Even though this thread is brimming full of suggestions for martial artist concepts and ideas, I won't be able to apply all of them since it might take quite a long while to make
So I'll just drop in some changes
XP objectives: Dealing damage with perk weapons
Killing gorefasts and gorefiends with perk weapons
Starting loadout remains the same , that means T2 katana (I mean, a whole lot of players say that the katana is really bad on a zerk because its fully outclassed by the crovel aside from attack speed). However, masking grenades are now replaced with shurikens
Pressing G(default nade toss button) releases 3 shurikens in a fan shaped arc, has high penetration and inflicts bleed on enemies along with high stumble power(DOT not finalised yet)
Perk bonuses remains but with % gain changes
*+25% perk weapon damage
*+20% movement speed
*+20% perk weapon attack speed
Some skills are going to be changed
Lvl 5 skill, Steadfast is changed to:
Suffer from no movement speed reduction based on remaining HP, Immediately recovers 3HP per 2 seconds at critical stages and stops once HP returns to healthy ranges(not full though)
Lvl 10 skill, Retaliate is changed to:
Increases perk weapon damage by 5% after getting hit for 10 seconds, can be stacked 5 times, Parrying gains 2 stacks
Completely reworked lvl 15 skills
Reworked lvl 25 skills
The newer skills(especially gunplay) now splits the martial artist into 2 different playstyles->Being a close quarter-ed meleeing enthusiast(while being fragile in nature) or having a balance in between ranged and melee
Don't worry though, it won't become the "oh I can handle almost whatever the game throws at me now" (like beserker with the nailgun +zwei)
The guns for the martial artist have much less firepower as compared to berserker's (which will be discussed in a future thread assuming if I have the time)
So I'll just drop in some changes
XP objectives: Dealing damage with perk weapons
Killing gorefasts and gorefiends with perk weapons
Starting loadout remains the same , that means T2 katana (I mean, a whole lot of players say that the katana is really bad on a zerk because its fully outclassed by the crovel aside from attack speed). However, masking grenades are now replaced with shurikens
Pressing G(default nade toss button) releases 3 shurikens in a fan shaped arc, has high penetration and inflicts bleed on enemies along with high stumble power(DOT not finalised yet)
Perk bonuses remains but with % gain changes
*+25% perk weapon damage
*+20% movement speed
*+20% perk weapon attack speed
Some skills are going to be changed
Lvl 5 skill, Steadfast is changed to:
Suffer from no movement speed reduction based on remaining HP, Immediately recovers 3HP per 2 seconds at critical stages and stops once HP returns to healthy ranges(not full though)
Lvl 10 skill, Retaliate is changed to:
Increases perk weapon damage by 5% after getting hit for 10 seconds, can be stacked 5 times, Parrying gains 2 stacks
Completely reworked lvl 15 skills
Combo mastery Hitting a zed makes them vulnerable to more damage on every consecutive hit with perk melee weapons, effect resets after dealing damage to another zed, which instantly removes all gained stacks | Lvl 15 | Gunplay Increase perk weapon handling(recoil,reload and swap speed) , only applies to primary and secondary weapons by 15%, movement speed increased by 5% |
Reworked lvl 25 skills
Fury During zed time, your attacks are doubled in real time and causes bleed, bleed is able to stack during zed time(damage bonus from skills affect DoT) | Lvl 25 | Urban ninja During zed time, all your hand movements(swapping,reloading,bashing,attacking with melees,throwing) happen in real time, your shurikens are also infinite and can penetrate all zeds |
The newer skills(especially gunplay) now splits the martial artist into 2 different playstyles->Being a close quarter-ed meleeing enthusiast(while being fragile in nature) or having a balance in between ranged and melee
Don't worry though, it won't become the "oh I can handle almost whatever the game throws at me now" (like beserker with the nailgun +zwei)
The guns for the martial artist have much less firepower as compared to berserker's (which will be discussed in a future thread assuming if I have the time)
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