The barrier of entry for new revivers
This is our number one concern with the new system. Few players will want a revive from a new reviver, because 1% health gained is near useless. Players interested in reviving will have to grind for months doing freevives to reach a point where reviving becomes a useful/profitable skill to have. We can’t imagine many players would be interested in doing this.
Achieving a high revive skill post-nerf will be much harder than for those who achieved it pre-nerf. More energy will have to be spent to account for failed revives, and payments are unlikely. While revives should not print money as they did before, if it’s not profitable or otherwise rewarding (like how you earn respect from chain hits, for example), it’s not a reasonable playstyle.
This will be the most hurtful to newer revive factions. Revive challenges to unlock 25e revives will be much harder and recruitment near impossible.
Eventual monopoly/exploitation of premium revive market by a very small group of players
Long term, we see the revive market being dominated by an extremely small group of top players. This will be terrible for anyone in Torn seeking a premium (high life % restored) revive.
As fewer players enter the reviver track, and many of the older revivers quit Torn or move on from reviving, the price will go up. A small pool of revivers is very easily controlled and manipulated.
If you want premium revive services, you will likely have to pay through the nose to get it.
Reviving is now a more solo activity, not a faction activity
Faction revive contracts as we knew them are now dead. In this new system, it’s unlikely a faction would ever need a whole faction of revivers sitting on them. If they did, they would extremely quickly reach the point in which the energy to revive them is not worth the low chance of success.
Additionally, low-skill revivers would have no place in a revive faction. Clients reaching out for revives will only want the highest skilled members to be reviving them. This will hurt newer revive factions the most as without clients there is no point.
In most scenarios, there would be very little point in contracting a whole faction. It would be better to hire a handful of extremely high-skill individual revivers.
This is detrimental to the revive playstyle as the team element was one of the best parts and why people stuck around. Like other factions in Torn, revivers are, at our core, team players. Revivers have built communities of friends and worked to build something larger than any one person. Many revive factions and their unique communities won’t survive these changes.
Change Ideas
We’ve come up with a few ideas that we think could help alleviate many of the issues we stated above. We are not advocating for all of these ideas to be added together. However, a few of these, mixed in with other changes, could go a long way to helping make reviving more accessible.
- Skill 1 revivers start at 20% HP restored instead of 1%, reducing the grind before reviving becomes valuable.
- Add a merit branch to improve reviving success rates
- Reducing the requirements for unlocking the 25e revive faction perk
- Add a faction perk branch to increase reviving success rates (like already exists for busting)
- Add revive chance bonus to some education courses (like already exists for busting)
Long term, if these changes are not adjusted, we see the possibility of reviving becoming a fringe playstyle. It will be dominated by a very small group of highly skilled revivers with few new revivers joining the group.
Torn’s homepage says “In Torn City you can be anyone and do anything”. With these changes, that becomes less true. Reviver will not be a relevant playstyle for most new players.
We feel that these concerns must be addressed in order to make Torn the best game it can be and fun for everyone no matter how you choose to play.
Thanks for reading,
Natty_Boh (Leader, Nomads Medical), Olesien (Leader, 39th Street Healers), Anemoon (Leader, Nuclear Clinic), Pyrit (Co-Leader, 39th Street Healers), Dworhaic (Leader, Shadow Healers), Dadood (Co-Leader, Medic!!), Xkwizit (Leader, Bubonic Slayers), Leokes (Co-Leader, The Rifle Academy), TH3_GOD_KING (Leader, Medix & Chill)
tl;dr: Adding changes that allow specialization in reviving and grind reduction will help reviver community stay strong and stabilize revive prices for all of torn.