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Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 2:08 am
by Xhuis
https://github.com/tgstation/-tg-station/pull/11889
  • Fleshmend's effectiveness is now halved when used very quickly. Its effectiveness will slowly return to normal over a short time span, although this will take longer depending on its recent use.
  • Last Resort now blinds and confuses nearby humans when used and briefly stuns nearby silicons.
  • Headslugs now have 50 health, up from 20.
  • Changelings have a new ability, Biodegrade. It costs 2 DNA and 30 chemicals. When used, it will, after a short time, dissolve handcuffs or straight jackets restraining the changeling, as well as open any lockers they're inside.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 2:32 am
by Gun Hog
Bah. I liked the idea that Changelings could go loud and be a true terror to the station at large. It would suck for lowpop, but high pop muderbone was made possible with this. Oh well.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 2:35 am
by Xhuis
Gun Hog wrote:Bah. I liked the idea that Changelings could go loud and be a true terror to the station at large. It would suck for lowpop, but high pop muderbone was made possible with this. Oh well.
I felt like there was a fine line between murderbone and not being stoppable by anything short of an ERT or fully-armed traitor. It's still possible to murderbone, you just can't take on the entire security force like you used to.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 4:08 am
by PKPenguin321
Xhuis wrote:Fleshmend now displays a message when used.
pretty much the only part i disagree with
sneakily getting back up when security thinks they've critted a traitor and then dashing away/stabbing them in the back is super awesome

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 4:56 am
by Deitus
i really dont know why i didnt think of suggesting the diminishing returns nerf before, that sounds like it would alleviate a lot of the salt surrounding lings lately while not completely removing the feature. i also agree that maybe the message display could be a major problem for stealthlings.

other than that, i one hundred percent support implementation of these updates

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 5:03 am
by lumipharon
Message for fleshmend kills it for anyone not being completely overt.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 5:09 am
by Xhuis
I'll remove the message for Fleshmend.
Edit: Updated OP with changes.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 5:05 pm
by Amelius
-1. Lings have no ranged abilities, narrow utility, and fleshmeld costs 2 of your very very precious resources. On top of it all, using most ling abilities instantly marks you for death to ANYONE, even other changelings. That goes for even stings, being fairly weak for the cost, sans mute, and is fairly obvious who did it unless you're in a very crowded area.

All lings really have in combat is tankiness and anti-stun that is hardcounterable by whacking them with your baton on -> off -> on -> off etc. Remove one and you have a gimmicky traitor with no tools.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 5:11 pm
by whodaloo
I'm a big fan of the fleshmend nerf.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 5:32 pm
by Zilenan91
Biodegrade costs too much for what it does at 2 dna points. It'll never be used.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:06 pm
by lumipharon
Amelius wrote:-1. Lings have no ranged abilities, narrow utility, and fleshmeld costs 2 of your very very precious resources. On top of it all, using most ling abilities instantly marks you for death to ANYONE, even other changelings. That goes for even stings, being fairly weak for the cost, sans mute, and is fairly obvious who did it unless you're in a very crowded area.

All lings really have in combat is tankiness and anti-stun that is hardcounterable by whacking them with your baton on -> off -> on -> off etc. Remove one and you have a gimmicky traitor with no tools.
Dissonant and res shriek are both powerful ranged abilities that can be spammed for days with new chem regen.
Not as good now that sec have murder rifles but eh.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:11 pm
by Scones
Biodegrade should cost 1 point

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:12 pm
by Lumbermancer
Gun Hog wrote:Bah. I liked the idea that Changelings could go loud and be a true terror to the station at large. It would suck for lowpop, but high pop muderbone was made possible with this. Oh well.
Changeling should terrorize the station by the mere knowledge of its presence, not bodies left in its wake. I would remove all its combat tools, arm blade, armor and other shit, and add more stealth and subterfuge powers. Maybe a ventcrawl form, ability to mimic objects - chameleon projector style, or actively infect dead bodies to create "automatons". The shambling horror form that Goon has would be good "murderboner mode", because it's super powerful and super obvious too. How it should be.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:18 pm
by Not-Dorsidarf
The problem being that players in SS13 are never scared unless they see the enemy and know it's there. Otherwise they just sit on their ass waiting for a fight and shouting "CAPTAIN I'M BORED CAN WE GO HOME NOW" while the lings are off being scary.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:23 pm
by Lumbermancer
I'm scared whenever clown walks on the tile next to me.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 8:24 pm
by Not-Dorsidarf
Clowns are different you can't trust those shifty fucks you never know what they're doing or if they're willing to eat a dayban for some cheap yuks.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 10:00 pm
by PKPenguin321
Scones wrote:Biodegrade should cost 1 point
but then why would i ever take lesser form aside from gimmicks

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 10:03 pm
by lumipharon
Because it's instant and lets you vent crawl, which considering you can use it to rape half the station with diss shriek, is pretty good.

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 10:09 pm
by PKPenguin321
lumipharon wrote:Because it's instant and lets you vent crawl, which considering you can use it to rape half the station with diss shriek, is pretty good.
i said aside from gimmicks :honk:

Re: Changeling nerfs and tweaks

Posted: Sun Sep 20, 2015 10:20 pm
by lumipharon
Killing the blueballer 9000 5 minutes into the round is a huge ass buff to all lings - I would hardly call it a gimmick.