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Healer Drone Rework

Closed ihatethisengine requested to merge ihatethisengine/cm-13-i:healer_rework into dev
4 unresolved threads

Changelog

:cl: ihatethisengine2

tweak: The healer's transfer health ability no longer requires a wind-up, but instead heals the target over time (200 hp over 10 seconds). The cooldown is 10 seconds.

rscadd: New skill — sacrifice. If things get really bad, the healer can instantly transfer 75% of their current health and remove all debuffs from the target, but for the great cost of the healer's own life.

rscdel: The healer no longer can plant lesser fruits.

bugfix: heal_over_time effect (queen's heal, fruits) now also heals burn damage.

/:cl:

Details

The most annoying part of healer gameplay was waiting for injured xenos to stand still so you could heal them. Now you will be able to heal them on the go. Also the reworked skill is more convenient to use, does not require MMB spam and cannot accidentally kill you. The change also removes a potential (but underused) abuse where two healers could fully heal a queen in a matter of seconds.

The sacrifice ability is just an interesting option, an emergency button. You don't have to use it, but at some point you may find that sacrifice is a right thing to do, so it's a nice option to have. I want to emphasize that this skill is not a necessary part of the healer gameplay. You don't have to trade your life for the life of another xeno. But you can if you are willing to.

Showcase: https://streamable.com/c2kuwo

btw if someone wants to make icon for the saсrifice ability — be my guest.

Thanks to Jinxed for the ideas for this rework.

Related Issues

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Edited by ihatethisengine

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117 to_chat(src, SPAN_WARNING("You can't transfer health from here!"))
159 if(!isturf(X.loc))
160 to_chat(X, SPAN_WARNING("You can't transfer health from here!"))
118 161 return
119 162
120 if(get_dist(src, target) > max_range)
121 to_chat(src, SPAN_WARNING("You need to be closer to [target]."))
163 if(get_dist(X, target) > max_range)
164 to_chat(X, SPAN_WARNING("You need to be closer to [target]."))
122 165 return
123 166
124 if(health <= 0)
125 to_chat(src, SPAN_WARNING("You have no health left to give!"))
126 return
167 to_chat(X, SPAN_NOTICE("You sacrifice yourself for [target]!"))
168 X.say(";MY LIFE FOR THE QUEEN!!!")
  • Stan_albatross added Code::Approved label and removed Code::Review label

    added Code::Approved label and removed Code::Review label

  • Stan_albatross approved this merge request

    approved this merge request

    • Having played a great deal of healer drone on the road to prime drone, I love this change but please, consider reverting the healer drone slash damage back to the other drone strains slash damage. It is infuriating having to slash a window or table 12 times to break it.

    • Let's see what GA will say about this. Personally I think buffing damage a bit would not be a big deal, it's not like regular drone slash damage is very viable.

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    • Resolved by ihatethisengine

      I am also thinking about tweaking (probably in a separate MR) the plasma transfer skill, to remove spamming and make it more convenient to use. Maybe something like an insta transfer of 200 plasma and a 3 seconds cooldown, so if you want to transfer more than 200 you'd have to spend some time anyway. It's not like it is gonna break balance, so I guess it should be fine. Or I can leave wind-up as is, but increase transfer amount and remove spamming.

    • Looks like opinions are divided about the sacrifice. Some people really like the skill, but some really don't like having to stop playing the game in order to use this skill. Maybe I should try to find some compromise, to give the drone a chance to survive. Although it would kill the idea and it would probably be better to remove the skill altogether. Well, I hope we will test this version to find out if people would find it interesting to save others at the cost of their own ability to continue playing the game.

      Edited by ihatethisengine
    • Other way might be devolving the healer into larva or leaving it with 1 hp/in crit, so it wouldn't be a 100% death, but a very risky move nonetheless.

    • Third way: acid runner style. Every time the healer heals somebody, he gets some inner energy. He still can sacrifice himself at any point, but if he stored enough energy, he will be reborn as a free larva.

    • Isn't it just 75% of current health? How is that a guaranteed death?

    • Well, that's the point. You instantly transfer 75% of your current health and remove debuffs from the target, but at the cost of your life. You die after using this skill. This is why it's called sacrifice.

    • Oh. Now I get it. When you said it was 'for the great cost of the healer's own life', I thought you were just reiterating how much 75% of your current health was. I was actually wondering "Man, that sounds kinda op", but if you're literally killing yourself to do it, then I think that's fine. I do like the acid runner idea, but maybe that's just because I love acid runner.

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  • Another note, probably I should lower the healing time and cooldown from 10 seconds to 8 seconds or less, because the ability to heal relatively quickly (except wind-up) is the main strength of the pre-reworked healer. Another way to rework healing also can be something like what I made in this MR: !2832

    Edited by ihatethisengine
  • I need to think it over again.

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