
Mote drain is paused if a player is near the bank and engaging Blockers.This also gives the team in the lead a bit more incentive to kill Blockers during their Primeval phase.This will help the team that is behind get to the Primeval a little quicker – it's never felt great to send over four Blockers only to have the enemy team ignore them, all while still being severely behind.Mote drain from multiple Blockers continues even if the opposing team is in Primeval phase.We did think they could be more tactically interesting with a Stasis attack without necessarily making them more deadly or harder to kill.We originally planned to pull its health down some as we felt it was a little too beef for 15 Motes, but with the ammo changes below, we didn't find the current health onerous in playtesting.15 Mote Knight Blocker gains a Stasis attack.While they are a good positional challenge with their shield and knockback, we felt like they weren't quite tough enough for their Mote cost compared to the Knight, so we increased their health.
10 Mote Phalanx Blocker has its health boosted a bit. Gambit can be a bit opaque to newcomers - this should give them a leg up. "Rules of Gambit" node added to the launch screen, and numerous Gambit-specific hints have been added to the load screen. While not as severe as Match Game resistance in Nightfalls, we wanted a way to promote buildcrafting and teamwork. All shields have increasing resistance to non-matching damage types. When your teammate dies and you run to grab their dropped Motes, stop for a second and revive them, will ya?. This change should also reduce the frustrating moments of teammates being forced to respawn as you’re halfway through the revive interact. We want to emphasize and reward teamwork as much as possible - bringing your teammate back (and saving them a run) now is even easier. Players can be revived by other players two seconds earlier, and auto-respawn is delayed two seconds. This makes recovering from a ruthless invader (or bad luck fighting enemies) a little easier. These can be picked up by anyone, including invaders! Invaders can also drop more Motes now!. Players always drop half the Motes they were carrying when they are defeated. More respawn points spread throughout Fronts should help you get back into the action faster, and provide for less predictable spawn points during Invasions. It can also be very frustrating as an invader to always spawn at the same location on the same map multiple times in a row, or to have the invader camp the entrance to avoid confrontation. It can be frustrating to always have to run all the way from the backfield after spawning before you are able to help teammates, fight the invader, collect dropped Motes, etc. Respawn points added to all Fronts (sections of maps where enemies could cycle in or out). So, no more Shriekers on Pacifica for now, but they will be back later in the year!. Maybe not interesting for an entire year, but we think it will be interesting to have a set rotation of spawns for a Season and over those three months, really master each encounter. Playing with the single variation for race/map for a year led us to an interesting observation: it's FUN to know that 'Hive on Pacifica' means "Oh, god, those Shriekers" and to learn the spawns and master them over time. Those issues have been fixed, and we are now bringing the missing variations forward.
In Beyond Light, due to production issues, we were only able to bring one of the three variations forward into the new activity.
In Classic Gambit/Prime, you got a randomly selected encounter from a list of three for each enemy race, on each map. Rotating seasonal selection of curated encounters starting in Season 16.
In the meantime, the ability to queue for Gambit Freelance should be very useful.We are investigating ways to remove the need for Freelance nodes that split the population, and hope to have something for you later this year.
The modes we have added Freelance nodes to (Iron Banner, Glory, and Trials of Osiris) all feel like they end up with more balanced matches more often, even as they increase and split the number of matchmaking pools. DESTINY 2 WITCH QUEEN QUEUE TIMES FULL
We think it's important that players feel like they always have a chance at winning, and we see over and over again that full stacks of friends or clanmates have a significant advantage over groups of solo matchmade opponents.