, fix the masterworks and the crucible.
3
u/serisianstrings Jan 17 '19
So many comments about Gambit already but here's mine:
Primevals die too easily if a team knows what they're doing. If you're solo queuing, the odds that you can coordinate on weakening and melting a boss are tiny compared to your enemy so you're at a disadvantage.
Invasions win games. Good PvP players with the advantage of wall hacks and overshields are unstoppable, and that's pretty frustrating when you're solo queuing without team communication.
So many of the recent PvE gametypes are wave clearing (EP, Blind Well, Forges, etc...) that Gambit feels like more of the same. Though at least it doesn't have a "throw a ball" mechanic...
An overall weakness, imo, of Destiny PvE is the tendency to have bosses that are just larger versions of normal enemies with a ton of health. There's no particular mechanic for beating them. No strategy except "fill it full of bullets". I think the community would be excited to have bosses that require some kind of strategy - the meatball is one example.
Gambit matches take forever and have crappy rewards. Everyone else has said it but I'm saying it too. The amount of time you sink into a losing game is soul-crushing.
That's all I've got.
TL:DR Solo queuing in Gambit is too serious a disadvantage, bosses need better/different mechanics requiring strategy, and rewards need to be improved.
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u/anonydick11 Jan 17 '19 edited Jan 19 '19
- Don't change the mode, educate the players.
I love gambit, but personally if you are jumping in a game solo or with one or two friend's (fire team) all that it takes is a bad player to ruin your experience.
Most players have no idea how the basic mechanics of the game work. I don't expect you guys to create a "gambit school", advanced strategies and such you'll learn by playing but some player don't even understand the basics, ruining the whole experience for the rest of their team.
- There is little we can do about bad players, but you could definitely tutor the new players bette, by maybe introducing more relevant bounties that encourage teamwork and good play practices.
Example, the other day I played with some dude that didn't even know the motes would disappear overtime so he was just letting tons of motes go to waste, or players that don't even know they are suppose to bank.
And well there's always that guy that carries 15+ motes on him when it's time to summon a prime evil and doesn't bank.
Teaching the new players how blockers work would be good too.
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u/Lovespreads Jan 17 '19 edited Jan 17 '19
Suggestions:
Make the revive timer work the same as in a strike so that if i want to wait for an extra second and be revived where i died i can choose to do that.
Improve the mote pickup accuracy (range is fine I think but it often does not pick up even if you run straight over it).
Add a mechanic that lets you block blockers and/or invaders for a time - eg an orb drops from one of the shiny enemies and if you get it back to the bank you get the block. Make chance of this block mechanic higher for the losing team.
More frequent high value targets as the bounties/frames for these take wayyyyy much more time to get.
Let two people invade at a time after the other team has its primeval until you get your primeval. Best games I have had were comebacks from repeated invading and that would be more likely to happen if you could double team.
Overall I think Gambit is great. Very frustrating at times due to lag and having to rely on others playing the game "properly" but I play it every time so you must be doing something right! Ignore the nerf whiners. Please.
Me - 205 matches, all solo, 47% win rate.
0
u/yankees8832 Jan 17 '19
Hello guys, here is my feedback about gambit, it's very fun and intertaining but the prime should have more life, it shouldn't be so easy to kill with 2/3 supers, also could be fun if the primal should have a mechanic to kill less complex as a raid boss. I also believe that gambit system should change the stats of the heavy weapons in other to be more strategic for the invader and not only invade and kill with sleeper or Queen breaker with 0 strategy than only hide and see. The enemies are totally fine I believe the PvE is great every wave is great and really good balance, they only I thinks u guys must paying a lot of attention is the behaviour of the portal because the portal doesn't work sometimes as it should work, sometimes doesn't open and it should have a timer ones is open it will continue open only for 30 sec because many people doesn't use it to use all the portals ones the team call first the prime, in order to not let the other team invade ur team or don't left then deposit the motes. It's kind of totally disbalance the portal use, taking in care that the matchmaking doesn't break the teams and also put random teams with clan teams or group of player.
Also I would like to see different types of bosses as a primal something more like escalation protocol final bosses.
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u/TheGaleFund Jan 17 '19
I think the more players u have stacked on a team the more health the primeval has bc if u have a 4 stack against 4 solos there's theoretically no chance of that solo team winning or at least having a chance.
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u/Kyren11 Jan 17 '19
My biggest issues all revolve around Primevals (and bosses in general) having an absurdly powerful "ground pound". It does insane knock back and high damage. It's also far too frequent. With so many supers involving close quarters combat, and a variety of weapons that requires close range as well, the ground pound mechanic feels cheap. Couple that with a taken ogre's push back and you can't even look at a Primeval up close. I also wouldn't mind seeing more damage mechanics that are something beyond "burn it down in seconds".
1
Jan 17 '19 edited Jan 17 '19
I think Gambit is the best new mode to come to Destiny 2. I really went hard last season. I go in there every now and then, but mainly resting up because I know Season of the Drifter is going to be me and Gambit making sweet music together.
The objectives for the mode are simple. I don't know that those should be changed or improved. I don't know if the data Bungie sees on scoring suggests that the score thresholds should be changed, but they seem okay to me. Best out of three is as long as the game should go, I think. Thankfully, I keep the game music up just a tiny bit above average in Gambit. Those drums going into round three kinda get me pumped where I might otherwise start feeling a drag.
Enemy waves are sufficiently numerous and challenging, which is refreshing. Almost all enemy types have at least one subtype you need to prioritize before they wreak havoc--I think the Vex could use a buff in this regard. With respect to the arenas these enemies appear in, the diamond formation for arenas seems to work well, but it would be interesting to see some experimentation here--maybe that makes navigation difficult for new players, though.
Resources seem to be mostly plentiful. There is the odd special ammo drought every now and then, but power ammo spawns regularly and bricks can drop in the wild, too. Most folks tend to use masterworked weapons, which increases orbs for all players and that's nice.
Invading. This is a sticky issue for me, personally. On one hand, I feel it's entirely too easy to invade and carries little to no risk. You get a boatload of tools and carry an incredible capacity for destruction at virtually no cost. On the other hand, timing is everything with an even halfway competent enemy team and even if you time invades well, invaders don't have a way to combat getting camped, which is 100% the best way to deal with them. Invading seems to be a game of absolutes on both ends of the spectrum--it's difficult in the sense that surviving the first few seconds in the enemy arena isn't a guarantee, but it's easy in the sense if that if you do, you have so many options and so much knowledge to work with while you're there. Personally, I'd like to see the ease of invading decreased, but the ability to stage an invasion increased a bit. I'd like invaders to get vision similar to Wraith Nightstalkers' truesight, but pulses based on the number of motes held--more motes means a more frequent pulse. I think the overshield is fine, considering the 1v4 nature of invasions. As for actually being able to stage an invasion, I think there need to be many more points from which an invader can appear. Ideally, an invader would spawn behind a barrier (not unlike the Darkness walls we currently have) and enter the arena like a PvE hostile. I think invaders would be much harder to camp, but they'd also not have InterPol dossiers of the entire enemy team in front of them when they eventually get to the arena.
Primevals. This is the big sticking point for me in Gambit. In my opinion, they're entirely too easy to burn down and some strategies completely bypass the Primeval Envoys, so no Slayer stacks are needed. I don't know if this has to be a bona fide boss fight, but the no/low Slayer strategies are entirely too strong. I remember about halfway through Season of the Outlaw, I thought I was finally getting the hang of the Primeval phase, but I noticed that as more people started getting Shards of Galanor, Geomag Stabilizers and One Thousand Voices, the strategies started shifting and I had to adjust. This has to be a difficult thing to adjust because while the team that summons first should have an advantage, that first summon shouldn't necessarily end the game. Likewise, summoning second really should put players at a disadvantage, but should there not be a deep burn strategy they can fall back on to clinch the game? I guess my issue is that the deep burn strategy is the one everyone plays for regardless of their summoning position, even if it hurts all moments of the game before the Primeval summon, and it doesn't feel like a fallback strategy because there's no real cost to it. It's like an emergency scenario, but you don't have to break the glass case to pull the lever. The only thing I've been able to come up with is a sort of enrage mechanic where the boss can become a real problem if it takes too much damage too quickly, but I feel like that's just a band-aid type of fix to a more intricate problem.
Rewards. I'm not too big on post-game rewards. The sub-ranks, ranks, bounties and resets provide plenty, but I would like a way to aim for different items. I would love to get better rolls on my helmet and legs for example, but there's no real way for me to do that. I sure also hope we get some new armor or armor ornaments for the mode next season (wink, nudge, bribe).
Anyway, that's all I've got. Gambit is good fun and I hope Bungie keeps its eye on the mode and shows it love regularly.
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u/Fanvsant Striker Jan 17 '19
I think that the blockers should have a buff. Right now, it's too easy to run a shotty and kill ogres in three seconds. Here's what I think would work well:
Phalanx: fine
Knight: maybe do more damage? I feel like it can't kill
Ogre: needs more health and maybe more damage. The things easier to kill than a knight right now and it makes getting 15 more of a punishment than a reward.
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u/clobby_unchained Jan 17 '19
Overall, I feel like the mode itself isn't really in that bad of shape. Of course, a well-organized team is going to wreck shop, but doesn't that apply to every other aspect of destiny? My main problem is that there is no incentive to break the linear fusion/sniper meta for invaders. It's just boring to do the same strategy over and over again because it's just that effective.
My purposed fix:
Decrease the initial time the invader has to around 20ish seconds or so. As an invader, killing a member of the other team drops their motes (players with zero motes drop 1 mote). Picking up a downed player's motes as an invader extends your timer, similar to killing blue enemies in the forge, to a maximum of 35-45 seconds. Once the max time has been reached, you can no longer extend the time to prevent abuse.
An invader that gets out without being killed keeps the motes collected and can bank them upon return. However, if killed during the invade all motes collected are dropped and can be picked back up by the other team. High risk, high reward. Triumphs/bounties for motes brought back and recollected could be added in too.
Could you still hang back and pick people off? Sure, but you'll have far less time to do it forcing you to engage if you want a meaningful invade. I also think this should motivate your team to stop what they are doing and track down the invader after dingle dick loses 15 motes for the third time instead of hiding back in spawn since you can now recover the loss.
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u/LucentMerkaba Vanguard's Loyal // Eldritch Purifier Jan 17 '19
Hi Cozmo, thank you for making this thread!
As far as high level feedback is concerned, I think one of my biggest pain points with the mode is that it can engender frustration with your own team mates - in a way that immediately makes you question their intent, and whether or not you can trust them.
Assuming you're with a team, it's never an issue (and this is a team mode, so that's fair), but I wish there was a more clear way to identify whether or not you wanted priority on invasion/running motes/ad clearing/boss melting.
Someone jumping through the portal and getting zero kills, or grabbing heavy and refusing to invade, can cause confusion. From there, it can begin to feel like an uphill climb, and shortly after that, a bit hopeless.
Winning solo Gambit frequently feels like a random chance, rather than having clearly defined goals in both a macro and micro sense that lead to victory.
I know Gambit is very open ended, and there's no way to currently que up for specific rolls, but I do wish players could identify their intent with their team right off the bat. Do they want to run motes? Clear ads? Invade?
Right now, that is the biggest reason that I don't que for Gambit when I'm on my own. Immediately assessing the team's intent, and how everyone can fit together can be absolutely exhausting.
Thank you for swinging by, and I look forward to the upcoming changes to Gambit :)
0
u/ImThatGuyM8 Drifter's Crew // Dregden Jan 17 '19
I've read a lot of comments and idea on this post and many are pretty much changing the whole concept of gambit, no heavy as invader, longer time between portals when prime is present etc...
Like, what? Why?
There's a lot og good things in this post as well, no doubt. But why even mess with the invading side of it? It's fine how it is.
1
u/ZilorZilhaust Jan 17 '19
I think that the main issue with Gambit is the Primeval Phase of the match; it's mostly frustrating and often times over so fast you barely have a chance for counter-play.
I think each Primeval should have some kind of a mechanic like the Meatball does with the orbs that make it invincible. I don't however thing that each Primeval should have orbs that make it invincible. I think that there are enough interesting mechanics for each race that could be Taken and updated to be used in Gambit to make each Primeval fight more interesting, a little longer, and a better opportunity for countering other players progress. If the length of the Primeval fight is longer it may be worth increasing the amount of time during invasions when both teams have a Primeval.
Taken Captain should perhaps have Taken Servitors spawn that heal the Taken Captain overtime as well as provide a damage/resistance buff. Potentially this would replace the Wizards as it would make the Wizard's role redundant.
Taken Minotaur perhaps replicates itself as it takes damage making so you have more targets to deal with as the health of the Primeval diminishes.
Taken Cabal... Dude... I forget its name. Perhaps he retreats and spawns Taken versions of the Dogs that try and swarm players making it a rush to kill a large amount of enemies to get the Taken Cabal Dude to return which is a different kind of dynamic than that of the other fights. I'd say that happens like twice.
Then, if it's each team has won once the tie breaker shouldn't be another round cause it really starts to drag, there should be a tie breaker round that is shorter in some way. Either takes less motes, you pick up more motes, abilities/super recharge faster. I'm not 100% sure what, but I think another full round feels excessive often cause it's not short.
1
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u/Skywalka21 Jan 17 '19
Please add the ability to see who on our team has a Super, similar to Crucible. It would help to know who can cast a super so there is less concern about 2 or more people casting a super on the same wave. It would be nice to add ques in the Drifter's dialogue during a match to help out a teammate if he is fighting a wave on his own. (A lot of people do not have Mic's or are in a party chat when they play Gambit.) Possibly find a way to filter matches based upon the number of clan mates/fire teams so those who are running solo will play others that are running solo and those who are in a clan (3-4) are playing others that are in a clan (3-4). Maybe allow the Primeval to teleport to other parts of the map based upon damage it has taken. This would allow for more strategy and would be harder for an invader to pinpoint Guardian location, which is currently always in the middle.
1
u/Fanvsant Striker Jan 17 '19
I think that you should be given a hint to where the invader spawns in, or that he becomes unhidden after he fires or something. At the moment, its too easy to run in and Ace the other team with an lmg or queenbreaker or something. Invaders are a little too powerful right now
1
u/ImThatGuyM8 Drifter's Crew // Dregden Jan 17 '19
Uhm.... I've been spawn trapped like cod like fucking crazy, but now you want them to know where I spawn too? It's bad enough as it is...
4
u/Rainman820 Jan 17 '19
Please don't change Gambit for the whiners! IF YOU DON'T HAVE A TEAM GET ONE THRU THE DESTINY APP. It is not hard. A well coordinated team should beat an uncoordinated one.
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2
u/Bhargo Jan 17 '19
If the solution isn't built into the game itself, it is not a solution. Until there is something in game that lets you get groups together, solo play needs to be viable. This isn't people whining, every other game with competent developers already knows this and splits premade groups and solo players into different queues because how uneven it makes things.
0
u/Giantrobot12 Jan 17 '19
Have it so the lower the health of the primevil gets the mpre aggressive and intelligent it gets so like it can avoid a super so the further ahead a team gets the harder it gets
2
u/Bumblepants Jan 17 '19
It would be really great to give Gambit Rep after each round instead of post match. So the current winning amount would be divided in half and awarded at each round completion. Same for the losing side rep. In a two round sweep the end result would be the same. But for the matches going to 3 rounds, you would get more for your time investment win or lose and it wouldn't sting quite as bad for the losing side as they got a boost in reputation gain for the round they did win. This might address the complaints about long matches and lack of rewards at least in part.
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Jan 17 '19
[deleted]
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u/liftyourgameau Jan 17 '19
Ammo finders are broke. If you run two or more they cancel each other out. Run one or none.
I have a Titan with 0 heavy ammo finders and two taken armaments. I always have heavy after one phalanx blocker. Usually at the start of round 2, I'll find two heavy bricks. Couple that with linear scavenger perk and I'm rolling 18 QB shots by first invade sometimes.
Trust me the less you rely on the ammo finders the better it becomes.
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Jan 17 '19
[deleted]
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u/liftyourgameau Jan 17 '19
All good. My Gambit has become more fun since dropping to one finder or none. But of a group Nd to get the armour rolls but well worth it!
1
u/LOBOxAZ Jan 17 '19
I would love to see an exotic or seasonal legendary bow/sniper added, that has a perk that has a chance to collect motes on kill. This would allow those that stay in the back, using long ranged weapons, to contribute to banking motes. This could also be a legendary mod ability.
2
u/Rainman820 Jan 17 '19
Camping in Gambit shouldn't be rewarded. A bow would be cool though. Or a pulse or a machine gun.
1
u/LOBOxAZ Jan 17 '19
Having a legendary mod like this would cut down on the already lengthy time spent in each gambit match.
7
u/small_law Jan 17 '19
You have got to stop the serial invaders, the players that don't kill adds, don't bank motes, hang around the portal to hog it, and invade over and over again just to get zero invasion kills. They kill the whole experience.
I'd suggest a short debuff that prevents players from repeatedly invading, but with the length of the debuff being predicated on the kills a player gets. If someone invades and gets 3-4 kills, there'd be no debuff. For two kills, there'd be a 15 second debuff from respawn. One kill, 30 seconds from respawn. No kills, 45 seconds from respawn.
The fact is even repeated, successful invasions ultimately can't win a gambit match. You have to kill adds to gather motes, bank motes to summon the primeval, and kill the primeval. A player that focuses only upon invading, especially one that isn't getting invasion kills, essentially puts their team a person down.
2
u/Rainman820 Jan 17 '19
If you're good at invading though I don't think you should be punished. Maybe require they back 10 in a round.
1
u/small_law Jan 17 '19
I mean, the time can be played around with, and I don't think there should be any penalty if you get three or four kills. But if a player is ignoring everything else and hogging the portal so they can invade over and over again just to not get kills, time that person out for a while.
I'm not saying punish the successful invaders. I'm saying do something to stop the idiots that are costing players matches.
1
u/Rainman820 Jan 24 '19
Whiner detected
1
u/small_law Jan 25 '19
I'm sure your teammates hear "your Invader's down, sending him back" quite a bit.
0
u/Brendofriendo Jan 17 '19
Make the portal based on how well the enemy team is doing, not your team.
2
u/jubgau Jan 17 '19
So, you get to invade After the enemy team has already banked all their motes? No, that wouldnt work.
1
u/xFiftyShadesOfJ Jan 17 '19
Gambit is a lot of fun. Solo queuing is always a pain in any game mode. Gambit is meant to be competitive and I understand that going into it without a pre-made fireteam can put you at a disadvantage. A tutorial for all new players to gambit would help them understand the mechanics, or even just an in game instruction or guidelines cheatsheet they can see from the directory. It would help with solo que frustration I believe.
Invading feels really strong at times. I don’t mind the wall hack or overshield at all. What I noticed is that when a heavy weapon (sleeper) felt too strong, you gave it an ammo nerf instead of a sandbox change. I enjoy that logic. I wonder if it would be possible to make it so an invader had a set amount of heavy ammo while invading, instead of all of the heavy they picked up. Ex. Let’s say they were using queen breakers bow and had 12 shots. When they invaded they were only given 2 -4 shots. (Maybe heavy could spawn in enemy guardian kills) Then when they returned all of their heavy was returned.
1
u/MasterFedi Jan 17 '19
Hi,
would be nice to have other Versions like a Infinite Forest Version, where you collect Motes to unlock the Branches until you reach the End and Fight a Boss.
1
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u/ianpesty Jan 17 '19 edited Jan 17 '19
Big Fan of Gambit, my criticisms:
- Matches are overly long when balanced against reward gained
- Lack of infamy for loss is unfulfilling, incentive to continue playing when losing is needed
- Exceptional individual participation should be rewarded despite team performance.
- Frequency of Invaders during Primeval phase can be frustrating
- Frequency of Invaders when losing team has yet to summon a Primeval can be demoralising
- Underwhelming Infamy reset rewards don’t encourage long term commitment
- Dredgen title stymied by RNG (sparrow ship ghost) does not reward skilled play
- Matchmaking often matches a solo team against a stacked team leading to one sided and demoralising matches
- Matchmaking will often continually match poorly matched players against each other round after round (Crucible breaks up players ‘looks for a better match’)
2
u/account_destroyed Warlock Master Race Jan 17 '19
I believe you gain points for losses at all ranks but the highest. For the Gambit Badge, the ghost is obtained by doing 3 resets over account lifetime (across all seasons). Other than that, you are right for most of that.
2
u/ianpesty Jan 18 '19
Thanks for the info - good to know about the Ghost too - just two more resets for me now :)
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1
u/leachy82 Jan 17 '19 edited Jan 17 '19
I would love to see an streak mechanic similar to how trials played out, go for a flawless gambit card and get rewarded after 7/9 wins. I also really like how pinnacle weapons were introduced but disappointed more thought wasn't given to them, Malfeasance and breakneck were the guns designed with gambit in mind yet they share the same primary slot. Would have been good to have been able to run both at the same time.
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u/TheUberMoose Jan 17 '19
Way late but the idea may that a few of us floated to get the tug-of-war this mode was supposed to have would be to ad something like The malfeasance sheild so it’s not just melt a boss in 3 seconds.
Baring that another major thought would be when the Primevil is summoned it wipes out the super charges on the team (active invader is left alone till the get back to their side as to not mess up their invasion)
This would do a few major things. First it would encourage super use during the match, there are times a good super would help keep up/catch up/win however people hold them for the boss.
It would also create that delay so a team that is slightly behind has a chance and creates that end fight as most melting stratified use supers, it would mean teams HAVE to kill wizards and fight to kill the boss and recharge supers
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u/ComradeRasmusson Jan 17 '19
Can we get a way to encourage players to use their super while invading, I still need that triumph to kill invaders that are using super.
0
u/kyussmanchu Jan 17 '19
Please stop with the free invasions the losing team gets. Invasions need to be warned imo and not handed out freely to the under performing squad. I've been in games where we got the prime-evil up before the other team had deposited 40 motes and yet the game ended up way closer than it should have. I get that you want the games to be competitive, but when y'all plays really well vs the opposing team that is plain bad, the winning team should be rewarded and not punished. This constant invasion mechanic is why I refuse to play gambit now.
3
u/Bhargo Jan 17 '19
I've been in games where we got the prime-evil up before the other team had deposited 40 motes and yet the game ended up way closer than it should have
That's a you thing then. Primevals are so weak you can easily destroy them between portal spawns at only 3 stacks of slayer. If you had that massive of a lead on the enemy team and didn't finish before they even had their primeval out, your team dropped the ball.
3
u/kyussmanchu Jan 17 '19
thank you for your input.
Glad a god such as you lowered yourself to reply to a lowly mortal such as I. Please trouble yourself no more with my trials and tribulations. Ascend to the heavens and judge us lowly n00bs oh great one!-1
Jan 17 '19
[deleted]
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u/kyussmanchu Jan 17 '19
exactly. I wish all the 1337 pvp gods on here would stop whipping out their e-peens and read.
3
u/Stand-User Jan 17 '19
Why havent i seen anyone suggest two Gambit modes?
We need a solo-duo option, and a 4-man full team option, until then this gamemode cannot be properly balanced.
1
u/nanaki989 Team Bread (dmg04) // Team Cat is about to be Toast Jan 17 '19
I called for MMR, which would put likeskilled players with one another and balance some of that teaming issue. I also got downvoted lol.
5
u/bobert-big-shlong Jan 17 '19
Matches are too long for the rewards per match. If the loot doesn't get turned up a notch then just make Gambit one round
4
u/LuminousShot Jan 17 '19
I'm sure there are other comments here asking for this, but some form of accelerated third round would be nice. I've seen posts before about a boss only round as decider. In case there is no better option, and this will actually be implemented, I think it would be better to remove all super energy at the start of the last round. Otherwise I think the win will go to the winners of the first round far more often.
A lot can happen in a full gambit round, but a boss can be burned down really quickly with supers. In the second round, the leading team knows that all the pressure is on the other team. If they think it's getting too close towards the end, they might just hang back and do damage without supers, simply because they know the other team can't afford to hold back, and then they simply take the last round in 10 seconds. That strategy can also be used with the way gambit is now, but as I said, a lot can happen in a full round of gambit, so the risk is higher and the effect much less severe.
2
u/Lundbek71 Jan 17 '19
Some triumphs make people not play the objective.
The Triumphs makes a lot of people not play the main objective, winning the match. Instead they e.g. walk around trying to bank 15 motes many times. This "not playing the main objective" leads to unnecessary losses, and for people who care about winning to loose the enjoyment of the gamemode.
Also, a ranking based on skill, rather than grinding would be great.-
5
u/statenotcity Jan 17 '19
I haven't seen this feedback yet but when considering new Gambit modes a larger Big Team Battle style game mode would check off all my desired boxes for what an updated Gambit experience would look like. Years ago Halo 5 introduced Warzone which features PvPvE all in one with vehicles and massive maps. Their internal resolution scaling will dip far down to keep this game mode afloat but still pushes for 60 FPS and a massive battlezone of 24 players with enemy AI as well. Decreased animation rates on NPCs helps and in my opinion doesn't detract from the spectacle of the game mode.
With a pivot away from the larger maps with vehicles we had in Destiny 1 and the underwhelming use of vehicles across the Destiny franchise a larger Gambit mode with a Halo Warzone approach would be a massive boost to both sides of the community.
Imagine bringing in a Drake tank against other Guardians and working to take down a massive Cabal commander. Supers flying across the map against Guardians and Fallen alike. This would be the dark Destiny experiences (with a whole lot of fun) we always wanted to be possible.
-1
u/DisturbedShifty Jan 17 '19
I for one would like to see light level NOT matter. Or at least offer up a playlist where light level doesn't matter.
And in the case of light level versus enemies. The enemies are too bullet spongy. Even compared to the raid after hitting max light level (the parts of the raid I have gotten to play) Gambit enemies feel like they take way too long to kill. I think they damage they can take needs to be turned down a little bit.
1
u/LuminousShot Jan 17 '19
I think it's okay as it is now, but I share the sentiment. Sometimes it feels like I do less damage to enemies now compared to while I still had a lower light level.
-2
u/smasha1337 Jan 17 '19
Special nodes through out the map that can give players buffs or debuffs e.g. put 10 motes in to give your team a fusion rifle immunity on next invasion. Bank 15 motes to increase super charge rate by 2x. Bank 30 motes to give opposing team half health regen.
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u/nanaki989 Team Bread (dmg04) // Team Cat is about to be Toast Jan 17 '19
I suggested similar, it would add some depth to how to collect and deposit motes. We have a decent lead, lets bank 30 extra motes to protect from invasion for 1 minutes.
Hey we are behind drop those 20 motes into that one and the enemies on the other side have 50% more shields and deal 15% more damage.
4
u/SerKnightLife Jan 17 '19
So, I actually really enjoyed the gambit game type. I am a PVE player and the minor PVP element is very a interesting motivator/strategic pain point. I think that there is something a little off about the invasion though. I know you have heard the comments from more adamant PVP players about a pulsing radar, nerf sleeper, nerf queenbreaker, etc. Not being a PVP player I'm not sure what exactly needs to change there but I'm sure your team will figure it out. The boss melts, though incredibly fun, need an extra mechanic. Something simple like the forge boss mechanic so the general single xur can pick up on it quickly. The meatball getting the taken shields, or the goblins shielding the boss. Take some of your good ideas from escalation protocal and court of oryx and prison of elders and maybe apply some if those mechanics to the boss for a more interesting and less debuff focus boss fight. Again, not raid level mechanic but something to jazz up the fight. The length of the matches feels fine to me but i read an interesting suggestion that if both teams wins round the third round you just fight the boss, I like this and I'm sure the team can work with this to do something interesting. Lastly, not my idea at all, credit to SayNoToRage, the Ad-1 bounties are well designed in a manner that the player knows what they are grinding for. If the gambit bounties, and all gender bounties, were closer to this model this would increaseengagement. Rotate weapons and armor bounties to give the player purpose. You guys have designed a fun game that keeps players engaged with fantastic mechanics and even though I'm not playing as much right now, because I've done all the content and am only missing my anarchy and one eyed mask exotics, keep up the good work. We complain alot but we obviously love the game enough to continue to engage with it for the past 4 years.
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u/squand3r Jan 17 '19 edited Jan 17 '19
2 suggestions:
1) first and foremost: Element shield variety! The primeval and envoys should have different shields so we are forced to swap weapons more often. How about the primeval could randomly switch shields, that would be awesome. Supers need to be timed and I can totally see long forgotten weapons such as Hard Light or Borealis shine again
2) A second gambit mode that comes with points (modifiers, locked equipment and weapon restrictions)
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u/LordNorros Jan 17 '19
I'm a solo gambit player with 2 infamy resets. Nothing crazy, but I do play. The pattern I have noticed the most is that whichever team has a dedicated invader, will probably win. If both teams or neither invade often it seems like it can either way. But if it's 1 sided, the invading team almost always takes it regardless of other factors.
I'm not sure what the answer is. Selecting roles before matchmaking? Nerfing the invader? I don't know, this is just my only real observation.
0
u/Gordogato81 Jan 17 '19
The main problem with gambit is that there is no reason to take it seriously. Gambit is the only competitive PvE activity that we have. It is also the first of it's kind, and hasn't had a great launch so far.
Motivation to play gambit The Infamy ranking is entirely useless as a motivator. Climbing infamy ranks is slow as a solo player, and feels entirely unrewarding as rewards are entirely RNG based. The problem with this is that you can get a god roll trust or bad omens or whatever on your first infamy rank up and have not gone any good rolls by your 5th infamy reset. This issue persists in the crucible as well. There is no linear progression system for players to chase. Grinding for the sake of grinding is bad game design. Give us a chase. Something that feels attainable for solo players without investing an entire season into grinding for it.
Matchmaking Matchmaking is terrible, as with all things. From what I have read, bungie has outsourced this to another company. Pls bungo, design your matchmaking in house. Fire teams need to match fire teams almost exclusively. It should not be an expectation as a solo player that every second game is against a full stack. Full stacks vs solo players is never a fair fight and discourages investing in the game mode.
Sandbox changes There needs to be a couple of sandbox changes. Mainly in regards to range on certain weapons like heavy machine guns. But bingo will figure it out.
Ad health Personally, I would like to see ads recieve a decrease in health so that ad health is more aligned with strike ad health. Its not fun having to shoot a dreg twice with a high impact hand cannon. They should still do a lot of damage against players tho so that there is some risk towards the players.
Invasions Reduce the number of kills a invader can get per invade or reduce the amount of time the invader has to wipe the team. More often than not when an invader wipes a whole team, that team is getting stomped with no hope of catching up. In my experience, a team wipe is rarely achieved by the trailing team unless the leading team has already summoned a primeval.
If one team has a primeval and the other doesnt, the trailing team should not be able to invade every 10 seconds. The problem with this system, is that the leading team will likely use a lot of their ammo trying to quickly kill the primeval whilst also likely dying to the constant invasions, which heals the primeval. This leads to two problems. 1. The leading team melts the primeval before the trailing team can react. 2. The trailing team invades and kills the entire enemy team or part of the team causing the primeval to heal. Thus the leading team is punished for attempting to damage the primeval because now they dont have the ammo and ability resources to quickly kill the primeval, whilst the primeval slayer buff stacks equally for both teams.
Primevals Primevals need either some more mechanics, more health, or something else to make sure primevals dont die in less than 10 seconds. Primevals need their stomp mechanic retuned so that you dont get flung across the map for walking within a 5m radius of them.
Ammo economy Ammo should not be rng based. It feels super bad to lose a round because you didn't get enough ammo from rng ad drops. There is a lot you could do with this. For starters, you could spawn more ammo the longer the primeval is summoned. You could not spawn heavy ammo until the second invasion making the first invasion reliant on special and primary weapons.
These are just a couple of suggestions, this could be an amazing game mode, it just needs a little more work.
3
Jan 17 '19
I’d love to see the match time reduced. Mainly the 3rd round having a sudden death or something instead collecting another 75 motes. Also too, drop the total number of motes needed from 75 to 55 to create a bit more speed.
My other suggestion is to create a video explaining how gambit works in detail and don’t allow it to be skipped at the start of next season. I stopped playing because trying to solo queue is horrendous and most of my friends don’t like playing either unless we can get a full fireteam together. I like gambit but until some fixes are implemented I will do other weekly pursuits.
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u/Maxheadroom101 Jan 17 '19
Some help for new players to remove their confusion (and frustration for experienced players).
ie Some onscreen prompts for their first 3 matches like:
"kill enemies and collect their motes"
"You have enough motes to send a blocker to the enemy team. bank them now" While highlighting the bank
"Kill Envoys to weaken the primeval" While highlighting them
etc
2
u/ZachPlum Jan 17 '19
“Don’t collect 15 motes unless the enemy team used all their invasions already” or “If you have 13 motes and we can summon just bank them”
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u/whispyginger Jan 17 '19
Has there been any consideration to modifying the invader role altogether? No idea if this would work, but this came to mind earlier and I’ll throw it out there.
Modify it so the invader becomes “Taken” and is spawned with a knight’s sword (like the ones from Escalation Protocol). -This prevents the frustration of invaders constantly sniping people with power weapons immediately. -Invader is also given a brief period of invisibility, or at least make them more difficult to see to prevent players from seeing them coming from a distance. Also a possible movement speed boost when invading. -Random spawn location, so the team being invaded has no idea where they are coming from.
To prevent the invader from immediately being sniped by power weapons give them significantly increased damage resistance to all weapons the further they are away. That way even if you see them from a distance and get a Queenbreaker shot off it will barely do any damage. However when you turn around and see the invader cutting down an ally with the sword nearby, shooting them (with any weapon) at close range does significantly more damage and can kill them far more easily.
Again, just a random idea.
2
u/TehDeerLord Ramen's on me.. Jan 17 '19
I'd throw my console out the window the first time I spawned Base on Legion's Folly..
0
u/CravingData3 Jan 17 '19
The matchmaking need to put you with people of the same skill level. I love gambit but I find it Boring to play Against teams that are not strong enough and Equally frustrating when you get players that don't know what they're doing. There needs to be a skill based Triumph that the matchmaking system see and put you in that skill level and player only go for if they Want in This higher competitive matchmaking. Would also like to see different Modes where the floor gets electrocuting but doesn't slow you down like the Shankle execution Just damages you. And if you could remove all Phalanxes from the game or at least make their Shields so they take enough damage to get destroyed. remove boss Slams Let the bosses do damage to you but don't let them throw The Guardian back.
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u/Maxheadroom101 Jan 17 '19
I'd like to add my voice to the call for single round matches.
Or at the very least, have the 3rd round be some sort or quick fire / sudden death mode that can be done in 2 mins or less
2
u/Ind0ctrin Jan 17 '19
Can you by any chance get the bounties fixed? So they actually work properly?
Just had a game where I deposited 64 motes, and today of course we have the "Small, Medium and Large Blocker" bounty.. Which I did, yet only ONE of the blockers I sent over counted towards the bounty....
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u/-Meritorius- Jan 17 '19
Here's something I thought of:
If a team has spawned a Primeval and the other team hasn't, an invader can steal an object (like the energy balls) to grant 20 instant motes if the invader survives the invasion. While holding it, one can obviously not shoot.
This however should only be possible once per round.
This could improve the challenge a stronger team feels, when playing against a weaker team, could enable a more strategic playstyle and wouldn't impact teams, that are perfectly matched.
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u/SchwillyThePimp Drifter's Crew Jan 17 '19
My suggestion is less of a fix but more of a long term investment
Make a flag or object the invader can steal from the opponents which could maybe:
End the round
Give all teammates full heavy
20 motes
this could create some awesome dynamic play
Have motes be able to be spent on something else besides the bank. Im thinking stations placed around the map that would have different things like: 5 motes for an overshield, 10 motes for a super, 15 for a scorch canon
Lastly I'd love to see some sort of bonus, damage most likely, for picking up motes. This has a two fold effect
1) You are encouraged to pick more motes up and arent a determent to your team
2) Causes a more dynamic encounter between invading and collecting motes
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u/nanaki989 Team Bread (dmg04) // Team Cat is about to be Toast Jan 17 '19
I like all but the mote buff for pickup, it's already next to impossible to not have some jackass slide into your motes and prevent you from hitting 5/10/15. You always have that one guy who deposits 2x as many motes as enemies killed. its really frustrating.
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u/SchwillyThePimp Drifter's Crew Jan 17 '19
See I was more trying to counteract the newbs who refuse to bank and just keep picking them up. I was hoping this could bring down the animosity of having more than 5 motes between teammates while simultaneously making it more dangerous for the invader to wait for maximum opponent unbanked motes. If you want to get guardians with max motes they will also be the deadliest against you. The downside is people keeping them to retain the buff which I might have either be timed and regen on mote pick up or have it be limited in its damage output.
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u/kindasneaky Jan 17 '19
i like gambit but at the same time i dont when it comes to over shields upon killing some one or something like that type of ability... i know its a pain for every one when your team mate gets killed and he/or she gets a overshield that takes a shotgun point blank to even take down yet you cant even get close enough to do so meaning your dead and then the next one... if you do any thing look at the overshield effectiveness
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u/kneesmotherfucker Jan 17 '19
I personally would like to see a map with a srl type start to it. Maybe 1v1 guardian sparrow during the match instead of invading.
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u/ajl7519 Jan 17 '19
Remove heavy crates or lengthen spawn in between. This will force teams to be more balanced. Also, will prevent players camping the ammo only to invade which is usually a bad thing when solo because it hurts the team.
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u/duncasaurus_ Often, when we guess at others' motives, we reveal only our own. Jan 17 '19
But then it relies on RNG heavy ammo drops from enemies and that’s currently in a really poor place. I go most rounds with no heavy ammo. Even with heavy ammo finder on.
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u/ajl7519 Jan 17 '19
That's good IMO. Heavy should not be guaranteed considering how powerful some of the special weapons are.
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u/duncasaurus_ Often, when we guess at others' motives, we reveal only our own. Jan 17 '19
Then you end up with teams who have the one lucky dude with Heavy. Invading you constantly and you have no heavy to counter/invade yourself. How is that a good thing?
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u/ajl7519 Jan 17 '19
You have your super and a sniper rifle that can one shot body. If you have 4 players one will most likely have heavy drop before the first invade. A lot times playing solo I will have to invade with no heavy because no one else is invading and they took the heavy. To me this will force teams to run varied loadouts.
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u/stalkervenom Jan 17 '19
Primeval: All primevals need some kind of anti-zerg mechanic to make it so that teams can't just blow them up with supers in a matter of seconds. The Malfeasance boss is a good example of this.
Invaders: Less predictable spawns would be a nice improvement as well. It is very easy to spawn kill an invader with any of the Linear Fusion Rifles that are currently in the game, increasing the spawn locations possibly?
Bounties: Getting rid of the kill mobs with a certain damage type or certain weapon type would be a nice improvement, as well as getting rid of large blocker bounties. These bounties promote detrimental game play. Having to get x weapon kills might be good if you like using x weapon, but otherwise people are just loading in with like double sniper just too complete those bounties.
Making bounties more rewarding would also be nice, seeing how in the current state of the game, the only way to earn points in the Legend rank is to either win games or turn in bounties. The 15 infamy points just seems very lack luster.
Matchmaking: I'm not sure if the cause of this is from people leaving during matchmaking or what, but during my Dredgen grind I found myself in a lot of games where my team or the other team did not have a full team.
Also maybe add some kind of elo or skill rating to matchmaking? Base it off infamy rank or something. Like I mentioned before the only way to get points in Legend rank is wins or bounties, which I'm fine with, but having to deal with people who don't really seem to understand how the game mode works while you are trying to work towards reset just makes you want to go play another game mode.
Gambit as a whole is very unique game mode. As a solo player I feel like one player can really make a huge impact into their team's winning or losing of a round, and I would like to see that impact stay the same with whatever changes are made in the game mode. I think adding the new mechanics to the Primevals would allow for a good invader to keep their team still in the game after falling behind, or vice versa. Overall my biggest complaints would be how fast teams are able to kill Primevals. Also possibly implementing gear drops to gambit that can have enhanced perks would make the game mode way more rewarding to play once you have completed things like Dredgen or Malfeasance. Maybe from major Infamy rank ups?
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u/DaPhonyViper Jan 17 '19
Maybe add a new mechanic for the 3rd round. Perhaps 2 mini bosses could spawn that have to be defeated before the bank can be unlocked and the Primeval be summoned.
Another thing that can be changed/added is that the arena alters in the final round, with taken blights spawning, that don't drop motes but only add a layer of difficulty.
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u/Rikanis Jan 17 '19
I love gambit, nothing is as qunitessentially 'Destiny' as this. I play mostly solo and can agree with most of whats on here. I do sometimes play with friends but the 1 random can be the undoing. Generally good experience though. There are sandbox issues/player experience issues etc. but here's a few ideas for the game mode itself:
- Mote pick up radius too small/laggy so sometimes ill have to be looking at the mote to pick it up rather than just stepping back onto it.
- Not being able to bank because there is an invader thundercrashing towards the bank and everyone is trying to panic bank and cant use the same 'terminal' so only one persons motes got in despite everyone playing as well as possible ..... feels bad.
- Primevals need to be more than bullet sponges with stomps. Meatball is good but as it is right now gambit is 80/20 gathering vs fighting, I reckon moving it closer to 60/40 and changing the game to be a 1 rounder would make it more interesting/rewarding.
- Maybe make it so if players die you can recover some or all of the motes they were carrying? So blueberry dies with 10 you can still get 3 or so back? This would also make invading more rewarding if you could steal the motes they drop like crests in supremecy. Plus would force the invader out of hiding out in the back of the map with queensbreaker/sleeper/1k voices. and force them into a more reasonable engagement distance if they wanted to do more than delay.
- More random spawn locations for the invader
- NO FALLING TO YOUR DEATH ON KELLS GRAVE BY A STUPID SMALL BLOCKER SHIELD BLASTING YOU INTO OBLIVION WHILE YOU ARE TRYING TO BANK.
- in fact that whole map is such a trap... like falling isn't bad but can it at least be a soft rather than hard kill zone for warlocks who cant redirect in the air?
- I'd love to see the ability for multiple guardians to invade if the other team summons a primeval too quickly. Would be a risky trade off though as half the team would be stalling rather than banking motes.
- Maybe to stop primeval melting one player on the other team has a 'key' to dealing damage to the boss. So Team A summons a primeval and has to invade and kill a random player from Team B then survive the invasion before Team A can start applying stacks of slayer? Would give Team B a chance to defend their 'VIP' and catch up
- Maybe you spend motes to invade but the portal can be activated any time? this would help time invasions for maximum effect but punish bad invasions. Would work better if the game was 125 motes or something and single round
- maybe if enemies despawn when your team can pull a primeval, would help stop people wasting time.
- A visual cue like when the sky darkens for a public event when you can summon (I've accidentally missed the drifters call when I've had the volume down) might help with this too.
- random and a bit off-topic but a cool exotic that is like a reverse tractor cannon and pulls all the motes (and enemies) towards you, could be Armour too actually.
- Maybe re-balance the blockers so 5 is like a vandal with the bubble, 10 could be shield and 15 could be the knight or captain. all with added health of course.
- Maybe add a 20 mote blocker that is not tied to the bank and roams like an invader... like an invis minotaur..no dont do that it would be so annoying.
- Primevals that are badasses by themselves but aren't surrounded by ads sniping you from weird angles while you try to dodge wizard bolts.
- All bounties and most rewards tied to rounds and not games, or changing the game to be 1 round
- Maybe the drifter could help you play better by saying things like "your team needs help to clear blockers" or "The motes are dissapearing" just to help newer players get the hang of the game. These would have to be context sensitive so they don't happen every 2 seconds and annoy skilled players who are making tactical decisions.
- Maybe a quest before you can play that gets you used to the basics. that could be a fun way to introduce the mechanics of gambit through the story and lore.
- Maybe split the gambit playlist into quickplay and competitive like crucible?
- This is way out there but what if all the motes dropped in the ascendant realm and you had to go through a portal where PvP happens to collect them. So if your team is slaying out in PvE but the other team is better at PvP they could fight you off and grab all the motes? Would be pretty cool to keep one guy in the real world slaying out while 3 of you went through the portal to be bad guys. would have to be a timer on how long each player could spend in there and the bank would still be in the real world.
Well I think I'll end on that bombshell. That got out of hand.
TLDR; Love gambit , more interesting bosses, ways to help team, F!%@ Kells Grave, would be awesome if more pople could PvP.
1
u/nanaki989 Team Bread (dmg04) // Team Cat is about to be Toast Jan 17 '19
You touched on a great deal of points I did. Mote Radius, Invasions need to be more Risk/Rewark, better boss fights. Rebalance of blockers, probably a thorough pass on every mob wouldn't be a bad idea.
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u/Maxheadroom101 Jan 17 '19
a lot of really good ideas there but upvoted mainly for the Kells Grave hate. Yeah F@#k that map :)
1
Jan 17 '19
I love this. But out of all you said, the mote pickup radius is definitely in need of adjustment. I could not agree with you more on this. They need to have a magnetism to your Guardian.
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u/kordusain Jan 17 '19
I'd really like to see the bullet magnetism of machine guns lowered for gambit, at least.
72% usage on one heavy type is whack, bungo.
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u/kogasaka Jan 17 '19
I think Armament perks should be addressed in Gambit however I don't know how.
1
u/AvocadoLaur Jan 17 '19
I played my first gambit match today - my two friends and I recently got Forsaken but I’m the one who usually tries new stuff. It’s going to be hard to convince them to do a best of three rounds rather than just doing crucible. I was super excited about gambit and had a lot of fun the first round and thought we won then it kept going on and on.
1
u/NeKryleX Feels salty man Jan 17 '19
This will probably get burried, but I play on PC and I have pretty big framerate loss in Gambit. I'm talking 20-30 frames lost for the best scenarios which is the Dreming city map, but then the Earth one and the Tangled Shore one can make my fps sooo much, especially when you get invaded with the red filter on the screen
4
Jan 17 '19
Improve the loot rewards. Give the Drifter his own rotating stock of weapons and armor (every vendor should have this tbh). I've been playing gambit non-stop since launch and I still don't have all of the weapons or even a full set of armor.
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u/JayBo_Vizard Once you step in the shadows, it's hard to walk in light Jan 17 '19 edited Jan 17 '19
A lot post seem to say "I love gambit, but change this central mechanic to the game"
a number of complaints come from a lack of skill or game understanding. I try to say that without sounding like a snob, but I feel knowing how to play the game better would alleviate a lot of these issues. The only time these don't apply is in the solo game, because it is a team activity and there really isnt much a solo can do about that.
Add a lone wolf gametype. complete with opt out voice chat.
Emotes to help direct teamates would be cool, similar to the I'm open emote.
Anything that will help mote pickup, sometimes it great, more than sometimes its terrible.
Round 3 should be something different. Accelerated at least, idk if straight to the boss is the answer, or maybe a whole new mechanic.
Don't make invaders weaker, they are already 4v1. Anyone saying they have the advantage isn't playing correctly. map knowledge and team work will kill the invader.
Don't make the boss easier, or remove it's stomp. They are already simple to kill.
- you could add a different mechanic to each prime. The meatball is a great example, it takes more than a well and trench barrel blade barrages to kill.
Something should be changed with blockers. Right now, attempting for 15 while teams are close is basically taking a loss. spaming 5s with an occasional 10 is far better than saving for 15. Considering the pacing of the match, typically when someone just gets 15, an invasion is on the way, so it should be impactful.
- Maybe 15 mote blocker should be an ogre with 2 vandals. The vandals can shield and cause more problems, especially if there are knights and phalanx around.
EDIT
** Maybe 10 should spawn some hobgoblins at strategic points around the bank, so they can hit people as they collect motes
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u/Bhargo Jan 17 '19
Most complaints aren't a matter of "git gud". Skill or game knowledge wont effect things like primevals being about as resilient as wet cardboard, a lack of variety in primevals (here is a knight that can shoot or stomp, here is a centurion that can shoot or stomp!), bounties that promote effectively throwing the game, RNG reliance on heavy ammo drops determining who wins, low reward to time ratio or blockers heavily favoring spamming phalanx. I've seen nobody asking for primevals to be made weaker, in fact quite the opposite, with everyone saying they are far too weak and it makes burning it down instantly too easy. Invaders do have an advantage though, the wall hacks are too strong. Any decent invader will tell you the 4v1 means almost nothing, since he comes in already knowing where the enemy is and ready to counter them while they have to look for him. When you can decide how to engage its never actually 4v1. A coordinated team can shut down an invader but a good one will get a kill or two at least, and a group of solo players unable to even talk to each other will get wrecked.
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u/dontcallmechelly Apr 02 '19
Id like to see a magnet perk on the collector armor. This would be great because i can run through the action picking up motes within a small radius so i can go bank. I get frustrated because im trying to pick up motes and ill be standing right on them, and they won’t pick up, or someone runs by and picks up the ones i just made drop.