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This feels cleaner and doesn't waste a consumable slot, but I agree that the kind of people that actually have a problem with necro might not find this compelling.
The problem most people have is just how tedious it can feel dealing with them. They have no problem with the revive so much as having to light them on fire and dance around it for like a few minutes is just annoying.
Lately my thought has been that they should lower the time limit from 10 back to 5, but if you are lit on fire you immediately revive like it or not. So the longer you wait the more risk you take. Though, to be fair, I would make any death within like 15 seconds of that revive not count to your KDA or MMR as it's beyond your control.
Could also make it so that you can't revive again if you are killed this way if need be also.
Then the encounters are easily resolved one way or another.
right, but (especially in the case of a solo revive) you could just use this item to prevent the solo rez and move on without having to do much.
Make this anti-necro idea a 4 point trait and only remove one of the X necro chances someone has. And then add another trait for 3 points that boost that trait to remove all necro chances but one.
Then everyone who is sooooo annoyed with necro has to invest as many trait slots and points in anti-necro than anyone who enjoys necro and everyone can be happy, because noone has to ♥♥♥♥♥ about loosing a precious itemslot for a tryhard counterplay.
I'd considered it as a perk as well, but I like the tool route because it has counterplay to the counterplay (and I also just don't feel like the tool slots have many tough choices to make and want there to be some more interesting tools)
but as meany have said requiring an item to count as a nerf to a mechanic wouldnt hit well (while i think its just a neat idea in general)
as for self revive maybe this will prevent it but regardless if self revive gets nerfed and not removed some item to do so isnt the way to go around it. as of right now the counter is a trap + fire bomb or semi counter of wasting their guns ammo but 2 items just to counter 1 mechanic is silly and isnt a good way to balance it and wasting their ammo is just silly in so meany ways that its hardly even a argument to begin with
but an item that can prevent revives (maybe 75 hp and an action to just remove it) might be more fair as it means it wont just die to some random explosion making bringing said tool more valuable. but yet again is necro really in need of a nerf
worked for burning bodies/choke bombs... though I actually hate choke bombs and they are the only thing I would want changed in this game right now.
I always felt like choke bombs were a solution to a solution. Burning bodies was the solution to teammates camping/hiding when they lost someone in a bad position and the fire makes it so the team that messed up gets put on a ticking clock to act (which seems fair). Choke bombs are an elegant solution to the solution and puts you right back to camp city with minimized punishment for the team that messed up in the first place.
I don't think so, which is why even this tool suggestion is probably going too far.
all they really need to do is shorten the duration and maybe offer another one or 2 for free to make up for it (shorten down to like 30 second duration or something to just more be a extinguish tool rather than a full on temp protection)
but even then the choke bombs does give the teammates position away i can only see a real nerf to the duration being the solution. having my method of short duration but more uses makes it more of a requirment to give yourself away again if you dont make a play and they burn again
but even then the amount of molotovs required would be a nucence
i think chokebombs are overall healthy but yea it can just make camping situations go on forever
the best nerf to choke bombs would be to have it not go through walls as most situations I've been in are players choking their teammates safely through an entire building's worth of cover.