Suggestion:20080211 Choice Skills: Version 2

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20080211 Choice Skills: Version 2

Cheese 23:40, 11 February 2008 (UTC)

Suggestion type
New Skills

Suggestion scope
Survivors and zombies

Suggestion description

Here's Version two. As usual with my suggestions, the changes from the original are in bold. The general consensus from the kill and spam voters was that this was rather overpowered and the main gripes were the 8AP revives and only one zombie choice. I'm going to try and address these problems this time around. Again, please give me any feedback that may help improve it.

By the time your character reaches level 41, whether they started life as a Fireman, Scout or Doctor, will be exactly the same as all the other level 41s. I suggest we add a bit of diversity to the game by giving you a choice or two along the way to fully leveling your character.

This will involve 4 classes of "Choice Skills", so to speak, which will become available at a certain point in your characters development. (More details below) You do not have to choose then and there which skill you want, you can wait up till level 41 if you so desire and decide then which ones you want to have, or you don't need to choose any of them. Its entirely your choice.

Right, now onto my ideas for skills. There will be two choice skills for each class (except the zombie class as it has 6 choice skills) and you can choose one from each class (again except zombie as you can choose 3 of the 6 zombie skills) so there are several combinations of skills for you to choose from in order to shape your character your way. Kind of like Subway, only without the cheese and things.

Here are some possible skills for each class:

Military: These skills will be available for purchase when you've bought all the Military Class Skills.

  • Firearms Mastery- This will add an extra 5% Accuracy to all firearm attacks (not counting flare guns), giving Maximum Accuracies of 70% for Shotguns and Pistols. (removed flare guns)
  • Melee Mastery- This will increase the accuracy of all Melee Weapons by 5%, giving Accuracies of 55% for Knives, 45% for Axes and Pool Cues, 25% for Crowbars and 30% for all others. Please note that this will not carry over to zombie skills if you die.

Scientist: These skills will be available for purchase when you've bought all the Scientist Class Skills.

  • Forensic Specialisation- This will allow you to revive a zombie for 9AP rather than 10AP, leaving you with a few extra AP to retreat to a safer place
  • Clinical Specialisation- This will allow you to heal 15HP in any powered building rather than just in hospitals. (Changed from infection detection)

Civilian: These skills will be available for purchase when you've bought all the Civilian Class Skills.

  • Urban Archeology- This will give you a small 3% boost to your chances to find items in a ruined or ransacked building.
  • Joinery- This will give you a small 2% boost to your chances to barricade successfully at levels above and including Heavily Barricaded. (reduced from 4.5%)

Zombie: These skills will become available when you have completed the appropriate skill tree detailed below.

  • Potent Venom: Requires Digestion Skill Tree- This will allow you to make a stronger infectious bite which will take off 2HP per action (usual exceptions). This will be communicated to the bitten player, telling them that the bite they received was unusually infectious and they need urgent medical attention.
  • Sharpened Claws: Requires Vigor Mortis Skill Tree- This will add an extra 1HP damage bonus to the damage of your attacks when you have got hold of your enemy with Tangling Grasp due to a better grip on your target so they are less likely to be able to try and evade the attack. (changed from accuracy bonus)
  • Hunters Eye: Requires Vigor Mortis Skill Tree - This will increase the accuracy of your claw and bite attacks by 5%. (Brand new skill)
  • Mind over Matter: Requires Memories of Life Skill Tree- This will add an extra 5% bonus to your zombies chances to bring down barricades. This will increase the chance outside to 30% and the chance inside to 35%.
  • Frenzy: Requires Memories of Life Skill Tree- This will cause the zombie to be especially violent when ransacking a building, meaning it will only take three ransacks (rather than the usual 5) to ruin the building. (Brand new skill)
  • Toughened Sinew: Requires Lurching Gait Skill Tree - This will increase your Maximum HP by 5HP to 55 without body building, and 65 with body building. This will not carry across if you are revived.


Each of these skills can be purchased for 200XP, regardless of your class, (obviously, to get the zombie choices you must be dead) and after you have selected one from a particular class you cannot change your mind for a different skill from that class. For example, if you buy Firearms Mastery, you cannot change to Melee Mastery. For the zombie skills, however, there is a free choice of any three skills, you do not need to select one from a particular tree, however, like the survivor ones, you still won't be able to change to a different one after you have chosen.


Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Author Keep - Take Two. :) Lets see how it goes now. -- Cheese 23:40, 11 February 2008 (UTC)
  2. 'Keep - woot, remove the homogenity of high-level characters!--CorndogheroT-S-Z 23:47, 11 February 2008 (UTC)
  3. Keep - I liked it before and I like it now. --Heretic144 01:18, 12 February 2008 (UTC)
  4. Keep - I like how zombies can get 3 of 6. - Grant (talk) 01:35, 12 February 2008 (UTC)
  5. Keep - I still like it.--Jamie Cantwell3 02:10, 12 February 2008 (UTC)
  6. Keep - Why is everyone wanting to be the same? Lets mix it up a bit. -doc crook 03:38, 12 February 2008 (UTC)
  7. Keep - I love making choices, I love making people make choices. Some of the specifics are imperfect, but this is a good thrust towards a good result. --Pgunn 09:54, 12 February 2008 (UTC)
  8. Keep - The more paths to evolve your character, the better.--James beckerson 13:32, 12 February 2008 (UTC)
  9. Keep - This is certainly improved over the old version. There are a few bits I'd alter, but quite frankly, I'd rather keep this and polish it up than trash it along with the anti-choicers. Adept Omega 15:22, 12 February 2008 (UTC)
  10. Keep Several of these are quite overpowered but the idea of allowing a bit of specialization is something I'd like Kevan to see. Also, there's no reason why players couldn't switch between the skills. Maybe allow people to change between these skills for a small cost, or in the appropriate building as "training". --Jon Pyre 15:30, 12 February 2008 (UTC)
  11. Keep Some of these are to powerful maybe if you only got one zombie skill and one survivor skill rather than one from each class. I like the idea of choice skill everyone is the same. -Death7 18:49, 12 February 2008 (UTC)
  12. Keep/Change I love the diversity, two thumbs up. Some of them (like the infectious bite) may need to be toned down a bit, but if kevan's going to implement it he will change it to what ever he likes any ways :P--ȠәȻᴙʘɱΔȵƆεʁ 04:00, 13 February 2008 (UTC)
  13. Keep - Good. --Private Mark 04:47, 13 February 2008 (UTC)
  14. Keep Still like it... ~A`Blue`JellyTME*V*I*L*? 00:41, 14 February 2008 (UTC)
  15. Keep something to work for once you have all the old skills -Horcoff 04:02 23 February 2008 (UTC)
    Keep I like it, I like it a lot. The zombie skills I think balance out the survivor skills DR Incorrect sig struck. --Funt Solo QT Scotland flag.JPG 15:36, 24 February 2008 (UTC)
  16. Keep - Great idea!. --Rick Best 18:54, 24 February 2008 (UTC)
  17. Keep - I love the idea. --KF 23:07, 24 February 2008 (UTC)

Kill Votes

  1. I hate making choices...Especially this choice of kill or keep. Oh, wait... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:45, 11 February 2008 (UTC)
  2. Still Overpowered - yep, overpowered. Especially the Clinical Specialization, Faks are already overpowered... oh and Jon, If you want to change something about the suggestion, put your change vote in the kill section....--/~Rakuen~\Talk Domo.gif I Still Love Grim 23:48, 11 February 2008 (UTC)
  3. Kill - To me it looks like all of the skills are missbalenced, FAK and half of the zombie skills are overpowered compared to the rest of them. --FXI 23:56, 11 February 2008 (UTC)
  4. Kill - It's still not balanced. --Themanwhocares4 00:48, 12 February 2008 (UTC)
  5. Kill - You should really put this through discussion first. --Aeon17x 01:01, 12 February 2008 (UTC)
  6. Kill - I like being able to get all the skills in the game. That's what makes UD better than other RPGs. --Ms.Panes 04:32, 12 February 2008 (UTC)
  7. Zombie ones seem overpowered. What about if the infection did like 1-2-1-2, for example? That is, for 1 AP it does 1 HP, for the next AP it does 2 HP, for the next 1 HP and so on.--Pesatyel 04:41, 12 February 2008 (UTC)
  8. Kill- You are trying to implement too many things at once, several that I like and some that I do not so I have to kill. -- BKM 05:20, 12 February 2008 (UTC)
  9. Kill - I like being able to get all the skills in the game (except brain rot). I like being able to experience the whole game without having to play multiple characters. --Toejam 09:10, 12 February 2008 (UTC)
  10. Kill - Not spamworthy, but still Broke! --UCFSD 15:27, 12 February 2008 (UTC)
  11. Kill - Overpowered and the idea of them being choice skills seems arbitary.-Studoku 21:01, 12 February 2008 (UTC)
  12. Kill - Seems alright for the survivors(except for the firearms military skill) but maybe if you cut down the choice of zombie skills, then we'll have a deal. ---Waterspark2 05:15 P.M., 12 February 2008 (EST)
  13. Kill - I'm against the idea of Choice Skills at all. --Diano 22:19, 12 February 2008 (UTC)
  14. Kill - As above. --Viktor Suvorov 00:47, 13 February 2008 (UTC)
  15. Kiil - It's pretty overpowered. 15HP outside powered hospitals is more than you think. If I'm field-healing in a mall siege, and my buddy over there is down to like, 10HP, I need to heal him before he's feeding dragged outside and mauled. One FAK later, he's up to 25, one more and he's up on his feet at 40. Waaay overpowered. Also, 70% to hit is pretty big. I get 7HP per AP with a shotgun, and 3.5 HP per AP with a pistol. Currently, it's 6.5 HP per AP, and 3.25 HP per AP. With that, a 60HP zed would have taken 10.2AP and 18.5 AP. Now it takes 8.5 and 17.1 AP. All numbers rounded, of course. In the end, that gives everyone and extra AP or two, which could really turn the tides in a tight battle. I have no complaints about zed skills, since zeds are fairly underpowered anyway. If you toned down those two skills a tad, and the others too, I'll like it very much. Specifically, FAKs give 12 HP outside of hospitals, and +2% accuracy. -- Quizzical  Quiz  Speak  01:25, 15 February 2008 (UTC)
  16. Kill - I really like the overall idea of this suggestion. However, the problem with it is that some of the skills are overpowered. Most notably the toughened sinew and mind over matter skills. Zombies have flak jackets, so there is no need for increased HP. Body building serves that purpose already. Also, with the higher chance of bringing down cades inside a building, another accuracy booster for this purpose is overpowered. Please adjust this, as I would love to see some diversity in our skill choices.--Dr Doom86 07:42, 15 February 2008 (UTC)
  17. Kill - Overpowered skills are overpowered. --Anotherpongo 14:53, 17 February 2008 (UTC)
  18. Kill - Makes everyone too powerful, I like the suggestions for survivors (except firearms mastery) but not zombies. Ioncannon11 20:19, 22 February 2008 (UTC)
    Kill - Im sure Kevan said something about not wanting to lock players into a choice they may later regret. Im up for it if they were simply skills.--Carnexhat 07:39, 27 February 2008 (UTC) - After Deadline. -- Cheese 16:25, 27 February 2008 (UTC)
    Kill - Yeah, I find this rather overpowered, too. But that's not my real reason for voting kill. Rather ... a) New, especially "elite", skills shaft newbies. b) Die roll bonuses don't make the game more fun or interesting. What I prefer are new game mechanics / effects, things that actually alter how the game is played. The barricade interception update an example of that, or even my own suggestion for Mob Maul (in Peer Reviewed)... New game effects / mechanics as opposed to stats bonuses, make sense? --WanYao 14:42, 27 February 2008 (UTC) - After deadline. -- Cheese 16:25, 27 February 2008 (UTC)

Spam/Dupe Votes

  1. Spam - Overpowered survivor skills and no semblance of balance, even with giving zombies 3 skills the revives skill alone trumps them, the upping survivors melee one is too much too(survivor melee is weak because they don't have to deal with barricades).--Karekmaps?! 01:16, 12 February 2008 (UTC)
  2. Spam - Overpowered. Giving an equal buff to the other side does not make a balanced suggestion, it just makes everyone overpowered. I still hate mutually exclusive skills, especially ones that have no real choice in it and are arbitrarily limited. Many of these are obvious choices (especially the ones for zombies), and there is absolutely no reason for these skills to be choice skills in the first place. The whole premise is just plain wrong. Becoming a good fighter prevents you from becoming a good fighter. Yup, makes perfect sense. Similarly with Scientist skills, a bit less so with Civilian ones. --Midianian|T|T:S|C:RCS| 01:28, 12 February 2008 (UTC)
  3. Spam - Hugely overpowered. Don't boost healing or revives. --The Hierophant 02:38, 12 February 2008 (UTC)
  4. Spam - Biased. The max level is 42 (43 if you're getting technical), not 41. If you are going to open up extra trees, this should be the minimum level, not 41 because trenchcoat scumbags like to play easy. -- Iscariot 03:14, 12 February 2008 (UTC)
  5. spam - unbalanced buffs --~~~~ [talk] 07:10, 12 February 2008 (UTC)
  6. Spam - Game breaking. Would screw up the balance even further. -- John RubinT! ZG FER 08:04, 12 February 2008 (UTC)
  7. Spam - a link to the first version would have been useful.--Scotw 09:01, 12 February 2008 (UTC)
  8. Spam - on an epic level. making EVERYONE overpowered doesnt solve any problem, and completely misses the fact that you should only be able to do so much per day, as a fairness mechanism among all players. Way to shoot it in the head and shit on its carcass. --The Grimch U! E! WAT! 09:51, 12 February 2008 (UTC)
  9. Spam- Way too overpowered.--Trav 20:56, 12 February 2008 (UTC)
  10. Spam- Military should get grenades too --Druuuuu OcTRR 00:09, 15 February 2008 (UTC)
  11. Spam- As Travdedo.--Kolechovski 00:55, 15 February 2008 (UTC)