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[MERGED PR] Nerfs Rathen's Secret and Magic Missile spells
#2
"This makes it extremely easy for just one wizard to slowly kill a majority of the station with little to no counterplay"

My fluero acid cyanide sarin glass would like a word. It literally takes just a single chaplain with some basic chem nerdery to be a serious threat to wizards. The problem as you described it there is apathy from the crew, not a problem with wizard spells in my view.

I'd kind of not disagree completely with (yet another!) nerf to Rathens but not magic missile, its incredibly useful for defence. Most rounds with wizards they are dead pretty quick. If a round has 3-5 wizards you rarely get more than 1 surviving till shuttle and they nearly always get absolutely annihilated on shuttle. If Camryn is playing then they are generally all dead before 20mins.

If the station is being ramsacked by wizards here is what you do:
Get the chem nerds churning out acid glasses. Doesnt even need to be a proper deathmix, 10u fluero works fine for dehatting.
Distribute the glasses to everyone. Even the damned clown. Especially the damned clown.
Tell the crew there is a competition for whoever can bring down the most wiznerds.
Get the HOP to give access upgrades or a gold star sticker or something to anyone who kills a wiz.
Give Camryn their prize for singlehandedly murdering all the wizards.

I dont agree at all with nerfing wiz spells to deal with crew apathy. If you hear wizards are rampaging and dont do anything then of course they will rampage successfully, wizards are a station wide threat like the blob. Only genetics are exempt from dealing with station wide threats.


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RE: [PR] Nerfs Rathen's Secret and Magic Missile spells - by McDougie - 06-17-2021, 03:06 AM

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