Killing Floor 2

Killing Floor 2

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ArachShiradi 8 ENE 2019 a las 1:49 p. m.
Class Nerfs/Buffs
What classes would you feel need nerfs or buffs? Andnhow wouldnyou go about applying these changes?

I myself kinda feel that the killing floor trinity (commando sharpshooter and gunslinger) have been a little too prevalent and need something else to spice things up. So id buff certain other classes like firebug by removing fire panic or support with a perk to cause zed time upon penetrating 3 or more zeds.

Just my ideas but what do you think would make good ideas?
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Mostrando 16-30 de 37 comentarios
Littlefoot 9 ENE 2019 a las 1:19 a. m. 
Commando’s hollow point rounds neds a serious adjustment. Give the recoil reduction to eat lead instead and it would have at least some reason to be chosen.

Firebug’s right side skill tree needs almost an entire rework, because apart from Ground Fire and Shrapnel, they’re garbage compared to the left side. Firestorm should be changed to slowdown instead of range increase. Husk Cannon and Mac-10 also needs adjusting, increase Mac-10’s damage, afterburn period without barbecue and napalm and make Gorefasts and Gorefiends weak to it. Husk Cannon needs it damage unnerfed while instead having it’s reserve ammo lowered.

SWAT could use a passive movement speed increase, not terribly huge but 10% like the Medic normally has. It would differentiate him more from Commando while aiding his survivability. His ammo costs also needs a serious reduction, it isn’t really fair that he has to spend more dosh to refill ammo when he also on average uses more bullets to kill zeds compared to his AR wielding counterpart. Right now, even if you try to conserve ammo, chances are at least one of your SMGs will run dry on the higher difficulties, and running away to search for ammo more often than not results in horrid death.

And then of course Survivalist, which needs many fundamental changes to become more than just a weak jack of all trades,
Stellifera 9 ENE 2019 a las 1:21 a. m. 
Publicado originalmente por Littlefoot:
Commando’s hollow point rounds neds a serious adjustment. Give the recoil reduction to eat lead instead and it would have at least some reason to be chosen.

Firebug’s right side skill tree needs almost an entire rework, because apart from Ground Fire and Shrapnel, they’re garbage compared to the left side. Firestorm should be changed to slowdown instead of range increase. Husk Cannon and Mac-10 also needs adjusting, increase Mac-10’s damage, afterburn period without barbecue and napalm and make Gorefasts and Gorefiends weak to it. Husk Cannon needs it damage unnerfed while instead having it’s reserve ammo lowered.

SWAT could use a passive movement speed increase, not terribly huge but 10% like the Medic normally has. It would differentiate him more from Commando while aiding his survivability. His ammo costs also needs a serious reduction, it isn’t really fair that he has to spend more dosh to refill ammo when he also on average uses more bullets to kill zeds compared to his AR wielding counterpart. Right now, even if you try to conserve ammo, chances are at least one of your SMGs will run dry on the higher difficulties, and running away to search for ammo more often than not results in horrid death.

And then of course Survivalist, which needs many fundamental changes to become more than just a weak jack of all trades,
Medic's Combat perks needs a re-adjustment or a bit of an overhaul if you ask me. Ammo and poison darts aren't gonna cut the boost stat side.
Littlefoot 9 ENE 2019 a las 1:23 a. m. 
Publicado originalmente por Surrender Dorothy:
Publicado originalmente por Littlefoot:
Commando’s hollow point rounds neds a serious adjustment. Give the recoil reduction to eat lead instead and it would have at least some reason to be chosen.

Firebug’s right side skill tree needs almost an entire rework, because apart from Ground Fire and Shrapnel, they’re garbage compared to the left side. Firestorm should be changed to slowdown instead of range increase. Husk Cannon and Mac-10 also needs adjusting, increase Mac-10’s damage, afterburn period without barbecue and napalm and make Gorefasts and Gorefiends weak to it. Husk Cannon needs it damage unnerfed while instead having it’s reserve ammo lowered.

SWAT could use a passive movement speed increase, not terribly huge but 10% like the Medic normally has. It would differentiate him more from Commando while aiding his survivability. His ammo costs also needs a serious reduction, it isn’t really fair that he has to spend more dosh to refill ammo when he also on average uses more bullets to kill zeds compared to his AR wielding counterpart. Right now, even if you try to conserve ammo, chances are at least one of your SMGs will run dry on the higher difficulties, and running away to search for ammo more often than not results in horrid death.

And then of course Survivalist, which needs many fundamental changes to become more than just a weak jack of all trades,
Medic's Combat perks needs a re-adjustment or a bit of an overhaul if you ask me. Ammo and poison darts aren't gonna cut the boost stat side.
True that, having one tree exclusively for MP and the other for Solo just feels akward.
B Dawg 9 ENE 2019 a las 1:50 a. m. 
Publicado originalmente por DrunkBunny94:
Commando just needs to lose the FAL and he's in a good spot.
and 401

Buffs:
SWAT (better skill choices, less ammo costs, damage type tweaks?);
Demo (buff his non-RPG choices, rework Level 15 skills);
Firebug (Spitfires are his only good weapons, not counting the boring ass flamethrowers. The Husk Cannon could use a rework to work like his KF1 counterpart. Make big zeds more resistant to fire panic, like, having to really spam the ♥♥♥♥ out of them to actually trigger it)
Survivalist (Sucks all around, needs a major rework)
Medic (bring back old Zedative, rework the entire right side skills selection)

Nerf:
Commando (remove crossperking of don't let him use the 401 and FAL. Or at the very least, make the FAL a SCAR sidegrade);
Gunslinger (nerf movement speed or skullcraker, remove bullet resistance)
Support (just fix the Doomstick)
Aya 9 ENE 2019 a las 2:01 a. m. 
In regards to Survivalist, i feel like "He needs a rework" is a bit of an exaggeration. I feel like this would be more favourable IMO

New Passive
Weapon Handling: 2% * level

Weapon switch speed is increased by 2% every level. During Zed Time, an additional 2% * level switch speed is stacked on top. A level 25 Survivalist would be able to switch weapons 1.5x faster in real time and twice as fast during Zed Time.

Level 5: Tactical Reload

Tactical Reload: Increase reload speed with Commando, Gunslinger, SWAT, Field Medic and Berserker weapons.

Heavy Weapons Training: Increase reload speed with Demolitionist, Sharpshooter, Firebug and Berserker weapons.

This ensures that weapons from all perks can reload faster. Thinking Berserker would end up overlapping with both Tactical Reload and Heavy Weapons Training so as to fit the Pulverizer into more loadouts.

Level 10: Melee Combat

Mad Doctor: Syringes recharge 80% faster, increase melee attack speed by 15% and move 25% faster with melee weapons. Melee weapons also deal damage over time.

CQB Training: Increase neutral weapon damage by 10%. Also increases melee attack speed by 15% and move 25% faster with melee weapons.

Because being able to move faster is always more optimal than marginally better heals, even if you're using ranged weapons exclusively. My suggestion is to guarantee the having of Melee Expert at Level 10, replacing the skill choices with better healing vs better shooting, with both skills offering similar proficiency with melee weapons.

Also, while an 80% increase in recharge speed sounds like a lot, it's actually comparable to a Level 10 Field Medic's recharge speed. But hey, beats the +20% syringe potency and +25% recharge speed from Medic Training.

Level 15: Equipment

Ammo Vest: Carry up to 15% more ammo for all weapons and magazine size by 50% regardless of weapon type*. Your grenade becomes a healing grenade.

Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Frag Grenade. Also spawn with a second random weapon and a $100 balance deduction.**

*Yes, this means that you can have 3 rounds in your Double Barrel Shotgun, 6 rounds for the Doomstick and 9 rounds for the M32. I am sorry, but it takes a lot to compete with a 20 block weight limit during the late game.

**Because Tier 1 weapons sell for $100, i think it makes sense to remove that $100 from your starting dosh since you'd start the game with two guns. Also, Weapon Harness is kinda useless in terms of early game. Point is, one skill's useless in the early game and the other is useless in the late game.

Level 20: Destruction

TBH, i really don't know how the Level 20 skills would be improved. Seems like one's an obvious choice over the other if you don't have Demolitionist weapons.

Level 25: Zed Time

Madman: The 3x Attack Speed bonus now applies to melee weapons. More of a personal nitpick than anything since I usually try to use the knife on Wave 1.

Grenadier: During Zed Time, weapons do not require reloading.

There's no saving Lockdown. Thinking the best course of action would be to replace it with a weaker version of Whirlwind of Lead, in that you'll still be consuming ammo, though i guess it's a fair tradeoff when you have a 240 RPM RPG-7. While Grenadier would be a significant step up in firepower for single-shot weapons, I can still see Madman being preferable for Commando, Medic, SWAT and Berserker weapons.
Última edición por Aya; 9 ENE 2019 a las 2:04 a. m.
Q3Cloud 9 ENE 2019 a las 3:05 a. m. 
NERF SPAWNSYSTEM
Aya 13 ENE 2019 a las 2:09 p. m. 
Although less severe, the Sharpshooter is similarly dependent on skills to shine in terms of damage output. Perhaps the most prudent move would to rework the Level 5 and 10 skills?

New Passive

Perk Weapon Damage (0.6 * Level)

Bodyshot damage for the Sharpshooter. Currently, the Sharpshooter is dependent on the Sniper and Marksman skills to do exactly that. Yes, i know that the Sharpshooter is focused on headshots. However, bodyshot damage is important because it stacks with headshot damage. With the above suggestion, the Sharpshooter would effectively gain 1.6% Headshot damage every level, maxing out at 40% without any skills.

Level 5: Survival

Fallback: Increase 9mm ammo reserve by 100% and knife damage by 50%.

With the 9mm actually doing enough damage to decapitate clots, i think it would be prudent to make it so that the Sharpshooter can use the 9mm as a primary weapon against trash zeds while his perk weapons can better be used on mediums and above. Late game usefulness is questionable however.

Off-Perk: Your Headshot Damage bonus applies to all weapons in the game. Also gain +2 Sharpshooter XP on decapitations with off-perk weapons.

This is more of a thing inherited from the first Killing Floor, where the Headshot damage bonus applies to all weapons. Usefulness of this skill can vary based on loadout especially if you plan on carrying a Medic Pistol to heal players.

Level 10: Weapon Handling

Focus: You now have a bonus damage meter that slowly fills up when you stand still and drains when moving around (max damage at 30%)

Harasser: Increase rate of fire by 25% and perk weapon stun power by 100%
Palumtra 14 ENE 2019 a las 3:32 a. m. 
Publicado originalmente por Ripper:
Currently swat is in need of a buff and survivalist a total rework, other perks are fine.
Lynfinity 14 ENE 2019 a las 3:51 a. m. 
Publicado originalmente por Cap'n Saccade:
People play medic in SP..?
Why not? 125 HP, syringe recharges insanely fast, heals even more HP, and his rifles are still strong enough to deal with Scrakes and Fleshpounds. You're literally invincible.
B Dawg 14 ENE 2019 a las 4:31 a. m. 
Publicado originalmente por Cap'n Saccade:
I like survivalist how it is - gotten used to it now and it's the only prestige 3 max I have.
This is bad on so many levels.
Kissa 14 ENE 2019 a las 4:56 a. m. 
Publicado originalmente por Cap'n Saccade:
People play medic in SP..?
Some people are also mentally unstable.
Cap'n Saccade 14 ENE 2019 a las 5:17 a. m. 
You're never going to have any love for Survivalist, B Dawg.

[> insert dank meme here <]
󠀡 (Bloqueado) 14 ENE 2019 a las 6:04 a. m. 
Publicado originalmente por Aya Shameimaru:
Will just keep my posts on a per-class basis for this thread, starting off with Firebug. I still think the best thing to do would be to make his non-bullet weapons hit harder, but nerf the ammo capacity so as to punish spamming. Because we all know that Tripwire will nerf the Firebug, i think a nerf that actually increases the damage output of the Firebug would break the otherwise endless buff/nerf cycle.

Firebug

Caulk n Burn
Max ammo reduced to 50+250
Damage increased to 16 (was 10)

Flamethrower
Max ammo reduced to 100+300
Damage increased to 28 (was 18)

Microwave Gun
Max ammo reduced to 100+300
Beam Damage increased to 32 (was 16)
Splash damage increased to 20 (was 10)

Microwave damage resistance changes
Clot: 0.5
Rioter: 1.1
Crawler: 0.75
Stalker: 0.7
Abomination: 1.25
Zeds not mentioned remain unchanged

Husk Cannon
Damage scaling reverted to Summer 2018 Beta stats
Max ammo decreased to 25+125
Starting Ammo decreased to 25+50

Firebug has gotten so many buffs over the updates, why does it need another one lol. Those buffs have made firebug broken in versus mode, but then again in versus the small pvp zeds has a 2x weakness against the caulk specifically.
Última edición por 󠀡; 14 ENE 2019 a las 6:06 a. m.
Kissa 14 ENE 2019 a las 9:34 a. m. 
Just got an idea from watching Subnautica gameplay; maybe add a harpoon gun for the survivalist, so he could slow down large zeds.
Siluva 14 ENE 2019 a las 10:55 a. m. 
Publicado originalmente por Kissa:
Just got an idea from watching Subnautica gameplay; maybe add a harpoon gun for the survivalist, so he could slow down large zeds.
Sound interesting.
Suvivalist should have "homemade" weapons, would fit more to the "survivalist" theme.
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Publicado el: 8 ENE 2019 a las 1:49 p. m.
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