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Class Advancement Quest + Class buffs ideas

Discussion in 'Suggestions Box' started by Biscince, Jan 17, 2020.

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Do you think this advancement system would be viable in mgftw?

  1. Yes, I think so.

    100.0%
  2. Yes, but this system need adjustements.

    0 vote(s)
    0.0%
  3. No, I don't think so.

    0 vote(s)
    0.0%
  4. No, another system would be better.

    0 vote(s)
    0.0%
  1. Biscince

    Biscince New Member

    Hello hello, I've been playing a lot RPG these days, and I wanted to share some ideas about a feature that could maybe be implemented in mgftw.

    1. Class Advancement Quest

    The gist of class advancement quest would be a step for players to unlock unique class passives and a class buff slot after they reach level 5 of their respective class. Indeed, only class buff can be used in this slot, it would work like a specialization.

    NPC : Ethan
    Quest description : TBD (some ideas below)
    Rewards : Class buff slot

    I have several suggestions about this quest, it could be a 2-step quest.

    Firstly, we could make the quest a bit grindy for each class, I will a bit exagerrate the quest requirements, but I think you would understand the overall idea.

    1. Deal 300k damage to infected with drones and turrets.
    2. Upgrade turrets 250 times.
    3. Deals 40k damage using Burst Resonnance.

    1. Heal 250 allies.
    2. Successfuly revive corpse 100 times.
    3. Motivate 100 allies.
    4. Successfuly CPR 5 bodies.

    1. Redirect 150 aggroes.
    2. Parry 200 SI.
    3. Make 200 allies defiant.

    1. Succesfully dodge 500 times.
    2. Use 75 smoke bombs.

    1. Debuff 500 SI.
    2. Mark Tank 500 times.
    3. Outbreak 50 times.

    1. Deploy 200 Lure/Traps.
    2. Deals 75k damage while in Stockpile Draw state.
    3. Deals 200k blast damage.

    Secondly, the second part of the quest could be a mini-challenge quest like the dormant one. We could use the dormant hideout to provide an advancement test for the player, but I've been thinking it might be very difficult to implement or irrelevant. This part is currently incomplete for some classes. I could not find a relevant tank or challenge to deal with, or I was not very satisfied with the idea.

    (Timkit's suggestion) Conditions for these Mech Dormant Tanks:
    - You should only be able to challenge the one respective to your class, aka you'd only be able to challenge the Mech Technician Tank as a Technician Level 5. For duo tanks, you can only take another player with you that is also using the same class as you are to make things fair.

    (Different Hideout Suggestion) Ethan's Playground
    Death Toll - map 3 (c10m3_ranchhouse)

    [​IMG]

    [​IMG]
    [​IMG]

    These parts need to be blocked in order to guarantee better experience.

    [​IMG]

    For the one below, people may able to reach the hill, so adding a fence may be pertinent.
    [​IMG]

    Mech Technician Tank

    Description

    One of the advanced tanks that Ethan build to test your abilities as a Technician.
    This tank need to be done in solo-mode.

    Statistics
    • Health: 50,000 HP
    • True Damage: 5%
    • Speed: 1.3
    • Hit Interval: 3.0
    • Blocks: Fire and Melee
    Abilities
    • (Passive) Mech Fear : Suffers additional damage from drones and turrets by 50%.
    • (Passive) Hardened Steel: All damage dealt to the tank, including from true damage is reduced by 25% after calculations. This effect cannot be mitigated.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Passive) Acid Spill: Every 3% health lost causes the tank to drop acid.
    • (Passive) Fury : The tank accumulates 1.5 stack of fury each 1 seconds. At 100 stacks the tank does the only lethal ability it knows yet.
    • (Active) Slaying Automata : Tank can place turrets that targets the player and dealing 2% of the victim's maximum health. Turrets have 1000HP and can be destroyed (Cooldown : 20 seconds).
    • (Active - Fury) Salvo: The tank summons a flurry of rockets on all visible targets. This ability's cooldown is increased for each rocket launched.

    Mech Support Tank

    Description

    One of the advanced tanks that Ethan build to test your abilities as a Support.
    This tank need to be done in duo-mode.

    Statistics

    • Health: 120,000 HP
    • True Damage: 10%
    • Speed: 1.5
    • Hit Interval: 0.5
    • Blocks: Fire
    Abilities

    • (Passive) Regeneration: The tank heals for 1% of its total health every 10 seconds.
    • (Passive) Absorption: 50% of the punch damage dealt is given back to the tank as health regained.
    • (Passive) Bleeding Claws: The tank inflicts a stack of bleeding when its hits a survivor, reducing the amount of healing received by 10% for 10 seconds. Each additional hit on the same survivor resets the duration and adds 1 stack, up to 4.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Heal: The tank will heal itself for 20% of the damage dealt to it over 60 seconds. It also becomes immune to being afflicted with bad statuses for 15 seconds. This immunity cannot be bypassed in any way. Cooldown: 60 seconds.


    Mech Controller Tank


    Description


    One of the advanced tanks that Ethan build to test your abilities as a Controller.
    This tank need to be done in duo-mode.
    Statistics

    • Health: 150,000 HP
    • True Damage: 20%
    • Speed: 1.4
    • Hit Interval: 1.5
    • Blocks: Fire, Melee, Freeze and Shock
    Abilities

    • (Passive) Unstoppable: The tank is immune to slows, stuns, staggers, freezing and taunts, this immunity cannot be bypassed in any way.
    • (Passive) Hardened Skin: All damage dealt to the tank, including from true damage is reduced by 15% after calculations. This effect cannot be mitigated.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Target: For 15 seconds, the tank will target 1 survivor and focus it down. If the survivor is killed while Target is active, the ability goes on cooldown with the cooldown time being reduced by 25%. Cooldown: 50 seconds.


    Mech Agile Tank

    Description

    One of the advanced tanks that Ethan build to test your abilities as an Agile.
    This tank need to be done in solo-mode.

    Statistics

    • Health: 50,000 HP
    • True Damage: 10%
    • Speed: 1.2
    • Hit Interval: 1.5
    • Blocks: Fire and Melee
    Abilities

    • (Passive) Sick : Lose 500 HP every 5 seconds.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Passive) Time slow : The tank has 15% chance to ignore incoming damage. Double if lowers than 33% health.
    • (Active) Smoke Bomb : Tank can become invisible for 10 seconds. (Cooldown : 60 seconds)
    • (Passive - Dying State) Desperate (1000HP) : For 20 seconds, gain speed and each 4th hit deals additional damage equal to 10 times the level of the victim, then die naturally. During this state, Tank is immune to damage.

    Mech Debuffer Tank

    Description

    One of the advanced tanks that Ethan build to test your abilities as a Debuffer.
    This tank need to be done in solo-mode.

    Statistics
    • Health: 50,000 HP
    • Punch Damage: 180 HP
    • Speed: 1.3
    • Hit Interval: 0.5
    • Blocks: Fire and Melee

    Abilities

    • (Passive) Debuffer : Applies a random status effect on hit.
    • (Passive) Infectious Emission: The tank lets out a nasty infectious gas into the air, hurting nearby survivors for 3% of their max health and has a small chance of inflicting any random bad statuses.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Toxic Cloud : The tank releases toxic clouds that stay in an area for 16 seconds and deal 6 HP damage every 0.1 seconds. The cloud grows in size overtime.

    Mech Hunter Tank

    Description

    One of the advanced tanks that Ethan build to test your abilities as a Hunter.
    This tank need to be done in solo-mode.

    Statistics
    • Health: 50,000 HP
    • Punch Damage: 150 HP
    • Speed: 1.3
    • Hit Interval: 1.5
    • Blocks: Fire and Melee

    Abilities
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Deadly Slash: The tank's next attack will be boosted to deal additional 300 HP damage to the next victim it hits, causing them Intense Bleeding (Bad status) for 10 seconds. Survivors with intense bleeding won't be able to be healed and won't be able to get up. (Cooldown: 50 seconds)
    • (Active) Bear Trap : Drops a bear trap in the ground that is triggered if a survivor passes by. Once triggered, the survivor won't be able to move for 2 seconds and will instantly lose 15% of their maximum health and then receive 50 HP/s damage.

    2. Class buff suggestions

    Finally, some ideas/suggestions for class advancement skills and buffs.

    - Scrap Luck
    On Common/SI Death or Tank damage, you have 15% chance to get an extra scrap.

    - Turret preparation
    Your turret now start level 3 when deployed.

    - Field Medic
    You now have 5 more seconds to CPR a dead body (20 seconds).

    - Savior
    Assist return now gives a bonus effect to you every 3 free/revive/heal/defib.

    - Inner rage
    Generate 1% rage every 5 seconds if there are more than 2 SI within 400 units.

    - Shoving Expert
    Increase the gap of Parry by 0.1 second.

    - Tactical Dodge
    On a successful dodge, reduce by 1 second Smoke Bomb ability cooldown.

    - Dodge Master

    Dodge rate increase by 5%.

    - Effective Scourge
    Increase strength of future debuffs by 2% instead of 1% when debuffing.

    - Extra Debuff
    Items have now 5% chance to not be consumed if used on Tank.

    - Scrap Luck
    On Common/SI Death or Tank damage, you have 15% chance to get an extra scrap.

    - Carefully prepared
    First deployment of a Lure/Bear Trap won't cost any scrap.

    - Recycled scrap
    Reduces scrap cost by 15%.

    - Sophisticated burst
    Increase Burst Resonance radius from 400 to 800, and reduce multiple burst tank damage penalty by 50% (from 100 to 50 less damage per burst)
    But reduce ability damage from 1,500 true damage to 1,000.

    - Multiple Barrier
    You can now deploy multiple barriers simultaneously (max. 2)
    Increase barrier cooldown to 120 seconds on break.
    Shield health reduced to 1,500 HP.

    - Multi-handed
    CPR can now revive in a radius of 100 units. On success, players will be revived with 60% health. (Halved for Tenacity and |V| War Wounds players)
    Lower success rate of CPR to 2.5%.

    - Moustachio Blessing
    Blessing also give affected players Moustachio blessing for 2 seconds.

    - Faith
    Guardian Angel can now stack up 3 charges. Increase recharge cooldown to 40 seconds.

    - Berserk Stance
    Give up 10% of your max health to increase rage pool up to 125%.
    Gain 1% chance for each additional rage point over 100% to reflect 50% of income damage.
    Damage halved on tanks.

    - Slight Wound
    Staunched Bleeding have now 50% chance to ignore one tick of remainder damage.
    Chance decreases by 5% every 15 HP/s above 100 HP/s

    - Experienced Soldier
    Duration of status effects from any source except Tank are now lowered by 50%.
    On successful parry, you cannot be staggered for 1 second.

    - Smoke Bomb Lover
    Add an additional bomb charge, but extend recharge cooldown by 1 minute (4 minutes)

    - Deep Breath
    Double HP recovery of Breath of Air skill.

    - Tactical Smoke
    Increases duration of Smoke Bomb by 5 seconds.

    - Enhanced Antiviral
    During Over Exposure, other status effect applied won't suffer half duration penalty anymore.
    Decrease Over Exposure cooldown to 75 seconds.

    - Ultimate Outbreak
    Add 2 additional bursts and grants burst poison effect.

    - Death Mark
    Marks now applies all effects of Enhanced Mark but suffers a higher cooldown.

    - Trap master
    If a Lure/Bear Trap is already deployed, deploying another one will have 50% chance to return 5 scraps.

    - Shining Lure
    Remove lure success penalty. Only one lure can be deployed at once.

    - Throwable knowledge
    Your first throwable can be bought for free.

    And here we go.
    Feel free to criticize and give your opinion on this thread, I tried to balance as much as possible the buffs and passive.
    But I could not try any classes yet, so any feedback would be a pleasure :p

    Thanks for reading.

    Hope it will inspire you ! :p

    Added Ethan's Playground Hideout Suggestion
    Changed Technician Mech Dormant Fury Active.
    Added passive similar to Ironclad Tank.

    Changed Debuffer quest requirements according to suggestions.
    Added Timkit's Mech Dormant Tanks suggestion (Support, Controller).
    Adjust Mech Dormant Tank passives and actives.
    Added conditions to enter Mech Dormant Hideout.
    Balanced some class buffs.
    Added poll.

    Changed support quest requirements according to suggestions.
     
    Last edited: Feb 19, 2020 at 3:10 PM
    Gonzalo likes this.
  2. Gonzalo

    Gonzalo MG Donor

    Successfully CPR 50 bodies
    Teammates would defib the body before you get chance to CPR so i would replace that with defib corpses including those with AOE effect.
    Buy 500 health items
    Too much. while motivate allies something free is only 200.
    Maybe make it to 100.
     
    Last edited: Jan 17, 2020
    Biscince likes this.
  3. timkit

    timkit MG Donor

    Here's my feedback, take note that I'm still inactive.

    Making a poll for this would help. Just so it would help other players to voice their opinions in terms of what they think about this idea.

    - Marking the tank 1,000 times is a bit overkill, I think marking the tank around 500 times would be fairer on this grind.

    As for tanks:
    For these Mech Dormant Tanks:
    - You should only be able to challenge the one respective to your class, aka you'd only be able to challenge the Mech Technician Tank as a Technician Level 5. For duo tanks, you can only take another player with you that is also using the same class as you are to make things fair.

    Mech Technician Tank
    - In most cases with some good players, we may kill the tank well before the 3:20 mark. Given that the ability can also be avoided if most turrets are killed. If you made it a bit more challenging at +1.5 fury gained every 1 second, it could make things easier.

    feel free to use the below tank abilities for these two tanks below if you want. They're just a suggestion.

    Mech Support Tank

    Description:
    One of the advanced tanks that Ethan build to test your abilities as a Support. This tank need to be done in duo-mode.

    Statistics:
    Health: 120,000 HP
    True Damage: 10%
    Speed: 1.5
    Hit Interval: 0.5
    Blocks: Fire


    Abilities:
    • (Passive) Regeneration: The tank heals for 1% of its total health every 10 seconds.
    • (Passive) Absorption: 50% of the punch damage dealt is given back to the tank as health regained.
    • (Passive) Bleeding Claws: The tank inflicts a stack of bleeding when its hits a survivor, reducing the amount of healing received by 10% for 10 seconds. Each additional hit on the same survivor resets the duration and adds 1 stack, up to 4.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Heal: The tank will heal itself for 20% of the damage dealt to it over 60 seconds. It also becomes immune to being afflicted with bad statuses for 15 seconds. This immunity cannot be bypassed in any way. Cooldown: 60 seconds.

    Mech Controller Tank

    Description:
    One of the advanced tanks that Ethan build to test your abilities as a Controller. This tank need to be done in duo-mode.

    Statistics:
    Health: 150,000 HP
    True Damage: 20%
    Speed: 1.4
    Hit Interval: 1.5
    Blocks: Fire, Melee, Freeze and Shock


    Abilities:
    • (Passive) Unstoppable: The tank is immune to slows, stuns, staggers, freezing and taunts, this immunity cannot be bypassed in any way.
    • (Passive) Hardened Skin: All damage dealt to the tank, including from true damage is reduced by 15% after calculations. This effect cannot be mitigated.
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.
    • (Active) Target: For 15 seconds, the tank will target 1 survivor and focus it down. If the survivor is killed while Target is active, the ability goes on cooldown with the cooldown time being reduced by 25%. Cooldown: 50 seconds.

    Mech Agile Tank
    - For this tank, when his health drops below 1,000 I would force the tank to go into his desperation mode, given you didn't set any HP or time point :P. The tank also becomes damage immune during desperation. I assume the tank won't explode when he dies as a dormant tank and will die normally like the Heartbroken Tank does.

    Mech Debuffer Tank
    - For this tank, I would also add in the lethal disease ability (unless you don't want it to be like sickening tank), given that the toxic clouds come from those 2 tanks :P. Otherwise, another passive ability that I would suggest in terms of a debuffer tank:
    • (Passive) Infectious Emission: The tank lets out a nasty infectious gas into the air, hurting nearby survivors for 3% of their max health and has a small chance of inflicting any random bad statuses.

    |T| Multiple Barriers
    About this buff, I would recommend adding in a negative effect of reducing shield health down to 1,500 as a result, or change the scrap cost from 25 to 40 scrap with this buff equipped.

    |S| Multi-Handed
    About this buff, I would halve the health regained back when using it on players with Tenacity and |V| War Wounds Buffs.

    |C| Slight Wound
    About this buff, I would drop the chance to 25% for any damage above 250 HP/s, makes sense given the buff name :P
     
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