#Small Scary Neighbor Rework

71 messages · Page 1 of 1 (latest)

quiet kelp
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As we know, Scary Neighbors (grindy ones). Usually play the game in the wrong way. The point of the neighbor role, is to play stealthy, catch kids while they are alone, or while they least expect it. For Scary Neighbors, there is an ability called "Rage". The point of this ability is to be immune to any attacks, if you are being attacked by a group. wich increases Neighbors' chance on winning, or it is used as a get-away. You get it by being hit or by hitting children. However, the ability is usually getting abused by grindy Scary Neighbor players. Instead of playing stealthy, snatching kids when they are alone, or least expect it, Scary Neighbors just grab a bunch of boxes, and down everyone, then they get the rage and catch kids one by one, and that cycle always repeats until the neighbor wins. It makes the game incredibly unfair and frustrating for the other players, and is completely opposite of how this ability should have worked. SO, my solution to the problem is to rework Rage. The Scary Neighbor won't be able to get the ability by hitting children. It will now limit to the neighbor being hit. Also, the rage will NOT be able to get activated while the neighbor is holding a child.
In my opinion, this will be a good nerf, wich will make grindy Scary Neighbors at least try to play stealthy, instead of tryharding and turning the game in a box fight arena, and will make the game more fun and less frustrating for everyone.

errant jolt
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I wouldn't say it better, except for the small thing that I would save the use of rage in case the neighbor is holding a child, that's still a good tactic in large groups. I agree on the other points, most players go into the game to fight hard and against someone who simply knocks everyone down and his rage charge will help him on top of that, it's hard to play against him like that and still have fun.
In addition, if the players knew that they would only help the neighbor through excessive aggression gaining rage, they would probably think better about their tactics and would rather run away.

quiet kelp
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"the rage will NOT be able to get activated while the neighbor is holding a child" This statement is optional, I should have said that right away tbh.

errant jolt
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i get it, but with the kid stamina system it would be difficult for the neighbor to charge rage if only fighting one player, so i don't really see a problem with that. It's just matter of luck while he is chasing one player alone, if he get him or not.
In the fight against a large group of players, however, rage when holding a child still makes sense, I would not forget that not only the scary neighbor, but most of the players for children are still unbearably fighting, so without this that would be too hard for scary neighbor.

split reef
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Good idea for killing scary neighbor

quiet kelp
split reef
# quiet kelp better than scary Neighbor being a PVP class

No character nerf will make players stop fighting while they have the opportunity. even if rage is removed from the game, players will not stop fighting, they will do it on butcher or clown, because they CAN do it, they can fights, they can finish the game faster, and this is not a problem of rage or scary neighbor, this is the problem of the idea of the game, the action is the main idea of the game, what distinguishes this game from the rest of such the same

quiet kelp
split reef
split reef
quiet kelp
quiet kelp
split reef
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its a main idea

split reef
quiet kelp
# split reef not a stealth game

Official thing on the SN site, neighbor role description
"The Neighbor's job is to gain the trust of other players and betray them. This is an experience unlike any other - Social Horror. You watch for suspicious behaviors by your friends, knowing they might betray you. The Neighbor uses tools and gadgets to trap other players as they scavenge the house for keys to unlock the basement door."

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It doesnt say "neighbor's job is to kill everyone with boxes"

split reef
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butcher hook, rage, clown smoke, taxidermist gun

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all these for killing kids

quiet kelp
split reef
quiet kelp
split reef
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no its not

quiet kelp
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the hook cant down children yk. Taxidermist gun.. Idk why it exists duh. The rage is very PVP based. THe clown's smoke is mostly for get-away or to disorientate kids

split reef
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hook can

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just throw on kid and use E

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The hook will do damage, and you didnt grab kid

quiet kelp
split reef
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yes

quiet kelp
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didnt know that

split reef
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his damage are like one throw object

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oh

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no

quiet kelp
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Ah. Alright. Thanks for the information.

split reef
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its more

quiet kelp
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Okie

split reef
quiet kelp
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I still think that the game should be more stealth based than PVP. Of course, Im not saying that PVP should be exiled from the game fully. Im just saying that it shouldt be used as main tactic.

quiet kelp
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And its also used as a get-away

split reef
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they need change pvp system if they wanna stealth gameplay for game

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not just stamina for kids

quiet kelp
split reef
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players don't want to play stealth because they understand that if they are discovered, the game will not end there, so there is no point in them playing stealth

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for example, in among us if crew know that you imposter, game over

quiet kelp
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While neighbors should

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yk, like Among Us for example

split reef
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its problem devs

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they cant mix pvp system and stealh gameplay

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These are completely different things.

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even if a neighbor tries to play stealth, and he is discovered, the game will turn into PVP with boxes

quiet kelp
quiet kelp
split reef
split reef
quiet kelp
split reef
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game not over, if players know who neighbor

quiet kelp
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Well. Whatever I think about the PVP system. I will have to agree on the fact that the neighbor is pretty screwed if kids discover his kid form. and PVP is pretty much the only way of winning from that moment on

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However

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If you think about it, it's neighbor's fault. He wasn't stealthy enough, and now he is screwed. So he will get less rewards, and it will encourage him to play more stealthy next time, so he can get more rewards

split reef
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The rewards should be very different in this case

quiet kelp
split reef
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but the point that you can be discovered very easily, and it will be very hard to win stealth are not good