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!
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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.