These are ideas at most, some may possibly be overpowered but are only thoughts floating around to maybe improve some of the abilities or maybe give more incentive to pick a specific ability that people report not many use.
Berserker
Dreadnaught or Parry ability
introduce a grenade buff that gives you resistance/immunity from EDAR Trapper grabs if you have a emp grenade on you.
It will use 1 emp grenade if you get grabbed by a EDAR trapper; EMP grenade goes off around you applying the effect to nearby zeds in the radius and it stuns the EDAR Trapper who tried to trap/grab you.
Support
High Capacity Magazines ability
Double-barrel Boomstick, Doomstick, and HRG Buckshots are not impacted so maybe give bonus chance of a stumble power or improved damage for those 3 shotguns.
Zed Time - Penetrator
Perk weapons can penetrate through any target hit but also highlight or outline the enemies to be more visible in case they blend in with the color adjustment of the zed time
Zed Time - Barrage
Perk weapons shoot in near real-time and it uses ammo in the reserve rather than the clip so they don't need a reload.
Field Medic
Resilence
add a health regeneration bonus to resilence so when health goes below 20 you will slowly regenerate 1HP every few seconds until you reach 50HP (idea)
Acidic Rounds
Make a corrosive ability (similar effect to poison) for the enemies that have metal on them; like a 5% chance of inflicting a corrosion effect on zeds per shot.
This corrosion effect would be very effective toward EDAR's, Matriarch, Fleshpounds (metal hands), Skrakes (Chainsaw would be less effective but still pretty deadly), and gorefasts/fiends if you hit them on the metal parts.
Zed Time - Airborne Agent
Zeds impacted by this airborne agent will turn against other zeds and will actively fight each other for 4-10 seconds; does not impact fleshpounds, skrakes, or quarter pounds. (this can be done to catch a breather or to give the other zeds a distraction)
Hitting a zed with a syringe (alt-fire type) during zed time will make them fight for you; does not impact fleshpounds, skrakes or quarter pounds.
Zed Time - Zedative
add in unlimited ammo or use the ammo from the reserve so they don't need to worry about reloading during zed time.
Sharpshooter
Stability or Sniper
add in a health regeneration buff; like 1 to 5 HP regenerated upon succesful headshot kill. or health regeneration (slow health regen like 1HP every 5-20 seconds if stationary.)
Swat
Assault armor
give 5-25 armor points (staff choice) upon ammo box pickup if this ability is equipped.
Survivalist
Medic Training
Might be unrealistic, but regenerate health (1HP every 2-10 seconds [staff choice]) when standing on blood spilled by zeds.
Idea generated by the starting knife the survivalist class gets (gore shiv)
Berserker
Dreadnaught or Parry ability
introduce a grenade buff that gives you resistance/immunity from EDAR Trapper grabs if you have a emp grenade on you.
It will use 1 emp grenade if you get grabbed by a EDAR trapper; EMP grenade goes off around you applying the effect to nearby zeds in the radius and it stuns the EDAR Trapper who tried to trap/grab you.
Support
High Capacity Magazines ability
Double-barrel Boomstick, Doomstick, and HRG Buckshots are not impacted so maybe give bonus chance of a stumble power or improved damage for those 3 shotguns.
Zed Time - Penetrator
Perk weapons can penetrate through any target hit but also highlight or outline the enemies to be more visible in case they blend in with the color adjustment of the zed time
Zed Time - Barrage
Perk weapons shoot in near real-time and it uses ammo in the reserve rather than the clip so they don't need a reload.
Field Medic
Resilence
add a health regeneration bonus to resilence so when health goes below 20 you will slowly regenerate 1HP every few seconds until you reach 50HP (idea)
Acidic Rounds
Make a corrosive ability (similar effect to poison) for the enemies that have metal on them; like a 5% chance of inflicting a corrosion effect on zeds per shot.
This corrosion effect would be very effective toward EDAR's, Matriarch, Fleshpounds (metal hands), Skrakes (Chainsaw would be less effective but still pretty deadly), and gorefasts/fiends if you hit them on the metal parts.
Zed Time - Airborne Agent
Zeds impacted by this airborne agent will turn against other zeds and will actively fight each other for 4-10 seconds; does not impact fleshpounds, skrakes, or quarter pounds. (this can be done to catch a breather or to give the other zeds a distraction)
Hitting a zed with a syringe (alt-fire type) during zed time will make them fight for you; does not impact fleshpounds, skrakes or quarter pounds.
Zed Time - Zedative
add in unlimited ammo or use the ammo from the reserve so they don't need to worry about reloading during zed time.
Sharpshooter
Stability or Sniper
add in a health regeneration buff; like 1 to 5 HP regenerated upon succesful headshot kill. or health regeneration (slow health regen like 1HP every 5-20 seconds if stationary.)
Swat
Assault armor
give 5-25 armor points (staff choice) upon ammo box pickup if this ability is equipped.
Survivalist
Medic Training
Might be unrealistic, but regenerate health (1HP every 2-10 seconds [staff choice]) when standing on blood spilled by zeds.
Idea generated by the starting knife the survivalist class gets (gore shiv)