SDNL - the invulnerability effect is overpowered.

The invulnerability effect in SDNL is too overpowered; here’s what I mean
An excellent way to implement the invulnerability effect is for example in CS2, in Deathmatch the player is invincible until he moves or shoots, that’s how it should be in SDNL because the invulnerable player can kill anyone he wants and exploit this until his effect runs out, while the other players can’t do anything about it.

I once secured a win in Gun Game because I respawned right next to another player with the toy hammer, and they couldn’t stop me. Didn’t feel this was fair. This is a good idea.

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Bump; this problems becomes a million times worse on small maps like Meadows. Having it follow the CS formula would do wonders for making the issue less prevalent. At the very least it shouldn’t be like 5 secs of invulnerability like it is right now if it’s not going to be like how CS does it.