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.