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Deceive Inc. Misery Empire Balance Brief

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Agents,

With the launch of the Misery Empire update only days away (there are only so many left in April, agents!) we wanted to brief you on (Work In Progress - subject to change) upcoming balance changes, and perhaps a sneak peek at the latest fashion trends.

We’ve got a pretty massive list of balancing tweaks we are bringing into this update. Our overall goal with these changes is quite simple: Make more agents and more builds viable. To do so, we are slightly toning down top performers and raising up low performing agents. This means that some middle of the pack characters are not getting as much changes in this update since the top and bottom will move around them.

We’ll keep watching how these changes affect the game and adjust balancing to keep the playing field more diverse and interesting.

We are also introducing a new background system with this patch that allows to update the balancing of the game live, without a client update. This is a huge step forward for us and will enable us to take action with more agility than ever before. With that all said: let's dive in!

Agents

Squire
Squire is doing great in the current meta. With his recent tweak to max ammo on his base weapon, we are now focusing on tweaking his other weapon options a bit to calm him slightly in combat scenarios. These are by no means huge changes, but we feel they will help level the balancing playing field and give space for other agents to be more viable this update.
  • Weapons
    • Weapon Mod 1: Trident
      • Reducing headshot crit damage modifier from 1.5 to 1.3 to reduce the very high dps output of burst headshots at close range.
    • Weapon Mod 2: Javelin
      • Reducing damage per shot from 22 to 20
      • Reload time changed from 1.65 to 1.7 seconds

Ace
Our changes around Ace in this update are focused on two core aspects: Making her weapons feel more different and viable and improving her passives. Cover flush in particular is getting a major buff as we try to make it a more appealing choice to be a real thorn in rival agents’ sides.
  • Weapons
    • Weapon Mod 1: Jack of Diamonds
      • Damage upped from 20 to 23 per shot.
      • Fire rate upped from 1.35 bullets per second to 1.4.
      • Reload time upped from 1.5 seconds to 1.75 seconds
    • Weapon Mod 2: King of Diamonds
      • Damage upped from 40 to 45 per shot.
      • Reload time upped from 1.6 seconds to 1.75
      • Reduced the zoom on the scope a bit.
  • Passive
    • Passive Mod Base Version: Diamond’s Bet
      • Reduced charge time from 1.35 to 1.30 second.
    • Passive Mod 1: Crippling Shot
      • Reduced charge time from 1.35 to 1.30 second.
      • Slow effect upped from 35% to 40%
    • Passive Mod 2: Cover Flush
      • Reduced charge time from 1.35 to .9 second.
      • Exposed duration increased from 7 seconds to 14 seconds.

Chavez
We’ve received quite a bit of feedback about chavez. In this update, we are targeting a specific set of aspects that have been identified as overperforming in the current meta. We’ll keep an eye on the effects of these changes, but we hope they make more builds viable for Chavez and reduce his oppressiveness in combat a bit. We still have our eyes on endurance training for more tweaks beyond this update.
  • Weapons
    • Weapon Mod 1: Vigilante
      • Limb damage modifier lowered from .9 to .75.
  • Expertise
    • Expertise Mod 1: Unshakeable Fortress
      • Reduced the zone’s size significantly to reduce Chavez and his team’s mobility when using it. This will also make the zone far less efficient in closed off rooms where it used to occupy almost the entirety of the space.
  • Passive
    • Passive Mod 2: Endurance Training
      • Reduced incoming damage turned into gray health to 50% max down from 60%
      • Chavez now heals for 25% of the damage he deals down from 40%

Larcin
Larcin is getting pretty sizable tweaks with this update. We are tweaking his weapons a bit to make them more distinct and create more diverse playstyles and we are changing the pickpocket ability quite fundamentally with the addition of the heat system.

We hope to see Larcin not only perform better overall, but be simply more interesting to play in varied configurations.
  • Weapons
    • Base Weapon: Silence
      • Fire Rate raised from 5.5 to 6 bullets per second.
      • Changed under the hood base damage to change headshots calculations. Same modifier, but will now deal 15 damage on a headshot instead of 13.
      • Thrown weapon now deals 10 damage up from 8.
    • Weapon Mod 1: Cadence
      • Changed damage from 9 per shot to 10.
      • Shot delay between bursts raised from .27 seconds to .4.
    • Weapon Mod 2: Violence
      • Changed damage per shot from 10 to 15.
      • Changed fire rate from 4.5 bullets seconds to 3.5.
      • Changed headshot modifier from 1.5 to 1.3. (Do not let this fool you: headshots with this weapon hit harder now.)
      • Thrown projectile body damage raised from 20 to 30.
      • Headshot damage modifier on thrown weapons lowered from 2.5 to 2.0 (Still 60 damage).
      • Reduced projectile speed a bit to make it easier to aim and predict a bit.
  • Expertise
    • Reduced the delay for Larcin’s expertise to trigger on all variants by half. Using the expertise to get away should now feel much more reactive.
  • Passive
    • Passive Mod 2: Pickpocket
      • Now, meleeing a NPC when in cover won’t blow your cover anymore, but will build up heat everytime. This means you can safely try to pickpocket suspicious NPC without revealing yourself, but you will have to be careful not to build too much heat in the process.
Following playtime in the alphas before launch, we tweaked larcin’s pickpocket ability to prevent it from being used as a spy check without any risk.

While the changes we made accomplished that goal, it left pickpocket without a clear use case and identity. Its downside largely outweighs its advantages.

With the introduction of the heat system, we are changing pickpockets once again. We feel this tweak will give back the main appeal of pickpocket while negating the aspect of having a 100% free spy check at melee range.

Madame Xiu
Madame Xiu has been doing well since launch and as such we don’t want to move her too much from where she currently stands. We are tweaking some minor elements on her weapons and we’ll keep watch on where she lands in the new reality of this update with all the changes around her.
  • Weapons
    • Base Weapon: Zhulong
      • Fire rate raised from 5.5 bolts per second to 5.75.
    • Weapon Mod 1: Longshen
      • Reload time lowered from 1.75 seconds to 1.5.

Hans
Falloff range tweaks did Hans a lot of good with the hotfix. We are continuing some targeted tweaks to make him a bit more viable at range with his base weapon and give back a clear double barrelled shotgun identity on the Uppercut.
  • Weapons
    • Base Weapon: The Hook
      • ADS headshot modifier raised from 1.75 to 2.
    • Weapon Mod 2: The Uppercut
      • Reload time reduced from 2.2 seconds to 1.35 seconds.
      • Fire rate raised from .8 shot second to 1.8 shot second.
      • Damage lowered from 50 to 45 per shot (all pellets hit)
  • Expertise
    • The slow amount applied by all Hans' expertise is now 40% up from 30%, helping him close the gap with his victims.

Cavalière
We are pretty happy with the changes to the ammo pools on Cavalière from the hotfix, but we still find her base weapons to be slightly over-performing. We are doing some very light tweaks to them that should bring them more in line with the rest of the cast.

The other main factor in Cavalière feeling oppressive is really her tracking ability. To that end, we are tweaking some factors around it to make it less of a homing missile from anywhere on the map.
  • Weapons
    • Base Weapon: Dragoons
      • Reduced damage per shot from 11 to 10.
      • Reduced fire rate from 5.25 bullet seconds to 5.
  • Expertise:
    • Base version: Investigation
      • Reduced duration of investigation stance from 15 to 12 seconds.
      • Chase levels changed from 5/10/15 to 5/8/12 seconds
    • Expertise Mod1 :It’s a setup
      • Reduced chase time from 20 seconds to 12.
    • Expertise Mod 2: Redemption
      • Reduced duration of investigation stance from 15 to 12 seconds.
      • Reduced chase time from 20 seconds to 12.
  • Passive:
    • Melee reliability work should help a lot with landing Cavalière’s charge melee in this update.

Yu-Mi
Yu-mi is a bit of a special case: While her pick-rate is relatively low, her win probability is quite good. A main aspect that has come out as frustrating when playing against Yu-Mi is the very high melt potential she has when landing headshots in rapid succession. To keep this in check a bit more, we are changing the time it takes to fully charge her slingshots a bit. We want to incentivize more quick shots in close quarter fights and keep fully charged shots as powerful fight starters or well-timed finishing moves.

Another aspect we are watching is Yu-Mi’s medi-field. It’s quite clear to us watching analytics that Yu-Mi win’s probability in teams is a big outlier in no small part thanks to it. We are adding a new wrinkle to this ability to make it less of a face tanking win button and add more strategic layers to its placement.
  • Weapons
    • Base Weapon: Tactical Slingshot
      • Changed full charge time from .9 second to 1.2 second
    • Weapon Mod 1: Experimental Split Shot
      • Changed full charge time from .9 second to 1.2 second
    • Weapon Mod 2: Heavy Longshot
      • Changed full charge time from .1.2 second to 1.5 second
  • Expertise:
    • The slow value of Yu-Mi’s EMP bubbles has been raised to 40% from 30% to help land these precious fully charged shots.
    • Expertise Mod 1: Medi-Field
      • The healing bubble now has a very short delay before starting to heal after taking damages. We want to mitigate popping the bubble to simply facetank any encounter and teams while still keeping its great support utility.

Field Upgrade Balancing Tweaks

We are making some changes to field upgrade values. Our effort with this one is making less valuable field upgrades a bit more desirable and making purple and gold upgrades more desirable as part of your gameplan.

We are not touching four field upgrades that we think are already either strong enough or have a clear enough role in a field upgrade deck in the current meta. These are: Bulletproof fabric, External harddrive, Exfiltration scanner and overclock chip.

We might revisit them in the future, but let’s focus on the changes in this patch:

Cover Accelerator
While the cover accelerator had a great place in some builds, we wanted to push its transformative nature in your playstyle a bit further. It’s now more useful at low ranks and will make you a true vanishing ghost at higher levels. Since we have a built-in delay before cover starts recharging, we wanted to give this upgrade a very powerful regen factor when you chose it as your top upgrade.

In % Reduction
  • Old Values: 20-30-40-50-60
  • New Values: 30-35-50-60-75

Extended Ammo Pouch
Extended ammo is a nice pick for some specific agents and weapons, but in the spirit of making it something that changes how you can play the game a bit more profoundly, we are raising values on it significantly. Not only does it open the opportunity to carry a lot of ammo, it gives a secondary utility of being able to remove more ammo from the map by looting much more.

In % bonus
  • Old Values:10-20-30-40-50
  • New Values:30-40-60-80-100

Nutritional Supplement
This one is lagging behind quite a bit in terms of usefulness. We are making every level more significant in an effort to make this a great pick to recover while on the run and be fight ready faster than your opponents. We are leaning on a more aggressive scaling at the highest level to make it a more attractive pick at the top slots of your loadout.

In HP per snack
  • Old Values:10-12-14-16-18
  • New Values:12-14-16-20-28

Social Battery
Social Battery is already a great pick, but it’s pretty much useless at lower levels and does not have much room to change at the current balancing. We are making it scale on a larger scale to make it more viable even in lower upgrade slots and a great boost at the gold slot.

In HP per second
  • Old Values:0.5-1-2-3.5-5
  • New values:1-2-3-5-7

Field Agent Kit
Field agent is a pretty solid pick especially for agents that lean heavily on their expertise in a pinch. We are making it a stronger pick as your top field upgrade to really drive that play style defining role we want from gold field upgrades.

In % reduction
  • Old Values:20-25-30-35-40
  • New values:20-25-30-40-50

Gadgets Balancing Tweaks

We’ve made some tweaks to gadgets in an effort to make more varied picks viable. This starts with some cooldown changes to make gadget use and picking back up more interesting considerations. We’ve split placeable gadgets in two cooldown categories:

Cooldown Changes:
  • Bounce Mat, Umbrella Shield: 45 Seconds
  • Drone, Scrambler, Tripwire, Goopod, Turret: 30 Seconds
In addition, we’ve made the following tweaks to specific gadgets:
  • Goopod:
    • Slow Value has been raised to 40% from 30.
  • Auto-Turret:
    • Shooting the turret is no longer considered a limb shot, which will lead to faster destruction time for a lot of characters shooting at it.
  • HackTrap:
    • Hack Trapping intel is now twice as fast to be able to do it regularly without losing time.
  • Scrambler:
    • No longer affect you or your teammates making it a powerful tool to get the advantage in gadget heavy fights.

All-new looks are hitting the shop with this upcoming update, with four new rotations added to the current existing four. These rotations will keep cycling on a 24h basis and will not expire, so don’t fret about missing the skin you want as it shall be back very soon!

Here’s a tease at the new looks:
Norfolk Ace
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Tournament Arc Cavalière
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Elite Forces Hans
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Self-Care Xiu
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The Misery Empire update also includes fixes for the following issues:
  • Fixes for several gameplay exploits
  • Fixed the vulnerable status effect being way too loud (sorry for your ears)
  • [Xbox Series X/S] Fixed several cases where crossparty invites would behave inconsistently
  • [PlayStation 5] Fixed an issue where some players were unable to form a party with PC players.
  • Fixed an issue where Madam Xiu’s shift was causing camera issues when used on crouching or sitting civilians/staff.
  • And more!

Be sure to let us know what changes (or looks) you are looking most forward to!

Merc Report: How to Have a Blast This Summer

Making some meaningful and interesting balance changes only to add some new ludicrous stuff is classic Killing Floor 2 at that point.

I really like the design of that new shotgun. Is it based on the Saiga 12 ? That would explain the name ! However, having an EMP on demand is a huge no from me. I really hope it's at least less accurate/less powerful than the M4, otherwise, that's a straight upgrade.

The Bombardier on the other hand continues the trend of adding whatever crap you can think of to the demo's arsenal, as long as it's explosive. I can't add anything else to the previous members' output : it's a very bad idea.
So everyone has sentinels now...hmmm...that's quite a sting to those who bought the original sentinel.
How so? It's not the same weapon. The original Sentinel ain't that good of a weapon. And the season pass grants you a dozen of guns. I personally don't feel scammed, and even if I did, it would amount to what... 2-3 bucks?
It would've been nice and less annoying if the HRG for Sentinel was a drone that healed teammates instead of another obstructive weapon that will just add more visual clutter.
And making the Field Medic even more brainless? Hell no. It already has more than enough weapons to make his life easier.

(Although I guess it would make the battle medics at least somewhat competent at healing)
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Merc Report: How to Have a Blast This Summer

So everyone has sentinels now...hmmm...that's quite a sting to those who bought the original sentinel.

"The S12 Shockgun will be added to the Armory Season Pass 2"

Just to clarify...It says Armory Season Pass 2...not a 3. Since I do have the second Armory Pass, does this mean I don't have to buy anything to get the new DLC weapons this year?
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Merc Report: How to Have a Blast This Summer

Another Drone.... Just amazing to see commandos and survivalist using them to enrage Scrakes or wasting all ammo in one bloat or rioter LMAO. Sad seeing people thinking this is actually useful to the match, when IS NOT.... What's next tripwire? a firebug dron ? LMAO
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Reactions: gRim--_--
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Merc Report: How to Have a Blast This Summer

Mercs,

As you prepare to head out to new undisclosed locations to face the unknown, the Horzine Research and Development department has been up to its usual boundary-pushing with visions of how to make surviving and clearing out zed attacks more efficient and more gratifying to keep hard-working mercs happy.

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The lab coats have stated that mercs love shotguns or maybe they just love the devastating damage they do. Either way, we have to agree that sending zeds flying into the deep void with a few well-placed blasts from a shotgun is grotesquely satisfying. To help accomplish more of this, Horzine wants to add the S12 Shockgun to your arsenal.

The S12 Shockgun feels hefty in your hands to reassure users that it is a mighty machine. Its shots confirm its lethality. Fans of the M4 will appreciate this semi-auto beast. Are zeds getting too close for comfort? The Shockgun is equipped with an under-barrel shockwave attachment that will make them think twice before getting in your face. Enforce social distancing with the EMP waves that spread out around you and anyone stupid enough to be in the radius.


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Let’s talk explosions! Funnily enough Horzine lab rats are no strangers to explosions and the recent amount of lab rat bodies being disposed of indicates the HRG team has something new for you to try! Is it safe? The labcoats won’t say but the new HRG Bombardier will soon be your new grenade-lobbing friend.

There are two ways to make excellent use of your new sentry buddy in combat. The default mode tosses grenades at your foes’ chests until it is all out and can toss no more. It’s like playing catch but instead of catching a ball, zeds will get a grenade that explodes on impact. If you are looking for a bigger show, detonate the device yourself and watch the shower of explosions go off within a radius around the initial boom of the device. This impressive blast also occurs when the sentry runs out of its primary grenades. Engineers behind this weapon have left us with a warning to pass along to mercs before using them for the first time. It’s important that if a merc has already deployed one of these sentries (HRG Bombardier or Sentinel) a second one can not be deployed. Something about “interference”, “safety” reasons, and the other blowing up, we didn’t finish reading the fine print.

We will reach out soon with details about the location of your next mission. Armed with these new weapons, we are expecting huge success!

The S12 Shockgun will be added to the Armory Season Pass 2, the Ultimate Edition, and the Ultimate Edition Upgrade. It also can be obtained via direct individual purchases. HRG weapons are available with the update for no additional cost.

Deceive Inc. PS5 hotfix 1.05.02.03

Me and my son want to play together. He is on PC and I am on PS5. We are listed as friends but can’t join each other. Invitation is working but when we accept it, nothing happens. How to fix this?

The team is investigating why this happens to some players inconsistently. Right now a way that seems to work around this more reliably is to have the PC player send the invites.
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Berserker Nerf

I believe Berserker's Nerf was because of Hemoclobber, than necessarily the Berserker itself. Of course, there were matches where the Berseker was running alone across the map, harming all players and making them take care of all the problems, I know it's annoying as hell, but this happened frequently because of Hemoclobber (which has already been nerfed).

Nowadays it's bad for you to take the Berserker and do a Tank, you are very fragile! Mainly because you won't always be playing with your friends, you end up playing with random people and there, my friend, anything can happen! And people are forgetting the difficult maps, because I see a lot of people, a lot! Playing only Spillway, which is a very easy map, go play on a locked map to see what happens, you are destroyed. I believe they should leave it the way it is, but increasing the Berserker's resistance a little, the skills there were good to prevent players from running around the entire map. Remembering that here in Brazil, people don't play Berserker or Survivalist so much, they prefer to be running or being alone, with SWAT and Gunsliger, and they play very well!
Cramped maps are harder to win in general, not just as a zerk. Hell, it's probably harder for demos and sharps, who don't have access to a broader sightline and can't fallback as easily. Unlike the first game which greatly favored camping, KF2 invites you to move a lot more, even if it's just in a wider zone that your team chose to defend.
As I've explained in a previous post, the zerk is nowhere near as fragile as you might think. But it's not invincible, that's for sure. And you're encouraged to take more risks as most of your arsenal is melee-focused. But that's exactly where YOU SHOULD BE. Because you gotta tank that damage to protect your team (you're the best perk for the job. Even other tankish perks like the medic and SWAT don't have as many tools as you have, namely extra speed, EMP nades, parries, health-buffing skills, the capability to stun and stumble etc... All in one package. Most perks have only one or two of those at best)

Although it would be tempting to think of a perk called "berserker" as a mean killing machine, it's actually more of a support class. At least, it's a team player. You shouldn't really be going Rambo with it, and instead follow some sort of "combat dance" where you kite, parry, strike as needed. You should always be moving and distract zeds for your team to either fallback or take out.

And honestly? They should create a new difficulty, you know? It's easy? Create a new difficulty! I already know how I could do this:
Suggestion 1 - In this new difficulty, each wave is a different Weekly Mode.
Suggestion 2 - In this new difficulty, they could make the Zeds stronger and increase the amount of them, including increasing difficult Zeds (Husk, Robot, Siren... and less Clot).

I don't know if a new difficulty that brings all weeklies together would work that well... It sounds like a new weekly actually ! More so than a new difficulty. Some of them really makes sense when you play them from start to finish, while others aren't necessarily harder, they just bring a new flavour to the game. I wouldn't see it truly working to be honest, but it could be stupidly fun due to how chaotic it would be.

Your second suggestion is a bit more sound. I believe everybody and their mother's have been asking for an increased zed count by now, and some mods actually allow you to do just that. As for having harder zeds, I'd say yes but only if they get some sort of new capabilities or strengths. Just making them spongier would be boring as hell. Having harder waves sounds like a given, it's already what's happening with Quaterpounds being able to spawn quite early on harder difficulties. Being swarmed by clots and crawlers can lead to a pretty silly and infuriating death in all difficulties though... I wouldn't be against having lots of them still, especially if we increase the zed count.
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A Game mode to play solo against your friends and other people

Wait... It's not possible to play against your friends yet? That sounds like an oversight. I can't really think of a PvP game that doesn't allow it.

However, it's not really possible to blame people for playing together either. It's kinda the point of a team after all ~~~~
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SOLVED [PSA] Item server outage

This issue has been resolved.


Hello Mercs,
Unfortunately, we are experiencing an outage that is affecting the item server. We currently have no ETA for when this will be resolved and ask for your patience as we try to work to correct the problem. To keep informed, keep an eye here as this is where we will be giving updates as soon as we have them.

Strong Nerf for Medic

For me, the Field Medic Nerf (11/04/23) was good up to a point, because what happens? Most of the tests that people do are not as effective, because they don't have the famous "unforeseen events", so we have the following situations:

- We have random players, and unlike a formed team, random player has a different way of playing, and sometimes they are not as good as their friends.
- Easy maps and difficult maps, I see a lot of people playing on an easy map, almost all the time Spillway, which is a very easy and big map, now what about playing on a more difficult map? Situations will take you by surprise and you could end up getting stuck somewhere, then the rest is history.
- Playing alone and playing online has very different consequences, the amount of Zeds is greater, many people test playing alone that things are calmer there, but when you play online and a huge amount of Zeds comes, this can end up hurting you a lot .

Add all these factors that I mentioned above, and you will have a serious problem in the game, mainly because the tests were done in wide open places and alone, and the video in which they are in an online game, is about a Suicidal game, try doing that in Hell on Earth with Quarter Pound and Scrake chasing, it won't work. I believe that HRG Healthrower and Skill Level 5 are the biggest culprits, the nerf that was done was good, but I think they should at least remain with the speed of the Medic, because we need to infiltrate the places full of Zeds, to heal our friends, only that.
The update isn't even out yet. Chill out.
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Berserker Nerf

While yes the hemoclobber was a problem in itself, however it's not the main reason why berserker was nerfed. Before the nerfs, berserker was basically a one man army capable to carry waves when the team should have been wiped. Berserker already has the mobility that outpaces most perks and enemies. Durability in forms of extra health or passive healing and damage resistances to tank high damage and save team mates from a raging flesh/quarter pounds. Better financial flexibility to invest in weapons/upgrades early or team mates. The versatility in its arsenal to handle both weaker and stronger enemies. Parrying mechanic and parry skill that greatly improves offensive and defensive abilities, although lower skill players may not utilize it as much to their advantage. Not to mention the EMP grenades berserker has to slow or prevent enemies from raging and/or using their attacks, only be out beaten by the stun and freeze grenade. With all of this in mind, its no wonder why players liked pre-nerf berserker since they can go solo during a team game without any consequences most of the time. There was a reason why berserker was mostly chosen for players looking to achieve suicidal and HoE related challenges and achievements.

Berserker is in no way fragile even with the nerfs. When the nerfs did came it kept those reckless 'everything should revolve around me' or 'aim for the highest kills no matter the cost' play styles in check and actually enforce cooperation and coordination. If you see yourself thinking that berserker is "very fragile" then maybe you're just taking unnecessary damage, have been reliant on a medic, or not the perk as effectively. While randoms players can be unpredictable and be a pain at times, you still have to adapt to any circumstances to still be effective.

The maps themselves can't be a reason why berserker is seen as weak, since each map can be beaten with the right team composition and cooperation with some maps requiring more environmental awareness and positioning. Many players choose maps like Spillway or Elysium since it provides either a large open area to kite easily and not require much awareness, or have a power position where a non-ranged enemy can't attack from behind and manipulate the spawns to your advantage. The reason why you see more SWATs and Gunslingers because SWAT has great control crowd through volume of fire and range to keep enemies from hitting them; and good takedown abilities on scrakes and pounds with weapons like the kriss, nailgun, and stun grenades respectively. Gunslinger has great mobility to escape from danger easily and high DPS output to take out larger enemies with ease. Also have good short and long range capabilities. With all of this, there is no reason for players to choose berserker (given berserker already has great abilities on it own as mentioned earlier) since you have to been up front on their faces for most of the time and tank a lot of damage in which those players may seem it has unnecessary damage taken. When they can straight up land a headshot with ease without the headache to constantly watch your health.

This new difficulty based on the suggestions mentioned would not work and let me explain why. A weekly mode on each wave is just RNG and high skilled players that either play HoE+ or CD will downright be put off by this since they prefer matches that in flow in a consistent pace and do this by limiting as much RNG as they can. Also some perks will just not perform as great as others and not able to fulfill their role properly on certain weeklies. Example being a berserker trying to play on 'Boom' mutation on wave 1 or 2; or a firebug trying to get a kill on 'cranium cracker' mutation. Given were already in the topic berserker, the second suggestion will not work since berserker is generally not suited well to face a husk or even a siren in some cases. The husk can use their flamethrower and kill a berserker in quick succession. If another player happens to lower their health enough, they decide to run up to you and commit a suicide attack while you're not paying attention. EDARs are hated because of their bad design and the armor they have just being a TTK boost so more of them will just be a hindrance for the wrong reasons. For a berserker player they're will be even more of a nuisance since you can't hit their chest cores as consistent and you have to deal with more of them in this new difficulty.

Yes, I understand that Berserker has many advantages, but the problem is that if you nerf him a lot, sometimes it doesn't pay to get a Perk that you have to get close to danger, you know? I believe he deserved a Nerf, but I don't think it's worth playing with him. Here in Brazil, the Perks that people use to play alone, did you know that you are not Berserker? It's Gunsliger and SWAT, they can survive alone, what's the secret? The Gunsliger is fast and strong, the SWAT he can stun and kill enemies, the guys know how to handle themselves well, it's not much different from the standard, one day I'll record it and show it to you here.

What I'm saying is that it's not worth it to punch enemies, it's too risky to try to tank on Zeds, and random players are unpredictable, causing you to face problems because you're in front line, and honestly it's not rewarding you to stay on the front line. I saw a lot of examples of people wanting to point out some skill of some Perk, playing with a whole team of professionals (all friends), and that's a little unfair because you know the way each one plays there, and you can easily create a situation that will give you a benefit. But I believe the Nerf was good, I just think they should increase the Berserker's defense a little.

It's just that there are maps that can be more beneficial for the player, and Spillway is one of them, put a Berserker tank to hold the Zeds in a door, and you won't have any problems, and I believe that this can overshadow the eyes a little, especially if it's done with professional players, because if you get to play on a difficult map, you have a high chance of losing. All the Perks are very good, and now the Nerf was Berserker and Medic, in the future it will be a Gunsliger because he can run incredibly fast, and so on, it's an endless cycle that, as you yourself suggest about adaptations, people will start playing with other Perks too:
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Let them try to adapt to the difficulty, there's an infinity of Perks with an infinity of weapons, I'm not trying to be fair, it's a difficulty that the player has to deal with, because this wave of nerfs that's happening isn't cool, folks I don't understand where you want to go with this, do you want difficulty? What do you want after all? People are messing with Perks and Nerfing them due to the experience of some professionals, but some tests in my view are not being based correctly, due to the use of professional groups and not random people in these tests, and now recently with the Doctor's Nerf update, people are complaining on STEAM because of this, and I believe they are messing with things that shouldn't be messed with, but some Nerfs do need to be done! But I feel the change is a bit drastic and rather than matching other Perks, myself and a bunch of people at STEAM are looking at this as a way to "make the Perk unusable", rather than "matching" with other Perks, and the game It's starting to get boring with these changes. I'll be extremely honest, I've been playing KF2 since 2016, and I came here on the forum for the first time now, to make a complaint along with people who are also finding it bad, because that's not what people are asking for the game, read here what they want:
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Changing Conditions this Summer - QoL, Balance, and a New Outbreak

Assuming I ran my numbers right on the Medic nerfs, I can't help but wonder if 3% per heal is too harsh. 3% of 125 is a measly 3 points of health, rounded down.

With the current iteration of Symbiotic Health, you'd heal 7 HP per medic dart, which translates to 14 on a full HM101 battery, or 21 on a full HM401 battery.

The proposed nerfs would be looking at 3 HP per dart, or 6HP per HM101 battery, or 9HP per 401 battery.

If Symbiotic Health absolutely needs a nerf, I think a reduction to 4% would work the best, since that'd be a 5 HP heal per heal.

Singular dart = 5 HP
Full HM101 battery = 10HP
Full HM401 battery = 15HP

Might not seem like a big increase on a per dart basis but I think it'll be more significant when you get your late game weapons, since a three dart volley from a medic assault rifle would be the equivalent to a player darting you once with an off-perk Medic Pistol.
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Strong Nerf for Medic

For me, the Field Medic Nerf (11/04/23) was good up to a point, because what happens? Most of the tests that people do are not as effective, because they don't have the famous "unforeseen events", so we have the following situations:

- We have random players, and unlike a formed team, random player has a different way of playing, and sometimes they are not as good as their friends.
- Easy maps and difficult maps, I see a lot of people playing on an easy map, almost all the time Spillway, which is a very easy and big map, now what about playing on a more difficult map? Situations will take you by surprise and you could end up getting stuck somewhere, then the rest is history.
- Playing alone and playing online has very different consequences, the amount of Zeds is greater, many people test playing alone that things are calmer there, but when you play online and a huge amount of Zeds comes, this can end up hurting you a lot .

Add all these factors that I mentioned above, and you will have a serious problem in the game, mainly because the tests were done in wide open places and alone, and the video in which they are in an online game, is about a Suicidal game, try doing that in Hell on Earth with Quarter Pound and Scrake chasing, it won't work. I believe that HRG Healthrower and Skill Level 5 are the biggest culprits, the nerf that was done was good, but I think they should at least remain with the speed of the Medic, because we need to infiltrate the places full of Zeds, to heal our friends, only that.
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Berserker Nerf

I believe Berserker's Nerf was because of Hemoclobber, than necessarily the Berserker itself. Of course, there were matches where the Berseker was running alone across the map, harming all players and making them take care of all the problems, I know it's annoying as hell, but this happened frequently because of Hemoclobber (which has already been nerfed).

Nowadays it's bad for you to take the Berserker and do a Tank, you are very fragile! Mainly because you won't always be playing with your friends, you end up playing with random people and there, my friend, anything can happen! And people are forgetting the difficult maps, because I see a lot of people, a lot! Playing only Spillway, which is a very easy map, go play on a locked map to see what happens, you are destroyed. I believe they should leave it the way it is, but increasing the Berserker's resistance a little, the skills there were good to prevent players from running around the entire map. Remembering that here in Brazil, people don't play Berserker or Survivalist so much, they prefer to be running or being alone, with SWAT and Gunsliger, and they play very well!

And honestly? They should create a new difficulty, you know? It's easy? Create a new difficulty! I already know how I could do this:
Suggestion 1 - In this new difficulty, each wave is a different Weekly Mode.
Suggestion 2 - In this new difficulty, they could make the Zeds stronger and increase the amount of them, including increasing difficult Zeds (Husk, Robot, Siren... and less Clot).
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Deceive Inc. Catalog 1 Update Brief

these changes are good and all new things anything on or in optimisation or regards to that for fps dips during gun fights or changing too scanning an npc to change character . im glad for the heat system definitely a welcome change

The bug list wasn't compiled and ready yet to share, but there are many community items being addressed and the team is continuing to investigate performance issues (not all fixes for top issues will make this update).
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