#Damage scaling should be uncapped, while capping speed scaling

1 messages · Page 1 of 1 (latest)

exotic glade
#

Endless gamemode has to end. However, currently, with Medic/Engineer/Huntress and enough survival perks + CD reduction, it becomes possible to last forever has the bosses are managed by decoy, regular zombies don't hit high enough to one-shot and we have enough life-steal to max HP within 4 seconds.

  • Warping zombies currently makes it so that only 1 build is viable to reach 40+ min
  • Maxing damage removes the option for new interesting mechanic, like % damage reduction instead of flat armor, and more HP per level gained (i.e +5HP/lvl)
  • Limiting speed would also make it less frustrating to see zombies warping halfway through the Engineer's shield before the game tick registers the zombie position, or being unable to react to their pathing
  • It would allow more build diversity

I reached minute 56 with the Medic/Engi/Huntress build, with the 2000% damage capped reach and could have survived indefinitely had I not missed a boss that one-shot me, to put in perspective where I come from with this suggestion. The hotfix damage scaling reduction felt good too, it made it possible to build survivability while still being challenging

drifting fable
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Explain to me how you do net getting oneshot after 38 min?

  1. Flat armor is complete useless. I had 140 armor and still i get oneshots
  2. I am using my decoy and staying at the corner of map, but still axe runners too fast and run to me, ignoring decoys
  3. What is the point of 4 sec damage delay and medics giant healing and leeching options if you getting oneshoted?
exotic glade
#
  1. Exactly...
  2. You can't camp, you need to circle the map, that's why the bosses reach you and kill you. As long as you stack enough HP, small zombies can't one-shot you
  3. See #2
violet hinge
#

The zombie that explodes on death will one shot you even with high armour and HP. At 35 minutes the explosion deals over 2000 damage.