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[MERGED PR] Purgatives and dialysis machine rebalance
#21
(10-29-2023, 10:54 AM)Lord_earthfire Wrote:
(10-29-2023, 10:21 AM)Ikea Wrote: Why should smelling salts have the same effect as calomel? I like the current dichotomy smelling salts have of a chemical that is harm free and easy to get, but using it will probably have you knocked out anyways, while calomel is a chemical that is harder to get and damaging, but you probably wont get knocked out. It makes ling encounters interesting and dynamic. I think balance changes should make the game more interesting, not less. I think a big part of this discussion is the divide between RP and Classic balance when it comes to changeling and I do have a comment Im typing out that should be more constructive in what to do here

Smelling salt are the narcotic counter. It should be equally strong or stronger than any other purger for the thing they are supposed to purge.

It's not an RP against classic thing. Calomel/hunchback values are so arbritrary high that they dont leave much design space.

I would rather see smelling salts at 4-5u per tick if purge than calomel for the thing they are supposed to counter.

Calomel is also the changeling counter? Like, multiple things can and should have overlapping roles with different strengths and weaknesses that's a good sign of strong balance, theres no need for having **the** counter when multiple counters tend to be far more fun and cool. Also I think calomel already has pretty good design space? (Purgative that deals lots of damage). It may need some tweaks but overall the design niche it fills is nice. I think hunchbacks is pretty weak currently because its just a straight upgrade to calomel in every way, but increasing the damage drastically making it into a sort of super bootleg calomel (and also maybe add some fun chems it generates as byproducts) I think would be a pretty strong design space for it.


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RE: [PR] Purgatives and dialysis machine rebalance - by Ikea - 10-29-2023, 11:00 AM

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