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Destiny 2

Discuss all things Destiny 2.
Edited by Signor Sghi: 1/14/2021 12:22:20 AM
0

Make gambit great again

Jokes aside, i really don’t wanna get political but hear this out. Gambit is in such a poor state right now: all of its loot has been sunset, the only reasons to play it are doing bounties and get the weekly pinnacle drop, and maybe get the triumphs/title (even tho the fully equipped with gambit gear is ridicolous atm since there’s no such thing as gambit gear). Your way of merging OG gambit and gambit prime was to pick the 100 motes cap and the only round and... that’s literally it. Having to deal with emissaries before being able to damge the primeval was a good thing, that could be made better by lowering each “round” the numbers of emissaries that spawn, so that it does not get stalling after a while. Specific armor roles were also a cool idea, but farming for them was a pain and it was implemented and incentivized really poorly. This made me think of some possible modifications to spice up gambit and make it more enjoyable (caps for quick eye-catch): - As mentioned before, bring back EMISSARIES and INVULNERABILITY SHIELD to the primeval, but make it that for every damage phase reset, one less emissary will spawn, this will keep the pace of the game high. - Bring back CLASSES, maybe even with the same perks, but make them available directly on the battlefield: a terminal in each base spawn where one can pick up a role buff that grants specific advantages based on the chosen class. Keep the same 4 amount of classes that were present and make so that there can only be 2 of the same class. This allows not only being able to bring our best loadouts for pvp/pve in the game mode, but also grants an even playfield since both teams have access to these classes. - HEAVY AMMO ECONOMY should stay the same, but during an invasion both the invader and those who are getting invaded (team A) can’t use their heavy weapon, while the other team B (if they are not getting invaded as well) can. This allows to block the main damage output source of team A, while giving team B an advantage, and also prevents boring and frustrating kills made by a truth or an eye of tomorrow from across the map. If you made this far let me know what you think, and thanks for taking time to read my 1.20 am toughts.

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