Posts: 5,033
Threads: 643
Joined: Nov 2014
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Time Played: 3,149.98 Hours
Level: 1000
Rounds Played: 56,264
Actually, Traitors should NOT be able to hear.
Traitors already have a very massive level of power over Innocents/Detectives. Health Stations are a double-edged sword; - Traitors, Innocents or Detectives can use them.
If we let Traitors heal, it just makes them even more overpowered. I see at least 70% of matches having the Traitors win; this could boost it over 90% easily. I don't like the idea whatsoever.
However, if we DID have to implement "Healing", my old idea sounds better. It isn't very "Traitorous" to heal, so what if Traitors could have a one-use gun that, after holding it up to charge for 5 seconds, if it hits someone it switches THEIR HP VALUE with YOUR HP VALUE. It'd be a bit hard to hit (Traitor Tester gun on NTG?), but if it DOES, you could go from, say, 17HP to 100HP.
But otherwise no, no healing.