Klayboxx Wrote:KikiMofo Wrote:Klayboxx Wrote:Changlings are easily the weakest antagonist and no change that will cripple them any more should ever happen, including this one. You can do all sorts of things that don't make sense in this game with helmets, so who really fucking cares?
I would arguably say the normal traitor can be the weakest but sometimes the strongest but Changeling is in the middle with instant knockout spit and slow but silent knock out sting. Anything that can render someone from talking is strong. Also Werewolf is weaker as well.
idk why I always type changling instead of changeling
In my opinion, the strength tier goes like this:
new vampires
traitors
old vampires
nuke ops (with stealth. Arguably they hold this position without stealth as well if they are good at shooting things and not getting shot)
wizards
changeling
..stuff..
I don't agree with your list at all good sir.
Vampires yes, they are OP shit-turds that completely ruin the balance of the game. If I had my way, I'd remove
Nuke ops come next. Depending if there is a HoS or active security, with the taser nerf nuke Operatives with their explosives and guns and teamwork really wreck shit up, stealth or no stealth.
Traitors and wildcards (they can do really well, or really poor depending on their plan), while the wizard is the king of wildcards, sticking to the old wiki description of dying in the first few minutes, or absolutely crushing the crew (highly dependent on whether he has picked fireball or not, i don't know if the new update on fireball has nerfed it at all)
Changlings are pretty strong, and I would consider them below Nuke Ops. The only difference between vampire and ling is that ling is actually balanced right, sure you are weak at the start, but being a ling is all about traps, once you get that down then you'll be gobblin' up husks like no time.
That and people are using horror form all wrong now. The recent changes for horror form makes a totally different playing style. Superpunch borgs, literally disarm security, don't worry about being on fire, worry about people attacking you while you are on fire, spam scream when running towards a player so they can't escape, etc.
I don't actually have an issue with a small counter to acid spit. The biohoods suggestion where the biohood protects against acid for 1-time is actually really good. Put two biohoods in the armory on the clothes rack, and you have yourself at least two officers protected against that fatal hit.
The reason why I think this is good is
A) There's only X amount of biohoods in the game, 2 in chem, 2-4 above pathology, and then there's the janitors. They only protect against 1 hit, so once you got spat, that's your defense gone, so unless you are hoarding it, you're fucked otherwise.
B) The defense is really obvious. The changling will easily be able to tell who they can't knock out with the 1 hit spit, and who they'll either have to sting instead. That and there's 1000 other ways of killing a player, traitors do it all the time without equipment so I don't get why people get so spastic when it comes to ling.
C) There are other ways of melting masks.