Call of Duty Black Ops 2 Die Rise Perks
Introduction:
Please do remember what I say in this post is my opinion and concepts. If you have a seperate opinion then that is perfectly alright. We can be grown up about this and discuss a map that's been around for 7 years now.
Die Rise is a Black Ops 2 Zombies map released in 2013 and the second to showcase the, as of 2013, recently introduced Victis crew. It is famously known to be one of the most hated maps of all of Treyarch zombies history, being rivaled with Tranzit. It takes place in China during 2035 and it consists of jumping from tower to tower and trying to fight against the hoard of the undead.
Now I don't really hate Die Rise - but I don't necessarily like it either. I think it's over hated and a lot of complaints are just there for the hell of it. After analysing the map I can say it's my least favourite map, but I don't mind playing it. I just think this map had potential and so this post is to go over some of the biggest complaints that I and many others have and how, in hindsight, I'd fix it. This is also going to my case to y'all to cut the map some slack, it ain't a Call of the Dead or Origins but it deserves a bit more credit.
The Good:
Sliquifier
I would like to point out 3 key attributes Die Rise has that I would personally not change:
1) The Wonder Weapon (My Most Passionate Positive Argument for the Map) - The Sliquifier is a unique and powerful wonder weapon that is easy to use, make and get to high rounds with. Before the patch, this was apparently strong enough to be the best wonder weapon of all time, but even with the patch the thing is a beast!
It has 50 ammunition and is able to carry 10 of that 50 in a single magazine. It shoots out an unknown purple liquid that can kill the zombies and make them slip and fall.
I see many complaints that The Sliquifier is the worst choice for this map as it can make you slip and fall off the map. I dont like to be the guy to say "Get good lol" but... I'm just saying if you slip and die using the Sliquifier then you're using it wrong and it is due to poor choices - you wouldn't argue the Ray Gun is poor for every map that doesn't have PhD due to the splash damage so why is this a problem with the Sliquifier? The Sliquifier is not to be used by ledges unless you're confident in your ability to not slip - same as the Ray Gun or any explosive weapon is not to be used right next to your character.
If anything I'd argue it is the best and most fitting wonder weapon for Die Rise. It is already a strong weapon with over 5,500,000 damage being done with a single shot! I feel the slipping makes the player more cautious with the weapon and evens out the overwhelming pros with a little con that is fitting and fair.
2) The Concept (Up & Down) - Every zombies map leading up to Die Rise followed a similar pattern of map layout, but with Die Rise they experimented with the opposite affect. Besides working with the map in a horizontal measure, they did it vertically. Now you climb up and down and it is a unique idea, and it seemed BO2 was defininetly an experimental time for Treyarch as they did the bus in Tranzit, after life mode in MotD, generators besides a power switch in Origins, etc.
I think a lot of people forget the work that goes into making these maps, especially for BO2 as they were trying to be fresh and creative - and I'd dare say Die Rise was their most ball-sy and risky experiment.
3) The Elevator Perks (Not the elevators themselves, and this is not counting Pack a' Punch) - In Die Rise all perks can be found around the map in elevators moving up and down. This is another unique take with Die Rise as many previous maps simply had the perks placed in assigned spots. With Die Rise it's random and I think it gives the map an identity that not any other map has. No other map will be known for having elevators with perks in them.
The Bad:
Who's Who Song
However there is unfortuantly more problems that weigh out these decent pros for the map:
1) The EE Song (A Me Thing) - This is more of a personal thing against the map but it is something I just wanna rant on. 'We All Fall Down' is the worst EE song in Zombies. Ya know I don't mind some heavy metal, growling or screaming but I do also like to understand what is being said besides "We all fall down". It also is one of the more risky songs to put on during a game as one teddy bear is literally right on the ledge to a pit of death. If some of y'all complain the Sliquifier causes you to fall off the map, god forbid you try doing this song without dying.
I don't intend to give a solution to fix this, I just wanted to rant.
2) The Elevators (PaP) - One of the more infamous parts of Die Rise is it's elevators and how they will go up and down. This is helpful to get to the top of the building, but also terrible for a few reasons.
a) You can be crushed by the elevators if they reach the top, killing you and anyone else in there with you.
b) Pack a' Punch is in one of the elevators. Imagine getting to the Pack a' Punch, wasting 5000 points to upgrade your gun and only then for the elevator to go down to the bottom, making you unable to retrieve your gun and lose it. You're down a gun and 5000 points. NO.
c) The elevators can be inconsistent and can take a while for them to come to you if you need them.
3) The Boss (Jumping Jacks) - Jumping Jacks are the dog round of Die Rise and consist of these jumping grey creatures who swipe at you. There are two big problems I find with them.
a) The design is a complete copy of the Nova 6 Crawlers seen famously in maps like Kino Der Toten and Five from Black Ops 1. This is the biggest complaint I see and I agree that they're uninspired and lazy bosses. They don't fit the Chinese setting either which sucks.
b) The hit box is ridiculous to hit. Using the Nova 6 Crawlers as an example: these things hung lower to the ground than the Jumping Jacks and yet you were easily able to stab them while standing up but with the Jumping Jacks you need to kneel to stab these guys; forcing you to take a hit from them. I say stab and not shoot because you get a free perk with you get 100% accuracy on these guys but you won't get it shooting so your best bet is stabbing.
4) Whos Who? (Perk) - Whos Who is a perk introduced in Die Rise and is yet to return in the series. Why? Because it was panned as the worst perk of all time. I don't think it's the worst, and I think people over hate on it, but it does need work. When you down you come back as a... Ghost? Sure, and you have to revive yourself. If this is done you'll be back up with all your perks (besides Whos Who itself). Sounds fantastic on paper, but is a nightmare as zombies still chase you as a ghost, you have nothing to defend yourself with but the starting pistol (M1911) and you revive yourself at the same speed as normal reviving, making it almost impossible at times to successfully use the perk.
The perk is made less useful as Quick Revive (a perk used to automatically get yourself back up in solo) is in this map and is cheaper than Whos Who. The only thing Whos Who has over Quick Revive is you keep your perks if you get back up... IF.
The only good thing about Whose Who is it's jingle. That's a bop.
5) Fall Damage (Duh) - Not much to really comment on besides its a valid point. This woldn't be a problem if Treyarch added in PhD (which was teased) but they added in an unaccessable area. Funny troll, hope it was worth it to mess up the experience for the rest of the map.
And The Fixing:
The Great Leap Forward
So, 4 problems (1 me problem) to fix. How would I fix Die Rise?
1) The Elevators - I thought about it for a while and I think I came up with something: the elevator keys. Around Die Rise there are small keys used to call down an elevator in case you need a perk or Pap. These keys break after it's usage, but what if we buffed the keys?
Lets say there's 4 keys around the map for every player. The key can not be broken and takes up your part slot. You call an elevator and it'll come down to you and stay there for 10 seconds before leaving. This would fix the elevator inconsistence and give value to the key.
As it takes up a part slot, you'll need to swap it out with other parts if you wish to build the Sliquifier, Navcard table or Trample Steam. This means you'll need to remember where you put it or decide if it's worth the risk of losing - giving a bit of a more value and importance to the key as it is your only way to control the elevators.
As for PaP, I feel it shouldn't be in an elevator. Maybe there's a hidden spot you can jump in that leads you to a lower room that has some cool EE stuff and story details and can be where PaP is. This could also give value story wise to Die Rise as it doesn't have a big impact on the whole story. This could be an interesting way to give Die Rise story and a cool PaP area.
2) The Bosses - To fix the Jumping Jacks I decided to completely redo them. They are still jumping little creeps, but this time with a new design. I did some sketching and looked up references for chinese dragons and thought it would be cool to have a boss that is inspired by the chinese dragons. So, I introduce the Chinese Leapers:
The Chinese Leapers (Rough + Poor Sketch)
The Chinese Leapers have the same health, ability, body type and screech as the Jumping Jacks, only the mask it wears gives it a slightly higher height which makes the hit box easier to hit. I plan to make a post later explaining a bit more about these creatures in depth, but for now this is what I thought.
Of course this is just a concept sketch and I'm sure if Treyarch ever took this approach it would look much better than this. By doing this, it solves the hit box problem and seperates it from the Nova 6 Crawlers, making it a unique and original boss.
3) Whos Who? - How would I fix the most broken perk? Simple: Keep the guns you had before you were up when you're a ghost. We want to make this possible but not easy. You keep the guns you had besides having the M1911 so you have a better chance of defending yourself from zombies. I find this is the most fair way to make the perk have value. A little pistol isn't gonna do anything on round 28, mate. But a Sliquifier and an upgraded AN-94 will.
4) Fall Damage - JUST GIVE US PHD FLOPPER. This would literally get rid of 86% of all hate if they just gave us it! In my fixes I've already given an idea towards PaP being somehwere else, which leaves the elevator PaP would have taken empty for another perk: PhD. This means they wouldn't need to get rid of any elevators or heavily edit the map (besides the PaP room).
Conclusion:
Die Rise isn't perfect. It wasn't well thought out and some concepts just seem lazy. However, it isn't as bad as everyone says. We don't need to blindly hate something or ignore what little it does right just because others do. I don't really like Die Rise but I can say that it does have some good parts to it, even if the majority of the parts are crap.
If you got this far, thank you so much for reading. I hope you like my ideas and concepts. If you have any concepts of your own I'd love to hear them, and comment what you thought of mine - I'm gonna work on the Chinese Leapers some more in the future.
Thank you und goodbye.
(All of the photos used were taken from the Call of Duty Wiki Fandom)
Call of Duty Black Ops 2 Die Rise Perks
Source: https://aminoapps.com/c/call-of-duty-nazi-zombie/page/blog/die-rise-how-id-fix-it-how-it-aint-all-bad/bKRR_qXUoumVMmPo6QbaJrMdKM2w87eGVX
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