Bosses have always been fundamentally unfair for slow perks and too easy for fast perks, not possible to address without a massive rework. But when TWI reworks anything they get tons of complaints that the bosses are too hard so we get things like Abom/KFP getting spawnkilled for one year until they are finally allowed to get fixed. This is probably why TWI won't change medic either for the next year, even though this class is 90% the reason why bosses are unbalanced (if you don't have a medic you're guaranteed to lose against Hans/Matriarch and if you have one then you don't even need the rest of the team to win because medic can kite them). The other 10% being gunslinger but gunslinger doesn't break the rest of the game like medic does.Sigh... this avenue of 'balancing' has always been problematic as it exacerbates the gulf between the 'slow' perks and the rest.
The Abomination was actually somewhat of a challenge when it first came in and on the tighter maps remains so. HOWEVER, it seems this and numerous other 'fixes' are decided based upon maxed out perks and maps which are 'user-friendly'.
I imagine this won't gain any traction but, I propose that during the Boss waves the teams are locked within a small area so the whole kiting strategy becomes null-and-void.
This would - in theory - narrow the gap between those which use hit-and-run tactics and those more reliant on standing their ground. Also the speed buffs Zeds have received could be rolled back further contributing to the viability of perks which atm struggle in certain situations.
All-in-all KF2 is not the only game that can be exploited by running about but hopefully something can be implemented to minimise its prevalence.
About your solution, it's better than nothing but it would not change much, you'd still prefer medic/survivalist/zerk over sharpshooter/commando/SWAT/support not just because of faster speed but also because the former have resistance/healing bonuses that allow to survive bosses' various one-shot combos.
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