Okay so I know this will be highly unpopular but kits are pretty broken. I was playing on another server a few nights ago (no names) and they used a system where kits were only items you can get ingame. They costed ingame money to buy for each round of survival games. I really liked how the kits were not overpowered, so that's what I'd like to focus on. I'll be giving possible changes to each kit to nerf them. These do not include changes to the + or ++ kits because those are not broken. Spy: Potion of Invisibility to 1:30 Duration Invisibility potion Potion of night vision: unchanged Grenadier: Do not change. Complete Control: Sharpness 1 Knockback 1 Fire Aspect 1 Unbreaking 1 Wood sword to Sharp 1 unb 1 wood sword. Power 1 Punch 1 Flame 1 Unb 1 bow to Power 1 Unb 1 bow reason: if you want the fire/knockback of this kit, then you should buy elemental punch. Possible drop to $10. Elemental Punch: This kit does its job without being overpowered. Stay and Fight: This kit is also fine and a model for how powerful kits should be. Perfect Fit: There is nothing too overpowered about this kit as thorns is weak and protection 2 pants offer little protection. Respiration is useless and feather falling is very circumstantial. Elemental Awareness: See above. Scavenger: Do not change. Perhaps change to $15. Hunter: Do not change. I know it's overpowered but that is evident by its function. Adventure: Do not change. MakeItQuick: Sharp 2 kb 1 stone sword to Sharp 1 stone sword Power 3 bow to power 2 bow Buffer: Swiftness 2 potion to swiftness 1: duration 30s. Strength 2 potion to strength 1 potion: duration 30s. Keep the splash potions the same This will make so you can only get one kill maybe two kills with buffer. Therefore making this kit far less effective and overpowered. Hopefully this suggestion will make sg far more enjoyable for all players, new and old to play. I know I would enjoy it more.
I would like to have it less op, to where you need to have skill and not just learn when to drink buffer. On the other hand, a lot of people would be upset with the changes but they do agree to allow them. +1
Likewise, I paid for all my kits (all $230 of them) and I play sg quite frequently. I want them nerfed so builders will stop leaving in frustration.
And this...this is exactly what the server would need. However, in my honest opinion, Stay and Fight and Scavenger should make up the $10 tier of kits. As it is, $15 and $20 (and $45/$60) is a little much for the kits. At $10, a user could get a not terribly OP kit for a reasonable price. Not only that, but I think a $10 tier will encourage more donations and help keep users around. As for this, upon donating (or recieving the donation from another user), you agreed that there can be changes and edits to donations without refunds or questions asked. As for me, I am in the same boat as ox. I have donated $165 in kits, SG very frequently, and have won ~1700 games, yet probably forced 50-100 (ballpark) builders to leave because of my kits alone. And I don't even have bfrpp.
The problem is that it's to hard for Phys to give a refund to every single player who has bought a kit. Tweaking kits will most likely increase your chances of winning.
Tweaking also saves the hassle of refunding and would only require a restart, versus endless hours of coupon code generation. (I am in agreement, not refuting your point )
Phys just needs to make a huge poll and see what gets the most votes and also for the invis tweak, 1:30 would only even out to 30 seconds because the grace period is 1:00
My suggestion: Don't use invis until grace is over or unless you are being stalked. And, even then, 30 seconds should give you plenty of time to deter an opponent long enough to gain the advantage.
The point of these changes is to make users rely less on their kits to win. Correspondingly, they will need to make changes to their gameplay to achieve the same results as before.
Id love if this happened. I play Sg to earn money, and i think its unfair to the poor people. if the kits use in-game money, it would be lot easier
-1 again I paid real money for certain kits that I thought I would have forever. I don't want them nerfed as that is not what I paid for, however i do like the idea about being able to purchase kits per game with ingame money every round, however there would have to be a lot of numbers calculated on that
Whoever changes the kits have the right to do so as they are technically donation features and in the fine print they are allowed to change them if problems occur (such as being overpowered) +1 I would like to see non-kitter have a slightly better chance but still give a slight advantage to players who have donated.