#Suggestion for disarming static imposter bunnies

6 messages · Page 1 of 1 (latest)

marble root
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Often in endgame the magician is forced to patrol the fourth floor exits and uses a combination of static and active imposter bunnies and invisibility to patrol the ferris wheel, higher level magicians will have set up fourth floor faster to catch as many bunnies as possible for each of the four gears that needs placing, and can be nearly impossible for a solo or duo bunny to do anything about static imposters on the gear slot:
My suggestion for a counter play mechanic is that a bunny can make use of, the drag inactive bunny, to drag an inactive npc bunny to the static imposter and then use the inactive npc bunny on the static imposter bunny (mayby pass a diffucult skillcheck or two if fail the imposter grabs the player bunny instead) to make the imposter grab the inactive npc bunny this would give the bunny the opportunity for counterplay by running after, but with the cost of additional setup time, which the bunny then must consider vs being grabbed and attempting to pass the difficult skillcheck, this would need to be explained in tutorial since it would be a very convoluted mechanic, and inactive npc bunnies would need to be placed a small distance away from gear slots to dissuade it being done too fast, ty and cheers👍 bunny_love

sudden girder
marble root
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Uhm is this allready a mechanic in game? i am sorry if it is, i moved the post from alpha-feedback to game-ideas and deleted the original post since i thought it would be more fitting here

sudden girder
minor fjord
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I think its a pretty cool idea. I would have to start clearing corpses away from the obj's I want to trap lol. might make statics useless, might be cool, hard to tell.

jade sentinel
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all imposters can be taken out by fireworks at least