Killing Floor 2

Killing Floor 2

View Stats:
(Beta 1) Bounty Hunter weekly is very annoying and unfun.
I've not been enjoying the newest weekly in the beta honestly, a bounty hunting system doesnt work in KF2.

-I'm forced to put myself in danger while chasing the bounty zed, rather than run away from danger, which is a complete opposite of the gameplay style of KF2.
-The bounty zed can hide in places that players cannot reach in any way.
-While the bounty zed is in a safe, unreachable place (Or, at the end of a corridor full of zeds), i have to kill the normal zeds to defend myself, which enrages the bounty zed, punishing me in the long run.
-Fighting enraged bounty zeds its just not fun, especially in early waves: They have 100% immunity to stun or slowing effects, have 3x (maybe more) the health of a regular zed and deal twice as much damage.

These are the things that bothered me the most while playing the newest weekly in Castle Volter, as a lvl 25 swat, on Solo.

TL,DR: Bounty Hunter punishes you for playing safe, but doesn't give anything in return for playing aggresively (in some cases, it also punishes you for doing so).

Some suggestions that might fix these problems:
-Make it so that bounty zeds cannot enter places that cannot be reached by the player.
-Add a healthbar to bounty zeds that can be seen by all players (even without a Commando)
-Make it so that bounty zeds will only enrage after ALL non-bounty zeds are killed
-When fully enraged, remove (or reduce) the bounty zed's resistances to stun and slowing effects
-Maybe nerf the bounty zed's HP and damage dealt?
< >
Showing 1-5 of 5 comments
AKA_Trunk Monkey Sep 30, 2023 @ 7:31am 
I find it challenging. You can do it with a good team. I did, except on the boss wave we failed. But as always, "If at first you don't suceed, try and try again harder" till you do.
Last edited by AKA_Trunk Monkey; Oct 14, 2023 @ 6:25pm
AT Sep 30, 2023 @ 9:39am 
The idea of most weekly changes is to force you to play differently.

Though running back into unreachable spawn areas is indeed a problem, more-so on some maps than others. I think Castle Volter highlights it.

I wouldn't mind the health-bar. I think making it weaker (especially after it rages) would defeat the purpose as players would just leave them till last, similarly delaying rage until all others are dead removes much of the challenge as everyone just gangs up on it (or kites the last bloat around the map and beats up on the non-aggressive bounty zeds).
Biff_W Oct 3, 2023 @ 6:17am 
If I were to design it, I'll give some combat-related buff to the player team like damage increase/resistance/health regeneration/speed increase when they manage to kill a bounty zed for the rest of time of the wave to encourage players to hunt them down first.
hitman_2 Oct 11, 2023 @ 9:38am 
Just removing the immunities on the bounty zeds could do the trick. In the end those are still the same one but a bit beefed up. Adding some kind of randomized weakness and/or resistance to it could be a good way for change in tactics.
gRim_Reaper II Oct 20, 2023 @ 7:30pm 
Just the fact they keep running away pisses me off so much more than this game has ever managed before, save for the bloody drones. Gorefasts that are nearly impossible to keep up with, having to sprintshot them in the back, all the while other zeds blocking every narrow corridor when you're not allowed to kill them, it's so stupid, on par with the quality you can expect of recent updates.
< >
Showing 1-5 of 5 comments
Per page: 1530 50