Predator / Fire Team Class Idea: Making class choice relevant

Hey guys, Killroy here. So I have been debating these ideas for sometime.

1.06 is out and we have seen some drastic changes to both FT and Pred alike. Some good, (parry spam) some bad (reduction FT weapon damage across the board). While I agree with most if not all of the changes I have read thus far. I believe that simply buff/nerfing stats is a poor way to manage the larger problems in the game. I have already mentioned one with my thread on updating fire team missions. Today I want to address the other. Classes on both sides. So whats the issue here?

If you think there are classes you need glasses

As it stands right now while there are “classes” to each side. Realistically they are all the “same class” with different stats. One might pull back and say, “Well hey Killroy don’t different stats make them different classes”? To that I would say only in the basic principles of “classification”. I could argue that while they are different they are still the same. A lion and a cheetah have very different “stats” but they are they not still both cats? Equipped with the same stuff… claws… teeth… ability to seen better at night. One might be faster while the other is strong but at their core they are the same. They feel similar, they move similar. This is where we come to the moment of truth… the feel.

Hunter, Recon, and Berserker all act and feel identical. Outside of their base stats movement, resistances, health, noise, etc. They function identical to each other. The same argument can be made with Fire Teams. Recon / Scout (literally almost the same) Assault / Support different stats but same feel. So why is this a problem? Because it lacks diversity. Predator’s all feel the same. Their mechanics are identical leapers, stealthy, tree climbers, etc. One might be harder to kill than another but ultimately their play styles are only different with their items. This leads to a rather symmetrical play style. SO… how do we fix this?

Unique abilities

As the title suggests creating unique abilities for each class creates a unique feel. Here are some examples: keep in mind, additional stats are mentioned to further separate classes

Predator Classes

Hunter Class

—Passive Ability: “Enhanced Thermal”: Fire Team members leave thermal footprints even when mudded, and isolate target coolsdown faster. Downing a champion instantly resets isolate target cooldown.

—Passive Ability: “Cull the weak”: Players below 40% health leave visible blood trails on thermal and give off audible/visible heart beats.

—Passive Ability: “Trapper”: Perks that reveal traps do not reveal hunter traps. trap effects last longer and deal more damage.

STATS:
Melee Damage - medium
Ranged Damage - medium
Movement - Medium
Health - Medium
Defense - Medium

Marksman Class (replaces recon)

—Passive Ability: “Tarzan”: Marksman gets bonus movement while in trees. Quicker mounting speed and make less noise.

—Passive Ability: “Gargoyle”: When stationary in trees, marksman enter enhanced stealth making them completely invisible and drains less energy. This effect lingers for 3 seconds after moving. Leaving the trees, attacking, or being attacked cancels this effect.

—Passive Ability: “Archers Focus”: Marksman can hold charged plasma caster, and yaujta bow longer draining stamina. Depleting stamina completely while plasma caster, and bow are fully charged causes a misfire.

STATS:
Melee Damage - low
Ranged Damage - High
Movement - Medium (high in trees)
Health - Low
Defense - Low

The Marksman specializes in ranged combat gaining benefits from using distance and elevation

Assassin Class (NEW CLASS)

—Passive Ability: “Shadow Step”: When crouching on the ground enter assassin mode for 12 seconds. During this time stealth is almost invisible (can see eyes) crouched movement speed is increased, and footsteps are silent. Attacking, being attacked, or leaving crouch cancels the effect. (Cooldown 30 seconds).

—Passive Ability: “Backstab”: Assassin class deals bonus damage when attacking from stealth while behind a target.

—Passive Ability: “Blade Dancer”: Assassins cannot be stunned when parried while using swords and claws. Sword and Claw attack speed and draw speed increased.

STATS:
CANNOT USE MACE / COMBI STICK
Melee Damage - High
Ranged Damage - Low
Movement - Medium (high on ground)
Health - Low
Defense - Medium

Assassin class benefits from stealth approaches and quick melee damage.

Berserker

—Passive Ability: “Enraged”: Instead of Second wind enter Enraged Mode and will not be able to second wind heal. When in this mode reduce all incoming damage slightly, increase movement speed slightly, and Berserker cannot be blocked. If Berserker downs an fireteam member before bleeding out he may eat their heart instead of collecting a trophy. Immediately ending enraged mode and refunding 50% of his health. (This effect can only occur anytime Second Wind could occur).

—Passive Ability: “Blood Lust”: The closer Berserker gets to death the more melee damage it does.

—Passive Ability: “Yaujta Titan”: Explosive damage greatly decreased, parrying Berserker causes increased stamina lose and knocks Fire team member back.

STATS:
(CANNOT USE ELDER SWORD / CLAWS REPLACED WITH SLOWER FISTS)
Melee Damage - Low to Very High
Ranged Damage - Extremely Low
Movement - Low
Health - High
Defense - High

Unique Predators Feel

This would give each of our now 4 classes a unique feel to them with pros and cons. Hunters would be balanced stat wise but better trackers, but not benefit from anything else. Marksman would be better “snipers” with increased ranged damage and movement speed in trees. With benefits that support the play style. Assassins would be quick, silent ground warriors that could deal high damage but die quickly too. Berserker’s would be bulwark warriors that are strongest when in life or death situations. High health high defense low damage until almost dead makes Berserker extremely unique as its damage changes.

Fire Team Classes coming soon.