#Feedback on the Magician’s abilities & ideas for improvement

2 messages · Page 1 of 1 (latest)

lament anvil
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1. Overall feedback on the Magician

The Magician’s abilities has two core issues: it lacks variety in practical use, and it offers almost no skill check/skill expression. The abilities are very easy to learn and use even for a beginner, yet there’s hardly any way to apply them creatively or in a skill-dependent way to truly outplay the Bunnies. As a result, the Magician becomes repetitive quickly, and playing him feels uninteresting—you end up doing more or less the same thing every match.

Below are notes on each ability:

1.1. Shh

A perfect example of the design problem described above. The Magician just presses a button (optionally holding it) to scan the map, and the Bunnies just press Play Dead. There’s no variability, no skill expression, and therefore no real engagement.

1.2. Hat Trick

One of the most interesting abilities in the Magician’s kit with strong potential, but it doesn’t work as well as it could. In my view, the problem is that it’s effective mainly on stationary Bunnies and is hard to use during a chase because of:

  • a large movement-speed penalty,
  • the hand appearing too slowly,
    In chases it almost always better to just catch up and grab the Bunny than to attempt Hat Trick, which greatly reduces the ability’s variety. Otherwise, the idea is good and fun.

1.3. Disappearing Act

I like this ability. I think it’s well designed; nothing to add.

1.4. Magic Booth

Not very convenient to use. On multi-floor map with lots of booths, it’s often hard to reach the one I need quickly—especially when speed matters. Maybe that’s just a skill issue on my part, but otherwise the ability is fine.

1.5. Imposter Bunny

In theory this seems interesting, but in practice it boils down to placing imposters in narrow choke points and at points of interest. It feels like the same problem as with Shh: no variety, no skill expression, and therefore not engaging.

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1.6.1. Card Trick — Active Cards

I think the game needs a way to know whether the Bunny I’m chasing has an active card on them. Without that information, active cards are almost useless. For example, you could visually attach a red card to the Bunny’s back.

1.6.2. Card Trick — Passive Cards

Most passive effects feel too weak and are practically useless in most situations. For example, “consuming charge at double speed and preventing recharge” for Bunnies doesn’t seem very helpful. Personally, among passive cards I only use Snitch and Fake Seer (if I’m remembering the names correctly). I think the card effects need a balance pass to make them more useful and interesting. It might also be worth adding a third card type that you can activate at any time to gain a buff / a strong temporary ability.