Hide and Shriek

Hide and Shriek

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Xavix Oct 28, 2016 @ 11:57am
Scry Is BROKEN
I mean really... The effect lasts way too long and if you have a green rune nearby, you can instantly jump right to them and get the instant "spooked". It's never fun going up against someone with Scry or having Scry as it's just broken... The only counters I've found so far is using a decoyand then run around copying it's actions to give him a 50% chance of guessing the correct one. The other is just getting lucky and landing a fireball right when they teleport and then get the spook but this can be countered if the person using spook at the right time. Every other trap or trick in this game has multiple counters, but Scry... not so much.
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Showing 1-9 of 9 comments
Zouls Oct 28, 2016 @ 2:14pm 
Yeah that one and the one that allows you to see all nearby orbs, its insane.
Xavix Oct 28, 2016 @ 4:30pm 
Agree... I mean, the orbs is somewhat balanced if the person sees you pick up the orb then he can spook you, but other than that it's kinda ♥♥♥♥♥♥♥♥. It's basically just giving the user 10k free points.
KamikaziFly Oct 28, 2016 @ 6:14pm 
I like how at lower levels I was able to see orbs for quite a while, and I kept running around for the orbs and trying to find my pedestal again. It was really fun!

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.
Coolsurf6 Oct 28, 2016 @ 6:31pm 
Ok this is fun.

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.
Cerebral Daemon Oct 28, 2016 @ 7:19pm 
In my opinion, Scry, by itself, is fine. It's incredibly strong, but it's the strength you'd expect from a triple combination. It also does have counters, based on how you trap your surroundings and/or how you behave in the round in general (closing doors behind you, in a Scry round, can become a serious lifesaver, when you get to know the direction from which the Scry player is coming from).

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.
Coolsurf6 Oct 28, 2016 @ 7:59pm 
Originally posted by Cerebral Daemon:
In my opinion, Scry, by itself, is fine. It's incredibly strong, but it's the strength you'd expect from a triple combination. It also does have counters, based on how you trap your surroundings and/or how you behave in the round in general (closing doors behind you, in a Scry round, can become a serious lifesaver, when you get to know the direction from which the Scry player is coming from).

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!
Xavix Oct 28, 2016 @ 8:02pm 
Originally posted by Cerebral Daemon:
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.

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.
Shadow Dragon Nov 16, 2016 @ 5:14pm 
Yeah I personally think this needs a removal or a nerf, it should only reveal you for at least a few seconds at most. It ruins the game and the feeling of spoopy, not that there was much of it before anyways but still. I always counter scry abusers so I don't have an issue with that, I just find it annoying that people constantly rely so heavily on it to try and win, I just want to play proper games without people abusing what shouldn't be the way it is.
DarkPrimus Nov 21, 2016 @ 2:37pm 
If you get the right rune combination, you can cast Glood Shroud, which will prevent the effects of Scry from working even when the opponent has it cast. That requires an exact rune combo, however, so it's far from a sure counter.
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Date Posted: Oct 28, 2016 @ 11:57am
Posts: 9