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Wiznerd Balancing Issues
#3
wizards in general just kind of suck to play against, even without the guns. technophobe is definitely a good balancing step, but their gameplay loop basically boils down to teleports into a room, chain stun with magic missile and some other aoe spell, offensive spell, teleport away the second anyone gets close to harming them. it is extremely unfun to deal with as crew after means of dealing with them were nerfed constantly, really just leaving baiting them into the chapel or doing enough damage/k o before they can teleport away. when wizards work together, they can basically do a station wipe, instantly teleporting on whoever they want (including sec or the captain roundstart, giving them even more bs gear)

gimmick wizards hardly ever work because some valid hunter rushes them and forces them to use some kind of aoe that pisses off everyone around them into also killing them. the state of the gamemode just hurts to play

suggestions:
- leave them in mixed. i dont think anyone finds fighting five wizards an interesting or round progressing experience
- nerf on where the wiz computer can teleport to, at least early game. make teleport worth its 2 point purchase rate, have it provide an expanded tele list opposed to the computer
- make acid work on their hats again? they have a delayed destruction time + an overlay, wizards can already tele away while stunned so no reason why they cant tele if they have their hat attacked
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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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