Board Thread:General Discussion/@comment-38968398-20200119020422

the champions need to either be nerfed, or every zombie needs to be rebalanced, but I'm gonna suggest either way.

Champion rebalance:

Limit: 5 (adjustable on vip)

Axe damage: around 70

Health: 10k

Mace: now throwable, but can't nearly one shot anymore

The size should also be reduced.

reward: 500$

Concept by nicerobloxchamp:

every zombie will now have an invisible timer, and if lets say 50 die in under 2 seconds, champions start to spawn.

This enemie dominates every zombie in the scene, and the zombie team shouldn't have to rely on one zombie to win the game, all zombies should coordinate together for victory, instead of one chunky boss.

Zombie Rebalance:

for option 2, I will do a zombie rebalance, this should be put in either way

Ticker:

Charge delay: 2s > 0.5s

Zombie damage and health upgrades apply to it

Radiation does slightly less damage

Ticker radiation can now "Super" a zombie, if the zombie is in radiation long enough, and hit by it, then they gain the following:

2x health

1.4x Walkspeed

2x energy

10% bullet resistance

total explosive resistance

the more puddles, the shorter the wait!

ex:

1 puddle = 3 min.

2 puddles = 2.5 min.

10 puddles = 20 seconds.

EVERY ZOMBIE CAN GET THIS.

Brute:

Walk speed: 12 < 16

brute spawn rate: 3% > 6%

No more 1 second shield delay

Total explosion resistance.

If the brute gets punched/knocked enough, he will trip for half the time (has to get punched/knocked like 10 times when not shielding)

Hugo's way of buffing brutes is honestly a really good solution, and I would advise this.

Digger:

Tripping now consumes ALL energy

Digging only requires half of it's energy

Leaper:

stays the same

Edgar:

stays the same

Stalker:

stays the same

Elemental:

Health: 220 > 180

requires under 80 health to charge

Elm in the electric state now has 150 HP

Elm's charge attack consumes more energy

Fire ball total damage: 50 > 40

This zombie is WAY too good conpared to the rest, providing insane support capabilities, coupled with high attack.

Charged Brute:

HP: 5000 > 7500

resistant to tripping

can't be boo buster'd

when shielding, he can move at a WS of 12 (consumes double energy, and can't attack)

same buffs to normal brute apply here

none of these buffs will apply to beginners, they should remain the same.

some other ideas for rebalancing is to slightly nerf alot of hr guns, and to make leveling up less of a pain (since the goal of this update is to stop grinding).

I like pr's ideas recently, but this one starts to throw r2da into a spiral, I just really want to suggest.

Now this is my idea, this probably wouldn't work in game, but it shows that the zombies REALLY need a better edge, than over powered survivors that can single handely survive a massive horde for 3 minutes. 