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« on: January 17, 2015, 12:45:40 pm »
Trapper is pretty much weak and useless, especially since the fire does 3 damage per tick and zombies passively regenerate half of that.
I like the speed bonus, but the attack bonus isn't completely necessary if mines get buffed. maybe +50% fire damage and 25-50 random damage on explosion I'd say may be fine. Engineer Trapper is even more pointless since they just go magnetic and bypass both the mines and the sentries.
While wise does snowball crazily, it's still countered by things like Roar and Horrifying. You can camp on a health pack and let a Fan-o-war scout come hit you until you have 70 defense if you want to troll with it, also pocket medic. If you want to be so tryhard you can try to get everyone on the team to focus that one person, but good luck getting anyone to listen on Zombie Fortress pubs.
While something like a single medic or any Holy 100% counters Toxic, there's no incentive to hunt them down with these classes and perks available. If it also lowered attack and defense by 1% per tick up to a maximum of 25%, they'll be a little less useless. It currently does its job, but is easily countered by anyone with a healing effect. I guess after the toxic is killed they will regenerate 5% stats per second until they're up to normal. Basically makes it so leaving that one guy alive because he seemingly isn't doing much will be a growing mistake.
maybe only -10% for tarred if you do touch it, but they're only dangerous in maps with running space, as long as there is additional players behind you.
But honestly anyone you would use tar against would be moving faster than you anyways, ie Ninja.
Speaking of Ninja, even with a -50% speed penalty, they still move at maximum speed while they are jumping, often abused on Medics who just live forever because of their escape potential and regen, because heavies and spies can never catch up to them, even when they're moving as slow as possible. (unless they Leap)
Yes Vampiric is OP in all regards and can only reliably be taken out by damage buffs or crits. They regenerate 12 health per tick and heal a fuckload on hit, making them near impossible to out-melee. Taking 20% more damage would be a reasonable nerf, concidering the only thing that can kill them at a reasonable distance is a sniper.
Hunter seems fine right now, their damage buff is pure incentive to remove their spawns, but it is a problem in spots that are impossible for survivors to reach (lots of places of ZF_Dustbowl). I guess if it was possible to not have the damage buff in certain areas of the map, but that would just take a lot of time and effort. Also I once racked up 250+ deaths in 1 map because I was hunter and got spawncamped the entire time. My average lifespan was about 0.03 seconds.
Also there was a guillotine crit glitch on the server at one point, so with hunter I could 1hitkill pretty much everybody, it was fun.
Also, any ways to fix thieving vs Cow Mangler/Pomson or will it forever be stuck being stolen in 1 hit because of the way the items are.