#Adrenaline needs a nerf

1 messages · Page 1 of 1 (latest)

glass cave
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Syringe needs a nerf by adding a downside or caviot to using it, it's way too easy to spam chain items and while fun when you do it, it kinda defeats the purpose of the game to get 100-0'd because the shotgun had a high number of lives and your opponent had a syringe to steal a blocker in a 1v1. It should have a 25% chance to lose a life, or after using adrenaline you need to insta use the item and then choose to shoot (no more using items after a steal) to prevent chain spamming items. especially since it can instantly win a round with no counterplay or luck involved. it's just too strong of an item on it's own compared to all of the others available.

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Adrenaline needs a nerf

next imp
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I think it is better to make sure that the player receives adrenaline as rarely as possible compared to other items, or to limit the total amount of adrenaline on the table, if there are already 3 adrenaline on the table, it will not be possible to get a new one

foggy kraken
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I remember I had an idea where people can only get things to the direct left or right of someone
(i know that the center in 3 person is an issue)
Graph
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🟥🟥🟫🟫🟫🟫🟫🟫🟥🟥
🟥🟥🟫🟫🟫🟫🟫🟫🟥🟥
⬜⬜🟫🟫🟫🟫🟫🟫⬜⬜
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🟩🟩🟫🟫🟫🟫🟫🟫🟩🟩
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red- item that can't be grabbed
orange - your items
green - items that can be grabbed
blue - corners
purple - you
white - other players
brown - middle

glass cave
sly scarab
molten night
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Make adrenaline steal a random item from the selected player in multiplayer. It's supposed to be a fast, frantic move.

normal jackal
# sly scarab 3 player match would give one person an advantage then

The best solution, in that case, will be to shift the range to your opponent to the right and to the left. That way it also solves the 1v1 scenario with 1v1v1 combined.
While using a random item is good in lore, it might not be as viable even as beer. It could completely screw you up unless used at the start.

molten night
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Based on my testing in the tabletop version, random adrenaline often gets more powerful the closer to the end of the loadout it's used. As less items remain on the table, the outcome of using the adrenaline becomes more predictable, and you can plan around it better.
At the same time, if the opponent doesn't have any items you wouldn't want to use, you can spend your adrenaline whenever and get some benefit out of it.
The only items you sometimes actively want to avoid getting are the inverter and beer. Maybe the remote too. Having a chance to pull them can make you reconsider using the adrenaline, which adds another layer of strategy to it.
That's the theorycrafting and testing results I've got right now. My group likes this version, but it's just one approach. What I find appealing about it is the simplicity of the solution. It feels intuitive.

normal jackal
molten night
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Then we don't just nerf the item, but also overcomplicate it. Just pick one solution or the other at this point, I'd say.

glass cave
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I’ve played this game religiously and thank god the community agrees adrenaline is the fucked up item rn lol

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I think adrenaline change should remove the steal item function completely and have a more rushed mechanic to it, stealing items while fun is just way too hard to balance in a fun way. I think adrenaline after using should make you immediately fire TWICE at RANDOM TARGETS. Meaning you attempt to double tap the enemy twice. This also DOES NOT remove the sawed off double damage effect for both shots (obviously would end your turn after you shot) but this would add a fast paced frantic desperate attempt to finish off/damage multiple targets. (You can hit different people for each of the shots but it’s completely random, also it’s not a 100% chance at value as the shells might be blank)

molten night
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I'll take the current version of adrenaline over that monstrosity. Adrenaline may be kinda overpowered right now, but what you came up with sounds insane, at least the way I'm reading it. Worst-case scenario - you remove two blanks and end your turn. Best-case scenario - you deal four damage with one saw.
If there are only live rounds left in the gun, you're guaranteed to fire two live shots into opponents. And if there's only one opponent left, do they get hit two times, guaranteed, or do you have a chance to fire at the empty sides of the table?
Or are you also a valid target for those random shots, so the worst-case scenario is actually you shooting yourself twice under the adrenaline's effect?

glass cave
# molten night I'll take the current version of adrenaline over that monstrosity. Adrenaline ma...

You got a chance of shooting yourself as a balance to the saw effect remaining, so it’s really a Hail Mary, the more players the less likely you hit yourself, best case scenario you deal 4 damage to a single person (25% chance twice) with a sawed off, worst case you double tap yourself with a sawed off (25% chance twice), it’s balanced in the fact the shots could be blank and you can vibe check yourself in your “adrenaline rush” as you get sloppy and reckless, the tool has super high utility and play potential since it uses 2 shells in the process and you can use items before using adrenaline, like beer or magnifying glass, or even play potential with cell phone to line up higher chances to double shell

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This also makes adrenaline a “oh fuck please” in a 1v1 as it becomes a 50/50 pray to god to clutch up, also since it only takes 1 turn combo’ing it with the hacker would allow you to use TWO adrenalines (obviously the saw effect would fall off after your turn ends) so it gets your adrenaline pumping in essence whenever you use it Dealercursedokay

uncut sundial
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imo it being a rare item that you can get is enough. plus i always had one seeing 2 was rare enough so i dont think it needs one at all

molten night
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You can get up to 3, I think. It's not exactly uncommon.

glass cave
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It’s def not a rare item every game I pull multiple

uncut sundial
foggy kraken
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What if it destroyed the item, not used it.

also if we agree on one thing, its that it needs to be rarer, period.

molten night
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I think the absolute simplest nerf would be to limit their amount to 1 per player's inventory. It's limited to 2 in singleplayer, I think. But you can have up to 3 in multiplayer for some reason.

sly scarab
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yeah i would much rather there just be a limit to how much adrenaline you can have at a time. it can feel annoying when you're getting a lot of junk stolen from you in a single round, but part of what makes buckshot roulette fun is its simplicity.

vernal violet
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i think either that, or make adrenaline just straight up throw the item you choose off the table instead. being able to take any item from any other player, and also getting to USE that item is insane. would also fit with the item, you just get so pumped up you just reach over and launch someones item across the room.

either it steals a random item, or you just remove someones item. EITHER way you should still not be able to have like 3-4 per player by default.

dark zephyr
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I kinda like how OP the adrenaline is, but in general, I agree that it could be nerfed a tad, so that 1) there's only a maximum of 2 per player at one time, and 2) there's a time limit to using it, similar to the main game.