New Merc : Shrapnel


(TheKennyL24) #1

I have an idea,concept for a new merc,ability so to speak,since all mercs revolve around their abilities. Shrapnel (Possible name of the merc),abilitie(s) is a… Shrapnel bomb. It’s main effect would be shrapnels and BLEEDING DAMAGE,something that’s not in the game. Bomb is thrown,and it explodes: Mercs standing right next to it,in radius of maybe 20-30cm (not fixed) would take small explosion damage. Others standing in radius of couple of meters(not set on a specific number) would be hit by sharpnels and have an effect, bleeding effect,it would take effect for a few seconds,and while bleeding effect is ‘on’ , mercs would not be able to regenerate or to be healed in any way it could also destroy ‘‘weak’’ deployables such as mines and sticky bombs,not turrets and healing stations/Ammo stations. It might seem rather strange or/and unnecessary,but it seems interesting,something this game doesn’t have. Those couple of seconds(maybe 3-5 seconds,maybe ? I can’t really set any specific numbers that seem rational) would leave mercs exposed and their health number decreasing…problem is,for example if bleed damage is 10hp/sec. some mercs,such as Aura/Sparks/Kira/Proxy would have their health decreased almost by half,but then again,that might be the point,whilst mercs such as Fragger/Thunder and Rhino would have the health decreased by 1/3 (1/4),which might not seem that useful. But the main thing my focus is set on is ‘‘not regenerating/being healed’’ while the bleeding effect is taking place.

Let me know what you are thinking of this. Don’t be cruel or ruthless in any way,this is just an idea that occurred to me,give me your honest opinion.

P.S. I apologize if something like this was already in some sort of discussion,if an idea like this has already been discussed.


(Naonna) #2

put… in… paragraphs… please… - Also, as per the usual, because there is no way to STOP a damage over time in DB, players may feel helpless when they get chipped to death. having a merc which REQUIRES a medic to combat could be problematic in pub games and useless in higher level play.


(TheVulpesFox) #3

I think if this is going to be damage over time, I think it should be quick 3 seconds of damage at most. 15-20hp per second maybe.


(TheKennyL24) #4

Damage over time would stop after about 2-3 sec. As @TheVulpesFox Said, 15-20hp at the top…No more than that,it could nullify the effect of Aura’s healing station for 2-3 seconds(not the station itself, but those mercs affected by Shrapnel grenade) and other forms of healing,just for 2-3 seconds.


(HunterAssassin5) #5

Question 1: what’s the damage of the explosion itself?
Question 2: could you not stick everything together? It hurts my eyes reading it and takes a while to find the stuff I’m looking for.

Also I’m pretty sure explosions have a definite damage radius, center radius, and damage numbers, no “one number-another number”

It seems useful if its primary purpose is to clear an areas of deployables, but like others, I don’t know about bleeding damage. If DOT were ever going to be introduced into DB, it would’ve been with stoker and his mollie - it wasn’t. I think that means there would be no DOT in DB.


(TheKennyL24) #6

@TheRyderShotgun Sorry,this is one of my first posts,so I’m not that used to it .

  1. Damage of the explosion itself might be around 10-15 dmg.Not really set on a specific damage number,but it would be rather low. The inner most radius,that would actually be the only radius of explosion. The middle and outer ones would be shrapnels only. The main purpose of this is to stop regeneration of health,any kind,Medpacks,healing stations,anything for couple of seconds. and to cause minor bleeding damage…It actually depends on the definition of ‘‘Minor’’.

2)…well…I’ll be more observant next time.