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cl balance: blobs now receive a 50% cost refund on attacks that don't spread balance: blobs receive a free chemical re-roll every 4 minutes balance: reflector blobs are considerably tougher fix: attempting to turn a damaged strong blob into a reflector blob now refunds points fix: fixed an intregrity /cl I think Blob is a great midround antag. It provides a threat that forces the station to work together as a whole, adds excellent drama, and has a cool design. However, it's currently very weak. I think it needs both a buff of the core antag, and then some buffs/nerfs to bring all the different variants into line. This PR deals only with the former. One thing blob is currently lacking in is kill power. To actually attack someone, or smash through a wall, takes a crippling amount of chemicals (usually 16-20). This means that if the blob fights back through spreading instead of factories it cripples itself. I believe attacking should be cheap to make blob a more dangerous enemy to fight, while not allowing it to reach critical mass more quickly while not in combat. Re-rolls are very cool and make fighting blob more dynamic. They also help combat the current terrible balance between blob variants so RNG doesn't force you to watch yourself die to fire extinguishers. However, you have to pass up 80 chemicals to get one after your first. In fact, I believe any chemical cost makes re-rolling clunky to use - re-rolls work best as an attempt to throw off a crew that's beating you too easily, and sinking yourself into low points plays actively against that. Reflector blobs are also rarely used. As they are now, you pay 15 points just to have a reflecting strong blob tile with 1/3rd health, and FOUR TIMES BRUTE DAMAGE. This means that the blob tile dies TWELVE TIMES quicker to brute than it did before! This buffs it to die a mere three times quicker to brute, and 1.5x quicker to burn.