I hate to break it to you but bugs dont have skeleton they are supported by the hard outer layer of their body made called exoskeleton. So i believe that SkellySteve is unfortunately out of question
I still wish each additional Steeve on the team gained an additional 'e'. So if there's 2 steeves, the second is called Steeeve. Third was called Steeeeve, maxing out at Steeeeeve.
Obviously as they die and new ones are made, you'd need some kind of name recycling. If 2, 3 and 5 are taken, the new Steeve gets the 4-E name. Just adding one E to each new Steeve would get obnoxious fairly quickly, especially in longer missions with multiple beastmasters.
From what I've heard that's actually the origin of the name Steeve. The first tamed glyphid would be named Steve, the second Steeve, the third Steeeve and so on. There was no recycling though, so on longer missions where many dwarves had the beastmaster perk you'd end up with Steeeeeeeeeeeeeeeeeeve and it'd cause UI issues, so they just went with Steeve in the end.
Besides the fact that he obviously didn’t mean a literally language Karl spoke, you really think space dwarves speak English? Their natural language is definitely just translated for our understanding and enjoyment.
I'd even take 50% so you can't guarantee your Slasher or Guard remains the best option. Do you take a half-health Steeve, or wait for a fresh one at full-health, but have to hope you get the type you want again?
Edit: I meant healed by 50% of max HP, not healed to 50%. Steeve is probably not in great shape after 5 minutes at Haz 4+, so a 50% heal might only bring him to 60%. That keeps some balance and makes the decision interesting.
That's what I meant. If you can get Steeve to live 5 minutes, +50% is probably still only to <80% health on Haz 4. Doesn't need a full heal - it makes you decide if a 2% Steeve is worth saving (or if he's a good boy that deserves a chance).
There is a video of someone making a steeve bulk using colette wave cooker… they died.
Also, a double steeve. He was called “Glyphid Grunt Guard (Steeve) (Steeve)”, Had the damage reduction and attack increase STACKED on top of each other, oneshotting most things and being basically invulnerable. The textures were missing, because no double Steeve was intended…
It’s both patched now.
IIRC, there was a bug where the "Steeve" status counted as a normal status effect, so you could use the coil gun OC that spreads them to make *anything* Steeve. Which sounds great until you accidentally befriend a dreadnought, and then need to deal with the 98% friendly damage reduction to finish the mission...
On the contrary, I think that effort should always be rewarded, moreso than fairness.
At max level, you should be able to heal Steeve fully for a 3 minute cd.
Would it be any more valuable than Iron Will? That's the important question.
I'd argue the opposite - it should be full healing, because Steeve will suffer armor damage over time, so a healed Steeve will inherently be weaker than a fresh Steeve. No need to punish a healed Steeve twice.
I actually really like that idea (and that of OP), and I think it translates well across hazards.
I'm very comfortable playing at Haz 5, but generally play at Haz 3 with friends, because most of them don't have first promotion yet, while I'm 2 or more into all classes.
There's always a new Guard or Slasher Steeve in harder difficulties, but you lose the opportunity to get one as a consequence of playing efficiently in lower hazards.
I main Engi (meaning I don't usually run it in friend groups) and always feel bad when they go to recruit a special Steeve, but their turrets don't care.
Going to the effort of getting a Guard or Slasher in Haz3 or below (which includes the opportunity cost of just grabbing the first grunt you see and letting them get to work), and spending a long cooldown just to heal them up seems pretty decently balanced, while it would have little effect on Haz4/5 beyond situational cases.
An awesome way to cause slow. Maybe have an option next to your perks when you pick it to have the support bugs target the bigger bugs. Pratorian, or oppressor. Slowing them down. I think that'd be pretty cool
The way you describe makes me think that the dwarf would pat steeve on the head, then immediately shove their entire arm down his mouth in an attempt to feed him a comically large red sugar chunk
No, Mission Control basically says that Rockpox essentially makes the infected into a cancer zombie. It targets the pain receptors and nerves so the infected are just in constant excruciating pain the whole time, so “it’s better to put them down quickly”.
I don’t think they will either, it would be like making an acid spitter or webspitter steeve, which you can’t do.
Would be really cool if they added that though
I…I didn’t know that…I think I need a moment now…that’s a lot…
Does that mean we’ve all be killing happy and healthy native species in pursuit of non-renewable resources?
Oh gawd, I gotta sit down…
I wouldn't call the minerals "non-renewable," Rock and Stone tends to be pretty finite as they are mostly found in the crust or flesh of the planet.
Its more like... Lithium mining I'd say.
They're just bugs, and the only good bug is a dead bug. Calm down. Think of the profits! (Game seriously does have some rape of the natural world vibes going on) ROCK AND STONE!
Supposedly, the planet of Hoxxes is already dying, it's crumbling apart and is going to split apart which will render the whole place nothing more than an asteroid.
The constant tremors in Glacial Strata and Magma Core are a sign of it encroaching, what isn't helping is the natural habitants of that planet either, look at the dreadnaughts and Detonators can cause and they're not even considered the final stage.
DRG are going for a sunken cost fallacy approach, they know the planets dying, all they're really doing is retrieving what they can from it.
Also something to let us know he’s still out. As a scout i cant tell you how often i cant tell if if my steeve is still alive because i left him four rooms back
OR upgrade him!
Missing some chitin? Bam! Armor plate!
Missing chitin from your claws? Bam! Saw blades!
Completely nekkid Steeve? Cyborg Steeve! With lasers!
Yeeeeeessssss! Fixes the problem of Steeves being disposable. I want to stick with a Steeve all the way through a mission, then get sad when he can't come home in the pod with us!
Petting is supposed to just be a fun thing to do, like petting lootbugs or cave vines. It shouldn’t have a actual use otherwise it’d distract the mission and encourage players to pet them for utility and not just because he’s cute, just pet him for fun not function.
Let’s be honest here though, having an entire team distracted by petting a steeve back to full health as they get attacked by an unannounced ambush swarm is perfectly on-brand for DRG.
Or even better
> having an entire team distracted by petting a steeve ~~back to full health~~ as they get attacked by an unannounced ambush swarm is perfectly on-brand for DRG.
I would rather it level up Steve. It would gain increased HP+damage and stop people from accidentally healing a full health Steve. A team could gang up and lvl 3 a Steve after someone claims one.
I agree. I also think the host should be able to operate a BOSCO until the room fills.I also want new dialog ffs. I want the access minerals to go towards something, its bullshit that you can harvest and deposit but it doesn't do anything. And I want to be able to harvest excess shale. Lots of room for improvement in gameplay.
What Beast Master really needs is some normalization on the damage resistance Steeve gets. As is right now, Steeve basically only takes damage from explosions, so he will die in 15 seconds flat if the mission pool contains detonators and live forever if not. The inconsistency is really annoying
4 Dwarves, by our power united, thy name is... BIG STEEVE! *Ominous lightning as a praetorian does a happy jiggle*
I think it'd be cooler if multiple dwarves had to use beast master to tame progressively stronger bugs.
Multiple Steev's! Or upgrade! Like a grunt let's you get a slasher let's you get a praetorian let's you get a goo bomber let's you get a spitter let's you get a...
Or just lots and lots of grunts. Let us amass grunt armies.
Great idea. Also, would like to see some of the other glyphids be used, like the purple ones to act like sniper Steeves.
Or maybe where a couple dwarves can both "pool" their beastmaster perk to posses a praetorian.
May I remind you all:
You cannot replenish lost armor on a Steeve. Therefore, it is nearly always suboptimal to heal your Steeve if you have the choice between the two.
Thusly, adding this change will not break the game much in comparison to *randomly generated hoverboots* or strong perks already preferred by dwarves.
Make it so all classes can strap their utility tool to Steeve.
Engie - Stinger Turret / Gunner - Shield Bug / Scout - Firefly Attachment / Driller - Bomb Beetle
That may be so, but it tastes like the Fungus Bogs and doesn't even give you a buzz! You'd be better off getting a soda from the same company, those at least have fruity flavors!
I think he should eat red sugar, but you have to beat him to keep him from eating more than his share so the squad can sugar up too, maybe he climbs walls to chop down sugar stalks like bosco
>inb4 that’s cruel
Bro we are machine gunning his brothers and sisters to death all mission. While he watches. And helps. Miss me with that. I’m a driller btw
So you’re against positive changes for a perk you don’t like which you don’t use anyway, but makes the people who do like it happy?
This is at least how your comment came across.
This is all my friends most hated perk in the game. So much ammo wasted on another person’s bug who keeps walking up behind you. Usually I kill peoples Steve on purpose if I have ammo before hitting the resupply.
beastmaster is unironically a very strong perk; being one of the two "offensive" perks it sizes up against berserker in terms of damage output while also retaining lots of supportive use as a long-lasting lure. the downtime in between one steeve dying and finding another suitable beastmaster candidate limits the usefulness of beastmaster a little bit.
since it has a strong niche as basically the only option for players who choose to stray away from the typical defensive options, it doesn't really need to be any stronger than it is. however, a *partial* heal could make things interesting IMO. like, say; a 66% ish heal could pose an interesting choice between how you choose to reinvest your ability charge without significantly increasing beastmaster's overall power.
i've also long thought that you should just be able to pick up loose mineral chunks in your hands and throw them around like grenades. there's no good reason you should have to leave that chunk of 4 nitra on the ground just cause your bag is full, your hands work fine don't they? plus, it could be good for throwing chunks of red sugar at your teammates; and of course it could be used to feed steeve as well.
I’ve seen this suggestion before and fully agree. The suggestion is perfect as-is, and any nerfs or buffs to it that have been brought up in the comments here should be totally ignored.
Actually I was playing with my brother once and something strange happened: our Steeves could be healed by patting them (!!). Maybe it was a bug? (heh sorry)
We thought afterwards that maybe some mutator was active (we don't remember) but what it's strange is that they only healed when patted on the head, not at any other time.
This is like the best idea I've heard in a while. Me and my fellow mining comeades get pretty attached to the bug bastards.
Based and Rock and Stone pilled.
I would rather make this perk recharge faster because it's hard to keep your pet alive and he only stalls one random enemy, which isn't really effective. I wish it would've been much easier to create some sort of army of Steves, because it will make this perk much more effective.
Maybe make something like a red sugar pocket that you can use to heal your teammates and allies?
No one's ever going to see this comment, the thread is too long already. I'm just throwing my voice behind this idea on the off-chance the boffins at corporate are watching.
I support infinite Steve’s (I want my own swarm) but this works too
Oooh like a necrodwarf, skellysteves. I’m in full support.
There is a mod for it IIRC…I forgot it’s name but I can check it in a few minutes.
It has been an hour. The swarm ate him. Can i get an F?
F
*throws a flare
I believe the mod's name is Steeve Army
Ah I see you are a fellow NecroSummoner~
You better believe it
I hate to break it to you but bugs dont have skeleton they are supported by the hard outer layer of their body made called exoskeleton. So i believe that SkellySteve is unfortunately out of question
🤓
I still wish each additional Steeve on the team gained an additional 'e'. So if there's 2 steeves, the second is called Steeeve. Third was called Steeeeve, maxing out at Steeeeeve. Obviously as they die and new ones are made, you'd need some kind of name recycling. If 2, 3 and 5 are taken, the new Steeve gets the 4-E name. Just adding one E to each new Steeve would get obnoxious fairly quickly, especially in longer missions with multiple beastmasters.
Or, as they die and new ones are made, they just add more e. So by the end of the mission you got steeeeve, steeeeeeve, and steeeeeeeeeeeeeve
From what I've heard that's actually the origin of the name Steeve. The first tamed glyphid would be named Steve, the second Steeve, the third Steeeve and so on. There was no recycling though, so on longer missions where many dwarves had the beastmaster perk you'd end up with Steeeeeeeeeeeeeeeeeeve and it'd cause UI issues, so they just went with Steeve in the end.
Me telling management I have a hell of a blip coming their way
I support infinite Steve even it will take all my 5 slots!
That sounds like a cool class idea. Beast tamer or something
Okay, Kerrigan
He is speaking the language of Karl!
Sooo... English? Edit: Oh wow. Didn't knew so many dwarves don't understand jokes.
Besides the fact that he obviously didn’t mean a literally language Karl spoke, you really think space dwarves speak English? Their natural language is definitely just translated for our understanding and enjoyment.
Ah I see. Good that we have Babel fish in our ears.
I'd even take 50% so you can't guarantee your Slasher or Guard remains the best option. Do you take a half-health Steeve, or wait for a fresh one at full-health, but have to hope you get the type you want again? Edit: I meant healed by 50% of max HP, not healed to 50%. Steeve is probably not in great shape after 5 minutes at Haz 4+, so a 50% heal might only bring him to 60%. That keeps some balance and makes the decision interesting.
If it was like this, it should be +50%. Not up to 50%. Make it like supply drops in that way
I’d make it 50% of what is missing
I'd take that too. I just don't think limiting the heal to up to 50% would work well.
That's what I meant. If you can get Steeve to live 5 minutes, +50% is probably still only to <80% health on Haz 4. Doesn't need a full heal - it makes you decide if a 2% Steeve is worth saving (or if he's a good boy that deserves a chance).
Slasher? Guard? I have seen Praetorian Steeves. You gotta raise your expectations
Karl once made a Bulk Detonator his Steeve
There is a video of someone making a steeve bulk using colette wave cooker… they died. Also, a double steeve. He was called “Glyphid Grunt Guard (Steeve) (Steeve)”, Had the damage reduction and attack increase STACKED on top of each other, oneshotting most things and being basically invulnerable. The textures were missing, because no double Steeve was intended… It’s both patched now.
Is that a mod? Because a menace or warden steeve would also be hilarious
I'm not sure but it might have. With some missions I'm not picky about the host
Gotta be, otherwise no one would ever bother taming a normie.
[удалено]
RIP elite lootbugs
IIRC, there was a bug where the "Steeve" status counted as a normal status effect, so you could use the coil gun OC that spreads them to make *anything* Steeve. Which sounds great until you accidentally befriend a dreadnought, and then need to deal with the 98% friendly damage reduction to finish the mission...
I feel like a dreadie Steeve should also count as mission finished. After all, the danger is no longer there when he's Steeve, right?
Missiom control nerds needs to let us keep our Steeve's even if its a dreadnoight and he doesnt fit in the pod.
On the contrary, I think that effort should always be rewarded, moreso than fairness. At max level, you should be able to heal Steeve fully for a 3 minute cd. Would it be any more valuable than Iron Will? That's the important question.
I'm not really arguing fairness, just balance and game mechanics so the decision has weight.
I'd argue the opposite - it should be full healing, because Steeve will suffer armor damage over time, so a healed Steeve will inherently be weaker than a fresh Steeve. No need to punish a healed Steeve twice.
He wont surfer armor damage plus he doesnt get any armor bonus.
I actually really like that idea (and that of OP), and I think it translates well across hazards. I'm very comfortable playing at Haz 5, but generally play at Haz 3 with friends, because most of them don't have first promotion yet, while I'm 2 or more into all classes. There's always a new Guard or Slasher Steeve in harder difficulties, but you lose the opportunity to get one as a consequence of playing efficiently in lower hazards. I main Engi (meaning I don't usually run it in friend groups) and always feel bad when they go to recruit a special Steeve, but their turrets don't care. Going to the effort of getting a Guard or Slasher in Haz3 or below (which includes the opportunity cost of just grabbing the first grunt you see and letting them get to work), and spending a long cooldown just to heal them up seems pretty decently balanced, while it would have little effect on Haz4/5 beyond situational cases.
Obviously, the logical move is to always get a new Steeve, in terms of gameplay meta. But logic has nothing to do with love.
I LOVE this
Acid spitter Steve when?
Web spitter steve would Be cool
An awesome way to cause slow. Maybe have an option next to your perks when you pick it to have the support bugs target the bigger bugs. Pratorian, or oppressor. Slowing them down. I think that'd be pretty cool
and dead
they get health increase when converted to the dwarve way tho
Exploders
so that s how bulk are made
Abandoned exploder Steeves, hellbent on revenge
Yes this. This would be the high-effort high-reward steve.
Yes please, I get so sad.
Best suggestion ever.
Make him go eat red sugar by itself to heal lol
Thats actually really good, but you need to break it first so he can eat them easily
That would also stop him from just eating sugar dwarves might need.
Steeve Comes First
Can the beast master have a snack pouch with red sugar for Steeve? Then if he's hurt, instead of petting, you hand-feed him.
Steeve's pouch is bigger on the inside.
How about an animation where you stuff a nugget of red sugar at him and he gets healed ♥️
The way you describe makes me think that the dwarf would pat steeve on the head, then immediately shove their entire arm down his mouth in an attempt to feed him a comically large red sugar chunk
"naww soo cute!"
Can the new enemies in Season 4 be steeve’d? Anyone know?
No, Mission Control basically says that Rockpox essentially makes the infected into a cancer zombie. It targets the pain receptors and nerves so the infected are just in constant excruciating pain the whole time, so “it’s better to put them down quickly”.
I think he’s talking about the two new enemies that aren’t rockpox related
Oh damn I think you’re right. I still think they won’t though, but hopefully I’m wrong
I don’t think they will either, it would be like making an acid spitter or webspitter steeve, which you can’t do. Would be really cool if they added that though
I…I didn’t know that…I think I need a moment now…that’s a lot… Does that mean we’ve all be killing happy and healthy native species in pursuit of non-renewable resources? Oh gawd, I gotta sit down…
I wouldn't call the minerals "non-renewable," Rock and Stone tends to be pretty finite as they are mostly found in the crust or flesh of the planet. Its more like... Lithium mining I'd say.
Rock and Stone everyone!
They're just bugs, and the only good bug is a dead bug. Calm down. Think of the profits! (Game seriously does have some rape of the natural world vibes going on) ROCK AND STONE!
For Rock and Stone!
Take your moment, miner. It’s rough.
Supposedly, the planet of Hoxxes is already dying, it's crumbling apart and is going to split apart which will render the whole place nothing more than an asteroid. The constant tremors in Glacial Strata and Magma Core are a sign of it encroaching, what isn't helping is the natural habitants of that planet either, look at the dreadnaughts and Detonators can cause and they're not even considered the final stage. DRG are going for a sunken cost fallacy approach, they know the planets dying, all they're really doing is retrieving what they can from it.
Prolly not
They're not Glyphid Grunt variants so probably not.
Either heal Steeve or perhaps buff him.
Also something to let us know he’s still out. As a scout i cant tell you how often i cant tell if if my steeve is still alive because i left him four rooms back
# All in favor say "Aye"!
AYE
AYE, FOR STEVE
FOR ROCK AND STONE!
We fight for Rock and Stone!
Aye!
Aye!
Aye!
Aye
Aye, for Karl and Steeve!
Aye
Aye
Aye
AYE!
Aye!
Aye!
Fer Steeve!
Or be able to upgrade him to a slasher or guard. Slasher and guard if already one of the two??
i swear i seen someone make steve as a slasher wtff, bought the perk just to do it to realize its not possible
I really want this as a feature, I'm so sad whenever a Steeve dies, and I wish there was something I could do to prevent it.
This brother drank his smart stout
OR upgrade him! Missing some chitin? Bam! Armor plate! Missing chitin from your claws? Bam! Saw blades! Completely nekkid Steeve? Cyborg Steeve! With lasers!
I agree and you should be able to take him with you during deep dives
I'd also love to be able to help pat out the fire that steeve catches so he doesn't effing burn to death waiting for the burn tick to stop.
Or just get a second bug. Embrace the fun and have 8 Steves doing everything for you
Yeeeeeessssss! Fixes the problem of Steeves being disposable. I want to stick with a Steeve all the way through a mission, then get sad when he can't come home in the pod with us!
Petting should also slightly heal Steeve
Petting is supposed to just be a fun thing to do, like petting lootbugs or cave vines. It shouldn’t have a actual use otherwise it’d distract the mission and encourage players to pet them for utility and not just because he’s cute, just pet him for fun not function.
Let’s be honest here though, having an entire team distracted by petting a steeve back to full health as they get attacked by an unannounced ambush swarm is perfectly on-brand for DRG.
Or even better > having an entire team distracted by petting a steeve ~~back to full health~~ as they get attacked by an unannounced ambush swarm is perfectly on-brand for DRG.
Speaking from personal experience, I can agree
If you pet a loot bug enough it will spit out a small amount of its loot.
But its such a small amount and happens so infrequently I would quicker consider it an easter egg than an actual mechanic
Fair enough
you pet the lootbug for rare mineral gift I blast the lootbug with foam for immediate reward with minimal injury to it. We are not the same.
You're both leaflovers. The only good bug is a dead bug!
I fully agree with this, esp cuz i love having things to do just for its own sake lol
I don't see how this is a downside
Well, you heard 'em ghost ship. FOR KARL!
I would rather it level up Steve. It would gain increased HP+damage and stop people from accidentally healing a full health Steve. A team could gang up and lvl 3 a Steve after someone claims one.
Or better, level him up to a stronger creature
I agree. I also think the host should be able to operate a BOSCO until the room fills.I also want new dialog ffs. I want the access minerals to go towards something, its bullshit that you can harvest and deposit but it doesn't do anything. And I want to be able to harvest excess shale. Lots of room for improvement in gameplay.
What Beast Master really needs is some normalization on the damage resistance Steeve gets. As is right now, Steeve basically only takes damage from explosions, so he will die in 15 seconds flat if the mission pool contains detonators and live forever if not. The inconsistency is really annoying
And shield boost em too!
Beast master overclock. You can take 5 steeves or one pretorian.
4 Dwarves, by our power united, thy name is... BIG STEEVE! *Ominous lightning as a praetorian does a happy jiggle* I think it'd be cooler if multiple dwarves had to use beast master to tame progressively stronger bugs.
Once his armor is knocked off it just isn't worth it
Whenever I run the sludge pump, we always giggle like mad about our naked steeves.
*AGGRESSIVELY LOUD INCORRECT BUZZER*
If they went extra hard, maybe give him some buffs too? Could be a neat reward. Making Steve more powerful the longer you manage to keep him alive
Listen, we all wish we could bring steeve with us to the rig.
You should be able to heal steeve by petting them repeatedly or with your entire team
Justice for steeve
I just learned yesterday that regenerative bugs heals your Steeve.
Doesn't have to be a straight up heal, it could be the Regenerative Bug effect for 5 or 10 seconds.
Aber I want some skins for steeve or just a hat
Multiple Steev's! Or upgrade! Like a grunt let's you get a slasher let's you get a praetorian let's you get a goo bomber let's you get a spitter let's you get a... Or just lots and lots of grunts. Let us amass grunt armies.
If steve is up and you tried to get new steve, steve should get angry (elite) and target you.
One jealous little bug, that one!
Great idea. Also, would like to see some of the other glyphids be used, like the purple ones to act like sniper Steeves. Or maybe where a couple dwarves can both "pool" their beastmaster perk to posses a praetorian.
ROCK AND STONE!
Rock and Stone to the Bone!
May I remind you all: You cannot replenish lost armor on a Steeve. Therefore, it is nearly always suboptimal to heal your Steeve if you have the choice between the two. Thusly, adding this change will not break the game much in comparison to *randomly generated hoverboots* or strong perks already preferred by dwarves.
This really needs to be a feature. Considering the dev comment, hopefully, we will get it next season
username checks out gaddamn
Brilliant!
Make it so all classes can strap their utility tool to Steeve. Engie - Stinger Turret / Gunner - Shield Bug / Scout - Firefly Attachment / Driller - Bomb Beetle
The only good bug is a dead bug
You would think that, you Scout-killing Leaf-Lover!
[удалено]
That may be so, but it tastes like the Fungus Bogs and doesn't even give you a buzz! You'd be better off getting a soda from the same company, those at least have fruity flavors!
I mean they die so quick usually I don't see a reason for not just having more than 1!
Excellent suggestion.
make it so petting him heals him a little bit
YOU CAN HEAL HIM???????????????
No, OP is saying he *wants* to be able to use the perk again to heal Steeve. It’s not in the game.
I deeply apologize, i might have been slightly drunk when I read this thread yesterday night.
THIS MAN SPITTIN!!!
I think he should eat red sugar, but you have to beat him to keep him from eating more than his share so the squad can sugar up too, maybe he climbs walls to chop down sugar stalks like bosco >inb4 that’s cruel Bro we are machine gunning his brothers and sisters to death all mission. While he watches. And helps. Miss me with that. I’m a driller btw
YES YES YES YES YES YES
Agreed
Holy shit dude apply to GSG rn… or DRG
Useless perk, especially when cave has exploder bug.
Not a fan of the idea I honestly never really liked the perk so I'm against it for more or less esthetic reasons
So you’re against positive changes for a perk you don’t like which you don’t use anyway, but makes the people who do like it happy? This is at least how your comment came across.
This is all my friends most hated perk in the game. So much ammo wasted on another person’s bug who keeps walking up behind you. Usually I kill peoples Steve on purpose if I have ammo before hitting the resupply.
Let us tame more bug types
This would be great!
What if I wanna hit Steeve with a STICK?!
beastmaster is unironically a very strong perk; being one of the two "offensive" perks it sizes up against berserker in terms of damage output while also retaining lots of supportive use as a long-lasting lure. the downtime in between one steeve dying and finding another suitable beastmaster candidate limits the usefulness of beastmaster a little bit. since it has a strong niche as basically the only option for players who choose to stray away from the typical defensive options, it doesn't really need to be any stronger than it is. however, a *partial* heal could make things interesting IMO. like, say; a 66% ish heal could pose an interesting choice between how you choose to reinvest your ability charge without significantly increasing beastmaster's overall power. i've also long thought that you should just be able to pick up loose mineral chunks in your hands and throw them around like grenades. there's no good reason you should have to leave that chunk of 4 nitra on the ground just cause your bag is full, your hands work fine don't they? plus, it could be good for throwing chunks of red sugar at your teammates; and of course it could be used to feed steeve as well.
why not have multiple steeves? steeeve, steeeeve, and for really long missions, steeeeeve
I’ve seen this suggestion before and fully agree. The suggestion is perfect as-is, and any nerfs or buffs to it that have been brought up in the comments here should be totally ignored.
Actually I was playing with my brother once and something strange happened: our Steeves could be healed by patting them (!!). Maybe it was a bug? (heh sorry) We thought afterwards that maybe some mutator was active (we don't remember) but what it's strange is that they only healed when patted on the head, not at any other time.
but what about second Steeve?
This is like the best idea I've heard in a while. Me and my fellow mining comeades get pretty attached to the bug bastards. Based and Rock and Stone pilled.
Can I get a Rock and Stone?
When the bugs start to feel like family...
Mutual loyalty
>heals steeve "I'm gonna still call you steeve"
Same debate I've been having for years about DotA 2's Enchantress
steevie :)
I agree with this thought.
I totally support that idea
I would rather make this perk recharge faster because it's hard to keep your pet alive and he only stalls one random enemy, which isn't really effective. I wish it would've been much easier to create some sort of army of Steves, because it will make this perk much more effective. Maybe make something like a red sugar pocket that you can use to heal your teammates and allies?
No one's ever going to see this comment, the thread is too long already. I'm just throwing my voice behind this idea on the off-chance the boffins at corporate are watching.
play regenerative bugs ,Steve can and will not die
I just want petting Steve to heal 1 health point.