I was looking over some of the suggested perks, and I was trying to think up something that would really be unique and different to play.
I came up with one that would either be called Ninja or Saboteur, as the thread suggests.
This perk would have no main weapons, and only use the knife. The knife would give bonus backstab damage on specimens when using this perk. I was thinking perhaps they could have throwing knives or something to that effect that cause bleed damage over time.
The perk would mainly focus on setting traps, I need more ideas for traps but I was thinking things like a "swinging branch" type trap that could be placed on corners. I wanted to avoid explosive traps, since that is something that Demolitions is supposed to focus on. Some people have wanted the oil that could be set on fire for the firebug perk, but I think it would be great if this perk had a tar or oil trap they could place somewhere that would spill the oil, specimens would be slowed while walking over it. Let the Firebug be able to set it on fire, causing extra damage to the slowed specimens, this would facilitate some teamwork. I was also considering something like a smoke bomb, that could be thrown down as a defensive strategy, it could disorient specimens in the immediate area and allow for a retreat. I'm sure some people can think up some more defensive maneuvers that could be used, I think this is important because this perk would need more things to do while actually in the action.
I haven't thought about what direct bonuses this perk should get, except that they should move very fast. They have no main weapons and their goal is to get around very quickly in order to place traps and get behind specimens. I was even considering not allowing them to have armor in an effort to balance them. Mainly this perk would be played in-between waves, since you have no main weapons or armor to buy, you spend the time finding strategic places to put traps. This of course would require your traps to just be restocked every wave, rather than making you buy them. Every increased perk level it could increase your max amount of traps able to be placed, which in turn would increase the amount you can carry.
I came up with one that would either be called Ninja or Saboteur, as the thread suggests.
This perk would have no main weapons, and only use the knife. The knife would give bonus backstab damage on specimens when using this perk. I was thinking perhaps they could have throwing knives or something to that effect that cause bleed damage over time.
The perk would mainly focus on setting traps, I need more ideas for traps but I was thinking things like a "swinging branch" type trap that could be placed on corners. I wanted to avoid explosive traps, since that is something that Demolitions is supposed to focus on. Some people have wanted the oil that could be set on fire for the firebug perk, but I think it would be great if this perk had a tar or oil trap they could place somewhere that would spill the oil, specimens would be slowed while walking over it. Let the Firebug be able to set it on fire, causing extra damage to the slowed specimens, this would facilitate some teamwork. I was also considering something like a smoke bomb, that could be thrown down as a defensive strategy, it could disorient specimens in the immediate area and allow for a retreat. I'm sure some people can think up some more defensive maneuvers that could be used, I think this is important because this perk would need more things to do while actually in the action.
I haven't thought about what direct bonuses this perk should get, except that they should move very fast. They have no main weapons and their goal is to get around very quickly in order to place traps and get behind specimens. I was even considering not allowing them to have armor in an effort to balance them. Mainly this perk would be played in-between waves, since you have no main weapons or armor to buy, you spend the time finding strategic places to put traps. This of course would require your traps to just be restocked every wave, rather than making you buy them. Every increased perk level it could increase your max amount of traps able to be placed, which in turn would increase the amount you can carry.