Here’s another shot in the dark for my ideas on addressing some problems of gambit, and maybe giving it a fun return from the grave.
From what I’ve spoken about with people, there are two main issues:
Invader imbalance (both sides) and snowballing.
Invaders:
The STYLE of invasion needs to change. Heavy weapon spam, and invader wall-hacks with snipers are not fun. I propose the following:
Invaders get the Eye of Riven / Taken blast abilities.
In this state, it takes about 3 or four shots to kill a guardian, and the invader is resistant to heavy weapons and less so to regular weapons. This encourages the invaded team to work together without one side being able to insta-kill the other. I’m sure there are other aspects of this that can be looked at, but I feel like experimenting with this would be a good idea.
Snowballing:
This isn’t really a one-size-fits all fix for this, but some things can help. For one, maybe adding an enemy mechanic can be added to recover from heavy losses. Maybe make a special enemy periodically spawn for the losing side that drops about 50% or so of all recent mote losses. That way, the losing side can have a chance to catch up, but won’t be able to erase big mistakes.
Thanks for your attention, and please let me know what you think.
Cheers.
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Bungie: We have moved on from Gambit. Check Eververse for our latest efforts.
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While I like the idea of the invader mechanic proposed here, I feel that the Eye of Riven change could make invading rather annoying for the invader. Iincreased resistance to heavy ammo can help but a rocket to the face or a machine gun is still very powerful against other guardians. Not to mention that a super could be used instead to wipe out the invader who's stucl with a relic. I doubt anyone would want to sacrifice their loadout in order to invade an enemy team that can rocket, snipe, and super them before the invader can get close enough to use the relic.
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Gambits problem is a massive skill issue. People are so god dang terrible... someone will invade and they won't notice till they're dead...
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[quote]Invaders get the Eye of Riven / Taken blast abilities.[/quote] I'm really not sure what these are, but I've always thought invaders shouldn't have guns. They just invade with something similar to a roaming super, but specifically designed for Gambit. Something like Fists of Havoc with a decent lunge range, good overshield, and an AoE attack. Maybe we're thinking on the same page? Invading should be a trade off. Like once you summon, you can't damage a primeval while your team has an invader on the other side. While snowballing isn't fun for the team getting rolled, the better team should still have the advantage. If they can melt their primeval that's fine, but let them choose between invading and melting. Mote draining needs to go. Maybe some other adjustment to blockers? I don't know.
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Your invasion idea isn't bad. Bottom line..that needs to be the focus. Invaders. People stopped playing because invaders were OP and never properly balanced, invasions were too often and it was just unwanted stress people avoided.
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like it reckoning roles would be nice to have back SPECIALLY T.H.E GIANT BLOCKER 20 motes for a miniboss on the other team was always fun, specially 4 OF THEM AT THE SAME TIME
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[quote]Here’s another shot in the dark for my ideas on addressing some problems of gambit, and maybe giving it a fun return from the grave. From what I’ve spoken about with people, there are two main issues: Invader imbalance (both sides) and snowballing. Invaders: The STYLE of invasion needs to change. Heavy weapon spam, and invader wall-hacks with snipers are not fun. I propose the following: Invaders get the Eye of Riven / Taken blast abilities. In this state, it takes about 3 or four shots to kill a guardian, and the invader is resistant to heavy weapons and less so to regular weapons. This encourages the invaded team to work together without one side being able to insta-kill the other. I’m sure there are other aspects of this that can be looked at, but I feel like experimenting with this would be a good idea. Snowballing: This isn’t really a one-size-fits all fix for this, but some things can help. For one, maybe adding an enemy mechanic can be added to recover from heavy losses. Maybe make a special enemy periodically spawn for the losing side that drops about 50% or so of all recent mote losses. That way, the losing side can have a chance to catch up, but won’t be able to erase big mistakes. Thanks for your attention, and please let me know what you think. Cheers.[/quote] This is a pretty good idea to be honest. I like it