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Perks upgrade other classes

Althamus

Grizzled Veteran
Mar 13, 2012
1,287
21
I know this idea will be controversial, but bear with me.

Currently, the only advantage of upgrading multiple perks to L6 is flexibility. You can choose whether to be awesome at a variety of classes, rather than being forced to only be awesome at one single class.
While that's useful, and gives people with multiple perks advantages over those with single perks, it does make me a little wistful that people who've spent a lot of time getting a lot of their perks up have no advantage ingame over those who've just got one perk. Plus currently, there's little incentive to level up subsequent perks compared to just playing the perk that you know very well.

My suggestion is that perks levelled up to the maximum level will give as an additional benefit a very minor advantage to all classes played, based on the class in question.

I'm not sure whether this would be an additional benefit at L6, or an additional 'L7'. If it were a L7, I don't think it should benefit the actual class, just the other ones (ie. a L7 sharpshooter would be identical to a L6 sharpshooter, except that the L7 sharpshooter who then swapped to a berserker would get extra headshot daamge over a L6 sharpie that swapped).

I had thought that the advantages gained could be along the lines of the following, basically taking the main advantage for each class, watering it down and allowing all classes to utilise it.
Medic +10% recharge speed on injections
Support Specialist +10% welding speed
Sharpshooter +5% headshot damage
Commando -5% reload speed, -5% recoil
Berserker +10% melee attack damage
Firebug 33% fire resistance
Demolition +1 grenade

Note: These bonuses would have no effect if playing with the class that gives them - a fully upgraded berserker would not get the additional +10% melee damage, only other classes who wanted to melee things.
Note: I'm not pumping for a SUPER CLASS that can kill KILL ALL THE ZOMBIES. If you read the perks, most of them don't really stack to make you UBER at any one thing, more they try and round the character off a little to make them the tiniest bit of a jack-of-all-trades without really making them any better than a normal L6 at their chosen duty.


Let the flaming begin :D
 
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Dunno if it is balanced or not, but you know, it's not too bad of an idea :)

How about this: Getting to level 6 of a perk allows you to get a bonus of that perk to every other perk (every perk but itself) which is at level 7 (and i agreed, level 7 perks get nothing else boosted than that!) Sounds complicated?

Let's say you level the Berserker to level 6. Now, every other perk which is at level 7, other than the Berserker itself, gets that 10% melee damage bonus you suggested. So the more perks you get to level 6, the more bonuses each perk gets when it reaches level 7.

For example (using your ideas):
Level 7 Sharpshooter
Level 7 Berserker
Level 6 Commando
Level 6 Medic
Level 3 on the other ones

Playing that level 7 Sharpshooter gives you an additional 10% melee damage, 5% reload speed and recoil reduction and 10% injection recharge.
Playing that level 7 Berserker gives you 5% headshot damage bonus, 5% reload speed and recoil reduction and 10% injection recharge.
All other perks only get their usual bonuses.
Meh, just some thoughts ^^

I think that is a neat idea actually, as it gives us a reason to add level 7 (and to level all perks for that matter) without really overpowering any perks. However, since the bonuses should be as balanced as possible (preferably no DAMAGE bonuses, as that is very sensitive to change) here are some alternative bonus ideas:

Sharpshooter: 5% less recoil
Commando: 5% reload speed
Berserker: 5% less damage taken
Firebug: 20% fire resistance (33% is too much i think)
Demolitions: 20% explosive resistance (Another grenade is a bit too strong of a general bonus i think)
Medic: Even though yours is perhaps the best option: 5-10% more healing done? 5-10% better armor? Or maybe even 5-10% armor discount?
Support: I dunno any other good, balanced alternatives than yours :/

That way, they are all helpful bonuses, but hopefully not too gamebreaking either.
 
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I was a bit hesitant about the +5% headshot damage from sharpshooting, since I figured pretty much every class benefits from it, and that makes it very powerful.

On the other hand, I don't think -5% recoil is that much, hence why I bundled it together with reload speed in my original commando thought. I may be a little biased though, being a big sharpshooter fan myself.

I didn't think 33% fire resistance was too much, since assuming you aren't using a flamethrower or a husk cannon (in which case you'd be a firebug most likely), 33% fire reduction just means you take less damage from husk rockets. That's it.

Although by contrast, I thought 20% explosive resistance was very good, being that you can be more careless with grenades and pipes. Also it's far more common for people to take a M79 as an offhand weapon rather than a fire-based weapon as an offhand.
+1 grenade might be too powerful though. I tend to forget about grenades most of the time, so don't rank them as highly as I probably should.

Also, -5% damage from all sources seems a bit strong for berserker... I'd rank it as more powerful than +5% headshot damage. I went with +10% melee damage since it's unusual to be using a melee weapon much outside berserker, so the comparatively larger bonus wouldn't come into play as much.
 
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Too complicated imo ;)
I disagree that one "overleveled" perk should give bonuses to another perks. We already have a lot of level 6 players, who don't know how to play their perks. And you want them to give bonuses for perks they don't even played or played a little.

Anyway those player can benefit from their high-leveled perks already, because they can spawn with level 5 or 6 perk, get a free weapon and then change to lower level perk.
 
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I might be getting a little off track here, but what if leveling was similar to the rpg mut instead, but you will never have enough points to upgrade every skill, bit more of a mix and match to suit your own play style more. Maybe?

That would be cool, and I'd prefer it to the current system (being an RPG fan myself), but that would be a pretty major change to KF, compared to simply adding a kind of level 7 to the existing perks.

When KF2 comes out, it might be cool if it'd have something more along those lines, but I doubt it'll ever happen for KF1.
 
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