An Evolution to Stims

I’m against the idea of reviving fully dead allies, but I think a stim that can be used on downed allies might be acceptable.

・ normal revives take several seconds, but using a stim revives them instantly.
・the person revived with the stim heals one wound (for example, if someone with two wounds is downed and a stim is used, they’ll fully recover)

however, I’m currently against this as well because players are already too overpowered. things like spamming gold toughness abilities and an overflow of overpowered mechanics are a big issue. once the balance is adjusted to some extent, I’d have no problem with it at all.

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I agree with @Flawless

Too easy to revive players

How would you balance it to allow for a revive? Some people suggested the revive stim to only work with the green.

Alternatively, would you change stims, as most comments agree that they are kind-of useless and in abundance, aside from the green.

Well, I will be honest.

There is nothing that needs to be done to make reviving faster. You can use the revive speed bonus on curios.

As an example, in the past, I created a build using stealth, combined with “Leave No One Behind” (which gives +20% revive speed) and revive speed curios. With that setup, reviving players becomes straightforward. You can also use VoC.

For a Zealot, you can utilize stealth and Mastercrafted Shroudfield. Additionally, you can use Chorus. For an Ogryn, the key factor is stamina.

Implementing changes like the ones suggested here would make reviving in the game far too easy. Personally, after progressing to the Auric board (for penances), I don’t feel the need for such builds. Either the players are equipped for this difficulty level—making such builds unnecessary—or they’re clearly not prepared for it. In the latter case, there are two possible outcomes:

  • They need training, which is normal, and we should help them.
  • They’re completely unready. This becomes evident when someone constantly falls during encounters or demands the use of medikits when unnecessary (or when they shouldn’t need them), consumes a medicae charge when not needed, and consequently condemns a teammate to death due to having only one wound left, etc. When I encounter such players… I leave.

Thus, I don’t see why we’d need any additional boost to reviving. We already have everything necessary to revive teammates. As Flawless pointed out, such changes would be significantly overpowered. I’d argue that it would make the game too forgiving, as errors could be easily rectified—just one stim, and everything resets. Too easy.

As I said, there are already plenty of ways to make easier reviving.

(If someone wants to indicate me how we calculate multiplicative percentages, I would thank him… did several searches, used chatgpt, I cannot find any constant method to calculate them and most of the time I know that the method is wrong cause… we get more than 100% easily)

I can see your points and they are validating regarding reviving.

For the stim that’s in your inventory, it’s a consumable. I’m still not convinced that this would be an OP mechanic, but I appreciate the take.

I’m still curious your thoughts on the stims themselves; What you think of how stims are current being used in game.

Stimms are, in my opinion, a great addition to the game.
I really like each of them. However, and note that I love them, the green seems a little too much for me.
I always will favor them, as they can save you. Especially with my current zealot setup where I have only 2 wounds and 200hp. 1 stimm can permits you to retrieve a lot of HPs (100).

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