the problem I have with ELIM is that while in ffa and the other gamemodes, where if you get bad stuff, you just die, respawn, and keep playing. In ELIM, however, getting bad rng negatively affects you for the entire rest of the round (even in sudden death, since you get more hp if you have more lives when it starts) and instead of just respawning and continuing to play you’re stuck staring at a spectator screen for 5 minutes with nothing you could’ve really done about it. The argument of “it’s a randomizer game, it’s supposed to be chaotic” completely fails when the entire reason the chaos works normally is that bad rng isn’t that punishing and you just made bad rng incredibly punishing. Long story short, ELIM changes the skill/luck ratio of the game from like 70% skill 30% luck to like 20% skill 80% luck, making it feel unplayable at times when you simply get out-lucked, whereas in other gamemodes you can still win against someone with a godroll by doing better over the course of the whole round. also why does the zone deal percentage damage? it makes your huge hp from getting like 10 kills completely meaningless when the guy hiding in a corner the whole game with 0 kills pulls up with backhand slap and wins by just hitting you away like twice. make the zone deal flat damage, right now it makes any knockback weapon automatically S tier, essentially winning by default vs players with no movement/counter/knockback of their own.
mu is getting new roles on the next update. So people will actually start do something instead of hiding or whatever thing they do (Where's hitman role)
I also hope they add innocent item camera and put into wall (5 clue required) and also they need add all roles crounch feature using Ctrl keyboard and murder with mad knife can throw like mm2 and remove lakesidecabin because I hate this map due to darkness
Also an idea to fix JGN: Remove the whole idea of using existing maps. Give each JGN their own map. Mihawk: The boats where he first fought Zoro in One PIece Red Mid: The bridge from Library of Ruina. Fili: Default roblox grass terrain, but shrunk down by 50%. Hale: VSH Arena Beta Figure: Same map as beta
@@Snearek eh i just rlly feel like it should be based off the original stage for filibuster, since fili's death animation is heavily similar to in battle cats, same for when he kills, and his obstruca is obviously based off of his attack in battle cats
Let me take out some ideas I had, not personally to fix gamemodes : FFA : - Slightly increase forcefield time when respawn - Increase timer on bigger maps and less for small maps TDM : - Safe zone for teams, opponents can disable them if deal enough damage. Exiting safe zone won't let you return for few minutes. Zs : - Zombies hp scale with amount of survivors Mu : - More roles and actual objectives JGN : - Players can reroll items if deal specific damage to juggernaut. - Juggernaut gain one time for maps with void or environmental hazards. Slight buff of jump power if can't reach areas KIT : - Selecting the kit shows ui above player to indicate which kit you chose. TC : - Disable resetting, each role let you choose slot of items. ELIM : - Increase chance of useful items each lives BOSS : - Balance items required to beat different bosses
For zs, the hp is fine since they already do decent damage when they swarm, but for buffing tonguer, make it have the grabbing thing in the past but make it work like vampirism
Imo the biggest problem with some of those modes are the entire "randomiser" thing. The reason why i hate jgn is because you get only 3 lives to get even something _remotely_ good, otherwise you won't be able to play the goddamn game. Like, oooooh, brimstone, bottle and misery, tysm!! I think that modes with life counters like jgn, boss and maybe elim (tho i don't have issues with the latter) should reduce the item pool to prevent absolutely horrid items appearing. While we're at it, i think the tc's item pool should remove weapons that prevents anyone to go to...well...the entire objective _cough cough silly gas_ . Finally...zs. This entire mode is flawed. Survivors get to have all the fun, while zombies are a w + m1 machine. I genuinely don't know how to solve this problem.
About the boss stuff,I don’t know if I’m exaggerating but if everyone gets good stuff it’s just gonna be really easy,like imagine if like 4 people get all get Chicago,ON SKELETON
@@This_awesomeguy64 Yeah, i forgot to mention. JGN and Bosses should get more player hp scaling in that case. Not base, that would make solo prs painfull
The difference with getting bad items in ELIM than in just normal item asylum is that you have lives, which means if you get bad items one have no chance of winning and two have to sit through watching other people play the game while you just kinda wait. Being competitive, lives, and random items kinda just sucks for everyone except the lucky people.
I disagree with adding castleconundrum as a JGN map, because there are many items that could get you on top of the castle where red mist/filibuster can't reach you (airpod shotty, dunk, uppercut etc.) but still great video!
the problem is this can be said for like every item asylum map besides the baseplates I think the best thing for jgn to do is just ban all the super mobile items
5:34 no its not. The difference is that in ffa you get to respawn and maybe get op item yourself. In elim you are just stuck staring at your screen doing nothing
It is just item asylum, y'all really forget that at its core it's a randomiser game, rng plays a big role in your playthrough and if you can't accept that then you should probably seek out a different game tbh
@@jellysaur1234no, the problem isn’t the randomness. it’s the fact that elim is just ffa but you’re stuck looking at a spectator screen for half the round. at least the other gamemodes where you can die permanently (boss, jgn, mu) have unique gameplay.
Here's a singular idea. ELIM: Add a Item blacklist. Basically the OP KnockBack weapons(Built different, meteor, and wand) Since they are easily able to get kills but mainly they are way too good in sudden death since they can easily keep people out of the safe zone. I didnt forget about the insta-kills. All of them are blacklisted as well.
A possible reason as to why thunderstorm was removed, was that survivors would hide to stall and use higher mobility items to run from the jug. When thunderstorm was still in the game, i was playing as the red mist and the last few survivors wouldnt stop stalling. I couldnt reach them due to them using items which improves their mobility and using cheese spots so i couldnt reach them, making it mind numbing for all parties involved.
That's a Red Mist issue over a map issue, considering every other juggernauts doesn't suffer from vertical maps. Only Mihawk really struggle when one guy got a top tier roll like Moonwalker/Airpod Shotty/Parasol. (I was that guy once) Also you genuinely cannot lose as Red Mist if you attach 2 braincells together and target the dangerous players first (long-range DPS and Cursestacking weapons). Genuinely, target people who apply curse stacks, they're the most dangerous in the long run.
my absolute least favorite thing about jgn is how timer ends arent just counted as a loss for both sides. ive had experiences where i beat everyone, but the last person just has too much mobility and runs across the entire map, or just gets to an unreachable spot.
I actually like Killerfish as a weapon, because it’s somewhat hard to notice from afar. Other things like comically large knife? Spy, and the strangling of a player by vampirism can easily be seen from afar, but killerfish has a very small animation, so it gets somewhat tricky to see easily. Castle Conun should NEVER get added, unless there’s jump pads to reach certain spots. (Players can get onto very high up ledges that redmist can’t reach)
The MOST IMPORTANT change GG needs is not auto equipping items on spawn. Or failing that, change how spawn barrier works In GG to be fixed duration instead of until you equip. The sheer volume of times you’ll die instantly on spawn contributes so much to the dislike of GG
my problem with zs is being forced into survivors when i actually like zombies more so id say you somehow pick a preferred team and the time of you being in a server increases the chances of being on that team so my fellow zombie lovers can also experience zs in a way they like more
for jgn: 1) sketched must not be added, the contributor was annoying (as confirmed by siterior) and got into controversy (also you would get instakilled by the cars which is just bs) 2) thunderstorm also must not be added even if the lightning is nerfed to be like 500 damage since people could camp ontop of the walls
elims way too stressful and has me getting like 11 kills on average cuz of how stupidly aggressive you have to be in order to win. its simply obnoxious.
Kill stealing is half the game mode, you're intended to swoop in an finish off weaker players like in every other game on roblox with a 'Gun Game' mode like Arsenal for example
2:00 ZS doesn't disable the button, it only prevents it for like 3 seconds + mutations prevent resetting anyway, because mutations are actually good unlike TC which will have you getting terrible items against an uncontestable team.
Honestly the worst part about canyon Are the killzones, or the lack of Trust me, the game is unwinnable if someone (me) gets tanto silly gas, goes up on the cliff, and spam the gas on the statue without ever being caught The ONLY item thats can kill you without needing to go up there youtself Death Note Bible Intervention if your fast enough Also personally for JGN The biggest issue besides map Is not getting the jgn you main after waiting forever Like PLEASE let us select any jgn in the entire pool when your select But “Oh doesn’t that encourage variety” No it doesn’t it just means I die immediately because im not good at Red Mist Filibuster and Beta (Yes im a Hale and Mihawk main) and its rare for me to be jgn in a decently big server
Things I would do to fix every game mode Ffa: Nothing Kit: Nerf some of the kits (like soul survivor) Gg: Remove the chance to have a respawn with only one item and limit the item pool so you dont get weapons that deal barely any damage such as bottle Tdm: Add a area at spawn on maps with team spawnpoints that kill anyone on the enemy team that enters it and also blocks any attacks that come in or out of it (so players cant spawn camp with lily) There could also be this feature that gives a 0.01 attack buff for every kill they are losing by Jug: Remove beta islands and crossroads from the map pool, make the survivor speed cap at 21 and jump power cap at 60 and limit the item pool so players dont get bad items that make them useless Zs: Limit the item pool so that survivors dont get bad or broken items, decrease the round time on survival the killer and hospital, limit fallen item pool so they dont get broken items but dont get bad items as well Mu: Remove lakeside cabin, add power generators to secret laboratory (I forgot the name), make the gun randomly teleport around the map every 60 second and limit murderer item pool Tc: Remove earth tome and noob tube from support kit, blacklist silly gas, rework the maps, increase the time taken to destroy the teleporter for defenders, give attackers a 0.5 attack boost if there is 60 seconds left and they havent captured half the towers and give defenders a 0.5 attack boost if they’re on the last tower and there is more than 120 seconds left Elim: Limit the item pool so you dont get bad or broken items and remove items with high knockback from the mode so people dont hide the entire round and then knock back everyone out of the safe zone with backhand slap
I feel like the main core issue with IA as a whole is the horrid balancing, and that goes for almost every gamemode, you can have rounds of JGN where you're physically unable to do anything as you get weapons like brimstone or macrowave as your ranged weapon, and getting into melee range of the JGN is a death sentence, kit has become VERY bloated with either one shot, bordeline useless, or very annoying kits, the rarity of kits also needs a serious overhaul, the amount of rare or epic kits that are useless is shocking, GG as a gamemode should just be removed, it doesnt fit with the concept of IA at all. Theres way more i could point out about each gamemode and their flaws, but i think you get the point, IA as a whole needs a serious balancing update, but knowing the devs of this game they are more interested in adding self inserts rather than fixing their game
Oh boy I’ve got opinions abound for these. FFA: Love it. Wouldn’t mind a 6 minute timer though, same as you. It is what all items and the entire game revolves around, after all. KIT: also a blast, keeps the manic chaotic fun of FFA intact while easing on the randomness. Love it too. GG: it is indeed just there. I’d say giving miscs back (blacklisting the ones that give stats) so stuff like audacity gets kept while sunshine in a bag does not. Might help. Hell, could just go full hog and give all the miscs back. May cause issues though. TDM: spawn camping prevention would fix any problems I have with it, I don’t play to win too much however MU: Remove it. Like seriously, this gamemode shatters any sense of fun and throws every bit of IA as a game out the window in exchange for a slightly less boring game of MM2, which I have never found fun in at all. You want a break? That’s what the lobby is for. ELIM: Also hate this one. While it’s more salvageable than MU, it also dislikes the game it’s set inside of, as a game where balance is more of a suggestion, adding limited lives just makes those items have a much bigger negative impact. It’s FFA but half of your time is spent staring at other people playing the game. When instead you could have picked FFA and gotten to keep playing without worry of having to sit out. Maybe you could turn the modifiers into a half-length FFA? That might be fun. TC: I don’t know how to fix this, they did nuke back liner so great, it always seems to be a 1 sided sweep for me, in my experience if uncerts get pushed to where the momentum from the first capture stops, they just lose, same with the other side. Sometimes you lose out the gate. When neither of these happen, TC can be so much fun. Sadly, it usually isn’t. (Also please disable resetting, force rerollers to play the game please!! Do this for uncertified the boss too) JGN: It’s pretty good. Not much to say. ZS: in direct opposition to most ia players I love playing as zombie. To me it’s a puzzle on how to break pieces off of the survivors. Using the zombies to get that to happen is really fun. Playing as survivor is not. Dunno how to explain, it just isn’t. Not sure how to fix it. Would definitely NOT want the thing in the video. I’d probably serverhop to avoid that. Premium yap session over now, put away the subway surfers
My Issue with Elim is that it gives ANY knockback or stunlock weapon such an unfair advantage, being able to make up their sub - par damage ( Backhand, Macrowave, etc) with the zone.
tdm is fun on that one cave map, because if i get a really good range item (ssg, spinbot, etc) its really fun to run around attempting to kill people (except for when the other team targets you and only you)
For tdm, there should be a spawn blocker from any damage or projectiles as long as a "Team Core" is active, so you need to defend your team core to have a safezone.
I actually do think ELIM should be fixed. I think it should have a KIT based item system instead of an FFA based item system (also with the most op KITS blacklisted in this gamemode like Soul Survivor). ELIM is one of if not the most competitive gamemode so it shouldn’t be so RNG based.
it's moments like these why "balancing" IA is kinda stupid, it's not meant to be that balanced (although items shouldnt be so broken they remove the fun from others)
I have idea how to make zs not one-sided As you all know every time zs start zombies win in 90% times bc all your teammates got bad weapons or teammate that good on zombie died and become op zombie like splitter tank or tongue and all your defense goes down and zombie win so my solution is to make every time survivor die other survivors get stat or max hp buff like what you gonna do if everyone died and you have only "mid roll" kit and also remove stun ability to zombie if there left like 3 survivors
Jgn has like when waste time, the jug wins and that’s like a big problem since the jug can just run away and still win while everyone else has to chase it and still lose. But I thought they made it equal with both team losing. Did they?
7:15 Sadly sketch was removed due to controversy with the creator i believe. So it's probably never coming back. However, a map with a similar layout could be interesting
Preach Brotha Preach!! 🗣🔥🔥 If they implemented these changes the quality of IA would be infinitely times better and gameplay ultimately less mind numbing, and maybe I would stop getting beer bottles thrown at my head!! 🥰😅😅
4:55 also remove vampirism or buff it in mu, the ttk is abysmal, people break out easily, it makes a loud sound and the minion (which you can only get one of) can just go afk on purpose so it's harder to win 7:24 biggest issue on jgn is running for timeouts, everyone has the "it's not about winning, it's about making sure they don't win" mindset, the easy solution is making timeouts a win for either side on conditions, like 6 player lives and below is jgn win on timeout, anything more is player win, this should solve stalling, or remove unreachable places like under the bridge on rocket arena, limit jump power all around the board to 50
make so that in MU you either cant break free from vampirism or make so you can have up to 25% of the server as a vampire, still with a minimum of 2 (in a 16 player server, that'd be 4 players)
i agree with all but the FFA Change. ABSOLUTELY NOT. FFA'S TIMER IS PERFECT AND IT SHOULD REMAIN THAT WAY. By the way, i'm not mad. i just want to make my point, ffa is just supposed to be chaos and shortening it would basically ruin high killstreaks and be less fun JGN should also ditch the whole "oldest player gets jgn". this makes it so that, if you haven't been in server for too long, you basically never get to be juggernaut. edit: I don't agree with some of the TC changes. Teleporter should take 1-2 seconds longer to repair, and 1-2 seconds shorter to destroy (inverse of what you said basically) Backliners shouldn't be able to choose because we all know that the only items that people will choose are intervention if they're good or ssg if they're bad.
ZS its a good game mode for me its just survival the killer is the worst map. The other ZS maps are possible to win as survivor but survival of the killer is very zombie sided due to port the killer basically spawn camping any survivor that spawns on the ground. My solution is to have port attack the zombies to at spawn so both sides have to avoid port the killer so its balanced. But that's my opinion mostly since i never won Survive the killer as a Survivor no matter how hard i try ;(
TDM should cap the scores for a little bit at a certain point if one team gets REALLY far ahead of another so the losing team has a chance to catch up. I've had a lot of matches on this mode where people look at the scores and just... give up. Like they either leave or just emote in spawn. Anything to reduce snowballs on the team modes is nice.
Nice. The only thing I STRONGLY disagree with is the suggested buff/removal of useless items like brass monkey and untextured brick. Should they be blacklisted in other modes? Yes. Should they be altered in FFA? Heck no. They're inherently silly (just like ia) and I like them that way.
because *some* people don't understand what actually makes IA good and try to "balance" the game (like there's literally a loading screen tip saying that party games aren't meant to be balanced)
I would say after the recent update tongue does not need a buff. You can just sit back with tongue and if you have a competent tank that knows you have tongue or sees a hunter, he’ll throw one of the survivors away towards them for an easy kill. But yeah remove MU. It’s only purpose is for cycling and sometimes drags out for no good reasons like clues never spawning while someone gun camps. If I wanted to play Murder Myster I would go play Murder Mystery.
I was unaware about the thunderstorm’s walls, but it would take like 3 seconds in studio to fix something like that either with a killbrick or to just block it off entirely. Islands’ spots are only unreachable with red mist which would be hard to fix red mist is selling the bag for other juggs with her 0 vertical mobility 😭
glad to see i'm not the only one that likes mu also bosses are fine, it's just perfect run exclusive items are a shitty concept and fundamentally doesn't work in item asylum
I really personally don’t like the way gamemodes are chosen, like the moment jgn, boss, elim or zs appear people flock to them like moths to a flame because they’re easy points. Like, I want FFA or kit sometimes too, instead of getting bad items for my three lives, just to get one-shotted by some guy with an america the moment i get a good loadout, forcing me to spectate for the next 5 minutes until i can play again!
remove rocket arena from jug, cus under bridge exist safe spot from red mist red mist can kill him but if dude what in it have more then 1 life mist is dead
Thye shld decrease the chances of a certain mutation spawning on maps wif more void or falling hazards. I've seen so many people get punched into the blood pond n start taking massive dmg or just getting flung off into oblivion in the rooftop of hospital by brutes in only like 1 min into the game
Suggerence for JGN: fix Hale stupid Slam attack, This move is so stupidly bugged, it can either make you noclip the floor and fall it the lava or flung you out of the map or void like in beta islands and i'm pretty sure this can also get you stuck in the floor.
I think about thunderstorm getting removed from jgn was because of the lightning,you would get instakilled if you went too high,such as hale or mihawk’s leap,blame Zeus for that one
the problem I have with ELIM is that while in ffa and the other gamemodes, where if you get bad stuff, you just die, respawn, and keep playing. In ELIM, however, getting bad rng negatively affects you for the entire rest of the round (even in sudden death, since you get more hp if you have more lives when it starts) and instead of just respawning and continuing to play you’re stuck staring at a spectator screen for 5 minutes with nothing you could’ve really done about it. The argument of “it’s a randomizer game, it’s supposed to be chaotic” completely fails when the entire reason the chaos works normally is that bad rng isn’t that punishing and you just made bad rng incredibly punishing.
Long story short, ELIM changes the skill/luck ratio of the game from like 70% skill 30% luck to like 20% skill 80% luck, making it feel unplayable at times when you simply get out-lucked, whereas in other gamemodes you can still win against someone with a godroll by doing better over the course of the whole round.
also why does the zone deal percentage damage? it makes your huge hp from getting like 10 kills completely meaningless when the guy hiding in a corner the whole game with 0 kills pulls up with backhand slap and wins by just hitting you away like twice. make the zone deal flat damage, right now it makes any knockback weapon automatically S tier, essentially winning by default vs players with no movement/counter/knockback of their own.
mu is getting new roles on the next update. So people will actually start do something instead of hiding or whatever thing they do
(Where's hitman role)
Bro hit man role gonna go crazy..
Oh yeah also there's gonna be sub roles
i hope they add flashlights to MU
I also hope they add innocent item camera and put into wall (5 clue required) and also they need add all roles crounch feature using Ctrl keyboard and murder with mad knife can throw like mm2 and remove lakesidecabin because I hate this map due to darkness
IN TRAITORS IN SALEM I TRUST
@@Fraddiiicrouch would be completely useless unless they remake every map and add areas with short entrances, still not good enought
GG's problem is that there is no spawn immunity so half of the times your death feels bad/unsatisfying.
It used to have spawn immunity but it got removed
Also an idea to fix JGN:
Remove the whole idea of using existing maps.
Give each JGN their own map.
Mihawk: The boats where he first fought Zoro in One PIece
Red Mid: The bridge from Library of Ruina.
Fili: Default roblox grass terrain, but shrunk down by 50%.
Hale: VSH Arena
Beta Figure: Same map as beta
Shit that’s actually a really good idea. Gives an even better reference, making it even cooler, while also balancing it out better.
Let me fix some of the juggernaut's names
Mike Hawk(tuah)
Red mid
Ambatufili
HAirLEss buff man
Fatherless figure
fili's map should be the terrain but decarated like it is in battle cats, since its based off battle cats from what i see
I'd either do the Map for God cat or the game for fili himself.@@DustedDustSans
@@Snearek eh i just rlly feel like it should be based off the original stage for filibuster, since fili's death animation is heavily similar to in battle cats, same for when he kills, and his obstruca is obviously based off of his attack in battle cats
Let me take out some ideas I had, not personally to fix gamemodes :
FFA : - Slightly increase forcefield time when respawn
- Increase timer on bigger maps and less for small maps
TDM : - Safe zone for teams, opponents can disable them if deal enough damage. Exiting safe zone won't let you return for few minutes.
Zs : - Zombies hp scale with amount of survivors
Mu : - More roles and actual objectives
JGN : - Players can reroll items if deal specific damage to juggernaut.
- Juggernaut gain one time for maps with void or environmental hazards. Slight buff of jump power if can't reach areas
KIT : - Selecting the kit shows ui above player to indicate which kit you chose.
TC : - Disable resetting, each role let you choose slot of items.
ELIM : - Increase chance of useful items each lives
BOSS : - Balance items required to beat different bosses
wouldnt they camp the safe zone in tdm
another good thing for bosses : removing smoke grenade.
Disable resetting when I jump in the void
For zs, the hp is fine since they already do decent damage when they swarm, but for buffing tonguer, make it have the grabbing thing in the past but make it work like vampirism
Elim is fine the way it is and so is boss in my opinion
Imo the biggest problem with some of those modes are the entire "randomiser" thing. The reason why i hate jgn is because you get only 3 lives to get even something _remotely_ good, otherwise you won't be able to play the goddamn game. Like, oooooh, brimstone, bottle and misery, tysm!!
I think that modes with life counters like jgn, boss and maybe elim (tho i don't have issues with the latter) should reduce the item pool to prevent absolutely horrid items appearing. While we're at it, i think the tc's item pool should remove weapons that prevents anyone to go to...well...the entire objective _cough cough silly gas_ .
Finally...zs. This entire mode is flawed. Survivors get to have all the fun, while zombies are a w + m1 machine. I genuinely don't know how to solve this problem.
Some dude said they can fix ZS by giving one player a guaranteed lute
Replace maul stun with a chance of a really short bleeding effect and put the stun in an ability
About the boss stuff,I don’t know if I’m exaggerating but if everyone gets good stuff it’s just gonna be really easy,like imagine if like 4 people get all get Chicago,ON SKELETON
@@This_awesomeguy64 Yeah, i forgot to mention. JGN and Bosses should get more player hp scaling in that case. Not base, that would make solo prs painfull
You forgot to mention mu which is literally a copy-paste of mm2 and shouldnt even be a part of this game (aside from maybe private servers)
The difference with getting bad items in ELIM than in just normal item asylum is that you have lives, which means if you get bad items one have no chance of winning and two have to sit through watching other people play the game while you just kinda wait. Being competitive, lives, and random items kinda just sucks for everyone except the lucky people.
I disagree with adding castleconundrum as a JGN map, because there are many items that could get you on top of the castle where red mist/filibuster can't reach you (airpod shotty, dunk, uppercut etc.) but still great video!
the problem is this can be said for like every item asylum map besides the baseplates
I think the best thing for jgn to do is just ban all the super mobile items
Actually,fili can drag players to him.
5:34 no its not. The difference is that in ffa you get to respawn and maybe get op item yourself. In elim you are just stuck staring at your screen doing nothing
It is just item asylum, y'all really forget that at its core it's a randomiser game, rng plays a big role in your playthrough and if you can't accept that then you should probably seek out a different game tbh
@@jellysaur1234no, the problem isn’t the randomness. it’s the fact that elim is just ffa but you’re stuck looking at a spectator screen for half the round.
at least the other gamemodes where you can die permanently (boss, jgn, mu) have unique gameplay.
@@lisatroiani6119 well if it bothers you that much you could just leave the server..... You can't do much about that tbh
@@jellysaur1234 and i do.
(god forbid i wanna say i think something is bad lol)
Here's a singular idea.
ELIM: Add a Item blacklist. Basically the OP KnockBack weapons(Built different, meteor, and wand) Since they are easily able to get kills but mainly they are way too good in sudden death since they can easily keep people out of the safe zone.
I didnt forget about the insta-kills. All of them are blacklisted as well.
Yeah I was thinking this too since if someone just gets something like hook kick or even backhand slap they just have to wait for the zone and win.
The issue with MU is that we come here for chaos,if we wanted to relax we would just watch yt
Fr bro
"We have killer fish and vampirism"
AND THOSE ARENT EVEN THE MOST RIDICULOUS
only ogs remember when it was just ffa, tdm, zs
It was only ffa for a loooong time
Cardboard cutout floppa has saved me from awps more then you'd think. It's niche but has a usage.
A possible reason as to why thunderstorm was removed, was that survivors would hide to stall and use higher mobility items to run from the jug. When thunderstorm was still in the game, i was playing as the red mist and the last few survivors wouldnt stop stalling. I couldnt reach them due to them using items which improves their mobility and using cheese spots so i couldnt reach them, making it mind numbing for all parties involved.
It also may be because the lightning can cause anyone to die, even the juggernaut.
@@lanztorralba no its not hale can just hide in the corner and hoppa
That's a Red Mist issue over a map issue, considering every other juggernauts doesn't suffer from vertical maps. Only Mihawk really struggle when one guy got a top tier roll like Moonwalker/Airpod Shotty/Parasol. (I was that guy once)
Also you genuinely cannot lose as Red Mist if you attach 2 braincells together and target the dangerous players first (long-range DPS and Cursestacking weapons).
Genuinely, target people who apply curse stacks, they're the most dangerous in the long run.
weird thing is they added invisible walls to maps like criticalstrike and containers on jgn but still removed thunderstorm for some reason???
@@Jester_Advocate yeah but scroll is blacklisted
true item asylum players know that LOBBY is the best gamemode in the game
my absolute least favorite thing about jgn is how timer ends arent just counted as a loss for both sides. ive had experiences where i beat everyone, but the last person just has too much mobility and runs across the entire map, or just gets to an unreachable spot.
I actually like Killerfish as a weapon, because it’s somewhat hard to notice from afar. Other things like comically large knife? Spy, and the strangling of a player by vampirism can easily be seen from afar, but killerfish has a very small animation, so it gets somewhat tricky to see easily.
Castle Conun should NEVER get added, unless there’s jump pads to reach certain spots. (Players can get onto very high up ledges that redmist can’t reach)
3:12 APC JUMPSCARE
The MOST IMPORTANT change GG needs is not auto equipping items on spawn. Or failing that, change how spawn barrier works In GG to be fixed duration instead of until you equip. The sheer volume of times you’ll die instantly on spawn contributes so much to the dislike of GG
To fix elim, it’s easy steps
1. Delete elim
my problem with zs is being forced into survivors when i actually like zombies more so id say you somehow pick a preferred team and the time of you being in a server increases the chances of being on that team so my fellow zombie lovers can also experience zs in a way they like more
for jgn:
1) sketched must not be added, the contributor was annoying (as confirmed by siterior) and got into controversy (also you would get instakilled by the cars which is just bs)
2) thunderstorm also must not be added even if the lightning is nerfed to be like 500 damage since people could camp ontop of the walls
the way you are fixing kit is basically allowing smiles to live. 🤔
Fr
How to fix mu:
DELETE
elims way too stressful and has me getting like 11 kills on average cuz of how stupidly aggressive you have to be in order to win. its simply obnoxious.
i usually get 2 kills MAXIMUM. (skill issue)
@@ඩඩඩඩඩඩඩ-ප7ඹ I'm stupidly aggressive in elim that's why I get so many kills lol
There is an issue with GG, and that is you have 0 spawn protection, and that stealing kills is a big issue
Kill stealing is half the game mode, you're intended to swoop in an finish off weaker players like in every other game on roblox with a 'Gun Game' mode like Arsenal for example
2:00 ZS doesn't disable the button, it only prevents it for like 3 seconds + mutations prevent resetting anyway, because mutations are actually good unlike TC which will have you getting terrible items against an uncontestable team.
Honestly the worst part about canyon
Are the killzones, or the lack of
Trust me, the game is unwinnable if someone (me) gets tanto silly gas, goes up on the cliff, and spam the gas on the statue without ever being caught
The ONLY item thats can kill you without needing to go up there youtself
Death Note
Bible
Intervention if your fast enough
Also personally for JGN
The biggest issue besides map
Is not getting the jgn you main after waiting forever
Like PLEASE let us select any jgn in the entire pool when your select
But “Oh doesn’t that encourage variety”
No it doesn’t it just means I die immediately because im not good at Red Mist Filibuster and Beta (Yes im a Hale and Mihawk main) and its rare for me to be jgn in a decently big server
1:42 THE ROOOOOK
Things I would do to fix every game mode
Ffa: Nothing
Kit: Nerf some of the kits (like soul survivor)
Gg: Remove the chance to have a respawn with only one item and limit the item pool so you dont get weapons that deal barely any damage such as bottle
Tdm: Add a area at spawn on maps with team spawnpoints that kill anyone on the enemy team that enters it and also blocks any attacks that come in or out of it (so players cant spawn camp with lily) There could also be this feature that gives a 0.01 attack buff for every kill they are losing by
Jug: Remove beta islands and crossroads from the map pool, make the survivor speed cap at 21 and jump power cap at 60 and limit the item pool so players dont get bad items that make them useless
Zs: Limit the item pool so that survivors dont get bad or broken items, decrease the round time on survival the killer and hospital, limit fallen item pool so they dont get broken items but dont get bad items as well
Mu: Remove lakeside cabin, add power generators to secret laboratory (I forgot the name), make the gun randomly teleport around the map every 60 second and limit murderer item pool
Tc: Remove earth tome and noob tube from support kit, blacklist silly gas, rework the maps, increase the time taken to destroy the teleporter for defenders, give attackers a 0.5 attack boost if there is 60 seconds left and they havent captured half the towers and give defenders a 0.5 attack boost if they’re on the last tower and there is more than 120 seconds left
Elim: Limit the item pool so you dont get bad or broken items and remove items with high knockback from the mode so people dont hide the entire round and then knock back everyone out of the safe zone with backhand slap
I feel like the main core issue with IA as a whole is the horrid balancing, and that goes for almost every gamemode, you can have rounds of JGN where you're physically unable to do anything as you get weapons like brimstone or macrowave as your ranged weapon, and getting into melee range of the JGN is a death sentence, kit has become VERY bloated with either one shot, bordeline useless, or very annoying kits, the rarity of kits also needs a serious overhaul, the amount of rare or epic kits that are useless is shocking, GG as a gamemode should just be removed, it doesnt fit with the concept of IA at all.
Theres way more i could point out about each gamemode and their flaws, but i think you get the point, IA as a whole needs a serious balancing update, but knowing the devs of this game they are more interested in adding self inserts rather than fixing their game
my brother in christ THE SELLING POINT OF THE GAME IS THE CHAOS
Chaos is no fun in game modes where you don’t get to do anything and you don’t have infinite lives to roll for different items
Not mentioning the horrid lack of a blacklist in elim where you can get stupidly op instakills like wand or death note is crazy
Oh boy I’ve got opinions abound for these.
FFA: Love it. Wouldn’t mind a 6 minute timer though, same as you. It is what all items and the entire game revolves around, after all.
KIT: also a blast, keeps the manic chaotic fun of FFA intact while easing on the randomness. Love it too.
GG: it is indeed just there. I’d say giving miscs back (blacklisting the ones that give stats) so stuff like audacity gets kept while sunshine in a bag does not. Might help. Hell, could just go full hog and give all the miscs back. May cause issues though.
TDM: spawn camping prevention would fix any problems I have with it, I don’t play to win too much however
MU: Remove it. Like seriously, this gamemode shatters any sense of fun and throws every bit of IA as a game out the window in exchange for a slightly less boring game of MM2, which I have never found fun in at all. You want a break? That’s what the lobby is for.
ELIM: Also hate this one. While it’s more salvageable than MU, it also dislikes the game it’s set inside of, as a game where balance is more of a suggestion, adding limited lives just makes those items have a much bigger negative impact. It’s FFA but half of your time is spent staring at other people playing the game. When instead you could have picked FFA and gotten to keep playing without worry of having to sit out. Maybe you could turn the modifiers into a half-length FFA? That might be fun.
TC: I don’t know how to fix this, they did nuke back liner so great, it always seems to be a 1 sided sweep for me, in my experience if uncerts get pushed to where the momentum from the first capture stops, they just lose, same with the other side. Sometimes you lose out the gate. When neither of these happen, TC can be so much fun. Sadly, it usually isn’t. (Also please disable resetting, force rerollers to play the game please!! Do this for uncertified the boss too)
JGN: It’s pretty good. Not much to say.
ZS: in direct opposition to most ia players I love playing as zombie. To me it’s a puzzle on how to break pieces off of the survivors. Using the zombies to get that to happen is really fun. Playing as survivor is not. Dunno how to explain, it just isn’t. Not sure how to fix it. Would definitely NOT want the thing in the video. I’d probably serverhop to avoid that.
Premium yap session over now, put away the subway surfers
My Issue with Elim is that it gives ANY knockback or stunlock weapon such an unfair advantage, being able to make up their sub - par damage ( Backhand, Macrowave, etc) with the zone.
choosing your weapon in tc sounds like a bad idea
I agree.
Fr
i just imagine everyone on a team picking zapper and becoming a Japanese firing squad
@@mmmsubway3417the solution: do what they did with the support class, limit the classes and weapons choosable. So you can’t have more than 2 zappers
@@BongBong-Gamingits not solvable, what if some noobie picks zapper , cant fight properly, and dosent leave the game until its end
An item asylum video with someone using their voice. Incredible
Cool video, i have idea for new video:removed assets of item asylum (you can check item asylum wiki for deleted assets)
tdm is fun on that one cave map, because if i get a really good range item (ssg, spinbot, etc) its really fun to run around attempting to kill people (except for when the other team targets you and only you)
yay more video from daddy balake
Ah that one map in jug, got jug there and I didn't even know what one shotted me, turns out it's lightning and I just learned it from this vid 💀
For tdm, there should be a spawn blocker from any damage or projectiles as long as a "Team Core" is active, so you need to defend your team core to have a safezone.
I actually do think ELIM should be fixed. I think it should have a KIT based item system instead of an FFA based item system (also with the most op KITS blacklisted in this gamemode like Soul Survivor). ELIM is one of if not the most competitive gamemode so it shouldn’t be so RNG based.
I’ve actually seen a zombie get movement 2 with da capo once. It was insane.
😨
it's moments like these why "balancing" IA is kinda stupid, it's not meant to be that balanced (although items shouldnt be so broken they remove the fun from others)
Not to be THAT guy but item asylums whole thing is to be CHAOS
MOM, I'M ON TV!!! 1:24-1:29
Cardboard cutout floppa isn't fully useless. I once used it as cover and it blocked a crescendo user
how to fix kit: ban the phrase "bird up?" in chat LMAO /j
Remove smile from ZS and add it to uncertified
I have idea how to make zs not one-sided
As you all know every time zs start zombies win in 90% times bc all your teammates got bad weapons or teammate that good on zombie died and become op zombie like splitter tank or tongue and all your defense goes down and zombie win so my solution is to make every time survivor die other survivors get stat or max hp buff like what you gonna do if everyone died and you have only "mid roll" kit and also remove stun ability to zombie if there left like 3 survivors
I'm agree with this idea 3:22, cuz it's annoying that You have to be Lucky for be a Survivor
They're only adding knives to the weapon pool!
Hat of Discipline: 😢
Jgn has like when waste time, the jug wins and that’s like a big problem since the jug can just run away and still win while everyone else has to chase it and still lose. But I thought they made it equal with both team losing. Did they?
7:15
Sadly sketch was removed due to controversy with the creator i believe. So it's probably never coming back. However, a map with a similar layout could be interesting
the simplest way to stop or at least reduce stalling in jgn is just to put barriers on the map's stalling places
The way to fix item asylum is to remove tryhards
Preach Brotha Preach!! 🗣🔥🔥
If they implemented these changes the quality of IA would be infinitely times better and gameplay ultimately less mind numbing, and maybe I would stop getting beer bottles thrown at my head!! 🥰😅😅
so true informp 🔥
cardboard is useful some times. tho i would suggest that when you spawn it. it actually looks at the front
Also reminder SMILE was a murder weapon one time. Also they literally can't add sketched again cuz of why it was removed.
yo i got an idea that NEEDA be added back. can we get btools back as an admin item and just like use it
They can probably stand to have their maps stolen
Or just disable the export feature
Someone hire this guy already
Have him replace xerroz
This video would be great IF they listened to feedback like this, but its IA devs we're talking about.
real
not to be rude, but some of us have the most garbage bottom of the barrel ideas, i can understand the IA devs not listening to feedback
If you checked the Discord server's suggestion tabs you'd really be glad they don't listen to the community
would getting rid of the combat zone in tc make it unfair or better? just a random question....
Imagine seeing the murder run at you with a pool noodle who’ll beat you to death
about kit they really need to add a da capo kit (i dont think there is one)
bro finally made a video
😭
4:55 also remove vampirism or buff it in mu, the ttk is abysmal, people break out easily, it makes a loud sound and the minion (which you can only get one of) can just go afk on purpose so it's harder to win
7:24 biggest issue on jgn is running for timeouts, everyone has the "it's not about winning, it's about making sure they don't win" mindset, the easy solution is making timeouts a win for either side on conditions, like 6 player lives and below is jgn win on timeout, anything more is player win, this should solve stalling, or remove unreachable places like under the bridge on rocket arena, limit jump power all around the board to 50
make so that in MU you either cant break free from vampirism or make so you can have up to 25% of the server as a vampire, still with a minimum of 2 (in a 16 player server, that'd be 4 players)
i agree with all but the FFA Change.
ABSOLUTELY NOT.
FFA'S TIMER IS PERFECT AND IT SHOULD REMAIN THAT WAY.
By the way, i'm not mad. i just want to make my point, ffa is just supposed to be chaos and shortening it would basically ruin high killstreaks and be less fun
JGN should also ditch the whole "oldest player gets jgn". this makes it so that, if you haven't been in server for too long, you basically never get to be juggernaut.
edit: I don't agree with some of the TC changes.
Teleporter should take 1-2 seconds longer to repair, and 1-2 seconds shorter to destroy (inverse of what you said basically)
Backliners shouldn't be able to choose because we all know that the only items that people will choose are intervention if they're good or ssg if they're bad.
ZS its a good game mode for me its just survival the killer is the worst map. The other ZS maps are possible to win as survivor but survival of the killer is very zombie sided due to port the killer basically spawn camping any survivor that spawns on the ground. My solution is to have port attack the zombies to at spawn so both sides have to avoid port the killer so its balanced. But that's my opinion mostly since i never won Survive the killer as a Survivor no matter how hard i try ;(
IA players when they have to play the randomizer mode :
tc is a good gamemode but i actually do really like ur ideas on improving it bc really all the problem lies with the players
5:47 I actually had a pretty rare encounter where everyone got dvd as the first item. yea just that
it was a open map without closed spaces too
I once had a situation where everyones first item was birch tree and everyone pulled it out...my ears still haven't recovered.
@@sanscomic4226I had the same thing where everybody had Garcia shotgun
TDM should cap the scores for a little bit at a certain point if one team gets REALLY far ahead of another so the losing team has a chance to catch up. I've had a lot of matches on this mode where people look at the scores and just... give up. Like they either leave or just emote in spawn. Anything to reduce snowballs on the team modes is nice.
Nice. The only thing I STRONGLY disagree with is the suggested buff/removal of useless items like brass monkey and untextured brick. Should they be blacklisted in other modes? Yes. Should they be altered in FFA? Heck no. They're inherently silly (just like ia) and I like them that way.
Yeah frog on a leash, silly guitar, etc are meant to be jokes and also a reminder that lady luck and RNGesus still hate you
Give everyone a random separate misc in gun game that changes everytime they die. That did be funny
*gets soba kick
he forgot to mention that people have no idea that zs is a team gamemode
real
why is a couple of these fixes just make the randomization game less randomized
because *some* people don't understand what actually makes IA good and try to "balance" the game (like there's literally a loading screen tip saying that party games aren't meant to be balanced)
I would say after the recent update tongue does not need a buff. You can just sit back with tongue and if you have a competent tank that knows you have tongue or sees a hunter, he’ll throw one of the survivors away towards them for an easy kill.
But yeah remove MU. It’s only purpose is for cycling and sometimes drags out for no good reasons like clues never spawning while someone gun camps. If I wanted to play Murder Myster I would go play Murder Mystery.
7:05 islands literally have spots impossible to reach for some jgns
same with castle conundrum
Some??? You mean red mid?
@@Vippy-y6t also fili
@@eggggyu5 the orbs go through walls I’d say it would do fine
@@Vippy-y6t ok so aim at an enemy with 100 hp through a wall and above yourself while they can dodge and your orbs are awfully slow
7:15 love how you said you hate the unreachable places yet thunderstorm and island has both unreachable places
I was unaware about the thunderstorm’s walls, but it would take like 3 seconds in studio to fix something like that either with a killbrick or to just block it off entirely.
Islands’ spots are only unreachable with red mist which would be hard to fix
red mist is selling the bag for other juggs with her 0 vertical mobility 😭
glad to see i'm not the only one that likes mu
also bosses are fine, it's just perfect run exclusive items are a shitty concept and fundamentally doesn't work in item asylum
Yaaaaay ur back
The juggernaut ruins and increased addiction
Ok the JGN one is stupid, you complained about places for stuff like red mist they cant reach but choose the CASTLE map...
Removing lilynette from the item pool would almost singlehandedly make elim, zs, tc, and jgn 10 times more fun
I really personally don’t like the way gamemodes are chosen, like the moment jgn, boss, elim or zs appear people flock to them like moths to a flame because they’re easy points. Like, I want FFA or kit sometimes too, instead of getting bad items for my three lives, just to get one-shotted by some guy with an america the moment i get a good loadout, forcing me to spectate for the next 5 minutes until i can play again!
What if Brass Monkey could crush people? You know, like a giant piece of brass might be able to do?
2:03 about zs removing the reset button, it appears after a while for me
remove rocket arena from jug, cus under bridge exist safe spot from red mist
red mist can kill him but if dude what in it have more then 1 life mist is dead
remove MU
just remove it
it sucks so bad
remove MU
I pray to the item alysum gods to add back mad sheriff to backliner. 😭
Thye shld decrease the chances of a certain mutation spawning on maps wif more void or falling hazards. I've seen so many people get punched into the blood pond n start taking massive dmg or just getting flung off into oblivion in the rooftop of hospital by brutes in only like 1 min into the game
Me:I’m bored imma play item asylum.
Me 2 minutes later:*Falls into the void as Hale because pit bullshit*
Suggerence for JGN: fix Hale stupid Slam attack, This move is so stupidly bugged, it can either make you noclip the floor and fall it the lava or flung you out of the map or void like in beta islands and i'm pretty sure this can also get you stuck in the floor.
fun fact: pretty much every jgn can suffer from weird glitches like that
Happend to me today
i remember of how i HATE elim cuz if im in a full server i get eliminated first
do a how to win to vessel and doom slayer (when it not shut down anymore)
What game u playing in the first part of the vid
I once got fire axe as a zombie in zs
I think about thunderstorm getting removed from jgn was because of the lightning,you would get instakilled if you went too high,such as hale or mihawk’s leap,blame Zeus for that one
another comment said somebody could also just camp with a high jump-boost and yeah, the jgn cant do smth without a jump.
Elim should blacklist items that are too weak, because yeah I ain't fighting a lilynette user while I have a dimmadagger, bottle and frog on a leash.
to be fair, you can do *something* with those first two but i do agree in a gamemode like elim, just *something* isnt enough