#Adrenaline Interaction + Bear Trap Item Concept

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idle turtle
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I just feel like adrenaline ends up being way too oppressive sometimes, it's probably one of the best items wether it is because you can steal a jammer (probably the single most potent item) from other players or deny them of smokes, and any other item obviously, except adrenaline itself. my idea to make adrenaline have counter play (though one is more simple than the other) is the following:

-Trade: Adrenaline will now allow you to use other players adrenaline shots by throwing theirs away, so in other words just getting rid of it. i think this would work fine because you are sacrificing taking away literally anything else for this action and i don't think it's useless, it wouldn't always be best but there are worse items in game already (like the remote)

-Bear Trap (Item idea): basically this would be by default an item you can only have one of similar to the jammer spawn rates (?). the idea is to have a defensive item to deter someone from taking one important item you may have if you choose so ...

My concept is that upon activation you'll be allowed to place one item to be *safe for two player turns, after that it'll be disarmed and the Bear Trap will go away, leaving the item open, but the player is allowed to disarm the trap on their next turn if need be.

Just to make the Bear Trap more fitting for this game about gambling and taking risks, players with adrenaline will still be able to take your item at the cost of one health in case they need to make a play that will hopefully pay off. the only uninteresting interaction i found with this is that it would make stealing cigarettes purely a denial move as you're not healing yourself more than you lose, but at least the player loses access to the cigarettes

And this is really it, it would be cool if you guys share similar ideas or maybe some other changes to add more risk or make it more balance if you find an issue with it, i just thought it would be fun to think about and discuss