Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
RP Wizard/werewolf feedback
#6
I would frankly agree that currently wizards feel somewhat overtuned for rp. 1 wizard by itself can start a rampage that will basically stall the large majority of rp interactions for half a round using the standard evasion spells that most wizards choose. While this 1 wizard can definitely rp their actions what tends to happen is that this conflict overshadows all the other antags because it will take sec all their focus to deal with them which also usually involves constantly running about. Once you start throwing in 2 wizards, or a wizard and something like a large number of traitors buying the less subtle murder-oriented equipment this just becomes entirely overwhelming. I overall feel like wizards are not very suited for rp due to how their kit lends to creating very long rampages where the crew are not given much time to breathe. If there was a desire to keep them I would personally like to see them paired with less other additional antagonists so that the crew can at least have them as the focus without having things on top of the guy randomly teleporting into places and firing fire balls for 70 minutes after the initial escalation.

This is not to say they cannot work, it is just a statement of “on average” wizards paired with a large amount of other antagonists tends to create little spare room for rp to happen.
Reply


Messages In This Thread
RP Wizard/werewolf feedback - by TDHooligan - 08-18-2023, 02:23 PM
RE: RP Wizard/werewolf feedback - by Dhaidburt - 08-18-2023, 07:21 PM
RE: RP Wizard/werewolf feedback - by Carton - 05-15-2024, 01:49 PM
RE: RP Wizard/werewolf feedback - by Wander - 05-15-2024, 10:52 PM
RE: RP Wizard/werewolf feedback - by Kateaclysm - 05-16-2024, 12:26 AM
RE: RP Wizard/werewolf feedback - by Carton - 05-16-2024, 05:53 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)