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Edited by Cozmo_BNG: 9/28/2018 10:35:03 PM
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Clarification on Gambit's Primeval Slayer Buff

Everyone knows that death heals Primeval, but not everyone knows all of the intricacies of how the Primeval Slayer buff works. The Gambit Design team wanted to clear up a few misconceptions. [quote]There appear to be some misconceptions about the “Primeval Slayer” buff in Gambit, particularly with how the leading team’s buff count affects the trailing team’s, so we’d like to take this opportunity to shed some light on it! • Our intent for the Primeval phase is that the team that summons first gains advantage. • The number of Primeval Slayer stacks held is unique to each team. • If one team is significantly advanced in their Primeval Slayer stacks, the team that is behind receives ‘bonus’ stacks when spawning their own Primeval. However, the number of bonus stacks received is always going to be less than the leading team’s current total. Think of it as a tow cable trailing behind the leading team. • There is a limit to the catch-up mechanic’s generosity. Even if the leading team is at Primeval Slayer x10, the lagging team will never start out with more than a few stacks when spawning their Primeval. Our twin goals have been hitting the right balance between elasticity and competitiveness and fostering close, dynamic games. Now that Gambit is out in the wild, we’re closely monitoring the conversation around the Primeval phase (and playing a ton of it ourselves). Happy Hunting, The Gambit Design team[/quote]
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  • Welcome to the age of "everyone's a winner!"

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    • So, all the exciting comebacks I had happen to me, were artificially made this entire time? You guys thought that those kind of moments should be a dime-a-dozen? A couple days ago I had one of the best Control matches I ever played, because my team managed to recover from a 40 or so point deficit when the other team had an early lead. I would love to believe that is because of me and my team turning up our game and manage to regroup and outplay during the rest of the game. It would have crushed my heart if I had found out that victory was only because of the enemy team receiving a damage debuff after being so many points ahead, along with slower super cool downs, and points take twice as long to capture. Because then it would have been less on my performance leaving to a win and more for the enemy not monitoring how well they were winning because games have to be close or else they are no fun for anyone. I think you guys need to decide on either scaling back on the bonuses a losing team will receive, because I don't want to ever find out that sandbagging can be an effective strategy, or remove all advantages all together. It sucks enough to go up against clans when playing alone and with pubs because you either don't have the matchmaking capabilities or population to make those match ups happen just a bit less often. I don't see how your team thought it would be fair or fun for everyone involved wtih those mechanics. I wanted to take the promise that Gambit was PVE crossed with PVP at face value, not a circus where it's the slowest race to see who summons their primeval first on accident, because the other team wants the constant invader spawns. I think with the revelation of this system, I'm going to only play Gambit when I have something I can earn from wasting time in a game. Not for the fun of the game itself.

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      • You should humor us with what the chance of seeing that dumbass malfeasance boss is. Non stop grinding since Tuesday and haven’t even seen it one time. At this point it seems like something is broken. People see it in two games yet some of us play well over 100 games and don’t see it a single time. Wtf?

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        • Why are you rigging our game? You guys are pretty much manipulating the outcome. Please stay out of the natural order of things. If im to win a fight dont help the other team and vice versa. I dont mind losing legit. But i do mind losing because you guys are manipulating it. Gambit has been a mess already since day 1. Over powerded invader, malfeceance quest, bungie manipulating the outcome. I honestly dont know what logic drives you guys to promote catch up mechanics. Its 2018.

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        • Edited by slavko: 10/1/2018 1:55:00 PM
          I've discovered a heavy ammo glitch and i dont wish to shed light on it.

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          • Wait what ?? So your telling me if i want the advantage i should summon last? That doesnt sound right why does the winning team get punished?

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            • If anyone is trying to grind for the malefescence hand cannon it wasn't worth the grind. Gambit is fun and all but any aggravation for it isn't worth it and I love handcannons but malefescense is at the bottom of the chain for handcannons.

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              • I'm just gonna shoot things and hope for the best.

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              • Drifter: “Bank and you’ll summon a primeval!” Rando teammate: “CoNtINue KiLlINg AdDs?!?!!!!” *Invader sleepers rando into oblivion* Rando lost 14 motes. Every....damn....time.

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                • 🤦🏻‍♂️

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                • [quote]Everyone knows that death heals Primeval, but not everyone knows all of the intricacies of how the Primeval Slayer buff works. The Gambit Design team wanted to clear up a few misconceptions. [quote]There appear to be some misconceptions about the “Primeval Slayer” buff in Gambit, particularly with how the leading team’s buff count affects the trailing team’s, so we’d like to take this opportunity to shed some light on it! • Our intent for the Primeval phase is that the team that summons first gains advantage. • The number of Primeval Slayer stacks held is unique to each team. • If one team is significantly advanced in their Primeval Slayer stacks, the team that is behind receives ‘bonus’ stacks when spawning their own Primeval. However, the number of bonus stacks received is always going to be less than the leading team’s current total. Think of it as a tow cable trailing behind the leading team. • There is a limit to the catch-up mechanic’s generosity. Even if the leading team is at Primeval Slayer x10, the lagging team will never start out with more than a few stacks when spawning their Primeval. Our twin goals have been hitting the right balance between elasticity and competitiveness and fostering close, dynamic games. Now that Gambit is out in the wild, we’re closely monitoring the conversation around the Primeval phase (and playing a ton of it ourselves). Happy Hunting, The Gambit Design team[/quote][/quote] Ahh yes. Stupid Mario Kart mechanics in a FPS game. Just don't spill the beans on how worse players get more advantage in the connection/kill trading areas. Fools

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                • I loved gambit when I first played to started to pick up on these things bit by bit, noticing weird things about match flow. Bungie, there's literally no need or precedence for such heavy boosting and handicapping in a "competitive" game. If one team is winning let them win, and if one team is losing let them lose. Thats how a competition works, pit two teams against each other and see who's better. The only thing that makes a close or come back win exciting is that it ACTUALLY happened, that two awesome teams were pushed to their skill limits to come out on top, or a team pulled out all the stops and rallied together for a victory from nowhere. When I play gambit now all I can think of is "am i actually winning because I'm good or is it because we lost round one and the game is now doing every thing it can to boost my performance?" Theres no purpose to the competition between two teams anymore. Wins have little satisfaction if I feel like I was handed it and losses don't feel like a motivator to do better if the other team was handed benefits. Instead of the excitement of victory or driving frustration after a loss its just a flat "Meh. Who knows why we won/lost, someone was given a handicap that I can't effect"

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                • I used to think the Devs at Bungie were borderline incompetent, and now I wish they were just borderline :(

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                • Just had a huge lead on opposing team. They summoned their prime when we had ours at 1/2 health. They milled it down in under 10 seconds. It makes no sense. None. We're all 560-566, the opposing team was low 500's. We should have wrecked them. Your system sucks. It's broken. I'm done with gambit except for the powerful gear bounties until you fix this pathetic excuse for a "competitive game mode."

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                  • Alt account... Im currently playing gambit to complete the malfeasance quest. Every single match we spawn our primeval first and they get a constant invade until qe all die from sleeper and they kill their primeval first. Stooopid

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                  • Edited by Reclaimer: 9/30/2018 3:50:45 PM
                    [i]Orrrrr[/i] you could ditch the catchup mechanics [i]entirely[/i]. They already have constant Invasions, a bunch of glowing adds that drop a lot of motes per kill, and invasion-less mote capping on top of this. Is there any real reason for giving players playing poorly so many advantages? Why should the winning team get punished for playing better? I’m not trying to be toxic. I’m just genuinely puzzled and can only observe these things existing purely as artificial ways to keep players from quitting individual games or the game mode itself as a result of getting decimated constantly from them not improving or playing against people better than them too consistently.

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                    • Get rid of it completely.

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                    • Edited by CleverInvective: 9/28/2018 11:01:37 PM
                      Does the losing team in hockey get a free power play? Does the losing team in football get a free field goal kick? Does the losing team in baseball get 4 outs instead of 3? Does the losing player in chess get an extra knight? Does the losing player starcraft get cheaper units and faster build times? You know the answer, and you know the reason why. Competition is nothing without the field being even to the competitors. I had hoped you would treat Gambit as such. Gambit doesn't require a multiplier for elasticity/exciting comebacks. A team that works hard to take the lead early on should be rewarded for such good play. A team that works hard to take the lead early on should be allowed a buffer for if an enemy invader wipes them. That was the point of taking the early lead. Knowing there's a multipler difference now, is quite dissappointing. Any feeling of competition is muted now by your attempt to make "exciting close" matches.

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                      • Edited by spaceme17: 10/1/2018 10:21:47 AM
                        Perhaps make it simple. Summon Primevil and that’s it. No bullshit catchup mechanics that screw over people. That is if you could get your matchmaking in order. Yeah, right. Edit: To clarify, what I mean is, your team summons the Primevil first, then you have the advantage. No extra advantage added to the losing team. If you team does the work faster and more efficiently, you should win.

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                      • Bungie hard at work

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                      • Edited by NovEmbers: 9/29/2018 10:34:47 AM
                        Bungie, I love Destiny 2 and all, but that system should be removed. It hinders the competitive aspect of PvP. In fact, this is more Player versus Mechanic. So you get punished for summoning your primeval first? that's dumb. I feel like this system punishes solo players (especially when groups start taking advantage of it): -Be solo player -Play Gambit with randoms because reasons -Manage to summon the primeval first -Gather stacks and start damaging the boss -Feel good because the win is in the bag -Suddenly, ogres. -What_are_you_doing_in_my_swamp?.jpg -Xx420gamerxX has invaded -Everyone starts running around like headless chickens -Pink Floyd laser show starts wiping teammates -Primeval is playing sudoku to pass time -Meanwhile, enemy team is having a relaxing afternoon -Enemy team banks remaining motes -Enemy primeval spawns -Game: "Here are some free buffs!" -"Hey man, could you just die for us?" -"Sure!" - enemy primeval -Enemy primeval faints *end of round 1*

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                        • Rename Gambit to Mario Kart. Losing tean gets a red shell! YAY!

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                        • Kells grave is an atrocious map. It's a real shame that there's only one viable load out for Gambit

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                        • Your intent is that the team that summons the first primeval gains an advantage? You sure about that? Seems to me whoever summons the primeval first gets constantly invaded and overloaded with blockers from the opposing team while said opposing team is showered with motes and begins with a primeval slayer buff. Tone down the invasions once a team summons their primeval. It feels non-stop

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                          • Edited by joe_mann82: 10/1/2018 12:43:31 AM
                            Could you please tell me how power enabled in gambit works? I find it funny that enemies take more shots in gambit than it does to kill a guardian in iron banner, body or head shots.

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                          • Screw “close games” just hand out participation awards then..... Oops never mind.

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