10-31-2019, 06:55 PM
(10-31-2019, 12:46 PM)kyle2143 Wrote:(10-31-2019, 12:16 PM)moistgrandmas42 Wrote: I'd honestly say the reverse should happen. Blob should start out with an innate laser resistance so when it's a baby blob that way a hos/cap can't just mag swap to dumpster it. Either that or blob needs reflective membrane innately.
I agree with this sort of thing. Blob needs more early buffs that level off over time and as the blob gets bigger. I'd like to remove the fire-resist upgrade. Since it's one that you essentially need to buy. I'd rather blobs have to spend points for things that differentiate them, not force every blob to buy the same upgrades because they're required.
I hear this kind of sentiment a lot across different systems in different games. Integrating an obvious upgrade may have it's uses, like buffing a blob at round start. But in terms of diversifying strategy there is no guarantee that removing fire resistant membrane as an option will make a big difference.
As it is after experiencing several blob rounds this month I am not sure they need more early game buffs. Blob players have become more cooperative, which is extremely effective, and it feels like it's no longer the case that a single crew member can halt a blob's progress by themselves. And once blobs reach a certain point in the late game you are basically required to have a telesci nerd and bombs to do any kind of lasting damage. Then again, maybe if the crew gets better about not getting trapped by the blobs a buff could be warranted.