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Wiznerd Balancing Issues
#1
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.
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Messages In This Thread
Wiznerd Balancing Issues - by JulyJade - 11-30-2022, 05:58 AM
RE: Wiznerd Balancing Issues - by Kotlol - 11-30-2022, 07:53 AM
RE: Wiznerd Balancing Issues - by TDHooligan - 11-30-2022, 03:31 PM
RE: Wiznerd Balancing Issues - by Retrino - 11-30-2022, 12:19 PM
RE: Wiznerd Balancing Issues - by Silent Majority - 11-30-2022, 04:04 PM
RE: Wiznerd Balancing Issues - by LeahTheTech - 11-30-2022, 07:50 PM

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