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I have three, 2 in my main colony, 1 in my mining camp. Between them I don't even need to invest much into bionics because they always heal the worst injury.
Maybe it would be more balanced if they could only heal certain things like permanent scars or injuries but not regenerate full body parts, in its current iteration I really feel like they are just too powerful for such a short cool down.
There either needs to be more risk, higher chance for failure, or only healing minor injuries.
Since they usually always come with something like the chance for complete brain deterioration ((basically making them dead weight for your colony)) or organ failures, There is some level of justification to their power if you are able to fix them up.
My recommendation is to remove the healers ability to heal complete loss of body parts or destroyed organs, but only allow them to heal things such as illness, heal scarring, and permanent injuries; Healer mech serum needs to have its place in the game and it would continue to do so if these guys are toned down.
Wait until you transmute a giant legendary steel statue into pure gold, it's basically a free ticket to wipe out the stock of an entire town, or an instant max quality room if you're already facing max size raids anyway.
Or the necromancer dude raising like 50+ shamblers for you in every raid, trivializing any potential threats.
Tbh the healer was the least impressive of the bunch for me, and he was great, but you can heal all scars through chronophagy anyway, and replace limbs with better bionics, the main advantage, for me, was being able to restore eyes to keep repeating blinding rituals for psycaster levels. I know you can do it with bionic eyes, but it just feels cheesy to break an eye-like machine and pretend you did the ritual, now, natural regrown eyes is a different story IMO.
except joyful and master-of-all maybe
I just wish the rest of the game could keep up with their advantages, as you said, it reduces the overall fun level of the game if using them trivializes other aspects of the game. As we were discussing in another thread, the powercreep is real, and it might be time to overhaul major threat events to keep up with the new content.
I love the Unnatural healing, but I definitely agree that it is OP.
yes. game already has tons of op stuff
walking healing serum with short cooldown makes it even worse
to be honest i dont even know why they did decide to make such powerful pawn that replaces the rarest quest item people were hunting hard
Like, it sounds so good, and then you realize you have so little use for it that you're mostly just using it to cure blood loss on colonists after fights just to justify its existence.
Great ability, great concept, but not nearly as game breakingly good as you think it will be.
But than again everything in anomaly is OP for the player.
We had dryads which where as weak as any tamed alien and many would argue not worth the pruneing time.
Then we got mechs that put dryads to shame.
And now we have ghouls that put mechs to shame.
Its definite power creep. I feel like the mechs where at a good spot, balance wise with difficulty to get then power scale once you had them.
Dryads needed a buff sense day 1. and ghouls need to be nerfed hard. maybe reduce their healing power down to that of a normal pawn but let them keep the regeneration of lost body parts.
so little use (completely replaces rarest healing item)
Thats quite funny how player says this item is not op yet describes how this stuff allows him to save healer serum.
For scars you just use chronophagy rituals, for missing body parts you're better off grabbing a cheap bionic, and for blood loss and diseases you just wait them out.
In a pinch it's nice, but it very quickly becomes a hammer looking for a nail type of situation.
Edit: Also wondering about your chronophagy comment. If I had used that for all scars, my whole colony would be like 13 years old, even if I went out of my way to make the ritual not-so-effective. Given that there are penalties for being under 18, I did not use that ritual to deal with most scars. I used Unnatural healing quite a bit for it though.
There's also a limit to how low you can get the quality of the ritual. I have a ritual area specifically for the lowest quality possible, it still shaves a good bit of age of any pawn that isn't psychically dull.
You also forgot the global work speed penalty for being below 18 as one of the penalties.