ZombieLover101

MORE NH ABILITIES/IDEAS

5 posts in this topic

I have tried coming up with NH abilities that are not to overpowered yet not also underpowered:

●TENDRIL LIKE NOOSE: can grab a player within the same range as maxed tendril locomotion.

NOTE: Easy to break free for player but tendril pull is fast

USE L2 AND R1 SIMULTANEOUSLY WHILE POINTING AT PLAYER

●Good for seperating survivors who like to stay in groups 

RECHARGE: The longer the reach the longer the recharge similar to how the grappling hook work

 

SHARE YOUR OWN THOUGHTS/OPINIONS/FEEDBACK =)

Edited by ZombieLover101

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ALSO: AN UPGRADE TO THE TERNDRIL NOOSE

TOXIC TENDRIL NOOSE: SEND A TOXIC CHARGE THROUGH THE TENDRIL TO INFLICT DAMAGE TO PLAYER

HOLD TOP D-PAD WHILE USING L2 AND R1

COST: ONE TOXIC SPIT

NOTE: Can only be sent once player is acquired

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All of these ideas sound like they would nead their own separate mutations which would be great to get some new looks for the hunter. They could branch out after mutation 3 aswell like you have to go 1 2 3 but for say when you are at 3 you can choose one from 3 new ones which in my opinion wouldn't overload the hunter with lots of new abilities to use and still make him simplistic to use and play with.

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