Rumour of having 10 perks? Oh god no.

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

UltraJake

Active member
Dec 8, 2014
1,071
0
36
Florida
I've heard that there will be 10 perks in the final release of the game, that made me really upset. If Tripwire were to add new perks, just 1 or maximum of 2. 10 perks would be really confusing. they way I play killing floor is, that I see what perks the players have and what perk is required, for example: I see 2 commandos, 1 sharpshooter , 1 firebug, one demolitions dude, so I need to be the medic. that's how I usually play KF. but having 10 perks I believe would turn this game into some RPG'ish game tbh. 10 perks would be really abnormal to have in KF2.

What do you guys think? is 10 perks a good idea?

What? But KF1 has 7 perks. You say to only add 1 or 2 more new perks, but they've only added 3 more. You're not thinking they mean 10 NEW perks, are you?
 

kliziflip15

FNG / Fresh Meat
Mar 31, 2015
498
1
0
10 is just 3 more than what KF1 had...1 of those is gunslinger 8which was in shrapshooter before) and another meelee perk (so it obviously is basically like berserker in team composition and likely wants medic near)...so its simply berserker and sharpie getting split into 2 classes each...only 1 realy new class that we dont know...

and as said...more content, is better....and even then i d always be welcoming another class 8as long as it is well balanced and by well balanced I mean worse than every other perk in DPS), that would be a class similar to TF2 engineer...but as said toned down big time...just as a fun class and not something viable on Suicidal or HoE
 

PurpleFanta

FNG / Fresh Meat
Mar 25, 2015
786
30
0
I've heard that there will be 10 perks in the final release of the game, that made me really upset. If Tripwire were to add new perks, just 1 or maximum of 2. 10 perks would be really confusing. they way I play killing floor is, that I see what perks the players have and what perk is required, for example: I see 2 commandos, 1 sharpshooter , 1 firebug, one demolitions dude, so I need to be the medic. that's how I usually play KF. but having 10 perks I believe would turn this game into some RPG'ish game tbh. 10 perks would be really abnormal to have in KF2.

What do you guys think? is 10 perks a good idea?

Judging from what we know about the perks, I think 10 is fine.
They arent even adding 4 completely whole new perks.

Gunslinger is going to take the pistols from Shapshooter,
Dragon is going to be a mix of something similar to Berzerker (From what I've speculated)
The 3rd new perk was an icon of a soldier helmet I think. So maybe heavey weapons? Maybe some sort of military grade weapons? Its hard to speculate, as this is one of the only FPS's that I really got into, so I'm not too good on gun knowledge. I remember Brute Gunner being popular in KF1 among custom servers.

For the life of me, I cant remember what the 4th new perk is even supposed to be. Maybe they never even said anything about it other than there is 10 perks total.

Does anyone remember that picture of the perk icons from literally forever ago?
 

drfeelgoodmd

FNG / Fresh Meat
Nov 13, 2009
186
8
0
Judging from what we know about the perks, I think 10 is fine.
They arent even adding 4 completely whole new perks.

Gunslinger is going to take the pistols from Shapshooter,
Dragon is going to be a mix of something similar to Berzerker (From what I've speculated)
The 3rd new perk was an icon of a soldier helmet I think. So maybe heavey weapons? Maybe some sort of military grade weapons? Its hard to speculate, as this is one of the only FPS's that I really got into, so I'm not too good on gun knowledge. I remember Brute Gunner being popular in KF1 among custom servers.

For the life of me, I cant remember what the 4th new perk is even supposed to be. Maybe they never even said anything about it other than there is 10 perks total.

Does anyone remember that picture of the perk icons from literally forever ago?

There is 10 perks. All 7 returning and 3 new.
 

Blazur

Member
Apr 1, 2015
237
0
16
Does anyone remember that picture of the perk icons from literally forever ago?

yGGn4d3l.jpg
 
Last edited:

veryBadKarMa

FNG / Fresh Meat
May 26, 2013
113
0
0
steamcommunity.com
Well, I don't know if TWI actually wants to keep everything as secret as mentioned here. There have been official promo buttons with the perk-icons of all 10 perks.

I think one new perk has already been confirmed and named in a PCgamer video or the one from TotalBiscuit. It was an obvious addition due to the KF1 community.

In the weapons arsenal of the official KF2 homepage you get a hint for another one, as there is one weapon combined with an unique logo, which will give you an idea, what kind of perk this will be.

...

Everything else is an assumption. I have plenty of these based on what might be useful in the game, but we will probably not see anything before late Early Access.
Also note that Early Access is going to be at least half a year. Information from other sources than the official ones stated above doesn't have to be carved in stone. Many things may still change a lot. Even/especially code bits.



To get back on the topic:
KF uses perks instead of classes. TWI wants you to be able to use whatever weapon you like in whatever combination. The perks are just there to underline your way of playing it. It's good to have a big variety to chose from.
 

mikkou

Member
May 9, 2014
324
3
18
I've heard that there will be 10 perks in the final release of the game, that made me really upset.

Are you nuts man :D? The more perks the better, I already got bored with the 7 or so perks on KF1, I wouldnt mind if KF2 had 200 perks haha.
 

drfeelgoodmd

FNG / Fresh Meat
Nov 13, 2009
186
8
0
Well, I don't know if TWI actually wants to keep everything as secret as mentioned here. There have been official promo buttons with the perk-icons of all 10 perks.

I think one new perk has already been confirmed and named in a PCgamer video or the one from TotalBiscuit. It was an obvious addition due to the KF1 community.

In the weapons arsenal of the official KF2 homepage you get a hint for another one, as there is one weapon combined with an unique logo, which will give you an idea, what kind of perk this will be.

...

Everything else is an assumption. I have plenty of these based on what might be useful in the game, but we will probably not see anything before late Early Access.
Also note that Early Access is going to be at least half a year. Information from other sources than the official ones stated above doesn't have to be carved in stone. Many things may still change a lot. Even/especially code bits.



To get back on the topic:
KF uses perks instead of classes. TWI wants you to be able to use whatever weapon you like in whatever combination. The perks are just there to underline your way of playing it. It's good to have a big variety to chose from.


They deleted a post earlier that had the new perk names.
 

Guy

FNG / Fresh Meat
Jan 2, 2012
10
0
0
Actually, ten perks sound amazing! So much diversity and uniqueness, it gives players a chance to (hopefully) be their own class instead of picking from the same four/five classes that many people know from other games
 

Shamoke

FNG / Fresh Meat
Nov 4, 2010
121
0
0
So the complaint is that it's too difficult to remember 3 more perks? C'mon now.

Variety is not always good but this is not a legit reason to go against slight additional variety that KF2 provides.
 
Last edited:

NokiaSE

Active member
Jul 17, 2012
907
44
28
Taiwan
I've heard that there will be 10 perks in the final release of the game, that made me really upset. If Tripwire were to add new perks, just 1 or maximum of 2. 10 perks would be really confusing. they way I play killing floor is, that I see what perks the players have and what perk is required

Here is a easier way for you. Sort each Perk into a category.

For example: if there are plenty frontline perks, pick a supportive perk to back them up.


----

Other than this, what perks should you choose would probably be a matter of supply and demand.

Say if there are 2 demos already, don't pick anymore as the need of AoEs are well handled.

Your team would always find the use of at least one Sharpshooter to nail down Sirens, Husks, FPs & SCs from a distance.

Better to pick Berserker only when there is a Medic on the field.

It's good to pick Medic when existing Berserker is proving adequate but not giving the best just yet.

Commando is good to keep regular weaklings, namely Clot, Gorefast, Stalker at bay; but not so much to take down FPs and SCs as they will just chew up too much of your ammo as well as time while others that this perk is really good at taking out is getting closer and closer.

Firebug is not particular good in any field -- other than causing FPS drops to players who use relatively low end machine to play the game.
 
Last edited: