RimWorld

RimWorld

Selgeron Apr 29, 2024 @ 6:33am
The revenent is boring and badly designed.
The revenent is the worst of all the anomaly encounters.

It has some really great moments, with it incapacitating and then escaping- but once you have 'solved' it, it takes FAR too long to actually kill- Especially if you are missing 1-3 pawns from it incapacitating them.

It usually takes me finding it, hitting it with all my guys, watching it run away, finding it again, hitting it, watch it run away, find it, hit it again, watch it run away, go back to the base, eat, sleep, wake up, go back out, find it AGAIN, hit it with all my guys, watch it run away. It usually takes 5-6 attempts before the thing actually freaking dies. I figured it out, I did the research, but actually killing it is a boring slog. The thing has more hitpoints than a Thrumbo or a Centipede, which just seems. Weird.

Even if you are spamming stun and beckon on it with a psycaster, it still takes forever. You can't slow it down with leg injuries, it is immune to stun, EMPs work if you have them, but this thing can show up the moment you have 4 pawns, so that's no guarantee- It can show up in the fist quadrant if you are playing as lost tribe.

The best way to kill it is to just wait until it starts hunting someone, gather everyone up, kite it as best you can with who it is targeting, and beat the ♥♥♥♥ out of it while it's hypnotizing someone, because then you can actually get 10-15 hits on it- FAR more damage than hunting it down. Even then, it still has enough hit points that this will probably take 3 attempts to stop it, with you losing a pawn every time.

It feels bad also because there are no proactive ways to deal with it- It goes through all doors, including security doors, and runs directly over any pawns that try to escape with it.

I feel like the way it should work, is it has WAY less hitpoints. it's invisible, right up until it grabs someone for hypnosis, (So basically invisible all the time) and when it does that it gets a huge buff that continues to get stronger right up until the hypnosis finishes. It should also restore health while it is hypnotising as well. When that finishes, it restores all of it's health, becomes immune to 90% damage and has a move speed for it to run away. This then slowly lowers once it goes to sleep to 'digest'. That way, if you are able to track it down and find it, you can kill it while it's sleeping, and the longer you wait (thus risking it getting ready to attack you again) the weaker it is.

Stop letting it go through doors- it should have to use its invisibility ability to follow a pawn in, or ambush someone outside. Once you lose that first pawn you should be able to hole up with detectors and behind doors, and only travel in groups.

If it takes a certain amount of damage while it is hypnotizing, (which should be hard since it gets damage reduction and is healing itself while hypnotizing) it should break the latch turn invisible again and run away, so you can at least be smart and do something about it.

This way, it will almost always be able to at least get the first colonist, and most likely one or two others, but if you only have a few colonists left you can still hunt it down and kill it when it is hiding and weak, because in its 'hasn't eaten for a while, hibernating form' it only has the same hitpoints as like 2 regular dudes, so a group of people can just find it and kill it, or if there's only one guy left, he can likely kill it in two or three attempts.
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Showing 1-15 of 50 comments
MadArtillery Apr 29, 2024 @ 8:36am 
Technically speaking just keeping prisoners out front to use as fodder so no colonists get hypnotized is probably the way to go but ya, it took ages to kill because it is just so fast. Not sure it even gets effected by the snow on my map leaving an squad of sanguino using leap the only way to keep up. Was a bit tedius and soured an otherwise really cool and unique monster.

I don't mind the health, it needs it to survive just getting jumped otherwise it would be a joke. Just the daylight speed is far too excessive.
Last edited by MadArtillery; Apr 29, 2024 @ 8:39am
Selgeron Apr 29, 2024 @ 8:45am 
I think it needs to have health when it is hunting, and when it is capturing a pawn, (currently the best way to do damage to it is to kill it while it is hypnotizing because it stays still)

But it either needs less health when it is hiding, so that when you find it you can kill it, or it needs to be able to take leg damage or something so it slows down.

Maybe it could get stronger the more pawns it has enthralled or something.
VoiD Apr 29, 2024 @ 10:05am 
I've never seen a revenant attack a 2nd time.

It dies the instant it enters the base, and it was one of my first advanced anomalies.

Some people really aren't using psycasts at all, the thing has 2x sensibility, a bad caster with a lvl 1 psycast can permalock it with chained stuns.
I Throw Spears. Apr 29, 2024 @ 10:49am 
The revenant is OBSCENELY resistant to bullets it seems. It took out like 5 of my colonists before I got enough flesh to see it when its around. It took something like several hundred (no, seriously) revolver rounds to take down.

It really needs a balance pass.

As noted above it is weaker to psycasts.... but I dont have any psy casters, nor the royalty DLC.
WildStargazer Apr 29, 2024 @ 12:18pm 
Revenant hypnosis can be healed with unnatural healing
Last edited by WildStargazer; Apr 29, 2024 @ 12:18pm
Selgeron Apr 29, 2024 @ 12:39pm 
Originally posted by VoiD:
I've never seen a revenant attack a 2nd time.

It dies the instant it enters the base, and it was one of my first advanced anomalies.

Some people really aren't using psycasts at all, the thing has 2x sensibility, a bad caster with a lvl 1 psycast can permalock it with chained stuns.

the only time I have ever really killed it in a reasonable time is when it's attacking my base, and can get dogged on by all my guys and robots at once.

Fighting it when you are 'hunting it down' takes forever, because it gets hit once and immediately runs- and it mostly ignores stuns. You can stun it with psycasts and the beckon command, but even doing that I don't have enough DPS, as the thing moves faster than colonists and has a MASSIVE amount of hit points. Thing has more hitpoints than any other anomaly in the game- by a large margin.

it should be the other way around- it should be hard to kill when it is attacking, but easier to kill when you are hunting it down. Every party that I have sent out to kill it usually has to go back and sleep and eat at least twice before I eventually finish the damn thing off. I don't like having 'solved' it, being able to track it down, and then it still taking days to do it.

Generally it's just easier to wait until it comes back for the 2nd time, put a disposable pawn or prisoner in front of it, and then have everyone gang up on it while it's hypnotizing in your base- It seems like it is encouraging the wrong steps to beat it.
XelNigma Apr 29, 2024 @ 12:47pm 
I do not understand you crybabies. Iv had 3 rev attacks. One of which was during a darkness event.

The first time dealing with the rev it was fun and creative. Finally a threat thats not kill it before it kills you. It was fun to hunt it down and try different things to stun it.

Its a low risk threat but still has that urgent feel to it. While its simpler than the darkness or pit, I still think its one of my fav simply because its method of attack is unique.
Chibi Life Apr 29, 2024 @ 12:51pm 
I hate this thing so much that I started using this search mod that also has the Revanent in the list you click on it and it shows where it is at least and guess what? EVEN THEN, you find it, hit it ONCE and it's gone before you know it.

This thing is just an endless chase mob that takes way too long and adds a large amount of tedium to the game. I'm close to checking for a mod that disables the thing completely or use dev console to kill it instantly. It's not that it's "difficult" to deal with, it's just a tedious game of chase and without using the search mod cheat, you literally have to play where's waldo with its footsteps
Wantoomany Apr 29, 2024 @ 5:12pm 
You can't just skip it back to your melee line every time it tries to run?
VitaKaninen Apr 29, 2024 @ 5:18pm 
Originally posted by Chibi Life:
I hate this thing so much that I started using this search mod that also has the Revanent in the list you click on it and it shows where it is at least and guess what? EVEN THEN, you find it, hit it ONCE and it's gone before you know it.

This thing is just an endless chase mob that takes way too long and adds a large amount of tedium to the game. I'm close to checking for a mod that disables the thing completely or use dev console to kill it instantly. It's not that it's "difficult" to deal with, it's just a tedious game of chase and without using the search mod cheat, you literally have to play where's waldo with its footsteps
My experience has been vastly different.

The first 2 times it escaped, it went outside, and I just ignored it until one of my colonists heard it. Then we went outside and spread out so we could see which people it was near. Then I backed everyone off, and threw some EMP grenades at it until it appeared. then we shot it to death.

The next time, I just ignored it when it escaped and let it go outside. Then a few hours later it hit someone, so I used a shock lance on it and one-shot it.

I am not sure why you are spending time hunting it when it will eventually show itself to you. Once you know where it is, just shock it.

I am redesigning my holding cell now so that it has a secondary secure area. This means that if there is an escape, they are not loose in my base. They are locked into another small room with all my fighters.
Last edited by VitaKaninen; Apr 29, 2024 @ 5:21pm
XelNigma Apr 29, 2024 @ 5:20pm 
Heres a protip: after 2 attacks you will be alerted when its near. wait for it to retreat and settle in. So let your people go eat and have some rec. Now grab and emp grade and follow the tracks. Once you find it thanks the to alerts, toss an emp. the stun is VERY long. allowing you to do some serous damage to it. I assume if you dont kill it it will run away and go into sleep mode again allowing you to track it again and emp it again.
But iv never had it survive the first attack.

Just dont chase after it. let it run off and fall asleep.
VoiD Apr 29, 2024 @ 5:57pm 
Is this a major threat that spawns instead of a regular raid?

Because if it is, it might need severe buffs, I mean, it doesn't really do anything, it annoys people, then it dies, no real harm involved.

I'd rather fight 6 revenants spawning all at once than face a regular raid from any faction.

Must suck for people without royalty as mentioned before, you'd have to get creative with flares, EMP, and it probably wouldn't be enough, but everyone else should be trampling over this thing like a bug. You guys do know you can turn off safety to cast above your limit too, if you must, right? Even if you have regular steel swords and random raider guns it shouldn't survive a 2nd visit, not to mention the instakill thing vita said, by the midgame you should have at least a couple of them in your storage anyway, for when you find a perfect raider you want to capture no matter what, or some random imperial with that sweet cataphract armor set worth 10 lances you'd spend to knock him down.
Last edited by VoiD; Apr 29, 2024 @ 6:01pm
VitaKaninen Apr 29, 2024 @ 5:59pm 
I don't know. Both of mine have come from a mysterious cargo drop.
Hykal Apr 29, 2024 @ 6:12pm 
There's one buff that I and many others strong disagree with and it's making the Revenant fireproof.

The Revenant wasn't fireproof before, and it doesn't make sense. I hope this change is reverted.

But otherwise, Revenant is a DPS race.
HunterSilver Apr 29, 2024 @ 6:15pm 
Revenants are about as tanky as a centipede, give or take. If you don't have the damage to kill a centipede, you can always call in friendlies to help you with it. I don't even bother to draft everyone to fight them anymore, one melee colonist, whoever is nearby, is enough to bonk them to death as long as I'm regularly hitting them with stuns or flares.
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Date Posted: Apr 29, 2024 @ 6:33am
Posts: 50