I am in training at my college to become a game designer so i have put a lot of thought into my monster design an how she will be used in the game.
The Harvester is what i call a tactical brawler if the monsters in evolve were to be put in order of strength the Harvester would go in between Goliath and Kraken, much like Goliath the only way to win would be getting up close with the hunters using CC abilities to tear up. but where Goliath and Harvester are different is their ability to control the fight while in the middle of it all. almost like a cross between Goliath and Wraith (i have thought about balancing so this will not be OP i promise) but first i will talk about the abilities of this monster.
ability 1 physic blast (ranged)
The Harvester will aim just like rock throw but with the added ability of movement while aiming in a short animation a ball of energy leaves the head of the monster and exploded on impact, any hunter caught in the blast will be knocked back. the damage of this ability will be medium to high damage much like rock throw and lightning strike.
ability 2 kinetic wave (short range damage dealer)
after a short animation (getting shorter the more points that go into it) the Harvester will stomp the ground and a directional cone of damage will come from the monster foot outward dealing knock back and damage to hunters this ability is designed to create a break in the fire coming from the hunters so the Harvester can start to make an escape. It can also be used in the middle of a fight to get medic of a downed ally and so forth.
ability 3 impulse (CC/area effect)
The Harvester will stand still with its hand raised into the air a visible ring will appear on the ground like the aftershock bubble any hunter caught in the bubble are dealt light damage and dragged towards the monster. in order to grab stray hunters to hit more hunters at once with the next attack, but also to add a bit of skill and tactics in the game the damage dealt to the hunters restores a small amount of armour grabbing all of the hunters then will provide a much larger amour bonus (one armour bar per hunter) not health bars. meaning that the Harvester will thrive against a badly spaced out squad of hunters, it will also make bating downed hunters all the more rewarding.
ability 4 swarm (special utility ability)
The Harvester has small eggs on her back and this ability will hatch some of these eggs into small minion creatures about the same size at the blitz leopard thing. at level one 2 minions hatch at level 2 its 4 minions and at level 3 its 6 minions. but this ability come at a cost, due to the hatched eggs there a holes in the rear armour of the Harvester this will provide weak points on the monster much like the once the medics can cause. But after the rage of decoy a minion by itself will be no worry at all for the hunters and each minion causes very small damage. but six of them stacked together with the Harvester and that hunter is in serious trouble. they are designed to draw fire away from the Harvester and harass run away hunters. As another form of balancing the minions are linked to the Harvester as a result the further they are away from the Harvester the lower their damage and health pools. this means that the Harvester cant just use the ability to snipe the hunters from a far.
in terms of looks i always imagined the design of the Harvester to be like the queen (matriarch) in the Alien v Predator films, massive and hulking but still thin and wire frame type monster. as for the traversal ability im not sure it it should have a dash like Wraith or a leap like Goliath.
I am interested to know what you think?