only day 2 of this alpha phase. Few things I have ran into that seem to really bring down the gameplay, at least for me.
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Tunneling is not only still possible but extremely easy for a magician to do, and bunnies have no way of countering this. Magician can simply throw a bunny into an impostor or bounce them off the wall to get a free and easy kill.
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2nd and 4th floors are easy to completely lock down. The 4th floor I personally think should be easy to patrol for the magician. by the time the bunnies get that far they can and should be well stocked with fireworks, marbles, and oil cans. However, the rope tie offs, ziplines, and stairs on the second floor are all extremely close together. This allows the magician to patrol the second floor by just observing adjacent rooms. This can be countered by the bunnies working together, so not a huge deal, but can lead to games dragging on and getting boring.
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This just became an issue. Not enough keys in play. Those keys are needed for the majority of the game. Bunnies can not progress without them. Either due to objectives requiring a key or due to how quickly bunnies drain their charge. The current theory is that the amount of keys were reduced with the number of other items. I believe this was a mistake if it is true. Keys absolutely should be abundant. Losing your key as a bunny was already punishing due to the fact that now you have to go back to scavenging bodies and chests.
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Bunny charge drains extremely quickly while climbing or doing basically anything. While I do like how this forces bunnies to interact with each other more often, this can also lead to bunnies getting stuck on the lower floors as teammates are unable or unwilling to climb down to help them out.
There are other things but it seems like the other people doing the alpha have already touched on them.
