Wiznerd Balancing Issues - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Wiznerd Balancing Issues (/showthread.php?tid=20242) |
Wiznerd Balancing Issues - JulyJade - 11-30-2022 I know this issue has been mentioned many times before but still has gone unaddressed: wizards need more drawbacks. Time and time again, one or two sweaty wizards with stun batons and phasers wipe the floor with security, leaving the station in ruins. They're powerful enough with just their spells - and slippery enough to stay on the run for almost entire rounds - so why do they still have access to dangerous items from armory or have access to AI lawracks? Personally, I think going all out with the technophobe trait is a must. Any item that uses electricity - batons, AI laws, chainsaws and the like - should spark like hell and fly out of their hands, either bursting into flames or emagging said item. Although I love playing wizard and rampaging, or watching other players do silly gimmicks, the balancing issue really needs to be addressed. RE: Wiznerd Balancing Issues - Kotlol - 11-30-2022 This has been suggested multiplue times over and over. We even came up with a system where they can use tech, but their spells would be locked out for a moment. Point is.. it's not gonna happen. RE: Wiznerd Balancing Issues - Retrino - 11-30-2022 wizards in general just kind of suck to play against, even without the guns. technophobe is definitely a good balancing step, but their gameplay loop basically boils down to teleports into a room, chain stun with magic missile and some other aoe spell, offensive spell, teleport away the second anyone gets close to harming them. it is extremely unfun to deal with as crew after means of dealing with them were nerfed constantly, really just leaving baiting them into the chapel or doing enough damage/k o before they can teleport away. when wizards work together, they can basically do a station wipe, instantly teleporting on whoever they want (including sec or the captain roundstart, giving them even more bs gear) gimmick wizards hardly ever work because some valid hunter rushes them and forces them to use some kind of aoe that pisses off everyone around them into also killing them. the state of the gamemode just hurts to play suggestions: - leave them in mixed. i dont think anyone finds fighting five wizards an interesting or round progressing experience - nerf on where the wiz computer can teleport to, at least early game. make teleport worth its 2 point purchase rate, have it provide an expanded tele list opposed to the computer - make acid work on their hats again? they have a delayed destruction time + an overlay, wizards can already tele away while stunned so no reason why they cant tele if they have their hat attacked RE: Wiznerd Balancing Issues - TDHooligan - 11-30-2022 (11-30-2022, 07:53 AM)Kotlol Wrote: This has been suggested multiplue times over and over. im pretty sure every PR to add this has had support but was just not completed RE: Wiznerd Balancing Issues - Silent Majority - 11-30-2022 its brought up alot. theres one suggesting thiks on the front page just a couple points down. someone just needs to do the gruntwork. RE: Wiznerd Balancing Issues - LeahTheTech - 11-30-2022 https://github.com/goonstation/goonstation/pull/12215 |