Left 4 Dead 2

Left 4 Dead 2

Survivor-Specific Perks
 This topic has been pinned, so it's probably important
ChimiChamo  [developer] 12 Nov, 2023 @ 7:30am
Balancing, Perk ideas
If you've read the list of perks you should be able to tell I'm not a game designer or creative. If you have ideas for new perks(preferably one for Rochelle) or balance suggestions write them here.
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Showing 1-15 of 31 comments
Demo 12 Nov, 2023 @ 10:37am 
I have no idea what you can or can't pull off with whatever current brand of witchcraft you're using, but here's some ideas I thought up. I'm sure some would be outright impossible with the current limitations, and other ideas would need some balancing, but here you go

- faster crosshair shrink after shooting (spread decay)
- more shoves before the shove cooldown timer shows up
- resistance to common infected slow-down on-hit
- increased damage towards specific infected
- tighter accuracy overall
- stumble special infected with headshots (could be weapon specific)
- slower pills/adrenaline decay
- longer pipebomb fuse and/or pipebomb blast radius
- ability to shove witches/chargers
- boomer vomit clears up faster
- less likely to startle the witch
- faster crouch walking speed
- be given a magnum when downed instead of pistol, or be given two pistols when downed instead of just one pistol/magnum
- every gun equipped by that survivor has laser sights pre-equipped
- zooming in with hunting/military/scout/awp scope stumbles special infected when shot
- pipebomb explosions also leave behind fire like a molotov
- increased ammo capacity for M60 / Chainsaw
- faster melee weapon swings
- more resistant towards jockey steering
- longer grace window for shooting the smoker grabbing you before it switches to third person
- shoving a hunter/smoker/jockey off from someone kills it outright
- every grenade launcher round becomes explosive/incendiary, not just the first one in the tube
- extra xyz for using proper military weapons (M16, SCAR, Military Rifle, Tactical / Combat Shotgun, etc)
- extra xyz for using hunting-esque weapons (Pump-Shotgun, Hunting Rifle, etc)
- extra xyz for using criminal-eque weapons (MAC-10, AK47, Deagle, etc)
- grabbing explosive ammo also provides a pipebomb if throwable slot is currently empty
- grabbing incendiary ammo also provides a molotov if throwable slot is currently empty
- grabbing a defibrilator/medkit also provides pills/adrenaline if pills slot is currently empty
- faster medkit usage and/or heals the full amount (1.0 instead of 0.8)
- maybe the entire team gets stat bonuses if they're all using the exact same primary weapon or matching loadouts
- one more incap before black-and-white vision
- get revived with more temporary health or get revived with permanent health instead of temporary health
- less screen knocking when being punched by common infected
- medkits can double as a defibrilator on dead survivors
- stumble resistance/negation when bumped into by a witch/charger/explosion
- shooting a special infected with a specific gun stalls that infected from using their ability for a short time
- no moving slower at lower health
- tier 1 weapons like the Uzi, MAC-10, and pistols can gib common infected, just for funzies
- special infected killed by specific characters with specific weapons have a chance to drop loot (like Francis with shotguns, Ellis with scoped rifles, that sorta thing)
- small percent chance that a shot fired will randomly be an explosive/incendiary round


I think it'd be neat if you could find a way to encourage people to use survivors' 'canon' loadouts
- Bill gets bonuses for using the M16
- Francis gets bonuses for using Pump-Shotgun
- Zoey gets bonuses for using dual pistols and pipebombs
- Louis gets bonuses for using the Uzi
(I don't really think the L4D2 survivors are primarily depicted carrying any one specific gun on a per-character basis so it might not work for them)


If you were looking to make each survivor genuinely unique, I'd say pick three things you consider important, and decide how you want to incorporate that into their character.

As an example, let's say you want each survivor to have
- A weapon-related gimmick
- An infected-related gimmick
- A niche miscellaneous gimmick

You could then use that as your template, and fill them accordingly like so:

Francis
- Deals 50% more damage to common infected when using shotgun class weapons
- Is not slowed down by common infected
- Gets a free molotov when grabbing incendiary ammo

Bill
- Has the smallest crosshairs when firing guns
- Deals 50% extra damage to special infected when using the M16
- Temporary health decays slower

Nick
- Headshots on special infected have a chance to drop loot
- Aim is not jostled around as much when being hit by common infected
- Revives with 30 regular health instead of 30 bleedout health

That sorta thing
Last edited by Demo; 12 Nov, 2023 @ 11:03am
ChimiChamo  [developer] 12 Nov, 2023 @ 11:28am 
fascinating. ill go through each of your points one by one on whether ill be able to actually do them, so other people dont suggest similar things

- faster crosshair shrink after shooting (spread decay) //as much as i would like to do this, i have no clue on how to change the spread or accuracy on weapons
- more shoves before the shove cooldown timer shows up //experimented with this idea when making this, the problem is the only way I can check if the player has shoved is if they actually shoved an entity instead of just the air
- resistance to common infected slow-down on-hit //no clue
- increased damage towards specific infected //would be fairly easy
- tighter accuracy overall //again, cant
- stumble special infected with headshots (could be weapon specific) //doable, just seems a little unnecesary on anything that isnt a charger
- slower pills/adrenaline decay //no clue
- longer pipebomb fuse and/or pipebomb blast radius //the longer fuse maybe, the larger blast radius i dont know
- ability to shove witches/chargers //doable
- boomer vomit clears up faster //no clue
- less likely to startle the witch //assuming you mean the witch doesnt get as angry when the survivor comes near...no clue
- faster crouch walking speed //would be tough to check whether the player is crouching and calling a check to do that all the time would slow the game a bit
- be given a magnum when downed instead of pistol, or be given two pistols when downed instead of just one pistol/magnum //no thanks
- every gun equipped by that survivor has laser sights pre-equipped //doable, a bit busted tho
- zooming in with hunting/military/scout/awp scope stumbles special infected when shot //the only way i know of that i could check on whether the player is zoomed is by reading the animation but i REALLY dont wanna deal with that
- pipebomb explosions also leave behind fire like a molotov //probably doable
- increased ammo capacity for M60 / Chainsaw //doable
- faster melee weapon swings //the animations would be a bit ♥♥♥♥♥ but is doable
- more resistant towards jockey steering //would have to do a lot of weirdo stuff to get this to work but it might be doable
- longer grace window for shooting the smoker grabbing you before it switches to third person //might be doable
- shoving a hunter/smoker/jockey off from someone kills it outright //doable
- every grenade launcher round becomes explosive/incendiary, not just the first one in the tube //probably doable
- extra xyz for using proper military weapons (M16, SCAR, Military Rifle, Tactical / Combat Shotgun, etc) //no clue what is meant to fill in the xyz there lol
- extra xyz for using hunting-esque weapons (Pump-Shotgun, Hunting Rifle, etc)
- extra xyz for using criminal-eque weapons (MAC-10, AK47, Deagle, etc)
- grabbing explosive ammo also provides a pipebomb if throwable slot is currently empty //doable
- grabbing incendiary ammo also provides a molotov if throwable slot is currently empty //doable
- grabbing a defibrilator/medkit also provides pills/adrenaline if pills slot is currently empty //doable
- faster medkit usage and/or heals the full amount (1.0 instead of 0.8) //healing the full amount is doable, but faster usage i dont know
- maybe the entire team gets stat bonuses if they're all using the exact same primary weapon or matching loadouts //would be a nightmare to check all the time and i dont want to deal with how the stat bonuses would interact
- one more incap before black-and-white vision ///probably doable
- get revived with more temporary health or get revived with permanent health instead of temporary health //doable
- less screen knocking when being punched by common infected //no clue
- medkits can double as a defibrilator on dead survivors //no clue
- stumble resistance/negation when bumped into by a witch/charger/explosion //might be doable
- shooting a special infected with a specific gun stalls that infected from using their ability for a short time //doable
- no moving slower at lower health //no clue
- tier 1 weapons like the Uzi, MAC-10, and pistols can gib common infected, just for funzies
- special infected killed by specific characters with specific weapons have a chance to drop loot (like Francis with shotguns, Ellis with scoped rifles, that sorta thing) //doable
- small percent chance that a shot fired will randomly be an explosive/incendiary round //no clue
Lemonade 12 Nov, 2023 @ 2:20pm 
is it possible to make say Ellis pour gascans faster for scavenge finales and chainsaw refueling mods. it would fit into his Mechanic role. perhaps he starts with Adrenaline because funny BRRRRR meme
Lemonade 12 Nov, 2023 @ 2:22pm 
If you have played Back 4 Blood or havent i suggest taking a look at some of the perks that the survivors have in that game to get an idea of new stuff perhaps
Phoenix‎ Rose 12 Nov, 2023 @ 4:40pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3066476244&searchtext=delayed+healing

so as for "slower pill/adren decay time" this mod managed to do something along those lines, but only with the "healing" time being slower so when you use a pill/adren, you don't instantly get the health effect right away, you slowly gain it.

maybe you could talk with this creator and see if there would be a way to reverse it? where temp health decays slower?
senzawa 13 Nov, 2023 @ 7:38am 
> - faster crouch walking speed //would be tough to check whether the player is crouching and calling a check to do that all the time would slow the game a bit

I seem to remember a mutation in Rayman's does that. Maybe check how it's done there?
senzawa 13 Nov, 2023 @ 7:44am 
Idea for Ro: She's from the TV right? So maybe raise her voice a bit (probably hard/impossible to do, but god it would be funny to Laugh with increased volume).

Or that she would have better hearing/ clearer voice, which would reflect in-game as pinpointing voicelines e.g. for ammo/guns/specials/special incaps? Seem to remember at least two addons doing something along those lines so it should be doable, although I'm not sure if it would be easy to limit to Ro only.

Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2819717120
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2638628508
senzawa 13 Nov, 2023 @ 7:53am 
Originally posted by Expert Erin:
is it possible to make say Ellis pour gascans faster for scavenge finales and chainsaw refueling mods. it would fit into his Mechanic role. perhaps he starts with Adrenaline because funny BRRRRR meme

I think from a vscript standpoint maybe one can jurry-rig it so that if Ellis picks up a fuel can while having the chainsaw out (it has to be the active weapon to work to avoid consuming gascans accidently) then the gascan is removed and the chainsaw fully refueled.

One thing to consider is that it might make scavenge finales unwinnable. The best route to take is for to somehow trigger the can destroy code that respawns it after a while. But if that is impossible, the only way to solve it might to be to disallow it for scavange gas cans - or, failing that, on scavenge levels altogether.
senzawa 13 Nov, 2023 @ 7:59am 
On second thought, this won't work if the chainsaw is fully delpleated since it would be automatily dropped. Maybe some script to prevent that?

Wait, I got an idea for an vanilla improvement! If the chainsaw runs out of fuel, it should still be usable as a melee weapon. I'm think of stats along the lines of fireaxe or baseball bat. I'll take a shot in the dark and say that one can do it by creating a custom weapon with the exact same model but with a swinging attack instead of revving and replace the empty chainsaw with it. Might need to wrangle with the spawn tables a bit to get it to work on offical maps tho.
guert 13 Nov, 2023 @ 11:00am 
maybe for when rochelle is alive in the match, the chance for medkits spawning over pain pills around the map is increased for a certain radius surrounding her, encouraging players playing as her to scavenge more? And also, whenever rochelle is incapacitated, all other survivors are given the adrenaline effect. maybe she'd also be able to say her special infected hearing lines from a greater distance between her and said infected. When she spots a special infected and calls it out, said infected will have a red outline placed over it for several seconds or for as long as it remains in her view, letting the entire team keep track of it.

nick being a con artist he'd likely have the ability so that whenever his health hits too low, he is given regenerating 20% temp health (it could also be given a cooldown). Also, for as long as nick is alive during the match, all survivors will be given increased ammo capacity. He also has a small chance of having pain pills be dropped by special infected that he kills with melee. One more ability is for him to be able to use medkits much quicker, whether on himself or his other teammates. (players are given the choice of either healing quicker with the help of nick but not getting the full health benefit, or spending extra time being healed by Rochelle to be healed fully). despite his snarky attitude, Nick can be one of the most resourceful survivors of the l4d2 squad, so like Rochelle, it's best to keep him alive to increase chances of living.

coach when deadstopping pouncing hunters, charging chargers and jockeys with a shove kills them instantly, also, whenever a survivor is downed and coach goes to revive them, he provides that survivor with a temporary buff of either extra temp health, or extra speed that lasts a few seconds (could probably just apply adrenaline to them for the latter). When Coach has the effects of adrenaline himself (supposed to tie in to rochelle's ability to give everyone adrenaline effects when she gets incapped for character depth), not only can he stagger chargers, and get increased damage resistance, he also can stagger tanks with melee weapons with an interval between 10 seconds before he can do it again. When Rochelle is incapped and he gets affected, he also plays his line for when he's rampaging with a chainsaw. He could probably also have longer revive range maybe??? idk

for ellis i'm not really sure what he'd have, the chainsaw ideas above this post do seem cool though, except since the mechanic of using gas cans to refuel it might be finicky, i'm thinking it'd just refuel 2% by itself whenever ellis claims a kill. I was thinking maybe he'd be able to carry 3 pipebombs at a time aswell? (for balancing, he can't replenish the pipebombs, all of them have to get used up for him to pick up another pipebomb and get the 3 back). for extra funsies, i was thinking maybe ellis could have certain buffs during special events in some maps, like some finales, and in some cases, when in close proximity to Nick... because they are buddies :)

a special idea i have for bill is to make him deal more damage to tanks than any other survivor because it'd be an awesome nod to the lore. Speaking of lore, i imagine Bill like any war veteran would have lifelong traumas of witnessing deaths in front of his eyes that he could not prevent, which would lead to him valuing the well-being of his fellow survivors alot. This culminating in a special perk for him, where the other 3 survivors has their number of incaps counted. If a survivor has one incap remaining, Bill's endurance, damage, accuracy and speed will be increased by 5%, and if a survivor has no more incaps remaining (is black and white), those same stats will be increased by 15%. This can stack as more of the crew are in critical health at the same time, effectively reverting Bill to his old veteran roots and become a power machine in the most dire circumstances where only he can save them.
Last edited by guert; 13 Nov, 2023 @ 5:31pm
Artyom Thạch 14 Nov, 2023 @ 9:25am 
I have some idea that u like it:
Ellis
Start with Hunting Rifle
Fast firing rate, fast reload with sniper rifle.
Auto-add laser sight (sniper rifles only) when Zoey is in the battlefield. (8 players only)
Rochelle
Give survivors adrenaline effect when healing them.
Nick
A moving ammo crate, other survivor can borrow his ammo by interact with him (press E).
Coach
Increase DMG each infected gets killed by melee. Maximum is 20.
Bill
Bill's dead make all survivors become anger. Give all alive survivors adrenaline effect.
When someone revive him, Bill will become invulnerable for 5s.
Francis
Start with chrome shotgun.
Fast firing rate, fast reload with shotgun.
Get longer adrenaline effect when being healed by Rochelle. (8 players only)
Louis
Revives quickly when survivor gets incapacitated.
Zoey
Auto-add laser sight on every sniper rifles she picks up.
Last edited by Artyom Thạch; 22 Nov, 2023 @ 7:51am
Flashyface 14 Nov, 2023 @ 11:49am 
Going off of survivor weapon preferences (this includes promo material) and lore:

Bill should reload the M16 and AK-47 faster with less spread, and also be able to refill ammo for the M60.

Francis gets more reserve ammo from shotguns (128 for Pump Shotties and 120 for the Semi-autos).

Louis reloads SMGs fast and have little hipfire spread, also swings faster with the crowbar.

Zoey can fire the dual pistols much faster and starts with them by default, also uses them while incapped even with a melee weapon, not sure for snipers but ig just faster reloads and faster firerate

Nick starts out with the magnum by default, and is a all rounder with any assault rifle with improved spread control

Ellis can refill grenade launcher ammo and reloads it faster.

Coach can refill ammo for chainsaws and also gets more reserve for shotties, also fires faster with the spas and chrome

Rochelle, yeah idk im out of ideas, faster melee speed ig.
Ski2Alps 14 Nov, 2023 @ 9:11pm 
I remember seeing a mod similar to this, but it's more of starting out with a chosen class, rather than being survivor-specific, and it's since been removed from the workshop. There's a copy of it on gamemaps.org; feel free to take a look!

Link: https://www.gamemaps.com/details/16465
Last edited by Ski2Alps; 14 Nov, 2023 @ 9:11pm
Shad3rEVO 15 Nov, 2023 @ 11:47am 
I had a random thought of what if Francis was able to shove witches?
Gmj66 17 Nov, 2023 @ 3:14pm 
Maybe change bill's perk to having better aim with auto weapons maybe like 15% or 20% since hes a war vet
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