07-24-2022, 08:23 AM
I don't actually think this makes implants any less of a win condition, since it'd still absolutely be ideal to implant everyone who's eligible for rev status, since you both want to make people immune and want to check before bashing in some random dude's skull.
Right now, implants *should* be rewarding you with a faster conversion if you manage to totally disable someone during a fight, without tediously having to beat every single converted person to crit with your baton. Revs have ways to counteract implants (outhealing the damage done to keep themselves out of crit, revflashes removing them) but they all crucially don't work if you're actively caught by sec. I'd rather personally see *this* aspect of them iterated on, since I think it plays pretty interestingly when it actually works. Ways for revs to more consistently use counterplay against implants, maybe implants only ever could do a certain amount of damage, and if you can heal through that, they stay in you and only active when you hit crit naturally? That's just a simple example I thought of though, it could be anything. My point is that I think it would be a lot more fun to focus on ways revs could counteract implants instead of removing the entire interaction.
In general I don't think this change is very good, it removes a part of the mode (helping other revs who aren't converted but have an implant) that I think is pretty fun sometimes, and adds something I think would be pretty tedious (having to crit every rev to deconvert) without actually adding much depth to the mode. If you were able to convert someone with counterrev implants, it won't be hard to be able to convert them with brute force, it just takes a bit longer with more clicking a stunned person.
Right now, implants *should* be rewarding you with a faster conversion if you manage to totally disable someone during a fight, without tediously having to beat every single converted person to crit with your baton. Revs have ways to counteract implants (outhealing the damage done to keep themselves out of crit, revflashes removing them) but they all crucially don't work if you're actively caught by sec. I'd rather personally see *this* aspect of them iterated on, since I think it plays pretty interestingly when it actually works. Ways for revs to more consistently use counterplay against implants, maybe implants only ever could do a certain amount of damage, and if you can heal through that, they stay in you and only active when you hit crit naturally? That's just a simple example I thought of though, it could be anything. My point is that I think it would be a lot more fun to focus on ways revs could counteract implants instead of removing the entire interaction.
In general I don't think this change is very good, it removes a part of the mode (helping other revs who aren't converted but have an implant) that I think is pretty fun sometimes, and adds something I think would be pretty tedious (having to crit every rev to deconvert) without actually adding much depth to the mode. If you were able to convert someone with counterrev implants, it won't be hard to be able to convert them with brute force, it just takes a bit longer with more clicking a stunned person.