#Magician Counters - If you are struggling against them

4 messages · Page 1 of 1 (latest)

hybrid sedge
#

If you are struggling against Magician, just remember the following:

  • Ability to partially open a gate then run under it as it closes behind you so the magician can't get you (bonus if you are start doing an objective right in front of them)
  • Abuse Panic immunity to finish objectives right in front of the magician and bait getting grabbed to give an extended stun on the magician by body blocking for other bunnies instead of running away
  • Being able to use panic gear despite not having any gears left
  • Softpaws existing
  • Poor hit detection / dead zone at magician feet
  • Latency being a much large factor on magician gameplay in terms of grab detection
  • RNG items making some matches feel unwinnable for magician (6+ fireworks found within 5 minutes)
  • Poor ticketman placement RNG
  • Ability to escape within 5 seconds of a grab after hitting 5 great "skill" checks
  • Imposter Ai glitching out, getting stuck on terrain in numerous spots
  • Safe spots in general to exploit
  • Poor placement of le boxs (many deadzones to abuse!)
  • Unlimited health states (ability to funnel all oil to one player)
  • Unlimited charging with no diminishing returns (as long as you have one key on your team, everyone can be fully charged)
  • Information overload, multiple noise notifications going off at once
  • False information (Cannon fake firing / empty coasters)
  • the magicians Inability to "reset" when behind (cant close gates on lower floors once higher ones have been breached)
  • One mistake = can cost the entire game for magician
  • gears spawning within 10 feet of the exit gates / objectives
  • Ability to "prep" objectives to be used at anytime (strongman infinitely on once activated)
  • Stack items / coordinate chain stunning. Make sure to spam your charge ability when doing this

I am sure I am missing a lot more but hopefully with these tips, you can finally beat oppressive magician players and finally have a fair chance at winning

coarse ruin
#

there are quite a few things to balance out to no longer have these worries as a magician

wispy flume
#

I wonder if they have the stats on item RNG from jack.

  • 8 candy gives you a 2/3 chance of getting a marble or rocket
  • 2 candy gives 1/3 chance of getting some lockpicks, meaning more chance at giga chests.
    Ive seen some teams heavily use jack / toss down candy stacks + cans from upper floors.

I would still like it if jack only dispense one of each item, and could eventually 'sell out' of a tier, limits deterministic oils to 2 per match at least.


Also, Is there still many truly safe spots that don't require a skill gear (im talking ones that always exist, not things like climbable rubble next to book shelves type things)
I had a thread here for awhile: #1422776968495108126 message, they fixed every infinite / the impossible to grab spot, they don't seem to touch places that become a hat-grab duel


Actually for those rough safe spots, what about if;

  • The longer you don't move while holding a hat grab, the larger its area becomes

That helps against the rock-paper-scissors of bookshelf hat-grabs, and magis don't have to rely on that ceiling flick to make it seem like they are looking a different direction then their grab.

Would also open possibilities for skill gears to effect hat grab AOE.