Killing Floor 2

Killing Floor 2

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Dog Aug 12, 2018 @ 6:54am
did treacherous skies ruin this game?
with the changes to hoe, upgrade system, edars, everything. i honestly find the game more frustrating than anything now. this game used to be a nice relaxer, just turn some music on and kill zed, HoE gave a challenge but never once felt "cheap" before. now i find myself turning the game off more often than actually completeing a match. what gives?
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Showing 1-15 of 66 comments
[MM] Cpt_Mustard Aug 12, 2018 @ 6:57am 
Well, you can blame the community for constantly saying that HoE was too easy and should be harder
Wandering Flare Aug 12, 2018 @ 6:59am 
People that played the Zerk+Medic meta 24/7 felt the game was too easy on HoE. So we got something to make it harder.

Harder, not more challenging.
Eldin (Banned) Aug 12, 2018 @ 7:33am 
You guys realise that there are 3 more difficulties below HoE?
HoE is supposed to be almost impossible to beat. If it's too hard for you then play Hard or Suicidal.
For me, Suicidal is currently the perfect difficulty.
Difficulties in this game were messed up since beginning because the lowest difficulty is Normal.
In reality it's
Normal = Very Easy
Hard = Easy
Suicidal = Normal
HoE = Hard
HiTmAn Aug 12, 2018 @ 7:34am 
hoe is way more messy is not harder its just not fun 3 raged fp combined with edars u better be on good spot
Josh Hutcherson (Banned) Aug 12, 2018 @ 7:39am 
Originally posted by Krim Son:
Well, you can blame the community for constantly saying that HoE was too easy and should be harder
Following image will never not be accurate: https://steamcommunity.com/sharedfiles/filedetails/?id=1413525015
On topic: Hell on Earth specifically was made cheaper instead of more difficult. Everything else is a non-issue that crybabies need to untwist their panties about. Try shooting at the robots and ignoring the upgrade system instead of crying about how they ruin the game.
Wandering Flare Aug 12, 2018 @ 7:40am 
Originally posted by Eldin:
You guys realise that there are 3 more difficulties below HoE?
HoE is supposed to be almost impossible to beat. If it's too hard for you then play Hard or Suicidal.
For me, Suicidal is currently the perfect difficulty.
Difficulties in this game were messed up since beginning because the lowest difficulty is Normal.
In reality it's
Normal = Very Easy
Hard = Easy
Suicidal = Normal
HoE = Hard
You mistake things being hard and things being challenging, or rather mix them into one.

Being challenging, something is rewarding to overcome and for some people even enjoyable to go through, like, say, Dark Souls' bosses that can be beaten by using your head and not just M1+Rolling all the time hoping for the best. It's a test of skill and knowledge.

Being hard, however, is just that. Hard. It's not made to challenge you, it's just made to be hard. You can be new to the game or you can be a veteran player, the difficulty will remain the same because of how mechanics work, like for example Darkest Dungeon's hero deaths because RNG deemed it that 2-3 monsters focus-crit one hero, which sends them to Death's Door and they die before you can do anything. It's the same exact situation with 6-2 pack spawning right around the corner you are turning or Stalkers/Crawlers spawning out of thin air.
Last edited by Wandering Flare; Aug 12, 2018 @ 7:41am
Bongo Aug 12, 2018 @ 7:42am 
i like the increased difficulty but agree to some extent with the rest of it. try suicidal if you just want a chill game.

the upgrade system is not good and would be better if they just removed it. what they should have done is just make tier 1 and 2 weapons upgradable to be inline with tier 3 weapons. that way would make more weapons viable without disturbing the balance or confusing the players too much.

edars i've kinda got used to but they're not what killing floor should be. i don't think i would remove them as they add to the incresed difficulty but maybe reskin them to be fleshy zeds, maybe different variations of husks would be better.

some of the weapons are not balanced very well.
the evicerator is now bad. i think the parry canceling would have been a big enough nerf in the first place but they have reduced damage too much and it's seriously weak compared to most other tier 4 weapons.

the doomstick is meh. hardly feels any better than the double barrel.

the amr seems very inconsistent with hit detection. it either needs some kind of bullet tracer or bullet velocity increased. because sometimes i'm sat scratching my head wondering how i missed the shot.

the fleshpound wave is too difficult in 6 player hoe endless. i've managed to finish it maybe 2-3 times out of a 100 or more, it's more about getting lucky and getting them all in a good kiting positions and having the right classes on the team. i think limiting the ammount that can be alive at any one time to about 10 would be a step in the right direction.

scrake wave is now too easy imo. the old scrake waves were much easier than the fleshpound waves we have now. increasing the total number of scrakes by at least 50% would work.
iiTzHentai Aug 12, 2018 @ 7:47am 
Yes it did.
Especially the upgrade system, it's gonna be a nightmare to balance out things. Without the upgrade system TW couldn't balance out guns, now it's even worse cause they have to balance them with the upgrade system in mind.
[MM] Cpt_Mustard Aug 12, 2018 @ 7:52am 
Originally posted by iiTzHentaiPT:
Yes it did.
Especially the upgrade system, it's gonna be a nightmare to balance out things. Without the upgrade system TW couldn't balance out guns, now it's even worse cause they have to balance them with the upgrade system in mind.
Upgrade system isn't the reason we got the nerfs and buffs as stated from E3 interview, real reason was the actual balance of the game where people kept using same weapons to the point of being as easy as Normal mode in Kf1, this also includes removal of reload canceling to make HoE harder

and the reason Upgrade system was added was because of Stand your ground objective, because you can get 5k dosh from completing them and other reason is endless mode
Last edited by [MM] Cpt_Mustard; Aug 12, 2018 @ 7:55am
Jet Aug 12, 2018 @ 8:02am 
Yeah, Treacherous Skies ruined the game. Like I predicted it will when the Summer Beta 1.0 happened.


The Upgrade System ruined the game balance because any gun in the game can become a Tier 5. Hell, even the 9mm pistols. Tier 5 dual wield 9mm pistols can kill a 6P HoE Fleshpound within 20 to 25 headshots with Fallback Commando. Tier 5 AK is broken. Tier 5 Deagles are broken. Basically, Tripwire homogenize every single weapon in the game. Also, players in Co-Op are more selfish of their dosh now.

EDARs just add nothing new to the gameplay. Their just frustrating metallaic alloys. Blaster can awkwardly force big ZEDs to be enraged(a Blaster is basically a Husk clone with Lasers). Boomer can force ZEDs to stumble(like a Fleshpound). Trapper can just force the player to hold still with its laser. The worst part is that there is no way you can avoid the laser. Not even jumping over it. Enemies that take control away from the player are typically disliked these days. No, don’t mention any other game that does that. The other games run on different set of mechanics than this one. Some games can get away with that but, that doesn’t include this one.

M99 was added. It’s basically a bloated v1064 Railgun clone. 3 Rack Em Ups with that weapon can one hit kill a 6P HoE Fleshpound. Being able to OHKO a Fleshpound shouldn’t be cheap.

Doomstick can kill a 6P HoE Fleshpound with an alt-fire shot and a melee bash to the head. Being able to OHKO a Fleshpound shouldn’t be cheap. Damn, as if Tripwire didn’t know that.

Hell on Earth is not harder. It’s exactly the same as v1064 except, the EDARs are here and they still are a flawed concept ever since they were showcased as a proof of concept back in April.

Tripwire ignoring community feedback at the worst possible time. It doesn’t ♥♥♥♥♥♥♥ matter if players “asked” for the Upgrades and the new enemy. Tripwire should’ve known better to ignore those suggestions because those suggestions make zero ♥♥♥♥♥♥♥ sense in a wave based survival game(especially when someone suggested Versus mode a long time ago) where you get passive bonuses as you level up. Especially, if you’re level 25 and more experienced players knew that the Upgrades was a bad idea the moment it was showcased as a proof of concept. So, powercreep is a issue now and Tripwire is trying to balance around powercreep instead of nerfing the powercreep.

Hell, even Tripwire could’ve made a better “new” enemy than a EDAR. Like a custom ZED from KF1 called the Shiver(or the Brute). Players were hoping that the EDAR and the Upgrades doesn’t make it to the main branch because those 2 things got a bad reception. However, Tripwire decided to keep pushing it down the game’s throat because they don’t care about the very negative feedback they got. They only care about the money. They already disappointed a lot of KF1 players back in Early Access. So, Tripwire went full nuclear and disappointed any KF2 player that likes KF2 better between first day out of Early Access and v1064.

Keep in mind, that this game has bugs that should’ve been fixed during Early Access. For example,

-ZED Teleporting and ZED Spawning Too Close
-Configs Resetting
-Invisible Husk Shots and Invisible Bloat Mines
-Fleshpounds Skipping Rage Animations
-Long Loading Times
+^ Which Tripwire failed to fix
-Server Side Memory Leak
+^which leads to players losing connection to a server

Oh, don’t forget that the players that “like”the update(v1065-v1067)told the other players that don’t like the update to gtfo and Tripwire did absolutely nothing about it because the game’s ratings increased from 83% to 87%. Even though, a spike in negative reviews happened at that time because a lot of players were disappointed in Treacherous Skies. Not just the 1k hours players but, regular and beginning players was disappointed. Even a player with only (roughly) 47 hours in the game said(in a negative review) that the EDARs and Upgrades made the game unbalanced.

All in all, don’t blame the KF2 community for making nonsensical suggestions(you can blame them for telling other players to gtfo tho).

Blame Tripwire. Their treating the game more like a live service(adding more paid content to reel in more players at the cost of stability) than a actual game that people want to play and enjoy. They consistently ignored feedback even if players “asked” for it. They didn’t bother fixing the bugs I mentioned earlier and they keep making excuses for them. Tripwire could’ve made Treacherous Skies a lot better than how it ended up to be. Above all, Tripwire could’ve done a better job at balancing the weapons. They can’t even balance the weapons are the upgrade system so, there’s no point in giving them feedback anymore. They’ll ignore it because “it's just business”.

Tripwire just only care about the money. Just like any other triple AAA developer(and publisher).


https://streamable.com/54i5f

https://streamable.com/8e2ym

https://m.youtube.com/watch?v=hBdapKxGvoY

^EDAR Copy Pasta Spawn Code with Husk and Stalkers

https://cdn.discordapp.com/attachments/432042437452496900/456504127611076642/Tiger_is_psychic_page_2.png “I told you so”
Last edited by Jet; Aug 12, 2018 @ 8:06am
m550 Aug 12, 2018 @ 8:19am 
this update surely makes KF2 like one hell of "drepressing downfall" from the "treacherous skies"

might lead to crash landing with huge impact if halloween following the same way.
Last edited by m550; Aug 12, 2018 @ 8:21am
DrunkBunny94 Aug 12, 2018 @ 8:24am 
Tbh there have been a lot of patches that you can point to as ruining the game.

The first iteration of resistances, the patch that introduced spawn raged large zeds, the zerker changes in summer 17 was a turn off for some people, the albino clot getting changed into the rioter was a but turn off for a lot of mando and support players.

Treacherous skies is just another patch that TWI were able to piss off a fairly large portion of their core audience to try and make the game appeal to a wider audience.

EDAR's might look cool to a new player but for existing players they are boring to kill when compared to the existing zeds - plus the EMP is super annoying but theres no way to avoid the EMP unless you want to go through their full HP which is higher than a quarterpounds head. Also because some genius thought having these guys share a spawn with husks and stalkers was a good idea it means they are one of the more common enemies you come across which is horrible.

The upgrade system is just bad, its half assed, its unbalanced, its a hot mess minus the hot. It fails at every level from concept through to implimentation. How this was ever given a greenlight i dont know, the game hasnt felt this unfinished since EA when there were only 4 perks...
An attachments system that people have mentioned would have worked much much better but TWI have said that its not possible - so we get half assed and an unfinished system.

The balance changes made for the upgrade system were also horrible. Nerfing class favourite weapons was a horrible idea :-
The M14 was pretty good where it was why it got an 11% damage nerf is beyond me (we all know it was to make upgrades viable).
We all the SPX only got nerfed because Tiger said he would quit if they nerfed it xD jokes aside this was also to make room for the upgrade system or because it was so good on the gunslinger when its always been rough on the SS.
The DBS actually needed a tweak a weight and price increase would have been pertty good but then they went and also increased its reload speed and also reduced its damage and stumble power by 16% which is pretty ♥♥♥♥♥♥♥ harsh just to shoe horn in the doomstick which is against another bait to get new players in - they then nerfed the doomsticks ammo to unusability.
The katana nerf is also confusing since its been the worst zerk weapon for some time, increasing its weight and cost seems just a lil' dumb if you ask me.
The railgun nerf was a good one (750 damage to 700 damage) - but rendered useless by the introduction of the M99 :/

The removal of reload cancelling targetted support and gunslinger but mostly sharpshooter with the railgun and M99 when TWI brought it back they only nerfed the GS dispite the railgun being able to shoot almost as fast as the SPX >_<

Nerfing the zeds move speed like 2 or 3 patches in a row and then making them have a higher chance to run this summer doesnt really do much as they run too slowly TWI need to revert the move speed nerfs from before and then possibly change the sprint chances. Things die before they can sprint which renders this change moot.

If anything all of the "difficulty" changes dont actually make the game harder in a skillful way that you can adapt or counter this kinda, its more a ♥♥♥♥♥♥♥♥ frustrating kinda way. Theres no
spawn rage is never going to be a fun mechanic, its always going to be frustrating. The aggressive teleporting is never going to be fun its only going to be frustrating.
Having the game director able to simple go "and you lose" isnt exactly fun or challenging.

Meanwhile bugs and issues that have been in the game for ages some even years now still go unaddressed.
Windows memory server leak, invisible husk shots and bloat mines, getting bloat mined in trader time, multiple abomination/boss spawns, weapon duplication bugs (that have been around since beta), FP's skipping rage animations, ive never seen zeds getting stuck and teleporting through walls before this patch either (this might be a map specific problem though) etc etc.

I'll just say I used to play 6-7 hours a day everyday and now I don't play everyday and when I do I do it for a maximum of 2 hours. The game feels much worse
Underdog Aug 12, 2018 @ 9:51am 
Luckily for you, there are 3 other difficulties if you just want to turn on music and relaxingly kill zeds : P

HoE becoming harder is for the others that wanted the game to be more difficult without turning to mods. There are 4 difficulties total, and it finally feels like they are necessary.
FALLENV3GAS Aug 12, 2018 @ 9:56am 
Originally posted by D.J. Jetth1576:
Hell, even the 9mm pistols. Tier 5 dual wield 9mm pistols can kill a 6P HoE Fleshpound within 20 to 25 headshots with Fallback Commando.

How is that OP? Not only are you 'forced' into picking one skill over the other, 20-25 shots to the head is not only a lot but very unrealistic to pull as consistant as you claim. Being on HOE where a FP not only rages easy but alos rund and dodges like hell, who has time to fire so many shots to their tiny dome?
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Date Posted: Aug 12, 2018 @ 6:54am
Posts: 66