#WEEKLY MODIFIERS
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Class War
During overtime, switch class with another random player.
one thing I gotta do before this all goes live is rebalance the existing mods to make sure they're all sufficiently spicy
Instability
Chemical active effects are twice as powerful. Switch Chemicals every time you place a chemical
Heal Stall:
Health regeneration instantly brings you to full. It takes 3x as long for health regeneration to start. This additional wait isn’t affected by the Regeneration skill.
Distortion:
Every minute, a random active skill of yours is disabled. Other active skills have 25% reduced cooldown. If you only have one active skill, its cooldown is increased by 25%.
Curse of Weakness: Everyone has -50 flat max health!
Mr. X: Everyone is being stalked by a slow, invincible monster only they can see. If it touches you, you die.
Phase Shift: Players do not take damage while shifting. -1 max shifts.
Surge of Life: All players gain +1 extra max lives and an extra life next round.
XVI - The Tower: Anything you kill or destroy has a small chance to explode for moderate damage.
Stabby Stabby: Melee weapons gain a new mechanic that let you charge them. At max charge, they instantly kill players. (throwback)
Gear Up!: Everyone’s weapons are upgraded a tier. If they’re already max tier, receive a perk that increases that weapon class’ damage.
Move Or Die: Standing still deals 20hp damage to you per second.
Skillstorm: Start each round with every active skill having a 0 second cooldown. Each time you use an active skill, that skill takes 1 more second to cool down.
Adrenaline Boost: Everyone (including NPCs) moves 50% faster!!
hate to necro a thread but i just realized this is literally Beyond
Chemical Spill
A bunch of unaffiliated chemicals spawn on the map this round, usable by everybody. (They can’t be damaging chemicals.)
Common Sense
Future skills obtained this game will always be Common rarity.
Irritable Genome
You can’t choose your level up options anymore.
Death Clock
The round timer no longer counts down. Each time a human player dies, the circle will shrink by 5%.
Dissipating Chemicals
Chemicals you place will only last for 30 seconds. This doesn’t apply to Warp Fields.
Snarks
When a grenade hits the floor, it will bounce once towards the nearest enemy before exploding.
(applies to bazookas too
)
hah, that's a fun one
Grenade Bouquet
Whenever you throw a grenade, throw 5 in a spread. Each grenade does 30% damage.
could be incredibly annoying but that’s part of the fun
“you missed a little bit, lemme help ya”
this is my favorite idea of mine yet tbh
how fast would it shrink…
could make for some really tense moments where not much is happening until a big firefight happens and a bunch of people die at once, launching the circle towards the safe zone
and cascading quickly as it gets smaller and the remaining players have to contend in an even smaller area
Rich Get Richer
Gain 1% more cash for each 1000$ you have.
Fatigue
Everyone has 2 fewer shift charges.
Fuel Depots
Explosive crate explosions linger for 6 seconds.
(It's like a huge molotov essentially)
Bleedout
While not regenerating health, lose 10% of your health every second.
Cycle of Life
Until overtime, players do not become zombies on death.
Dog Eat Dog
The first time you kill each player, gain 1000$.
Frags To Riches
Killing NPCs no longer awards XP or Cash. Players are worth 2x as much on kill, and the initial kill reward is higher.
Lifeline
Collect hearts as a Survivor to gain an extra life!
Strong Heavy synergy, since afaik extra lives put you at half health when used
Chain Reaction
Destroyed crates fire bullets in random directions
This one has great synergy with Boom Boxes, and more importantly Napalm Strike, as you can trigger both explosions by just triggering one of them
Fences
When a compound is captured, a shop appears that sells items at a 50% discount.
Overpowered Origins
Your first two skills are treated as having all skill upgrades.
This can cause an interesting shift, as a random Energy Vortex you picked up early just for the +30 health can become a skill you can rely on
It also works best with actives (since they all have at least 1 more tag that is upgraded by Overpowered Origins), which you are supposed to be picking. But most passives also work very well with this
interesting one
getting people to focus more on those 2 random skills is nice
more roguelitey
have you tried playing without random-skills btw?
I know you're not into build making stuff anymore
I have not taken it off for at least two months I think
but if you do, I'd be curious how you find the rework of smaller builds and only 2 skill builds in a match instead of 3
ah ok, all G
I should try that actually
it's a shift in the roguelitey direction at least
I can see people doing something like:
- look at the weekly mods
- decide what class/skills combo best with those
- create a build of skills and mods based on this
- spam that until another mod appears in a few days
obviously step 4) isn't your cup of tea
nor mine really
though I think many gamers do enjoy doing that very much
but still, once this version goes live I'm going to give steps 1 to 3 a go and see how well it works as a way to win games
I think we should continue doing this in #maindev . It otherwises makes it harder to find things here
true
Victory Lap
Adds a 4th round to the match. Its round timer is halved.
Great for Heavy and Scavenger who have more options to scale beyond having their relevant uprades maxed
Trickle Down Economics
Whenever you gain money, a random player below you on the leaderboard gains 10% of that money.
Aftermarket Modifications
Weaopn stats are randomized, +/- 20% for each stat.
Gun Kata
Both weapon slots are now active. Both fire at the same time when you shoot. Weapons reload separately when running out of ammo. No other penalties applied. Don't think too hard about the Tasers.
Feeling Lucky
Spin the Wheel of Misfortune! Each player will, at random, receive one of the following effects:
- +$10,000
- Instantly gain 3 levels
- Gain an extra life next round
- Upgrade one of your weapons by a tier, or gain a damage perk if weapon is max tier
- -30 max HP
- Nothing happens, sad trombone plays
Bloodhounds
Players below maximum health will leave a conspicuous blood trail that can be followed to their position. They stop leaking blood when at full health again.
SYNTHETIK Officers
Terror Level increased! Wanted level progresses twice as fast, cops have newer and more dangerous abilities. - Cops have 50% more maximum health.
- Special forces will spawn earlier and more frequently.
- Cops will throw significantly more grenades if they don't have direct line of sight.
- Cops will act smarter, taking cover and camping if necessary.
- Cops get a cool cyborg look.
Chaotic Crossfire
EVERYONE is shooting at each other! NPCs will engage in constant warfare, targeting each other and players at random. They will respawn instantly.
Quarantine
Buildings are sealed off and cannot be accessed.
Hive Mind
(TEAM MODES ONLY) Whenever any member of your team gains experience or cash, all other members of the team receive that experience and cash.
Unlucky 8s
Every 8 seconds, all players take 8 damage.
This has strong synergy with Heavy/Assault, but is very strong with Scavenger, who can use regen regardless of this
Trade Hub
Most vendors will appear inside the safe zone
Gang Wars
Each civ has a 25% chance to become a gangster.
forgot to mention, SYNTHETIK cops should get the ability to shift
because fuck you, the police are competent now
Extra Lives as a mod is very interesting yes
yup
Works super well with Heavy as well since you stay at low health after its used
was interesting having that back in the day
true true
I could see that being a lege for sure
it was very "wtf" for new players
but that's why lege mods are rare
and won't be seen often
Forced Servitude
Start the round with a mission. Failure will be punished!
When you fail a mission, gangsters could show up and try to kill the player, or something else that's devious
Modtastic
Modifiers gain double progress for this match.
Closed Minds
Gain 40% less XP (Account XP unaffected).
The more I think of this, the more awesome this sounds actually. It has great synergy with Mega Missions and works nicely on Assassin. But the most funny combination must be Kill Frenzies. They'd be super risky now
I like this sort of thing. I can see people just wanting this as a lege mod
ACID RAIN: 5x ACID drops out of crates
Its also funny because one you are done progressing, you just take it out
Its like a rich get richer thing, the more people are done already, the less you see this mod in matches
I'd be careful with introducing too many of these however, as otherwise people would run them all the time
The reason I went with double progress is because that is limited; At some point it will stop doing anything for you
true
I thought of something like this, and I had this idea
yes the cap is a good idea actually
Of mods that can only appear as a weekly. it cannot be collected
otherwise it feels like you "should" always have acid rain in your build
like this one
it might appear as a weekly, but rarely
that's interesting
added layer of complexity, but something to consider in the future
The system would make a lot of sense for stuff we are thinking about introducing
so we can test drive it as an exclusive mod
could be an "experimental" category, that is shown below the lege mods but cannot be unlocked ever
yeah
Explosive Roulette
Every 8 seconds, gain an explosive and randomize its type.
Turbo Tread
Booster Pads appear. Step on them for a big boost of speed and gun damage!
These would work like the ones people known from games like Mario Kart. If you step on them, you start drifting and deal more damage while doing so. Only differnce might be that the drift doesn't stop if you hit a wall
healing zones is another one
Also you cannot stop the drift manually either, its just speed madness
The pad would probably be removed shortly after usage as well
maybe not even a pad, just a consumable that auto triggers
like the double damage thing does
or that yes, that'd be brilliant
randomly scattered across the map
Volatile Blood
Anything that dies has a 10% chance to drop a tiny fission mine.
mod that boosts upgrade power
imo one that boosts diversity more than focused power would make the most sense, balance and fun wise
Hypercharge Mutator
Level 1 upgrades are 50% stronger. Upgrade pickups prioritize new upgrades.
If an upgrade is picked up, it will still only select from your available pool (no upgrades that do not affect you), and then takes an upgrade you do not have yet (if available)
Gun Game
Switch to a random gun (same tier) on player kill.
Mutagenic Boost
Gain <random legendary skill>, then upgrade it twice.
(Different for each player)
This takes away the level 12 choice unless you are level 12 at the end of round 2, then you just have an extra skill (super unlikely)
Mutagenic Boost will only grant upgrades with tags matching the provided skill
It is an interesing mod to vote for, as its appeal can vary massively between matches. And the winner profits a lot from it, as if a good skill pops up for them, the winner has a huge edge if it will get used or not
Disposable Guns
On reload, throw your gun as a grenade. Damage increases with missing bullets.
You do not lose your gun - it just reappears after the reload is finished
This is partially a joke, but I dunno, maybe some of you like this idea:
Cool guys don't look at explosions
Explosions you see in your crosshair's direction damage you even if you are not in their range.
ah, the inverse tediore
It scaling with missing bullets works well with Clip Size upgrades
To throw ginormous bombs once you deplete your 150 bullets
Whirlpools
Teleport to another random xp pool whenever you fully drain one.
Should only teleport you to pools that are considered safe (so inside the zone if you are a Survivor)
It provides something chaotic (people might show up randomly at your pool), but also changes the way you interact with pools
Shift refresh
Everyone gains +1 max shift usage, using a skill, placing a chemical, throwing a grenade, and/or reloading fully refreshes max shifts
nice one
Since XP Pools are now a core mechanic, having more (total of 2-3) modifiers related to them would be a good idea. Here are some ideas, though it could be something completely different too:
- Pools yield XP instantly, but store less XP
- Standing in pool gives you a temporary combat bonus. This could be a defence buff, overloading your clip with more than maximum amount of ammo, etc
- There are more gangsters guarding XP pools
- Harvesting XP increases wanted level
I will do some of this
I like going invis in XP Pools, as you could make fun ambushes
Gangsters guarding pools is also a solid one
I have one which is absolutely inspired:
- Bullet speed -75% (multiplies on top of everything else)
Why is this inspired? Well, it's a twin stick shooter. Critical to this genre is dodging bullets! I was thinking about the best CPU players, and how I wish their tracking were worse, but then I realized the issue was BULLET SPEED. They only need to know based on your current movement vector where you're going to be in like 0.25s which isn't enough time to dodge. Now imagine it's 1 entire second for the same bullet to hit. Hell, you could be halfway across the world by then! And, now skills and melee are way more important.
Alternative:
- Bullet speed -75%, Bullet size +200%.
Now boom, you need to dodge bigger bullets which slowly move. Benefits bouncing bullets quite a lot
Mutant Madness
Every player mutates one skill at random
Kleptomania: Guns on the ground are 10x more common. You are forced to pick them up when you walk over them.
the second part is what matters, the first part is a bit of a work in progress but something like it should be there to make Kleptomania a problem for those who want to use the same 2 guns throughout a match
Adrenaline Syringes: Gain +12% move speed per mutation
Empowered Syringes: Mutated skills have -50% upgrade power and +50% mutation power
might as well throw a mutation buffing modifier idea out here while i can
DNA Purity: Gain +80% upgrade power divided by the number of your mutations, plus one.
what makes this mildly balanced is that unmutated skills take significant investment to get them past level 4 without syringes
Null Auto: Players can no longer hold to auto fire weapons.
so you will have to spam click to shoot (this is mostly relevant for SMGs, auto rifles and machine guns)
Absolute insanity of an idea
Absolute Cinema: Player deaths slow everything down by 50% for 3s(real time)
whether consecutive deaths should either stack game slowdowns or just refresh game slowdown duration is up for debate
stacking the slowdowns would be really funny though
Wasteful Kills: All deaths create small acid pools until end of round.
this basically gives everyone low level Toxic Blood with infinite duration
the acid pools would be just like the green pool on the one bit of road in all of subvein city that just has acid on it for some reason
Wasp Nest
Cars have a 15% chance to spawn as a Hornet instead
Hemorrhage
Knife attacks deal an extra 20 damage over 4 seconds
Money = Power: Deal +1% damage per unspent $1k.
Knowledge = Health: Gain +5% max HP per 20% XP towards next level.
i think you can guess how to play around these well and how it may change how you play the game
Blood Pools: Kills award +50% XP. XP gained via kills go directly into XP Pools.
Killporter: Kills teleport killers to their victims.
basically: you kill an NPC or a player, you teleport to their location
this also works the other way around (and yes, you can teleport gangsters to unreachable areas by letting them kill you)
fun one!
Protect Yourself: Gain a clone that shares its health with you.
very straightforward and very simple modifier that drastically changes the game :)
any damage the clone takes goes directly to the original player
the clone is basically a bot player that copies everything you have including the currently held gun, so the clone can protect itself but you still have to keep an eye out just in case
unless bot AI can already switch between weapons, then the clone can just switch weapons on its own
obviously, the clone should also be controllable via pings or else the modifier won't be fun
speaking of which:
Sleepwalking: All players lose movement control.
behold the modifier that is both kinda fun and kinda not fun
Shield Plating: Shields protect +100% HP and break when depleted.
the idea is that every shield would protect 20% of your health but when depleted, that chunk of the shield disappears but it can be restored by picking up another shield
but i thought about it a little more just now and realized that you'd have 8 shield plates' worth of shield health with mutated Mana Shield which would definitely be overkill
it could be fine though since it would be like having excess shield plates that you know you can fall back onto after a fight that gets you to low health
One More Life: Survivors can collect heart pieces for 1 backup life (max. 1 per life)
"max 1 per life" means you can only have 1 backup life max before you need to die into zombification to be able to get another backup life as a survivor
for added balance, this limit could carry over between rounds so using a backup life during round 1 overtime and winning means you can't get another backup life in round 2 unless you die again
Warp Clip: Emptying a clip teleports you to your crosshair.
this may nerf bots greatly because they'll just teleport right on top of each other or other players but it would be funny
and also very disorienting
Cheap Mutagens: Mutations can be bought at a lower price with reduced effectiveness.
the way this would work is complex but the idea is simple
if your next mutation costs 4 syringes but you only have 2, you can buy it for 2 syringes to only get +1 skill point for the skill and the mutation itself is 50% less "powerful" (so a half power Legendary mutation is the same as a Rare mutation)
mutation power reduction could scale with syringes spent (up to the intended price) and if it ends up being <=50%, you get +1 skill point instead of +2
alternatively, this could just make all mutations cost 1 less syringe but it could be Unbalanced™
this one is interesting. And probably a bit simpler to explain during a short voting period
but Syringe Supply is certainly a hit modifier, so I can see people wanting more mutation related mods
Funny could also be:
Mutation Mayhem
Mutations are shuffled every minute.
Gun & Cast: Emptying a clip casts a random max level active.
very simple
extremely chaotic
Shifty Shifts: After a shift, get a free shift in the direction you're looking.
keyboard players can finally experience the joy of shifting in all 360 degrees :)
Modifier Mayhem: Modifiers change every round half.
to make this a little predictable, the modifiers will be from each round winner's modifier build
i'd spend every bit of uranium for this legendary ngl
obviously, this wouldn't reroll Mod Multiplier (otherwise it just ends up being useless) and Modifier Mayhem itself (but it will add an extra modifier for technically 3 modifiers in a single match just to really make it a Modifier Mayhem)
it would be a funny bit of metagaming if you could reroll Mod Multiplier because you'd just be taking away a winner's extra trophies tho
Modifier Outage
Everyone receives 5000$. Sorry for the inconvenience!
Sponsored Drops: Every big crate drop is accompanied by a random vehicle.
the car will obviously drop right on top of the supply/heart crate and it will spin wildly as it falls
Accounting Error: A zero is added at the end of random number(s).
this could apply to current money, current XP, all skills' stats (including cooldowns) or all guns' ammo
edited it a little to make it more like Wanted so if you managed to get it after round 1, you could have two x10'd things at round 3
you could also make Accounting Error apply to more things but i brought up the more basic stuff as examples
anyways,
Auto-motive Manslaughter: Cars will automatically drive and speed up towards players
(Yes, this includes empty cars)
(Yes, you can hop into them (if you can react fast enough before they hit you))
Cast-a-Car: Casting actives creates cars!
(created cars would be random and the position would depend on how the skill is casted, so skills like Teleportation would summon a car at the crosshair while skills like Invisibility would summon the car at the caster's position)
(this could also have a hidden interaction with a modifier i suggested some time ago that lets you cast actives while you're in a car where casting actives would only make more of the same car you're in)
(another potential hidden interaction: Cast-a-Car and Auto-motive Manslaughter would turn the car towards the nearest player that isn't on top of the car so it can immediately ram an unsuspecting player)
Unlimited Chems: Chemicals recharge +100% faster Additional chemicals can be placed for free for 8s (after placing the first chemical that uses a charge)
No More Chems: -1 Chemical charge
actually wait we already have a faster chem recharge modifier
whoop (singular)
Sticky Compounds: Chemicals stick to enemy players.
(this may make clearing chemicals pretty much guaranteed but it does also mean Sticky Fission Mines)
Resistant Compounds: Clearing chemicals takes 50% longer.
(good on its own as it makes clearing chemicals a more expensive time investment which could discourage players from trying to clear them but it could also make Fission Mines take longer to explode and increase Supply Beacon's drop timer to 45 seconds)
Police Overtime: Cops move twice as fast.
Gangster Drivefest: All neutral gangsters will actively commit drive-bys!
(what this really means: all gang loot spots turn into unbreakable campers and the gangsters will drive around the map in them. the campers become destroyable once all gangsters inside have been killed and will trigger the usual gang loot rewardy stuff when destroyed)
these two should make players have to move around or else they'll die to either speedy cops or some gangsters going on a roadtrip with 4 miniguns
Fire!
Fires break out all over Skillshot City!
(These are molotov fires that are bigger, last a much longer time, and deal a bit more damage than regular molotovs)
Trade War
When a gangster dies, a vendor spawns (and vice versa).
This should not cause overflows of either by capping their maximum number (already a thing for vendors I am pretty sure)
I think the replacement NPCs should spawn randomly on the map, maybe close, but not exactly where the death occurred
Rapid fire of various quality modifier ideas:
[Onrush] On death everyone drops an item, that fully replenishes health, ammo, dashes and skill and chemical cooldowns.
(Only the killer sees it, just like other loot.)
[Communism] After drafting, swap every player's skills and level with the skills and level of the player on the opposite side of the scoreboard.
(Anyone who voted against will be sent to the Gulag.)
[Radiant Barrage] Flash is the only grenade type appearing. Get 3 flashes at the start of each overtime.
(Average valo comp experience.)
[Hitlist] Double all player bounties. Show every player's bounty in the scoreboard. Players with 5k+ will be shown on the minimap.
(Everything that increases bounty is also doubled.)
[Cartel Debt] Every player gets 5 wanted stars. Lose 10k on death. Or remove the stars and the penalty for 5k at vendors.
(Inspired by Obsitsu.)
[Zip Bomb] If any bullet hits a player, immideatly copy and fire that bullet again.
(Yes it's recursive. Yes it's insanely broken.)
[Prefire] Bullets are no longer stopped by walls. No enemy vision except direct line of sight functions.
(No xray, no assasinate, no sonar, no dot skills, no direct damage, NOTHING, not even a hit sound.)
nice ideas cheers! I'll be adding more mods at some point :D
Genetic Fixation
No more syringes will be given out.
Horrible idea Unic 0/10
All fun is banned
All drops are multiplied by 0.01
All money, all xp, mission reward, destroyed cars, gangsters and their loot, and so on.
This is sarcasm but that could be funny. Like locking all economy of every player past draft phase.
Hypnotized
All vendors attack you by default until defeated
(after you kill them they heal to full and become friendly again)
Could extend that to netural cops and civs