Talk:DNA/@comment-107.145.124.102-20160704201622/@comment-24863355-20160802210742

Right now the current plans for DNA won't be the trump card against all hostile fauna and situations in Subnautica.

Sure, there are some pretty powerful and possibly unbalanced DNA attributes being planned like all damage being cut by 50%, period, and natural regeneration, but it's not like they'll make you invincible. Half damage doesn't mean much when pretty much every creature in Subnautica hits hard. Like, really hard. And natural regeneration might be beaten by medikits half the time, despite still being nice to have around.

Some other things to consider:

-The Warper DNA might give you invincibility frames (IF) when taking damage. There are next to no species in Subnautica that can chain attack the player, except for the Tiger Plant and maybe a swarm of Biters. In comparison, Ampeel DNA might give you guaranteed counterattacks when receiving damage by chaining entire bolts of lightning. That sounds OP, but when you realize that even getting close to an Ampeel is inadvisable, it's sort of balanced out by that factor.

-The Reaper's DNA is not combat-oriented. It might be meant to give you an oppurtunity to escape by having a tube on hand with no Seamoth or Seaglide. Yet oddly enough, it seems the weakest in comparison to where you get it.

-Boneshark DNA might provide the player the opposite of the air bladder's function, allowing you to sink down as fast as possible. The devs have explicitly stated that the main purpose of this is to dive into a deep area or cave as fast as possible, grab whatever you need, and get out just as quickly with the help of an air bladder.

My point is that DNA is not an oppurtunity to gain as much power as possible. Each serum is a niche item that only supports one corner of the game, and is balanced out by what we have now.