DepressoExpresso

Unremarkable User
Currently pyro enzyme is ruining the game mode as it feels too oppressive with the amount of damage it does (~100) especially in close quarter maps. A coordinated push with just a single sniper enzyme with two pyro enzymes can team wipe and ruin an entire run.



Nerf options:

Reduce explosion damage

Lower the damage dealt to 60~80

Damage falloff

Introduce a damage falloff mechanic e.g. 100 damage for 1hu, 50 for 2hu, 25 for 3hu

No zm infection

Don’t allow humans that die to the enzyme to instantly become infected, rather, respawn as zm instead



Rework options:

Boosting

Instead of damage, pyro explosion would have a greater knockback blast on both humans and zombies? Too annoying and easily exploited unless z axis boost is nerfed hard

Ticking Timebomb

Pyro would instead have a reduced detonation time but if killed before exploding would not deal any damage

MvM sentry buster

Same thing as ticking timebomb but instead health and detonation reduction, pyro would have to stand still but unlike heavy enzyme, pyro would still take knockback



Enzyme changes for other classes:

Scout: No Change

Soldier: Give self minicrits Give minicrits to all surrounding zombies (buff banner)

Demo: Gain shield charge Passive: Held weapon has a larger melee range

Heavy: No Change

Pyro: See Above

Engi: Disable sentries for x time in an area Destroy all buildings (sentry and dispenser) in an area

Medic: 40 Damage AOE Revert back to lifesteal/healing zms No Change

Sniper: Jarate nearby humans for 7 sec Nearby humans glow for 7 sec

Spy: No Change
 
Since Depresso posted his point of view, I'm will post my own so we can have an concise thread with said stats.

In my opinion, Zombie Enzymes should primarily focus on help the Zombie team reach the Humans as a whole and not as individuals. This way, "Zmaining" would be more hard to achieve as it would require a group effort rather than a single, often experienced, player breaching the defense with the obvious exception of the Zombie Spy.

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Scout: Self-applied Speed Boost -> Small (!) Area-wide Speed Boost (provided that the Zombie do not surpass a certain Speed?)
- Said Speed Boost could be worked to only be applied while inside the area of the Enzyme activation

Soldier: Self-applied Mini-Critz -> Area-wide Mini-Critz
- Said Mini-Critz could be worked to only be applied while inside the area of the Enzyme activation

Pyro: High Dmg and Long-range Explosive Bomb self-> Medium/Low Dmg and Long-range Explosive Bomb with Afterburn

Demoman: Shield Recharge -> Area-wide Instant Heal of the Zombies (not necessarily a full HP recovery)

Heavy: Self-applied Kb Resistence -> Small Area-wide Kb Resistence
- Said Kb Resistence could be worked to only be applied while inside the area of the Enzyme activation

Engineer: Area-wide Instant Stun -> Area-wide Instant Stun + Red-Tape Recorder in the nearby Buildings

Medic: No Change

Sniper: No Change

Spy: No Change

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It's worth also mentioning that, like Depresso mentioned, it's annoying to have people stuck which often causes massive losses due to colision overlapse. As such, rather than an imediate infection, the Human in question would get normally killed and would have to respawn in equal ways when Zombie are killed.

This would give an clear advantage for the Human side for which I would propose changing the HP modifier for Zombies as well (in order to also accommodate for lesser populated server times where a small hand of Humans can virtually "bully" a Zombie due to the the Auto Ratio between the 2 teams)

Let me know about your opinions on this.

Thanks for reading. :D
 
I see this is still listed as New so Id like to put my 2cents in this discussion.

Scout: Area of effect speed buff for zombies

Soldier: battalions backup (crit resistance)

Demo: auto equip targe and persian persuader (more charges could make playing demo zombie viable because atm i see no reason to pick demo once im infected)

Heavy: No Change or slight area of effect knockback resistance

Pyro: No Change

Engi: No Change (maybe make area of effect a bit larger)

Medic: Remove the bleed effect and replace with healing/overhealing zombies

Sniper: Remove the Jarate effect and replace with the medics bleed

Spy: No Change

**Can anyone explain to me how crit effects for zombies help them? ATM soldier and sniper have crit based effects but wouldnt zombies want to infect not kill a human?