I have been playing Killing Floor for 8 months or so. My gaming time is limited so I have only leveled SS and Support to 5, with the rest around 3. But during that time I have seen some impressive players.
With the balance patch coming how to you rate the perks? If we are talking "balance" then the stardard I like to use is the ability to solo wave 8,9,10 on a normal long game by perk level 6. Say your whole team dies and there are 80 zeds left. I have seen this many times. The point of the game is not to be able to solo...its nice to, but if the perk can do it with ease, its not balanced.
1) SS - can do it easy, overpowered. We all know that and so does Tripwire. I loved the SS pre freeaddon patch. (or in other words, pre m14 spamming)
2) (This one will create debate, but I have seen it a dozen times.) Medic. I am not talking random medic but someone loaded for survival, crossbow, deagles, etc. The tanking (healing) and speed make this a great perk. Not overpowered or unbalanced when played as a medic but when played as a commando, this is second on the list.
3) Commando - Great perk, balanced. I have seen many commandos survive these late waves alone. -Balanced, will struggle with a FP, but can take it.
4) Support - I debated if support should be 3. The AA12 is deadly and beats the commando in the ability to take the FP, but reload, total capacity, player speed, etc, drop the support just slightly below commando. And how many times have you seen Support carry the team as the last remaining player...? Balanced class, but needs to be with a team.
5) Pyro - Great perk when played by somebody that knows them, but they need help. We already know they are getting some weapon love soon.
6) Beserker - Another great perk when played by somebody that knows it, but it went from overpowered to underpowered in the last balance patch.
Just my late night HO.
With the balance patch coming how to you rate the perks? If we are talking "balance" then the stardard I like to use is the ability to solo wave 8,9,10 on a normal long game by perk level 6. Say your whole team dies and there are 80 zeds left. I have seen this many times. The point of the game is not to be able to solo...its nice to, but if the perk can do it with ease, its not balanced.
1) SS - can do it easy, overpowered. We all know that and so does Tripwire. I loved the SS pre freeaddon patch. (or in other words, pre m14 spamming)
2) (This one will create debate, but I have seen it a dozen times.) Medic. I am not talking random medic but someone loaded for survival, crossbow, deagles, etc. The tanking (healing) and speed make this a great perk. Not overpowered or unbalanced when played as a medic but when played as a commando, this is second on the list.
3) Commando - Great perk, balanced. I have seen many commandos survive these late waves alone. -Balanced, will struggle with a FP, but can take it.
4) Support - I debated if support should be 3. The AA12 is deadly and beats the commando in the ability to take the FP, but reload, total capacity, player speed, etc, drop the support just slightly below commando. And how many times have you seen Support carry the team as the last remaining player...? Balanced class, but needs to be with a team.
5) Pyro - Great perk when played by somebody that knows them, but they need help. We already know they are getting some weapon love soon.
6) Beserker - Another great perk when played by somebody that knows it, but it went from overpowered to underpowered in the last balance patch.
Just my late night HO.