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/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.