Darkness Adaptation
Posted: Sat Aug 31, 2024 3:31 pm
For those unsure of what darkness adaptation is, it's a changeling ability, which, despite it's name does nothing regarding anything to do with darkness
It's just a basic "near" invisibility, rather than a total invisibility, at a cost of 15% reduction to chem regen, and I think maybe a drop in your total chem pool? (unsure on the latter)
My issue with it at the moment is that it seems to have become the "meta", every ling I see (or don't see as it were) seems to take this thing, and it's getting really lame to see the same tactic being used by lings, which is usually go invisibility + armblade, sometimes with armour, and just run around killing people one at a time, or sometimes more than one at a time, but given you can't really fight changelings 1v1 anyway, how are you meant to fight one you can't see until you've been arm bladed once or twice (which is near crit on anyone unarmed)
It either needs a nerf to chem usage (such as making it cost chemicals whilst it's active, so you can't just run it for an hour straight), or reducing it's effectiveness in the light (because the ability doesn't change in darkness or in light, despite what the name implies), or just outright removing it (changelings already have another invisibility ability which grants total invisibility in darkness provided they don't move for a few seconds)
Changelings used to be played stealthy because they can take peoples disguises, and switch between them, but what's the point when you can just be pretty much entirely invisible and roll on everyone, I know the whole "changelings are vulnerable to stuns" will come up, but, isn't everything? And given most of the time the changeling has a stun, and has stunned you before you even realise it's there (or arm bladed you a couple of times), so I think the ability needs tuning down in its effectiveness
Antags should be a threat, but there needs to be some balance to them to keep the game fresh, and give people a reason to use different abilities for different tactics, rather than picking the most "optimal meta" and ignoring all the other abilities coders have put in to make an interesting round
Here is a picture to demonstrate (although it's not a great one Ill admit), if there wasn't a dozen ghosts orbiting this sec hailer, would you see anything there?
It's just a basic "near" invisibility, rather than a total invisibility, at a cost of 15% reduction to chem regen, and I think maybe a drop in your total chem pool? (unsure on the latter)
My issue with it at the moment is that it seems to have become the "meta", every ling I see (or don't see as it were) seems to take this thing, and it's getting really lame to see the same tactic being used by lings, which is usually go invisibility + armblade, sometimes with armour, and just run around killing people one at a time, or sometimes more than one at a time, but given you can't really fight changelings 1v1 anyway, how are you meant to fight one you can't see until you've been arm bladed once or twice (which is near crit on anyone unarmed)
It either needs a nerf to chem usage (such as making it cost chemicals whilst it's active, so you can't just run it for an hour straight), or reducing it's effectiveness in the light (because the ability doesn't change in darkness or in light, despite what the name implies), or just outright removing it (changelings already have another invisibility ability which grants total invisibility in darkness provided they don't move for a few seconds)
Changelings used to be played stealthy because they can take peoples disguises, and switch between them, but what's the point when you can just be pretty much entirely invisible and roll on everyone, I know the whole "changelings are vulnerable to stuns" will come up, but, isn't everything? And given most of the time the changeling has a stun, and has stunned you before you even realise it's there (or arm bladed you a couple of times), so I think the ability needs tuning down in its effectiveness
Antags should be a threat, but there needs to be some balance to them to keep the game fresh, and give people a reason to use different abilities for different tactics, rather than picking the most "optimal meta" and ignoring all the other abilities coders have put in to make an interesting round
Here is a picture to demonstrate (although it's not a great one Ill admit), if there wasn't a dozen ghosts orbiting this sec hailer, would you see anything there?