Perk Name (pending):
Elementalist (kind of long and sounds out of place with the other perks)
Scientist (Makes it sound there should be weapons other then Ice or Electric; maybe gravity based or other hyper-futuristic)
Elementalist (kind of long and sounds out of place with the other perks)
Scientist (Makes it sound there should be weapons other then Ice or Electric; maybe gravity based or other hyper-futuristic)
Weapons: Any Weapon that is Electric or Ice Based. (see list in spreadsheet at bottom.)
Starting Weapon: Gun like demo starting weapon that freezes or a freezing chalk n' burn.
Grenade: Freezing Grenade (sharpshooters)
Alt Exp gain: Freezing Zeds. (could instead be Killing Husks or E.D.E.R.)
Point of Perk: To be a Team player by CCing Zeds to set up for other players. Also to make a perk that is based on Electric and Ice Weapons.
Note: This is a work in Progress so the numbers, skills, and tier order may change. I will keep the content on this post to be the same (as a point of Reference), but I may make changes to the version in the Spreadsheets (at the bottom of post.)
Basics
- Damage 1% per lv (max 25%.)
- Increase Incap Power of perk weapons 2% per lv (max 50%)
- Emp damage Resist 2% per lv (max 50%) (Same # as bile resist of Medic.)
- Armor Bonus 1% per lv. (max 25%.)
- Reactive Armor - Once per wave escape the death by emitting a freezing wave around you. (like demo’s, but freezes instead of dealing damage.)
Alt Basics to be damage-less (like field medic.):
- Increase incap power to 4% per lv to (max 100%.)
- Increase Armor bonus to 3% per lv (max 75%.)
- Increase move speed by 0.4% per level (Max 10%)
- (same emp and reactive armor; remove damage boost.)
Incap in Basics: As it is hard to make a fair trade-off between CC and other skills I decided to place Incap boost in basics.
Two Versions Explanation: I made a version for both damage boost and no damage boost because I based this perk to be a supportive class like Field Medic, but most of the weapons are Cross-perks that can provide about 50% damage boost, so not having any damage boost on this perk may make this perk weak with those weapons.
Tier 1? - Damage Control (numbers pending)
Lingering Effects:
- Zeds you Freeze or Stumble with a perk weapon, deal 10% reduced damage and move 10% slower. (Permanently, does not stack.)
Parasitic Ice
- Players hitting a zed that is Frozen or Stumbled by your perk weapon or Grenade, heals that player by 2 health per second for 3 seconds.
- (resets timer on hit, activates only while zed is frozen or Stumbled.)
- (could instead heal on killing a zed that was currently frozen or Stumbled by you.)
Tier 1 Explanation: Both of these perks are about helping your team stay alive through two different means. Decreasing damage and slowing Zeds helps your team dodge better and take less when they fail. Healing is obviously about keeping team health high. Made them tier 1 because health regen is a part of skirmisher for Berserker.
Tier 2? - Disposition (Numbers Pending.)
Impulsive
- Increase move speed by 10% and Weapons Switch speed by 25%.
Fortitude
- Increase total Health by 50%.
This tier explanation: Not sure if these two skills are a fair trade-off but I wanted Fortitude to be an option and Impulsive is the only logical other option of the skills I thought of. They do both fit a similar role though. More health makes you die slower while more move speed makes you able to dodge better and thus take less damage. Put them as tier 2 because Fortitude was tier 2 for Support and Combat medic was tier 2 of Field Medic.
Tier 3? - Chemical Warfare (numbers pending)
Liquid Nitrogen
- Players deal 15% increased damage against Zeds that is Frozen by your Perk weapons or Grenades. (damage for all players, lasts until they unfreeze.)
Toxic Energy
- Freezing or Stumbling Zeds with perk weapons positions them, inflicting poison damage over time. (Resetting duration for each second of being CC'd.)
Explanation for tier 3: Both of these skills are about increasing damage output. Liquid Nitrogen sets up large Zeds to take more damage from you or others while Toxic Energy is about spreading the CC to get a lot of DoT. As both these skills are based of the Field Medic’s Tier 3, made this Tier 3.
Tier 4? - Equipment (numbers Pending.)
Utility Belt
- Increase the explosion area of effect of grenades by 50%. (base 6mm for grenade so would be 9 from this perk.)
- Carry one extra grenade and 10% more ammo for perk weapons.
Power Pack
- Increase magazine capacity of perk weapons 50%.
Explanation for Utility Belt: Grenades would be a very important tool for this perk to get a Quick Freeze on a large number of Zeds to proc other skills. I also wanted to make a skill that increased Max Ammo but not too much so I combined the two ideas into one skill. As extra Max Ammo is usually a Tier 3 or Tier 4 I put this effect in Tier 4 (since Tier 3 was locked.)
Explanation for Power Pack: I wanted Either mag or Reload speed for this perk because most of the cross-perk weapons have those options from their perk. Since CC is the point of the perk, I decided Mag size because making sure to get to the CC threshold would be more important than reloading to try again. I put this skill against Utility Belt as no other spot trade-off made sense and some of the weapons don’t need extra mag size so this skill will not always be the dominant one.
Tier 5 - Unnatural Disaster (effects pending.)
Zed Time: World Of Ice
- During Zed Time, Increase Area of Affect and range of perk weapons by 30%, and you have unlimited ammo.
Zed Time: Permafrost
- During Zed Time, increase Incapacitation power of perk weapons by 100% and Zeds lose frozen 50% slower.
My concerns:
- If made well: this perk would just be a better Swat (though Swat is the worst perk besides maybe Survivalist.)
- Skills more focused on Ice Weapons because of there being more of them.
- No Zeds have any resistances to Freeze or Emp damage. Also, all the bosses take extra damage from the Arc Generator.
- All the Freezing weapons are tier 2 or 3 while all electric weapons are tier 4 or 5.
- Only 7 already non-DLC weapons either ice or Electric based (Unless Static Strikes were added) (1 DLC being the Frost Fang.)
- Only 1 Tier 2 weapon (all classes have at least 2 tier 2s.)
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