Blood Cult Barrier Rune Nerf

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wesoda25
Joined: Thu Aug 10, 2017 9:32 pm
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Blood Cult Barrier Rune Nerf

Post by wesoda25 » #441001

The cult nerf is going nice, but its still wayyyyy too easy to win. Probably the largest factor is that cult basically wins if they throw some barrier runes down while summoning. Null rod is a rarity and good cults dispose of it ASAP, and no one drags a mop arround with them.

This in mind, I propose one in two of the following nerfs (or hey maybe both).

1) While a barrier rune is active, the one who drew/activated it takes constant brute damage, maybe 2-4 per tick? Also, if you activate a rune, you are much more prone to damage (like flag robes) and move at walk speed.

2) The barrier rune is linked with the life of whoever activated it. I propose the caster takes 1/2 of all damage done to the rune, and once they are put into soft crit theres a 50% chance of the rune disappearing, hard crit is another 50%, and death is another 50%. This way, if cult is lucky, they will get a permanent barrier rune similar to those that exist currently. Naturally, deactivating the barrier rune would undo this. (this may or may not require reworking barrier runes so that they are clickable, meaning melee works now)

Null rod should still be able to instantly dispel runes. This nerf would encourage cults to use juggers for their barrier runes, as their additional health would be very helpful (further cementing jugger as a defensive construct, NOT offensive). Additionally, this nerf would encourage more teamwork, as winning cult is still the same as making summon rune and summoning everyone to you last second. Cult will have to work together and be prepared for sacrifices in order to win. I couldn’t even figure out how to code something small for fire extinguishers, so I’m throwing this out there hoping it will catch the eyes of someone competent.
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somerandomguy
Joined: Sun Nov 05, 2017 7:41 pm
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Re: Blood Cult Barrier Rune Nerf

Post by somerandomguy » #441011

Just make summon tunes not writeable if there's a barrier on the spot where it would go, maybe also have a higher one-time health/blood cost to make it
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wesoda25
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Re: Blood Cult Barrier Rune Nerf

Post by wesoda25 » #441018

somerandomguy wrote:Just make summon tunes not writeable if there's a barrier on the spot where it would go, maybe also have a higher one-time health/blood cost to make it
Wow lets do the same old nerf we did on everything else instead of doing something semi interesting. Also, you dont need it on the rune. Just block off entrances to whatever room you’re in. No one even does it on the rune.
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somerandomguy
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Re: Blood Cult Barrier Rune Nerf

Post by somerandomguy » #441023

wesoda25 wrote:
somerandomguy wrote:Just make summon tunes not writeable if there's a barrier on the spot where it would go, maybe also have a higher one-time health/blood cost to make it
Wow lets do the same old nerf we did on everything else instead of doing something semi interesting. Also, you dont need it on the rune. Just block off entrances to whatever room you’re in. No one even does it on the rune.
1) if the room's entrances are blocked, bust down a wall and make a new one
2) people put barriers on the summon spot ALL THE TIME
3) life drain after it's placed and you're on the other side of the station is horrid design, no one would use barriers ever if this was added
4) that nerf is used on other things because it works while also not making the rune garbage and because it makes sense to be hurt after you draw a rune in your own blood that has a diameter larger than your height
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wesoda25
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Re: Blood Cult Barrier Rune Nerf

Post by wesoda25 » #441027

somerandomguy wrote:
wesoda25 wrote:
somerandomguy wrote:Just make summon tunes not writeable if there's a barrier on the spot where it would go, maybe also have a higher one-time health/blood cost to make it
Wow lets do the same old nerf we did on everything else instead of doing something semi interesting. Also, you dont need it on the rune. Just block off entrances to whatever room you’re in. No one even does it on the rune.
1) if the room's entrances are blocked, bust down a wall and make a new one
2) people put barriers on the summon spot ALL THE TIME
3) life drain after it's placed and you're on the other side of the station is horrid design, no one would use barriers ever if this was added
4) that nerf is used on other things because it works while also not making the rune garbage and because it makes sense to be hurt after you draw a rune in your own blood that has a diameter larger than your height
1) By the time cult is summoning the station is often fucked and only security can get there on time. As they rarely if ever have tools, its an issue.
2) And they block entrances even more
3) Thats the mc fucking point. If someone wants an easy summon, they gotta be ready to make some sacrifices.
4) Since the issue with barrier runes is their use during summon, a blood toll doesn’t mean fucking shit because all you have to do is hide behind the barrier and wait for summon. Its a decent nerf for other runes, which are used often and around the station. Doesn’t accomplish its goal for barrier runes, due to their usage.
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Cobby
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Re: Blood Cult Barrier Rune Nerf

Post by Cobby » #441242

just open a bunch of chaplain slots?
Voted best trap in /tg/ 2014-current
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Oldman Robustin
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Re: Blood Cult Barrier Rune Nerf

Post by Oldman Robustin » #442862

Last I checked janitors can still mop (not soap, or spray, just MOP) barrier runes.
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wesoda25
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Re: Blood Cult Barrier Rune Nerf

Post by wesoda25 » #442885

Oldman Robustin wrote:Last I checked janitors can still mop (not soap, or spray, just MOP) barrier runes.
Yeah thats in the OP. Its just, being a role who wanders around janitors are usually converted. Even if they aren’t, a mop is pretty impractical. Useful for cleaning up cult bases, but if its summon you won’t have time to mop it up.
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Cobby
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Re: Blood Cult Barrier Rune Nerf

Post by Cobby » #443112

If someone is able to summon you typically have already lost.
Voted best trap in /tg/ 2014-current
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wesoda25
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Re: Blood Cult Barrier Rune Nerf

Post by wesoda25 » #443253

Cobby wrote:If someone is able to summon you typically have already lost.
Blitz cult rounds are possible and happen with a decently high density. I want this changed because winning is as easy as silently converting an entire department, then spamming barrier runes.

As this takes only one skilled player to pull off, its gotta be changed. The robustin nerf helps in drawn out conflicts between sec and cult, but quick blitz rounds exploit the loophole, as cult doesn’t even have to fight.

Blitz cults are just another reason why mops and opening chaplain slots won’t work, it simply isn’t practical. Its just a bit more fair than blitz ops, which is a guaranteed win.
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