So I got this idea while typing a response on a healing syringe thread. This concept offers some fresh gameplay ideas while staying grounded (no pun intended) in the somewhat-reality based environment of KF.
Keep in mind all of this is pure concept and the ammo expenditure and damage models would need to be balanced in line with the other perks. With the energy suit concept you are given special attack choices on full charge. Weapon damage models would need to be balanced keeping this in mind.
This class has level perks and weapons designed to give it a lot of utility between melee/ranged damage and healing. If you don't feel like healing while dealing damage you can skip over the healing based level bonus at 20.
Now that I've conceptualized the perk / class I think it would be a super cool addition (biased of course :cool: ) or something similar to it. Mostly based on real world weapons.
Perk Name: Electromancer
Equipment: Energy Suit , Electric based weaponry
Role: Focused DMG/ AOE DMG / AOE Heal / Crowd Control through stuns
Summary: This perk would have the options of playing more melee based or range based.
Energy Suit
What would be unique to this perk would be your energy suit that periodically recharges (30-45secs?). When the suit is fully charged you have usage options.
Passive Stats
+1% Electrical Damage per level
+1% Suit Recharge speed per level
+0.2% chance to stun with electrical attacks per level
Style:
Weapons:
Knife Replacement: Handheld Stungun. Electrocutes zeds to death as you zap them. Adjust damage model match knife or put a recharge time on it.
Grenade: Electrical Stun Bomb
Grenade works similar to an EMP nade but dealing increased electrical damage while also stunning everything for 3 seconds in its radius.
Similar to this Saints Row item:
http://ift.tt/1IjgpCE
T1: Electric Staff or Electric Whip
or
T2: Coil Gun
Clip size 8/ 40 capacity.
Impact damage to initial target with the electrical energy jumping in the radius. Think of it like an electrical grenade launcher. The electrical coils hit the target and explode on impact spreading to the zeds around.
This gun includes +12.5% chance to stun on impact.
T3: Energy / Plasma Gun
300 Charge per battery. Can carry 3 batteries. Energy expended at 2 charge/second.
This would be similar to what Cyber used in the Matrix. Focused energy beam that deals constant damage to the focused target. Deals minor aoe damage around focus target as the electricity makes minor jumps.
Imagine its ammo / charge usage working similar to gas tanks on the flamethrower
T4: Phase Cannon
Clip Size 20 bolts, capacity 100.
A powerful electrical bolt based weapon. Think of this is an electrical equivalent of the Husk gun / rail type gun.
Charged bolts are fired out that can pass through targets similar to the eviscerator blades. Bolts electrocutes initial target on impact.
Perk Tree
Level 5
Energized! - Your suit builds energy 10% faster.
Energy Reverberations - 25% of your incoming heals are also reflected to your teammates in a 30m radius.
Level 10
Stunning! - Your ranged electrical attacks do 5% more damage and have an additional 5% chance to stun.
Get off my Lawn - Your melee attacks do 20% more damage and are 10% faster.
Level 15
Fried and Crispy - Your electrical attacks have a 5% chance to set the target on fire dealing 25% of the base damage over 5 seconds.
Tactical Reload - Faster reload on ranged weapons.
Level 20
I CAN HAZ HEALS - Your ranged electrical weapons can also fire healing darts. Healing darts have 10% increased healing capacity over non-boosted baseline medic darts and grant 5% armor.
Overcharged - 10% increased electrical damage.
Level 25
Hold Up - During zed time your damaging electrical attacks have a 100% chance to stun.
Firestorm - During zed time your damaging attacks will chain to targets by an additional 10m beyond the base radius.
Keep in mind all of this is pure concept and the ammo expenditure and damage models would need to be balanced in line with the other perks. With the energy suit concept you are given special attack choices on full charge. Weapon damage models would need to be balanced keeping this in mind.
This class has level perks and weapons designed to give it a lot of utility between melee/ranged damage and healing. If you don't feel like healing while dealing damage you can skip over the healing based level bonus at 20.
Now that I've conceptualized the perk / class I think it would be a super cool addition (biased of course :cool: ) or something similar to it. Mostly based on real world weapons.
Perk Name: Electromancer
Equipment: Energy Suit , Electric based weaponry
Role: Focused DMG/ AOE DMG / AOE Heal / Crowd Control through stuns
Summary: This perk would have the options of playing more melee based or range based.
Energy Suit
What would be unique to this perk would be your energy suit that periodically recharges (30-45secs?). When the suit is fully charged you have usage options.
- Like a force lightning attack to where you can direct your energy in focused direction and the first target it hits takes the most damage and it chains off enemies in proximity with damage decreasing each time it is branched.
- Electrical overload. Sends out an energy spherical blast from around yourself.
- Chain Heal or AOE heal. You can expend your energy charge to heal all teammates in a 30m radius for 25 health or something along these lines.
- Phase Out - Go invisible for 5 seconds and can pass through Zed and player actors.
Passive Stats
+1% Electrical Damage per level
+1% Suit Recharge speed per level
+0.2% chance to stun with electrical attacks per level
Style:
Spoiler!
Weapons:
Knife Replacement: Handheld Stungun. Electrocutes zeds to death as you zap them. Adjust damage model match knife or put a recharge time on it.
Spoiler!
Grenade: Electrical Stun Bomb
Grenade works similar to an EMP nade but dealing increased electrical damage while also stunning everything for 3 seconds in its radius.
Spoiler!
Similar to this Saints Row item:
http://ift.tt/1IjgpCE
T1: Electric Staff or Electric Whip
Spoiler!
or
Spoiler!
T2: Coil Gun
Clip size 8/ 40 capacity.
Impact damage to initial target with the electrical energy jumping in the radius. Think of it like an electrical grenade launcher. The electrical coils hit the target and explode on impact spreading to the zeds around.
This gun includes +12.5% chance to stun on impact.
Spoiler!
T3: Energy / Plasma Gun
300 Charge per battery. Can carry 3 batteries. Energy expended at 2 charge/second.
This would be similar to what Cyber used in the Matrix. Focused energy beam that deals constant damage to the focused target. Deals minor aoe damage around focus target as the electricity makes minor jumps.
Imagine its ammo / charge usage working similar to gas tanks on the flamethrower
Spoiler!
T4: Phase Cannon
Clip Size 20 bolts, capacity 100.
A powerful electrical bolt based weapon. Think of this is an electrical equivalent of the Husk gun / rail type gun.
Charged bolts are fired out that can pass through targets similar to the eviscerator blades. Bolts electrocutes initial target on impact.
Spoiler!
Perk Tree
Level 5
Energized! - Your suit builds energy 10% faster.
Energy Reverberations - 25% of your incoming heals are also reflected to your teammates in a 30m radius.
Level 10
Stunning! - Your ranged electrical attacks do 5% more damage and have an additional 5% chance to stun.
Get off my Lawn - Your melee attacks do 20% more damage and are 10% faster.
Level 15
Fried and Crispy - Your electrical attacks have a 5% chance to set the target on fire dealing 25% of the base damage over 5 seconds.
Tactical Reload - Faster reload on ranged weapons.
Level 20
I CAN HAZ HEALS - Your ranged electrical weapons can also fire healing darts. Healing darts have 10% increased healing capacity over non-boosted baseline medic darts and grant 5% armor.
Overcharged - 10% increased electrical damage.
Level 25
Hold Up - During zed time your damaging electrical attacks have a 100% chance to stun.
Firestorm - During zed time your damaging attacks will chain to targets by an additional 10m beyond the base radius.
New Perk Concept: Electromancer
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