Class Ideas: Pyro and Berserk/Sprinter

The first stems from two things. 1, TWD characters alternate guns and knives. 2, a recent episode's reference to The Wolves burning people alive...
The Pyro would begin operations as a normal melee character, but their special attack is a molotov cocktail, which ignites a circle from a distance. The most easy mechanic would be a fancy animation for a basic ranged area of attack. If possible it would be awesome if it actually created a pool of fire lasting a round or two damaging everything (even friendlies) in it.
Second idea is basically for variety... The Berserk (or Sprinter, I am unsure on names) would probably be normal melee, or even weak ranged (staff or polearm letting them strike two grid spaces away? Keep them differentiated), but their charge attack would work a bit like the Hunter's with the line of damage; only in this case they launch themselves charging through the line hitting everything. Of course with this they would need an empty end point (I doubt the mechanics could handle them landing on a zombie). Of course an advantage of the special attack would be increased movement, but at the risk of separating them from the group.
Thoughts on these ideas?
The Pyro would begin operations as a normal melee character, but their special attack is a molotov cocktail, which ignites a circle from a distance. The most easy mechanic would be a fancy animation for a basic ranged area of attack. If possible it would be awesome if it actually created a pool of fire lasting a round or two damaging everything (even friendlies) in it.
Second idea is basically for variety... The Berserk (or Sprinter, I am unsure on names) would probably be normal melee, or even weak ranged (staff or polearm letting them strike two grid spaces away? Keep them differentiated), but their charge attack would work a bit like the Hunter's with the line of damage; only in this case they launch themselves charging through the line hitting everything. Of course with this they would need an empty end point (I doubt the mechanics could handle them landing on a zombie). Of course an advantage of the special attack would be increased movement, but at the risk of separating them from the group.
Thoughts on these ideas?
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The berserker sounds nice! However, it seems he'd need to be part of the tank group since he'd run in head first. He can't be squishy and just charge in and get killed at the end. Also, when it comes to tanks or the lack of clearing power... we know not many like them (looking at scout, bruiser, and assault).
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Now that Abraham's picked one up in the TV series.
That'd be quite spectacular!
Regarding the lack of anyone who can run through walkers in the TV series (the bersek/sprinter special ability); I've noticed Glenn continues to be a character. He literally got buried in walkers after the prison, and literally pushed his way out through them. Plus again, it'd be fun, and not game breaking (particularly as it could solve the annoyance of someone stuck stunned in a doorway, by having a melee person who can get to the other side).
Also the staff/polearm weapon type did not even suggest killing two walkers with one blow, as much as it could be done like that. The suggestion was "letting them strike two grid spaces away," as in instead of one grid space away with a knife, they strike two grid spaces away; comparable in current mechanics to how the Shooter doesn't kill whole lines of walkers, but strikes a few spaces away.
As for this belief a few people have stated that fire would not harm zombies... Hopefully anyone who stated fire doesn't damage muscle tissue, simply misspoke. As for if it can or cannot completely kill a walker, anyone else remember various burnt up walkers on the show who were too harmed to be a continued threat? However an interesting way to handle it would be to do damage up to a percentile of health but being unable to inflict the last health point (and hopefully applying a poison effect to continue to drain health over a round or two). A more simple way way as pointed out by WastelandDan, is tossing a small bomb; there's no complexity of grid squares being temporarily trapped with fire, nor continuous burning; plus explosives have a nasty habit of breaking bone, which to the best of my knowledge is what walker skulls are made of.
New class staff users that attack on 2 sides - either front/back, a front left/back right or vice versa setup to attack 2 walkers at once up to 4 walkers with a small angle of attack area in front and back.
Did you mean Bruiser instead of Tanks above?
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Camouflager: instead of wearing armor, uses a blanket wrapped in walker entrails. Causes no threat even when at close proximity to walkers. Causes threat when attacking any walker. Special ability is to remove walker threat within range of this survivor.
From TWD's chief pacifist, I'd love to see a level inspired by him locking people outside and waiting for them to die, all while he was unwilling to kill walkers (or people, even if he really did kill a lot of people).
And a human threat I'd like to see is a merging of those two concepts. A camouflaged pacifist on the map, which turns hostile with stun-only attacks if he/she sees you killing any walkers. For ease of design, likely just only responds to combat noise in general, but isn't alerted by player movement.
On that note, I am going to start a new thread for enemy design suggestions.
New posts should probably go there.