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I assume that since both wizards have access to the same runes, we both can find all the orbs. Its more fun to throw their orbs on the ground so they have to guess if it was a fake explosive orb or not.
So when i see in the runes thats it s a Scry round. All you do is well Scry! Get shriek faster and just win like that. Its all about reading the foe. Close all doors and if they Scry you and you have a fireball or trap all doors and hide for it to wear off. But in my opinion, it should last way less but the move is good for a level 3.
However, I'll agree, though, that the Scry followed by a Hopscotch combo is probably a bit too much. While Scry itself has counters, Hopscotch can quite literally deal with all of them, which means there's no way to avoid the shriek anymore (aside from luck).
If devs are willing to hear a suggestion on this problem, what I'd offer is to prevent shrieking for a small duration after an Hopscotch warp (just one second, maybe two, would be enough). That way, a player defending against Scry will have two means of defense against Hopscotch : Running for it, or trying to counter-shriek the Scry player during that short duration. Both tactics are possible since Hopscotch reveals the player temporarily, but they are still very hard to pull off successfully, which means using Hopscotch with Scry still remains an extremely valuable combo. This change will simply make it not as overkill as it is now.
Awesome suggestion!
I agree with you 100% I always make sure to close doors amd trap the doors to make a "safe" room especially on Scry games. The nerf on hopscotch would improve this issue greatly and atleast make the combo counterable.