http://dbd.game/killswitch
Mastermind rework idea
Removed hindered from full infection, changed the "grab attack when fully infected" to injured or already infected (bc that's technically what it does now in general so it shouldn't say grab when fully infected anymore)
Uroboros virus: upon infecting a Survivor with a grab attack, they have a set amount of time before becoming infected, during the progressive state of the virus, Survivors gain a debuff of repairing and healing speeds by 5% & can infect other Survivors within a 5 meter range of a uninfected Survivor (if another Survivor is already infected, nothing will happen)
Full infection: fully infected Survivors are hit with a +3% to the previously stated affect, and are revealed by killer instinct for 3 seconds and gain exposed if hit by the bound attack again (either Collison or thrown into something)
Cure: 6 boxes around the map contain a spray to get rid of the infection, and, upon being cured, gain haste and hide scratch marks for 3 seconds max
Change: no longer revealed when fully cured, and heals instantly if already injured but only during close to critical infection but instead, allows the Survivor to see the killers location (if in a 32 meter range) for 2 seconds as well
Bound dash: same as before, but, the cooldown is reduced with how many Survivors are infected (basically what it currently is but actually says it now) & charge time is faster, however, mastermind can NO LONGER turn mid bound dash, and now has increased distance for both the first and second dash
New ability: expended: during a bound collision or dash, use another charge of bound dash, to travel further & faster (if used instantly) however, if already grabbed a Survivor, you can spend the remaining charge (if any) to redirect the dash into an obstacle or continue the slam attack
Grab/slamming throw: upon grabbing a infected Survivor, it furthers their infection and allows you to throw the Survivor into any direction with a 2 second duration to choose if the attack hasn't landed on an obstacle, however, if the grab attack collides with a breakable pallet or door, the Survivor and killer break through it and the Survivor loses a health state and is thrown, if the Survivor is thrown into an obstacle when broken through a pallet or breakable wall, the Survivor (if already infected) is downed or (if first infected) deep wounded
After performing a bound/grab slam attack, the mastermind gains hindered for 3 seconds after recovering (due to the mastermind getting a recover speed boost)
Fix: no longer slams or cancels dash when colliding with a spec of a wall or obstacle nor slides when clashing into one barely but instead, completely stops the bound altogether, basically, it fixes that annoying hit box with a dash/slam attack when survivors and killer alike hits a none see able part of a wall or obstacle but somehow slides when actually (or intentionally) into one but slides to the right or left from it instead of stopping (and prevents the mastermind from vaulting unwantedly as well when clearly not hitting the vault window/pallet)
Change: bound dash/slam attack takes a bit longer to recover from after getting stunned by any means
Side note: this doesn't have to be taken seriously, this was just a fun concept I wanted to make, I'm trying to get better at working on better and more balanced character movesets, and starting with my former main (mastermind) seemed like a fun way to start, lmk what yall think about this and I'll see if I can see where yall come from with feedback for this and see how I can improve to (hopefully) make a better more balanced, fun and more fair rework/new moveset for either existing or completely new characters
Comments
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Wesker is already in a good state, I don't think he needs a rework
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i don't think he is in a good state, but not rework wise. He desperately needs some buffs because he has been heavily powercrept. Pure example is Dracula having his wolf form only better than whole Wesker's kit
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Hes definitely not in a good state while his hit boxes stay the way they are, they keep hitting nothing and slide off of something that actually should stop his dash, and his power seems to be lacking a compared to the rest due to powercreeping like Narko said
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