Board Thread:Suggestions/@comment-30248084-20200123123041/@comment-38527930-20200124053309

What I do Agree with:


 * Almost everything listed for brute changes. This zombie really is in need of a buff.


 * Stalker spawns far away from survivors. Would help prevent instant spawn camp deaths and whatnot.


 * Stalker sneak ability. This allows the zombie to better fulfill its intended purpose (to stalk survivors). Seems very helpful in general.


 * Stalker health reduction. Those guys can run fast, grab survivors, and shield themselves at the same time. What's up with that? At least with a health nerf, they'll be faster to kill when they run out of stamina.


 * Set damage for beehives. The variable damage is annoying.


 * Fire immunity for tickers. This would help with all the flamey spawncampers, and make tickers at least somewhat useful.

What I'm on the fence/not sure about/sort of agree on:


 * Brute health buff. While on its own this would seem like a good thing, I don't think it pairs well with the proposed explosion resistance (which I prefer much more). 2685 HP is a bit much using mainly bullets, especially in late-game, when fewer survivors are shooting at the brute.


 * Digger tunnel connections. I really feel that this would be helpful. However, it seems as though the arial placement mechanic basically turn it into a teleportation device. If a survivor uses rocket sleigh to escape a hoard, it's a bit unfair that zombies can teleport straight to them. Also, this would be too overpowered in rescue mode, when survivors are running back to the helicopter.


 * Diggers spawning underground. This would be nice for diggers, since they wouldn't get shot immediately upon spawning. However, This would mean that survivors wouldn't know if there are any diggers around, and therefore wouldn't be able to keep track of them. When survivors see diggers going under, they are forced to become aware of what's going on around them. Perhaps there could simply be some sort of signal that indicates where a digger has spawned.


 * Bees can't hit through ceiling. This mechanic gets super annoying sometimes, and it's just not fun in maps with multiple floors. However, it is very useful when survivors are camping in hard to reach areas such as the top of the tower in New Bloxcoast 2.


 * Digger structure-breaking cash. I know that it can be hard sometimes to get money as a zombie. However, this feature could be used to farm cash much too easily. If there were an abandoned fortification such as a fence in the middle of nowhere, the diggers could just go up to that and attack it for large sums of money. Still, more zombie rewards systems of some sort would be nice.


 * Ticker radiation cash. Like the digger cash above, this would be much too easy to farm with. $2 may not seem like a lot, but it can stack up fast, especially when near a group of survivors.

What I disagree with:


 * Changing edgar. Personally, I find that edgar is completely balanced. He's pretty weak early on in the round, but his speed allows him to knock a few hit points off survivors before getting shot. And in late game, the low health makes him manageable. Edgars have to make sure they don't miss (otherwise they'll be spotted and shot), and survivors can shoot them before getting captured and disabled. I also think the tongue-kicking mechanic is a useful feature.


 * Tanks from dead tickers emitting radiation. This would just be annoying. If a ticker manages to get near where you're currently holding out, you'll basically have to move on. Normally, you have to kill tickers to nullify their radiation, but if that radiation stays after they die, your base/camping spot is sort of ruined.


 * 1/3 Energy requirement to throw brute club. Edgar and brutes are the only zombies that can engage survivors over medium and long distances. Brute clubs are too useful in this area to be nerfed.

I know it's a long reply, and I also know that I'm forgetting a lot of stuff. Sorry 'bout that. However, I like the suggestion overall. Gameplay has changed quite a bit in R2DA, and the zombies are currently pretty outdated and unequipped for what the survivors can throw at them.