No, not a call for people to work on the game. I'm referring to to the benefits we get to choose between every fifth perk level!
Let's brainstorm and discuss specific Talents we'd like to see available, that would provide unique benefits and playstyle options to our favorite perks beyond what they'll get by default, and if possible what sort of talents should be offered as the other choice to any particular one..
__________
Firebug:
Intense Heat - Damage-per-second from burning, from any source, is now notably increased, but with a disproportionately higher loss to burn duration. For impatient firebugs willing to sacrifice hit-and-run capability for more direct damage.
-possibly alternate to-
Noxious Fumes - Burning enemies, and enemies near them, are slowed somewhat and sometimes disoriented from a chemical mixture that gives off noxious smoke.
Everything Incendiary - ALL cross-class weapons 'cause burning. They make incendiary bullets for pretty much everything, you know.
-possibly vs-
Improved Incendiary Grenade - Your grenades no longer sacrifice exploding for burning, now doing half the standard explosive damage in addition to igniting enemies. The good news is they're more useful against fire-resistant enemies. The bad news is you'll regret throwing them at your own feet.
Berserker:
Swashbuckler - Gain significantly faster weapon-swap speed and a slight boost to gun sidearm damage. Crawlers won't know what hit 'em.
-vs-
Straight bonus to melee damage / attack speed. You're a dedicated melee warrior and your sidearm is just a decoration.
Group Beatdown - being in close proximity to teammates gives you both a melee damage bonus.
Concussion - Downward strikes against any Zed give a good chance of disabling special attacks.
Rock Solid - Gain significant explosive resistance. Go on, casually lob those grenades around in the fray, with this you might actually survive.
Reaper - Deal greatly boosted melee damage during ZED time.
Medic:
Morphine - Syringes confer slight damage resistance to patients in addition to healing.
-vs-
Adrenaline - Syringes confer speed buffs.
Zed Neurotoxins - Healing darts are best used to keep teammates alive, but should a Zed step between you and your intended patient (or you're alone and desperate), darts (and maybe syringes) will have a damaging or paralyzing effect on them, through toxins formulated to harm Zeds and not normal humans.
-vs-
Faster dart recharge, or longer HoT from darts
GET OFF OF HIM - Your medic guns are equipped with bullets that do less tissue damage but more forceful impacts, able to flinch or interrupt Zeds
Let's brainstorm and discuss specific Talents we'd like to see available, that would provide unique benefits and playstyle options to our favorite perks beyond what they'll get by default, and if possible what sort of talents should be offered as the other choice to any particular one..
__________
Firebug:
Intense Heat - Damage-per-second from burning, from any source, is now notably increased, but with a disproportionately higher loss to burn duration. For impatient firebugs willing to sacrifice hit-and-run capability for more direct damage.
-possibly alternate to-
Noxious Fumes - Burning enemies, and enemies near them, are slowed somewhat and sometimes disoriented from a chemical mixture that gives off noxious smoke.
Everything Incendiary - ALL cross-class weapons 'cause burning. They make incendiary bullets for pretty much everything, you know.
-possibly vs-
Improved Incendiary Grenade - Your grenades no longer sacrifice exploding for burning, now doing half the standard explosive damage in addition to igniting enemies. The good news is they're more useful against fire-resistant enemies. The bad news is you'll regret throwing them at your own feet.
Berserker:
Swashbuckler - Gain significantly faster weapon-swap speed and a slight boost to gun sidearm damage. Crawlers won't know what hit 'em.
-vs-
Straight bonus to melee damage / attack speed. You're a dedicated melee warrior and your sidearm is just a decoration.
Group Beatdown - being in close proximity to teammates gives you both a melee damage bonus.
Concussion - Downward strikes against any Zed give a good chance of disabling special attacks.
Rock Solid - Gain significant explosive resistance. Go on, casually lob those grenades around in the fray, with this you might actually survive.
Reaper - Deal greatly boosted melee damage during ZED time.
Medic:
Morphine - Syringes confer slight damage resistance to patients in addition to healing.
-vs-
Adrenaline - Syringes confer speed buffs.
Zed Neurotoxins - Healing darts are best used to keep teammates alive, but should a Zed step between you and your intended patient (or you're alone and desperate), darts (and maybe syringes) will have a damaging or paralyzing effect on them, through toxins formulated to harm Zeds and not normal humans.
-vs-
Faster dart recharge, or longer HoT from darts
GET OFF OF HIM - Your medic guns are equipped with bullets that do less tissue damage but more forceful impacts, able to flinch or interrupt Zeds
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