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Adding a XP/leveling system seems to be the most common suggestion. Level rewards could include things like profile customization, some sort of character customization, or some wildcard packs.
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Headhunters mode is fun but currently seems to favor the Devils. A way to balance it would be to have the number of skulls per totem adjust based on total number of players. For example, since there are 8 skulls per totem with 6 players, it could be 4 skulls per totem with 3 players. Something like that.
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Bots definitely need a nerf. Most people who play the bot mode do it as a way to practice or learn the game, and those bots are more lethal than some players. Especially Oswald lol
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Some Wildcard ideas:
"Ninja" (silent footsteps)
"Low batteries" (flashlight does not work for XX seconds after each kill)
"I'm over here!" (players get pinged after each kill)
"There they are!" (when a player dies their teammates get pinged)
"Just a flesh wound" (players can self revive once per life)
#XP Leveling / Headhunters balancing / Nerf bots / Wildcards
9 messages · Page 1 of 1 (latest)
XP / Leveling, Headhunters Balancing, Wildcard Ideas
Changing your post title to make it easier to find
you the best @grizzled mist
Wildcard idea:
"Conscious round" one random round in each players revolver is a dummy round and won't shoot
With headhunters, I actually feel like it is more balanced than we currently feel.
Only a few locations are used for the totems and those locations have the same skull locations. So give it a few weeks and the players will know the locations totems can spawn and the skull locations for each one.
Using that theory, do you feel like it is balanced or still needs work?
I can see the argument for if one totem is left and one skull needs to be cleansed that yeah its challenging, but the headhunters can leave one skull at each totem until the end to split the devils.
Yes we need levelling and rewards to go with it 