Snowyamur Posted August 13, 2018 Share Posted August 13, 2018 (edited) Background One thing that zombies lack are good tanks. While we have the Shade, that zombie boss is more of a shield than a tank due to its low health pool and immunity to projectile and explosive damage. Even though normal zombie players can partake in the role of tanking through Bloated and Poison zombies, the team still lacks tank because both zombie types become useless once the human team has access to penetrative weapons like the “Wonder†Raygun MKII and the “Impaler†Crossbow. To resolve this, I thought of a new zombie boss that is a purely-defensive tank designed to act as a protector for zombies and guard them while they harm barricades. I introduce the Sentinel. Name: Sentinel I chose “Sentinel†over “Guardian†because “guardian†is an overused term to define something defensive or protective. Zombies that have a Sentinel on their team will be guarded and protected as they are attacking, and the Sentinel will benefit not through harm, but through protecting its fellow allies so that they may progress in the slaughter. Role: Pure-Defensive, Front-Line Tank Due to Bloated and Poison zombies not doing effectively well at tanking, the Sentinel closely matches the definition of tank. Designed to primarily be on the front-lines, it’ll soak up damage well and prevent the human team from constantly obliterating zombies as they rush headlong into barricades. Because it’s a pure-tank, it cannot retaliate. Stats: Health – 2000 Blood Armor, 2000 Health Movement Speed – As fast as a Tickle Monster Attack Damage – N/A Attack Speed – N/A The Sentinel will have much higher health (effectively 3000 more health) than a Shade to fit in the role of a purely-defensive tank. Shades have roughly in-between 1400 and 1800 health, but because they’re immune to projectiles and explosives, they act as a better shield; the Sentinel can’t be as great a shield as the Shade. Lacking any form of attack and having a slow movement speed makes the Sentinel highly vulnerable to any human player when zombies aren’t around. It can’t run away, making it easy to catch, and it can’t retaliate, making it easy game for humans. Innate Buffs: 20% resistance to all damage sources 2000 Blood Armor upon spawning Blood Armor regenerates at 50 points/ second Can be healed from all sources Can’t be knocked back Can’t be stunned Innate Debuffs: Blood Armor can’t regenerate for 5 seconds after taking damage Providing the Sentinel some damage resistance will allow it to fulfill its tank role because other zombies don’t have access to this kind of resistance. The already-gained Blood Armor upon selection allows it to be bulkier and more durable than most zombies, and its ability to resist knockback and stun makes it a tough target that can’t be taken down easily. Innate regenerative Blood Armor is what makes the Sentinel horrifying because in-between waves it is basically regenerating its health, but its actual health does not regenerate. Special Ability: Flesh Shield Key – Right mouse button Action – Sentinel raises a red, blood-like shield that covers a 180-degree radius, blocking all incoming projectile and explosive damage for those standing behind it. Buffs – Any zombie behind the shield is rendered immune to damage; damage done to shield is reduced by 50% and dealt directly to Blood Armor; penetrative attacks cannot get through shield should they strike the front. Debuffs – Sentinel remains vulnerable on its backside; while shield persists, Sentinel loses 100 Blood Armor/ second; Flesh Shield cannot be projected if Blood Armor is at 0; zombies can still be hit by explosive damage if explosion happens on the side of the shield, or the zombies happen to be in-front of the shield. Adapting this concept from Overwatch’s Reinhardt, the Sentinel’s Flesh Shield is designed to be a sacrificial defensive effort. While it can shield its allies from all forms of damage, the Sentinel sacrifices its own protective armor to use as a shield for its otherwise weaker allies. Whereas Reinhardt’s shield duration is infinite, the Sentinel’s shield is limited by its duration from the available Blood Armor pool. However, the 50% damage resistance while the shield is raised includes resistance against damage towards Blood Armor, making Flesh Shield add effective health, but slowly siphon it away. I am open to any suggestions, thoughts, or comments about this idea. Edited August 13, 2018 by Snowyamur 2 Quote Link to comment Share on other sites More sharing options...
Boxsnake Posted August 14, 2018 Share Posted August 14, 2018 Shouldn't it be a bit more than 100 blood armor lost from shield cus it can Regen the armor.i would recommend 250-500. Great idea in general. Quote Link to comment Share on other sites More sharing options...
Snowyamur Posted August 14, 2018 Author Share Posted August 14, 2018 Shouldn't it be a bit more than 100 blood armor lost from shield cus it can Regen the armor.i would recommend 250-500. Great idea in general. That might be more probable because that way the shield duration is much less for such a strong ability. Quote Link to comment Share on other sites More sharing options...
Ser Aland Posted August 14, 2018 Share Posted August 14, 2018 I'm liking it, because what zombies need now are definitly some kind of buff/help because of the past buffs humans have gotten. I just hope it works out and doesn't become a game breaker. Quote Link to comment Share on other sites More sharing options...
TheDarkDevilRo3 Posted August 14, 2018 Share Posted August 14, 2018 i think this boss should be rare like the max threat only like 1 should be selected i have a idea. if the top player is selected as this boss he can either accept or leave it to the other teammate zombie cause damn thats tanky Quote Link to comment Share on other sites More sharing options...
Guest Posted August 18, 2018 Share Posted August 18, 2018 (edited) While 100% Blood Armour sounds great for the Sentinel, it would get absoloutely torn through by any large sum of bullets. Its better to place the health count in the higher thousands to keep it from getting disintergrated immedietly. Edited August 18, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
Aachen Posted August 22, 2018 Share Posted August 22, 2018 I agree with Genuline, health should be scaled according to human population, or this boss would be annoying to low pop but worthless against high pop. 1500 health per 10 human player should be enough, as humans will do high dps but it has a shield to run through the bullets to get into a favourable position. It's position as an early wave boss should also be alright because it depends on how good the zombie team is doing and type of room humans cading. Finally, a boss that can go against Salt Mine's hallway fiasco? Quote Link to comment Share on other sites More sharing options...
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