Suggestion:20071201 Wretched Watch

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This suggestion was voted as spam and closed for voting, with 2 keep, 13 kill, and 7 spam votes.



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20071201 Wretched Watch


Secruss|Yak|Brahnz!|CGR|PKA|800px-Flag of the United States.svg.png|EMLN|Templates|RRF|RFTM|Crap|WHOZ|Evil3.gif|MU|GN|C2008|Chippy.gif|01:18, 1 December 2007 (UTC)

Suggestion type
Make brain rot useful by adding a subskill.

Suggestion scope
Only zombies with brain rot.

Suggestion description
Skill Name: Wretched Watch

Skill Description: Brain rotted zombies can prevent survivors from barricading while standing inside a building.


RP Purpose:

Would a really viscious, brain-rotted zombie really just stand there and watch as the survivors around them barricade the doors? No, he’d be rabid and attacking every single thing that moved. Assuming he wasn’t killed and dropped outside of course.


Practical Purpose:

Make brain rot useful. Currently, it might waste a needle or two, but survivors are *GASP* learning to scan first. As such, Brain Rot becomes little more than a pride or prestige thing leveling one up to level 42. Most prevalently, the rot prevents being revived.


Details of the skill:

-A rotter with the “Wretched Watch” skill inside of a building would prevent a survivor from barricading while ‘’standing’’ inside. Note that said rotter must be standing.

-Cost: 500xp

-Subskill of brain rot

-Doors could still be closed, but the building could not be barricaded.

-This assumes the building in question HAS doors. If the building has no doors (church, junkyard, etc.) there would be no effect.

-A toolbox would not be required.

-Remember that a ruined/ransacked building cannot be barricaded at all until the zombies are cleared.

-The rotter would stay wherever they would normally stay in a group of zombies when targeted.

- If a survivor attempted to barricade the building while the rotter with WW was inside the message “A zombie is guarding the doors” would appear. Note that the zombie’s name and UDID would be displayed.


Further Support: There are maybe 1,500 zombies have brain rot. Compare that to the 9,000+ zombie hunters of Malton. Also, remember that there are more humans than zombies (66% survivor population) in all of Malton. Not to mention the vast “explosive” power of the survivors. IE: Shotguns and pistols that put a zombie down in 15-30 AP.


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. Keep- Sure, who likes ruined and barricaded buildings anyway.. and I need more skills to spend XP on. --Darth LumisT! A! E! SR 01:22, 1 December 2007 (UTC)
  2. Keep- I can see kill, but this was too well thought out for spam. BoboTalkClown 15:09, 1 December 2007 (UTC)

Kill Votes

  1. Kill Hella overpowered. Suddenly, the 'Cades drop. One zombie enters, ans the rest flock to the opening outside. A survivor goes to stop the rest from entering. BUT HE CAN'T!!! This is just waaay too overpowered, and takes the challenge outta a Mall Siege. (now the Zombies Always will win) ~A`Blue`JellyTME*V*I*L*? 01:28, 1 December 2007 (UTC)
  2. Kill - overpowered. 'Doorstop' zombies have been suggested before if I recall. --Pavluk A! E! 01:32, 1 December 2007 (UTC)
  3. Uh...if the player is smart, he'll know if a building has doors or not... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:44, 1 December 2007 (UTC) Opps...Read the suggestion wrong...And now...I have to agree to everybody above me. And the dupe link? If someone provides it, my vote will change...I believe that previous one was from Mr. A. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:16, 1 December 2007 (UTC)
  4. I'd vote "dupe" if I could find a link to the old "Hold Door" suggestion (I think that was the name). Anyhow, it is to powerful; in a mall siege, this essentially allows zombies to ransack a corner of the mall without first killing the people protecting it. See the talk page for my ideas on a revision that MIGHT get keep votes. SIM Core Map.png Swiers 02:10, 1 December 2007 (UTC)
  5. Kill - This needs to be heavily edited as it is too powerful as it is. --Trunksoul 03:20, 1 December 2007 (UTC)
  6. Above, maybe below.--  AHLGTG THE END IS NIGH! 02:26, 1 December 2007 (UTC)
  7. Kill - This is very overpowered. I do like the concept, and find Swiers alternative idea appealing. I hope you are able to come up with a version that is more balanced. Just remember, expensive does not mean balanced. Antitribu 04:21, 1 December 2007 (UTC)
  8. kill - preventing revives is what it is used for. It is a nonviolent solution to violent people. doc crook 04:51, 1 December 2007 (UTC)
  9. kill - Waaaay overpowered. Try to think through about ways to abuse your own suggestion before throwing it up here. I find it helps immensly. Also, the ratio of survivors and zeds always swings back and forth. At the moment the survivors have the upper-hand of holding most malls. This should change very soon! --Ducis DuxSlothTalk 05:21, 1 December 2007 (UTC)
  10. Kill - Wanyao has a point in saying that a brainrotted zombie would only become dumber, not smarter. Unless you mean that by "standing guard" the zombie is staring dazingly into space, unaware of anything due to his rotting mind. --Private Mark 06:36, 1 December 2007 (UTC)
  11. Kill - Too powerful right now, but I think you're on the track of something good here. Also, good job on the over 9000 reference. --Druuuuu 07:13, 1 December 2007 (UTC)
  12. Kill - If a zombie wants to prevent people from cading, it should attack them. Just the mere presence of the zombie is not enough. --Pdeq 09:09, 1 December 2007 (UTC)
  13. Kill - Sorry, extremely overpowered. The Zombies need help right now to be "scary" but this is just FAR too powerful. CharonX 12:46, 1 December 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Possibly overpowered thanks to anonymity, but I don't care about that so much as that it's a subskill of brainrot which isn't needed as it excludes a large number of players from ever getting the skill.--Karekmaps?! 04:42, 1 December 2007 (UTC)
  2. Spam - spam because is is totally overpowered to the point of totally breaking the game and its balance. also, it does not make sense for a zombie with a screwed up brain to be SMARTER, no? and! ... the intended effect of this is sorta what Infection does, albeit indirectly and far less powerfully... and what karek said. --WanYao 05:33, 1 December 2007 (UTC)
  3. Spam - As Karek. --The Grimch U! E! WAT! 06:57, 1 December 2007 (UTC)
  4. Spam - as Karek and Wan Yao --~~~~ [talk] 09:14, 1 December 2007 (UTC)
  5. Spam - overpowered. High cost (500XP) does not equal balanced. 500XP is anyway cheap for many, many players. Also, it's an auto-skill that involves no actions. If you want your rotter to stop a survivor building cades, then attack them. No freebies. --Funt Solo QT Scotland flag.JPG 10:47, 1 December 2007 (UTC)
  6. Spam Change it to five zombies with the skill and maybe it wont be overpowered.--Wooty 17:25, 1 December 2007 (UTC)
  7. Spamtastic - as funt, wooty, etc... =_=/~WOOT~\ 18:16, 1 December 2007 (UTC)