Perk ideas for Gen3+ : altering abilities


(Ptiloui) #1

After playing some games with default loadout mercs (so with no perks), an idea came in my mind.

Instead of having perks that only grant a slight buff, why not have perks altering abilities of mercs ?

Some examples i found :

  • Fragger -> Explosive Touch : Your grenades explode on hit but have less radius.
  • Thunder -> Blinder : Your concussion grenade blind for a longer duration but doesn’t concuss.
  • Phantom -> Copper Field : Your refractive cloak benefits to your nearby teammates but doesn’t affect you nor ennemy deployables.
  • Vassili -> Electronical Sensor : Your heartbeat sensor detects ennemy deployables in a wider radius but not ennemy players.
  • Phoenix -> Corrupted Nanites : Your healing pulse deals damage instead of healing (also affect you). Cannot self revive.

(watsyurdeal) #2

Problem is then we are getting into merc specific augments, then certain cards become mandatory.


(Melinder) #3

The game is dictated by abilities too much as it is. Adding Augments that alter or “upgrade” abilities any further will make fights more reliant on the use of abilities rather than gunplay.

This has been my main issue with Dirty Bomb for a long time. I originally picked up the game because it boasted an oldschool experience where pure aim skill will prevail, though as the game progresses, the game is starting to feel more like a MOBA, where abilities are what decide games.


(everlovestruck) #4

Your grenades explode on hit but have less radius.

we already have Stoker molotov so no thanks


(Blargz) #5

Out of sheer curiosity, do You really think those are good/fun examples? They look like Ubisoft and Relic’s kid.


(Ptiloui) #6

@watsyurdeal said:
Problem is then we are getting into merc specific augments, then certain cards become mandatory.

Well, honestly, i feel that some loadouts are already mandatory, like playing Thunder MK46 with drilled or Sparks with Quick Charge. And i don’t see where my examples could make loadouts more mandatory, you’re getting a buff/mechanic change with a drawback, meaning you surely won’t be playing the same merc the same way as with other “classic” loadout.

@Blargz said:
Out of sheer curiosity, do You really think those are good/fun examples? They look like Ubisoft and Relic’s kid.

Maybe not fun, but it radically changes the way you play the mercs and brings a wider range of tactical possibilities without adding more mercs.

But i can get what @Melinder is saying. A lot of players, especially veterans, are getting more fun with the gunfight part of Dirty Bomb than with merc’s abilities. I even met a player in game that prefered Dirty Bomb when it was more class based, instead of merc based. But since we are getting more and more mercs, the game is already closer to a fps moba than an old school fps like W:ET was.

My idea here was to improve the effect of loadouts on gameplay without making them more powerful or mandatory.


(Melinder) #7

@Ptiloui said:
But i can get what @Melinder is saying. A lot of players, especially veterans, are getting more fun with the gunfight part of Dirty Bomb than with merc’s abilities. I even met a player in game that prefered Dirty Bomb when it was more class based, instead of merc based. But since we are getting more and more mercs, the game is already closer to a fps moba than an old school fps like W:ET was…

I without a doubt enjoyed early to mid 2015 Dirty Bomb far more than I enjoy it’s current state. It felt a lot more like what it was advertised to be, an oldschool shooter / W:ET successor.


(Sorotia) #8

I guess some people have no idea what a Moba is since they think it’s defined by having a lot of characters to choose from.


(Blargz) #9

Can’t see it happen with current loadout system.

Also, how is stripping Phoenix from his healing bringing more range of tactical possibilities?
Now it’s just 100hp merc with smgs who can hurt people (and himself for some reason) with almost-melee-range “hurting pulse”. There is no point playing that.

Same with Vass. Why would You want to spot that 1 turret or mine (if any at all) if Your job is to kill people? Deployables are not always on the map and they are close to 0 threat. There is bomb squad anyway which makes them pretty visible.


(Ptiloui) #10

@Blargz said:
Can’t see it happen with current loadout system.

Also, how is stripping Phoenix from his healing bringing more range of tactical possibilities?
Now it’s just 100hp merc with smgs who can hurt people (and himself for some reason) with almost-melee-range “hurting pulse”. There is no point playing that.

Same with Vass. Why would You want to spot that 1 turret or mine (if any at all) if Your job is to kill people? Deployables are not always on the map and they are close to 0 threat. There is bomb squad anyway which makes them pretty visible.

I admit that the Vassili one is pretty weak and would fit more on Phantom, and the Phoenix one was there only to add another example at how i imagine perks could change the gameplay of a merc.

Anyway, i see my idea would fit more to another game than to Dirty Bomb :smile:

But ! :wink: the question behind this idea is : Is the current loadout system relevant and adds something to the game ? Except for some few perks which adds a real bonus (bomb squad, guardian angel’s audio warning, drilled on some weapons, a turtle’s shield with steady can resist a jav’s rocket, etc), the rest is close to negligible. Everybody could play without any augment and won’t feel that much difference… At least i didn’t for the games i played recently.
Maybe the purpose of the gen3 cards is to correct that ?


(Press E) #11

Honestly I think these would be cool as different merc abilities rather than altering the meta of existing mercs.
Imagine a recon that could detect deployables. Altering vassili to do it would just complicate the game and make it harder to predict enemies.


(Mr-Penguin) #12

Ability altering augments shouldn’t fundamentally change an ability.

How about something like “X% bouncier grenades” or something?


(BlackboltLW) #13

@Mr-Penguin said:
Ability altering augments shouldn’t fundamentally change an ability.

How about something like “X% bouncier grenades” or something?

This sounds like Borderlands

I’m up for something like “500% Fancier airstrike entry”


(Szakalot) #14

new abilities for new mercs.

im afraid most of your ideas are garbage or OP


(Trampolines) #15

I’d like a perk that allows you to still shoot while you’re incapacited on the ground.


(GatoCommodore) #16

@Trampolines said:
I’d like a perk that allows you to still shoot while you’re incapacited on the ground.

lemme shoot my deagle so that aura cant revive their team


(AlbinMatt) #17

@Trampolines said:
I’d like a perk that allows you to still shoot while you’re incapacited on the ground.

Something that game changing should not be a limited augnent. I don’t like having someone I just barely shot down be able to cheese their way into killing me as well. Being able to move while incapacitated does sound welcome though.


(AlbinMatt) #18

@Trampolines said:
I’d like a perk that allows you to still shoot while you’re incapacited on the ground.

Something that game changing should not be a limited augnent. I don’t like having someone I just barely shot down be able to cheese their way into killing me as well. Being able to move while incapacitated does sound welcome though.


(ImSploosh) #19

@Trampolines said:
I’d like a perk that allows you to still shoot while you’re incapacited on the ground.

LOL “Last Stand” from Call of Duty.