[ZS] Skill Adjustments & Balance/Suggestions Thread



  • Just some small suggested changes to make these skills less of a no brainer choice when it comes to taking them.

    Blood Armor - Increased in time taken to regenerate before and it still is a very potent skill for the long term damage mitigation it provides. With the new Vitality skills the penalty of reduced health is not as important. Feel like the way to go with this is to simply increase the penalty by 5 health points. This does indirectly make Regenerator worse because it relies on maximum health, however, so may not be a perfect solution. Other ways to hit it include increasing the time after taking damage until it starts regenerating or reducing the regeneration speed altogether.

    Quick Reload - Basically the importance of draw speed is basically negligible since a vast majority of players hardly ever encounter this downside. Same thing that happened with Safe Fall before it was nerfed. Probably just needs the magnitude of the reload speed increase to be reduced somewhat, since it contributes to a significant overall increase in damage from the human team.



  • updated

    — Turret and drone skills

    Dual Trigger - Fires two bullets in manual turret control mode. Uses 2 SMG ammo. (similar to bulletstorm storm firing mode)
    Control Cam - Unlocks switching to camera mode while manually controlling a turret.

    Unlock: “Takbir” Demolition Manhack - Unlocks purchasing the Demolition Manhack. Prerequisite: Loaded Hull. Can be crafted using manhack + grenade. Left-click self-destructs with damage done equal to a grenade.

    Type I Scan Module - Highlights nearby zombies and nests. Cannot pickup items. Emits scanning noise. npc/scanner/scanner_scan...wav
    Type II Camera Module - Camera used to take photographic images, saving a screenshot. The flash emitted when taking an image can temporarily blind zombies, even when not looking directly at the flash. Recharges every minute. Affected zombies take 5 damage. Replaces mounted gun. Drone controller has the ability to switch to camera mode from drone perspective.
    Type III Collection Module - Allows drone to collect ammunition directly from a resupply box using R.
    Type IV Explosive Module - “A critically damaged scanner will usually attempt to kamikaze dive into its attacker, while spinning and emitting an alarm.” At 20 health or less, kamikaze mode can be activated, activating a timer counting down to 10 seconds to explode with damage done equal to a grenade.
    Type V Heavy Lift Module - Enables heavy lifting capability. -30% drone speed. :white_check_mark:
    Type VI Pulse Module - Switches from using SMG to Pulse ammo. Slows down zombies. Damage decreased 14 -> 9. Emits a combine energy ball explosion after destroyed.
    Compact Carriage - 50% ammo capacity reduction (250 --> 125). Drone gun range increased 250 --> 325. Drone handling increased 25%.

    — Speed skills

    Lightweight - +10 unit movespeed when melee weapon is equipped, -25% melee damage

    — Food and health skills

    Nutrition - The food item you start with will always be a fruit | Prerequisite: Preparedness
    Nutrition - +50% recovery from fruits and vegetables (e.g. watermelon, banana, pumpkin, radish)
    Food Coma - +50% health gained from consuming food, -25% movespeed for 15 seconds | Prerequisite unlock: Gourmet.
    Sugar Rush - +10% speed after consuming soda, lasts 10 seconds
    Nourishing - +350% recovery from consuming hot milk, puts you to sleep for a period of time

    Forager - 1 in 4 chance to collect a random food item from the resupply box. +33.3% resupply collect time

    Serenity - 1 health is regenerated every 6 seconds when standing close to a sigil. Prerequisite: Regenerator

    [FOOD ITEM] Chinese takeout - yum! heals 20 hp

    — Weapon skills

    Gunslinger - +75% weapon draw speed when switching to a pistol. -50% draw speed for non-pistols.

    — Melee skills

    Culinary Artist - +20% attack speed when using kitchen melee weapons (pot, frying pan, meat hook, butcher knife), -5 worth
    Berserker - +10% damage when using an axe, -5 worth
    Assassin - +20% knife attack speed, -5 worth
    Splicer - +20% attack speed using lead pipe, +50% damage using lead pipe, -5 worth

    Facepunch - +100% damage when punching a zombie in the face
    Lanky - +20% melee range, -25% melee damage

    — Medic skills

    Triage I - +5% medical kit effectiveness when healing a player under 40% health | Prerequisite: Surgeon III
    Triage II +10% medical kit effectiveness when healing a player under 20% health, +20% medical kit recharge
    Epinephrine - Speed boost from a medicgun syringe increased by 15%
    Smart Targeting - Aiming directly at a healing target while firing will automatically lead medicgun shots, ammo capacity 5 -> 3 (-40% AMMO CAPACITY) | similar to AS:S skill :white_check_mark:
    Sleep Dart - Medicgun syringes slow zombies by 30% for 6 seconds
    Welfare - Self-heal amount increased by 15%. +15% medical kit cooldown (all heals) | Prerequisite: Surgeon III

    — Barricade skills

    Salvager - 1 in 4 chance to collect one board ammo from the resupply box. +33.3% resupply collect time
    Engineer - +150% sigil corruption repair rate when using a carpenter’s hammer or mechanic’s wrench [sigil damage dealt 15 -> 37.5]
    Mechanic - +25% deployable repair rate

    — Miscellaneous

    Overcharge Flashlight - Your flashlight now produces a blinding flash that stuns zombies. Your flashlight now breaks after one use

    — Deployable and trinklet unlocks

    Goggles: Unlocks purchasing Goggles from the worth shop (15 worth). Reduces visual debuff duration by 50%. Useful when using flashbombs and reducing visual debuffs from ghoul touch and shadow lurkers.

    Pulse Beacon: Pulse Beacon. Displays the location of all zombies and creeper nests around an area. [https://forum.noxiousnet.com/topic/2081/publish-queue]



  • Might as well add on to this thread with your suggestions then, we’ll make this a general skill suggestion thread (post the skill changes since the skill system was first added.)


  • Administrators

    Here’s a list of ones that won’t be added.

    @ritzbits said in [ZS] Skill Adjustments:

    Serenity - 1 health is regenerated every 6 seconds when standing close to a sigil. Prerequisite: Regenerator
    Gunslinger - +75% weapon draw speed when switching to a pistol. -50% draw speed for non-pistols.
    Culinary Artist - +20% attack speed when using kitchen melee weapons (pot, frying pan, meat hook, butcher knife), -5 worth
    Berserker - +10% damage when using an axe, -5 worth
    Assassin - +20% knife attack speed, -5 worth
    Splicer - +20% attack speed using lead pipe, +50% damage using lead pipe, -5 worth
    Facepunch - +100% damage when punching a zombie in the face
    Triage I - +5% medical kit effectiveness when healing a player under 40% health | Prerequisite: Surgeon III
    Triage II +10% medical kit effectiveness when healing a player under 20% health, +20% medical kit recharge
    Epinephrine - Speed boost from a medicgun syringe increased by 15%
    Sleep Dart - Medicgun syringes slow zombies by 30% for 6 seconds
    Welfare - Self-heal amount increased by 15%. +15% medical kit cooldown (all heals) | Prerequisite: Surgeon III
    Salvager - 1 in 4 chance to collect one board ammo from the resupply box. +33.3% resupply collect time
    Engineer - +150% sigil corruption repair rate when using a carpenter’s hammer or mechanic’s wrench [sigil damage dealt 15 -> 37.5]
    Mechanic - +25% deployable repair rate



  • — Turret and drone skills

    Dual Trigger - Fires two bullets in manual turret control mode. Uses 2 SMG ammo. (similar to bulletstorm storm firing mode)
    Control Cam - Unlocks switching to camera mode while manually controlling a turret.

    Unlock: “Takbir” Demolition Manhack - Unlocks purchasing the Demolition Manhack. Prerequisite: Loaded Hull. Can be crafted using manhack + grenade. Left-click self-destructs with damage done equal to a grenade.

    Drone
    Type I Scan Module - Highlights nearby zombies and nests. Cannot pickup items. Emits scanning noise. npc/scanner/scanner_scan...wav
    Type II Camera Module - Camera used to take photographic images, saving a screenshot. The flash emitted when taking an image can temporarily blind zombies, even when not looking directly at the flash. Recharges every minute. Affected zombies take 5 damage. Replaces mounted gun. Drone controller has the ability to switch to camera mode from drone perspective.
    Type III Collection Module - Allows drone to collect ammunition directly from a resupply box using R.
    Type IV Explosive Module - “A critically damaged scanner will usually attempt to kamikaze dive into its attacker, while spinning and emitting an alarm.” At 20 health or less, kamikaze mode can be activated, activating a timer counting down to 10 seconds to explode with damage done equal to a grenade.
    Type V Heavy Lift Module - Enables heavy lifting capability. -30% drone speed. :white_check_mark:
    Type VI Pulse Module - Switches from using SMG to Pulse ammo. Slows down zombies. Damage decreased 14 -> 9. Emits a combine energy ball explosion after destroyed.
    Compact Carriage - 50% ammo capacity reduction (250 --> 125). Drone gun range increased 250 --> 325. Drone handling increased 25%.

    — Speed skills

    Lightweight - +10 unit movespeed when melee weapon is equipped, -30% melee damage

    — Food and health skills

    Nutrition - The food item you start with will always be a fruit | Prerequisite: Preparedness
    Nutrition - +50% recovery from fruits and vegetables (e.g. watermelon, banana, pumpkin, radish)
    Food Coma - +50% health gained from consuming food, -25% movespeed for 15 seconds | Prerequisite unlock: Gourmet.
    Sugar Rush - +10% speed after consuming soda, lasts 10 seconds
    Nourishing - +350% recovery from consuming hot milk, puts you to sleep for a period of time

    Forager - 1 in 4 chance to collect a random food item from the resupply box. +33.3% resupply collect time

    [FOOD ITEM] Chinese takeout - yum! heals 20 hp

    — Melee skills

    Lanky - +20% melee range, -25% melee damage

    — Miscellaneous

    Overcharge Flashlight - Your flashlight now produces a blinding flash that stuns zombies. Your flashlight now breaks after one use

    — Deployable and trinklet unlocks

    Goggles: Unlocks purchasing Goggles from the worth shop (15 worth). Reduces visual debuff duration by 50%. Useful when using flashbombs and reducing visual debuffs from ghoul touch and shadow lurkers.

    Pulse Beacon: Pulse Beacon. Displays the location of all zombies and creeper nests around an area. [https://forum.noxiousnet.com/topic/2081/publish-queue]



  • Deployable Healing field unlock skill.

    Uses med ammo to periodically heal players. Kind of like a cloud bomb.



  • @Sally-McSaggytits said in [ZS] Skill Adjustments:

    Deployable Healing field unlock skill.

    Uses med ammo to periodically heal players. Kind of like a cloud bomb.

    https://forum.noxiousnet.com/topic/13897/zs-medical-station-craft-medkit-message-beacon/8

    I don’t really want to make healing other players automatic.



  • Ah, lol. I was thinking maybe just keep it very low healing rate, but okay.



  • [ZS] Swap Vitality I and Buyer’s Insight

    alt text

    Handy I branches --> Scavenger’s Eyes & Buyer’s Insight

    Surgeon I branches --> Vitality I (health related)



  • Not possible I think since the prerequisites are changing.



  • From thread [ZS] Skill Adjustments
    noxiousnet.com/updates by Raox

    Food addition - CHINESE TAKEOUT

    Added 2 new food items - Water and Chinese Takeout.

    Skill addition - MEDICGUN
    Smart Targeting

    Medic gun darts home in on injured targets at long range (a quiet blip will signify a lockon). +150% medic gun fire delay.

    Skill addition - TURRET
    Dual Trigger 》Twin Volley + control cam added

    Fire twice as many bullets in manual turret mode, for the cost of double ammo usage in manual mode and a +75% increased fire delay in manual mode. Allows you to increase your manual mode DPS slightly (by about 14%) as you give up being able to do anything else while manually controlling a turret. Turret manual control modes now have a camera emanate from the turret itself, like piloting a drone or manhack.

    Skill addition - DRONE
    Type VI Pulse Module 》 Pulse Cutter

    Added new skill: Pulse Cutter - Swaps the SMG turret on the Drone for a pulse cutter which deals 30% less damage, slows zombies and has a slightly longer range. Includes the +25% points multiplier. Takes pulse ammo instead. Increased the maximum ammo capacity on the drone: 250 -> 300.

    Skill addition - DRONE
    Type V Heavy Lift Module 》Hauling Module

    Hauling Module (+70% drone carrying mass, -40% drone speed) Slightly change the sound of the blaster to not share the same sound as the Annabelle. Increased the Blaster damage: 9.25 -> 9.5 per pellet Increased the clip size of the Blaster: 5 -> 6. Fixed a couple of inconsistent skill descriptions.

    Skill addition - FOOD
    Forager

    Added Forager: 20% chance to collect food from resupply boxes, +50% resupply box delay.

    Skill addition - MELEE
    Lanky

    Added new skill - Lanky: +10% melee range, -15% melee damage.



  • Weakness + Tanker

    -5hp
    -30 movement speed

    +5% point income
    +15 worth

    Slowness + Ultra Nimble

    -25 hp
    -15 Movement Speed

    +4% point income
    +10 worth

    They don’t have to be the same, but slowness is obviously inferior to weakness right now.



  • updated
    nikez (nighkeez), clown shoes, hot milk, gelbanana, stabber from old sh_crafts notes @JetBoom said in Time to suggest items and crafting combinations see list

    – Trinklets

    :fast_forward: Matter Resonance Device - Carrying props with heavy mass no longer affects your movespeed.

    :athletic_shoe: Nikez (nighkeez) - Move slightly faster and there’s white boots attached to your feet. Can be crafted with boot + boot.

    :clown: Clown shoes - Combine nikez and bananas to make clown shoes. Cannot be purchased.

    – Skills

    :white_flower: Viscerator - Manhacks deal increased damage at extremely high velocity speeds. -30% manhack damage. +15% manhack speed. [red visual effect]

    :cyclone: Rollermine - Unlocks purchasing the Rollermine. When enough damage is taken, the rollermine will briefly fly into the air before disintegrating. Pulse ammo is used for increased damage when attacking.

    :green_heart: Endowment - +5 starting points, -15 worth.

    :boom: Blowout - Activate a detpack without placing it.

    – Other

    :milk: Hot Milk - Craft hot milk by using milk on a microwave (prop_physics contains microwave in model name). Microwave is not consumed and can be a nailed microwave. Results in dim vision for one minute :zzz:. Movement speed decreased 50%. Healing value increased 13 -> 26.

    :banana: Gel Banana :radioactive: - Craft gelbanana by using bananas on a microwave (prop_physics contains microwave in model name). Microwave is not consumed and can be a nailed microwave. Healing value increased 10 -> 15.

    :dagger: Stabber - Craftable melee weapon. Stubber with a knife in the barrel. A melee weapon with very low size but high reach.

    :bookmark_tabs: Molotov crafting recipe - Craft a molotov by using a red gas canister on a bottle. Bottle is consumed and red gas canister changes to an empty grey gas canister, usable for barricading.

    :bookmark_tabs: Proximity mine crafting recipe - Craft a proximity mine using a grenade and a battery.



  • Crafting overhaul (inventory system I guess?) will probably come first before anything related to adding new crafts is done. I’m starting to get a feel for maybe a roadmap of features for Zombie Survival in general now based on past wants/requirements/poised updates, of which have differing priorities.

    We want to get an initial release of trinkets done first (could be today or tommorow).

    After some post patch balancing and adjustment of trinkets, it’s probably going to be doing something with a zombie variants system.

    https://forum.noxiousnet.com/topic/14310/zs-zombie-skill-web/16

    But I guess that’s enough distraction/derailing on this thread, suggest keeping it to skill adjustments/suggestions.


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