An idea for overhauling how Organs work

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Keegan2486

FNG / Fresh Meat
May 24, 2020
5
1
3
I love this game, I can't get enough of it, outside of the few bugs and glitches i have noticed which i have no doubt will get fixed, my only real issue with the game in terms of it's design is how organs currently are handled. The way I see it the "Organs" are the passive skills of the shark, it's abilities, and as such I feel only being able to equip a few of them instead of them just being automatically and passively active once unlocked/acquired seems a waste of potential given that we can only change "equipment" in a grotto. I can understand needing to pick and choose the set pieces, you know, the body, head, jaws, fins and tail, but the organs? Not so much. I don't mind them needing conditions to unlock them and that they can only be upgraded in a grotto, and the conditions currently in game to get them are fine, but once unlocked they should be immediately active seeing as they are basically passive skills. Make them a sub tab on "Evolutions" page or something showing them all and what is required to unlock them and how much upgrades cost, in short, lose the organ "slots" and just have an Organs tab. Again, just a thought.
 

Rezz139

FNG / Fresh Meat
May 21, 2020
20
12
3
Yeah, some kind of balancing would be nice or as you said, making them all passive. I wonder if that'd be overpowered possibly. However, when I played through some of the organs I just never ended up using because they weren't that great or useful. Like as soon as I got hearty, I never took that off. And I pretty much never used the increasing out of water air, or the reduced enemy aggression since it came so late in the game. Also felt redundant to have three different organs just for increasing nutrient intake.