How do TWI plan to address teleporting Zed problem i.e. you could be sole survivor welding doors to hold them off, only to have them teleport behind you and the welded door
How can TWI fix SC & FP issues? To quote a friend's Steam review: "there was an update which makes the last 5 enemies permanently enraged until the end of the wave. If these 5 zeds happen to be 2 Fleshpounds + 3 Scrakes, and there is only 1 player left standing, and that player has a slower moving perk, and you are on a higher difficulty (a very typical scenario), then success is virtually impossible.
This seems like lazy game design and does not make sense from a player/reward perspective (it punishes the trash-clearing perks for being good at their job), nor from the perspective of logic (if zeds are capable of perma-rage, why don't they just do it all the time?). After the thrill and humour of the team failing this way once or twice, what you are left with is a frustrating experience which ruins the fun for everyone"
I agree!