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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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My idea of the Scientist Perk

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  • My idea of the Scientist Perk

    Alright, I had enough people convince me to post my version/idea for the popular Scientist Perk idea. Also, if any of these ideas are the same as someone else, it's pure coincidence and sorry if it turned out to be the same. Anyhow, my idea was inspired by playing around with the status effects on Killing Floor 2 now and thinking of Krieg's Hellborn skill tree from Borderlands 2.
    The Scientist
    • Specializes in: Status Effect - EMP, Fire*, Poison, Freezing, Bleeding and Stunning (and possibly any other new effects that could be implemented).
    • Purpose: Support the team with their increased chance to apply status effects to zeds and applying de-buffing effects to zeds depending on selected skills.
    *The Firebug would still be far more effective with fire than the Scientist and still full-fill the close-quartered, crowd control role.
    • Deal damage with Sci-fy weapons
    • Kill Sirens with perk weapons

    (At level 25)
    Perk Weapon Damage
    Status Effect Chance
    Poison, Fire, and
    Sonic Damage Resistance
    Door Repair

    Experimental Procedure (Level 5)
    Scientific Method Scientific Approach
    Increase Reload Speed for
    perk weapons by 20%
    Increase damage for
    perk weapons by 20%
    Experimental Practice (Level 10)
    Intensified Reaction Brute Force
    Increase duration of status
    effects by 25%
    Increase chance of inflicting
    status effects by 25%
    Advanced Logistics (Level 15)
    Zed Proof Armor Sonic Proof Explosives
    Armor gives off an EMP pulse
    once depleted, clots cannot grab
    and grants immunity to
    E.D.A.R. Trapper beams.
    All explosives are immune to
    sonic damage.
    Inducing Side-effects (Level 20)
    Crippling Effects Weakening Effects
    Zeds affected by status
    effects get a 25% movement
    speed reduction and status effects last 50% longer
    Zeds affected by status
    effects take 20% more damage from all sources and status effects
    last 25% longer
    Advanced Science (Level 25)
    Elemental Enthusiast Chaotic Catalyst
    Any damage dealt during zed-time will inflict: fire, poison and EMP status effects. All status effects applied during zed-time also last 50% longer Zeds killed during zedtime will explode with the respected damage type that killed them. Zed-splosions heavily damage nearby zeds and has a 100% chance to inflict them with the status effect
    Cross-Perk Weapons
    • Hemogoblin
    • Freezethrower*
    • Microwave Gun
    • Husk Cannon
    • Railgun
    • Static Strikers
    *The issue I've come across with the Freezethrower being a cross-perk weapon for the Scientist would be how the only advantage(s) the Surivalist would have is being able to carry more weight with it or to carry more ammo for it. Which makes it kinda weird how the Scientist could utilize the Freezethrower better than it's intended, original perk the Survivalist. Some thoughts?

    • Laser Pistol
    • 9mm (of course...)
    • Pocket-Knife (Like the Swiss Knife or Jack Knife variety to differentiate it enough from the Demo's Utility Knife)
    • EMP Grenade

    Weapon Ideas (?)
    • Laser Pistol [Tier 1] (Starter Weapon) - A basic pistol with laser effects and sounds, but with a small chance of inflicting the EMP effect on zeds it hits.
    • EMP Cannon [Tier 3] - Operates similarly to the Husk Cannon, but shoots EMP shots that have a high chance of inflicting the EMP effect while dealing respectable damage. Projectiles vulnerable to Siren's sonic scream.
    • Plasma Railgun [Tier 5] - Shoots an extremely deadly Plasma shot that has high penetration and has a high chance of inflicting a status effect (undecided as to which one it would yet)

    Well, I'd like to thank you for taking some time to take a look at my idea for the Scientist perk idea that has been around. Obviously, some of these ideas might be the same as others (unintentionally) and it ultimately would be up to Tripwire as to how they'd wanna implement these ideas (if they were to). I'm interested in hearing some of your ideas, but otherwise I hope this was interesting enough.
    Last edited by Dudmaster; 10-13-2018, 03:52 PM.

  • #2
    +1 for the effort, I'm not a particular fan of this variant but I encourage the creative spark! Please view this as a suggestion only.

    - initial thoughts-
    Door Repair on a Scientist is odd and would probably not make sense. Instead maybe your Zed-Proof Armor (Trapper Proof variant specifically) would make more sense here and give it something similar to Bers.'s No Clot Grab, Demo.'s Reactive Armor. On the same note, have it only work if you have armor.

    Tier 1: skills introduced damage alittle to early, possibly swap your Tier 1 and 2.

    Tier 2: comment from tier 1 and maybe mix this up some by doing a choice of 15%reload and 5%damage OR 5%reload and 15%damage.

    Tier 3: since zed-armor was moved, and Im not a fan on the sonic resist (because most for weapons don't have that weakness anyway), this tier needs a rework that focuses on survivability like providing a heavy lab coat for starting armor and cheaper armor or viral injections for 1hp regen per sec (just throwing ideas).

    Tier 4: I actually liked this tree allot... But the numbers would need tweaking like 10% for 50% and 20% for 20%

    Tier 5: first issue name Elemental Enthusiast, those aren't elements, they are Ailments (Burn, Poison, Disorder/Confusion, and Bleed). So maybe Ailment Enthusiast instead. Other issue is that Chaotic has a low chance activation at 10%, maybe bump that to 25%.

    Loadout: I don't have alot of issues other than reusing the emp grenade. Since every class has a different grenade, it would imply this needs something specific to it, Maybe a shrapnel grenade (IED) that has little explosive damage but fires out syringes for its projectiles that can cause the bleed effect thus increasing the debuff capabilities.

    Plasma Rifle: I mean... I'm not opposed but that's kinda what a Railgun does. It fires a projectile at increasingly near light speeds via an electrical charge. Again though, not opposed.

    CONCLUSION: Well thought and for the most part a strong suggestion, thank you for taking the time and I hope they see the potential here.
    Last edited by RuneVivi; 10-13-2018, 01:41 PM. Reason: PLEASE EXCUSE TYPOS, when I get to a PC, I'll clean this up.


    • #3
      Not bad. It's got quite a few things in common with my version, but what I find intruiging is the same-ish kind of role; Offensive Support (shameless promotion of my own here);

      If you don't mind, may I borrow some of your ideas? Having longer lasting status effects and such makes for some interesting ideas, no doubt.
      My KF2 suggestions:


      • #4
        This is a very interesting idea Dudmaster, I like it!

        My only gripe would be that I'm not sure I'd ever pick +20% reload over +20% damage, but that might be subjective.
        [I]I'm that weird Medic on your team who goes after Husks with a scalpel.[/I]


        • #5
          Aze Thanks, and... I suppose you could. As long as you reference me or something. I just thought I'd throw out my ideas for how the perk could operate. I would be happy to collaborate.
          Last edited by Dudmaster; 10-17-2018, 04:13 AM.