#Zealot Robes should not protect from Husk
1 messages · Page 1 of 1 (latest)
It's just kinda irritating that this is a issue that existed fro a very long time and has been a topic for in the Discord for ages now.
Yeah, it's taking a very long time to resolve a fairly obvious design flaw.
Only fix for now is this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3090035690&searchtext=Zealot+robe
I'm not the creator*
Crazyy coming in clutch as usual.
btw I posted because i saw you point it out

Big Inspire

We did have a short talk with Roocher about it on GitHub, so maybe the nerf is coming. Unless they do a BaroDev move of inefficiently trying to prevent people from getting the robes early instead of addressing the actual problem.
early robes is part of the problem
Yea. But it'd be a lot less impactful if their actual functionality was reasonable.
yeah
The heist.
The cultists were very understanding.
early robes would be useless as they would not provide any benefit for normal people. Husked ones get those but don't have any safe guard to prevent them from dieng. You would need Husk genes and a genesplicer to use it in any way besides cosmetic purpouses
eggscatly
Besides Husk being passive to you of course
by making genes a requirement, the genes now have a purpose again, can be destroyed on death (unlike zealot robes) and locks it till later in the game
I kinda think of it like in Prey (2017). You have to make compromises to aquire alien genes and need to live with the consequences.
Prey was such an underrated game
I gotta play it again one day
did you just downgrade your own post?
up and down. Kinda do that everytime so you can just read and vote fast
fair
I do not 
That being said, I would be pissed if the solution was to just remove it, but I dont think they would do that
My proposal is just removing the free husk immunity part
You still get free passive healing to ignore medbay with
maybe make it worse than genes by adding husk-like animation that slows you if you infected.

