Content Suggestion The Nerf of 173

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Mar 5, 2024
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What does this suggestion change/add/remove:

Increase the cooldown of the teleport or blink of SCP-173 from 5 seconds to 7.5 or perhaps even 10 seconds.
Have the cooldown of the SCP-173's blink scale with the number of players looking at him.

Has something similar been suggested before? If so, why is your suggestion different?
Nothing on the dev tracker and the search function on the forums is lowkey buns so I couldn't find anything. It probably has been.

Possible Positives of the suggestion (At least 2):
- Makes re-containing 173 somewhat easier
- Extends player survival time, making encounters with SCP-173 more engaging and less frustrating.

Possible Negatives of the suggestion:
- Less fun for 173 players.
- People would play this SCP less and that's bad because we need more SCP breach variety.


Based on the Positives & Negatives, why should this suggestion be accepted:
Now before you skim through and -Support out of principle (or perhaps even love for 173), let me plead my case to the people of CN and also the content team.
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Right now, SCP-173 has a cooldown of roughly 5 seconds during for its teleport, which will insta-kill a random player in its vicinity, regardless of if the player is looking at SCP-173 or not. I normally wouldn't have a problem with 5 seconds because it seems like a fair cooldown to have, since this gives players 5 seconds of free, uncontested damage against SCP-173. The problem arises with low numbers and potentially server lag. You could have 3 players looking at SCP-173, 1 would instantly die during the start of the engagement due to the blink and another would die roughly 2-3 seconds later since players would need to finish blinking and then turn to look at 173 to begin shooting it again.

Furthermore, due to the server lag compensation, this blink could end up shorter because the server lagged and rubber banded players around (as it tends to do at times).

Now I know what you may be saying: "But Shaun/Archer/Grace! This SCP sucks when multiple people are looking at it!".

and you're right! But the problem is that this SCP can teleport to a random player every 5 seconds, which means it can teleport out of view and use its immense speed to run away to a place with less eyes (and by then, the cooldown is up and it just instakills whatever poor soul decided to look at it). Also, SCPs dont usually breach alone, so if 173 is breached, there is a good chance another SCP is nearby or on its way to assist 173.

The initial proposed change is to increment the cooldown to 10 seconds. HOWEVER, I understand that this may be overkill, so the current proposal is 7.5 seconds. This should be the sweet spot where it accounts for the low numbers and potential rubber-banding while remaining fair for the 173 player.

Addendum: Since people dogged me for suggesting this nerf I have slightly reconsidered how it should work. Instead of a blanket 7.5 seconds, it should scale with the number of players looking at it.

So, if there are 1-2 people: cooldown should be 8 seconds

3-4 people: 7 seconds

5+: Standard 5 second cooldown.
 
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Just to say rq: It's not random who it goes to kill, it's the closest player.

As for the cooldown, ultimately I give +support IF it can be adjusted based on player count like the HP is, since 10 seconds during max pop is way to long imo
 
-support

173 along with 912 are THE easiest scps. Get 4 guys with LMGs and or shotguns and watch his health go from 100% to 50%.

He kills who ever is currently closest to him, So your best option when fighting him is go in groups and stay in the back. If you nerf him due to lowpop Your only severally harming him at high pop.

Now I wouldn't totally mind his Blink scaling based on how many eyes are on him. Like maybe 1-2 = 5 seconds.

3-4 7.5-8 As a middle ground to your suggestion.
 
-support 173 already rarely breaches as is and last time 173 breached it took a total of 2 minutes to RC him