#Carnival hunt feedback

1 messages · Page 1 of 1 (latest)

ebon cove
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I played for at least 40+ hours, and even more during the alpha, if I saved my hours, twice as much. Over the course of my playing time, I noticed a few things.

First, the matchmaking at the very beginning of open tests. The magician was often much stronger than the rabbits.

Then I noticed that significantly fewer players wanted to play as the magician, even despite the latest 5v1.

The magician gets significantly more points and MMR bonuses for their actions; even after missing more than half the rabbits, they get more than the rabbits. I don't feel like I'm being rewarded fairly for the rabbits. I noticed this too when playing as the magician; even though I'm not a good player, I still got a lot of points.

I don't know how things are with solo rabbits, but I can say that there's not enough information to comfortably play rabbits when playing solo. I'd like to see the auras displayed a bit longer; group players wouldn't benefit too much from it, but it would boost solo players and smaller groups (2-3).

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The Magician's Shhhh ability turned out to be very strong, but I wouldn't say it was a mistake for this game. Considering the high levels, this ability helps better defend the map, but it poses two problems for both the Magician and the Rabbids. For the Magician, sometimes all the Rabbids manage to feign death too quickly, making the ability ultimately unworthwhile. And sometimes, some people run around on purpose and don't get punished for it (for example, the aura is displayed for an additional time even after it's deactivated). I'd add that this ability could be used more often, or at least provide some kind of reward for using it. For example, a Rabbid with a high health pool would always be highlighted (this could be made random). I've noticed that sometimes the magician will deliberately use this ability with the rabbits and simply wait for them to run away. While it does expend energy, it's not a significant drain, considering that keys are now practically non-existent. The extra rabbit always brings the keys themselves.

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Cage abuse by the magician: it often happened that the magician would specifically target one player, lock them in a cage, and then swarm a trap there, then, like a spider, wait for someone to rescue them, making rescue virtually impossible. Let's say this isn't the worst strategy, but let's not punish one player just because the magician wants it that way. Either allow them to free them instantly, or prevent the magician from setting a trap near the cage.

Guardian dolls: when the game favors the magician and he allows himself too many of these dolls, the game sometimes becomes simply unbearable. There are too many of them, and the only way to avoid this for the rabbits is with smoke. Considering the smoke isn't always present, I'd suggest using a rocket to stun the dolls for a while, although I think completely disabling it would be more balanced. Rockets are used to stun and save teammates, and such a resource should be more powerful against the dolls.

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Rope is a cool thing, but sometimes there's little or too much of it. I'd make it loot only in chests and in quantities of one with a high chance. This also means that the magician needs to somehow counteract this. I'd suggest increasing the number of trap rabbits and allowing players to literally prevent rope use by placing a trap rabbit there. If the trap rabbit is blown up by a rocket, the magician will immediately know about it. That is, not just on the rise or at the end, but completely preventing the use of rope until the rabbit is killed or the magician removes it. A minor point that emerges from this is to add the ability for the magician to dispel his traps remotely, so he doesn't have to descend too far just to remove a trap.

The rabbit charging item: I'd make it more powerful. It's not like there's a lot of it in the game, but if it's more useful, the rabbit will want to take it with him so he can charge himself. For example, to start, try 2 bars instead of 1.

Recharging the rabbit doll with candy: I'd make it so you don't have to collect so many candies to charge it, or at least increase the effectiveness of each candy by 100%. This will help solo players cope with the need for recharging themselves, and it will also eliminate the issue of sometimes there simply being no candy near the doll, requiring a long search, and sometimes having to go to other floors to collect it. I'm not sure, but I think the magician can see when the doll is being charged, so it's a good balance.