Please reconsider Cysts and Slashers

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NokiaSE

Active member
Jul 17, 2012
907
44
28
Taiwan
TWI described Cysts as under-developed Clots, which I think we can push this idea of they are hurried onto the field and re-designate them into a sort of scrub-ish cannon fodder Zed that spawn a plenty more but do less harm than others. Basically, tone up their spawn volume/frequency/chance by 2-3 times then remove their ability to grab (make sense since they don't eat) to make them focus on regular melee attacks.

As for Slashers, I feel they should simply slash way more and grab way less and be granted small area of effect to their regular attacks to live up their name.
 
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oldmidget

FNG / Fresh Meat
May 8, 2015
1,506
92
0
It has been said by many users in the past, but none of the Devs seem to understand our point: Cysts and Slashers are useless trash
.
What made the first game unique, is the fact that every Zed had his own behaviour and was special exactly like our perks: Husks shot from distance, Bloat blinds, Clots grabs, Siren protects from explosives ecc...you had to kill everyone one of them with a precise strategy, focusing to understand what kind of enemy was coming to you.

But those two new Zeds are just useless imho. They dont add anything new, they are just trash...just different Clots falling on the floor, running faster or covering their heads. Do not lie: when you get auto-grabbed, you barely take care of whom of the three zeds has got you. This is so disappointing for a game that made strategy waves his best feature.
This shows how KF is slowly going from a strategy game to a "just kill everything" massacre.

I would like to see, for example, only the Cysts grabbing you...making them slow and stupid but potentially deadly like the Clots of the first game.
Or slashers may have some feature that makes you recognize them and focus to take them down in a precise way, not just random shoots into the crowd.

Because right now, Clots, Cysts and Slasher are just the same things not adding anything new to the gameplay. When you run away and try to survive, they are just the same, unlike all the other specimens.
For what I care, they could have just forgot adding Cysts and Slasher, for how they are made right now.

Please, give them a PRECISE ROLEin the Zed's army, do not leave them as anonymous as they are right now.


so do you want them to remove content or change clots/slashers
 

PurpleFanta

FNG / Fresh Meat
Mar 25, 2015
786
30
0
Cysts and Slashers are trash mobs. Because they're clot variants. Which is a trash mob. They arent supposed to be very different from clots, because they're mutated versions of clots. Its like in any other zombie game, there's normal zombies. There could be a zombie without an arm or with a broken leg, it's still a normal zombie, its just a worse one. Then there could be one that just happend to have a bullet proof vest or a helmet. It's still some random zombie, but it's definitely more of a problem than your average joe zombie without being some big bad.

I think variation is good. They all have different patterns that they each follow, they all have different difficulty levels, they make clots not all look the exact same which is good. Think back to KF1 when there was a massive horde of clots and they were all doing the exact same movement animation almost in unison. Variants are good. There was talk of adding more variations to the game. If there were a weaker and stronger version of the fleshpound, you wouldnt complain that the other versions of the flesh pound are harder to kill than the trash mobs. Because it's still just basically a fleshpound.

I honestly really like slashers, they roll around and do stuff that makes them kind of hard to hit. Cysts are hilarious because they're complete idiots and fall all over the place, or flail their arms around when they come out of air vents. But I've never had problems with them because they're... Clot variations. They arent supposed to be different from
 

avgnfan26

FNG / Fresh Meat
Oct 25, 2013
143
0
0
Georgia
I just want them gone honestly, they look weird with everything else and without being able to do anything of value they're pointless.
 

Donatello

FNG / Fresh Meat
Dec 7, 2014
133
0
0
so do you want them to remove content or change clots/slashers

Just to be changed.
I love their design, I don't think they should be removed.
I'd just love to see them usefull and special in their own way, like all the other zeds, instead of being a simple "skin change" of the basic Clots
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
I like them for visual variety. Functional distinction isn't really an issue for me (as it's not like we LOST any zed types moving from KF1 to KF2).

I don't get it... people keep saying variations in zeds of the same type would be a good thng, then people start complaining that the variations aren't different enough...

Seriously, the phuq guys?

I am indeed one of the former group. I like that instead of seeing 6 identical clots in front of me, I see a mixture of clot variants. It's just more appealing to me.
 

Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
750
0
0
San Diego, California, USA
I like them for visual variety. Functional distinction isn't really an issue for me (as it's not like we LOST any zed types moving from KF1 to KF2).



I am indeed one of the former group. I like that instead of seeing 6 identical clots in front of me, I see a mixture of clot variants. It's just more appealing to me.


I find myself in the same boat, the various different sizes and animation of the variants also add a pinch of difficulty in head hunting clots as they can have different head positions.
 

M1_Account

FNG / Fresh Meat
Apr 29, 2015
85
0
0
Cysts and Slashers make a difference because they way one aims to headshot them is significantly different. Considering how big a part of the game resource management is, being able to quickly and consistently pull off 9mm headshots on trash is a useful skill, and the simple difference between doing that to a Cyst, and doing it on a Slasher, is enough to justify their addition to me.

Either way, they're already in the game, so it's silly to tell TW to "reconsider" them. Yeah, they should just remove enemies they've already modeled, animated, programmed, balanced, and have been in since the EA shipped, because muh theming.

To give a counterpoint to one of your more specific arguments

This shows how KF is slowly going from a strategy game to a "just kill everything" massacre.

I don't see how adding two new enemy types takes strategy away. They're barely different sure, so it doesn't add much strategy, maybe even none. But how does it make the game less strategic?