Board Thread:General Discussion/@comment-37243084-20190515013704/@comment-44765911-20200101010958

Subzeroto wrote: Over the past year or so with diggers, tickers, and stalkers being around, a lot of issues and complaints were found with them and I had a idea that could possibly change how they are played and used in a more balanced and fun way:

Digger:

-Nerf the general speed of the digger, but when you exit your dig it gives diggers melee immunity as they exit (0.5 seconds), and a speed boost for around 1-3 seconds that is higher than  normal sprinting speed. This would give players a bigger reason to tunnel.

-Diggers can now tunnel quicker and appear out of tunnels quicker as well. This allows the Digger to exit a scene quicker or flank a survivor easier, but when tunneling or exiting a tunnel it makes an obvious noise to tell when a Digger is going to flank you.

-While inside a tunnel, allow diggers to heal 5-10HP per second as well, making them feel more as a flanker without a unfair trip advantage.

-Remove the abillity to trip and remove charge. Instead, replace Charge with Rip: When a digger comes in contact with a survivor, remove the survivor's ability to have melee immunity for 5-ish seconds and is indicated with a broken shield icon and noise on the survivor. Can not hit the same survivor with Rip in rapid succesion and has a 1.5 second cooldown. Consumes 40 energy (This way it could be possible to annoy the same survivor with two rips or to hit two other players at once.) Rip also ignores melee immunity and deals 10 damage. Rip does not proc if the user is blocking, same with bone shields block.

-Nerf the digger's health to 200 to make it easier to kill to give more strategy to diggers, when is the best time to hit and run?

-Buff the digger's passive to deal 2.5x the damage to structures and also if broken, give diggers half of the ammount of cash from the structures cost. This gives diggers a bigger advantage against structures so survivors have a bigger reason to target them when it comes to defense or give a digger a bigger reason to go after them.

Ticker:

-Tickers now have 500 hp (350 for beginner servers.), but now have a rarer spawn chance (4.5%) and also move slower by default (14 or 15 walkspeed.). This makes tickers feel more tanky so survivors should either blow up the tanks on tickers to kill them off quicker, or to just shred them instead.

-Survivors earn half of the reward for tickers (15) by blowing up their tanks and no longer causes other zombies to take damage. This can possibly be changed in beginner servers to make it easier to earn money from hoards.

-Tickers can no longer enter first person while rushing. This is due to tricking survivors into blowing up their tanks.

-Tickers can no longer be targeted with pipebombs, clocks, and bells. This gives a Ticker an advantage when it comes to planning flanks or any ideas.

-Rush now has the ability to be haulted mid rush instantly (Also depletes ALL stamina.), but also causes the ticker to knock back and trip survivors in a very small radius around them (It takes 0.8-1 second to start the slam.).

-Rush can now only be used at 80 or above stamina, try not to jump unless you need to.

-Instead of blowing up instantly after a primmed rush, it now leave a fog of gas and breaks the Ticker's gas canisters, possibly also still tripping the ticker.

-Arming a rush now talkes 1 second.

-Hitting a wall with rush trips the player and also depletes around 20-50 stamina now. Be careful about hitting walls and carefuly time out rushes!

Stalker:

-Stalkers can no longer be targeted with pipebombs, clocks, or bells when in stealth and now fade away and despawn at the end of waves in arena, but is given a 100% chance to spawn as a Stalker next round if that happens.

-Stalkers now normally spawn at a 1.0% chance. This may be changed to only in specific modes.

-Stalkers can now stealth quicker (1.5 seconds.), but now takes energy (half of their energy.).

-When exiting stealth, they are now given a slight speed boost for a small ammount of time for quicker flanks.

-Stalkers can now grab survivors quicker, but drains more energy to make the Stalker feel like a grab and run zombie.

-While in stealth, stalkers heal at a very rapid rate (20HP per second.)

-If a stalker is shot during stealth, the first shot will deal 80% less damage and instantly reveals the stalker, they do not get a speed boost or allowed to shield for 1 second.

COUGH

ʷʰʸ ⁿᵒᵗ ᵘᵖᵈᵃᵗᵉ ᵗʰᵉ ᵉˣᵖˡᵒˢᶦᵒⁿ ˢᵒᵘⁿᵈˀ ᵀʰᵉ ˢᵒᵘⁿᵈ ᶠᵉᵉˡˢ ᵛᵉʳʸ ᵒᶠᶠ ᶦᵐᵒ

What do you think? Is this a good change or a very stupid idea I had? Please feel free to comment and point out some flaws about these ideas. stalker should have sapawn rate