Intellectually dishonest....that's..wow.
*takes breath*
Just want to preface that "intellectual dishonesty" isn't calling you a liar, it means that I don't find your arguments logically consistent. It wasn't an insult towards your character.
Now, how many times have you got either mobbed by several clots (on harder difficulties) or got destroyed by other zeds because you were unable to run away because if a clot grab on KF1?
It's happened many times.
Now I ask...how many times has the same set of scenarios happened on KF2? Not once to me.
Very few. I will say there have been a few times when I've been forced into a 180 because of a clot, and the split seconds it takes for me to kill/punt the clot and get oriented back to wherever it was I was running to was enough times for some gorefasts and a fleshpound to thrust things into my backside.
However...
You're trying to equate two different scenarios. In
KF, clots never seemed to be an issue if the team was organized and doing their job. And lucky, meaning we didn't have some ugly spawn like quad fleshpounds or three scrakes screening a mob of sirens. However, when something unfortunate bad did happen,
that is when clots turned deadly. I'll gladly admit it. Sneaking up on you and locking you down often ended in your death.
But that's a
different situation. In
KF2, if your team is doing their jobs correctly, even a double fleshpound isn't too much of a problem. Commandos clear trash and throws grenades, Support unloads AA12, Medic heals and assists in trash cleaning, and berserker controls. Etcetera etcetera. What happens though when your Support's DPS is disrupted, even for only a second, by a clot grabbing him. What if your medic can't get a dart out in time, because of a clot grab? Now the situation's fallen apart. and even if the clots can't ninja grab you, the zeds in
KF2 now move so fast that it's hard to run from them, anyway.
In short, the original clots were more deadly when things had already gone to hell. The new clots are deadly
because they can cause things to go to hell.
I've made some ground with these other guys with my explanations. I just don't think you're going to budge tho are you.
Probably not, because I don't find your two main arguments convincing. (Again, not a shot at your character).
The "It ruins immersion" argument is so subjective it's hard to argue about.
Your other argument, "ninja grab is deadlier than aim-disrupting grab" isn't consistent. Yes, ninja grab can be deadlier in certain situations. I'm sure ninja grab would be deadly in certain situations in the second game. By the same token, I'm sure screen-disruption grab is deadlier in certain situations in this game, and even in the original game. I'm sure you can think of situations where a screen rotation in the original
KF would have wrecked your team, especially if the grabee were a sharpshooter or a demolitions.
On a different note, how about if a successful clot grab not only disrupted your aim, but also crippled you (-50% movement speed for 1.5 seconds, perhaps) or prevented the use of sprint for the same duration.
EDIT: Crusader mentions screen shaking. I wouldn't be opposed to that, as long as the screenshaking is so severe you literally couldn't aim, even with hipfire. The new niche of this
KF2 clot is to demand attention, and screw it was you were doing before.