Yes I’m well aware that there’s a lot of threads on this but I started replying to a thread with this and found out I had a lot to write so I’d simply be interested in the forums’ opinion on this. Please note that ideas are coming to me as I write so you’ll notice possible arguments with myself on different concepts and some details will be out of position. For the poor souls that don’t have the time to read the whole thing skip to the botton I’ll summarise it.
So going off the stealth concept many people have had, my idea is a monster that has a larger difference in power from level 1 to level three. I’m thinking a monster that can go invisible or at least camoflauge, could be a snake like most people said, and I imagine it to be a kind of assassin playstyle with high burst that can pin a hunter down and kill him / her in a matter of seconds but to balance this the monster would have low health (like Kraken). I would like to see this monster really weak at level 1 desperately trying to hide and scavange while the hunters desperately try to hunt him down and take off large portions of his health before he reaches stage 3. At stage three there would then be a reversal of the roles where the hunters become the hunted, trying to create an outpost and possibly trying to protect the medic. So this boss fight would be more concentrated on the hunt itself. Now because he would have a stealth mechanic his tracks would have to be less accurate / obvious because otherwise if you saw the tracks stop you’d realise that he’s right in front of you, but because of this (and considering he’s a predator) you can balance this out with the birds who are more likely to react (larger range of detection + / or less movement required to activate them) to the presence of this monster therefore giving you a more obvious clues about it’s location. Therefore overall making the monster’s general position more known whilst his actual position less known, this would really force the monster to scavenge for supplies trying to get whatever he can. Trapper would probably be this monster’s bane as as soon as they known he’s in the area he could drop his “force field” (I apologise for not knowing the actual term) forcing the monster to become a sitting duck. Now comes the problem concerning finding the monster in the field before it runs out. Now if the monster is camoflagued then players could try to find by noticing the which slight differences, however I don’t particularly like this mechanics because it would make the monster almost too difficult to find for inexperienced players and too easy to find for advanced players. Also this would likerally cause the monster to be a sitting duck and not have much of a chance of counter play seeing as though if you see a rock move you’re going to shoot the hell out of it. Which brings me back to invisibility, I’m thinking an invisibility with a sort of ripple effect, kind of like in movies, so you see through the creature but the image is slightly distorted. This distortion would be increased whilst the creature moved. This would allow counter play from the creature as it slowly tries to position itself in an ideal position to target the trapper to cause the force field to drop and allow it to escape. Right forget the snake. I’m thinking a sleek black panther like creature. Fast. It can run on walls and stay attached to them. Yes I like this much more than a snake, because snakes would be unable to move through the different terrains offered in this game (how does a snake climb up a cliff?). Right the panther is giving me a lot of ideas. I’ll try and stay focused on a single subject here. So the abilities and their leveling.
Stealth: different options available levelling wise, you could have small amounts of stealth at level 1, then medium at level 2 and infinite at level three. Personally I would like the stealth to be infinite at level one making it activate passively. However attacking and being attacked forces the monster out of stealth and putting the ability on cooldown, if he takes subsequent damage or attacks again, the cooldown is refreshed. Now to have infinite stealth at level 1 you could have increased damage on the first attack coming out of stealth. Increasing as you level it. Conclusion: even though I love perma stealth lvl 1 concept, because the monster should be really weak early and really strong later I find that the increase in stealth time stays truer to the concept.
Dash: Pretty self explanatory. A movement speed increase. level one allows for a short distance to be travelled. Level two medium and level three would be medium large BUT it doesn’t break the stealth. If there isn’t an attack damage buff on the stealth I think it should be moved to this ability (maybe not look at next skill) . Obviously increasing per level.
Claw swipe: Main fighting skill. Again pretty self explanatory. You need to a form of constant damage and this could be it. Level 3 of this skill could also increase the damage done by basic attacks
Execute: The final move. An attack that does more damage the less health one has, level 2 more damage dealt and level a little extra damage dealt BUT grants a buff to “scent” (i think that’s the name of the ability the one that allows monsters to scout) where it’s range is increased. However in the extra part of the range only low health enemies are visible.
Again final note to counter the strength this monster would be weak with a short armour bar and sort of short health bar. So pinning it down would cause huge problems for it.
Summary: Jaguar / Black Panther. Really weak level one, really powerful evolution 3. Abilities: Invisibility, Dash, Claw Swipe, Execute. Gameplay would be more oriented on early game trying to track down the monster to stop it from going on it’s power spike.
Right that’s about it. I’m sorry I wrote so much I’m not sure why I just like getting my ideas out there (unlikely this’ll ever be considered). But I love to hear your opinions and thoughts on this specific monster.