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Remove Cult Recall

Posted: Mon Feb 11, 2019 2:30 am
by Ayy Lemoh
Anyone who actually plays a blood cult round knows that they can easily win already especially since they can already teleport around. Even a single cultist, who isn't completely new, can win a game by just using a rune to summon a ghost.

They clearly don't need the ability to summon all cultists at once since it's really only used for the summoning rune and nothing else. Maybe if a cult leader wants to fuck over his team then he'll do it at a different situation however those are usually new players or people who really hate dying.

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 2:40 am
by wesoda25
I think a PR is underway to make it so that you can’t instant summon in a summon area.

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 12:55 pm
by somerandomguy
You're supposed to use it if everyone gets captured at once

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 3:36 pm
by Dr_bee
somerandomguy wrote:You're supposed to use it if everyone gets captured at once
No, it was specifically added to solve the problem of disorganized cults not being able to get 9 people to stand on a rune.

Which honestly if they cant do they dont deserve to win. It is a lazy spell, added by Robustin to solve a problem that didnt need to be solved.

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 4:46 pm
by MisterPerson
Maybe the real question is, why force 9 people to be together if you have to force them to do it? It's not interesting to stand around a circle and it's even less interesting to be forced to do so. IOW, if you remove recall, remove the 9-needed requirement for summoning Nar-Nar.

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 5:08 pm
by Mickyan
MisterPerson wrote:Maybe the real question is, why force 9 people to be together if you have to force them to do it? It's not interesting to stand around a circle and it's even less interesting to be forced to do so. IOW, if you remove recall, remove the 9-needed requirement for summoning Nar-Nar.
It's important because it requires cultists to defend the rune as a group instead of having one person wall themselves in with a rcd

If standing on a rune sounds like it's just tedious, doing so while being actively under attack is nearly impossible and cult rounds have been won and lost depending on how prepared the cult was to defend the summoning site

You can't just delay the attackers, you have to REPEL them and it's a great climactic ending to the mode especially if the two teams are somewhat evenly matched

Re: Remove Cult Recall

Posted: Mon Feb 11, 2019 11:12 pm
by MisterPerson
It can still be like 4 or 5, that's usually not too hard to accomplish assuming the cultists are reasonable. Alternatively introduce a price to teleporting, such as serious damage, long stun times, or what have you. It really depends on what the actual problem is.

Re: Remove Cult Recall

Posted: Tue Feb 12, 2019 2:26 am
by subject217
wesoda25 wrote:I think a PR is underway to make it so that you can’t instant summon in a summon area.
Robustin made it a while ago and it staled. I meant to steal it. Looking at the merge conflicts with it right now, but it's a bit of a pain in the butt.

Oh, Pickles gave it a shot recently but he gave up. I'm gonna get it working now and PR it, standby.