10 years ago
New Ability: Invisibility
Hello again, it's me 🙂 Well, I've been hearing a lot of outrage in regards to my balancing tweaks and ideas about plants having a Mech. I expected nothing less than an outrage from zombie players b...
not total invisibility. the teleporter is to hard to guard anyway. plus an invis chomper... how would you guard against it? the only reason the chomper is fair (in the first game at least) was because you could hear him dig, start to borrow, or just have general knowledge on were a chomper might be/ have seen. if he could just walk wherever he wanted.... well there goes balance.
Also giving zombies an anti invis chomper ability is a bad idea. because then you will have to sacrifice another ability just to get that guy who is invis. it will disrupt the flow the same way armor lock did in Halo Reach.
This just reminds me a lot about MGO and all the discussions over on Steam. Where a class has an invisibility item and another class an item to see invisible players.
It's a huge drama with plenty of issues involved. Because of how people play.
This better stays out of GW2. And if anything it would replace the Burrow/Teleport, not the Spikeweed. And technically Burrow already has invisibility properties.
Maybe lower the drain during a burrow on halt. But no new mechanic.