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(2022) Zombie Survival Medic / Perk Changes

Mr. Walker

Gore-Spattered
Joined
Nov 8, 2019
Messages
259
It has been ages since we have seen a real balance update with not only Medics, but for Perks as well, and I think its a good time to address certain mechanical flaws in Zombie Survival right now.

Gary has already made a post for Engineer weapon changes, so here are changes for Medics and Perks.

Lets kick off with the oldest mechanic in the game, Medic Leaps!

As of now, Medic Leaps are mostly used to cover terrain faster, market garden on Engineers, reach spots above or below them, but there is a forgotten side-effect that exists sometimes after a Medic has successfully hit an Engineer mid air with Leap, and its called the Slow Effect.

The Slow Effect should be TAKEN out of the game because it effectively gives Medics a random chance to get a garenteed kill on an Engineer if they get slowed, and being applied with the Slow Effect as Engineer will ensure you never having a good shot at escaping either which is unfair since Medics have a vast array of methods to cover area faster and kill Engies.

Medic Leap knockback should also see a massive decrease in how much knockback is applied when hitting an Engineer mid air with your melee while Leaping, the massive knockback is rather useful for taking out Engineers is more crammed areas in the open, but for single targets or hiders, the knockback is either a very cheap way to throw players out of a spot with minimal effort, or you'll wind up boosting them incredibly far away from you (causing them to escape and survive in the process).

Thus the Leap knockback applied for hitting targets with the Leap should be cut in half to reduce cheap cornering and Engineer-boosting.

The Summon ability is rather controversial due to it's general effectiveness for Medics yet unfair uses in most circumstances against Engineers, many ideas have been tossed around to rework Summon but here is mine.

The Summon ability should ONLY belong to Wardens and NOT Juggernauts, Juggernaut medics really have no good reason to have the Summon feature as their damage resistance can actually cancel out the downside of being (damaged = more cool-down gets added to your Summon ability) and in addition it makes Warden overall less unique whilst Juggernauts have a plethora of abilities.

Summon should have a set cool-down timer much like other abilities like Jetpack or Freezer.

The Summon should now only take 10 seconds to only be able to summon 2 medics, so effectively the Wardens become living(?) teleporters than an info_teleport_destination.

In addition it should no longer use the "MEDIC" call key / E since many players tend it spam it whenever and it can cause other medics to get taken away from Engineers they can kill or find, instead it should use the player's reload key so that medics can call Medic without having to annoy players / throw them off.

Seeker temperature should be removed from the game entirely as there really isn't a proper justification for it having to exist anymore unless the maps were much bigger (but our current map rotation doesn't have maps like Hydro or Scarab etc.), it gives experienced players a super easy cheese method to finding Engineers rather than actually having to properly scan around with their own eyes and mind, the Seeker completely ruins hiding and escaping entirely since it gives people a VERY easy way to figure out a locale of an Engineer (like when Rushy added a compass that showed where survivors were in zs_hydro).

Since Seeker should be taken out of the game for my reasons above, Summon should be activatable without the Seeker then, and lastly, increase the timer of a round to 4 minutes and 30 seconds to a flat 5 minutes instead.

Now onto the side of the Engineer's Perks!

Empowered should no longer have a damage penalty downside against Juggernauts, this very reason alone pretty much cripples the entire point of using Empowered.

Empowered ;
(+) +30% extra damage to Medics, (no bonus damage towards Juggernauts however)
(-) -25% slower firing speed

Berserk is a rather heavily underutilized perk, because of the fact it deals less damage over the most common Medic type (normal zombies) which also hampers the perk itself so instead.

Berserk :
(+) Ignores 25% Juggernaut damage resistance (no bonus damage against normal medics and Wardens)
(-) -25% reload speed

So the slower fire rate for Empowered and reload rate for Berserk will ensure that they aren't total upgrades from Default Engies and that they're still prone from weaknesses from the new downsides.

Pusher is a perk thats so bizarre in the reason why it even exists just to delay a looming threat instead of just being able to kill, so I thought of an improvement for the perk to hopefully see more usage aside deathpits and memes.

Pusher should now have a 18 second cool-down with the ability duration of 9 seconds instead of the current cool-down it has now as it was too long, and the damage penalty should be greatly reduced to just -15%.

Pusher :
(+) ATTACK3 Activates ability to deal knockback with your weapons
(-) -15% damage penalty

Texas Style is a perk that really doesn't take all too much effort to use effectively with its ability to give the user a bigger boost in speed and melee damage (at the obvious cost of being unable to use guns), the downside of being unable to build DOESN'T EVEN WORK in-game and Engies can build just fine with it.

Texas Style :
(-) Can't build (make sure this downside actually gets fixed so that you can't actually build)
(-) -50% less resources gained from all resources

Sneaky Pardner is a fantastic perk all around, but it's downside of being unable also doesn't even work, please correct this.

Sneaky Pardner :
(-) Can't build (please make this downside actually function in-game)

Thanks for reading and I hope this gets accepted much like Gary's balance post!
 
Last edited:

Mr. Walker

Gore-Spattered
Joined
Nov 8, 2019
Messages
259
Honestly isn't it dumb that you'd deal less damage against a medic that has resistances against damage?
Yeah it's ironic hence I removed the damage penalties for both Empowered and Berserk since it ultimately made no sense in it's design, so I placed alternative nerfs for firing and reload speed
 

Broboy4803

Truly Feared
Joined
Apr 17, 2020
Messages
173
It has been ages since we have seen a real balance update with not only Medics, but for Perks as well, and I think its a good time to address certain mechanical flaws in Zombie Survival right now.

Gary has already made a post for Engineer weapon changes, so here are changes for Medics and Perks.

Lets kick off with the oldest mechanic in the game, Medic Leaps!

As of now, Medic Leaps are mostly used to cover terrain faster, market garden on Engineers, reach spots above or below them, but there is a forgotten side-effect that exists sometimes after a Medic has successfully hit an Engineer mid air with Leap, and its called the Slow Effect.

The Slow Effect should be TAKEN out of the game because it effectively gives Medics a random chance to get a garenteed kill on an Engineer if they get slowed, and being applied with the Slow Effect as Engineer will ensure you never having a good shot at escaping either which is unfair since Medics have a vast array of methods to cover area faster and kill Engies.

Medic Leap knockback should also see a massive decrease in how much knockback is applied when hitting an Engineer mid air with your melee while Leaping, the massive knockback is rather useful for taking out Engineers is more crammed areas in the open, but for single targets or hiders, the knockback is either a very cheap way to throw players out of a spot with minimal effort, or you'll wind up boosting them incredibly far away from you (causing them to escape and survive in the process).

Thus the Leap knockback applied for hitting targets with the Leap should be cut in half to reduce cheap cornering and Engineer-boosting.

The Summon ability is rather controversial due to it's general effectiveness for Medics yet unfair uses in most circumstances against Engineers, many ideas have been tossed around to rework Summon but here is mine.

The Summon ability should ONLY belong to Wardens and NOT Juggernauts, Juggernaut medics really have no good reason to have the Summon feature as their damage resistance can actually cancel out the downside of being (damaged = more cool-down gets added to your Summon ability) and in addition it makes Warden overall less unique whilst Juggernauts have a plethora of abilities.

Summon should have a set cool-down timer much like other abilities like Jetpack or Freezer.

The Summon should now only take 10 seconds to only be able to summon 2 medics, so effectively the Wardens become living(?) teleporters than an info_teleport_destination.

In addition it should no longer use the "MEDIC" call key / E since many players tend it spam it whenever and it can cause other medics to get taken away from Engineers they can kill or find, instead it should use the player's reload key so that medics can call Medic without having to annoy players / throw them off.

Seeker temperature should be removed from the game entirely as there really isn't a proper justification for it having to exist anymore unless the maps were much bigger (but our current map rotation doesn't have maps like Hydro or Scarab etc.), it gives experienced players a super easy cheese method to finding Engineers rather than actually having to properly scan around with their own eyes and mind, the Seeker completely ruins hiding and escaping entirely since it gives people a VERY easy way to figure out a locale of an Engineer (like when Rushy added a compass that showed where survivors were in zs_hydro).

Since Seeker should be taken out of the game for my reasons above, Summon should be activatable without the Seeker then, and lastly, increase the timer of a round to 4 minutes and 30 seconds to a flat 5 minutes instead.

Now onto the side of the Engineer's Perks!

Empowered should no longer have a damage penalty downside against Juggernauts, this very reason alone pretty much cripples the entire point of using Empowered.

Empowered ;
(+) +30% extra damage to Medics, (no bonus damage towards Juggernauts however)
(-) -25% slower firing speed

Berserk is a rather heavily underutilized perk, because of the fact it deals less damage over the most common Medic type (normal zombies) which also hampers the perk itself so instead.

Berserk :
(+) Ignores 25% Juggernaut damage resistance (no bonus damage against normal medics and Wardens)
(-) -25% reload speed

So the slower fire rate for Empowered and reload rate for Berserk will ensure that they aren't total upgrades from Default Engies and that they're still prone from weaknesses from the new downsides.

Pusher is a perk thats so bizarre in the reason why it even exists just to delay a looming threat instead of just being able to kill, so I thought of an improvement for the perk to hopefully see more usage aside deathpits and memes.

Pusher should now have a 18 second cool-down with the ability duration of 9 seconds instead of the current cool-down it has now as it was too long, and the damage penalty should be greatly reduced to just -15%.

Pusher :
(+) ATTACK3 Activates ability to deal knockback with your weapons
(-) -15% damage penalty

Texas Style is a perk that really doesn't take all too much effort to use effectively with its ability to give the user a bigger boost in speed and melee damage (at the obvious cost of being unable to use guns), the downside of being unable to build DOESN'T EVEN WORK in-game and Engies can build just fine with it.

Texas Style :
(-) Can't build (make sure this downside actually gets fixed so that you can't actually build)
(-) -50% less resources gained from all resources

Sneaky Pardner is a fantastic perk all around, but it's downside of being unable also doesn't even work, please correct this.

Sneaky Pardner :
(-) Can't build (please make this downside actually function in-game)

Thanks for reading and I hope this gets accepted much like Gary's balance post!
Pusher should have a mechanic when you get pushed you cant leap for a few secs because pusher is kinda bad since the medic can just leap back, I would suggest like 3 seconds max
 

Liberty Mann

Unremarkable
Joined
Aug 7, 2022
Messages
16
I agree with everyone saying Texas style should keep building, I think it should be left as is. The downside of only melee against medics who can indefinitely respawn is hard enough. Both the jet pack perks should honestly be removed though, they’re so annoying to medics to have a single engineer who managed to get to an almost unreachable area (such as under the medic spawn on that map that I can’t remember the name of.) Also seeker should definitely be kept if jet pack wasn’t removed, since they always seem to be on top of an object that you wouldn’t be able to see them on otherwise.
 

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