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Sep 14th, 2018
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  1.  
  2. This is just a rough draft of ideas for human skills and specific zombie classes designed to counter said skills. It's probably super unbalanced and has not been put into practice
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  6. What I'm suggesting is a skill tree system that's a hybrid of PAYDAY 2 and Killing Floor. Similar to PAYDAY 2, the base gameplay at lvl0 would be the "default" state of human skills with no added buffs. The player can then opt into certain skills after they progress further into the game.
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  9. The problem with PAYDAY 2 though, is that it can be very confusing for new players to try and align every skill with eachother properly through a slow and steady progression without proper understanding of the games mechanics. The class-based approach of Killing Floor, however, simplifies the players choice in certain skills and playstyles to avoid balance issues, and avoids players becoming confused on what skills would go best with others.
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  12. What I would propose is a system where players can fine-tune their skills to whatever playstyle they want, but ultimately the buffs and debuffs will weight out to create a proper class or "sub-class". Ultimately, it would be best for the player to follow the "meta" for each class.
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  15. This makes it easier for new players to understand how the skills work together, and gives veteran players a challenge by allowing them to create unique sub-classes.
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  17. Buffs: +
  18. Debuffs: -
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  20. Human Classes:
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  22. - Beserker: Massively increased self-sustainability at the cost of minimal long-range abilities and lack of team support.
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  24. + Increased damage with melee weapons
  25. + high focus on skill-based movement and increased agility
  26. + Can buy weapons without arsenal crate
  27. + Zombies have a chance of dropping health on death
  28. - reduced healing from medics
  29. - less ammo from ammo resupply
  30. - cannot buy weapons from arsenal crate
  31. - cannot buy ammo
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  33. - Support: Making support somewhat vulnerable, more valuable to medics, and slow, would hopefully motivate players to work together to keep the cader alive.
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  35. + Spawn with more nails
  36. + Cheaper nails
  37. + Increased barricade healing capacity
  38. + slightly more healing from medics (medics will get more points for healing support)
  39. + Increased point return for ammo resupply
  40. - Decreased movement speed
  41. - Increased damage vulnerability
  42. - increased duration of debuffs (bleed, poison, etc.)
  43. - overall lower damage output compared to damage focused classes
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  45. - Medic: High movement speed and health at the cost of minimal damage and low self-sustainability.
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  47. + extra healing power
  48. + extra starting medkit ammo
  49. + Increased Movement speed
  50. + Increased Damage Resistance
  51. + ammo resupply regenerates a portion of health
  52. - low damage
  53. - extra medical ammo consumed when healing self
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  55.  
  56. - Survivalist: Main power class. Requires medic to be effective
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  58. + Increased damage with shotguns
  59. + extra starting ammo
  60. + more ammo from ammo resupply
  61. + Zombies have a 50% chance of dropping ammo boxes on death
  62. - less ammo and health received from arsenal crate
  63. - Increased duration of debuffs
  64. - reduced self-healing with medkits
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  66. - Engineer: Teamwork without the pressure of being a medic, good for helping the team and dealing damage at the cost of low self-sustainability
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  68. + Increased damage with SMGs and explosives
  69. + Your resupply boxes give more ammo
  70. + Your resupply boxes give a very small portion of health
  71. + cheaper explosive weapons
  72. - Increased duration of debuffs
  73. - Increased damage vulnerability
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  75.  
  76. Zombie Classes: Very boring and basically 3.0. Zombine is the only one that's interesting.
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  78. Normal Zombie:
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  80. - Counters: Support, Medic, Beserker
  81. - Weakness: Engineer, Survivalist
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  83. - slightly slower than humans, can still catch humans if several are coordinated
  84. - can launch props at humans (propkilling)
  85. - average damage
  86. - average health
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  88. Fast Zombie:
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  90. - Counters: Medic, Beserker
  91. - Weakness: Engineer, Survivalist, Support
  92.  
  93. - pounce, stun humans on impact
  94. - moves considerably faster than humans.
  95. - low health
  96. - reach high areas
  97. - low dmg, fast attack
  98. - very powerful in numbers
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  100. Poison Zombie:
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  102. - Counters: Survivalist, Support, Medic
  103. - Weakness: Beserker, Engineer
  104.  
  105. + lots of health and bullet resistance, bullet sponge.
  106. + Long-range poison attack.
  107. + High Damage
  108. + Secondary attack: activates an AoE buff that boosts other zombies movement speed and damage vulnerability. Long cooldown
  109. - slow movement speed
  110. - Increased vulnerability to melee damage
  111. - slow attack speed
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  113. Zombine:
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  115. - Counters: Engineer, Survivalist, Support, Medic
  116. - Weakness: Beserker
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  118. - After health is depleted to 70% of its total value, zombines will "enrage", increasing movement speed and attack speed dramatically
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  120. - Very high bullet and explosive damage resistance before first 30% of health is depleted, minimal damage resistance after zombine enrages
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  122. - Medium to High damage output primary attack, very high damage suicide bomb secondary attack
  123.  
  124. - explosive secondary attack has a cook time before explosion
  125.  
  126. - Serves similar purpose to Chem Zombie in 3.0, but with more versatility
  127.  
  128. - no resistance to melee damage
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