What We Are Up To - Investigating the Paranormal

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Hello Everyone!

Today we wanted to cover some Quality of Life improvements coming towards Killing Floor 2 that we are sure many of you will enjoy.

Starting with weaponry, the team is taking another pass at the Vlad-1000 Nailgun and the Hemogoblin, tuning these weapons in to make them feel more useful in the hands of players. Both of these weapons received a lot of quality feedback in the recent community survey and we want to make sure they get dialed into something more valuable to the players.

Another change we are making is removing the recoil buff from the Commando Hollow Point Rounds skill and making it into a passive for all Commando's. A lot of community feedback pointed towards the recoil feeling like a necessity for the Commando Perk, so we want to give recoil reduction as a passive a try instead of giving Eat Lead recoil reduction similar to Hollow Point Rounds. We are looking forward to seeing how Eat Lead and Hollow Point Rounds feel in the upcoming update.

The team has also been working on refinements for the Abomination to make him a more engaging fight. The Abomination was designed around a more arena-style fight as you most likely encountered him for the first time in Krampus' Lair, but this didn't play out as well as we would have liked in other maps.

To better account for more open maps and to keep the fight from dragging on, we've made the following changes that we will be testing out in the upcoming beta:
  • Abominations Spawns are now faster and do more damage on explosion, but have greatly reduced health and no lingering gas after explosions. Killing them around the Abomination will also damage him!
  • His armor has been given an additional high chance to knockdown (instead of enraging) when a piece breaks and a slight increased vulnerability to fire.
  • His attack ranges and damage have been tweaked upwards to better allow him to hit his intended target (you the players!)
  • And his base and sprint speeds have been increased so he can catch players more frequently. He also has one more enrage point added to his life stages (with the others shifting around slightly to make room).
  • Also don't forget to keep shooting if he's captured you with his Gorge attack! With a little luck you may be able to set yourself free before being pulled into his "loving" embrace.


We've also made changes to Stand Your Ground to make it more rewarding and fulfilling to players. Now instead of having a pool that decreases as time goes on and Zeds are in the zone, it now counts up based on zeds killed from within the zone. As part of these changes, zones cannot be failed out with no rewards given unless players choose not to participate in one at all. If any portion of the team enters the zone, all players will be rewarded for each kill made within.
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When something strange, paranormal even, happens in the local abandoned asylum, you know who to ring - The Roswell Investigators of the Paranormal! Stories persist of horrific experiments that occured at this once upstanding medical facility. Some say you can hear the cries of the tortured souls to this day...
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Sometimes it is best to keep things locked up...

Mercenaries can check out these changes and more when they drop into the next location, the Ashwood Asylum.
 
Sounds great! I remember talking about changes exactly like this with someone (using the abomination's spawns against him and having SYG be more of a "bonus area").
 
Pointless opinion post:

Abominations Spawns are now faster and do more damage on explosion
Made annoying spawns faster instead of lowering their spawn rate and upped damage so when you get blocked you die quicker.

but have greatly reduced health and no lingering gas after explosions. Killing them around the Abomination will also damage him!
Lowered health is good, but if the damage they do is about the same as the 9mm then it's not helping kill the bullet sponge.

His armor has been given an additional high chance to knockdown
Actually a good change to him, gives us a chance to waste our ammo a bit more.

a slight increased vulnerability to fire.
Ah good we can now watch him burn slightly faster.

His attack ranges and damage have been tweaked upwards to better allow him to hit his intended target (you the players!)
The King's spinning attack was enough when it came to this kind of attitude.

And his base and sprint speeds have been increased so he can catch players more frequently. He also has one more enrage point added to his life stages (with the others shifting around slightly to make room).
No.

Honestly, this boss has always been boring, it's a long drawn out fight that relies on the gimmick of mass spawns instead of a boss with a unique mechanic, you could have given him the ability to throw an axe, or actually eat a player when at low health to heal, killing them for the round, making him harder and a risk. Because sorry, but back peddaling for 5-10 minutes emptying your entire ammo pool is not fun.

P.s. the map looks beautiful, you guys always do a good job with them. I think everyone would agree with me on that point.
 
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As usual, the balance changes are nice but underwhelming. They all sound really good and I look forward to trying them out, but there is still much more which needs to be addressed.
 
It will take time to find out if the changes are actually good, but it's good that TW is doing something about it. Lots of people complained about the Abomination, me included.
 
Can't say I'm convinced with either changes yet. We'll have to see how it plays out IG.

Really pumped about the new map, however! Although I have to say that I would have loved a good ol' Scully rave party, for old time's sake ;-)