Hello! (Yay, first post ) A little about me; (if not interested, skip to next paragraph) I’ve played Evolve on PS4 since release, and have been anonymously lurking around these forums on and off for at least a year… more recently to stay updated on Stage 2 while I wait Just created a forum account a couple days ago, and I’m posting because I recently had ideas that keep bugging me to share them. My first idea is my main one, and I’ll try to keep it organized and concise.
“Vengeance buff for hunters and Cornered buff for monsters” (this is the main idea I wanted to share) The idea here is to reduce the domino effect on hunters and complete no-strike victories, so that there can be closer matches on average without greatly impacting the actual result. The “Vengeance” buff (or whatever) would trigger when a hunter is killed, giving the other hunters a boost based on the dead team-mates class until they return. Such as Assault death = damage boost; Support death = damage resistance; Medic death = health regen increase; Trapper death = speed boost(?). There could be a slight delay in it’s activation (“shock”), so it would have minimum punishment early on, and prevent abuse by waiting for Laz revive or such) The boost would ideally help a team not utterly collapse upon one death, while still not providing the benefit of having a full team. For the monster, the “Cornered” buff would occur when the monster has either taken too much health damage, or taken a certain amount of health damage in a dome without incapping anyone, (probably the latter?), in hope to allow the monster at least a couple strikes in a losing game, and possibly bust through super defenses. The buffs, like the afore mentioned hunter buffs, could be a relatively small boost to damage, a considerable damage resist, and some speed; they would end X seconds (10-15?) after incapping a hunter, or (30?) seconds after the end of a dome to assist escape.
Some changes to tracking (more of a preference than necessarily needed) Make the Planet Scanner (minus speed boost) for the whole hunter team (not individually) and timer based, like the Dome. It could automatically active every x amount of time, or x amount after a dome. The Trapper could have “Instincts” (or whatever) to replace it, still giving a movement speed boost, and could also reveal nearby wild-life (or something). I think it’d help standardize the time between tracking (no perks affecting it), and increase the importance of Trapper’s tracking abilities slightly, while being more predictable for the monster.
Armor Channeling… from what I understand, if a monster stands still for 3 second in a dome they rapidly regenerate armor, sort of emulating revives. I see how this encourages engaging in the domes, but seems a little abuse-able… Like others I think have suggested, maybe it should have some limit per dome, such as a limit to the amount that can be channeled in one dome. Such as, if limited to half of Bob’s armor, it could still provide full armor for Wraith. (Could also be different for each monster, just an example) Again, just my opinion that I think may improve player experience
Wraith. (Not terribly related, but having different viable monsters is good for variety ) Excited about the refactor, but still have concerns. (More of theory, since I haven’t played Stage 2…) Since Wraith has no way to deal with deployables, I’d like to echo the suggestion that Supernova attacks send out waves of energy that could be used to destroy deployables. (I guess then Supernova would have to be based of three attacks, rather than hits, but the damage would be the same at melee range and the waves could hit distant targets for less). The passive seems neat, but also I think can be used to hap-hazardly track Wraith, which seems somewhat counter-productive. Maybe if out of combat, it would make Wraith invisible for as long as someone was isolated and 5 seconds after; if in combat, maybe Wraith could have a damage bonus against actively isolated targets, and/or those who are actively in isolation (not just having stacks) would have a speed decrease (which would reduce lone pursuer’s ability to keep up, and make it a bit easier to focus lone hunters)… Would like to know what those with experience with refactored Wraith think of these.
P.S. I suspect that the picture during Wraith week of the “Month of Monsters” last October was not the OG Wraith…
A Random dropship timer idea; (don’t take it too seriously) what if is started at 15 seconds, and got 15 seconds more per down and evolve? It kind of standardizes the increases, but I don’t think that’s a bad thing. Or maybe start at 20, 10 per down and 15 per evolve? Just ideas to not make evolving the main force behind timer increase. (Take it with a grain of anything, I don’t have experience with how it is now )
Thanks for reading, and I’d love to know what others think of these ideas, and why/not they could work.
Edited for clarity.(again) and updated idea 1.