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.
#Small Scary Neighbor Rework
71 messages · Page 1 of 1 (latest)
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.
The last statement about running away: True, it's better to run away, but such neighbor will usually chase you, and stun lock you like crazy, until you are down
"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.
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.
Good idea for killing scary neighbor
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
The point of the neighbor is to be stealthy, and catch kids one by one. Not fighting kids. Plus I didnt say remove rage ENTIRELY. I just said to rework it
If the poin of neighbor are be stealthy, why are fighting system exists?
I just said that even if they removed the ability completely, it wouldn't problem to players.
because the devs forgot what SN was supposed to be, according to the alphas
Doesnt change the fact that Stealth gameplay style should be more rewardable.
The PVP system has been always in the game
its a main idea
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."
It doesnt say "neighbor's job is to kill everyone with boxes"
"The Neighbor uses tools and gadgets to trap other players as they scavenge the house for keys to unlock the basement door"
butcher hook, rage, clown smoke, taxidermist gun
all these for killing kids
these are for kidnapping kids. while we are talking about PVP
you mean when you grab kid?
yes!
no its not
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
hook can
just throw on kid and use E
The hook will do damage, and you didnt grab kid
wait, hook does damage???
yes
didnt know that
Ah. Alright. Thanks for the information.
its more
Okie
The duration of the clown's smoke has been increased and it can kill a child
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.
well its not that hard to get out from the smoke, unless you are in a small room.
And its also used as a get-away
Yes but its not rage problem (ofc rage are very strong ability for pvp, but even changing or completely removing it will not lead to all players playing stealth)
they need change pvp system if they wanna stealth gameplay for game
not just stamina for kids
I know it wont make the situation better. But I believe it may encourage at least some players to play stealthy.
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
for example, in among us if crew know that you imposter, game over
Children may not play stealthy
While neighbors should
yk, like Among Us for example
i said it for neighbor side, he need, but he can play another way
its problem devs
they cant mix pvp system and stealh gameplay
These are completely different things.
even if a neighbor tries to play stealth, and he is discovered, the game will turn into PVP with boxes
Yes. But stealth should be more rewardable. We need more variables based on stealth, that will give more XP than if you PVP your way into the win
sounds like good idea
Yes. But it shouldnt be a main gameplay from that moment on. Neighbor can try, yes. But if he doesnt succed, he should just flee. And continue playing stealthy
how he need continue playing stealthy, if players already know who neighbor? (only if it not scary neighbor, that can change his name and character)
this is are one of the game problem
Oh. I thought you meant that if he is discovered in his neighbor form. My bad
game not over, if players know who neighbor
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
However
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
If the only way to get players into stealth gameplay is with more rewards, then I don't think it can work
The rewards should be very different in this case
Make PVP less rewardable. Maybe that can work?
i too wanna say that, you'll get so less rewards, it's like you've lose
but the point that you can be discovered very easily, and it will be very hard to win stealth are not good