You raise a valid point I didn't think of. We'll have to see how games test. If falling and taking huge damage PLUS setting yourself up for more fall damage next turn becomes an instant loss, it could force players to rope even more safe in ropers, meaning crate locations would have a bigger impact
Guess this is true. With higher FD the HP damage done by regular attacks won't increase all that much (2 hp?), while a big fall could do you 80 or even more :x That's game over, no matter how well you played the rest of the game.
I personally think the 2vs2 will prove to be a disappointment. It's really confusing if you play it 1vs1.
Personally I would like to see more HP in singles games (in clanners its 2 worms of 200, in singles just of 200, as in BnG it would be more logical to play singles with 300 energy), and more regular time (25 mins at least).
As mentioned before, I wouldnt mind 4 worms in TTRR, it's imo a good balance. I can see how some people find 3 too few, but 4... it should give players enough room to go all-out, while at the same time maintaining at least some aspect of reliability. 5 worms would abort that part of the scheme imo, which imo isnt a good direction. And as some people have agreed with me above, it doesn't improve the experience of newbies.
I can live with the rest. WxW is silly, but i already consider that scheme dumb as f*. I'd rather not see this scheme around anymore at all, but be replaced with, i dunno, shoppers that are 2 or 3 times the size of what they are now. Or shoppers played in cave with nasty hides. It's a scheme build on weapon use from rope, not on speed roping. That's what TTRR and Ropers already cover (enough).
T17 and Elite rk... alright then, let it be, let's try it.
I kinda like fada's suggestion of adding a new scheme as well, like aerial. But it's hard without kicking out one of the beloved ones
If both aerial and hyst are in it would be too much of that. Just like it's too much to have roper and health-crate-wxw imo.