New drug balancing
Responses
about 2 hours ago
SHREDDERCHU
230 Total Respect
SHREDDERCHU
230 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.
VAELINN - 24/10/2026, 16:56:14Cannabis
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⚠ BL - 24/10/2026, 17:53:02Agree 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.
BOONIESTEEP - 24/10/2026, 18:03:57
I think the timer should be 30 minutes since it feels right to have it be half of the CD time, and in my mind the success criteria is that people who would use cannabis would risk the 10% higher chance of failure for the 30 min faster job, but not use it for spamming nor only use it if they can get out of any downside of using the drug.
about 2 hours ago
EPICM
13 Total Respect
EPICM
13 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.
VAELINN - 24/10/2026, 16:56:14Cannabis
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, 17:53:0245min 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
EPICM - 24/10/2026, 17:59:2045 minutes just puts robbery jobs in a weird situation. So 30 minutes without duration stacking is the most balanced way tbh.
A rough calculation,
A coke gives 50e for 3Hr of cd, cannabis on the other hand reduces 1.5Hr of job time for the exchange of same CD addition. While having a -10% success rate that stacks.
Current 15 minutes lets user avoid the chance debuff, so making it 30 minutes makes it perfectly balanced.
Also it's unlikely that people will spam it 3 times just because the debuff timer doesn't stack. Because 30 minutes time reduction is useful for agave, paste, construction robbery jobs. So the max they will spam will be 2 at once.
If we make the debuff duration 30 minutes, realistically construction job will still face 10+10=20% chance reduction (because you take cannabis a few seconds after starting the job, so taking 2 cannabis makes it have less than 30 minutes remaining. So 20% chance reduction gets applied)
BARUNAVA - 24/10/2026, 18:18:00
I'll agree 45mins might be a bit much. But 15mins too low with no apparent downsides atm. Im able to do paste in 30mins with no downsides which should be a luxury for the ppl who did the time prestiges.
With 30min debuffs im still doing it quick but with a 10% risk and for 1h+ jobs if i use 1 weed no risk at all.
I agree with shredderchu that the debuff should 30mins instead.
Last Edited 24/10/2026, 19:24:09
about 3 hours ago
BARUNAVA
22 Total Respect
BARUNAVA
22 Respect
about 3 hours ago
45 minutes just puts robbery jobs in a weird situation. So 30 minutes without duration stacking is the most balanced way tbh.
A rough calculation,
A coke gives 50e for 3Hr of cd, cannabis on the other hand reduces 1.5Hr of job time for the exchange of same CD addition. While having a -10% success rate that stacks.
Current 15 minutes lets user avoid the chance debuff, so making it 30 minutes makes it perfectly balanced.
Also it's unlikely that people will spam it 3 times just because the debuff timer doesn't stack. Because 30 minutes time reduction is useful for agave, paste, construction robbery jobs. So the max they will spam will be 2 at once.
If we make the debuff duration 30 minutes, realistically construction job will still face 10+10=20% chance reduction (because you take cannabis a few seconds after starting the job, so taking 2 cannabis makes it have less than 30 minutes remaining. So 20% chance reduction gets applied)
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