(edited by Deimos Tel Arin.7391)
Survival: Mist Walker Skills Updates
I would like to see:
- For Mist walker
- A direct attack that is visible and audible to players for 2 motes. They will see and hear an orb that grows and then goes in their direction, much like a necromancer’s Life Blast does, but slower and blue. It does little damage, but it pushes players. This is meant to move players that find a little corner and won’t from there, or push them into traps, as traps laid at their location won’t trigger like ranger traps and necromancer marks do.
- A skill that summons one of those trios of karka hatchlings for 5 motes. They will soon die if they see no targets, but if they find one they will chase them and do their “blow up and deal grab” thing. Like normal hatchings, they can be evaded or killed but deal less damage and have much less HP. Bow #1 would be enough to kill them in one hit.
- A skill to summon a young karka for 6 motes. Unlike the call of karka, this one is temporary (about 30 seconds), it has way lower stats, just 100 HP and can be killed. It also deals little damage compared to players. It’s mostly a distraction, although it can deal crippled. The recharge for this would be about 120s. When this karka dies it may drop a ration or a karka egg.
- A skill to posses a young karka for a short time for 9 motes. . It can be used on both invincible and summoned young karka, but stats and skills are the ones of the weaker version either way. It actually kills the young karka to give you a young karka form and its skills. This would use the elite skill and have 240 s recharge.
- The ability for mist walkers to revive, if they manage to directly kill 3 survivors. That is, the hit that killed a survivor must be theirs and they must had dealt enough damage. “Assists’” and kill steals won’t do.
- Make the mist walker effect have stacks too like hunger. With 1 stack nothing happens, with 2, they’ll get 1 mote every 180 second, with 3, 2 every 180 seconds, and so on.
- For Survivors
- A “telescope” environmental weapon you can use to see the other survivor’s positions for 10 seconds.
- As rare spawns in all those nooks and crannies that are currently empty most of the time, the other Crab Toss environmental weapons: - The Anchor. Knocks down at a distance.
- Fishing pole. Pulls target. Great along traps to pull someone to the trap.
- Karka Egg. Can be thrown, set as a trap or eaten for 25HP.
- Conch. Deals 3s of fear, but pings the map like alarms.
- Southsun punch. Restores all endurance and 50HP.
IMO, the worst thing about Mist Walkers is that alarm trap as it actually encourages survivors to hide and not move at all in the end, i’d like to see that replaced by a large targeted AoE that does an increasing amount of damage over time and would not need to be triggered to activate. I agree with making Karkas attackable too, after all a survivor would have to waste precious resources to get rid of one.
I also feel that there’s flaws in scoring and gathering of revenge motes (can it really be intended that, the earlier you die the better your chances to outscore survivors?). I’d propose a steady income of points like 1 every 15 seconds or so for survivors, and maybe a free revenge mote every 30 seconds for Mist walkers, both after the grace period only ofc.