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Changes id make towards helmith


--Aegis--RocketPenguin

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First of all id make you be able to go beyond the 100% cap thats already there and if your already above it it would not let you feed helmith, currently you need like 80% of 3 different resources to give helmith an ability but what if your at 77% and you dont want to waste that 7% every time this happens because it happens a lot. I mean i guess people can get like 159% with some of the diemos resources but i dont really see that as a problem. I just dont want to be wasting resources.

Encourage us to experiment:

 Rn there is literally 0% refund on helminth abilities that we take off like oh i wanna try thermal sunder/savage silience on x frame well it probably wont work out so i guess i just wont try. Like players would be way more willing to try out stuff if we got like a 50-75% refund on abilties.

Another reason people dont experiment is because bile is too dificult to aquire but it seems to be getting fixed soon so GJ

And the final reason why people dont experiment/share is because they fear that popularity will bring nerfs, so when you nerf several abilities for helmith and only buff 2 it doesnt give people courage to try new things out. So buff more crap, buff expedite surffering,masters summons,mind control, energized munitions, tempest barrage,infested mobility, etc.

 

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I feel the more basic solution here may simply be to reduce the costs. I agree that it's silly to have a cost exceeding 70% of a secretion when we can end up at a value between 70% and 100% (and thus would have to waste resources to get over the mark), and I also agree that the system doesn't encourage as much experimentation as it could. In that respect, making sure the cost for any procedure never exceeds 70% of a secretion would avoid at least some amount of waste, and reducing costs for infusing abilities and the like could probably help players experiment more.

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