Fast Walkers?? 2

capibara
Member Posts: 6,199 ✭✭✭✭✭
...as i said long time ago..
https://forums.nextgames.com/walkingdead/discussion/41374/fast-walkers/
...sssqUuuEeeeeEEEEK!!
Why i started bleeding??

https://forums.nextgames.com/walkingdead/discussion/41374/fast-walkers/
...sssqUuuEeeeeEEEEK!!
Why i started bleeding??

"Always be yourself unless you can be a capybara. Then always be a capybara".
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection.
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection.
Comments
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IcePeter said:Apparently we didn’t hate fast walkers enough as it was."Always be yourself unless you can be a capybara. Then always be a capybara".
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection. -
We introduced this change 2 updates ago. From Spring Mayhem update notes:
Fast Walkers
Changes- Movement reduced from 4 to 3 spaces
- Fast walkers no longer have dodge nor bullet dodge
- Attacks from Fast Walkers will cause your survivors to bleed.
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What's supposed to cause the bleeding? Is their crackpipe broken and cuts you?
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Was there an update or a notice of this challenge becoming a major piece of 💩?Asking for a friend @Fluxxx
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Fluxxx said:We introduced this change 2 updates ago. From Spring Mayhem update notes:
Fast Walkers
Changes- Movement reduced from 4 to 3 spaces
- Fast walkers no longer have dodge nor bullet dodge
- Attacks from Fast Walkers will cause your survivors to bleed.
Oh..ok. I remember that but i forgot the bleeding.... sorry. Maybe the last time i did it so good that i've never been attacked by a fast walker 😜"Always be yourself unless you can be a capybara. Then always be a capybara".
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection. -
capibara said:Why i started bleeding??
Because NG thought, we might need a major reason to buy some medipacks.
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Fluxxx said:We introduced this change 2 updates ago. From Spring Mayhem update notes:
Fast Walkers
Changes- Movement reduced from 4 to 3 spaces
- Fast walkers no longer have dodge nor bullet dodge
- Attacks from Fast Walkers will cause your survivors to bleed.
Tricky move to force us buying medipacks.
Thx for nothing. -
Let’s stay positive not all weeks can be winners! Maybe next week will be boom map?
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Personally I don't mind the bleeding, compared to the crazy movements and dodging I actually prefer it. However players need something to counter it, how about NG introduces a new Armor Trait like Stun Resistance except it cancels Bleeding? It could be called Chainmail or Tough Armor? It would be great against Spikeys and Human enemies as well.
@Fluxxx any thoughts on this? Especially if you plan on adding Fast Walkers to other maps eventually, this would be a good idea.
Edit:
Actually lets kill 2 birds with 1 stone. Add anti-bleeding to bullet proof. We add in bleeding resistance, and improve a garbage trait.
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ShadowWalker said:However players need something to counter it, how about NG introduces a new Armor Trait like Stun Resistance except it cancels Bleeding?
That would be a nice addition, if the take out senseless traits like ruthless out of the bruiser armor gamble. -
ShadowWalker said:Personally I don't mind the bleeding, compared to the crazy movements and dodging I actually prefer it. However players need something to counter it, how about NG introduces a new Armor Trait like Stun Resistance except it cancels Bleeding? It could be called Chainmail or Tough Armor? It would be great against Spikeys and Human enemies as well.
@Fluxxx any thoughts on this? Especially if you plan on adding Fast Walkers to other maps eventually, this would be a good idea...oh i don't care bleeding or anything.. i was just surprised to start bleeding but it was my fault ..i never realised that 2 updates ago they changed how it was working the game with the gast falkers ... i'm a lazy rodent,,, 😂😂😂"Always be yourself unless you can be a capybara. Then always be a capybara".
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection. -
..oh wow! I wrote ..gast falkers?? 🤣🤣🤣🤣"Always be yourself unless you can be a capybara. Then always be a capybara".
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent
My Recruiting den. Capy into Music History and my "Art Objects" in the Next Games Collection, now DECA Collection. -
Awesome idea @ShadowWalker I hate bleeding and would pay for armour that stopped it. Maybe it could be a special functionality armour like we get with weapons.
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Oh yeah. Fast walkers. I remember. I hate them. Oh well. I will just go light this challenge and focus on something else this week. Thanks ng. I will be responsible.
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Firekid said:Awesome idea @ShadowWalker I hate bleeding and would pay for armour that stopped it. Maybe it could be a special functionality armour like we get with weapons.
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Fast walkers are just a bad addition to the game, giving them the ability to make your survivors bleed and therefore lose their charge attacks is bs.
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I personaly like the idea of "fast walkers" as a new kind / type of walkers, but in my opinion bleeding as a migthy attack should be exklusive for big enemys how the "spiked walkers"...
Maybe it would be the best, to give the "fast walkers" another "special ability" instead of bleeding? -
My idea: Change Fast Walkers again. Take away ability to cause bleeding and have them do zero damage. Give them back the 4 spaces of movement and their special ability will be Rooting. So unless the fast walker is killed, stunned, rooted it will root 1 of your survivors for a turn, but cause no damage.
I can see this change introducing more strategy into the game that I feel more players would enjoy rather than being a gold grab. For instance, if 2 fast walkers are on the map it could be possible to send in a survivor to get rooted by both of them (rooting shouldn't stack), while the other 2 survivors perform actions like opening chests/gates, taking out walkers that can harm the rooted survivor. This would also give the rooted survivor an opportunity to kill/stun anything within its reach. -
So have helpful walkers then? What about a type of walker that actually attacks other walkers? Then you can stand on the end line and wait for it to light up for 3 stars?
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@Firekid maybe you should explain to the rest of us who aren't as bright as you how having one of your survivors immobilized/rooted is helpful. I'm just a big dummy and don't understand.
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I read it, it’s being stunned but still being able to attack\overwatch with a walker which I assume you are giving normal walker health? If you are giving it fatty or armoured health then they may cause a bit more of a problem but not much I wouldn’t have thought.
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The damage obviously would come from other walkers. Having a longer range means that at high level you need to make a choice of taking out the Fast Walker or performing other actions. If you don't respond quickly enough the rooted survivor will be surrounded by regular walkers, etc. These FW shouldn't be a problem at low level as they are now as others have pointed out. They need balancing of some sort. This was my attempt. Before criticizing and being even more of a douche, why not explain how you would balance them.
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I think they are ok as they are....
Edit: oh what I would change is that make it more obvious they are fast walkers when they are stunned. -
PigBenis said:My idea: Change Fast Walkers again. Take away ability to cause bleeding and have them do zero damage. Give them back the 4 spaces of movement and their special ability will be Rooting. So unless the fast walker is killed, stunned, rooted it will root 1 of your survivors for a turn, but cause no damage.
I can see this change introducing more strategy into the game that I feel more players would enjoy rather than being a gold grab. For instance, if 2 fast walkers are on the map it could be possible to send in a survivor to get rooted by both of them (rooting shouldn't stack), while the other 2 survivors perform actions like opening chests/gates, taking out walkers that can harm the rooted survivor. This would also give the rooted survivor an opportunity to kill/stun anything within its reach.
New walker types! -
First of all: the sneaker art is ridiculous. You are cartoonishing the game.
Second: adding Dodge or Bleeding to fast walkers is just a cheap trick to milk gold from players. Don't do that.
Leave the extra movement. Make them do more damage. Just be fair. -
fast walker should be like scouts, have +1 space movement and cause more damage than a normal walker
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Pretty much makes your bruisers useless. What a money grabbing dirty rotten low down bunch of scaly wags! Shame on you, pox on you all. Just kidding. But they really do suck. Do you folks ever play the game?
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