2 seems like the more fair option to me, think about it you can have multiple detectives per round with upgraded health stations (usually hidden in detective rooms etc) which puts the traitors at a HUGE disadvantage, i say go for option 2 but also introduce upgrades like the health station but obviously make them less powerful than their health station counter parts
Just get rid of the overpowered T room strategy. Kill 1 person - go into t room and heal any wounds - go back out and repeat especially on innomotel
But, can't Detectives do the exact same thing? Detective (Traitor) gets into D (T) room Detective (Traitor) places Healthstation (Deathstation) Detective (Traitor) buys teleporter into D (T) room Any time he's low, he runs/teleports to D (T) room As well, all innocents can use the Heathstation, and it regenerates. If DS gets a nerf, HS needs a nerf as well Also if these changes go through, the DS heal perk will not be worth the credits to buy If option 1 is implemented, other Ts should not be able to use it unless you are dead, like defusing C4
have you ever played on eunilla/vanilla to learn to play this game without ur baby ds healing you? t's win 70% rounds on moded server every time
Yeah and innocents/dets can plant C4s next to T room, buy one hit weapons to kill Ts and use Innocent Traps on traitors. Detective camping strategy works obviously at times but Ts have very effective ways to counter it at any point. Not to mention its way more costly in terms of credits for Det. Except healing is still one of the things lacking in T kit and would be premium to get. Also look at the other perks, everything has insane costs if you add it all up. Healing would still be one of the better buys.
I think the difference is detectives are supposed to be really strong players. They aren't supposed to sneak around and fool people into thinking they're proven. You can basically see the difference in the weapons: Intervention and jackhammer VS svu and mp7. Loud compared to silent. Detectives are intentionally given a set of weapons and tools that make them a much larger threat to a traitor. The hp station can be incredibly powerful for innos, but that just means the traitors should work harder to take out the detective before that happens. Also, traitors are given weapons like the harpoon and the knife, the former which can go through walls. The innocent teams don't have that ability. DS heal perk will definitely be worth it still.
I like this. I'd personally go with #2, but I could see #1 working, but modified a little. Just make it so that the death station can only hold a single load of 100 hp, but recovers at the same rate as always (5hp per click), rather than giving all 100hp in a single chunk. Maybe we should also make it so that you can buy more than one, so if you need additional heals you can go after a detective for credits, maybe? This might be too overpowered if we allow that though, but it would be better than the current status quo.
But why would I buy a nerfed perk for the same amount of creds for a non-nerfed perk? It's like buying 10 lbs of steak one day, then going back and buying 8 lbs for the same price. Doesn't make any sense
This is true, and one major part of the gameplay that probably balances the fact that Detectives get powerful weapons is that Detectives are almost always attacked first. It's much easier for a Traitor to kill detectives than it is vise versa should they all have the same equipment. The fact that you always get a first shot is incredibly powerful and understated considering a lot of guns are 1 shot or 2 shot to the head.
Because it was stupidly good for its price before and its still good for its price after being 8 lbs.
If that's really your biggest concern with this change then I'm sure Opalium will happily refund a little bit of your precious points back to you!
That's not my point. Whatsoever. I don't even play, and even when I do, I have no use for my points My point is that something should not be worth the same as nerfed as before nerfed. Nice try tho!
My point is that if something costs points, then that shouldn't make it immune to nerfs, because that's fucking stupid ' edit: ah the classic ''I have nothing to say back to that, so I'll rate you dumb instead''. Didn't expect anything more from our boy python
I wouldn't really like to see this changed but if it was upon us and I had to choice between the two, it'd be #2. I like how the healing becomes ineffective long-term but I wouldn't like it to completely go to 0. There would have to be some type of reduction cap to the HP reserve loss. ie. The death station loses 1.5HP/5 seconds at a cap of 50HP in the reserve.
I do think that unlimited health for traitors only is definitely overpowered and probably one of the reasons why traitors win all the time. It would be fair if there was a slight nerf. I like option 1.
I honestly see no need to change it but whatever, option 2 is the best of the two even if personally I feel both are bad options.