ZombieLover101

Be the Zombie New Abilities/ BUFF Ideas

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Upgrade some skills that exist already for NH

•horde:exploders->infected->2-3 volatiles

•spit: tri shot that costs 3 available spits u have. NOTE: only one spit variant is used to tri shot

●A way to counter drop kicks just how humans can counter tackles 

●mutation lvl 3 spikes on NH back can be used to repel drop attacks by spiking out. This will cost one UV block. 

LEAVE FEEDBACK PLEASE :)

 

 

 

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I thought of a buff while reading the itackle thread. It's a little dangerous to tackle considering it's an easy evade + almost always a hit from the human. So, how about mutation 3 hunters with those spikes on their back have armour. 

Armour Endurance is exactly the same as HP, so in a 2V1 you can withstand a full axe blow from behind, plus another hit. With the armour, you can't be DFA'd because that'd be dangerous on spikes. After the armour is broken then you are vulnerable to DFA and lose/regen health the same as it is now. 

That might make the hunter a bit too strong though. Maybe only a special 4v1 thing, or just limit 2H weapon damage from "ground slam" attacks since they can just be spammed, but leave the damage as is for a regular hit. 

 

 

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That UV block idea would be good, and it comes at a cost. If it ended in the human death then people would complain but if it just prevented the lock in from working then it would be useful in 4v1 encounters. May even result in human fall deaths if they attempted the DFA from too high up. 

I also wonder why a hunter can't claw a propane tank or GP a barrel resulting in a self death but possibly taking humans with him as well. Not sure if that would be chaos or not but I thought about it. 

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Good ideas that mesh well with the narrative and character design: both the armor and the propane/gas ones. Every experienced crow survivor waiting for DFAs multiplies routes/attacks that hunters can't make. With 2v1 there is still some room, but above that it becomes harder to complicate things. And more gas tank stuff sounds fun if calibrated in such a way that the game mode doesn't change excessively into explosives assuming a dominant role in the play, what with remembering, placing, timing hundreds of traps etc.

Doesn't the hunter have a lot of gas naturally, with all his organs decaying and eating too many survivors? :D

Edited by Chickeninja

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The armour thing may be a bit too OP. The tank thing can be bad if it was set off with a GP, because then you'd die possibly performing any attacks nearby propane or barrels. Maybe if the claw only set off propane as if a human slashed it, not the GP, and the same with red barrels. 

If the claw does it then you can potentially come in to GP people in the slums, turn and claw a tank and escape, then get a kill if they happen not to notice it going off. They have the same chance to try and set one off and hope it hits you. As for barrels, they'd have the advantage in being able to set it off from afar, but in a no win situation (cornered, out of stamina), you can potentially take them out with it, but it would be 100% suicide. In some cases if you knew a barrel was below and you fell off a roof, you know you're gonna be DFA'd, you can claw a barrel and deny them the kill, possibly take them with you. 

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