04-04-2017, 10:55 AM
(This post was last modified: 04-04-2017, 11:00 AM by Roomba. Edited 2 times in total.)
The problem with Animal Station 13 is that once the novelty wears off, it's boring as hell for the most part. 90% of the time, you end up as something with no hands or ear slots, so unless you were in the hallways, you're unable to leave the room you were in cause you have no ID, can't contact anyone to let you out, and don't even have hands to interact with anything that might be able to let you out, so all you can do is animal around for a few minutes and then suicide - and you can't even be revived. And that's if the wizard is playing nice and letting animals live - if the wizard just takes the opportunity to beat you to death while you're disoriented, there's very little you can do about it. Even being fireballed and beaten to death or cluwned gives you more options than 'the wizard was one step away from you once and now you're effectively out of the game with no way to get back in'. Can't be cloned, can't be borged, can't even be SR-revived unless I'm missing some esoteric method. It's even more powerful than pre-nerf shocking touch at the moment.
I don't like the backfire option either - it'll just make any decent wizard worth their salt go 'well I can polymorph them into something dangerous, better make 100% sure they don't seek revenge by fireballing them the second I polymorph them' or pack some other method of killing them post-polymorph. Basically, there's nothing proactive the crew can do about it while the onus is entirely on the wizard to slip up, which just adds to the common complaint of a wiz round being a single-player round against fairly helpless cannon fodder.
I don't like the backfire option either - it'll just make any decent wizard worth their salt go 'well I can polymorph them into something dangerous, better make 100% sure they don't seek revenge by fireballing them the second I polymorph them' or pack some other method of killing them post-polymorph. Basically, there's nothing proactive the crew can do about it while the onus is entirely on the wizard to slip up, which just adds to the common complaint of a wiz round being a single-player round against fairly helpless cannon fodder.