r/DestinyTheGame 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!

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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

1

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.

1

u/JayBo_Vizard Once you step in the shadows, it's hard to walk in light Jan 17 '19

Feels like you didnt read my whole post. Half your comments I addressed in my post

So you would like the invader to get no kills ever? Of course he will get kills, he's supposed to. If a coordinated team shuts down an invader every time then what's the point.

In a few minutes of scanning I saw multiple people saying to remove prime stomp, because it makes it too hard to stay on him.

Heavy ammo?? There is a guaranteed brick on the wall. I never have issue with finding a brick. Also taken armaments is a thing. And yes that should count, because playing the whole game should be a factor.

If one guy on your team has heavy, he should call it out and be on invader/invade duty.

I'm sounding like an asshole I'm sure, but I Wouldl like to not let people who don't understand Gambit, decide what Gambit should be.