Hey kids, Smog here. Anyhow I wanted to get some feedback on the proprosed sentinel kit, especially from established xeno players who have some hours on sentinel without being forced to.
Summary
→ Abstract <.
Sentinel is in a bad spot and even that is an understatement with the role currently in a limbo between being utterly worthless or a stun duration increase of 1 second away of being the best capper in the game, with the marine on the receiving side being absolutely unable to fight it in any way possible. This makes sentinel perhaps THE most difficult T1 to balance as the alternative will always be the caste being utterly useless and unfun to play, or extremely overpowered and unfun to play against.
TGCM solved this issue by having sentinel work around a stacking neurotoxin mechanic that dictates the stun duration as well as rewarding the sentinel for engaging in close range.
→ Goals ←
The idea is to add a unique gameplay loop to sentinel without infringing its core identity of being a stun based capture xenomorph that focuses on debuffing enemies from afar before going in for the final sweep.
→ Non-goals ←
Turn sentinel back into a nightmare caste where it flipflops between overpowered or worthless based on small numerical changes.
→ Content ←
Porting over the TGCM sentinel kit with some adjustments to fit the current CM playstyle.
Passive: Neurotoxin
Neurotoxins work on a stack mechanic, being applied by the two main abilities. The third ability plays off this passive. A marine can only have a maximum of 30 neurotoxin stacks. Neurotoxin stacks apply a weak damage over time effect, for the sake of ease of treatment this would be OXY.
Toxic Spit | 1 Cooldown | Costs: 50 plasma
Applies neurotoxin stacks, as well as applying the already existing slow to marines. The Toxic Spits go over xenomorphs, meaning FF does not affect this spit.
Toxic Slash | 10 Seconds Cooldown | Costs: 100 plasma
Inflicts large amounts of Neurotoxin stacks per slash. Only lasts for either 3 slashes or if the duration of 5 seconds has passed.
Draining Bite | 12 Second Cooldown | Costs: 100 plasma | Active Ability
Stab your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 30% of the current stack amount on use.
Inflicts knockdown. The duration of this knockdown is proportional to the amount of stacks the victim has, minus 1 second. For example; 30 stacks equals 2 seconds, and 15 stacks equals 0.5 seconds. The minimum duration is 0.1 seconds.
Catalytic Shock Tailstab | 10 Second Cooldown | Windup Time: 1 Second
Same behavior as a regular tailstab, with no damage modifier however. Applies following effects
Stab your victim, draining some Intoxicated stacks and gaining benefits from it. It removes 50% of the current stack amount on use.
If the victim is above 20 stacks, this ability will increase armor by 10 and grants the sentinel a small movement speed buff.
Deals a proportional amount of damage. The formula for this damage is: ( Amount of stacks * 6 ) / 5. This translates to a minimum of 1.2 damage and a maximum of 36 damage.