#Random Item Feedback

1 messages · Page 1 of 1 (latest)

sand veldt
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Nerf Adrenaline, Buff Expired Medicine

Adrenaline is in my opinion a bit too much. Taking an item is fine, but the fact that you get to choose feels too disruptive for the unfortunate victim.

My thought would just be to steal an item at random, prioritizing the top row of the players' items. Not only do you get to counterplay, but if you get the item you actually need or want it's much more funny. It makes sense as the Adrenaline shot is just a brief jolt of energy that you just have to release. This also allows faster gameplay.

Expired Medicine while fun, feels too punishing for losing a 50/50. My suggestion would just be to end the turn if you pass out.

You can also attempt to use this as a "pass" option if you have no Beer or information on the current shell. It becomes an item best used when you have nothing to lose.

Other tiny thoughts:

Hand Saw: Deals 2 damage or an extra turn if you shoot yourself with a blank.

"Numbing Agent": Take 1 less damage until next shot. Lose 1 charge if you didn't.
(I wanted to make blank rounds feel more threatening.)

rough hill
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I don't think adrenaline should be touched at all

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your suggestion would remove a good bit of strategy players can do

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no point in using adrenaline if it could make you take pills and kill you

mortal juniper
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Unfortunately not a good take because like @rough hill said it’s a strat item