This is part of a larger suggestion that was split for better organization.
3

Healing Stim Overhaul

Suggested by
on June 20, '25
Open
The idea is to take away the instant heal and make the use of a stim more tactical and slower paced. Instead of stabbing once and having instant 20hp plus heal over time, make it only heal over time and make it so you have to hold the stim in while pressing trigger to heal. Change the heal over time from 5 every second to 10 every 1.5 seconds. Make the rate continuous so it smoothly adds health constantly at the previously mentioned rate. Give the stim a total of 150 health inside (negotiable value). The reason I believe this would be a good change is so that doing damage has more value and taking damage has more detriment. At the moment there are two annoying things about stims, one on each end. 1, stims let a guy you just lit up to 40 hp get to full in only 8 seconds and also be able to easily defend after the instant stab. Instead, now he can heal in the same amount of time (you can check my math) but now he has to have his hands occupied while using the stim so he can't instantly re-engage. This way people have to be more careful taking damage and being overly aggressive and careless in front of walls or on bad angles and such. In other words damage has a more lasting impact and actually decommissions the playe for the same amount of time it takes them to heal now (give or take some) but they can't fight back while doing so. 2, the other annoying thing about about stims is how if you take a little damage, it's not worth it to use it the majority because you heal 80 total hp no matter what. This way, you might be able to take some small damage through walls and then sit back and heal that 20 or 30 hp back. You spend some of your stim and time for the mistake but you don't lose crazy amounts of the stim over that 20 health. This is especially applicable on pistol rounds when losing over 23 health makes you 1 tap to the head. This way, stims can counter that without losing insane amounts of value. This is simply an idea for a rework of the using of stims eliminating some annoying features that don't serve much purpose in turn for a more thoughtfully balanced stim with the potential for 100% efficient use as well as strong counterability that doesn't fully disable a player but does provide some advantage in the right situation assuming the person who dealt damage takes advantage of the situation.

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