#WEEKLY MODIFIERS

1245 messages · Page 2 of 2 (latest)

livid junco
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Claustrophobia

The circle moves with you while you are full health (until overtime).

livid junco
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Class War

During overtime, switch class with another random player.

quaint kiln
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one thing I gotta do before this all goes live is rebalance the existing mods to make sure they're all sufficiently spicy

livid junco
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Instability

Chemical active effects are twice as powerful. Switch Chemicals every time you place a chemical

odd pebble
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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.

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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%.

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Curse of Weakness: Everyone has -50 flat max health!

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Mr. X: Everyone is being stalked by a slow, invincible monster only they can see. If it touches you, you die.

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Phase Shift: Players do not take damage while shifting. -1 max shifts.

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Surge of Life: All players gain +1 extra max lives and an extra life next round.

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XVI - The Tower: Anything you kill or destroy has a small chance to explode for moderate damage.

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Stabby Stabby: Melee weapons gain a new mechanic that let you charge them. At max charge, they instantly kill players. (throwback)

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Gear Up!: Everyone’s weapons are upgraded a tier. If they’re already max tier, receive a perk that increases that weapon class’ damage.

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Move Or Die: Standing still deals 20hp damage to you per second.

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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.

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Adrenaline Boost: Everyone (including NPCs) moves 50% faster!!

quaint kiln
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good ideas!

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Gungame would be a fun one too

odd pebble
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hate to necro a thread but i just realized this is literally Beyond

odd pebble
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Chemical Spill
A bunch of unaffiliated chemicals spawn on the map this round, usable by everybody. (They can’t be damaging chemicals.)

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Common Sense
Future skills obtained this game will always be Common rarity.

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Irritable Genome
You can’t choose your level up options anymore.

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Death Clock
The round timer no longer counts down. Each time a human player dies, the circle will shrink by 5%.

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Dissipating Chemicals
Chemicals you place will only last for 30 seconds. This doesn’t apply to Warp Fields.

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Snarks
When a grenade hits the floor, it will bounce once towards the nearest enemy before exploding.

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(applies to bazookas too trollcelot)

quaint kiln
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hah, that's a fun one

odd pebble
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Grenade Bouquet
Whenever you throw a grenade, throw 5 in a spread. Each grenade does 30% damage.

odd pebble
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“you missed a little bit, lemme help ya”

odd pebble
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how fast would it shrink…

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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

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and cascading quickly as it gets smaller and the remaining players have to contend in an even smaller area

livid junco
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Rich Get Richer

Gain 1% more cash for each 1000$ you have.

livid junco
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Fatigue

Everyone has 2 fewer shift charges.

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Fuel Depots

Explosive crate explosions linger for 6 seconds.
(It's like a huge molotov essentially)

quaint kiln
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oh, very interesting

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all 3 of these

livid junco
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Bleedout

While not regenerating health, lose 10% of your health every second.

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Cycle of Life

Until overtime, players do not become zombies on death.

livid junco
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Dog Eat Dog

The first time you kill each player, gain 1000$.

odd pebble
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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.

livid junco
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Lifeline
Collect hearts as a Survivor to gain an extra life!

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Strong Heavy synergy, since afaik extra lives put you at half health when used

livid junco
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Chain Reaction

Destroyed crates fire bullets in random directions

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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

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Fences

When a compound is captured, a shop appears that sells items at a 50% discount.

livid junco
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Overpowered Origins

Your first two skills are treated as having all skill upgrades.

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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

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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

quaint kiln
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interesting one

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getting people to focus more on those 2 random skills is nice

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more roguelitey

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have you tried playing without random-skills btw?

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I know you're not into build making stuff anymore

livid junco
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I have not taken it off for at least two months I think

quaint kiln
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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

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ah ok, all G

livid junco
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I should try that actually

quaint kiln
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it's a shift in the roguelitey direction at least

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I can see people doing something like:

  1. look at the weekly mods
  2. decide what class/skills combo best with those
  3. create a build of skills and mods based on this
  4. spam that until another mod appears in a few days
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obviously step 4) isn't your cup of tea

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nor mine really

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though I think many gamers do enjoy doing that very much

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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

livid junco
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I think we should continue doing this in #maindev . It otherwises makes it harder to find things here

quaint kiln
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true

livid junco
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Victory Lap

Adds a 4th round to the match. Its round timer is halved.

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Great for Heavy and Scavenger who have more options to scale beyond having their relevant uprades maxed

odd pebble
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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.
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Quarantine
Buildings are sealed off and cannot be accessed.

odd pebble
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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.

livid junco
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Unlucky 8s

Every 8 seconds, all players take 8 damage.

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This has strong synergy with Heavy/Assault, but is very strong with Scavenger, who can use regen regardless of this

livid junco
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Trade Hub

Most vendors will appear inside the safe zone

livid junco
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Gang Wars

Each civ has a 25% chance to become a gangster.

quaint kiln
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oh that's spicy

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will be adding a bunch more of these mods soon

odd pebble
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because fuck you, the police are competent now

quaint kiln
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mod ideas from Hank

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translated, just pasting it here for reference

livid junco
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Extra Lives as a mod is very interesting yes

quaint kiln
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yup

livid junco
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Works super well with Heavy as well since you stay at low health after its used

quaint kiln
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was interesting having that back in the day

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true true

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I could see that being a lege for sure

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it was very "wtf" for new players

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but that's why lege mods are rare

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and won't be seen often

livid junco
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Forced Servitude

Start the round with a mission. Failure will be punished!

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When you fail a mission, gangsters could show up and try to kill the player, or something else that's devious

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Modtastic

Modifiers gain double progress for this match.

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Closed Minds

Gain 40% less XP (Account XP unaffected).

livid junco
quaint kiln
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ACID RAIN: 5x ACID drops out of crates

livid junco
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Its also funny because one you are done progressing, you just take it out

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Its like a rich get richer thing, the more people are done already, the less you see this mod in matches

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I'd be careful with introducing too many of these however, as otherwise people would run them all the time

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The reason I went with double progress is because that is limited; At some point it will stop doing anything for you

quaint kiln
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true

livid junco
quaint kiln
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yes the cap is a good idea actually

livid junco
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Of mods that can only appear as a weekly. it cannot be collected

quaint kiln
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otherwise it feels like you "should" always have acid rain in your build

livid junco
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it might appear as a weekly, but rarely

quaint kiln
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that's interesting

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added layer of complexity, but something to consider in the future

livid junco
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The system would make a lot of sense for stuff we are thinking about introducing

quaint kiln
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true

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good point

livid junco
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so we can test drive it as an exclusive mod

quaint kiln
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could be an "experimental" category, that is shown below the lege mods but cannot be unlocked ever

livid junco
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yeah

livid junco
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Explosive Roulette

Every 8 seconds, gain an explosive and randomize its type.

livid junco
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Turbo Tread

Booster Pads appear. Step on them for a big boost of speed and gun damage!

quaint kiln
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fun

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and intuitive

livid junco
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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

quaint kiln
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healing zones is another one

livid junco
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The pad would probably be removed shortly after usage as well

quaint kiln
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maybe not even a pad, just a consumable that auto triggers

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like the double damage thing does

livid junco
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or that yes, that'd be brilliant

quaint kiln
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randomly scattered across the map

odd pebble
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Volatile Blood
Anything that dies has a 10% chance to drop a tiny fission mine.

quaint kiln
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mod that boosts upgrade power

livid junco
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imo one that boosts diversity more than focused power would make the most sense, balance and fun wise

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Hypercharge Mutator

Level 1 upgrades are 50% stronger. Upgrade pickups prioritize new upgrades.

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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)

livid junco
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Gun Game

Switch to a random gun (same tier) on player kill.

livid junco
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Mutagenic Boost

Gain <random legendary skill>, then upgrade it twice.
(Different for each player)

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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)

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Mutagenic Boost will only grant upgrades with tags matching the provided skill

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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

livid junco
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Disposable Guns

On reload, throw your gun as a grenade. Damage increases with missing bullets.

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You do not lose your gun - it just reappears after the reload is finished

visual hawk
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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.

livid junco
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It scaling with missing bullets works well with Clip Size upgrades

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To throw ginormous bombs once you deplete your 150 bullets

quaint kiln
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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

mossy holly
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Shift refresh
Everyone gains +1 max shift usage, using a skill, placing a chemical, throwing a grenade, and/or reloading fully refreshes max shifts

quaint kiln
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nice one

visual hawk
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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
quaint kiln
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I will do some of this

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I like going invis in XP Pools, as you could make fun ambushes

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Gangsters guarding pools is also a solid one

mossy holly
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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

livid junco
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Mutant Madness

Every player mutates one skill at random

ivory thistle
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Kleptomania: Guns on the ground are 10x more common. You are forced to pick them up when you walk over them.

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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

ivory thistle
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Adrenaline Syringes: Gain +12% move speed per mutation

quaint kiln
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ah nice

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makes sense to tie something to mutations like that

ivory thistle
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Empowered Syringes: Mutated skills have -50% upgrade power and +50% mutation power

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might as well throw a mutation buffing modifier idea out here while i can

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DNA Purity: Gain +80% upgrade power divided by the number of your mutations, plus one.

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what makes this mildly balanced is that unmutated skills take significant investment to get them past level 4 without syringes

ivory thistle
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Null Auto: Players can no longer hold to auto fire weapons.

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so you will have to spam click to shoot (this is mostly relevant for SMGs, auto rifles and machine guns)

mossy holly
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Absolute insanity of an idea

ivory thistle
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Absolute Cinema: Player deaths slow everything down by 50% for 3s(real time)

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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

ivory thistle
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Wasteful Kills: All deaths create small acid pools until end of round.

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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

livid junco
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Wasp Nest

Cars have a 15% chance to spawn as a Hornet instead

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Hemorrhage

Knife attacks deal an extra 20 damage over 4 seconds

ivory thistle
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Money = Power: Deal +1% damage per unspent $1k.
Knowledge = Health: Gain +5% max HP per 20% XP towards next level.

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i think you can guess how to play around these well and how it may change how you play the game

ivory thistle
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Blood Pools: Kills award +50% XP. XP gained via kills go directly into XP Pools.

ivory thistle
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Killporter: Kills teleport killers to their victims.

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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)

quaint kiln
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fun one!

ivory thistle
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Protect Yourself: Gain a clone that shares its health with you.

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very straightforward and very simple modifier that drastically changes the game :)

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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

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unless bot AI can already switch between weapons, then the clone can just switch weapons on its own

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obviously, the clone should also be controllable via pings or else the modifier won't be fun

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speaking of which:

Sleepwalking: All players lose movement control.

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behold the modifier that is both kinda fun and kinda not fun

ivory thistle
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Shield Plating: Shields protect +100% HP and break when depleted.

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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

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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

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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

ivory thistle
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One More Life: Survivors can collect heart pieces for 1 backup life (max. 1 per life)

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"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

ivory thistle
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Warp Clip: Emptying a clip teleports you to your crosshair.

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this may nerf bots greatly because they'll just teleport right on top of each other or other players but it would be funny

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and also very disorienting

ivory thistle
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Cheap Mutagens: Mutations can be bought at a lower price with reduced effectiveness.

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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)

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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

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alternatively, this could just make all mutations cost 1 less syringe but it could be Unbalanced™

quaint kiln
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but Syringe Supply is certainly a hit modifier, so I can see people wanting more mutation related mods

livid junco
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Funny could also be:

Mutation Mayhem

Mutations are shuffled every minute.

quaint kiln
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oh that's very interesting

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chaotic for sure

ivory thistle
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Gun & Cast: Emptying a clip casts a random max level active.

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very simple
extremely chaotic

ivory thistle
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Shifty Shifts: After a shift, get a free shift in the direction you're looking.

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keyboard players can finally experience the joy of shifting in all 360 degrees :)

ivory thistle
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to make this a little predictable, the modifiers will be from each round winner's modifier build

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i'd spend every bit of uranium for this legendary ngl

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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)

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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

livid junco
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Modifier Outage

Everyone receives 5000$. Sorry for the inconvenience!

ivory thistle
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Sponsored Drops: Every big crate drop is accompanied by a random vehicle.

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the car will obviously drop right on top of the supply/heart crate and it will spin wildly as it falls

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Accounting Error: A zero is added at the end of random number(s).

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this could apply to current money, current XP, all skills' stats (including cooldowns) or all guns' ammo

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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

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you could also make Accounting Error apply to more things but i brought up the more basic stuff as examples

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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))

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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)

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(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)

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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

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actually wait we already have a faster chem recharge modifier
whoop (singular)

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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)

ivory thistle
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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)

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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

livid junco
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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)

livid junco
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Trade War

When a gangster dies, a vendor spawns (and vice versa).

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This should not cause overflows of either by capping their maximum number (already a thing for vendors I am pretty sure)

quaint kiln
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taking out a gangster camp would be interestnig

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lots of shopping options

livid junco
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I think the replacement NPCs should spawn randomly on the map, maybe close, but not exactly where the death occurred

pastel kelp
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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.)

quaint kiln
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nice ideas cheers! I'll be adding more mods at some point :D

livid junco
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Genetic Fixation

No more syringes will be given out.

mossy holly
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Horrible idea Unic 0/10

pastel kelp
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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.

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This is sarcasm but that could be funny. Like locking all economy of every player past draft phase.

delicate sapphire
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Hypnotized

All vendors attack you by default until defeated
(after you kill them they heal to full and become friendly again)

pastel kelp
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Could extend that to netural cops and civs

quaint kiln
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that's a fun one

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bit like the Lifeguards one that puts gangsters next to XP Pools

mossy holly