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  • 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.

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    • very well thought out and written, though i would suggest shortening the time it takes for chargers (tickers) to explode on impact to around 1 second

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    • "Tickers now have 600 hp" "This makes tickers feel more tanky" tickers arent "tanky" the only tanky thing is his tanks and its his special weapon to be used as a bomb or the radioactive to make survivors move away from it, not to be tanky, also making them non/attractable to pipebomb would make the item useless and sounds dumb, and the idea of healing stalker/digger and making stalker spawnable, dealing with 3 stalkers grabbing you to the horde or dropping you off the highest point in the map is annoying, thats why it wasnt spawnable in the first place, thats my opinion tho

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    • Pootiscanned wrote:
      very well thought out and written, though i would suggest shortening the time it takes for chargers (tickers) to explode on impact to around 1 second

      I also thought of this, I'll make a quick edit idea now.

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    • ZXEZX2 wrote:
      "Tickers now have 600 hp" "This makes tickers feel more tanky"

      tickers arent "tanky" the only tanky thing is his tanks and its his special weapon to be used as a bomb or the radioactive to make survivors move away from it, not to be tanky, also making them non/attractable to pipebomb would make the item useless and sounds dumb, and the idea of healing stalker/digger and making stalker spawnable, dealing with 3 stalkers grabbing you to the horde or dropping you off the highest point in the map is annoying, thats why it wasnt spawnable in the first place, thats my opinion tho


      I nerfed how much health tickers have to 500 now.


      For stalkers, I also included to point out how it would drain out grabs quicker when you hold a survivor now.

      I may also reduce their spawn rate, but I really hope they get a normal spawn chance, I love playing as stalkers.

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    • Just updated, Rip no longer procs if the user is blocking, same with boneshield.

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    • Diggers:

      I would remove the HP heal and just go HP to 250.

      Tickers:

      I would personally change rush to spread gas puddles as the Ticker runs that disappear after like thirty seconds so the Ticker is better at area denial, but your idea is fine.

      Stalkers:

      Yes.

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    • PeridotIsWithYou wrote:
      Diggers:

      I would remove the HP heal and just go HP to 250.

      Tickers:

      I would personally change rush to spread gas puddles as the Ticker runs that disappear after like thirty seconds so the Ticker is better at area denial, but your idea is fine.

      Stalkers:

      Yes.


      If tickers dropped puddles as they rushed that would be annoying with the ammount that there is on maps.

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    • Subzeroto wrote:
      PeridotIsWithYou wrote:
      Diggers:

      I would remove the HP heal and just go HP to 250.

      Tickers:

      I would personally change rush to spread gas puddles as the Ticker runs that disappear after like thirty seconds so the Ticker is better at area denial, but your idea is fine.

      Stalkers:

      Yes.

      If tickers dropped puddles as they rushed that would be annoying with the ammount that there is on maps.

      IDK, just feel like area denial should be a powerful trait of the Ticker.

      Maybe spread the gas cloud from the Easter Ticker instead.

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    • PeridotIsWithYou wrote:
      Subzeroto wrote:
      PeridotIsWithYou wrote:
      Diggers:

      I would remove the HP heal and just go HP to 250.

      Tickers:

      I would personally change rush to spread gas puddles as the Ticker runs that disappear after like thirty seconds so the Ticker is better at area denial, but your idea is fine.

      Stalkers:

      Yes.

      If tickers dropped puddles as they rushed that would be annoying with the ammount that there is on maps.

      IDK, just feel like area denial should be a powerful trait of the Ticker.

      Maybe spread the gas cloud from the Easter Ticker instead.

      One of the biggest problems is gas staying after rounds. Its incredibly annoying after vs environment.

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    • ticker only needs 17 walkspeed, and 1.5 bomb arming time(cuz its just useless)


      digger only needs a charge to cost all of the stamina and 22 walkspeed


      and stalker needs a healing ability cuz it takes so many time to Spawn as one again(2 per second or something like that)

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    • Ze Roela wrote:
      ticker only needs 17 walkspeed, and 1.5 bomb arming time(cuz its just useless)


      digger only needs a charge to cost all of the stamina and 22 walkspeed


      and stalker needs a healing ability cuz it takes so many time to Spawn as one again(2 per second or something like that)

      Imo, Tickers should stay slow and more tanky, adding more walkspeed would make them just a tankier normal zombie.


      Even if Digger needs to deplete all stamina, it wouldn't be that big of a nerf as it is and wouldn't change the fact that 2 diggers or more can perm stun one player.


      I suggested a change to stalker's adaptive camo to let it heal while being stealthed, spawning as a stalker takes 120 in some servers and you can always respawn as one at that cost. In other servers, possibly only once.

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    • Subzeroto wrote:

      Ze Roela wrote:
      ticker only needs 17 walkspeed, and 1.5 bomb arming time(cuz its just useless)


      digger only needs a charge to cost all of the stamina and 22 walkspeed


      and stalker needs a healing ability cuz it takes so many time to Spawn as one again(2 per second or something like that)

      Imo, Tickers should stay slow and more tanky, adding more walkspeed would make them just a tankier normal zombie.


      Even if Digger needs to deplete all stamina, it wouldn't be that big of a nerf as it is and wouldn't change the fact that 2 diggers or more can perm stun one player.


      I suggested a change to stalker's adaptive camo to let it heal while being stealthed, spawning as a stalker takes 120 in some servers and you can always respawn as one at that cost. In other servers, possibly only once.

      ticker are slow as hecc,and the rush ability is useless


      the timing for the diggers to never let the survivor get up would need to be almost perfect,and its kinda rare to see 3 diggers around(its less rare if there's more zombies than survivors)and also u shouldn't be alone, Always walk around with someone, they could kill the diggers while they are distracted clawing u


      2 minutes, on a survival round u would just be able to Spawn as a stalker 4 times(cuz u need to wait 1 minute to be able to buy zombies)

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    • Ze Roela wrote: the timing for the diggers to never let the survivor get up would need to be almost perfect,and its kinda rare to see 3 diggers around(its less rare if there's more zombies than survivors)and also u shouldn't be alone, Always walk around with someone, they could kill the diggers while they are distracted clawing u

      I disagree. It does not have to be almost perfect. The hitboxes and lag in this game make being stunlocked by a Digger extremely easy.

      Also, even with teammates a Digger can get one or two stuns off easily due to the high health pool and crouched hitbox. The game has more than enough zombies that can stun, the Digger shouldn't have to. Anyways, the game ready has two zombies that heavily punish lonely survivors, we don't need another.

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    • PeridotIsWithYou wrote:

      Ze Roela wrote: the timing for the diggers to never let the survivor get up would need to be almost perfect,and its kinda rare to see 3 diggers around(its less rare if there's more zombies than survivors)and also u shouldn't be alone, Always walk around with someone, they could kill the diggers while they are distracted clawing u

      I disagree. It does not have to be almost perfect. The hitboxes and lag in this game make being stunlocked by a Digger extremely easy.

      Also, even with teammates a Digger can get one or two stuns off easily due to the high health pool and crouched hitbox. The game has more than enough zombies that can stun, the Digger shouldn't have to. Anyways, the game ready has two zombies that heavily punish lonely survivors, we don't need another.

      Diggers also deal high damage, I'm pretty sure that their damage goes up with damage points as you level up which makes them highly dangerous as well.

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    • Subzeroto wrote:

      PeridotIsWithYou wrote:

      Ze Roela wrote: the timing for the diggers to never let the survivor get up would need to be almost perfect,and its kinda rare to see 3 diggers around(its less rare if there's more zombies than survivors)and also u shouldn't be alone, Always walk around with someone, they could kill the diggers while they are distracted clawing u

      I disagree. It does not have to be almost perfect. The hitboxes and lag in this game make being stunlocked by a Digger extremely easy.

      Also, even with teammates a Digger can get one or two stuns off easily due to the high health pool and crouched hitbox. The game has more than enough zombies that can stun, the Digger shouldn't have to. Anyways, the game ready has two zombies that heavily punish lonely survivors, we don't need another.

      Diggers also deal high damage, I'm pretty sure that their damage goes up with damage points as you level up which makes them highly dangerous as well.

      yes the points do work on diggers(that needs to be removed and boom, diggers succ now)

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    • Diggers make it pretty simple against new players and can shred them in one rush, I'd at least want to see a nerf in damage.

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    • insted of making the digger have the "rip" ability, add a stalker script to the digger so when you trip someone off the edge, you dont die

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    • i agree with absolutely none of these, especially the part of diggers regenerating. many users use dig as a quick getaway, they don't need an incentive. its safe, easy, and fun. if youre really going to try and pop up in the middle of a survivor and his gun then you deserve to die

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    • I don't play with much volume, so how am I supposed to counter these diggers? Make the game force my volume to 10? Killing diggers correctly is something that takes a lot of a practice, and your awareness shouldn't be turned into a scrap heap.

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    • ticker buff

      ticker buff

      ticker buff

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    • ExoLethalx wrote:
      I don't play with much volume, so how am I supposed to counter these diggers? Make the game force my volume to 10? Killing diggers correctly is something that takes a lot of a practice, and your awareness shouldn't be turned into a scrap heap.

      The game is in third person. The change will just make dealing with Diggers slightly harder, not turn your game sense into "a scrap heap". ​​

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    • Cloudist wrote:
      i agree with absolutely none of these, especially the part of diggers regenerating. many users use dig as a quick getaway, they don't need an incentive. its safe, easy, and fun. if youre really going to try and pop up in the middle of a survivor and his gun then you deserve to die

      If you dont agree thats fine, but diggers should at least make noises while digging.

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    • The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

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    • -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.

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    • Subzeroto wrote:

      -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.

      yes plz

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    • Subzeroto wrote:

      -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.

      this could suck if they decide to rush in high activity zones. the thing about rushing and the reason it was nerfed is because if it hit an object radiation would fall with an explosion instantly. this is basically the same thing and would suck if youre using other armors that dont barely disable radiation such as firevest.

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    • Cloudist wrote:

      Subzeroto wrote:

      -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.
      this could suck if they decide to rush in high activity zones. the thing about rushing and the reason it was nerfed is because if it hit an object radiation would fall with an explosion instantly. this is basically the same thing and would suck if youre using other armors that dont barely disable radiation such as firevest.

      That was not the reason at all. Rush got nerfed because you could instantly explode against walls on spawn and kill 5 players.

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    • idea for the ticker. when hit by a ticker a survivor will carry radiation around on them for around 15 seconds and contaminate areas with radiation, including other survivors which only slows their movement instead of damaging them.

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    • ticker should leave a radiation puddle every 0.5 secs when rushing, leaving something to at least get some use instead of doing literally 3 damage when its spawned

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    • Subzeroto wrote:

      Cloudist wrote:

      Subzeroto wrote:

      -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.
      this could suck if they decide to rush in high activity zones. the thing about rushing and the reason it was nerfed is because if it hit an object radiation would fall with an explosion instantly. this is basically the same thing and would suck if youre using other armors that dont barely disable radiation such as firevest.

      That was not the reason at all. Rush got nerfed because you could instantly explode against walls on spawn and kill 5 players.

      yes but this is almost the same. leave a long lasting puddle of radiation just by rushing. why???? why even try to show your tank to encourage survivors shooting it, just rush near them. yeah, youll be tripped but hey, you will leave puddles of radiation that are annoying and forces you to trade out one of your item slots for a fire ext.

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    • Cloudist wrote:

      Subzeroto wrote:

      Cloudist wrote:

      Subzeroto wrote:


      -WaNichiVorimos- wrote:
      The Digger is pretty good. Should really be a high priority target for the survivors, though the whole regeneration thing is kind of off putting.

      I feel like the radiation of the Ticker should have a temporary lingering effect as a punishment for people walking right through it. This contributes to it's area denial ability, which is a role that the Ticker has yet to fulfill.

      Stalker is a big yes.



      But you know PR. He barely even gives a single shit about the community, and only adds stuff that we make if it suits his preferences, not for the benefit of a more streamlined game

      To be honest, rush could be changed to leave a gas trail while they rush, making an area of denial. could change that.
      this could suck if they decide to rush in high activity zones. the thing about rushing and the reason it was nerfed is because if it hit an object radiation would fall with an explosion instantly. this is basically the same thing and would suck if youre using other armors that dont barely disable radiation such as firevest.
      That was not the reason at all.

      Rush got nerfed because you could instantly explode against walls on spawn and kill 5 players.

      yes but this is almost the same. leave a long lasting puddle of radiation just by rushing. why???? why even try to show your tank to encourage survivors shooting it, just rush near them. yeah, youll be tripped but hey, you will leave puddles of radiation that are annoying and forces you to trade out one of your item slots for a fire ext.

      Just use faraday if it annoys you that much

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    • PeridotIsWithYou wrote:

      ExoLethalx wrote:
      I don't play with much volume, so how am I supposed to counter these diggers? Make the game force my volume to 10? Killing diggers correctly is something that takes a lot of a practice, and your awareness shouldn't be turned into a scrap heap.

      The game is in third person. The change will just make dealing with Diggers slightly harder, not turn your game sense into "a scrap heap". ​​

      Definitely not a zero-sum situation (yet still tilted the wrong way) with no ammo regardless. Also, the volume is still unresolved.

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    • nice

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    • Yeah killing a enemy with 500 hp and gives you 30 cash for kill it sounds worth it. 30 cash -> 60 cash. But imo it's the Stalker and Diggers that is too over power. If you have 2 atleast it makes the game unfair. Think about, (Digger 1) Trips the player -> (Digger 1 and 2) attack the player -> (player) stands up -> (Digger 2) trips player -> (Digger 1) has full Energy to trip the player -> Repeat.  "While in stealth, stalkers heal at a very rapid rate (20HP per second)" and "Stalkers can now stealth quicker (1.5 seconds.), but now takes energy (half of their energy)" would make it hard to kill these things. Hurt -> run back -> Energy gone -> Rapid HP (20 per second) -> Plus Energy regen at the same time -> repeat it if you're hurt badly. And the "Stalkers can no longer be targeted with pipebombs, clocks, or bells when in stealth" will also lead the those items to be useless, making the a stalker a fricking boss battle.

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    • ur better than pr at making stats

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    • RadY3r0 wrote:
      ur better than pr at making stats

      I'll take that as a compliment

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    • EeTheGlitcher wrote:
      Yeah killing a enemy with 500 hp and gives you 30 cash for kill it sounds worth it. 30 cash -> 60 cash. But imo it's the Stalker and Diggers that is too over power. If you have 2 atleast it makes the game unfair. Think about, (Digger 1) Trips the player -> (Digger 1 and 2) attack the player -> (player) stands up -> (Digger 2) trips player -> (Digger 1) has full Energy to trip the player -> Repeat.  "While in stealth, stalkers heal at a very rapid rate (20HP per second)" and "Stalkers can now stealth quicker (1.5 seconds.), but now takes energy (half of their energy)" would make it hard to kill these things. Hurt -> run back -> Energy gone -> Rapid HP (20 per second) -> Plus Energy regen at the same time -> repeat it if you're hurt badly. And the "Stalkers can no longer be targeted with pipebombs, clocks, or bells when in stealth" will also lead the those items to be useless, making the a stalker a fricking boss battle.

      I made a change so that diggers no longer trip players and instead have rip which breaks their defence.

      Stalkers are really easy to kill (big hitbox, average run speed.) If a stalker attempts to go around a corner to heal up really quick thats fine, but that means they don't have a lot of energy in order to grab you.

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    • Wait nvm

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    • i see everyone complaining about the trip but its what makes the digger good if i would nerf the digger i would only nerf the health because its insane that amount of health to someone who can trip you 

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    • A FANDOM user
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