So recently I was discussing vs. mode with a user here and how it might work. I suggested at one point that specials could have levels & talents like the U5. Being that I enjoy designing games & such I decided to make a mock set of talents for each of the specials for fun, and wanted to post them here as a proof of concept.
Before continuing I wanted to say a few things about my thought process on these. To start out, nothing disappoints me about a leveling system more than the majority of talents just being +Health, +Damage, +Armor etc. "Bullet Sponge Stats" I call them, so I tried really hard to avoid that wherever possible, which means some abilities might be a tad busted. But remember, this is only proof of concept, I wanted to stay as much within the existing framework as possible. I.e. no adding new powers or equipment, just modifying what's there… mostly. Secondly I have no idea what the base numbers for these things are. So when I do increase by a flat numeric value, the value is a total shot in the dark. Just whatever sounded good. Third, I decided on three tiers of 4 talents for two reasons. 1) I don't think specials should be as strong as the heroes. Heroes may get consumables, but the "villains" get AI assistants, infinite respawns, and better maneuverability around the maps (I assume they'll be able to climb certain walls, and use Rakki tunnels somehow). 2) Hopefully this kind of design will encourage the use of varying tactics instead of settling on the one most efficient. Fifth, these abilities assume some slight nerfing of special abilities while in vs mode to sustain some balance. I.e. slightly slower casting time for Blightstormers, ammo for Globadiers and Gunrats, etc. And lastly these abilities assume no bugs, such as attacking through mobs.
Quieter Spawn Sound & Chattering
Gain access to even more hidden paths
Cannot be shoved off, only killed
Increase health by 50%
Immediately disengage when hit and blink (or turn invisible) to safety.
Blink* replaced with invisibility
Stabbings deal bleeding DOT
Decrease recharge for Blink & Pounce by 30%
Increase Stab speed by 30%
Stabbings deal 2x damage to temp hp
*Blink refers to the short range teleport ability some specials have. Mechanically I figure this would function in Vs by plopping the player somewhere close by that's out of the Hero-thing's line of sight.
Faster dragging speed
Quieter Spawn & Rattling sounds
Increase health by 30%
Nearby infantry Skaven get extra HP
Increase dragging damage
Spawn with a mini horde of slave-rats
Spawn with a group of plague-rats
Trap a Hanging hero-thing with a Globadier's sphere
Deal Stamina damage while dragging & hanging
Hooked hero-things drop consumables (not med-kits, tomes, or grims)
Longer throwing range, less arc
Quieter Spawn & Breathing sounds
Gas Slows movement speed
Always explode on death
Wider AOE, reduced damage
Gas blurs vision
Gas erodes Stamina
All gas replaced by fire (even on self destruct)
Gas drains Ult. Meter
Shorter spooling time
Increase ammo by 40%
Increase movement speed
Increase ammo by 20%
Increase HP by 20%
Inflict poison DOT
Ignore Shields and thin barriers (whichever comes first) at reduced RoF
Ricochet bullets (1 ricochet per bullet)
Trade Ratling-gun for Jezzail (skaven sniper rifle, but limit the range to prevent absurdly OP situations on open maps)
Generate 10% less overheat
Increase push-back power
Longer range, but narrower spread
Shorter but wider spread
Generate 25% more overheat, but deal more damage proportional to overheat
Inflict light Stamina DOT
Warp lightning- targeted blast (tag hero-thing first), deals more damage to tanky classes than squishy ones (because "armor" is conductive)
Hero-things are lit on fire for DOT and your flames linger on the ground
Ignores shields/thin barriers
Twin guns, but much slower movement
Longer blink* range
Shorter life-drain recharge
Faster dragging speed
Longer grab range
Deal Stamina damage
Increase health by 50%
Deal damage while dragging
Deal extra damage to temp. HP
Drain Ult. Meter
Applies 1% Curse every 7 seconds (max curse=90%?)
Ignores white HP
Heros that have stolen Grimoires are highlighted.
*If you tag a Hero as a LL, you can blink directly behind them.
Longer blink range
Faster walk speed
Narrower AoE but launches players higher
Wider AoE but only pushes players around, doesn't lift them (think Jockey from L4D2)
Extra Stamina damage
Directly control the wind's direction
Drains Ult. Meter
Apply 0.6% curse per second while inside the vortex
Scatters equipped consumables around (not med-kits, books, or grims)
Chaos Warrior: Power is overhead swing & charge.
Increase health by 25%
+5% attack speed
Tagged hero takes 10% more damage ("You're next dwarf!")
Extra damage to Stamina
Extra push-back from a shove
Faster power recharge
On death, release a large burst of potent buboe juice
Hits apply DOT to either Health or Stamina if blocked
Trade armor for Health re-gen and normal attack speed.
Hits apply 3% Curse per hit
Double dodge distance
+??% health (bring up to baseline CW)
Dual axes instead of 2H axe
Ram knocks down every one in a line
Ram knock-down lasts 3 seconds longer
Ram knock-back is farther
Ram recharges faster
Ram doesn't knock down, carries opponent and throws them, or deal extra damage if you collide with scenery/wall. (must tag hero first if you have Tier 2 perk 1)
Ignore blocking for knock-down/push-back effects, damage is still blocked.
Deal Stamina DOT and slow movement of Ram target (must tag hero first if you have Tier 2 perk 1)
Ram deals extra damage against temp health
Banner-Bearer: Required nerf- Banner aruas can not overlap, even with teammates'.
Banners are much harder to break
Banner's aruas are 10% bigger
Spawn with a mini-horde of mixed beastmen infantry.
Banners increase HP by an additional 5%
Banners increase attack speed by an additional 5%
Banners increase damage by an additional 5%
Banners make archers fire faster
Banners prevent Hero Stamina, Ult. meter, and HP regen (but not healing through potions or medkits, or the use of potions to restore Ult. Meter)
Banners prevent the usage of potions, including healing draughts. But not medkits or other healing.
Banners disable gear bonuses.
Banners reduce Hero power level.
So what do you guys think? On the right track or way off base? What changes would you make?
Source: Original link
© Post "VS Mode" for game Warhammer: Vermintide.
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