#Church of Husk - Symbiosis is overpowered with no negatives

156 messages · Page 1 of 1 (latest)

tulip sand
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I find the idea that the husk parasite, when supressed is far too overpowered, especially for assistants with the "Non-Threatening" perk. In a server i've been playing on for years, we've recently opened up Symbiosis to a lot of the crew and we've also noticed half our manifest is filled with assistants.

The sub was sunk, and only 2 people survived, those 2 were Assistants with said perk and the symbiote. The sub was breached quickly by 4 veteran raptors and about 10-12 standard raptors and it overwhelmed us all, these 2 only survived because they simply went limp, let everyone else die and abuse the perk by shooting and then ragdolling repeatedly, one of them even did go critical but the symbiote healed them back up and they ended up making it out a live as a result.

We've therefore deemed that the symbiote attained from doing the Church quest is genuinely broken and honestly cancer, it provided the recipient with 0 need for oxygen, no need for a diving suit (which is odd considering the complete rebalance of dive suits, the Abyss suit specifically was drastically nerfed depth wise because the devs though it was weird a suit could sometimes go deeper than the submarine so why should a naked man with a worm in his throat?) and passive health regeneration and immunity to husk infection.

I'm wondering if i'm alone in thinking this is clearly overpowered and am curious on what people think should be done to balance it out.

feral cipher
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clowns was nerfed and husk was given buffs

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neither was much but it was enugh that most fo the time i see a clown its not an assistant but someone who likes just thinks its funny to dress as clowns

austere bone
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Clowns could use more goofy items to mess around with and a couple of assistant's talents need a little more work. But being incredibly powerful and practical isn't what clowns' philosophy is about in the first place.

feral cipher
austere bone
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Dumb? Yes. Overpowered? No.

feral cipher
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the tho walks hand in hand most of the time

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when the clown could oneshot an endworm was goofy and dumb

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im not saying it was fair

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but it was going somewhere

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maybe it having a scaling system would be better

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like the larger a creature is the smaller the chance of oneshoting it

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that way it had more of an everyday usage but we can make it it has a really low chance of oneshoting the endworm stuff like that

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but husk also needs a debuff

austere bone
# tulip sand I find the idea that the husk parasite, when supressed is far too overpowered, e...

Anyways. This post is not about the clowns.

Symbiosis is very powerful. Is it game-breaking? Kinda. It is lost forever upon death and is something you'll likely get closer to the end of the campaign.
What experienced players tend to look down upon is zealot robes, because they're easy to get, provide the same benefits as symbiosis (and then some), and can be recovered after the player dies.
The downside of being husked without the symbiosis affliction is that you can't talk, but that's also not great. It means that when people are metagaming, the whole lobby turns silent.

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Husk genes are also lost upon death (I think?), so they share that fragile nature with the symbiosis affliction.

feral cipher
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husk gives too much for too low

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its like the devil saying you are going to hell but after sometime he sends you up forever

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no matter what happens you will always win

austere bone
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I've had a few cases where pulling a gene splicer from a corpse did not destroy the genes inside and allowed the player to attach the splicer again upon respawning. Probably a bug.

feral cipher
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i think it is

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its core mechanic that genes are a onelife use

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thats what makes them so good

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at least some of them are good

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some ar useless

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like th spineling

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husk is just too op

tulip sand
austere bone
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I'm aware that without the robes you cannot talk
*Without the symbiosis.

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We should take care to differentiate between the regular husk immunity from robes or genes and symbiosis, which is a unique affliction you're rewarded with at the end of the questline.

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The core benefit of all three husk immunity methods is the same, of course. Negating both pressure and the need for oxygen.

reef rune
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With husk you have absolutely no way to communicate

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Outside of mimics

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No way to give npcs orders

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I think thats an absolute fine tradeoff

scenic flume
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wendy like just stated the difference

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idk i think its awesome, the cult is cool and having a good reward for reaching the end of their story isnt game breaking

reef rune
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uhm

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TIL

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in that case you kind of deserve it

scenic flume
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bless cult love husk

eternal canyon
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maybe give some way for other players than assistants get some clown power buffs

scenic flume
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THIS ISNT ABOUT CLOWNS AND IT ALREADY EXISTS

eternal canyon
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honk honk

scenic flume
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hold all 3 scriptures and you get clown power, moving on

eternal canyon
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I know that scrolls give clown power but its only the movement boost and probably the damage resistance boost

scenic flume
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idk if they get either

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u able to test it?

eternal canyon
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But there isnt a reason for someone who isnt a assistant to have scrolls on them

scenic flume
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not being an assistant

eternal canyon
scenic flume
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not being able to get clown power by wearing the ensemble

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im gonna move this to #compensatetheclowns

vast tundra
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Unless you are constantly going back and forth in places with jovian rad off

feral cipher
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agreeed

peak snow
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Maybe zealot robes shouldn't provide symbiosis at all BaroDev
I think them just not letting the affliction go past, let's say, 50% would be powerful enough
though with the robes being practically easier to get than calyxanide currently would be also a bit unbalanced

scenic flume
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zealot robes dont give you symbiosis they just stop the husk and give you regen

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symbiosis is a unique husk infection which lets you speak

peak snow
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eh they still give you immunity to the game's namesake

scenic flume
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ok but you're talking about the robes in a thread about symbiosis

peak snow
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So did like 3 other people OlafDog

anyway,
Maybe symbiosis/genes could give a timed immunity to pressure, so you have less chance of being in a

something hits sub
get stunned by impact/shrapnel
room floods
explode from pressure
situation and more opportunity to get to a suit

feral cipher
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and that way poeple wont put on the makeshift armor with husk and be able to tell the doomworm that its a p/ssy face to face

peak snow
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they could do that with pressure stabilisers still OlafDog (which is good)
but those actually cost oxygenite and need a talent to unlock instead of being practically free

delicate dew
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Also it is a pain to get

glossy river
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late enough in the game when you get symbiosis you’ll probably already be extremely overpowered

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if you went down that tree just for non-threatening you could’ve just went apprentice and became a extremely overpowered melee character

delicate dew
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Plus a good number plays won't know it

glossy river
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in one of the campaigns i’m on, i’m an assistant with middle and right pathes, i can solo abyss creatures less than an endworm

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no symbiosis

delicate dew
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Plus a good number of players will be using OP mods anyways

glossy river
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that late in the game where you would get symbiosis you’re already extremely powerful

glossy river
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unlike husk robes which can be gotten in the first outpost you visit

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you aren’t getting symbiosis quick

delicate dew
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Plus you got to get the husk right?

glossy river
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yeah i guess

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cities sell vials of calyx

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or you could get a husk event

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but still, that’s beside the point

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zealot robes can be acquired in the very first zone and give the same ability (albeit weaker) as symbiosis

tulip sand
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For reference we're a very well organised crew, department heads, officers etc

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Large crew too.

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We can get it by the 2nd or 3rd biome easy.

vast tundra
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so late?

glossy river
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if you’re a large crew working peak performance and taking your time, yeah, you’ll progress fast

hybrid perch
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given the difficulty of getting symbiosis, i think the tradeoffs are fine give how valuable it makes your life since you can lose it and never have it again. zealot robes are another story though

round granite
tulip sand
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But the nature of our campaign is "Ironman"

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We modify the game files to delete your levels if you die

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It's giving some crew members near invulnerability, not just the regen from symbiosis

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but they had symbiosis and the Non-Threatening perk

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they couldn't die in most scenarios

round granite
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The thing is, the game makes you so OP, that symbiosis don't makes you MUCH more OP.

round granite
twin crystal
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I have to agree with the people who say it's not OP because of how lategame you get it. If it was at the beginning or 20 minutes in I might understand it being OP. However since it's so late game it makes sense for it to be strong.

And it sounds like what's OP is the way your guys survived the raptors.

"These 2 only survived because they simply went limp, let everyone else die and abuse the perk by shooting and then ragdolling repeatedly"

That sounds like it's actually game-breaking.
Going limp needs to be worked so it can't be abused, more then the symbiosis needs to be balanced more. Since without that ragdolling it seems like it wouldn't have saved your friend.

eternal canyon
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its just a funny oversight

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of basically hammerhead matriach heal and going limp because husk heal is basically just hammerhead matriach heal with pressure and low oxygen immunity

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assistants are just that op

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they love to break the game

scenic flume
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the people that complain about this being op have a very bad understanding of the game's talents

eternal canyon
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talents are the op ones

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haha funny talent go brrrrr

scenic flume
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ong!

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funny talent go dakka dakka dakka

eternal canyon
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cant wait for the talent for assistants what makes them gojo

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Hollow purple spam with non treathing gonna be so funny lmao

glossy river
eternal canyon
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Lmao I got the best idea

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Just get some random assistant to have that talent

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and make them ragdoll next to you

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Assistant got that uber charge with you lmao

feral cipher
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you stand next to the otherguy having it also?

eternal canyon
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Nope doesnt work

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The talent makes you immune to the effect of that talent

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Atleast devs thought about that

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but they didnt think about the one class what loves to break the game

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assistant

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as you see

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It says that you become immune to miracle in progress

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By every message it starts to seem like the non treathening perk is the problem

feral cipher
eternal canyon
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Yeah they are going to nerf non treathening if they see this

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Like making it harder to proc

feral cipher
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fair

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maybe making it that after a time the effect stops

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like the effect only lasts 1 minute at max and after each use there is like a 30 sec cooldown

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its enough so you don't die but the cooldown stops it for letting you cheesing it.

eternal canyon
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but cant belive that assistants are probably one of the most nerfed classes after devs find this out

feral cipher
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yeah

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maybe buffing clowns would be something to help with it

eternal canyon
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"Im going to make a meme class what can become as strong as other classes with some funny talents"

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"Oh clowns are bit op"

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"oh"

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Avarage baro dev moment

feral cipher
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yeah

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maybe making clown skill points would be fun

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like making skillpoint for clowntree more expensive but let them be op

eternal canyon
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seems bit weird ngl

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Eh

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Probably not