Patch 2.0 status: I don't think this mod makes sense with 2.0, since they've introduced recharge time on using healing items, which can be improved with perks. I have no plans to update the mod. Anyone else is free to convert or update some or all of this mod to work with patch 2.0.
I'd personally love for this to be updated. I actually find the new healing system way too forgiving now that its essentially limitless. Discouraging using it immediately on cooldown would balance that!
I'd personally love for this to be updated. I actually find the new healing system way too forgiving now that its essentially limitless. Discouraging using it immediately on cooldown would balance that! I don't understand this. You could easily craft hundreds of Max Docs before. The new system is very limiting. Maybe it doesn't feel that way if you get more of the perks and cyberware?
the better way is to get the perk that gives you a recharge on low hp and no charges when you kill something. Also blood pump + bio mon is awesome because it automatically heals you when you get the recharge and you dont have heal item use animations that stop you from beating the snot out of gonks. i personally like the parts of the new system that reward agressive gameplay with healing charges but those are only accessible through either body or tech perk trees which is quite limiting but i still find it to be a lot better than just being able to spam heal items infinitely with no downsides
I agree with some who are saying it would be great if it were continued in some form, playing with this mod was great back in the day, and although CDPR's solution is good from a gameplay point of view, it still needs supplementing with something more immersive like this, which served both gameplay AND immersion at the same time. Perhaps something like the mod Addiction, where overuse of these things lessens their effect over time and gives a debuff that's slow at first then ramps up.
even though Toxicity is discontinued... Dicrash recently released a mod that restores medkits to an actual consumable again for those missing the pre 2.0 grenade / medkit system instead of pooping out magic grenades and medkits.still really hope to see Toxicity come back in some form or another in the future :(
DiCrash with his Survival System mod is going to fix the new method of using inhalers by bringing back the old one. Maybe you can restore your mod by using his work.
I've finally seen the healing used in a couple of the gameplay videos. I think they've ditched inhalers completely and now have a cyberware with 3 rechargeable uses. Haven't seen it used more than once yet. But that would likely make this mod completely unnecessary!
Such a great mod and workin perfectly for me. Thanks for makin and keepin it updated!
Edit: So I'm loving this with some hardcore-ish settings (3 levels, 60 sec cooldown, etc). Great for combat but a little annoying outside of combat. Is there a way to extend the regen bonuses of food and drink to kinda balance things out for QoL?
117 comments
a stoned effect on healing coldown would be nice.
^_^
I'd personally love for this to be updated. I actually find the new healing system way too forgiving now that its essentially limitless. Discouraging using it immediately on cooldown would balance that!
I don't understand this. You could easily craft hundreds of Max Docs before. The new system is very limiting. Maybe it doesn't feel that way if you get more of the perks and cyberware?
I've finally seen the healing used in a couple of the gameplay videos. I think they've ditched inhalers completely and now have a cyberware with 3 rechargeable uses. Haven't seen it used more than once yet. But that would likely make this mod completely unnecessary!
Edit: So I'm loving this with some hardcore-ish settings (3 levels, 60 sec cooldown, etc). Great for combat but a little annoying outside of combat. Is there a way to extend the regen bonuses of food and drink to kinda balance things out for QoL?