Content Suggestion Give UNGOC Thaumatologist access to some of the new abilities.

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Mar 28, 2024
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What does this suggestion change/add/remove:
  • Give UNGOC Thaumatologist access to some of the new reality bending abilities added recently, you could do this by replacing 3 of the abilities GOC have access to that are not really used. For example:

  1. [Blessing] is an ability that is heavily RNG based, so if you use it on teammates you run the risk of screwing them over with blindness or turning them into a statue, and you wont use it on enemies because it's better to just shoot them. So instead of being used in combat or RP scenarios it is only ever used for messing around like ''hey do u want a blessing lol'' which ultimately leads to it being a slot that could be replaced with something much more effective.
  2. [Disguise] is a good ability on paper, but the completely random disguise you get could put you into a very dangerous situation not to mention a complete info-breach on surface depending on what you get, and even if you get a good disguise it only lasts for 15 seconds. Which leads to it just not being used.
  3. [Ignite] does not do enough damage to enemies to be considered an option for self defense / offense. You have to scramble to select ignite, target the enemy, then hope they take enough damage to finish them off. It just makes much more sense to shoot them instead, which means this is something that goes largely unused.

Has something similar been suggested before? If so, why is your suggestion different?:

Possible Positives of the suggestion (At least 2):
  1. This would encourage the GOC Thaum to be played more often, and with such a supportive role being given more support based powers, it will improve teamwork and overall GOC health.
  2. With the addition of these new powers comes new ways to use them in all sorts of RP scenarios, which includes testing the limits and applications for each ability which is always fun for everybody involved.
Possible Negatives of the suggestion:
  • There could be balancing issues having the new abilities, however this can be fixed by carefully observing past rollout and adding balance changes as needed.

Based on the Positives & Negatives, why should this suggestion be accepted:
  • UNGOC Thaum is widely seen as the weakest reality bender out of all of them, this will make it so that it is a powerful class but not because of some OP abilities like head popping, vaporizing, destabilize, ect, but instead relying on the thinking skills of the user and the coordinated teamwork of an entire squad.
 
I agree with the suggestion but not in the way you described in some ways, there is a proper reason on why our Thaumatologist is the "weakest" and it's because they aren't here to pursue combat, they are not a battlemage they are here to help this FOB with research as they themselves are a graduate from ICSUT, this doesn't mean they CAN'T help out in combat it does literally say that but I don't agree with the abilities you chose.

My biggest gripe is getting rid of the blessing, as it is very rng based and basically useless during combat but it opens up a lot of doors in rp especially research.

Disguise I agree with, it's useless and is never used.

For Ignite its meh from me, I wouldn't care about it staying or leaving, I would still not use it either way but I get its use.

I think the main thing that would add to the way I think GOC Thaumatologist should be played is shockwave, health aura or health injection, they would be a pretty cool clutch abilities likely used a lot during helping with breaches since a lot of the time we are in groups so either healing a jugg tanking or healing a group getting mauled and crossfired would be fun.

The 2 things I don't think GOC Thaumatologist SHOULDN'T get is bullet wall and dimension incursion as I see those as just being too strong for how strong we already are.

I personally think they should get some of the new abilities to add more strategy to the Thaumatologist that isn't just run at scp with reflection and AA12 or run at guys in reflection with an rpk or run away from people on reflection and on the rare occasions try kidnap someone with escape card just for it to not work and say you don't have line of sight while you're staring straight at them with nothing in the way.
 
Could you please expand your suggestion, possibly any ideas about what you guys could get from the new abilities?
Personally I believe the old abilities could be replaced with speedboost, and health injection / aura, mainly because all of the other ones are a bit too OP and specifically combat orientated, meanwhile the abilities I listed could be used for combat but they could ALSO be used reliably for RP scenarios which helps the gameplay loop of thaumatologist technically being a researcher.