This post is a little long but interesting none the less, iv'e been thinking about this for a little while today and figured i'd like to share it with you guys and hear what you all think..
So...none of us are sure what the mysterious new helmet perk is, theories are that it's a tank perk, or an LMG using perk. I'm leaning more towards a tank perk, I feel like if LMG's were added to the game that they should go to Commando. Iv'e been thinking of ways for a "Tank" perk to work and be an asset to the team, I think it would be an awesome edition to the perks and it would serve a new role, this is what I've come up with off the top of my head...
The perk should have a Riot Shield in one hand and a 1 handed melee weapon in the other def. not meant for guns. It could have various 1h weapons ranging from Nightsticks, Machetes, Hatchets, but I think a Stun Baton would be awesome for crowd control (maybe 1 sec stun to trash zeds, .5 sec stun to big zeds but the stun is for heavy attacks and it has a power % so you can't just stun lock everything your limited...you'd have to pick up ammo boxes if you ran out of power in order to keep using the heavy attack). The way it would function is the same way we're used to now with melee, left click for light attack (with 1 handed melee) ... right click for heavy attack (with 1 handed melee) ... mmb for block/parry (with shield) and the bash button does a shield bash. The Tank's bash would be different from the regular bash because he can hit multiple zeds with 1 bash and is guaranteed to cause any trash zed to stumble.
Now this perk's main purpose is to hold the big zed aggro for the team, damage wise it will be the weakest. His skills and passives will mostly all be defensive, for passives im thinking... extra 3% armor per level like medic, 3% health per level...it'd be 1% higher than commando's 2% per level, damage resistances like Berserker, 1% chance to stumble any zed with shield bash per level to max out at 25% (and 2 more passives ill explain in a minute). I honestly didn't put much thought into skills other than def. have the armor skill that the medic has to start with armor and make it 60% cheaper to buy. So a level 25 Tank would have 175 armor and 175 health, now that sounds like a tank to me.
Now on to how the shield would work, first of all it has to have a durability % like armor or it would just be OP. A level 0 Tank's shield durability will be 100% and there should be a passive to have 2% shield durability per level so it can max out at 150%. It will only lose durability while blocking, a successful parry or bash will not deteriorate the durability. So while blocking I was thinking these would be the durability deterioration %
- Cyst, Clot, Crawler do 1% per hit
- Slasher, Gorefast, Stalker do 2% per hit
- Bloat melee, and Husk Melee do 5% per hit (if you block Bloat Bile or Husk Fireball or Flamethrower you do not lose any % but obv. if Husk suicide's next to you your'e going to get blown to pieces)
- Scrake, Fleshpound, and Boss melee do 10% per hit.
- Sirens do not effect shield at all, you still lose health though if your in the radius of her scream like everyone else.
Picking up an Ammo Box will repair 25% of the shield, it would also be awesome if the lower % the shield is the more cracked and damaged it looks. When your shield is at 0% it will be completely mangled and you can no longer parry/block/bash with it instead you will only be able to use your 1h melee weapon until you get an ammo box to repair it. And I was thinking that because this perk will only be using shield and 1h melee weapons that when you hit your reload key when you have shield/1h melee equipped instead of reloading (bc there's nothing to reload) you aggro all zeds within a certain radius (maybe when you hit the reload key the character will bash their 1h melee weapon on the front of the shield and scream to get the zeds attention). I'm thinking at level 0 you have a 5 yard radius and have a passive to up the radius 1 yard per level to max out at 30 yards. Because there's times where if someone aggro's a big zed it might charge at one of their teammates instead of them, this would make it so you can effectively hold the aggro.
The point of this perk is to hold the big zed aggro for your team, the trash cleaners should still obviously do their job. It wouldn't be too logical to use all your shield % blocking trash zed attacks when it would be very valuable against that Scrake 20 feet away from you and your team walking towards you and pointing at you. Coordinate with your team when a Scrake or Fleshpound is coming than go run up to them and hit them or aggro them with your reload key, block their attacks and parry when you can time it right and bash them and try to get that 25% stumble (if you're level 25) between their attacks while your team dispatches the big zed safely. For trash zeds it would be good to do a bash than smash or slash (depending on your 1h weapon of choice) while they stumble back.
Mostly when Scrakes or Fleshpounds come along im seeing Medics throw their heal gas at their feet and tank the damage, rarely do I see a Berserker with a Pulv. tanking the hits. And realistically we don't have any class that fits that roll, just perks with higher armor/health (Medic) or hoping the Berserker can time his parry's well tanking the big zeds.
So...this perk would have more passive's than the other classes to make up for its lack of damage output. I also think the tank should have different shields, but all the shields will weigh alot so you can only hold 1 shield and a 1h melee weapon. Maybe a Spiked shield with less Durability than the standard Riot Shield but more bash damage and some nice impale animations? :D. Let me know what you guys think about all this, i'm not sure if this is what TWI has in mind for the "mysterious helmet perk" or not but if this is what they were going for than that's awesome. If not here's a useful perk idea that serves a good roll for the team that hopefully they would take into consideration for a future perk.
Thoughts?
So...none of us are sure what the mysterious new helmet perk is, theories are that it's a tank perk, or an LMG using perk. I'm leaning more towards a tank perk, I feel like if LMG's were added to the game that they should go to Commando. Iv'e been thinking of ways for a "Tank" perk to work and be an asset to the team, I think it would be an awesome edition to the perks and it would serve a new role, this is what I've come up with off the top of my head...
The perk should have a Riot Shield in one hand and a 1 handed melee weapon in the other def. not meant for guns. It could have various 1h weapons ranging from Nightsticks, Machetes, Hatchets, but I think a Stun Baton would be awesome for crowd control (maybe 1 sec stun to trash zeds, .5 sec stun to big zeds but the stun is for heavy attacks and it has a power % so you can't just stun lock everything your limited...you'd have to pick up ammo boxes if you ran out of power in order to keep using the heavy attack). The way it would function is the same way we're used to now with melee, left click for light attack (with 1 handed melee) ... right click for heavy attack (with 1 handed melee) ... mmb for block/parry (with shield) and the bash button does a shield bash. The Tank's bash would be different from the regular bash because he can hit multiple zeds with 1 bash and is guaranteed to cause any trash zed to stumble.
Now this perk's main purpose is to hold the big zed aggro for the team, damage wise it will be the weakest. His skills and passives will mostly all be defensive, for passives im thinking... extra 3% armor per level like medic, 3% health per level...it'd be 1% higher than commando's 2% per level, damage resistances like Berserker, 1% chance to stumble any zed with shield bash per level to max out at 25% (and 2 more passives ill explain in a minute). I honestly didn't put much thought into skills other than def. have the armor skill that the medic has to start with armor and make it 60% cheaper to buy. So a level 25 Tank would have 175 armor and 175 health, now that sounds like a tank to me.
Now on to how the shield would work, first of all it has to have a durability % like armor or it would just be OP. A level 0 Tank's shield durability will be 100% and there should be a passive to have 2% shield durability per level so it can max out at 150%. It will only lose durability while blocking, a successful parry or bash will not deteriorate the durability. So while blocking I was thinking these would be the durability deterioration %
- Cyst, Clot, Crawler do 1% per hit
- Slasher, Gorefast, Stalker do 2% per hit
- Bloat melee, and Husk Melee do 5% per hit (if you block Bloat Bile or Husk Fireball or Flamethrower you do not lose any % but obv. if Husk suicide's next to you your'e going to get blown to pieces)
- Scrake, Fleshpound, and Boss melee do 10% per hit.
- Sirens do not effect shield at all, you still lose health though if your in the radius of her scream like everyone else.
Picking up an Ammo Box will repair 25% of the shield, it would also be awesome if the lower % the shield is the more cracked and damaged it looks. When your shield is at 0% it will be completely mangled and you can no longer parry/block/bash with it instead you will only be able to use your 1h melee weapon until you get an ammo box to repair it. And I was thinking that because this perk will only be using shield and 1h melee weapons that when you hit your reload key when you have shield/1h melee equipped instead of reloading (bc there's nothing to reload) you aggro all zeds within a certain radius (maybe when you hit the reload key the character will bash their 1h melee weapon on the front of the shield and scream to get the zeds attention). I'm thinking at level 0 you have a 5 yard radius and have a passive to up the radius 1 yard per level to max out at 30 yards. Because there's times where if someone aggro's a big zed it might charge at one of their teammates instead of them, this would make it so you can effectively hold the aggro.
The point of this perk is to hold the big zed aggro for your team, the trash cleaners should still obviously do their job. It wouldn't be too logical to use all your shield % blocking trash zed attacks when it would be very valuable against that Scrake 20 feet away from you and your team walking towards you and pointing at you. Coordinate with your team when a Scrake or Fleshpound is coming than go run up to them and hit them or aggro them with your reload key, block their attacks and parry when you can time it right and bash them and try to get that 25% stumble (if you're level 25) between their attacks while your team dispatches the big zed safely. For trash zeds it would be good to do a bash than smash or slash (depending on your 1h weapon of choice) while they stumble back.
Mostly when Scrakes or Fleshpounds come along im seeing Medics throw their heal gas at their feet and tank the damage, rarely do I see a Berserker with a Pulv. tanking the hits. And realistically we don't have any class that fits that roll, just perks with higher armor/health (Medic) or hoping the Berserker can time his parry's well tanking the big zeds.
So...this perk would have more passive's than the other classes to make up for its lack of damage output. I also think the tank should have different shields, but all the shields will weigh alot so you can only hold 1 shield and a 1h melee weapon. Maybe a Spiked shield with less Durability than the standard Riot Shield but more bash damage and some nice impale animations? :D. Let me know what you guys think about all this, i'm not sure if this is what TWI has in mind for the "mysterious helmet perk" or not but if this is what they were going for than that's awesome. If not here's a useful perk idea that serves a good roll for the team that hopefully they would take into consideration for a future perk.
Thoughts?
Perk Idea
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