I'm sorry, but parsing this makes my head hurt.
You're not wrong that this game has gotten
much easier over time but the thought process needs to be fleshed out. It's all well and good to say "new difficulty" but that wouldn't really fix the issues without a proper grounding of the problems at hand.
so my opinion this game lost all synergy and team mates job needs
...
Now this game on 90% of match making are like : zerker front w medic healthrower on him both tank and fb demo survivalist spamm on them every hrg kaboomstick nailgun ect u literaly can succès HoE w an Atari joystick w one button...
So yes, this is absolutely something I've been repeatedly harping on for quite a while. Weapon power creep (and to a lesser extent, perk base kit power creep) is a huge factor in the game's decreased focus on perk synergy and needing to fill each others' roles.
However. Note that list of weapons and corresponding perks you're using as examples. There's two things noteworthy about them:
None of those have to aim, and most of them are also weapons that remove perk weaknesses.
The de-emphasis on aim is one of the primary culprits. The amount of spam-friendly AoE weaponry that's been added to this game is
staggering, to the point where I'd say it's the game's primary distinguishing feature from most of its peers on the market, and not in a good way.
To make a long story very short: the spam weapons and chaos perks are tuned so that they're effectively ways to shortcut the game's primary skill divider, which is headshots and takedowns. Playing a chaos perk from Hard to HoE is virtually identical throughout all difficulty steps, but the same does not apply to the precision perks. The reward for playing chaotic perks is disproportionately high for the effort required, especially compared to their precision counterparts.
Weapons like the Kaboomstick and Locust are among the biggest culprits here, because they're so powerful and so easy to use for that power that most players have no reason to not pick them.
And those easy-mode weapons and perks create a self-feeding cycle where players have no real reason to pick the precision perks because 1) they're harder to play, and 2) trying to play precision perks on a public team with chaotic perks is a bad time, which often leads to said precision players either resigning to a chaotic perk or leaving in frustration in most games.
Even perks like Medic are a double-edged sword in that regard, in that they can be extremely powerful both as a team player and as an independent entity that just happens to have heal darts.
See here for details because I ain't typing that out again. But yes, Medic needs to be reined in.
So this game really need a New worked difficulty for players who enjoy succes properly only and where alls players have a job to do and respect...
The playerbase has been doing that independently with the Controlled Difficulty mods and custom servers that tend to disallow spam-friendly playstyles as well as manipulating Zed spawns and enemy counts to give players reasons to diversify perk choices.
Unfortunately, TWI has shown that they don't really want to adhere to balancing based around skill floors and ceilings, probably because it would alienate a good chunk of their playerbase, so that is where player-owned environments have to come into play.
Understand that this is a game that, like it or not, was heavily console-ized and balancing decisions will unfortunately center around that choice (hence the easier perks that don't have to aim, the lower Zed count to avoid overloading client machines, etc.).
Here's another thing: most players' ideas on how to make a new difficulty fail to understand the game mechanics that have been contributing to the decline of difficulty.
Which brings me to some of your suggestions:
medic big nerf,no hrg weapons, scripted area for first 5 waves like u have no choice to succes if u want buy weapons...
The Medic thing I can agree with, as mentioned above, but the others?
Some HRG weapons are a problem, yes, but they're not the sole problem. A lot of non-HRG weapons are very problematic. Some of the DLC weapons like
the Frost Fang are badly designed and need to be blacklisted from that sort of difficulty as well.
Hard disagree on the "protect the area" objective requirement. Unless there's some sort of rework on how those areas are decided and mapped out, no. Too many of them are in
terrible spots that would serve as nothing but meatgrinders, making games nigh unwinnable because you rolled a bad spot. If you go there, you die, and if you don't go there, you have no econ power, meaning you die.
If one die he definetly die so need buy a defibrillator (1000dosh) for res him
An ironman difficulty setting would make for an interesting weekly, I believe, but as a core mechanic...no. The game's not designed with that in mind.
You'd also have to work around the fact that people can just leave and rejoin if they die.
scrake with armor if no headshot u rage him w +30% dmg speed and he run like crazy twister w chainsaw...
Of all the element to double down on in this game, "more armored enemies" is absolutely not one of them, and "armored heavy Zeds" even less so. Armor over extraneous limbs such as Fleshpound gauntlets is one thing, but armored weak spots is just an artificial TTK increase in most cases, and something like a Scrake with a helmet would make the game harder for all the wrong reasons, in that you basically couldn't let HVT killers do their thing without raging the Zed in question and render any other perks like SWAT useless because they couldn't contribute to takedowns at all.
Having said that, to your second point: I would be interested in seeing the Scrakes from Early Access return as a test run for harder HVTs. They had a much longer chainsaw hitbox and outran basically everyone when raged, but were vulnerable to alternative takedown methods like a player circling them. A Scrake model colored albino (think Pepsiman or something, IDK) with a double-bladed, extra-long chainsaw to indicate the increased attack range would be neato, but as it would entail a lot of extra work, I wouldn't hold my breath on seeing something like that happen.
UPDATE: I see you wanted body armor, but not necessarily a helmet. That is a different matter, and yes, I don't knee-jerk-reflexively disagree with making enemies harder to kill with bodyshots. As long as the Scrake weak point isn't on the body like EDARs.
Same w fp... Amor and only rokket or sniper in heads kill them.
I appreciate what you're going for, but I guarantee you this wouldn't turn out well.
Completely removing all but 2 options to eliminate something you see as often as Scrakes and FPs (and are you including QPs in this as well, those things that can show up six at a time in 6P HoE) would do nothing except mortally irritate players.
King scrake as boss and somes scrake who spawn anf run immediatly not raged but Just run.
You've listed nothing on how this boss would work on a mechanical level. "Scrake but bigger" isn't a good idea. We've already had two bosses that are duds compared to the other ones; that's half the reason why Matriarch exists, as an anathema to the two "shoot it until it dies" bosses that came before her.
i dont like robot design but game was too easy without
Well,
they are badly designed. They're not even challenging, just badly designed and irritating. They could be reworked. It's as easy as making headshots a weak point. But I'm not counting on that.
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At the end of the day, a lot of the difficulty issue could be mitigated with the following:
- Reducing AoE damage and effectiveness
- Removing or heavily reducing incap availability for perks that didn't have it to begin with (i.e. let Sharpshooter only have access to freeze, and keep it just via grenades, or make freeze weapons heavy enough that it's impossible to carry them with other weapons)
- Reworking Firebug's ground fire dependency since it homogenizes the entire perk's arsenal and dumbs down effective playstyles
- Neutering "perk weakness counters" such as weapons like the Kaboomstick
- Nerfing Medic to be more in line with other perks rather than being good at everything no matter what setup you use
- Tweaking enemy count to favor more trash specialists (which I don't expect to happen, ever)
...and probably some other stuff I'm leaving off.
There are other options, like how KF1 has intentional nerfs to specific weapons on HoE, but my guess is that TWI is trying to avoid that.