Killing Floor 2

Killing Floor 2

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Has zed damage been increased at some point?
got about 750 hours on pc and i dont know how much more on consoles throughout the years. Recently started playing again and im just so confused sometimes on a lot of deaths.

While the game isnt at all forgiving for screwing up or getting yourself grabbed theres almost usually always a way to get out of a bad situation. Yet i find myself constantly being instakilled. On suicidal a gore can kill me in two hits unless im playing surv or med (all perks above 20 except firebug whos lvl 15 ,which arguably is the easiest class to get out of a stun.)
Bosses instakill with full health and shield. On suicidal??? Never remember that being a thing. You can at least survive one hit or two with full health and shield but game after game ive found myself dying consistently the second i let anything touch me.

I used to grind hoe all the time for fun regardless of class as long as i had at least even a lvl 15 class now suicide is clapping my cheeks with just a few normal clots being able to drop me down to 10hp in just a few hits. Again, i havent played in a while so admittedly im rusty, but with the way spawns work on this game something is almost always gonna sneak up and get a hit off. Its weird to be dropped down below half health because a crawler fell from the roof and attacked me in a matter of a half a second
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Showing 1-6 of 6 comments
TioRast Dec 7, 2024 @ 4:44pm 
If you are playing on a server probably has to do with it, if its on solo then weird since difficulty does affect zeds damage but not to absurd ammounts the only way a zed can hit you and you feel is like deleting you is if they are doing their combo attacks, like crawlers doing a backflip, gorefield its spinning attack non stop etc.

Be aware rioters can boost zeds damage, while most zeds gets at most 10%, trash zeds like clots, crawlers and stalkers gets a massive boost towards it.

atleast for me dude the game become insanly difficult since eddars cameout ( annoying roboto who literally almost like rioter punishes you for doing headshots but alteast rioter is more easier to deal with any high damage gun )

Quick edit: Patriarch missile launcher if 3 rockets hits you is literally instakill on suicidal and hoe, abomination does high dps on vomits, king fleshpound groundpound attack deals insane damage and matriarch cannon it has absurd damage, and hans only 2 high damage attacks are the grenade spread and sprint + lung hit when at low health
Last edited by TioRast; Dec 7, 2024 @ 4:53pm
Grim Dec 7, 2024 @ 11:24pm 
I don't remember the specifics but I think whoever took over cranked up some things a few years ago. I know the spawning issue is/was far and away the biggest annoyance to me.

The spawning literally over your shoulder/behind you was originally only in HoE
and limited to lesser zeds, but after the change it's been extended at least to hard difficulty with no limits in higher difficulties. Spawning used to be generally confined to around corners and walls but now it'll spawn them anywhere a player can't actively see. Before the change you could still watch them spawn in places like the hedges at the fountain on Ashwood Asylum but now if you look around frequently enough you can watch them levitate out of the ground (often mid-attack) without a vent in sight.
Prowler™ Dec 8, 2024 @ 1:21am 
The game changed drastically when they added damage types and resistances. (As in it got trashed by the devs lol) But that was YEARS ago
Only the berserker gets a universal damage resist...and a perk that amplifies that resistance on perfect parry (Easy to do) You can see the damage resistance in the class select screen, its listed with your class specific bonuses and levels up with them.

On higher difficulties some enemies do have instant kill attacks, husk and scrake have easily triggered and telegraphed instant kills. The husk with run at you and detonate, this is instant death. The scrake will run at you and do a "gut chainsaw", this is instant death. Common enemies will also attack in combo strikes.

Now the line of sight spawning has been an issue since the BETA testing...i was there, 99.9% of player feed back at the time was "WE HATE THIS PLEASE STOP" but the lead dev didn't care and was actively hostile about it, you can maybe find some hilarious stuff in the archives unless they purged it. Quite a lot of early access pledges were dropped. *cough* dragon class *wheeze* wall walking crawlers *ahem* no clown cosmetics

Having a vision is one thing. Being abusive to your fans is another. Rather than take the L on that they double down then tripled down. This crippled the games growth and actually almost killed it with the player base all but abandoning it...it was only then TWI panicked and started cleaning up some of the mess and some players came back.

Today you have a game thats playable up to a point then you run into the utter BS LoS spawn system and either learn to play around it or just go play a less BS game like dark/vermin tide 2...yes i know winds of magic happened and dork tide got re-launched, its actually a decent game now unlike KF2.
Hopefully TWI learned something for KF3 but i doubt it. I have zero trust in any developer and neither should you until they actually deliver on promises lol :waytohell: :Nutcracker:
TioRast Dec 8, 2024 @ 5:34am 
also for me the elitist also has something to do with killing the game, like asking berserker the class that literally has to kiss enemies in order to do damage have less resistance ( probably was a bit too much but won´t could hurt if they lowered zerk damage a little bit in exchange of keeping the resistance to face zeds face to face ) like berserker problem was having too many ranged options specially the frost fang but also the freaking med bat which was the root of nerf demanding just to later on and very late, nerf the bat because now people ♥♥♥♥♥♥♥ about how any class could use it outside of zerk so was a excuse.

also they demanded gunslinger needs he´s movement speed lowered for like why? xD
veracsthane Dec 10, 2024 @ 2:09pm 
Originally posted by Grim:
I don't remember the specifics but I think whoever took over cranked up some things a few years ago. I know the spawning issue is/was far and away the biggest annoyance to me.


spawns are my problem but its less this and more the increase in spawns as players join and then dont play properly so around wave 30ish youll get swamped with flesh pounders and the demo will have an m16 instead of an rpg while the gunslingers is running around with trashy pistols

long story short youll be the one who kills the waves and the spawns will kill you early and the entire team will fold like a wet paper napkin minus the one survivalist. super annoying to have to play medic every game with the medic rpg to make up for it all.

game goes from easy to great now i cant have fun without losing.
Aya Dec 11, 2024 @ 10:35pm 
2018 was around the time where they increased lethality all across the board for higher difficulties.

Unfortunately, with the game's netcode being ">ue3 in 2023", you'll be hard-pressed to find a group to play with to up your chances for survival. Were the netcode any better, i'd say something like "You'll want to have a team consisting of a survivalist, medic, demolitionist, and Commando", since the high lethality of KF is meant to encourage a diverse team composition that incorporates a tank, healer, HVT killer, and trash cleaner.
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