Cutstuff Forum
Gaming => The Ghoul's Forest => Topic started by: CutmanMike on November 11, 2009, 11:27:23 AM
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I can't decide. Vote by posting your favourite idea from the list below:
1. Change radius damage to projectile damage. This means no more pushing humans around but you have to be more accurate with his bites, and the damage would be more consistent. This solution would make it so you have to be precise with your charges or the attack will miss, but a direct hit will kill a human instantly.
2. Reduce the radius damage even more. Same idea, you just have to be more precise. Would still knock humans about though but not as much, making it as dangerous as the above.
3. Reduce charge rate. After a charge you have to wait 1.5 seconds before charging again. This would at least give humans a chance to escape, and jitterskull could still dodge while waiting for the next charge.
4. Reduce his HP. He can dodge like a bitch so why not? They would just have to be more careful
5. When you kill a human Jitterskull muches up his guts for a moment and cannot charge until he's finished munching. This is exactly the same as 3 but the cool down only happens when you make a kill. Can still move while munching human gore.[/list]
I hope we can come to a decision before GVH:CD is released ;)
Edit: WE'RE GOIN 5 LADS
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Hmm... The only reasonable one seems #1. #4 is just overkill if it means lowering ALL Jitterskull's general HP, instead of only doing so when a "Jitterrape" occurs.
I wouldnt mind less pushing at the cost of more accuracy, but still give him that area effect or he'll be utterly useless in open area's, its hard enough already.
Slightly off-topic, is it possible to make Jitterskull strafe-teleport when using the strafe buttons, instead of just forcing him to move forward? It would be awesome to have and you could circle humans much more easily for that perfect oppertunity. If any new ST improvements finnaly allow for it.
I vote for #1. Unless #4 means that all Jitterskull's hp will be lowered when a jitterrape occurs (too many Jitters on the ghoul team), then i'd pick that.
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I could but it would require some complex crap I don't want to deal with after the Cyborg's complicated dashes. Also it may make him a bit more of a bastard (best way I can explain it) :P
4 I meant to effect all Jitterskulls regardless
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I choose 1. The reason JitterRape is happening is because every jitter is just spamming attack instead of aiming making players scatter randomly. If players would have chance to dodge instead of just run away, then jitterrape would stop happening , i think.
2. Would still be overpowered.
3. If This nerf would happen. Jitterskull should be renamed into Easyskull, i already get killed quite a lot if i didnt startle the Humans with my charge
4. A single jitter attacks 3 humans. Bite happens , humans suceed surviving. Jitter is dead - How it is now.
A single jitter attacks 3 humans , he's dead before he can even reach them. - With this nerf.
5. I would like this one if it woulda allowed jitter to still move.
That's what i think about the nerfs . 5 and 1 are the best nerfs in my opinion
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#1, reason: Can't spam.
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Number 4!!!
One thing about JITERAAAAAAAAPE!!!!! is that if there is alot of jitters there is alot of damage required to finish them and it is really annoying when several jitters jitt up to you and you cant kill them before they chomp your face because of thier health.
Also i find his movement isnt too hard to use i actulay think it is an evasive advantage.
Jitters Powers:
The ability to jitter over obsticles and insta climb cliffs making travel a breeze
An highly evasive jitter movment (also his movment makes him eaisier to use as evasion is done pretty much for you.
A deadly group splatting mega chomp (if used correctly)
Weaknesses:
Most vunruble to ice arrows (so dont attack groups is there is a hunter there)
Big target (only really a weakness if you made a fail charge)
Slight pause after chomping (thats the only thing that stops him from chomping a group of humans without much damage)
And i cant think of anything else
I voted 4 for the same reason cut said
Reduce his HP. He can dodge like a bitch so why not?
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He isn't a bigger target at all btw. He may cover more map space with his big fat head but he physically is the same height and radius as the humans (as is everything except the creeper so far).
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If 5 and 3 aren't done im going to cry.
:P
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Added more info to 5
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The 5 one is a better one, but the archievement "Dinner for 2" will be a bit harder
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Hmm... The traumatic experiences of JITTERRAPE!!!!! are probaly gonna make him as powerfull as an mere ghostbuster if people had a say about it, while he appears the only effective group attacker to me. I'd say, if you're gonna make effort to completely make him useless, atleast add an usefull ability! Such as that previously mentioned strafing idea.
And a short opinion on the idea's:
1. Fine, but not sure if it would stop JITTERRAPE!!!!!.
2. Worse then above idea. Pushing is also very, VERY bad.
3. Pure overkill. If he cant dodge charge after killing, he's screwed.
4. Depending on the HP that remains, probaly unacceptable considering how easy he is to spot and a decently large target. (Not to mention, in large maps where he is seen from far away, he'll be chanceless! Well... not that much, but it would be hell on earth.)
5. Only acceptable if he moves earlier after chomping or can do an non-lethal chomp to escape after killing. Then again, needs testing to be certain. Indeed better then option 3.
Edit: I bet an SJASRAPE!!!!! or an HUNTERRAPE!!!!! will occur once this happens. Since there would be either no powerhouse to stop the humans or Sjas would take over.
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1. Change radius damage to projectile damage. This means no more pushing humans around but you have to be more accurate with his bites, and the damage would be more consistent. This solution would make it so you have to be precise with your charges or the attack will miss, but a direct hit will kill a human instantly.
Nah, because Creeper can already OHKO stuff and is good at what he does. I personally think the Jitterskull's game is about surprising humans by charging out of nowhere, and missing can be deadly and finding another good cover in battle will become harder with humans chasing you. Therefore, he does need those varied damage hitboxes grouped within reasonable range of it's mouth.
2. Reduce the radius damage even more. Same idea, you just have to be more precise. Would still knock humans about though but not as much, making it as dangerous as the above.
No, because of the same reason as above. If this would be to be done, he'd need more HP for added survivability, which would be unbalanced.
3. Reduce charge rate. After a charge you have to wait 1.5 seconds before charging again. This would at least give humans a chance to escape, and jitterskull could still dodge while waiting for the next charge.
Read the above answer. Alternatively, you could do this and allow Jitterskull to recover HP in small quantities per kill, but again, it would be unbalanced since he's already hard to hit.
4. Reduce his HP. He can dodge like a bitch so why not? They would just have to be more careful
No. Just no. Jitterskull is known for it's durability and I'd like to keep knowing that I can use it for dodging and attacking with the only attack he has: the charge chomp.
5. When you kill a human Jitterskull muches up his guts for a moment and cannot charge until he's finished munching. This is exactly the same as 3 but the cool down only happens when you make a kill. Can still move while munching human gore.
Not a bad idea... but then Jitterskull would be predictable because players would know they have to hide for a moment before attacking again, and in the more open maps where humans have a lot of running space (Dark Station), they'd group and wait for a Jitterskull to pop out knowing they can kill it easily if it tries to attack with it's only attack.
In short, leave Jitter alone. Pleeassee...
He's going through Ice and Thunder arrows, he's a GHOUL! :cry:
Anyone who has a problem with Jitter you deal with me.</crocker> :p
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Sorry but he has to be nerfed because a massive array of jitterskulls is always win for the ghouls. This is not the case if everyone picks cyborgs so I need to make it a bit more fair for humans
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Now that ya added more info on 5 , i want a combo of 5 and 1.
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Sorry but he has to be nerfed because a massive array of jitterskulls is always win for the ghouls. This is not the case if everyone picks cyborgs so I need to make it a bit more fair for humans.
Well, if that's the case, I'd stick with option 5 but it depends on what the cool down time will be. 3 seconds sounds fine by me, but that's just my 2 cents. In fact, option 5 will make players play it smarter and not chomp randomly. Just make it that you can still spam the chomp as usual, but that the cool down occurs only after a frag, like you said. No OHKOs, leave those to the Creeper, and it's fine. :)
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I can only agree with suggestion #5 if Jitterskull actually can ESCAPE after killing. Altrough normally he already hit'n'runs alot, this will make it rediculous, oh well, as long as he remains good at hitting and running.
Maybe upon fragging someone he gets an earlier ability to move? Either that or for all i care he can do a harmless lunging attack in order to still get around and escape, but cause no harm (at most push things back :P).
(Seriously, he needs that chomp after killing in order to get away. Or he ends up with a mouth full of bullets or ice.)
But i'll be quite fair on this, i'm pretty much convinced that no matter how much you try, as long as he isnt absolutely worthless, JITTERRAPE!!!!! will still occur. At most at a less powerfull rate, so its probaly wasted effort that in the end only makes him more useless.
(Edit: Unless you can pull off that HP reducement only when there's too many Jitterskulls, that should always work.)
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Maybe upon fragging someone he gets an earlier ability to move? Either that or for all i care he can do a harmless lunging attack in order to still get around and escape, but cause no harm (at most push things back :P).
This. Also, he will be able to move after a kill. The only thing he won't be able to do for (insert time here) is killing a human, until he finishes chomping. BTW, I wonder if Cutman would voice Jitter's chomping... :p
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Guess that idea will do, heh, would be... Interesting if the human's death camera was, uhh, kinda inside Jitterskull, half-dead watching being slowly chewed to death, well, whatever remained of them. :P (Well, they'd probaly see what Jitterskull would see, it would be an interesting optional effect.)
As long as Jitterskull can make an early escape, i wouldnt mind the idea of Jitterskull having to chew on his targets. For all i care he drops trails of blood and gore as he moves around, making freakish munching sounds (guess that could be usefull for seeing where he went, if you know how well capable of traveling he is, it might come in handy?).
I would find the original suggestion #5 a bit much overkill as he needs to escape ASAP.
If he has to be nerfed slightly, might as well nerf him in pure style, goreish, gib dropping, blood trails of style. (I like the gibs Jitterskull causes when crunching someone, hehe...)
Edit: Also make the alt-fire useable, of course, while, uhh, eating.
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Option 5: if there has to be a nerf on the skull, I would prefer this one. I also agree with carthief on a blood trail disadvantage as well.
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Option 5 is looking to be the top contender. Any objections?
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No objections from me.
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People don't know about teamwork. 2 Cyborgs acting together is way more powerful that 2 Marines or even 2 Hunters. Hunters are more solo, Marines go in a crowd with everyone, Cyborgs should go in couples <3.
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People don't know about teamwork. 2 Cyborgs acting together is way more powerful that 2 Marines or even 2 Hunters. Hunters are more solo, Marines go in a crowd with everyone, Cyborgs should go in couples <3.
Are you going to make a couple of cyborgs marry one another :P
Option 5 it is.
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People don't know about teamwork. 2 Cyborgs acting together is way more powerful that 2 Marines or even 2 Hunters. Hunters are more solo, Marines go in a crowd with everyone, Cyborgs should go in couples <3.
Are you going to make a couple of cyborgs marry one another :P
Option 5 it is.
I dunno bro...
If you look around/remember, Two Jitterskulls got it on. I'd say Cyborgs, Hunters, Marines, Creepers, AND Sjas'es all have possibilites to marry eachother. UGH OFFTOPIC POSTING LOL.
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I changed my opinion
CHANGE RADIOUS DAMAGE TO PROJECTILE DAMAGE!
The JITERAPEEEEEE!! can do 1000 of damage, I know it because I edited my GvHb2v5 to give 10000000000000 of live to the cyborg, and I let one jitterskull bite all that it can, it inflicts 1000 if you are on the wall
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I changed my opinion
CHANGE RADIOUS DAMAGE TO PROJECTILE DAMAGE!
The JITERAPEEEEEE!! can do 1000 of damage, I know it because I edited my GvHb2v5 to give 10000000000000 of live to the cyborg, and I let one jitterskull bite all that it can, it inflicts 1000 if you are on the wall
The reason for that is because Jitterskull is supposed to instakill. And what other way is it possible to do that if not do huge damage?
Edit : And that huge damage happens only when you let it get hit perfectly 100% right
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Its Melee vs Ranged. Humans have the luxury of running and gunning, and ghouls need to close in. All Ghouls are capable of performing an instakill. Sjas needs to get right on them. A direct Jitter attack can instakill. Creeper is always an instakill. Finally Chokes blood ball can instakill. With Sjas and Jitters case, if they don't kill, they do a lot of damage. Of course a good human can always keeps his or her distance away from the Ghouls. Hunters Ice Arrows at point blank range can also instakill.
That's just the way GvH has been, ever since V1.
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Its Melee vs Ranged. Humans have the luxury of running and gunning, and ghouls need to close in. All Ghouls are capable of performing an instakill. Sjas needs to get right on them. A direct Jitter attack can instakill. Creeper is always an instakill. Finally Chokes blood ball can instakill. With Sjas and Jitters case, if they don't kill, they do a lot of damage. Of course a good human can always keeps his or her distance away from the Ghouls. Hunters Ice Arrows at point blank range can also instakill.
That's just the way GvH has been, ever since V1.
I miss the lightning instakill. That was the best ever.
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I miss the lightning instakill. That was the best ever.
OBJECTION!!!
That was a time of unfairness and balencing wars (so leave it be)
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OBJECTION!!!
Can you fucking stop with the unfunny memes please?
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That was a time of unfairness and balencing wars (so leave it be)
Gvh has always been a balancing war.. and Endless War..
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Meh, back then, things where cheaper, this time, they're cheap, not uber cheap. :P Its an improvement. By now where slowly approaching a decent form of balance, just some minor changes. (*COUGH*HUNTER*COUGH*!!!!!!!!!!:P)
Anyway, to be somewhat on-topic, use #5. But you may want to test it a bit, as long as Jitterskull can actually get away with killing someone, this should work fine. Nerfing an attack's damage that is supposed to instakill is kinda pointless, people get used to it, rape continues.
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I'm going with 5. Let's hope my voice is up to the challenge of going CRUNCHITY CRUNCH
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Well, lets hope that'll work out. Besides all JITTERRAPE!!!!! related things, what about the Hunter? Maybe make a topic about what kind of nerf the people feel that would be needed? Unless of course you already have an idea in mind.
I suppose taking down entire groups is going to be a bit hard but the teleporting makes for a decent run away tactic, just hope the cooldown before he can chomp again isnt too large, either. :P Altrough if everyone was Jitterskull, only one would be unable to act, and another would finish the job, so i'm not sure if it'll impact the Jitterrape that largely.
Interesting tactic i could use though, teaming up with another Jitterskull in case of attacking groups, heh.
Wonder how the sound will end up to be, Jitterskull has the most epic sounds (when it comes to humor) so far. :P
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We already had one and something came of it (teleport gone)
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That teleport is quite little, really, especially compared to the attack power the Hunter has, and the various weapons, even the best speed in GVH!
I would have a suggestion myself, make anything magic related (aside of the normal arrow flash perhaps) use up mana, what would come back like energy for the cyborg over time. I suppose you could give something a larger cost if it has more attack power, and when out of mana it would make the normal arrows actually usefull. In short there wouldnt be any large amounts of fire/ice spam, and if the instant kill on ice was expensive, people would be more carefull with that too.
Simply put, he has power, he needs it, but he gets it at no cost, a cost would be nice.
I really dont see the removal of teleporting impacting the hunter significantly, he remains an very powerfull all-rounder, any suggestion would do, but a cost like the above suggestion might work too.
Hmm... Atleast ice can be dodged but people abuse it so frequently...
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That teleport is quite little, really, especially compared to the attack power the Hunter has, and the various weapons, even the best speed in GVH!
Something we can agree on for once: Teleport is small.
I would have a suggestion myself, make anything magic related (aside of the normal arrow flash perhaps) use up mana, what would come back like energy for the cyborg over time. I suppose you could give something a larger cost if it has more attack power, and when out of mana it would make the normal arrows actually usefull. In short there wouldnt be any large amounts of fire/ice spam, and if the instant kill on ice was expensive, people would be more carefull with that too.
The ice magic BARELY hinders chokes and jitter's offensive strategy, and fire magic only increases the speed of a creeper killing you. Fire magic ESPECIALLY has such a small radius.
Anyone who says, "I seen a hunter kill a bunch of guys with fire magic," is either a damn liar or a damn hypocrite. Fire Magic is possibly at the peak of being somewhat fair as it has a radius to damage ratio. That team of ghoul was either a team of creeper noobs, standing still, or it was a pro Hunter. Hell. A Hunter killing nothing ghouls with nothing but magic before this update was considered fuckin` incredible to everyone. I've seen Cutman Mike do it in gvh09 before the current update. Now that magic has been rendered even more, "situational," why the hell is it considered bad?
I am totally against this. I am not even a hunter player and I am against this. Cyborgs have to recharge their plasma and now can fly without using their ammunition. Cyborgs have the luxury of high attack power and a higher survivability during prolonged games if the cyborg in question is evasive or smart. Cyborgs are the tank of Gvh for humans as well.
Ghostbusters is the support class, for now, of gvh. They act as the parameter control of a human team because of their ghost trap and proton. Keep in mind that PROTON packs can also recharge, encouraging this parameter metagame (or camping, for short).
Marines are purely the fighter of the group. They have 3 hitscan weapons, more than 5 grenades, and have a mixup of survivability and vulnerability (not by much, though). What makes the offset worth wild though? Infinite ammo for their handguns, and its an accurate (very accurate) hitscan weapon.
Hunters are the jack of all traits but scouts of a team. Guess what? Unlike the other classes I have mentioned before them, they do not possess infinite ammo. All other human classes have infinite projectiles, even charging classes. Hunters only have 20 or 30 arrows that vary on situations. Here's an interesting fact: How many casual or new players are capable of hitting a creeper or sjas about 80 percent of the time with lightning arrows? Not many. You need to constantly switch arrows for Hunters, which actually balances them out (much like the Marine, but the Riotgun does it all so it's actually less balanced than Hunter's different arrows).
For someone to spam fire magic they will have to use fire arrows. Fire arrows are potent in this version, but not as bad as previous ones (no longer do you die because someone missed to death). Ice arrows SHOULD kill you on one hit only because, to be honest, it spreads out over a short range and amount of time (they would need to catch you DEAD in the face, and all ghouls are close quarter efficient). Lightning arrows takes skill and timing to really land hits on, and waiting for a Jitter to attack and miss is stupid but worth it.
In order to bring out the best of each magic, you must bring out the arrow fitting the magic. A lot of players are only ever good with one type of arrow. Someone being good at all four arrow types isn't going to make Hunters broken, it just means someone took time to master them all. You can, "rebalance," hunters to death and you'll still come out with this result. What? You're gonna take away their speed too? What's next? Ghouls versus Victims? This ghoul crowd pandering isn't going to get anyone anywhere. A Hunter without infinite ammo is a slap in the face to be honest (Magic being infinite, I mean). What's the penalty for spamming sjas' screaming? None. What's the penalty for creepers spamming their hug? None. I'll make the same argument for choke. The characteristics of the aforementioned classes are the very weaknesses of the ghouls. The Hunter has to constantly switch arrows or be effectively good at an arrow type in order to be threatening. They run out of arrows and what are they going to fight with?
Then it's going to be another camping game in the end. Last two player classes are:
Creeper
Vs
Hunter
The ENDLESS WAR of spamming recharging abilities. Oh yes, like we can't stand that enough when a creeper fights anyone else (especially ghostbusters or cyborgs). We might as well change the name of gvh to, "camper versus camper."
I really dont see the removal of teleporting impacting the hunter significantly, he remains an very powerfull all-rounder, any suggestion would do, but a cost like the above suggestion might work too.
Hmm... Atleast ice can be dodged but people abuse it so frequently...
I find it interesting that you'd say that about the ice arrows. Does anyone have a link to how menacing a Marine shotgun is? Here is some interesting facts
Riotgun vs Ice Arrows
Both are spread
Both are human weapons
Hitscan > Projectile
Hit rate of hitscan > projectile
Riotgun is NOT a situational weapon. It's a generalist. This is a fact: MOST marines can win entire games without, or barely, switching guns.
Spread for a riotgun is far less troublesome than ice arrows. You can do damage from range with a riotgun
Riotgun has more than 20 rounds (I think it's 30) of ITS OWN AMMUNITION SUPPLY! Ice arrows are shared among other arrows
Marine speed doesn't change while firing. Hunters speed decreases when firing.
Intervals between shots is lower on a riotgun than ice arrows. Making riotguns much more accessible to spam.
Timing on a Riotgun < Ice Arrows = You can miss with a riotgun in most cases and just fire it again (sans the interval comparison)
Creeper killer = Riotgun > Ice arrow
Ghoul killer = Riotgun > Ice arrow in some cases
Deflect can kill a Hunter if he is using either fire or ice arrows. Sjas users worry more if a marine is on the field because bullets don't bounce back (and intervals between firing plus the lack of spread and kill power spells doom for sjas).
Ice arrows CAN kill a choke provided the timing, a marine can backpedal and cherry pick his shots with less risky maneuvers.
Hunters have to be extremely careful when using ice arrows on jitters. I don't even need to explain the difference here.
You want to talk about overpowered? I got you a bad boy right here. This doesn't even make mention that marines have dual pistols and a machinegun that uses its own ammunition (in which the pistols are infinite). Really? You really want to talk about Hunters being overpowered?
Sometimes I think people don't even play Gvh. They just go on spectate and bitch.
Side notes*
I don't hate camping. I actually camp a lot in certain maps with Ghostbuster class or Marine. I don't care if my opponent is doing it too.
I don't hate the riotgun at all.
I am only advocating against Hunters being considered the de facto of human power.
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damn, mobius.
you win.
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IMO the Hunter should have 25 Enchanted arrows and 25 Standard arrows. Because standard arrows are good but the giant downfall is it eats arrows very quickly. Standard arrows are good because you can evade a Choke while attacking it, keep hitting it with normal arrows, it's dead but you have 5 arrows left.
If all the Standard arrow ammo are used up then you can use your Enchanted arrow ammo for the Standard arrow attack. But that would eat away your Enchanted arrow ammo so it's not recommended.
C'mon Cutman. Please implement this. As the waste of arrows puts me off of Standard arrows.
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damn, mobius.
you win.
Somehow I feel embarrassed and pwned reading this.
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I think the point of giving the Hunter a cost on his abilities has completely been evaded. Seriously, why not? He has arrows for EVERYTHING, he has 30 arrows as standart ammo and picks them up as well. Just about everything about him is free and yet he has all the good qualities.
All the other humans pretty much have some weakness to them. In the Hunter's case at most it depends if you catch them in a bad timing.
This remains a suggestion in any case, but there's sure alot of rage when it comes to Hunter nerfs when he was the most powerfull for oh so long, and in so many versions.
Edit: Wonder if Cutman will do anything more then removal of the teleport (altrough it gets replaced by something that sounds EVEN MORE usefull, though). Oh, and i dont mind he has it all either, but, well, yeah, its free! Thats just too much for movement and power, really. He's even going to get a new anti-sjas attack probaly, and people say he doesnt need a nerf, meh. (In case someone does, more suggestions wont harm, if they're not afraid of Hunter fans chasing them with pitchforks and torches.)
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you have arrows for everything, but everything isn't always what you want it to be.
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Ah, but that takes a mere moment to change, and he can run like hell while changing his arrow types, too. Of course that doesnt make a situation of being attacked by Jitterskull and Sjas too easy, but thats where speed kicks in, well, if there's an escape, atleast.
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Ah, but that takes a mere moment to change, and he can run like hell while changing his arrow types, too. Of course that doesnt make a situation of being attacked by Jitterskull and Sjas too easy, but thats where speed kicks in, well, if there's an escape, atleast.
Doesn't sound overpowered to me.
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Some info about the next beta (which should be showing up at your doorstep sooner than you think).
The lightning attack is very situational. If a ghoul is running straight at you there's a chance it will hit depending on how far away the Ghoul is and how low the ceiling is. Lower ceilings = closer spawned to the ground, and usually where you want it.
The Jitternerf works like this, explained as clearly as I can. Jitterskull attacks like normal. If he connects with one (or more) humans his teeth get bloody and he cannot attack. During this time his jaw goes "crunchity chrunch" for about 2-3 seconds and the blood on his teeth fades away. He moves normaly during this time (can't use altfire though due to the way it works) so it's up to the humans whether to give chance or back up in case another crunch is on the way. I imagine good jitter players will just dance around like normal until the munching is done.
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I can imagine this makes Jitterskulls completely useless in open area's unless you're a living Jitterskull bot. Then again, depending how long those precious few seconds take, he'll suck anywhere. I liked the concept of killing more, even if it means a larger delay.
I predict Jitterskulls will probaly end up being underpowered, Hunters on top of the food chain, and who knows what else. Sjas will probaly take over as mass murderer and be next to be nerfed.
Seriously, how am i supposed to take a target down that shoots at me if i can only damage it minimally by charging next to it. Meh, will require some REALLY EXTREME testing. Altrough it might make things more fair against bots, altrough exploiting their AI is strong enough. In short, Jitterskull can be REALLY inaccurate (damaging without killing).
Future suggestion in case he sucks too badly: 1. More HP. 2. Use the cooldown on kill method instead.
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This IS the cooldown method isn't it? Kill a human and it has to cool down. You'll just have to be more defensive. In the open, leg it back into a cave or something and come back for more.
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Ah, i probaly misunderstood it for having a cooldown upon causing damage. Then again, such nerfs would just make him too weak. :P
It should work fine with a cooldown upon killing, yeah. You didnt mention humans dieing in that post at all, assuming damage instead.