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Game Design Gambits don't encourage build diversity

Discussion in 'Feedback' started by culpitisn'taword, May 22, 2026 at 10:45 PM.

  1. culpitisn'taword

    culpitisn'taword Well-Known Adventurer

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    Here's the problem with the Gambit system.

    You are heavily punished for not taking every Gambit you can get, since their buffs to end rewards get much stronger the more Gambits you have. But it is too much work to change your build around every time you're raiding to fit the Gambits. Therefore, Gambits don't achieve their goal of making people change builds; instead, they're just random restrictions which can be very annoying.

    They can also end up self-contradictory. An example from the Discord is Bleeding Warrior's/Leaden Fighter's/Farsighted/Myopic. Bleeding Warrior gives you -1% damage for every -1% health you have, meaning that as your health becomes low you rapidly lose damage. Leaden Fighter gives you +2% spell cost for every +1% health you have, meaning that as your health becomes high your spells become prohibitively expensive. Farsighted makes you unable to hit enemies near you, and Myopic makes you unable to hit enemies far away from you. All taken together, if you want to maximise your rewards (you will lose half of your bonus aspects and pulls from Gambits if you skip one), you will be caught in a catch-22; you can't escape it.

    This is in Feedback and not GenSuggestions because I don't have a suggestion on how to fix this. I ignore Gambits, always take all three, and then numbskull my way through the entire raid with a sustain build.
     
    Melkor likes this.
  2. Melkor

    Melkor The dark enemy of the world

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    My favorites are the ones where it's like "well, I guess my party members will just have to carry me if this doesn't work out" like "dying reduces your damage" or something.