Step 1: restrict AP usage for allies.
The first logical step is to restrict AP usage for Gambit’s allies, regardless if you have covers in red/purple or not. This simple change would be enough to make the 3* version completely balanced and remove the necessity of 0/0/5, 0/5/5 & 5/5/0 builds.
For the 5* version, however, it is more of a complex problem, because they said a long time ago that they want every one 5* cover to matter for 3* & 4* players that would happen to roster 1-2 covers of such a character, and this change would make 0/0/1 Gambit completely useless. But this problem can be easily fixed like so:
- start restricting AP usage for the 5* version only at 3 black covers. Meaning that 0/0/2 Gambit would allow AP usage, but starting with 0/0/3 allies won’t be able to use red & purple
- change the way AP is gathered for the first 2 covers from 2 purple AP to 1 purple AP at 1 cover, and 1 purple + 1 red at 2 covers. Starting from 3 covers the AP generation would remain the same.
This proposed solution would make the early covers count for low tier players at a 1/1 gather per turn which is decent and not strong, and would also ensure that top players cannot abuse the mechanic, since 0/0/2 would only mean level 285 and 5* rosters won’t play this because of Thanos. Also the 1/1 gather won’t be enough for them to warrant such a strategy, even without Thanos.
TL,DR: restrict AP usage for both versions of Gambit, but start the restriction for the 5* version at 3 black covers.
Now there’s still the question if the change above would be enough to balance 5* Gambit ?
IMO it may be not enough, but unfortunately I am not a 5* player, so my experience is limited to stats and what I read from others. This being said I would propose a change to his red ability.
Step 2: lower red damage.
At 5 red covers 5* Gambit does 7,580 extra damage for 1 charged tile destroyed, on top on the fact that a destroyed charged tile could do in average around 1.5k damage (3x 500 damage). So this means that Gambit can deal 15k+3k = 18k damage every 2-3 turns depending on what you match. Furthermore this means that in 6 turns Gambit can down a champ 5* with the only condition to make a simple red match (3+18 = 21 red AP = 3x Aces & Eights activation).
Even without being in 5* land, this numbers are way too high for a spammable ability IMHO. So I propose lowering the damage to 2.5K per charged tile destroyed, going more toward utility than damage with the ability (similar to 3* version). This change would mean that 5* Gambit can deal 8k every 2-3 turns, which is more balanced and decent for a spammable ability.
Of course, 5* players can correct me with this number if their experience show there’s a better point to drop to than 2.5k.
TL,DR: lower Gambit’s red damage to 2.5k per charged tile destroyed.
How does this changes sound for you all ? Would this make Gambit balanced ?
I personally think this would be enough to balance Gambit and still let him be what he is today, with 2 simple steps. But if for some reason this 2 steps woulnd not be enough, there is one more change that can be considered.
Step 3 (optional - I don’t think it is needed): Destroy AP if Gambit dies
This change is also simple: just add this text to the black passive: “If Gambit dies, destroy all red & purple AP from your team”.
I personally think this is not necessary, and I also think this would take away some strategy into facing enemy Gambit, as waiting 1 more turn so Gambit wastes the AP he gathered before killing him, or kill him on the spot and suffer the consequences of the AP he gathered. But again, if people think the 2 steps above would not be enough, there could also be this option.
So what do you guys think ? Is this a good solution to fixing Gambit ? How would you fix him without changing him too much ?