1) Shadowling Nerf
Shadowlings are not that hard even for a relatively new player. I ascended on my first shadowling run just by constantly using shadow walk and hiding in hidden rooms till i got the hang of being a shadowling. Shadowling players tend to be very experienced at being a shadowling, hatching early and thralling a dozen people before 12:20 when they exploit the fact that the assistants are all over maintenance at round start in search of maint loot.
- One way to nerf them is to make mindshields actually useful. Mindshields are just a small bump in the road for shadowlings taking only 5 seconds to burn out. It should be something closer to 20 seconds, there is absolutely 0 incentive to use mindshields except for the sole purpose of finding out if your sec officer is a thrall or not, i rather a mindshield actually be a SHIELD that the sling has to put effort into destroying, that way it's less "thrall RD and lone inexperienced security officers for a confirmed win" as i'd have incentive to mindshield the heads of staff.
- Another way is to cap the amount of shadowlings to 3 shadowlings maximum. 4 shadowlings can be beaten, but if all 4 are competent then it's their round to throw at their leisure, ascension will hinge on how willing they are to ascend.
- Nerf shadow walk. There are a few ways to go about this. One way is to change the cooldown from 30 seconds to 1 minute, that way their cooldown will be the same as the vampire's mist. Or, keep shadow walk as it is, but stunning the shadowling before they use the shadow walk ability will render them immobile, even if they use shadow walk the stun will still be active, a shadowling must actively shadow walk before the stun procs if they want to avoid being killed. The third and final way to nerf shadow walk is to make it so the shadowling cannot shadow walk if they're in the presence of a light source. They will have to make sure it's dark enough to shadow walk or it's a no go.
OR
Remove shadowlings and add the nightmare antagonist.
Over in /tg/ station changeling rounds are pretty boring, just like in paradise. The answer was the removal of the shadowling antagonist, and the addition of the nightmare antagonist that coincides with the presence of changelings on the station to make the rounds less "lingstended".
https://tgstation13.org/wiki/Nightmare
2) Nerf Pulling
It just boggles my mind that you can pull a person as though gravity does not exist. People can just stun you, pop a meth pill, grab you and then run to the other side of the station to space you. I suggest a minor nerf. It can be something like a 10% or a 20% penalty to move speed. The hand you are using to pull someone should be free for pulling. If you use your right hand to pull someone, you will dedicate that hand to the pull. You can no longer have a shotgun in your left hand and a shield in your right hand while pulling someone, you need to have an empty hand to pull someone.
3)Put Rev into high pop rotation
...With some changes. Namely that you cannot go around giving people free antag.
For example, instead of a *flash* *flash* *flash* wtf everyone's a rev now. There will be a cooldown to the flash, say... One minute at minimum, now it might sound like it'll take a while but when there are 3 head revs there is enough room. Head revs cannot just enter the bar and flash, they will have to work in secrecy lest they be run over before 12:30.
You might say, rev is a pretty violent gamemode with not much room for rp.
- So are shadowlings, i kill thralls on sight when there are too many in order to prevent ascension, and there are sometimes this 1 sadistic sling that gibs everyone upon ascension.
- If there are 4 shadowlings and all 4 of them are good at being slings? Round isn't gonna last for any meaningful rp anyway.
- Rev can be a rare gamemode, it can be something like 5% and be a glim possibility only in high pop if the admins do not want to see much of it.
- It can be an opportunity to give IPCs a utility. Namely being that they cannot be reved. The rev flash was designed to convert organics into being revolutionaries, not machines. This can act as a 'buff' for an IPC as they will always be on the side of the station and will help maintain order during a rev round. If the IPC playerbase is okay with this utility that is.
- It's pretty fun