diff --git a/Content.Server/Body/Components/BloodstreamComponent.cs b/Content.Server/Body/Components/BloodstreamComponent.cs
index d056df289d..00d8a7b42d 100644
--- a/Content.Server/Body/Components/BloodstreamComponent.cs
+++ b/Content.Server/Body/Components/BloodstreamComponent.cs
@@ -35,13 +35,13 @@ namespace Content.Server.Body.Components
/// How much should bleeding should be reduced every update interval?
///
[DataField("bleedReductionAmount")]
- public float BleedReductionAmount = 0.5f;
+ public float BleedReductionAmount = 1.0f;
///
/// How high can go?
///
[DataField("maxBleedAmount")]
- public float MaxBleedAmount = 20.0f;
+ public float MaxBleedAmount = 10.0f;
///
/// What percentage of current blood is necessary to avoid dealing blood loss damage?
@@ -67,7 +67,7 @@ namespace Content.Server.Body.Components
/// How frequently should this bloodstream update, in seconds?
///
[DataField("updateInterval")]
- public float UpdateInterval = 5.0f;
+ public float UpdateInterval = 3.0f;
// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
///
@@ -80,7 +80,7 @@ namespace Content.Server.Body.Components
/// How much blood needs to be in the temporary solution in order to create a puddle?
///
[DataField("bleedPuddleThreshold")]
- public FixedPoint2 BleedPuddleThreshold = 5.0f;
+ public FixedPoint2 BleedPuddleThreshold = 1.0f;
///
/// A modifier set prototype ID corresponding to how damage should be modified