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For one, he seems too tanky to me. Seeing as he will not be damaged as much as the other SCPs, I would suggest 1000 hp or lower. Otherwise he would become very hard and annoying to kill as squads of MTF cant just hunt down and kill him, and he can escape from combat extremely easily.
Another thing I noticed was his speed. He seems too fast to me. While yes, in the lore they are quick, I would rather a balanced SCP than a lore friendly one. I suggest normal human speeds, as him being faster would be OP as people could not escape him. Anyway, he has his slowing debuff so he doesnt need all that speed.
And about that debuff, eight seconds feels very OP to me judging that most SCPs can kill in a single hit. I feel two seconds with a five to ten second cooldown would be rather balanced, as it would slow fleeing opponents down so you and zombies can pounce upon him.
Other than these minor stat gripes i'm very interested in this SCP idea and hope it gets added
I may have had two seperate concepts of a fast character and a supporting character and merged them together at the lore behind 966, but I can see how it could easily get out of hand for sure.
As for having shorter effect and cooldown, I'm splitting the difference with your suggestion. Yes, having longer effect times can be detrimental when with other teammates, especially in early game, but I want to make sure that it doesn't become too spammy. Remember that it does have a sound cue every single time it is used, so having to use it less rather than more at the gain of a single second more from your suggestion I believe would be better for both parties.
Maybe instead of several seconds when it uses the slow wave, it will appear for like half a second for every slash and wave instead. That way, your victim can still see where you are generally while crippled themselves, as well as hamper a team with some flak if they are diligent, but not inherently losing your best means of defense in the process.
I support this wholeheartedly.
On top of that, trying to sprint away gives away your position with the distinct footsteps, as well as at equal speed, meaning that if that HID keeps on your tail and your movement is equal or lesser than it, then 966 is pushing up daisies. Stealth walking away however can also be countered by having at least one teammate use their own sights to keep taps on them, or even blink them so the HID lands.
So two routes; it's too weak to waste it on a how HP SCP, there are better fish to fry with it/having a teammate covers your blindspots.
457 - I have no idea how this SCP works in normal gameplay. Assuming it has non-lethal attacks, it can benefit from slow waves. I suspect that 457's ability to grow with fuel may be an eyelander effect for each kill, so having an edge with slowed targets sounds like a good pairing.
939 - Like every other SCP, slower walk speed can help secure kills. Plus, assuming 939 requires multiple bites for a kill, 966 can help chip in damage.
I know that most of these are speculative to how they would interact, but slow waves ate a general utility that helps any killing SCP.
But I do have a little suggestion. Now before I say my suggestion I want you to know that I lean a lot toward lore accurate opinions so my suggestion may not be that balanced for gameplay.
How about 966 can't attack unless his target is affected by [Redacted] waves. You can make the waves affect only 1 player at a time but have a duration of 8s default and 16s when a low health.
Because remember in SCP CB they are docile with the player, not immediately attacking them unless they are in their presence for a long duration of time. This would be more accurate to the lore, as 966 is a stalker. It waits for its prey to succumb to its weak body and then attacks.
He'd be very underpowered like this. It would be like making 106 only able to attack the guy who looked at him. It just wouldnt work in this game.