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~ Possible T Utility ~

#7
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.
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Messages In This Thread
~ Possible T Utility ~ - SP1D3RP1G - 06-26-2015, 07:20 AM
RE: ~ Possible T Utility ~ - Denneh - 06-26-2015, 10:45 AM
RE: ~ Possible T Utility ~ - Dreadark - 06-26-2015, 12:56 PM
RE: ~ Possible T Utility ~ - Denneh - 06-26-2015, 01:06 PM
RE: ~ Possible T Utility ~ - Kili - 06-26-2015, 02:47 PM
RE: ~ Possible T Utility ~ - Terran - 06-26-2015, 04:14 PM

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