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Destiny 2

Discuss all things Destiny 2.
Edited by RADneck: 11/26/2022 1:10:39 AM
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Gambit: A Legitimate Rework.

So, it's been know for quite a while around the community that Gambit needs to change. Even those that enjoy it as I do recognize that it's very flawed. Today, I'd like to examine each of the gamemode's problems, and then suggest a new mode. A fix for nearly all elements with improvements all around. Let's start with Gambit's problems, shall we? Problem #1: Weapon feel and PvE aspect. Due to enemies being overleveled and feeling pretty strong, a lot of weapons feel really weak, requiring special and heavy ammo or abilities to kill yellow bars. The solution is to find some way where the enemies weren't too overleveled and the enemies were still challenging to defeat. Problem #2: Ammo economy and Invader Heavy Ammo balancing. So obviously invaders are the PvP aspect of Gambit's PvPvE. But because Heavy ammo is necessary as demonstrated in the last point, then the invader can just stack up enough G-Horn ammo to kill the defenders and vice versa. The solution would be to keep invaders from using heavy and keep them from getting heavied, balancing out the invader meta and making it more fun. Problem #3: Teamwork. It should come to no surprise to all of you that teamwork isn't often very intuitive in Gambit. Your motes get stolen, people camp the portal waiting to invade, people skip rezzing to get heavy and just let you self rez, etc. The solution to this is to make teamwork more integral to the gamemode and more beneficial to build into. Problem #4: The Primeval. Primeval phase is usually terrible. You can get locked into it if the other team has a skilled invader, but you have to kill annoying wizards to get past frequent immunity phases. The solution is to retain challenge to the Primeval phase while making more fluid and fun. Problem #5: Staleness. After a while, Gambit just feels like going through the motions. Nothing changes and things feel stale. The solution is to bring meaningful variety to the gamemode along with replayability and aspects fun beyond the core shooter gunplay. And now, we have our solution in a new and improved massive Gambit rework. Here's the rundown: You open on the classic Gambit intro. The Drifter reveals the enemy type on his jade necklace, and you're teleported into the Derelict load zone. You get a corny voice line and you're in. You transmat into the center of the map, next to your bank. You get the opening line, and enemies start to spawn on all sides. There's an overwhelming amount of enemies, littered with bosses. They are at your level, but still pose a threat due to their sheer number and the mini bosses they contain. Killing mini bosses drops motes, not individual enemies, as this helps with mote stealing and general lag. Whenever bosses spawn in, you get a call out from The Drifter. (e.g. A beefy ogre spawns in for the Hive round and he says: "Watch out brother, you got an ogre headed your way. Oooo!") Collect motes from mini bosses and bank them. If enemies reach your bank, they will drain your motes. Once you reach a certain threshold of motes, you'll be given the ability to spawn blockers on the other team's side. A teammate will access a console at your bank, pulling up a menu. They teammate sending the blockers would first need to choose between a giant taken Ogre, a taken Cyclops trio, or a taken Psion horde. Then they would choose a location. It would be one of three or four fixed spawn points on the map. Blockers would not drain motes, but would pose a serious problem for the opposing team. Now let's talk about high value targets. The Drifter will call them out when they spawn in, drawing your attention to them. They not only drop a large number of motes, but give your teammates buffs. These buffs could be anything from a temporary speed boost, an increase in grenade energy, or more damage against the Primeval once it's summoned. Speaking of which, let's talk about the Primeval. The thing about new Gambit would be that you can summon the Primeval at any time. Banked motes convert into a damage boost against it. So that's what puts the strategy element into Gambit. That's what makes it a Gambit. Beating the other team to summoning the Primeval, and trying to kill it with maybe less advantages than you would have liked. Once the Primeval is summoned, the enemy team is taken to a selection screen. They are given four options: Knight, Phalanx, Captain, and Hobgoblin. Once they all choose their classes, the Primeval spawns in with them. So Invading is basically replaced with late-game Primeval defeat prevention. So the team that summoned the Primeval has five minutes to defeat it with whatever advantages they've given themselves, and under fire from the invaders. Now for a general explanation on invader classes. These serve as mini bosses, controlled by players and spawning with the Primeval. Once defeated, they are out of the game, and their players can spend the rest of the game spectating and spawning in blockers. Now, for the individual invader classes. (Note that you can rock any variation of the four classes. You could go with the balanced team, or you could go multiple of one and exclude one.) The Knight is the heavy hitter. He appears as a large taken Knight with very high PvE damage profile health. It fires an area of affect boomer cannon from the hip with arc projectiles. Its melee ability is a stomp mechanic, and its grenade slot ability is breathing fire into an area of the ground, making it deal damage to those that stand there for a medium duration. Its class ability is a sideways strafe. The Phalanx is the tank. It has more health than any of the other invader classes and can use its shield. Imagine it as Reinhardt from overwatch, except with infinite glaive shield energy instead of shield health. It fires a three burst projectile pistol from the hip. Its melee ability is a stomp mechanic, and its grenade ability makes it lower its shield, knocking all aggressors away. Its class ability allows it to regain a small portion of health. The Captain is the Blitzkrieg enemy. It is lower health, but sports a faster movement speed, and a faster firing projectile pistol. Its melee ability hurls blights in the direction it's facing, enveloping, damaging, and slowing all in its path for a short time. Its grenade ability teleports it a short distance and recharges quickly. As for class abilities, the Captain can go invisible for a short time. The Hobgoblin is the sniper. It always spawns far away, with a gun on its arm that is basically Lorentz Driver pre nerf in terms of aim assist. It does have a significantly longer charge time though. Its melee ability is another stomp mechanic, with its grenade being a volley of projectiles it releases that track towards players. This ability is automatically activated when the Hobo Gobo receives damage. The class ability switches the gun's firing mode to a lumina like gun that heals your invader allies. Defeating one of these invaders will grant you a damage buff against the Primeval. Defeating another grants you even more damage. If they kill you, they merely hamper your team. If time expires and the Primeval lives, the invaders win. If the Primeval dies, the defenders win. There could also be modifiers such as heavyweight or grounded that add extra spice, but you get the point. Tell me what you think. Let's be civil in the comments.

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