Board Thread:Suggestions/@comment-30248084-20200123123041

Changes And Rebalances for the Zombie Mobs - [Opinionated]
'''NOTICE: This is only a opinionated suggestion and is not even considered to be completely official. It is unlikely that an Idea such as this will likely even be put into the game at all - take the following information with a grain of salt. TL;DR is NOT included in this discussion!'''

Hello again everyone and hope your Christmas was grand! So onwards to another suggestion by the infamous - after some time. So for the discussion I bring to the table today will be selected on some changes and rebalancing on the Zombie Mobs in a general perspective. I am aware that it will be a mixed bag for everyone, so I will do my best to make things 50/50 for each and everyone - especially beginners in that sense, though one can only hope.. Anyways, I am taking on a new approach, so please, stick around and make yourselves at home!

Why Do The Zombie Mobs Need Changes And Rebalancing?
Currently, some of the previous changes have been proven beneficial to change much of the game's approach when dealing with mobs - which in some cases is rather too easy, and for others, still to be a nuisance.

To balance them out (However, Elementals will be left out of this - As they are properly balanced), it'll be a bit of a challenge without being either OP or outright useless, which is why they will also have changes that would prove most beneficial uniquely to that zombie and its allied team. For how they will work - in theory - is all up to how they are used if one is either tacti-ful on dealing with Survivors or to deal as much DPS as possible to one or more Survivors. Listed in categories specifically for the mob will show you the changes and an indepth explanation to what the changes mean and why they are posted upon it.

Mob Change/Rebalance Format
= Brute (Standard) = The Brute (Standard Brute Only!) is one of the examples that needs an absolute change - both mechanic and statisically speaking.

For a mob to be the most feared is easily taken out by a simple punch and kick and most stunning weapons, and only able to hold-click slam at a close distance to players and throw their club that is slow enough to be only in Beginner Servers. It's a literal walking money bag, but perhaps with these changes, this could re-earn it's deserved title while being more noob-friendly to new players.

- - - - Additions & Balances - - - -

 

''' + Health Increased By 1750>2685. '''

''' + Walkspeed Increased By 16>18. '''

''' + Brute Has Stun Immunity From All Sources. '''

''' + Brute Can Swing Its Club (LMB-Click / -20 HP Upon Hit / No Energy Used). '''

''' + Brute Has 35% Resistance To Explosions. '''

''' + Brute Requires 1/3rd Energy To Throw Club. '''

''' - Brute's Slam (LMB-Hold) Costs 1/4th Energy Per Use. '''

''' - Brute's Club Swing Is Slow (Alike To Brute's Slam Speed). '''

''' - Brute's Forcefield Drains Faster. '''

''' - Brute's Energy Regeneration Is Slower. '''

- - - - Brute's Changes/Balancing Notes - - - -

The Changes listed here is to make the Brute more dangerous when close and personal now than ever. The Brute can now swing its club to attack Survivors - albeit only striking ONE Survivor at a time, while slam's damage remains the same, usually intended for groups of Survivors. It is now entirely immune to Stuns of any kind, while having some small explosive resistance - not significant to make a dent to the RPG's insane damage output. To balance the rest of the changes, Energy is recovered rather slowly, It's strong (slam) attack requires energy while it's forcefield drains it's energy faster now and the Club's swing rate is equal when it uses Slam.

All in all, the rest like Health and Walkspeed improvements help give it a bit of a minor improvement to not be taken down drastically quick, but not a serious sponge.

= Ticker = The Ticker can be seen as one of the spared mobs to retain its health, yet can act as a literal Propane bomb - however, it's not much the case now.

Yeah, they can charge, but they are pretty much dead the moment they go in a straight and predictable line - and stoppable by literally being in front of them before they are timed to explode. They used to be feared, but due to abuse, their only chance of even exploding is by luck - which is only 20% of the time...

- - - - Additions & Balances - - - -

 

''' + When Tanks Are Damaged, Radiation Damage Is Increased By +1 - +2 When Severely Damaged. '''

''' + Damaging A Survivor With Radiation Gives Them +$2 Cash Every Second When Within Range - Number Increases By X2 The More Survivors Affected By Your Radiation. '''

''' + If Ticker is killed and if the Tanks were not blown, Tanks Can STILL Damage Survivors - However, They Do Not Benefit The Previous Owner And Can Turn This To Their Advantage If The Need Arises. '''

''' + Receiving Its Fire Immunity Once More

''' + Ticker Can Now Control The Direction On Where It Rushes To. '''

''' + Upon Making Contact To A Survivor During Rush, It Stuns And Trips A Single Survivor - However Will Cease Running And Drain Stamina To Zero. '''

''' + Headshot Damage Reduced By 25%. '''

''' - Ticker's Can No Longer Explode When Rushing And Making Contact With Walls Or Players. '''

''' - Unable To Use First Person View (FPS) As The Ticker. '''

''' - Ticker Health Is Reduced To 285HP. '''

''' - Ticker's Energy Regenerates At A Slightly Slow Rate Than Normal. '''

- - - - Ticker's Changes/Balancing Notes - - - -

The Changes listed here is to make the Ticker a even serious threat with it's AoE than exploding. To be more plausible, The Ticker is capable to charge and move where ever, you just no longer explode - in replacement, impacting a survivor will trip/stun them as well as draining energy to zero upon doing it. A new addition is, when the tanks are damaged increases the damage output when radiating players, to make them just as dangerous than a pristine Ticker, a returning thing would be the fallen tanks still capable to radiate survivors - but even that, can be used at some advantage as a means of 'Free Propane' explosion power.

Coming to the conclusion, the rest returning Fire Immunity, slight health decrease, Unable to use FPS, Slow energy regen with Headshot Damage Reduction balance the mob out to not be as beefy, yet be dangerous the more damage done to it.

= Swarmer = The Swarmer - while being my creation - has made a really big impact to how people engage zombies. Really, quite a big difference on it needing nerfs (xD).

And I can see some of their problems, While Beehive is the main-go to make a person useless in a 'balanced' way, usually the time on receiving damage is random (from short to long duration), that damages players to a point of needing to use vitamins before they are slaughtered. While the Beehive can use fixes, it's own main attack can use some adjustments than having to rely on the Beehive attack.

- - - - Additions & Balances - - - -

 

''' + Swarmer Health Increased By 165HP. '''

''' + Swarmer's Honey Chuck Is Faster Than An Elemental's Fire Ball. '''

''' + If A Chucked Beehive Lands On A Single Survivor, They Are Inflicted -15HP As A Damage Bonus. '''

''' - Bee's Duration When Swarming Survivors Specifically Lasts ~5s. '''

''' - Beehive Consumes All Energy To Throw. '''

''' - Swarmer's Energy Regeneration Is Slower. '''

''' - Honey Chuck Has A Range Of 100 Until Falling Directly To The Ground. '''

''' - Bee's Have A Set Damage Of -6HP During Duration - Which In Total Is -30HP. '''

''' - Bee's Cannot Affect Players When Beehive Is Thrown Onto The Ceiling. '''

- - - - Swarmer's Changes/Balancing Notes - - - -

The Changes listed here is to make the Swarmer work as it is intended - harass survivors than be an absolute doomsday tool, yet to play the abilities carefully to be really effective. The majority of complaints are the random RNG from being damaged by bee's - which should be simply balanced as listed. The Chuck Honey is SUPPOSE to have a range than infinitely fly to the other side of the map as well as be fairly faster than a fire ball, to make it vastly different towards the Elemental (Fire) respectively. In other words, you should expect more honey than a literal hive of angry bee's..

All in all, the rest like Health and bonus damage help give it a bit of a minor improvement, but not be such a nuisantic pain that players currently experience.

= Edgar = The Edgar can literally be the most underrated mob, yet is the most easiest to be taken out - in some cases by a single bullet.

It's mechanics are pretty much balanced, though how it's currently played really shouldn't be the worth of $25 cash if they can just die easily by a single shot of a weapon - and the majority doesn't need headshots to kill. All in all, it can use some changes regardless to make this mob more interesting and perhaps fairer.

- - - - Additions & Balances - - - -

 

''' + Players Cannot Hit Edgar's Tongue To Stun The Very Mob Itself - Or In This Case Harm It. '''

''' + Edgar Health Increased To 115HP. '''

''' + Edgar Pulls Their Victim That They Caught More Faster By 30%

''' + Edgar's Can Deal An Additional +3 Damage Using Their Claws (13 Damage). '''

 + Edgar's Energy Regeneration Is Slightly Quicker 

''' + Players Spawning As Edgars Spawn Very Far From Survivors, Similar To How Stalkers Will Be To Make Their Use More Tactical. '''

''' - Bladed Weapons Can Cut The Edgar's Tongue To Free Players As Well As Disable Edgar's Tongue Ability (Caught Survivors STILL Cannot Equip Weapons!). '''

''' - Spawn Chance is Slightly Rarer. '''

''' - In-Game Purchase Is Increased To $175 Cash. '''

- - - - Edgar's Changes/Balancing Notes - - - -

The Changes listed here is to make the Edgar more confident into catching lone players with these improvements. They spawn far enough that their own speed and jump power can easily position themselves to be more sneaky and covert when hunting lone players. Besides on the Tongue no longer being considered a hitbox, the tongue pull when catching survivors is increased, however the tongue damage remains the same. Why is the Tongue no longer to stun the mob or harm it? You have a gun and sharp blades for a reason - use it, this should not affect on how you save a person.

All in all, the rest like Rarer Spawn Chance and increased Store Purchase makes the mob at least be apart from a moneybag to being more of a fast hit-and-run mob like the Digger, yet be separate on using it's jump power to get to unreachable locations without buying Climb.

= Digger = Oh how the mighty fall, for the Digger was the victim - no, not that it is insanely beefy and trippy as was before, but the way it is balanced here and now.

I get you, it's trip is a lot, and honestly should be played out in a far different light with at least a fairly large health debuff. This is where issues come in - it's now a literal walking money bag, if you do not dig into the ground, you're a goner before even playing the mob. It isn't balanced, it's broken, and if given the chance, perhaps this discussion on it would put it into a more fitting place.

- - - - Additions & Balances - - - -

 

''' + Health Readjusted To +210 HP. '''

''' + Digger(s) Spawns Dug Into The Ground Safe From Harm - Completely Unique Out Of The Mobs. '''

''' + Digging Into The Ground Costs 1/8th Of It's Stamina. '''

''' + Digging Out Underneath Survivors Trips Them Without Stamina Cost, With -15HP Bonus Damage Inflicted. '''

''' + Digger's Earn +$25 Per Attack On Survivor's Fortifications. '''

''' + Digger Can Make Tunnel Connections (One Connection per Player). '''


 * These Tunnel Connections Act As Fast-Travel (Or Selectable Spawning) Locations For Its Allies (Click [E] Key To Use When Next To A Tunnel Entrance). Think Of It As A Teleporter, But Through A Tunnel.


 * Tunnel Entrances Are Made By Having An Aerial View Of The Map - From Where You Stand To Clicking A Location That Diggers Can Use The Dig Ability, For Which You Will Dig The Hole Then Appear At Where You Clicked On To Make The Connection.


 * The Tunnel Entrances Have 1000HP, But If One Entrance Is Destroyed, The Other Tunnel Will Vanish And The Digger That Made It Will Have A Minute Cooldown Until Able To Dig The Tunnel Connection Again.

''' + When In The Ground, The Digger Regenerate's 10% Of Its Energy And Health Every ~1.5s. '''

''' - Diggers Can No Longer Trip/Stun Survivors When Rushed Into. '''

''' - Survivors Can Hear The Digger Digging Under The Ground When The Digger Either Passes Or Is In The Vicinity. '''

''' - Digger's Energy Regeneration Is Slower Out Of All Mobs. '''

''' - Digger's Walkspeed Is reduced To 22 (Dig Speed Is Unaffected). '''

''' - Digger Has A -6.5% Reduction In Final Spawn Chance. '''

- - - - Changes/Balancing Notes - - - -

While it seems the Digger has been given more bonuses than negatives, it's not the case. The Digger can be seen as a REAL flanker than a direct assault mob, while proving more use to it's team by making holes in the ground for which can counter Distruptors (depending on the map); while able to earn something when it's speciality is destroying Survivor Fortifications. The serious negatives is it's walkspeed, energy regeneration and passive Rush (which is now replaced by Digging out underneath people) - making this mob a but more agile and to use it's abilities accordingly, especially to dig out of danger when feeling the heat of unwanted attention - however they can also hear the digger underground as a slight advantage over the mob.

All in all, the rest like Health is minorly improved - no way at all should that be too much, to at least survive a tad bit longer.

= Leaper = The Leaper - in all honesty - can be seen as one of the most balanced mobs in the game without severe changes. In some cases.

This can be the only mob with a few changes, but with future maps being more up-here than down-there, this mob can be seen to be throughout useless, and even though buff or no buffs to it, the leaper heavily relies on luck - as well as for them to be on ground zero, if you catch my drift. Another reason I feel this could need change is that it isn't as feared of anymore - perhaps it can retain it's former glory with the changes to be listed here.

- - - - Additions & Balances - - - -

 

''' + The Leaper Does Not Make Noise When Virtually Still (Simply By Not Moving Around) that hides your nameplate until the Leaper moves again. '''

 + Leaper's Health Is Increased To +135HP 

 + Leapers Can Climb Ladder's At A Walkspeed Of 16

''' + Leapers Deal An Additional -6HP Damage To Caught Survivors (-16HP Total). '''

''' + Leapers Earn +8$ For Every Attack Inflicted On A Pinned Survivor. '''

''' - Leaper's Store Price Increased To $275. '''

- - - - Changes/Balancing Notes - - - -

So simply put, the Leaper has a few changes to it, but with only one negative. Why is that? The Mob is pretty much slow as it is, and all the tools people use can easily counter them, the changes here is to put the fear on the Leaper back again - a mob that can easily tear through armors and lone Survivors, it should be nothing to Prestigers with all their health. The real addition is it's increase climb speed - which currently, ladder's is it's weakness, this helps the mob traverse through many maps a little smoothly now, as well as being silent if you do not move to have your nameplate hidden -except you do not go invisible like the Stalker.

All in all, the extra health is to take a little more punch to it, after all, headshots are beneficial in killing mobs faster and efficiently, so the health bonus is really nothing significant by now.

= Stalker = Finally, The Stalker. The Stalker's only use is to pick people up and take them to the zombies, which in all honesty is just vague in terms of use.

For one, it just needs a much bigger role when being used - to actually be feared and wary of them. Only way it achieves that is by negatively throwing them to kill water/barrier - which is just cheap. It's mechanics need a new approach, which is pretty much difficult to do with it's limited abilities as well as to make it plausible for it's nature. Bear with me on this one...

- - - - Additions & Balances - - - -

 

''' + The Stalker (When Holding Hold+Shift) Can Slowly Sneak (Walk) And Maintain It's Adaptive Camouflage. '''


 * Walkspeed Is Drastically Reduced To 19 When Sneaking


 * Sneaking Drains 1.5 Energy Until Reaching Zero (Invisibility Breaks If You Remain On Moving Around)


 * Standing Still Before Your Energy Depletes Will Refrain From Breaking Your Invisibility

''' + The Stalker - Like The Edgar - Spawns Very Far On The Map From Survivors. '''

''' + The Stalker Can Use Knock Out ([F] Key) When Behind A Unsuspecting Survivor. '''


 * This Ability Only Trip/Stun's The Survivor, It Is A Means Of Incapacitating Lone Survivors For Least Resistance


 * Upon Using The Ability, Your Camouflage Breaks Off - Revealing The Stalker


 * Consumes 1/6th Of It's Energy - The Stalker MUST Remain Invisible To Preform This Action

''' + Stalker's (When They Grabbed Their Victim) Can Throw The Survivor (Aimed By Cursor) Rather Than Drop Them - (However, Dropping Them When Reaching 0 Energy). '''

''' + Survivor's Vision Is Fogged When Grabbed By The Stalker. '''


 * This Also Hides Nameplates


 * Effect Ends When The Stalker Releases You

''' + The Stalker Can Use Ambush ([Q] Key]) When Near Grouped Survivors. '''


 * This Ability Unleashes A 10x10 Blinding Flash That Blinds The Survivor's Vision While Leaving An Eerie Screech With Ringing To Their Ears


 * If Affected, It Is Similar To Being Flashbanged (White Screen, Hidden Names) - Except Done By The Stalker With An Eerie Screech Added To It


 * Consumes 1/3rd of It's Energy, The Duration Of The Effect Lasts For ~4s Until Returning To Normal. Upon Using It Breaks The Stalker's Invisibility

''' + The Stalker Earns +10$ When It's Allies Damage The Survivor It has Snatched Until Deceased. '''

''' - Stalker Has A Global Cooldown (For All Zombie Players). '''

''' - Stalker Purchased Is Raised To A Max Of $400. '''

''' - Only A Limit Of 1 Stalker Can Be Played Per Player. '''

''' - Stalker's HP Is Lowered To 200 HP. '''

''' - Forcefield Consumes Energy Faster By 25%. '''

''' - Stalker's Voice Can Be Picked Up The Closer You Are To A Survivor. '''

''' - Stalker's Energy Regeneration Is Slightly Slow. '''

''' - Stalker's Camouflage (Even When Sneaking) Is Removed When Either A Pipebomb Or Clockbomb Gets Their Attention. '''

- - - - Changes/Balancing Notes - - - -

The Changes listed here is to makes the Stalker even more terrifying to be out and about - and to really keep your eye's on the lookout. Although Knockout is cheaper on energy, it is best used on lone Survivors far from the rest of the group - if a different course of action is needed, it can also blind a group of Survivors within distance to snatch one and make a run for it, though go so far until depleting energy. It's most useful ability would be it's Sneaking to remain in the shadows, yet it is to be used strategically to remain anonymous - as your energy regen is slower. However, to those that are team players, they can earn some cash bonus when survivor's are damaged in their hands that gives more benefit when getting the kill.

At the end, the rest like Health reduction, Faster Energy Consume when using Forcefields with price changes, it can only be spawned 1 at a time, while it's global cooldown is shared to all Zombie Players to remain balanced. Overall, these changes give it's name more meaning.

How Big Do These Changes Impact The Game?
In all honesty, the changes listed here is to make the mobs more interesting, more unique and modernised to - in general, be moderately balanced with the powerful weapons Survivors use. Why are Edgar's and Leaper's have more HP? Wouldn't that make them harder to kill and be overpowering to the Survivors? Honestly, it should make no difference what-so-ever when you have:


 * Ice Ammunition that Freezes mobs in place


 * Fire Ammunition to deal damage overtime


 * Exploding & Hard Ammunition to deal more damage


 * You got ####ing Explosive Weapons for crying out loud - killing loads of them with ease


 * Snipers (with/without Hard Bullet) One shot most of them - even with headshots


 * Pipebombs & Clockbombs


 * Mounts with various uses unique to them


 * Temporary Melee Immunity when swinging your weapons or using kick/punch


 * And simply, you have the freaking range and guns to kill these things

The changes are to make the mobs more fun as what you would have with being a Survivor, and not simply dread being a zombie due to their varying chance in some scenarios. The current experience isn't fun - being used for their farming needs isn't fun, the Skull Champion didn't even need to exist. Only reason much isn't changed - or is changed to a degree to be in the Survivor's favor is because they WANT to be a untouchable demigod to earn all and be better than that dude over there then not play the game because it is all 'Too Ez'. That's not how this game works - on my perspective, that is. And for sure, things like Health will all be balanced out accordingly on Beginner's Servers too - the true players that have to suffer competing against the best players.

I am aware that this only improves the farming situation, but not completely fixing it - then again, my only goal with this suggestion is to make zombie's fun to play as again, deadlier and tactiful than they are now with some unique twists to their current mechanics. Of course, I am always hearing out what can be changed to be absolutely balanced - I really do wish for the zombie gameplay experience to be better for both beginner & experienced players.

Conclusion
And that concludes the Balances Discussion.

But hey, this is only a suggestion, may I remind yall! So if it does get accepted, do not take what's listed here for granted - as they are viable to change by the owner's decision - if he ever is interested in it (as well as willing to make this huge change).

Hopefully you guys like my suggestion!

Feel free to leave a kudo - either by love or liberty - I am not forcing you to like this, though it means a lot for the support to show to PR!

=(Lost Ratchet)= 