Discussion in 'Suggestions Box' started by Vakarlan, Nov 1, 2018.
Changed some, thanks again for the suggestions.
Page 2 MOAR
Reactive Adaptation, after being imbued with a status condition, you take no damage and gains CC immunity from the source for 3 seconds.
Down but Not Out
Unyielding, if there are less than 4 players alive (does not include incap), you no longer have fire and reloaded penalties. Only works in scenarios.
Blood Money, every special infected you kill has a 10% chance to drop a blood bag. It will give everyone in the party 1 bonus bounty. Killing a t1, t2, t3 tank will have an 15% 35% 50% chance to drop the bonus toaster respectively. The blood bag also heals you for 50 hit points.
Bane of Gluttony, you gain 50% aggro from Glutton based tanks, if the Glutton eats you, it will unable to eat other survivors for 10 seconds. After forcing yourself out from the belly, you deal 50 true damage x the amount of seconds that you are in its belly, you will also no longer be able to be inflicted with Gastric Juice status effect.
Unity is power, for every survivor player within 200 units, you gain 1.5 flat damage reduction. The effect lingers for 5 seconds when you move away from the radius.
Hope On Sight
Optimist, while incap, you take 5% less damage from all sources x the amount of survivors in your sight of vision (In your screen of vision not the total number of players). Max 25% damage reduction. Halved in VS.
Advanced Morphine Injector
Adrenaline Rush, using an adrenaline empowers the effectiveness of this buff by 200% for the next 5 healing ticks. Cool-down 1 min.
Guardian Angel, using a medkit on a player have 50% chance not to use your first aid kit when healing players 50 levels or more below you: 2 minutes.
It's wasn't that high
Cat Instincts, 5% reduced fall damage (+5% for every 20% missing health) up to maximum +25% reduced fall damage caused by infected.
The Vindicator, if an infected kills a teammate 250 units near you, For 4 seconds, the +200% damage bonus does not decay. But then rapidly decays by -50% each seconds over 4 seconds, also you will not consume ammo for the same duration. This effect can only occur once every 40 seconds.
Positive Mental Attitude, each time you incap, you gain 5% damage resistance and -10% bleed out rate on your next incap, resets when you use a medkit. (Thank you yami)
Maybe more , see mood.
I have an idea make a buff enhancement for infirmary or supporting role to purchase a free incendiary box or explosive box only once per round
Alright... here's my 2 cents to your buff enhancements so far:
Reactive Inoculation Buff
Reactive Adaption: Sounds good...
Down But Not Out Buff
Unyielding: Sounds good...
Survival Payment Buff
Blood Money: Sounds good...
Emetic Agent Buff
Bane of Gluttony: Should be +50% increased aggro from glutton and supreme glutton tanks. Otherwise it sounds good...
Group morale Buff
Unity is power: Sounds good...
Hope On Sight Buff
Optimist: I would nerf this down to a maximum of +20% damage reduction and +4% damage reduction per survivor within sight of you. The effect is halved in VS.
Advanced Morphine Injector Buff
Adrenaline Rush: I would make the duration of the adrenaline shot only 10 seconds long. You can also hold R with adrenaline shot in hand to get the cooldown time.
Guardian Angel: I would make the cooldown of having a 50% chance not to use your first aid kit when healing players 50 levels or more below you: 2 minutes.
It wasn't that high Buff
Cat Instincts: Instead of 10% reduced fall damage, its 5% reduced fall damage (+5% for every 20% missing health) up to maximum +25% reduced fall damage caused by infected.
The Vindicator: For 4 seconds, the +200% damage bonus does not decay. But then rapidly decays by -50% each seconds over 4 seconds. This effect can only occur once every 60 seconds.
Mindset Change Buff
Positive Mental Attitude: The Damage resistance should be capped out at +20% with the bleed out being capped at -40%. They cannot stack with any other buffs.
I kept some which I feel is fine but changed a few major ones and reworked one of them. Thx for the feedback.
Since this is the Thread for Buff Enhancement Suggestion Section I'll put my ideas here too Kappa.
Poise (Unstoppable Enhancement) - You have a % chance of not getting knockback by Tank Punches the chance is equal to Unstoppable's Current Chance.
Hatred (Avenger Enhancement) - The Bonus Damage is reduced to 250% but everytime the same target kills another Ally it will Increase the Bonus Damage by 10% per Ally killed and the duration by 2 seconds.
Heroic Leap (Mobility Master Enhancement) - By pressing Shift(Walk)+Mouse1(Shoot) your character will do a Short Hunter Pounce upon landing Deals 100 True Damage in a 250 AoE. Infected Killed by Heroic Leap will heal you 1HP per common and 10HP per Special Infected (40 seconds cooldown Shared with Dash.)
Ignis Automata (Slaying Automata Enhancement) Turns your Turret into a flamethrower that Ignites any infected in a 200 AoE dealing 10 True Damage per 0.1 seconds (Burn Effect lingers for 5 seconds). (Only 2 Ignis Automata can be active within the map)
It's Not Over Yet (Hidden Strength Enhancement) - After being revive by Hidden Strength, you're immune to damage and has CC Immunity for 10 seconds and you can buy 1 item even you don't have the bounty for it (Bounty will go Negative Like Trusted Consumer).
Immovable (Heavy Gunner Enhancement) - When using a Mounted Gun it removes Tank Aggro for 10 seconds (60 seconds cooldown), and You're Unstoppable to any Infected. Leaving the Mounted Gun will end the Remove Tank Aggro effect and Unstoppable.
It's not over yet is insane xD, also I really like poise, however for certain tanks, not getting knockbacked can be more of a pain then getting punched away from it. For example ABT.
I mixed up knockback and knockdown it suppose to be knockdown(like getting punched by Duelist or Speedy. You'll be thrown but not knockdown)
and I'll change Not Over Yet.
Not Over Yet - When Activate And you're the only One Alive. you'll gain 10 sec Damage and CC Immunity and Removes the Movement Speed Reduction but when another Survivor is resuscitated by Hidden Strength the Bonus will End.
So here's my 2 cents on your buff enhancements
All of the buff enhancements are good overall, this is taking into account that change with the Not Over Yet Buff Enhancement as well.
That defeats the purpose of Against the Odds buff
Against The Odds is still a useful buff, but doesnt seems to be used much because you dont know when will you be the last survivor standing and its only usuable for scen/finale maps but being 1 shotted after you get revive by hidden strength is not so useful. because of the movement slow and your health getting reduced to 25% of your max HP the SI pin immunity wont do shit if you got surrounded by CI's and Tank Punching you. I know that Both of those Buffs has a good synergy but that 99% defense wont be much if you have tenacity which brings your max defense to 50%.
Back for more salt PepeGa (imo these are same really op ones, i think it will need some event type ways to unlock them)
Demolition Man, pipe bombs now deals 10% more damage per 3 special infected killed directly via its explosions. Pipe bombs are also 25% cheaper to purchase for yourself.
The Executioner, upon purchasing this enhancement;whenever you use the butcher buff, a hockey mask appears on your character's face. When holding on to Axe or Machete, your swing radius is increased by 50%. Whenever you kill an special infected with said axe or machete, all infected within an 400 units except for tanks flee from you for 10 seconds. This effect can only happen once every 30 seconds.
Corrosive Vomit Jar
Chemical X, duration increased to 8 seconds, additionally tanks affected by this also gets their abilities nullified for the same duration. It does not affect abilities activated through fury and the secondary effect has a cooldown of 120 seconds after expiring. DOES NOT STOP LETHAL ABILITIES.
Doom Patrol, after dealing more than tank tier x 3,000 damage to a tank, you gain permanent aggro from the tank. It only temperately dispenses when someone uses enraging waves buff. Additional you gain 10% movement speed and 20% tank knock-back reduction/recovery as long as that tank is alive.
Assault Cuirass, have a 10% chance that the reflected attack causes rupture/heavy bleeding bad status effect. Rupture acts as normal while heavy bleeding gives Special Infected +10% additional damage taken from all sources while Tanks take +3% additional damage from all sources.
Explosive Projectiles, the shrapnel now also ignites enemies dealing 50% of the damage dealt as true damage per second for 5 seconds , affecting even those fire immune tanks.
Car Explosion Resistance, Bomb Tank Protection
DareDevil, car and bomb tank explosions no longer stuns you but deals 500 true damage to you, after being affected by any type of explosion related event/offensive abilities. You can 8% movement speed, 5% fire rate and 6.5% melee swing speed for 5 seconds after recovering from the knock-back. Stacks twice refreshing its duration.
Against The Odds
Partners in crime, buff now counts the last two survivors instead of one affecting the other player regardless if he or she has the buff equipped, imbuing the other player with the same additional attribute bonus.
Love is in the Air
Heart of Courage, favorite survivor will not suffer a perma death when he or she dies 100 units away from you. Can only occur once per round.
Countermeasure, after being released from an special infected, addition to being unable to be trapped by the same class of special infected, you can stagger the attacker for 5 seconds (affects smokers if it is within 150 units of your position). You can also deal addition 15% more damage to that class till a different special infected traps you.
Emergency Aid, all units caught in the radius will instantly receive the full 14 seconds of healing amount within two seconds instead of being rapidly healed over a period of time.
Antitoxin, taking acid damage during the health recovery will not halt the process also blocks the first lethal disease status effect from Sickening Tank.
Sleeping Bag, duration reduced to 6 seconds, you regeneration 3% of your max hit points per second while in the bag.
Fervor, instantly resets your fatigue additionally each continuous strike of melee weapon will further increase your swing speed by 2%, up to 30% max swing speed, however when hyperactive ends your muscle suffers from extreme fatigue and you gain full fatigue that cannot be reduced for 5 seconds.
Auto-Reload System, upon reaching 20% of the clip your weapon has a 25% chance of auto reloading and refill your entire clip. The cooldown is based on your clip size in seconds.
1)Eagle Pack, eagles will come to your call instead of crows, does same damage additionally they lingers on for an extra 5 seconds to kill off any reminding special infected that enters 600 units surrounding your position.
2)Falcon Pack, falcons will come to your call instead of crows, does the same additionally they blinds tanks for two seconds, staggering them. Tanks cannot be staggered multiple times from different usage of bird whistle. Cool-down in-between stagger is 30 seconds.
Leadership, passively increase the fire-rate, damage and reload speed of all players 50 levels below your level by 10%.
A Noble End, dead survivors will gain 100% bonus damage that rapidly falls off over 10 seconds, also resurrected survivors will not loose their primary weapons.
are you high?
Here's my 2 cents to your buff enhancement suggestions vaka
Extra Powder Buff
Demolition Man Buff Enhancement
Hmmm no. The bounty reduction could make it easy to spam pipe bomb throwables, especially in VS. What I was thinking about suggesting was instead increasing the pipe bomb radius by +10% so more area is affected.
The Executioner Buff Enhancement
Sounds good... the special infected kill should also be from the melee weapons too (axe, machete).
Corrosive Vomit Jar Buff
Chemical X Buff Enhancement
The duration should be lowered a bit to 8 seconds. It does not affect abilities activated through fury and the secondary effect has a cooldown of 120 seconds after expiring.
Gory Killer Buff
Doom Patrol Buff Enhancement
Should be +10% movement speed and with the damage being affected from the chainsaw. Also, the effect is temporarily nullified while any other survivor uses a buff effect that affects aggro on the tank or when anyone is using the minigun. The effect expires when you die or if the tank dies.
Deflection Suit Buff
Assault Cuirass Buff Enhancement
Should have a 10% chance that the reflected attack causes rupture/heavy bleeding bad status effect. Rupture acts as normal while heavy bleeding gives Special Infected +10% additional damage taken from all sources while Tanks take +3% additional damage from all sources.
Shrapnel Shot Buff
Explosive Projectiles Buff Enhancement
Car Explosion Resistance Buff
Dare devil Buff Enhancement
Should only let you resist knockback from car explosions caused by explosions from all sources but yourself.
Against the Odds Buff
Partners in crime Buff Enancement
Love is in the air Buff
Heart of Courage Buff Enhancement
Ex-Infected Mourn Buff
Countermeasure Buff Enhancement
Guardian Dispenser Buff
Emergency Aid Buff Enhancement
The full-heal effect of the buff should be over 2 seconds instead.
Acid Neutralizer Buff
Antitoxin Buff Enhancement
Protective Bag Buff
Punching Bag Buff Enhancement
er... no. We already have enraging waves buff to use in such a strat.
Fervor Buff Enhancement
I'd change it so that after the effect ends, you gain full fatigue that cannot be reduced for 5 seconds.
Tactical Reload Buff
Auto-Reload System Buff Enhancement
Bird Whistle Buff
Eagle Pack Buff Enhancement
Sounds good... but the eagles should stay around for an additional 5 seconds rather than 10. with the same damage being dealt to only CI and SI.
Falcon Pack Buff Enhancement
The tanks should be blinded for the duration of bird whistle and are staggered for 1 second. They cannot be affected by these additional effects for 30 seconds.
Leadership Buff Enhancement
A Noble End Buff Enhancement
Should be when the survivors are resurrected, that they gain said effects. otherwise is good.
Enraging Waves be Like
Changed almost all buffs to sort of your suggestions. Especially the falcon one