Perk based balancing

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Nibe

FNG / Fresh Meat
Oct 28, 2009
225
28
0
First of all, I'm sorry for my bad English.

Well there is thread about ZED-based balancing, but I tried to think with perks too. Why just makes ZEDs to be effective against some perks?
Lets make some perks weak against some ZEDs. Playing solo is a lot more harder, because some ZEDs can own you easily. (This prevents easy leveling too)
But because my English is bad, I can't explain all this in complex way. So I'm putting here just suggestions about making perk's weak against some zeds. So balanced team with all perks would be a tool of survival.


Commando:
+10% damage taken from Bloats, Clots and Sirens
-10% damage taken from Crawlers and Stalkers

Berserker:
No extra damage from any ZED.
-5% Damage taken from all ZEDs

Support Specialist:
+10% Damage taken from Clots, Bloats, Gorefasts, Crawlers, Stalkers and Sirens.


Sharpshooter:
+15% Damage taken from all ZEDs (Except FP), +20% damage taken from Crawlers and Stalkers
When aiming, +30% Damage taken from all ZEDs (Except FP), +40% Damage taken from Crawlers and Stalkers
-5% Damage taken from Flespound

Firebug:
+5% Damage taken from Scrake, siren and FP
-5% Damage taken from Crawlers

Demolitions:
+15% Damage taken from FP, Scrake, Siren and Husk.

Field Medic:
+10% Damage taken from Husk and FP


So these are just a starter stats. We can tweak em more and I know that it looks like sharpies gonna get their *** kicked badly, but good sharpies can survive without taking hits.
Zerker is underpowered anyway. If we modify perks like this and combine with headshot resistant ZED, we can balance the game, without nerfing the guns.
 

Wolfdust

FNG / Fresh Meat
Jul 24, 2009
236
9
0
Massachusetts, USA
but good sharpies can survive without taking hits.


Yeah, no. Everyone's going to get hit on a hard enough difficulty. This would be impossible to play a Sharpie on Hard or Suicidal.

Having perks take more damage from certain zeds makes no sense at all and I don't think it would do anything to fix the balance of them. There are much better ways to improve the Zerker, like reverting the chainsaw back to it's former glory.
 

Nibe

FNG / Fresh Meat
Oct 28, 2009
225
28
0
Yeah, no. Everyone's going to get hit on a hard enough difficulty. This would be impossible to play a Sharpie on Hard or Suicidal.

Having perks take more damage from certain zeds makes no sense at all and I don't think it would do anything to fix the balance of them. There are much better ways to improve the Zerker, like reverting the chainsaw back to it's former glory.

this game don't make sense anyway, so why not? I can beat six man hard game as sharpie without taking hits, if we play as team. This would force us to play as team too, because nobody can't survive alone.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
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wow, i can't believe i missed this thread because this actually is quite a good idea. maybe the title was misleading or something. if you have the ability to have resistance to particular zeds, why shouldn't you have a weakness against others? this would help roles prioritize their targets better so that they don't take more damage from them. however, i think your role assignments needed a little tweeking. i put the zed assignments along with an explaination for why i put them there.
bswearer said:
Commando:


10% more damage from Stalkers and Crawlers
  • commandos SHOULD see stalkers and make them their #1 priority
  • the ability to see zed healthbars SHOULD help commandos see the low and dark profiles of the crawlers better than any other class
Berserker:


10% more damage from Gorefasts
  • gorefasts are the fastest of the "normal" zeds, at least when they are running, while zerkers are the fastest of the humans....
  • if gorefasts are running to attack a teammate in reload, the zerker SHOULD be the best class to quickly counter the zed and support his teammate.
10% more damage from Scrakes
  • the zeker's "power" melee attacks SHOULD stun Scrakes thereby eliminating an "attacking" threat for the team.
  • of course for both the gorefast and scrake, blade vs. blade...matches made in heaven :D
Support Specialist:


10% more damage from Bloats
  • face it, bloats are large. with all the projectiles fired from a shotgun, a support SHOULD do the most damage to them.
Sharpshooter:


10% more damage from all ZEDs
  • simple, SS are in the back and no zeds SHOULD get close enough to attack them
15% more damage from Bloats, Husks and Sirens
  • the zeds with ranged "weapons" SHOULD be the priority targets for a marksmen
  • zeds with ranged weapons are slow moving and SS SHOULD spot them quickly
  • no other class specializes in distance targeting and these zeds SHOULD be the SS's responsibility
20% more damage from Fleshpounds and Scrakes
  • currently, these are the #1 and #2 targets for SS because they SHOULD kill them from a safe distance and in 1 shot
Demolitions:


5% more damage from all ZEDs
  • demos SHOULD not be in the thick of things but at the rear providing support from a distance like the SS.
  • it's only 5% because they've got enough to deal with already, so 10% might be a little much
Firebug:


None
  • well, the firebug needs a "boost" and this would help give it something over the other perks
Field Medic:


None
  • the medic SHOULD be taking damage from zeds because their only job is to get into the thick of things to heal/save team....no reason to increase that amount of damage
  • players are already taking damage and if this was added would take even MORE damage which would encourage more healing from the medics
the reason why i emphasize the word "should" is to further point out the concept of prioritizing targets. most veteran and skilled players understand it, but for the majority of the population, this could help educated them a little more about the game's objectives.
 
Last edited:

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
This would force us to play as team too, because nobody can't survive alone.

It's already like that by default, though. Rather than weaknesses, every perk has it strengths. Sharp can take out the heavy hitters but it's crap for crowd control. Support is kind of middle ground, but the reload on the weapons are murder. etc.

This already exists in the current gameplay.
 

Nibe

FNG / Fresh Meat
Oct 28, 2009
225
28
0
It's already like that by default, though. Rather than weaknesses, every perk has it strengths. Sharp can take out the heavy hitters but it's crap for crowd control. Support is kind of middle ground, but the reload on the weapons are murder. etc.

This already exists in the current gameplay.

The M-14 is the crowd control of sharpies, it can rip mobs like paper. But if we make sharpies take some extra damage from enemies, then they can't solo around and kill anything that moves.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
a spamming SS can easily handle crowd control with an EBR. of course a good SS can handle crowd control without the EBR just by using his 9mm and handcannons. this of course is a balance issue that hopefully will be taken care of soon by replacing the EBR with an m21 or m25 and taking the handguns and giving them to a new perk. as of now, the SS is the only perk that is currently able to "dual role" as distance/priority targeting and support. i guess you could throw the medic in there too with their ability to 2 shot decap FP/scrakes with bows.

we're not talking about skill/physical strengths like fast rate of fire or weaknesses of slow reload. we're talking about something the player cannot control like resistance to specimen (which does exist in the game i.e. bloat/husk resistance) and in return vunerability to specimen (which doesn't exist in the game)

i like and support the idea.