#After Thoughts Alpha 4

11 messages · Page 1 of 1 (latest)

real quest
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Hello again everyone, I wanted to write earlier but there was a lot of stuff going on privately. But now with all of it away let´s start. To Begin I had a lot of fun to play again, the new rooms were a blast with the rolercoaster. The new two gears mechanic for the end doors made the endgame more interesting. Even so almost everything was good, there were somethings that can be fixed.

real quest
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Firstly I didn´t had or saw any issues for any side, until the friday update roll around. This update made playing magician more frustrating and sucked a little bit of the atmospheric fear away. As a remider in it, the imposter bunny´s ability cooldown increased two times, the imposter´s fighting time reduced and the number of useful items on the level increased by 20%. Lets start with the poor imposter bunny´s, before the update they were fine, you could place them when bunny´s tried to open a gate and later put another so you can slow them down or catch a bunny. They did their job by like 80% because if you mange to press e on the right angle you still could open a gate, swing the hammer or clim a rope even so the imposter in on the objectives. Thanks to the new update to press Q you could place a new imposter while the oldest placest one disapears. I saw that some think that it is to annying that after managing the skill check you were kinda trap in the escape animation. I understand it from a bunny perspective that it is annoying technical to escape only to be trapped in a 3-4 second animation, but this seconds a truly important for the magician. It´s not a mystery that time for the monster side more valuble is than for the bunny´s. Because while one bunny doesn´t do a lot there are three other that still do something. The magician is alone and time is everything, some seconds can decide if he catch the bunny to get a key or loses a lot of energy that he might restore much much later. But when I saw that the escape sequence got shorter I thought that maybe the imposter get a small buff, like shorter placement cooldown or small increase of their terror radius. Instead they got butchered, with a two times cooldown increase. This truly made an impact for the magician for me. I would have been fine if the escape was shorter as long you can place new imposter this loose of time can be balanced out. But this made imposters so underwhelming.

floral lark
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*Imposter bunnys still aren't finished they were meant to walk around which you will see soon enough. c.c

real quest
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Instead of placing a imposter bunny directly after the bunny´s tried to activates something so you can slow them down, you have to pray that they do everything in slow motion. Because it takes so long to place one, there were many matches which I was just standing on the point, waiting to put one down. In the time they already activated another way up. The worst part is that when they activate them directly you can do nothing but stand there thinking why.

floral lark
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Also there was a panice gear which you were able to instantly get out of a grip from the magician or imposterbunny via skill check. Just throwing that into the room c.c

floral lark
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But agreed the number of rockets and marbles should have been reduced you were able to get so much from jack too and the imposter bunnys ability shouldn't have been decreased but yet again going to be a different topic when they are roaming c.c

real quest
real quest
real quest
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Let's move from the most frustrating thing for magician that happened, the item amount. Thanks to the skill check marbles don't feel as annoying as they were, because you could do something instead just being stunned. But not only marbles spawn increased also items like oiler, fireworks and ropes. Fireworks felt for me at least like a small safe guard, that when you had the skill could safe some one from a catch and felt special to find do of how rare it was. Now when I faced a bunny they have at least one or fireworks ready to go. Often you hunt one bunny seeing that he hold a firework, moving around so he misses only to shoot you directly infront of the face. Sometimes also only just shooting directly infront of you without you even thinking he has one. Before the update being stunned, at least for me, with a firework was not to annoying, even made the hunt more interestingmagician_smile . But now it happens so often that it's just annoying, because they always find a new one or just buy a new one by the good merchant jack. A magician feels powerless against so many rockets. Bunnies are supposed to fear him but when I see my inventory with three rockets I feel like I could beat him like I had a shotgun in my bag. I saw a suggestion to slap the rocket from the bunny, I think it would be a fun idea, but just dropping it's spawning rate again would be great. The oiler amount also changes a lot for both sides, they should be a little rescue for the bunnies so the made have a chance to survive. But now they are everywhere I found always a bunny corpse with a oiler, I could find like two~three of them. I and the others easily escaped with almost all gears. Also I had a couple of matches were I threw a bunny down over and over and over..... and always had his three gears. Fun fact he didn't had a key so I lost energy and valuable time meanwhile he only lost a gear for some seconds. I hope they become rarer again so this doesn't happen.

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Also a great troublemaker the rope, I know great comeback mechanic for bunnies but a nuisance for magician because they can't be removed and are quit. I already saw what suggestions were made in game suggestions, check it out if you want to, great ideas in their. Personally they are a big game mechanic that shouldn't be balanced around the magician but to the basic of the monsters. Thats why I would love to see the sisters in action and a third monster that a greatly different from each other to balance such things out.