Overdrive Serum - Expensive, But Stays With You

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Doctor Sticks
Posts: 68
Joined: Sun Mar 19, 2017 5:40 am

Overdrive Serum - Expensive, But Stays With You

Post by Doctor Sticks »

The Serum is an item I am a fan of, because I like the idea of a short, powerful buff that you use when needed. But now that these things cost Berserker corpses to make, AND they dissapear, it seems like you never want to use it, since there could always be a "better time".

How about we make the serum expensive (say, 1 corpse, 50 supplies, 1 elerium core, 2 dust, etc.....), but the Serum is not used up when activated. It would still only work once per mission, but you would not lose the item.

Is the Serum considered OP, hence why it goes away?
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: Overdrive Serum - Expensive, But Stays With You

Post by LordYanaek »

The serum was already like this in Vanilla XCom2.
I guess the (original) developers considered it OP otherwise, or maybe they thought it would create interesting choices.
However with the current implementation, i never bother building it. My issue isn't that i won't use it because there could be a "better time", it's that i won't bother equipping an item i probably won't use in that specific mission (even with 3 slots in LW2).
Well, at least i can sell those corpses :roll:

I actually think the serum should stay like any item (if grenades and rockets are not consumed, why should the serum be) but in addition to a higher cost it should have the aftereffect like leaving your soldier disoriented for a turn when it wears off (or an entirely new effect to avoid specialists/psi ops from removing it). After all, such a powerful stim ,will probably leave you dazed for some time.
Seems like it would be the best way to balance it.
Doctor Sticks
Posts: 68
Joined: Sun Mar 19, 2017 5:40 am

Re: Overdrive Serum - Expensive, But Stays With You

Post by Doctor Sticks »

I like the idea. Suffering a "poisoned"-like debuff for a turn afterwards seems like a fair price to pay. Having, say, 2 charges of the stuff would be nice too, with the second charge causing the debuff to last for 2 turns, instead of 1 (overdose).
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