New drug balancing

about 2 hours ago

VAELINN

1,092 Total Respect

VAELINN

1,092 Respect

about 2 hours ago

Drug & Special Stock balance pass

I have tuned Cannabis, Hustle, Adderall, Narcan, and several combat stims based on early feedback. Short version below — live numbers are always what you see in-game at the Pharmacy.


Cannabis

  • Still shaves 30 minutes off an active Job.
  • Fail chance is now +10% for 45 minutes (was 15).
  • Each extra dose stacks the fail chance and extends how long it lasts — spam doesn’t clear the debuff when the job ends.

Hustle Pills

  • Job success, rewards, and experience: +10% → +25% (still 6 hours, still −20% combat stats).
  • Rewards now correctly include robbery supply hauls (Agave Hearts, fertilizer, coca paste, construction mats) — not just cash.

Adderall

  • University INT gains: +30% → +3% for 15 minutes (still stacks).
  • Drug cooldown added per use: 1 hour → 6 hours.

Narcan

  • Same OD effect (30% of OD strength + remaining OD/Drug cooldown when you have an active Overdose).
  • Medical cooldown: 1 hour → 6 hours.

Combat stims (power down)

Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:

  • Rage Injector — +60% Strength, 10% haymaker (was +150% / 30%)
  • Sprint Serum — +50% Agility (was +100%)
  • Bulwark Shot — +50% Defence (was +100%)
  • Focus Stimulant — +60% Accuracy, 10% glancing blow (was +150% / 30%)
  • Adrenaline Shot — +80% Agility, −50% Defence (was +125% Agility)

Combat Stim and Painkillers are unchanged in this pass.

Responses

about 2 hours ago

DAN

374 Total Respect

DAN

374 Respect

about 2 hours ago

I like these changes. They did feel quite overpowered

about 2 hours ago

BOONIESTEEP

307 Total Respect

BOONIESTEEP

307 Respect

about 2 hours ago

I think Adderall should've stayed at 30%. Now it's totally dead content, who would sacrifice 2 cokes for a +3% INT gain.

Also combat drugs' prices are now too high for the limited effect they have.

Last Edited 24/10/2026, 17:17:46

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 5b+ paid out monthly to less than 30 players.

about 2 hours ago

BLOBI

-1 Total Respect

BLOBI

-1 Respect

about 2 hours ago

I think Adderall should've stayed at 30%. Now it's totally dead content, who would sacrifice 2 cokes for a +3% INT gain.

Also combat drugs' prices are now too high for the limited effect they have.

BOONIESTEEP - 24/10/2026, 17:14:45

tottally agree on that one, it went from nice to useless. as a new players i see no point using it now. the 30% was like a good ways to up int, stacking to 1k + spamming it now there is no point as coke will give you more gain than that

about 2 hours ago

THORN_IRONCLAD

-83 Total Respect

THORN_IRONCLAD

-83 Respect

about 2 hours ago

i think the changes are nice! could possibly make adderall 5%



about 1 hour ago

BOONIESTEEP

307 Total Respect

BOONIESTEEP

307 Respect

about 1 hour ago

Thinking from a new player perspective, let's say you have 200 energy and 6 coke to put into a concentrated daily INT training session, that's 500 energy (point refills are pretty expensive atm)

At +3% and 6 hours, you are sacrifice 100e energy to gain 15e. It's totally useless. Even at +5% it's 25e.

It should at minimum match the energy lost which at 6 hours cd would be +20% otherwise it's totally dead content.

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 5b+ paid out monthly to less than 30 players.

about 1 hour ago

BARUNAVA

22 Total Respect

BARUNAVA

22 Respect

about 1 hour ago

Drug & Special Stock balance pass

I have tuned Cannabis, Hustle, Adderall, Narcan, and several combat stims based on early feedback. Short version below — live numbers are always what you see in-game at the Pharmacy.


Cannabis

  • Still shaves 30 minutes off an active Job.
  • Fail chance is now +10% for 45 minutes (was 15).
  • Each extra dose stacks the fail chance and extends how long it lasts — spam doesn’t clear the debuff when the job ends.

Hustle Pills

  • Job success, rewards, and experience: +10% → +25% (still 6 hours, still −20% combat stats).
  • Rewards now correctly include robbery supply hauls (Agave Hearts, fertilizer, coca paste, construction mats) — not just cash.

Adderall

  • University INT gains: +30% → +3% for 15 minutes (still stacks).
  • Drug cooldown added per use: 1 hour → 6 hours.

Narcan

  • Same OD effect (30% of OD strength + remaining OD/Drug cooldown when you have an active Overdose).
  • Medical cooldown: 1 hour → 6 hours.

Combat stims (power down)

Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:

  • Rage Injector — +60% Strength, 10% haymaker (was +150% / 30%)
  • Sprint Serum — +50% Agility (was +100%)
  • Bulwark Shot — +50% Defence (was +100%)
  • Focus Stimulant — +60% Accuracy, 10% glancing blow (was +150% / 30%)
  • Adrenaline Shot — +80% Agility, −50% Defence (was +125% Agility)

Combat Stim and Painkillers are unchanged in this pass.

VAELINN - 24/10/2026, 16:56:14

Cannabis

Changing the debuff duration to 45 minutes while making it stack makes it not appealing to me. Cannabis take valuable cd from cocaine usage. Please make it worth it to use instead of cocaine. From a new player perspective, robbery jobs are the only way to earn money while cocaine energy being very crucial to them. Nerfing cannabis from being very good to good is okay because it was OP, but the 45 minutes with stacking timer puts them in a weird position for a new player.

Also the Adderall has gone being nice to useless catagory. Booni has explained the reason perfectly. 

Last Edited 24/10/2026, 17:53:49

I hate online games where you have to interact with people. You eventually loose them and feel sad.

༼⁠ ⁠つ⁠ ⁠◕⁠‿⁠◕⁠ ⁠༽⁠つ

🇮🇳

about 1 hour ago

EPICM

13 Total Respect

EPICM

13 Respect

about 1 hour ago

Thinking from a new player perspective, let's say you have 200 energy and 6 coke to put into a concentrated daily INT training session, that's 500 energy (point refills are pretty expensive atm)

At +3% and 6 hours, you are sacrifice 100e energy to gain 15e. It's totally useless. Even at +5% it's 25e.

It should at minimum match the energy lost which at 6 hours cd would be +20% otherwise it's totally dead content.

BOONIESTEEP - 24/10/2026, 17:41:20

I think both decrease in int gain and increase in drug cd timer is pushing it towards being useless. Maybe keep it 6hrs but increase it back to +30%?

about 1 hour ago

CASPER777

23 Total Respect

CASPER777

23 Respect

about 1 hour ago

I agree with boonie. Adderall should have stayed at 30%

about 1 hour ago

EPICM

13 Total Respect

EPICM

13 Respect

about 1 hour ago

Drug & Special Stock balance pass

I have tuned Cannabis, Hustle, Adderall, Narcan, and several combat stims based on early feedback. Short version below — live numbers are always what you see in-game at the Pharmacy.


Cannabis

  • Still shaves 30 minutes off an active Job.
  • Fail chance is now +10% for 45 minutes (was 15).
  • Each extra dose stacks the fail chance and extends how long it lasts — spam doesn’t clear the debuff when the job ends.

Hustle Pills

  • Job success, rewards, and experience: +10% → +25% (still 6 hours, still −20% combat stats).
  • Rewards now correctly include robbery supply hauls (Agave Hearts, fertilizer, coca paste, construction mats) — not just cash.

Adderall

  • University INT gains: +30% → +3% for 15 minutes (still stacks).
  • Drug cooldown added per use: 1 hour → 6 hours.

Narcan

  • Same OD effect (30% of OD strength + remaining OD/Drug cooldown when you have an active Overdose).
  • Medical cooldown: 1 hour → 6 hours.

Combat stims (power down)

Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:

  • Rage Injector — +60% Strength, 10% haymaker (was +150% / 30%)
  • Sprint Serum — +50% Agility (was +100%)
  • Bulwark Shot — +50% Defence (was +100%)
  • Focus Stimulant — +60% Accuracy, 10% glancing blow (was +150% / 30%)
  • Adrenaline Shot — +80% Agility, −50% Defence (was +125% Agility)

Combat Stim and Painkillers are unchanged in this pass.

VAELINN - 24/10/2026, 16:56:14

Cannabis

Changing the debuff duration to 45 minutes while making it stack makes it not appealing to me. Cannabis take valuable cd from cocaine usage. Please make it worth it to use instead of cocaine. From a new player perspective, robbery jobs are the only way to earn money while cocaine energy being very crucial to them. Nerfing cannabis from being very good to good is okay because it was OP, but the 45 minutes with stacking timer puts them in a weird position for a new player.

Also the Adderall has gone being nice to useless catagory. Booni has explained the reason perfectly. 

BARUNAVA - 24/10/2026, 17:53:02

45min debuff is fine...just dont stack. Weed is easy to make. For something so common such a low debuff timer is weird.

Coke has 3hr debuff. This having 45mins is fine...maybe 30mins would be perfect. But 15 is too low 

Last Edited 24/10/2026, 18:04:06

about 1 hour ago

BOONIESTEEP

307 Total Respect

BOONIESTEEP

307 Respect

about 1 hour ago

Drug & Special Stock balance pass

I have tuned Cannabis, Hustle, Adderall, Narcan, and several combat stims based on early feedback. Short version below — live numbers are always what you see in-game at the Pharmacy.


Cannabis

  • Still shaves 30 minutes off an active Job.
  • Fail chance is now +10% for 45 minutes (was 15).
  • Each extra dose stacks the fail chance and extends how long it lasts — spam doesn’t clear the debuff when the job ends.

Hustle Pills

  • Job success, rewards, and experience: +10% → +25% (still 6 hours, still −20% combat stats).
  • Rewards now correctly include robbery supply hauls (Agave Hearts, fertilizer, coca paste, construction mats) — not just cash.

Adderall

  • University INT gains: +30% → +3% for 15 minutes (still stacks).
  • Drug cooldown added per use: 1 hour → 6 hours.

Narcan

  • Same OD effect (30% of OD strength + remaining OD/Drug cooldown when you have an active Overdose).
  • Medical cooldown: 1 hour → 6 hours.

Combat stims (power down)

Durations, Cannabis costs, and stacking rules are unchanged. Magnitudes:

  • Rage Injector — +60% Strength, 10% haymaker (was +150% / 30%)
  • Sprint Serum — +50% Agility (was +100%)
  • Bulwark Shot — +50% Defence (was +100%)
  • Focus Stimulant — +60% Accuracy, 10% glancing blow (was +150% / 30%)
  • Adrenaline Shot — +80% Agility, −50% Defence (was +125% Agility)

Combat Stim and Painkillers are unchanged in this pass.

VAELINN - 24/10/2026, 16:56:14

Cannabis

Changing the debuff duration to 45 minutes while making it stack makes it not appealing to me. Cannabis take valuable cd from cocaine usage. Please make it worth it to use instead of cocaine. From a new player perspective, robbery jobs are the only way to earn money while cocaine energy being very crucial to them. Nerfing cannabis from being very good to good is okay because it was OP, but the 45 minutes with stacking timer puts them in a weird position for a new player.

Also the Adderall has gone nice to useless catagory. 

BARUNAVA - 24/10/2026, 17:53:02

Agree on Cannabis as well. Stacking both in time and effect makes sense to avoid heavy spamming, but 45 mins of effect makes it unviable on a lot more job.

You can use Cannabis sustainably with this new update (one per job) without accumulating crippling debuffs on anything that is the reduction time + debuff time. With 30 + 15 that included P10 Construction plus GTA and coke in the process of being prestiged.

With 30 + 45 only Transport Drugs and Blackmail/Hacking are left, removing all robberies except construction up to P1. Robberies being the most popular jobs, that's a big cut.

It works against the purpose of the update, to provide a meaningful alternative to coke.

I'd say keep it stacking in effect and time to avoid spamming (which to be fair was a bit weird, akin a bit to time travel) but don't change the 15 min timer.

Last Edited 24/10/2026, 18:06:18

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 5b+ paid out monthly to less than 30 players.