Killing Floor 2

Killing Floor 2

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50% more damage hemoglobin has gone official.
Thanks devs. That's what medics need. No more viable options to support his team like an extra weapon with a good late game syringe... But more damage.

Take the most unique perk in the game, the only one that doesn't work around dealing damage to zeds and give it damage.

Riot games mentality
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Showing 1-15 of 25 comments
Bongwater Pizza Mar 27, 2018 @ 10:50am 
People need to stop ♥♥♥♥♥♥♥♥ about this. Hemo needs some changes; sure. But more damage isnt a big deal. The way I see it, it makes medic good for clearing medium zeds, while still being able to heal.
Molly  [developer] Mar 27, 2018 @ 10:51am 
Balance is always on going. we are actively looking into changes for the hemo.
Last edited by Molly; Mar 27, 2018 @ 10:52am
Huntah Mar 27, 2018 @ 10:53am 
I think equip speed would have been better than damage.
Underdog Mar 27, 2018 @ 10:56am 
Originally posted by TWMolly:
Balance is always on going. we are actively looking into changes for the hemo.

As objectively speaking as I could be, reducing it 1 weight down so you can carry the assault rilfe and pistol with it, or making the switch speed much faster, would be the best improvements to this. Medics don't use this gun because you can't properly heal with it and the AR with the insanely slow switch speed. So, making players able to hold the AR+pistol would work around that, as players would still be able to heal properly while also using this weapon situationally. Or, decreasing the switch speed
Herr Gutentauben Mar 27, 2018 @ 10:57am 
Originally posted by Bongwater Pizza:
People need to stop ♥♥♥♥♥♥♥♥ about this. Hemo needs some changes; sure. But more damage isnt a big deal. The way I see it, it makes medic good for clearing medium zeds, while still being able to heal.

My problem is the encouragement to people going combat medics. There's already few dedicated medic players and if you force somebody to play it he will more often than not go combat and forget about healing.

You cannot force people to play medic, that's for sure. But encouraging combat instead of making healers more fun will never help.

Originally posted by D(m)A(v)R(p):
Originally posted by TWMolly:
Balance is always on going. we are actively looking into changes for the hemo.

As objectively speaking as I could be, reducing it 1 weight down so you can carry the assault rilfe and pistol with it, or making the switch speed much faster, would be the best improvements to this. Medics don't use this gun because you can't properly heal with it and the AR with the insanely slow switch speed. So, making players able to hold the AR+pistol would work around that, as players would still be able to heal properly while also using this weapon situationally. Or, decreasing the switch speed

What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.
Last edited by Herr Gutentauben; Mar 27, 2018 @ 10:58am
Underdog Mar 27, 2018 @ 11:02am 
Originally posted by Dr Alberts:
What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.

Not a terrible idea. But it'd need to be 9 weight if you do that, I think. Because as it is, you can hold the Hemo and the AR right now. If you make the Hemo with AR healing capabilities, you shouldn't be able to hold both. But Hemo+shotgun or Hemo+pistol+SMG/offperk sound interesting

Still, I don't see them making it AR healing capability, and a faster switch speed, even with a weight increase. I think that's too much
Last edited by Underdog; Mar 27, 2018 @ 11:02am
Bongwater Pizza Mar 27, 2018 @ 11:05am 
Originally posted by Dr Alberts:

My problem is the encouragement to people going combat medics. There's already few dedicated medic players and if you force somebody to play it he will more often than not go combat and forget about healing.

You cannot force people to play medic, that's for sure. But encouraging combat instead of making healers more fun will never help.


What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.
That's a symptom of the poorly designed skills. Not the weapon.

If they reworked most of the skills, then this wouldnt be an issue.

Secondly, hemo already has a MUCH better syringe than the AR... just not as good recharge.
Herr Gutentauben Mar 27, 2018 @ 11:13am 
Originally posted by D(m)A(v)R(p):
Originally posted by Dr Alberts:
What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.

Not a terrible idea. But it'd need to be 9 weight if you do that, I think. Because as it is, you can hold the Hemo and the AR right now. If you make the Hemo with AR healing capabilities, you shouldn't be able to hold both. But Hemo+shotgun or Hemo+pistol+SMG/offperk sound interesting

Still, I don't see them making it AR healing capability, and a faster switch speed, even with a weight increase. I think that's too much
As i said, as long as i can relay on the hemo to heal i dont really mind the switch speed as i would not need an AR so much.

Also, the hemo is terrible at trash killing so since you won't be as effective covering your teams back as you would with an AR...i think that's enough of a trade off for a good syringe.

Originally posted by Bongwater Pizza:
Originally posted by Dr Alberts:

My problem is the encouragement to people going combat medics. There's already few dedicated medic players and if you force somebody to play it he will more often than not go combat and forget about healing.

You cannot force people to play medic, that's for sure. But encouraging combat instead of making healers more fun will never help.


What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.
That's a symptom of the poorly designed skills. Not the weapon.

If they reworked most of the skills, then this wouldnt be an issue.

Secondly, hemo already has a MUCH better syringe than the AR... just not as good recharge.
You are a troll aren't you?

The hemo heals 20 over the AR's 15. But it also costs 40 over the AR's 30 so it is exactly the same. Now the hemo takes 15 SECONDS TO RECHARGE over the AR's 10.

How exactly is the hemo syringe better?
Last edited by Herr Gutentauben; Mar 27, 2018 @ 11:14am
LuckyDude Mar 27, 2018 @ 11:28am 
My suggestion:
1) Costs more than medic AR
2) Quick weapon change like other medic guns.
3) You can't heal teammates (no darts) and damage zeds.
4) Medic need only one shoot to make maximum buff for teammate, buff stay longer than with darts.
5) Can debuff zeds.

For me that weapon looks like it should be a support with buff and debuff limited by ammo than shoot and heal with infinite darts.
Last edited by LuckyDude; Mar 27, 2018 @ 11:37am
FALLENV3GAS Mar 27, 2018 @ 12:04pm 
It needs a longer duration. I would rather shoot a zed to finish them off with any other gun then shooting them with slight debuff for what feels three seconds.
Originally posted by TWMolly:
Balance is always on going. we are actively looking into changes for the hemo.
removing it and adding a better weapon would probably be the best choice
Herr Gutentauben Mar 27, 2018 @ 12:18pm 
Originally posted by Avid Splorch User:
Originally posted by TWMolly:
Balance is always on going. we are actively looking into changes for the hemo.
removing it and adding a better weapon would probably be the best choice
I COMPLETELY disagree. A debuff based weapon fits perfectly in the medic theme. It needs changes but it must not be removed.
Last edited by Herr Gutentauben; Mar 27, 2018 @ 12:18pm
Underdog Mar 27, 2018 @ 9:37pm 
So, after reading this thread and thinking about it... I decided to give the Hemogoblin one last try. Admittedly, I hadn't used it at all since the release, but I always carried on with the same, "It stinks!" rhetoric.

I decided that since I was going to experiment anyway, I might as well go big. I often have underestimated the medic shotgun's effectiveness as medic. My typical load out is the AR, the pistol, the boomstick, and whatever else for the remaining 3kg. While I love the shotgun on Support, I often downplayed it's usefullness on medic (which is my main class).

And so, for my loadout on this test, I elected to stick with my usual all left skill tree, and use the Hemogoblin, the medic shotgun, and the medic pistol. The theory being to heal with the shotgun and pistol mainly, and only use the hemogoblin for large zeds. I used the same loadout and mindset on the boss waves as well.

Here are two screenshots of the end results... I think the numbers speak for themselves:

http://steamcommunity.com/sharedfiles/filedetails/?id=1344300134

http://steamcommunity.com/sharedfiles/filedetails/?id=1344300289

Admittedly, me being on the top kill list is vastly skewed. While there was 6p for 95% of the match, most everyone bailed out at wave 25 as usual, and it was all fresh meat for the last 10 waves. But, I did stay for the entire game, it's my own server so I can confirm it was Hell on Earth the entire time... and most importantly, nobody said, "lol hemo noob, I'm leaving." There were no complaints on the heals, and I was only in a LMS situation one time (which was 100+ zeds, including at least 10 FPs/QPs... which I took out with mainly the darn hemogoblin)

I have to say, as the weapon is right now, I'm very impressed with it and I'm a little shocked at myself for downplaying it so hard. This was the most fun I've had playing medic in a really long time... and there were results. It wasn't just a meme round. 18k heals is my new record, and I think it's pretty substantial even with 37 waves.

Honestly, after this test, I'm not even sure the hemogoblin "needs" anything... while the switch speed and reload speed are definitely slow, there was not one time in this near three hour match where I said, "Wow, he wouldn't have died if this thing moved faster." Would it be nice? Sure. Is this thing hated on prematurely? After this test, I really think so. The switch speed is only very slightly slower than the shotgun. Maybe a second? I didn't have a stop watch on me, but I didn't notice it being as painfully slow as, say, the MAC 10 pre-buff.

I can't guarantee that this loadout will become my new meta... but, it most certainly is an option going forward. I've been converted. Sorry for the long post, but hopefully it comes in useful to someone.
The damage was OKAY but the real power is in the debuffs. Making zeds slower and more damage prone helps 100x better than even 1000% more damage on multiplayer. many people don't like the gun because it sucks in 2 areas:
1. As a medic weapon for healing and trash clearing/ combo healing for swapping out between say a medic shotty and the hemo. 2 syringe darts don't cut it in a full 6p team. with only 7 canisters (11 max with the R perk skills for combat med), and about 80 reserve ammo, it isn't well suited for quick trash disposal due to reload and needing good accuracy.

2. As a support weapon, the debuffs don't last long and take a while/a couple of shots to hit the target. The damage isn't the main bread and butter, the debuss such as slower zeds and more damage are the main bread and butter.

still the damage inc. is a nice step in the right direction. At least now it buffs the acidic rounds
Last edited by Fumo Bnnuy n Frends; Mar 28, 2018 @ 1:58am
What The Sigmar? Mar 27, 2018 @ 9:48pm 
Last edited by What The Sigmar?; Mar 27, 2018 @ 10:14pm
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Date Posted: Mar 27, 2018 @ 10:04am
Posts: 25