>>97368322Rather than compliment you on your ability to type coherent, albeit criminally stupid, sentences while suffering from oxygen deprivation from choking yourself on cock, I am instead going to attempt to engage in a good faith argument with you. This is going to be a waste of my time since I clearly talking to a professional at fellatio, and clearly I need some lessons.
Harvester:
This event cannot be rerolled or avoided in any way.
~flavor text~ All survivors gain 1 random disorder and must spend 1 survival or be devoured whole. If any survivor has noisy gear, the Harvester is drawn to the sound and they are instantly devoured. Nothing can save them. ~flavor text & no death principle~
So, this event is the only event in the game that has no ability to be avoided through re-rolls and has "Kill a survivor if they *specific type of gear*". There is no other base hunt event with text that expressly reads this way. All other kill events (Feet, 63) have some other stipulations associated with them. For event 63, the kill only occurs if all survivors on the hunt are insane, and if you are *not* playing SotF. In terms of punishment, I would say that this drastically out of line and is a massive outlier in terms of design and balance.
Noisy Gear Core Only:
- Whisker Harp: 50/50 discard a mood is pretty dang good, but arguably more productive stuff to do
- Drums: encourage everyone and 1ins on arrival is fine
How are either of these two pieces of base gear worth the 1% risk of instant death? This event design is limiting for future expansions, 1% chance to lose a survivor whole sale for the next hunt is ridiculous, and if you're playing with scouts you should NEVER bring anything noisy precisely because that pillar incentivizes very safe play. The design space of the game is indirectly telling you to not play with these things because it is an almost instant hunt end.
If you can pick the pubes out of your teeth, please tell me how I'm wrong.