> We can most certainly agreed to disagreed
As a further note though; I agreed that perks should have still have clear strengths and weaknesses.
> Yup. I'm actually quite sad that there's been no intention to add the Scientist or Martial Artist. They have so much potential to cool niches or styles:
*** Scientist could be offensive support (Freezethrower being a good guideline for the idea), maybe even an off-healer (considering there's plenty of trashkillers, heavykillers, and some tanks, but only one true healer). Fits a LOT better than the Survivalist to be the one focusing on using the Horzine-based experimental weapons.
*** Martial Artist (or as they had called it internally: "Urban Ninja") could be a unique "agile and sneaky" hybrid of Berserker and Sharpshooter. On one hand swiftly using melee weapons which are more finesse-based and sometimes with more range (Kusarigama, Nunchucks and other similar cool "bendy" weapons, crossperk the Katana, various spears and polearms), and complement it with midranged weaponry (Bolas, which could be explosive or elemental, Shuriken and other throwable stuff, Blowdarts, Longbow, maybe crossperk the Crossbow, throwable discs) and even a combo of both (like Claws with a dart-launcher, and similar creative weapons).
There's just so much untapped potential there!
*** For KF3, I'd not be beyond having a perk that deals with psionic stuff (Mind control, head explosions, telekinesis etc). But that's maybe going a bit too far?
> Never played the Call of Duty games, but after a quick look: Sure, something similar to those. And hey, if the gun-nuts complain, I'd personally just direct them to play KF2 (which actually I feel is a game that should still be kept alive after KF3's release, partially cuz of the potential timeline differences and thus atmosphere differences).
> Yes, I too feel that active powers can really help clarify their roles and intended uses! While we maybe don't fully agreed on the "harddrawn roles"-thing, I still wanna say that it's interesting that you mention the perk-merge ideas! When I was brainstorming KF3 ideas by myself, I found that diversifying a perk's weaponry beyond "Commando uses Assault Rifles" was an important thing to emphasize, to make a perk feel less repetitive - something I think perk merging could help alleviate. As a good example: Contrast the "uses X weapontype" vs the "uses X elemental/role type" - the elementally/role focused ones (like Firebug, Demolitionist, Medic) I feel have WAY more interesting weapon variety than most of the weapontype-based perks (mostly so for the Commando with all ARs, and SWAT with all SMGs). Crossperking helped some perks with that imo (The lever-actions for Gunslinger), and it could still be expanded upon (like the SG500 and Benelli M4 for SWAT?)
To me, broadening a perk beyond just a specifc weapontype is something I'd like to do very much, if possible. Just to give you some look into various thought that I've pondered (and abandoned, rinse repeat):
* Commando could merge with Gunslinger to get pistols too, and make pistols more realistically not all just "heavyhitters" (or at least more focused on killing mediumsized enemies, rather than for toppling Scrakes/FPs). Somehow I just feel pistols could fit the Commando (the heavier hitting ones could be for Sharpshooter). Also, give it potential "scouting" tools or sorts?
* Support could, rather than just be all about shotguns, be focused on weaponry that shoots in cones and "lines" (Like, imagine something like the Line Gun from Dead Space) and more welding stuff (melty nail-launching weapons, which can weld doors from afar), breaking doors (underslung doorbreaches, doubling as a melee mega-bayonet, basicly). And/or merge the perk with SWAT - at the very least the tanking / battering ram stuff - to give it a more close-range protector kind of feel. If it doesn't get the SMGs, then the Commando could get those.
* Gunslinger (if not merged with another perk) would be interesting if it got something that wasn't just shooty shooty run run. Think, making it some "rallying military officer", with beneficial auras or whatnot. I feel this perk needs more to it than just pistols, at least (if kept as a seperate perk).
* Demolitionist could also get some mild welding prowess, but with more focus on setting explosive traps (something KF2 already delved into)? Maybe even have a new enemy which plants a trap on the map, with the Demolitionist being the far best/safest one at dismantling them?
... I'm rambling now, sorry...
> And I don't even mind the silly dances (those are at least only temporary distractions)! I just feel that the game has taken a very... childish(?) turn, which doesn't fit its really dark theme. I'm not saying it needs to be "grimdark" or anything, but at least tone down the cringe, please! And Foster having a gas mask, shirt and tie... what's wrong with that? He just seems like a survivalist to me.
> Yeah, it strikes me as rather odd that the lootboxes are allowed to stay to be honest. Sure, there's the "eventually guaranteed" thing added to some of it, but it's still gambling to me.
...
Sorry for another wall of text! xD