Lately I feel like winning as kids in the game is especially challenging.
Between weird maps, too many keycards, too few keys, traps, smoke etc...
And the neighbor options, especially the guest neighbor.
It's impossible to win against the neighbors, and if you are chosen as a neighbor- you don't even have to try.
It's less of a combat game, more of a survival game against the inevitable win of the neighbor (unless you are very very very pro as a kid).
#Neighbors Overpowered
1 messages · Page 1 of 1 (latest)
Feels like the opposite.
It is way too hard to win as neighbour since it's easy to gang up on him.
I don't what kind of lobby you're in, but it must be really lucky
not on psn
if you're experienced then you can do a 1v5 easily
True
It really depends on skill level.
A good neighbour can struggle against good kids, if they stick together (3+ kids, since you have to make sure two are knocked or separated to win any grabs).
But if you know what you're doing, you can beat an inexperienced neighbour in a 1v1.
Like any game, really, but IMO, it can go either way based on who you're against.
I've been on a big neighbour win streak, but I lost it earlier since I was against three pretty good players who stuck together. I lost so badly.
Leader and scout neighbour can't have a chance of survival higher than 15%.
The blindness is pretty helpful.
And speed, too, I've had Leaders escape easily with that.
The problem is the blind of 5 seconds and the heal.
Even clown neighbour will have trouble.
I think journalist has a high survival rate because of the mobility he has.
Journalists trying to escape when they see the the box leaving my hands:
According to the way people play in my lobbies, bagger has a very low chance to survive but it depends on the skill of the neighbor.
Brave would maybe also survive too because of counter strike and being able to get through windows quickly too.
Detective can easily speedrun by finding keys very near them only if skilled
Inventor can live if he gets enough gears in time and already searches then crafts a rifle but its not guranteed.
Scout is nearly a 50/50
not official facts
That reminds me that I barely see baggers win. Or see baggers that aren't green badges.
Usually, whenever I am playing a custom game with people (Like doing hide and seek in custom lobby), I always choose bagger since he can survive falls, get an additional slot, and make the neighbour a lot more slower.
Oooh, that's a good idea.
To me it depends on the lobby, if the players actually stick together especially in a group of 3 and are aware of how to play and use their classes skills then a neighbor can be countered, even someone like the Taxidermist and Guest.
To me I feel like both sides need some balancing, as Guest's Croak can leave players helpless especially if the Guest has a reduced cooldown on it, meanwhile Quentin most definitely needs to have his stamina nerfed or throwing stamina be considered separate to his normal stamina.
Yeah, the guest's croak definitely needs a fix since there is a glitch where you can infinitely do it without cool down, leaving players to not using their items if you spam it correctly. Also I think the fact that guest can jump higher and faster needs a nerf. But I'm not sure
To me I don't think you should be able to grab during or immendiately after a leap
I didn't mean to use 'to me' twice but you get what I mean
Kind of like how they made it so ghost cannot grab after becoming solid, if I remember right. Guest should have a short cooldown where he's tired after jumping so he can't just keep jumping after explorers to grab them. That way Leap is just transveral and not a tool used to easily get players without the ability to fight back.
And I know what causes that cooldown glitch to happen and it's kind of annoying.
Yeah and don't get me wrong on the jump thing for guest
You get infinitely chased
And he grabs you after his leaps
The hard thing is finding that balance since the neighbor needs to be feared but not powerful enough he can solo an entire lobby when they're together.
I've been debating writing another big piece of feedback to help since i've been on a writing kick, but I don't know.
Do you think the game will need more than 6 players each lobby?
The only way to counter fear is with leader, avoiding guests ability on you
Brave too but that's only if they have counterstrike
True. While annoying to brave players I am glad they lose counter when knocked because of how annoying it was back in the day
They also used it when they got caught after they got knocked?
I wasn't there that day
Yeah and counterstrike was a timer based skill too, meaning you'd get it anyway even if you didn't attack the neighbor. You'd be able to hold onto it until you used it
Hot take here but I personally think the speed should be lower when brave uses her counterstrike
Like to combat if Braves do that thing where they hold onto the counterstrike until right before they're fully caught?
Maybe but they get a speed boost when they use the ability
Then they run off and it's worse if leader was there
If it's a skilled player, they would take shortcuts which meant that it would be harder to catch up to them since the key card doors aren't opened. But that depends on the map only
OH but doesn't every saved player get a speed boost after they're saved?
Yes, they do