Denied SCP-008-2 Blood Balancing

This suggestion has been denied and will not receive development.
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What does this suggestion add:
Taking SCP-008-2 Blood and any passive healing factor can allow a single individual to fight off an entire party of opposing forces. At low enough HP, its dynamic damage resistance reduces most incoming damage to roughly 1. When dynamic damage resistance is paired with healing factors that can passively heal 3 damage per second, in tandem with client and server-sided latency, playing against the so-called "god chem" can be equated to fighting a literal god: short of TYPE-BLUE or a juggernaut, its near impossible to win isolated interactions with player on these chemicals.

While its value is mostly aligned with its sparseness, its availability to the Foundation compared to GOIs often force raiding parties to bring reality benders or otherwise incur huge casualties trying to fight against players that have taken SCP-008-2 Blood samples.

Due to the fact that the power is inherent in the SCP-008-2 Blood itself, since the magnitude of such passive healing effects are nowhere near enough to negate the damage of bullets under normal circumstances, the suggestion seeks to:
  1. Remove passive healing factors when SCP-008-2 Blood samples are taken
  2. Remove dynamic damage resistance when passive healing factors are taken
Passive healing factors refer to chemicals that can heal over time after being taken.

Has something similar been suggested before? If so, why is your suggestion different?:
No

Possible Positives of the suggestion:
  1. Combative situations feel fair and fulfilling, removing an inherent advantage (sampling accessibility; any CL5 group and their respective MTFs) whose only practical counter is highly dependent on specific classes (TYPE-BLUE/juggernaut) being present to oppose it
  2. Combat gameplay and the game state as a whole revolves around developing strategies and devising clever methods from prior knowledge instead of finding the serum of a god and only practicing your aim (game sense? never heard of her)
  3. Raiding parties with juggernauts and thaumatologists that utilize SCP-008-2 Blood samples become more tolerable (how the hell do you counter a TB with a battle buddy on 008 samples?)
Possible Negatives of the suggestion:
  1. SCP-008-2 Blood samples will lose significant value, both monetarily and practically
  2. Passive healing factors lose what utility they had with respect to the "god chem", reverting back to its use as a health recovery factor while in cover
Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, the portion of the playerbase who have ever fought against and even with god chems will likely contend that its abuse is and has historically been an issue. It's not innovative (from a strategical standpoint, but chemical combinations are pretty smart) nor fair in the eyes of most, as it can be used wherever and adapted for most situations. For just a few thousand dollars, a single combatant can kill the momentum of entire groups of enemies with literally nothing to lose: once a chemical is used, it can't be "lost", unlike energy weapons. It has a rock bottom barrier to entry, its price, and its skill ceiling is the floor, as there's no way to be "smart" about it.

TLDR, 008 bad looks for combat meta. Generally unfair and unfun to play against. Its real counter, thaumatologists (TB), are not always available and completely inaccessible to the Foundation. Suggestion makes 008 and healing chems mutually exclusive.
 
Jun 19, 2022
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Suggestion Denied



Hi @grunger ,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

We already nerfed 008 before looking into this suggestion

Your suggestion will now be locked and marked as denied.​
 
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