

If the latter, why do most maps only have 1 or 2 good positions to do so? If the former, why do you spawn 3 Bloats around the corner while I am running away from a raged Scrake and 5 dozen Crawlers? Does it want you to kite enemies or hold a position?
KILLING FLOOR 2 WEAPONS IDEAS UPGRADE
Smaller maps, perma-sprinting Zeds on HoE, pre-raged Fleshpounds, EDARs, the weird weapon upgrade system.Īll of that + the shitty spawn system and you got yourself a game that cannot decide what it actually wants to be.

KILLING FLOOR 2 WEAPONS IDEAS UPDATE
The Treacherous Skies update in July(?) 2018 pretty much killed my enjoyment of the game. Nowadays the game is so unpredictable, every single public game I play (I play mostly HoE btw) I have no idea what is going on because my screen is shaking, I have blue smoke covering my screen and everything is on fire. Rarely did I get angry at the game itself for treating me unfair, I simply had to improve and the game automatically felt more fair and gave me a sense of control.

Who needs synergy and teamwork when you can just whip out the Incision Rifle as a Medic and blast away the big boys.īefore when I failed a map, I always blamed myself. And on top of that, most perks now are able to deal with large zeds very effectively, thanks to HRG weapons. With the addition of the Incendiary Rifle, Kaboom Stick and Healthrower, those perks are granted extra range with good dmg, dealing with Zed's up close without self damage and being able to heal players constantly without needing to wait for syringes to recharge respectively. The new HRG weapons makes this worse by removing the weaknesses of certain perks (Firebug must burn Zed's up close but risks taking damage if he can't kill Zed's quickly, Demolitionist needs distance to arm his explosive so he can't use them up close and Field Medics must rotate between guns due to the limited amount of syringes a gun can shoot in quick succession.) The way ZED's spawn (less in groups and more spread out) makes killing Zed's feel more like a chore than an enjoyment, and also disincentivize perks from doing their job effectively (Firebugs dealing with groups of crawlers, Commandos taking out groups of Stalkers and Demomen dealing with groups Fleshpounds). I thought I was tripping but when watching some of FatCat's/Psych0Gamers old KF2 videos, I noticed just how much had changed with the weapons.ĮDAR's still feel out of place and Rioters being the same Elite Alpha but with armour, slower movement speed and more HP are annoying to go against and how they are the only enemies that going for headshots straight up is a bad strategy, despite every other Zed, including bosses, headshots are the most reliable ways to maximize your damage. The guns overrall feel weaker, very noticable with starting weapons and tier 4 weapons (which I think has to do with the Summer 2018 update adding the Upgrade System). The core gameplay is still there, don't get me wrong. I've been playing since March 2017 (when The Descent update dropped) and I have to say, game doesn't feel the same.
