Hello Killing Floor community!
I've played KF2 for quite a few weeks now, (all of them are around the rank ~20 range). So far I'm really liking the game aside from not being to join through server browser because its a little buggy in the EGS version D
Anyways, after browsing several steam discussion posts and the subreddit, I noticed a cetain post talking about the scrapped perk, the MARTIAL ARTIST. I had a little shower thought of the structure of the perk
Perk Bonuses:
+1% perk weapon damage per level (capped at lvl 10)
+0.6% movement speed per level (capped at lvl 15)
+take extra knockback from heavy melee attacks(scrakes/fleshpounds/boss melee attacks)
+Clots are unable to grab you
+1% attack speed per level(capped at lvl 15)
Starting weapons: 9mm, Katana,Stilletto, Masking grenades(I will explain this later on)
Masking grenade effects: When it is thrown, it produces a translucent yellow gas that makes players go unoticed by zeds , it does not work on already raging big zeds
If Rejunevator is selected: Produces a gas similar to that of the medic's grenade
If Zed irritant is selected: Produces a translucent purple gas that causes zeds to go aggressive on other zeds(they ignore players) if they are in the gas
Summary of Martial Artist:
This perk's highlight is to move really quickly and single out non big zed enemies that causes a threat to the team Eg: Sirens, Husks, Bloats
Due to their quick attacking nature and skills, they can quickly prevent special abilities from being used(self destruct from husks/siren scream/bloat puke)
The "extra knockback" from heavy attacks makes them able to quickly escape from a messy takedown
Masking grenades offer team support
PS:From what I interpret from beserker's skills, it is more of doing high damage/heavy swings etc while being able to take some beating or being a meatshield by taking resistance over parry (I might be wrong about this)
As this is the first time I'm making a perk suggestion, there might be some parts that might be overpowered/underpowered
Anyways, what do you guys think about this perk?
Any improvements/criticism?
I've played KF2 for quite a few weeks now, (all of them are around the rank ~20 range). So far I'm really liking the game aside from not being to join through server browser because its a little buggy in the EGS version D
Anyways, after browsing several steam discussion posts and the subreddit, I noticed a cetain post talking about the scrapped perk, the MARTIAL ARTIST. I had a little shower thought of the structure of the perk
XP objectives |
Dealing damage with perk weapons Killing Sirens with perk weapons |
+1% perk weapon damage per level (capped at lvl 10)
+0.6% movement speed per level (capped at lvl 15)
+take extra knockback from heavy melee attacks(scrakes/fleshpounds/boss melee attacks)
+Clots are unable to grab you
+1% attack speed per level(capped at lvl 15)
Starting weapons: 9mm, Katana,Stilletto, Masking grenades(I will explain this later on)
Skirmisher Moves 25% faster and sprints 20% faster when using a perk weapon.Regens 2hp per second | Level 5 | Steadfast Suffer from no movement speed loss based on remaining HP, starts regenerating once in critical stages at 2hp per second |
Flurry Attack speed increases by 5% after every consecutive hit with perk weapons for 10 seconds, can be stacked 4 times. Parrying gives 2 stacks | Level 10 | Retaliate Increases attack speed by 5% after getting hit for 10 seconds, can be stacked 5 times. Parrying gives 2 stacks |
Rejuvenator Masking grenades now gain the effect that heals players standing in the gas for 1hp per tick, gas can calm down raging zeds, larger zeds require longer exposure to activate | Level 15 | Zed Irritant Masking grenades now gain the effect that causes zeds in the gas to become aggressive to other zeds,larger zeds require longer exposure to activate |
Weakness finder Consecutive hits to the limbs increases stumble power and increases damage by 1%(damage stacks for 5 times for 3 seconds) | Level 20 | Disabler Hitting the limbs of zeds weakens their attack speed and damage for 2 seconds, consecutive hits increases the chance of zeds not being able to use their special moves |
Fury During zed time, attack speed is now in real time and doubled | Level 25 | Head on During zed time, movement is now in real time, enemy collision is ignored , "collided" enemies are stunned for the entire duration of zed time |
Masking grenade effects: When it is thrown, it produces a translucent yellow gas that makes players go unoticed by zeds , it does not work on already raging big zeds
If Rejunevator is selected: Produces a gas similar to that of the medic's grenade
If Zed irritant is selected: Produces a translucent purple gas that causes zeds to go aggressive on other zeds(they ignore players) if they are in the gas
Summary of Martial Artist:
This perk's highlight is to move really quickly and single out non big zed enemies that causes a threat to the team Eg: Sirens, Husks, Bloats
Due to their quick attacking nature and skills, they can quickly prevent special abilities from being used(self destruct from husks/siren scream/bloat puke)
The "extra knockback" from heavy attacks makes them able to quickly escape from a messy takedown
Masking grenades offer team support
PS:From what I interpret from beserker's skills, it is more of doing high damage/heavy swings etc while being able to take some beating or being a meatshield by taking resistance over parry (I might be wrong about this)
As this is the first time I'm making a perk suggestion, there might be some parts that might be overpowered/underpowered
Anyways, what do you guys think about this perk?
Any improvements/criticism?