Homogenization of perks and lack of hard counters

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pie1055

Active member
Jul 6, 2011
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I think this is the most interesting thread I've read about KF2 this whole year.

My 2 cents:
Each perk should have one zed that is its bane, a weakness like the siren's ability to cancel out demo weaponry. No anti-weakness perks like siren resistance either. If this is in place it would go a long way to ensure teams retain perk variety even if a perk has some crazy bonuses.

Also, I support the other posts on changing gameplay(oldplay vs newplay) to be different across difficulty levels and that the devs should really tell us what their goals with the various perks are. I hope they're reading this thread, it shows that a lot of people are unhappy with the direction KF2 seems to be going in and there's no reason a lesser difficulty level cant be more dakka and a higher difficulty level be more learn the perk roles(in regards to possible console catering).

Console players can deal with difficulty and strats too, no reason to give them special treatment.
 
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Jr175

Member
Jun 2, 2013
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CarajoLand
I wonder if by the same logic healing yourself or someone else with a syringe/ med pistol is an exploit too. It's impossible to NOT have a melee weapon as any perk in this game. Why would parry/block be berserker only?
How do you take what I say out of context like this? I never said you can't, I just said it was not viable. IIRC parrying got nerfed and works on a rating system with higher tiered weapons parrying higher tiered zeds but not the other way around. This means pulling out my knife to try a parry or hold block means nothing to a 1-2 hit kill type of attack. Again, if you cannot run out of Hans' effective range, he will gut you like a pig in seconds because he will continue far beyond what you seem to assume to be the duration of his melee attack is. Not to mention the attacks you can't parry at all.

Also, why would any perk buy weapons that receive no perk bonuses? Such as a speed bonus to increase your chances of a parry? You only have 15 blocks of weight to carry your kit, with almost no excess space save for support and his specific perk to waste space. If I have to sacrifice my primary or secondary weapon over some over sized knife just to humor the idea, then there is already a problem.

Could you also explain how I would think that people using syringes/Med pistols would be exploiting? It's the one thing people do in both games to stay alive because they can't reasonably mitigate all damage unless they're playing mountainpass or some other map where you could run away indefinitely.

You know what gets you killed? You are convinced that 50% damage reduction (simple block) or up to 90% damage reduction (parry) is USELESS. No not even hans punches through that. If you think knife or katana doesn't do the trick then what stops you from buying a "real" melee weapon then? Too fond of your calk'n burn /any other T1-T2 side-arm? If so then I question your definition of useless when it comes to fighting the boss wave.
It's nice to know that if I were to land a successful parry I would be rewarded with a short stagger and 90% damage reduction but I have to pull out my guns and shoot hans, remember? The problem is also what comes after the parry/stagger like, what about the distance? We all know if I'm parrying the strongest melee attacks I'm going to be in melee range. So then that means I'm at the mercy of hans even though I just saved myself? Ok. And again, wasting money and inventory space on lesser equipment for my perk will do me nor my team any good. The only exception is the med pistol and only if you can spare the weight.


I brought up the old sharpshooter and the meta it lived in as a prime example of why a lot of people have misconceptions about what proper perk balance and class based team work is.

Twice. Twice in my reply I has stated that sharp had a lot going for it in KF1 and this will not be the case. If demo and gunslinger are any indication of the current Meta, it should be self evident as I've stated in the previous post, that sharp will be as garbage as demo if anything.

This perk killed EVERYTHING at ANY TIME. It didn't even matter which weapon because you could just buy a pair of the cheapest pistols using the cheapest ammo to flinchlock a scrake and make a save kill sparing not more than about one mag.

I conceded this point because it is true. Only because it was given more than what any one perk should really have.

This has nothing to do with being a specialized class or any form of balance.
How can you be so sure? The whole thread is being turned into/was already one about balance.

Firebug, berserker, support all were just slightly weaker variations of sharpshooter which utilized different weapons, fire modes and effective ranges to achieve the exact same results.

This is completely insulting and untrue to their respective designs. I don't need to prove that the Firebug used Incendary rounds and Fire or that the Support used shotguns to kill zeds with body shots most of the time. Zerk isn't even a ranged perk at all. It feels like you're comparing apples and pears in the context of eating. "It's a bowl of fruit and if you eat any of them you will become full just the same" Which would be correct if you were talking about a means to an end.

You could kite everything to an hour long bloody end as a medic only using medic weapons and even commando was able to kill scrakes with AI exploits and fleshpounds with control input exploits and off-perk weapons.
This is true of any perk in any game though. It isn't even restricted to KF1. As it is now you can only clutch through what I'm going to refer to as speed creep. In the first game, all you needed was skill to get through the game alone, which is in contrast of the second where you need skill and heavy teamwork to pull things off. But if you want to solo clutch, one thing you will definitely need is speed. As long as you can avoid hits you can feasibly preform any feat.

In short KF1 is anything but an example for good perk balance and class specialization. Not any more than KF2 is at least.
Just because you believe something is, doesn't mean it's empirically true.
 

ScrakeMorgendorffer

FNG / Fresh Meat
May 16, 2015
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The game is what it is, but I find it has an enormous amount of potential.

It's not a popular opinion, but mine exists in any case - the game isn't the problem, it's the inability or unwillingness of the community to come together and, more importantly, work together, that's what's wrong with the game.
 

Icytor44

FNG / Fresh Meat
May 7, 2015
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The game is what it is, but I find it has an enormous amount of potential.

It's not a popular opinion, but mine exists in any case - the game isn't the problem, it's the inability or unwillingness of the community to come together and, more importantly, work together, that's what's wrong with the game.


I agree with you and at the same time have to disagree.

This game has great potential, but currently it is being stifled by some key factors. There are perks that do not feel fun to use or satisfying to their role (Support, Demolitions). Hans Volter, Fleshpounds and Scrakes do have some issues in regards to a lack of counterplay and generally unfair portions of their kit. These are things that do not really change based on our ability as a community to work with those factors because the changes needed to accomplish such acts are in the hands of the developers.

That is why this thread exists, because we love this game and want so much to come from it, but it is currently suffering some problems that set parts of it back.
 

ScrakeMorgendorffer

FNG / Fresh Meat
May 16, 2015
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There are perks that do not feel fun to use or satisfying to their role (Support, Demolitions). Hans Volter, Fleshpounds and Scrakes do have some issues in regards to a lack of counterplay and generally unfair portions of their kit. These are things that do not really change based on our ability as a community to work with those factors because the changes needed to accomplish such acts are in the hands of the developers.

That is why this thread exists, because we love this game and want so much to come from it, but it is currently suffering some problems that set parts of it back.
I'm inclined to disagree on a variety of points.

There are perks that do not feel fun to use or satisfying to their role (Support, Demolitions)
Support has extremely high DPS, and in conjunction with EMP, becomes a scrake killer of the highest order. In conjunction with Demolitions, becomes part of a fleshpound headshotting dynamo if you can co-ordinate the efforts of your team.

Demolitions has the ability to incap a fleshpound for at least 2 seconds. In conjunction with a Berserker, they can end even a HoE FP in less than 6 seconds with teamwork.

Hans Volter, Fleshpounds and Scrakes do have some issues in regards to a lack of counterplay and generally unfair portions of their kit
The Hans melee I can agree with when it comes in multiples.

Fleshpounds, again, they require actual teamwork - they are the hardest non-boss enemy in the game, and they ought to be difficult if your team doesn't co-ordinate their efforts.

Scrakes are definitely not unplayable. They can be leg-stumbled, flame stumbled, fire-panicked, EMPed, leg-shot knocked-down and microwaved like popcorn. Even without true co-ordination, they're manageable.

These are things that do not really change based on our ability as a community to work with those factors because the changes needed to accomplish such acts are in the hands of the developers.
The mechanics of the game are there. The opportunity for teamwork is there - it is something that's not out of your hands.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
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You should do some more research or testing on the parry & block mechanics because you're missing a whole lot of information. That "exploit" thing was your idea though. See how out of place it sounds? ;)

Anyway, maybe it's time you think about how impossible or unreasonable it really is to alternate between offense and defense when fighting Hans. Especially when he can always only attack 1 out of 6 players at a time.
Where you see yourself at the mercy of unfair mechanics, I see the game offering a chance to display finesse and tactic for a change. And I certainly don't do so playing a game based on made up mechanics that only exist and work in my head. That's my point about Hans.

My other point was that people are wrong to refer to KF1 as their ideal when they talk about class diversity, clearly defined roles and balance due to all the reasons I have listed. Namely:

  • Sharpshooter being an unspecialized rambo perk who could kill anyone with a tea cup.
  • Firebug, Support, Berserker just being slightly weaker versions of the sharpshooter but still all around rambo perks none the less. The only difference was their weapon choice and handling which is exactly what we have now - obvious and temporary balance issues aside.
  • Medic, Commando, Demo still weren't left to focus on one role exclusively either because there was always a way for them to break out of their roles anyway (movement speed, exploits, off-perk weapons, dlc weapons, etc).
Just to give another example: Firebug a trash cleaner perk? Then why was he able to kill a 6p/HoE Patriarch with just 3 grenades? You call that a clearly defined role? You call that balanced???

I didn't think so...
 
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Mr. Someguy

FNG / Fresh Meat
Sep 16, 2011
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You're proving my point. Thanks!

So the ideal way to fight Hans is for everyone to go Zerker with a pair of Medics? I'm not sure what you're getting at otherwise. Being a melee class shouldn't be the only way to survive a 2 hit kill chain combo that cannot be avoided even by retreating.

Hans was better when his damage came from ranged attacks, his hard-hitting Assault Rifles and toxic Gas Grenades. They were punishing, but avoidable. His sprinting / lunging chain melee is not for most classes. No boss should nullify classes because you have no way to predict what boss you will get beforehand.
 
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Jr175

Member
Jun 2, 2013
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CarajoLand
You should do some more research or testing on the parry & block mechanics because you're missing a whole lot of information. That "exploit" thing was your idea though. See how out of place it sounds? ;)
The best part is that you won't even enlighten me on what I have wrong.

Also, if you could cite where/when I said such a thing about healing teammates or myself being an exploit, I would appreciate it.

Anyway, maybe it's time you think about how impossible or unreasonable it really is to alternate between offense and defense when fighting Hans. Especially when he can always only attack 1 out of 6 players at a time.

If we are talking about the situation where hans locks onto a single player to gouge his abdomen out, then it's hard to do such a thing with the current swap speed that only gunslinger doesn't have to deal with because he get's a perk. You've also assumed that There is or always will be 6 players. Not that it matters if he focuses on the non-zerks first anyways.

Where you see yourself at the mercy of unfair mechanics, I see the game offering a chance to display finesse and tactic for a change. That's my point about Hans.

Could you expand on this? This is an incomplete idea and I swear that no one even knows where you were going with this.

My other point was that people are wrong to refer to KF1 as their ideal when they talk about class diversity, clearly defined roles and balance due to all the reasons I have listed. Namely:

  • Sharpshooter being an unspecialized rambo perk who could kill anyone with a tea cup.
  • Firebug, Support, Berserker just being slightly weaker versions of the same sharpshooter but still all around rambo perks none the less. The only difference was their weapon choice and handling which is exactly what we have now - obvious and temporary balance issues aside.
  • Medic, Commando, Demo still weren't left to focus on one role exclusively either because there was always a way for them to break out of their roles anyway (movement speed, exploits, off-perk weapons, dlc weapons, etc).

I don't even understand how KF1 lacks perk diversity when there are 7 perks that have things they specialize in. Also, again you go on describing the same, "means to an end" ordeal going on between with the perks. They are unique in both games and it's quite insulting to the design that you think the perks aren't of themselves unique. Especially since over 2/3s of KF2s perks come from KF1.

It's also pretty confusing when you say, "they do the same thing" but follow up with, "in their special way with their special tools". Isn't this variation? The very thing that the perks need in order to be unique?

Game balance is quite literally the only point I can concede because it's ridiculous in both games in their respective ways.

Just to give another example: Firebug a trash cleaner perk? Then why was he able to kill a 6p/HoE Patriarch with just 3 grenades? You call that a clearly defined role? You call that balanced???

I didn't think so...

This is the most outrageous claim you have made so far and is the first thing I want you to prove. This is literally the most game breaking thing ever. That's over 33k hp gone in the duration of the burning from 3 fire grenades.
 

tekki

FNG / Fresh Meat
Mar 1, 2014
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That's not true or not just for the SS. The supp was WAY OP too. I was tired of being kicked because I refused to switch to supp so we can be a team of 6 supps that just destroy everything with 6 AA12s.

that's true

anyone also remember the point in time where people complained that zerks were the most OP class and 6 zerks on HOE would wipe the map clean ? i think it still is.

So since the discussion is focused on roles and perk balance, lets do that. Or ask Tripwire what the purpose of each class is supposed to be so we can figure out if the class is playing as intended. Since that hasn't happened yet, it's time for the class balancing act.

Berserker: Melee Tank
Commando: Team Leader/Medium Zed Killer
Support: Support/Defensive Shooter
Field Medic: Healer/Trash Killer
Firebug: The Trash Killer/Boss Softener
Demolition: Fleshpound Killer/Crowd Control
Gunslinger: DPS/Scrake Killer.

Seems to be some overlap already. So what should be done to make these guys stand out from the crowd?

i think its good the way it is, but we need mroe melee tanks/stun guys, most of the classes back in the day can solo and do everything.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
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The best part is that you won't even enlighten me on what I have wrong.

Also, if you could cite where/when I said such a thing about healing teammates or myself being an exploit, I would appreciate it.
The most important points are:
1) You always get your damage mitigation no matter what.
2) Block was never affected by the changes to parry.
3) They even buffed parry in the last patch because it now allows you to try and parry all attacks of an unparry-able combo.

You didn't say it about healing you said it about parrying. I meant that healing is as much of a "medic exclusive" mechanic and as much of an "exploit" when used by any other perk as parry is exclusively for berserker.


If we are talking about the situation where hans locks onto a single player to gouge his abdomen out, then it's hard to do such a thing with the current swap speed that only gunslinger doesn't have to deal with because he get's a perk. You've also assumed that There is or always will be 6 players. Not that it matters if he focuses on the non-zerks first anyways.



Could you expand on this? This is an incomplete idea and I swear that no one even knows where you were going with this.
It's super off-topic but Hans is not constantly in melee state and relatively few hits each individual player takes can (and should) easily be parried.
Spoiler!



I don't even understand how KF1 lacks perk diversity when there are 7 perks that have things they specialize in.
There is no specialized role diversity! No tanks, no dedicated trash cleaners, no helpless boss nuker, no nothing. Just a bunch of rambo perks who excell at killing everything that moves.


This is the most outrageous claim you have made so far and is the first thing I want you to prove. This is literally the most game breaking thing ever. That's over 33k hp gone in the duration of the burning from 3 fire grenades.

Sure here you go:
https://www.youtube.com/watch?v=Avm1MiiWur8

Go full screen and watch his body health in the lower left corner melt away. I never said it was in the duration of one grenade though because burning doesn't stack up. It's followed up by a single grenade taking out 3 scrakes at once while dealing enough torso damage in one tick to stun them.
 
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Jr175

Member
Jun 2, 2013
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CarajoLand
the most important points are:
1) you always get your damage mitigation no matter what.
2) block was never affected by the changes to parry.
3) they even buffed parry in the last patch because it now allows you to try and parry all attacks of an unparry-able combo.

You didn't say it about healing you said it about parrying. I meant that healing is as much of a "medic exclusive" mechanic and as much of an "exploit" when used by any other perk as parry is exclusively for berserker.

Now that you've clarified, I understand what you mean. Now I must clarify:In no way, shape, or form, did I ever say parrying was an exploit or that no one should do it off perk. If you want you can try it on scrakes that spin like ballerinas or fleshpounds that are practicing their rugby game too. What I am saying right now is that it is not a viable tactic to preform on Hans or even Pat without the speed of an on perk melee weapon or the 25% speed boost of a certain few to create some form of distance.

It's super off-topic but hans is not constantly in melee state and relatively few hits each individual player takes can (and should) easily be parried.
Spoiler!

there is no specialized role diversity! No tanks, no dedicated trash cleaners, no helpless boss nuker, no nothing. Just a bunch of rambo perks who excell at killing everything that moves.
I'm on the fence with this sentence. I mean, if you want to see it that way, it is also the same the other way around. In KF1, if you wanted to fit a role, you would chose the perk that excels at the task and stuck to it, in the way that you would want to accomplish the task. I won't argue that there wasn't a feat a perk couldn't accomplish on their own with enough knowledge and practice, but you didn't have to be a rambo to exploit loose ends in KF1. Same also goes for KF2.

Sure here you go:
https://www.youtube.com/watch?v=avm1miiwur8

go full screen and watch his body health in the lower left corner melt away. I never said it was in the duration of one grenade though because burning doesn't stack up. It's followed up by a single grenade taking out 3 scrakes at once while dealing enough torso damage in one tick to stun them.
Ah, with this video you've disproven your own claim! It's not Just 3 Fire grenades, it's also a combination of the stasis mechanic from the zed gun as well. Which is severely different from a comical 3 fire grenades. (This is one of those things I see as an exploit they didn't bother to patch out. There's also the fact that the dumb stasis mechanic is supposed to be a fun little gimmick, not an extremely viable be all end all type of thing.)
 

Quintuplin

FNG / Fresh Meat
May 15, 2014
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In short KF1 is anything but an example for good perk balance and class specialization. Not any more than KF2 is at least.

Then why was it so much more fun?

No really, I want to find an answer to that question, because if it's not 'homogenization' then what on earth is it?
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
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Then why was it so much more fun?

No really, I want to find an answer to that question, because if it's not 'homogenization' then what on earth is it?

No idea.

It's high expectations for me personally.
For example, the introduction of skill trees (even if small and binary) brought me hope that I will be able to experiment with different builds and load-outs. Explore different playstyles and work out better and better combinations over time.

However, what we have now is choice-breakingly unbalanced and designed for a completely different purpose so all I got was playtesting every skill one wave, taking a look at the code because their tooltips can't be trusted and then run the one and indisputably best combination forever.

I guess that means if they'd put all the OP skills in the game as passives (because you are never NOT going to use them anyway) and never lost a word about skill trees and playstyle choices then I probably would have been happier with the game. :confused:

Edit:
The sour taste of pub matches caused by an unguided community.
Another thing is the game requires actual teamwork or at least coordination now. Perks aren't strong enough (or lack the ammo) to carry 2-3 layabouts each anymore and they're tightly balancing their game around that premise.

However, that means people will have to put up with all the nastyness of "solo queue" or in other words the fact that a great deal of people (maybe even the majority) have a totally different view on teamplay - given they have any interest in it or even meet the most basic requirements in the first place.

So a good co-op game has to compensate for that by guiding new players, making it easier to find like-minded and like-skilled players and put tools and barriers in place to prevent the most notorious situations from ever happening. KF2 does none of this.
It's actually even the opposite seeing that matchmaking (the go-to tool for newbies) occasionally puts you on higher difficulties and encourages joining extremely late waves.
 
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tekki

FNG / Fresh Meat
Mar 1, 2014
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Then why was it so much more fun?

No really, I want to find an answer to that question, because if it's not 'homogenization' then what on earth is it?

when kf 1 first released it was just a mod, most of the things we come to love were added later. we are comparing a game that was around for years with years of added material to a......

unfinished game,

which is the real issue of KF2, SS is not out yet, so are other supposed classes. hence balancing the game now is always a problem.

secondly kf2 requires more skill and timing, its harder to get headshots now, zerks cant spam kats at sc's or kite fps for breakfast. you need to time your parry to perfection.

likewise theres no more solo kill fps and scs, you need quite a bit of support to deal with them properly.

lastly, its a new game compared to kf, so even tho it has a matured community there are a lot of newbies who dont know the game mechanics. also the game mechanics changes often, (now i cant kite scs) which unaware folks will die.

as a result, a lot of players cant co-ordinate, a lot more will shoot at scs when they see them, demos will just try and bomb the sc wondering why it doesnt work. team gets wiped = less fun

I've played in some pubs where the people are better accustomed to the game and its almost like kf1, zerks tank, bugs crowd control, support DPS, we killed everything without even feeling a pinch.

but most times, what i get is a dude tho will be trigger happy on an sc, rage it, then kill off the whole team.
 

Gallic_Taffer

FNG / Fresh Meat
Mar 30, 2015
406
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Alesia, Gaul
However, what we have now is choice-breakingly unbalanced and designed for a completely different purpose so all I got was playtesting every skill one wave, taking a look at the code because their tooltips can't be trusted and then run the one and indisputably best combination forever.

You're being a little too harsh with the skill choices. Now in some perks (firebug, demo) there is a selection you take from Wave 1, and you stick with it. I'm aware of those incidents. But after soloing HoE for hours and then switching over to 6man pubs, I've discovered that some perks have differing optimal builds for differing situations. Gunslinger, commando, and support all have flawless skill trees (mostly), and I find myself swapping skills on them from wave to wave to meet the needs of the current situation.


Another thing is the game requires actual teamwork or at least coordination now. Perks aren't strong enough (or lack the ammo) to carry 2-3 layabouts each anymore and they're tightly balancing their game around that premise.

This is what I've been trying to say about this game in comparison to its elder, but I could never get the words as elegant or concise. Many players are struggling to adjust to it because it is vastly more complex and challenging when coordination is added into the formula as a requirement rather than an option. I simply wish the devs would come out with a blanket statement and say that is what they intended for the game, because now we have too many people falsely claiming that TWI is simply bumbling up with every perk released.
 

Jr175

Member
Jun 2, 2013
196
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CarajoLand
This is what I've been trying to say about this game in comparison to its elder, but I could never get the words as elegant or concise. Many players are struggling to adjust to it because it is vastly more complex and challenging when coordination is added into the formula as a requirement rather than an option. I simply wish the devs would come out with a blanket statement and say that is what they intended for the game, because now we have too many people falsely claiming that TWI is simply bumbling up with every perk released.
inb4 nerf:https://www.youtube.com/watch?v=q5tcmRMqbQU

Edit: I should've read more carefully because I need to address this:

I simply wish the devs would come out with a blanket statement and say that is what they intended for the game, because now we have too many people falsely claiming that TWI is simply bumbling up with every perk released.

I was afraid to ask but now that I've seen this I understand now that both sides are as wrong as they are right. The current and old metas of the game do not represent in any shape or form of how it is meant to be played and everyone who has said any phrase along the lines of, "You should be able to solo X!" or, "You need A, B, and C in order to kill X" are wrong by the fact that no one on the development has ever said such a thing.
 
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TheTCREngineer

Grizzled Veteran
Aug 29, 2013
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Demo to deal large amounts of damage and kill multiple enemies in a row easily, lay down explosive traps and pretty much a laid back class in a good team, trying to keep everyone alive in another.
Sharp Shooter with large damage dealing, slow shooting/reloading or a fast shooting medium dmg rifle to either deal with big ones and small ones while requiring a fast aim.
Commando(which was seriously not that good of a perk in kf1 tbh fam) to deal with invisible enemies(stalky and patty), determine how weak an enemy is, clear out small ones while dealing medium DPS to big ones through headshots, relies on sharp shooter or demo to help him out.
Field Medic to keep the team alive and take damage for the team. Deals little damage at a high rate.
Berserker to take damage from trash while dealing medium-heavy amount of damage and deal with scrakes so that people don't waste ammunition on it.
Firebug to deal low-medium damage overtime on multiple enemies. Husk cannon is there to deal with large zeds but can you rely on using a flare gun/mac10 to survive the entire wave without going empty? Can you get headshots easily with it fully charged?
Support Specialist's nades are pretty strong for an unknown reason, helps against fleshpound mutilating and killing grouped trash with a shotgun blast. Hunting Shotgun was the weapon, HSG or the Normal shotty was a choice between mag or round, AA-12? Maybe, but worst of all was the idea of having each perk needing to use another perks weapon as a mandatory because yours doesn't deal that much.
 
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ScrakeMorgendorffer

FNG / Fresh Meat
May 16, 2015
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Many players are struggling to adjust to it because it is vastly more complex and challenging when coordination is added into the formula as a requirement rather than an option.
It seems more and more apparent that the vast majority of players simply don't have the time or the inclination to get as deeply into the game as some players do. That's fine, but it raises a problem for the players that are good enough to be above average, but aren't time-rich or socially-rich to the point where they can amass a capable group of players to co-ordinate their efforts as a counter to this increased complexity.

It is my belief that this part of the KF2 community is substantial, and unhappy about this implied exclusion/increased difficulty re: the hardest difficulties in the game.
 

macready84464

FNG / Fresh Meat
Aug 14, 2009
68
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It seems more and more apparent that the vast majority of players simply don't have the time or the inclination to get as deeply into the game as some players do. That's fine, but it raises a problem for the players that are good enough to be above average, but aren't time-rich or socially-rich to the point where they can amass a capable group of players to co-ordinate their efforts as a counter to this increased complexity.

It is my belief that this part of the KF2 community is substantial, and unhappy about this implied exclusion/increased difficulty re: the hardest difficulties in the game.


This is more or less the TL;DR point I'm trying to make. The amount of players that really understand the mechanics and niches of game play in KF2 are regularly found in the higher difficulties. This leaves most of the newer clueless players on the easier difficulties and without a knowledge of the current meta or inclination to work as a team it only takes 2 or 3 players in a 6p game to all but guarantee a loss as the game right now demands a much higher level of participation from all players. This leaves new players with a bad taste in their mouth and frustrates experienced players.
 

Icytor44

FNG / Fresh Meat
May 7, 2015
31
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Well back to homogenization, here is how I see the direction classes need to go. This is more for the thematic part of these classes and making them distinct through their skill trees and perk bonuses as well as weapon properties rather then weapon damage, so I won't really be putting too many numbers down. This also means that some of these choices are meant for the thematic theme of the class rather then the mechanics. So some classes may look nerfed, but really are just different.

Berserker:
Role: Tank Upfront Fighter.

Passive Changes:


None: Generally fits the overall perk.

Skill Changes:

Level 5: Change to 50%, up from 40% for both perks.

Level 10: Unchanged

Level 15: Change Block to "Such skills! Blocking is 25% more effective"

Level 20: Parry changes to "When parrying, their is a 50% chance that a Zed will be knocked down after a successful parry"
Smash changes to "Take charge! Increase Melee damage by an additional 25%"

Level 25: Unchanged.

Weapons:

Eviscerator:
Remove fuel consumption.
Increase clip size by 5.
Reduce weight to 9

Commando:
Role: Squad Leader

Passive Changes:

Unchanged.

Skill Changes:

Level 5: Change Backup to Covering Fire "When firing on a target, target increases damage taken from all sources by 5% for 1 second. Refreshes on each time your bullets hit the target."

Level 10: Change Impact to "Headshots have a 25% to stumble Zeds when using perk weapons"
Replace Tactical Reload with Leadership. Leadership also affects you.

Level 15: Add new skill APR (Armor Piercing Rounds). "Your commando weapons have a 50% chance to pierce through and hit an additional target"

Level 20: Replace both skills with Guns Blazing "Keep firing! Increases the damage of your perk weapons by 20%"
Add new skill Concentrate Fire "Shooting a target reveals its weak-points, and it's health to your team-mates for 3 seconds. You also do 5% more damage"

Level 25: Unchanged.

Weapons:

Varmint: Increase ammo to 260, up from 220.

AK-12: Increase damage to 40, up from 35
Increase ammo to 300, up from 270

SCAR-H: Increase ammo to 300, up from 280.
Increase accuracy to 75, up from 71

Demolitions:
Role: Crowd Control

Passive Changes:

Unchanged

Skill Changes:

Level 5: Unchanged

Level 10: Replace Reactive Armor with Double Up "Your grenades and bombs have a 20% chance to explode a second time at 50% effectiveness"

Level 15: Unchanged

Level 20: Change Off Perk to Add Some More "Add some more oomph. Increase the damage of perk weapons by 10%"
Change the name of On Perk to Kaboom. Skill works the same.

Level 25: Unchanged

Weapons:

Grenade Pistol: Increase impact damage by 5 per shot, up to 15.
Increase explosion radius by 10%

C4: Middle click detonates all bombs at once

Grenade Launcher: Decrease weight to 7, down from 8

RPG-7: Increase Explosion Damage to 800, up from 750.
Add 100 impact damage
Reduce distance to detonate by 50%
Reduce weight to 8, down from 10


Field Medic:
Role: Healer.

Passive Changes:

Unchanged

Skill Changes:


Level 5: Unchanged


Level 10: Unchanged

Level 15: Change Lacerate to "Perk weapons deal 10% more damage, and briefly slows zeds"

Level 20: Change Vaccination to "Team-mates for the duration of being healed by your darts take 10% less damage"
Change Acidic Compound to "Your attacks ignore enemy resistances"

Level 25: Add the following to Airborne Agent "You act in real time"
Add the following to Sedative "You act in real time"


Weapons:
HMTECH-401
Reduce the recoil by 25%

Firebug:
Role: Trash Killer

Passive Changes:
Unchanged

Skill Changes:

Level 5: Unchanged

Level 10: Unchanged

Level 15: Change Zed Napalm to "Stick Around: Fire weapons leave pools of napalm that can ignite or reignite zeds."

Level 20: Unchanged

Level 25: Unchanged

Weapons:

Microwave Gun:
Gun no longer deals impact damage
Increase splash damage to 30%.


Gunslinger:
Role: Burst DPS

Passive Changes:

Unchanged

Skill Changes

Level 5: Unchanged

Level 10: Unchanged

Level 15: Unchanged

Level 20: Reduce both values to 20%, down from 30%

Level 25: Unchanged

Weapons:
Unchanged

Support:
Role: Defensive Support

Passive Changes:

+Can heal door health. Cannot heal door the same round it was destroyed.
Increase shotgun damage to 2%, up from 1% (50% total)

Skill Changes:

Level 5: Unchanged

Level 10: Replace Regeneration with Bull-Over "Move over Zeds! While sprinting, Clots cannot grab you, and increases your movement by 10%"

Level 15: Unchanged

Level 20: Change Tenacity to "Fight on. When hit by an attack that would put you at zero, stumble all zeds around you, putting you at 5 health.

Level 25: Unchanged

Weapons
Combat Shotgun: Increase magazine to 8, up from 6.
Increase capacity to 56, up from 42

AA-12:
Decrease cost to 1600, down from 1700.


Yeah that's all I got. Also completely understand if none of this sounds good. Just comment if you like.