This thread is created to show your opinions on how you would like the classes to be in KF3, to support the devs with feedback and suggestions.
We don't know how classes and perks will work on the new game, but it always helps to give them any feedback.
Here are mine:
I would like to start this post by saying I am not a game designer, nor an expert, I am just a fan excited for KF3! These are just suggestions from a passionated player.
Sharpshooter was my main, and Berserker was the class I think needed the most rework for KF3.
Sharpshooter lacks passive perk skills (only got 3), and some of its perks could have a "cool" factor to make them more interesting.
Berseker is one of my favorite classes of the game, and it is really fun to play with it. However, specially after the nerfs, you need to be very careful with berserker, which is kind of odd since bersekers were warriors who would not stop killing doesn't matter what. I'm not saying the class is bad, it isn't. I just think I would be interesting to see a Berseker that is more tanky and aggressive.
Here are my suggestions:
It might seem that Berseker is doing less damage, but for the melee weapons it would gain 1.15*1.1 which is x1.265, which is bigger than the current x1.25. So he deals a little bit more of damage and is much more tanky.
On his perks, most of them are only activated when it is actively attacking Zeds, encouraging the class to focus more on tanking for the team and dealing damage.
Also, I buffed some of the skills because they were overshadowed by the other option.
So I have a lot of bias because Sharpshooter is my main, but I will justify each one of the new passives. I think it it would be cooler if Sharpshooter could support the team with headshot Zed time since the early levels, rather than only unlocking it at the level 25.
Speed would help because it is a class that works better at a distance, so helping it keep its distance is goos. Also, having the 10% speed on top of the shooting speed on Marksman completely overshadowed Sniper.
The Headshoot penetration is for the cool factor. It is very satisfying to kill multiple aligned Zeds with headshots, and it is always good to give this class more incentive to aim for the head.
So on the Zed time one, I know the previous version of Assassin was solid, but I wanted to make it have more "cool" factor. That first shot could have an special effect, like leaving a red trail behind it like and the bullets glows, indicating that that shot is gigga freaking powerful.
Also just imagine two fleashpounds aligned in zed time you just aim for the head with the Railgun and 1 headshot both of them THAT WOULD BE SOOOOO SATISFYING!
We don't know how classes and perks will work on the new game, but it always helps to give them any feedback.
Here are mine:
I would like to start this post by saying I am not a game designer, nor an expert, I am just a fan excited for KF3! These are just suggestions from a passionated player.
Sharpshooter was my main, and Berserker was the class I think needed the most rework for KF3.
Sharpshooter lacks passive perk skills (only got 3), and some of its perks could have a "cool" factor to make them more interesting.
Berseker is one of my favorite classes of the game, and it is really fun to play with it. However, specially after the nerfs, you need to be very careful with berserker, which is kind of odd since bersekers were warriors who would not stop killing doesn't matter what. I'm not saying the class is bad, it isn't. I just think I would be interesting to see a Berseker that is more tanky and aggressive.
Here are my suggestions:
Berserker weapon damage 0.6%/level max 15% |
---|
Melee damage 0.4%/level max 10% (includes bash from all guns, stacks with Berseker weapon damage) |
Resistance to damage 10% + 1%/level max 35% |
Resistance to parried attacks 25% + 3%/level max 100% |
Clots cannot grab you |
It might seem that Berseker is doing less damage, but for the melee weapons it would gain 1.15*1.1 which is x1.265, which is bigger than the current x1.25. So he deals a little bit more of damage and is much more tanky.
Dreadnaught Increases total health by 100%. Whenever you are healed while Zeds are within 2 meters, you regain twice as much health points. | Skirmesher After hitting Zeds with melee perk weapons, increase movement with Berseker melee weapons by 25% and regenerate 2 health points per second for 3 seconds. |
Vampire When you hit Zeds you heal health points: 1 for light attacks, 2 for pokes and bashes, and 3 for heavy attacks. | Butcher Increases attack speed and damage of melee weapons by 20%. |
Resistance While you attack with perk melee weapons, you have an extra 15% resistance to all damage and 40% resistance to sonic, acid and fire damage. | Parry Parrying an attack increases attack and movement speed by 15% with melee perk weapons and melee damage by 25%. |
Smash Heavy attacks with Berseker weapon damage deal 50% more damage on head hits and have 3 times more stumble power. | Massacre Light attacks and bashes with Beserker weapons do 30% more damage and when hit in the head have a 15% chance of stunning the Zed. |
Berzerker Rage During Zed time, you heal all of your HP and deal 100% more damage with perk weapons. | Spartan During Zed time, you move and attack in real-time. |
On his perks, most of them are only activated when it is actively attacking Zeds, encouraging the class to focus more on tanking for the team and dealing damage.
Also, I buffed some of the skills because they were overshadowed by the other option.
Sharpshooter weapon damage 1%/level max 25% |
Sharpshooter weapon recoil 1%/level max 25% |
Weapon switch 2%/level max 50% |
Headshot triggering Zed time chance 0.2%/level max 5% |
Speed with sharpshooter weapons 0.4%/level max 10% |
Headshot penetration with sharpshooter weapons 4%/level max 100% |
So I have a lot of bias because Sharpshooter is my main, but I will justify each one of the new passives. I think it it would be cooler if Sharpshooter could support the team with headshot Zed time since the early levels, rather than only unlocking it at the level 25.
Speed would help because it is a class that works better at a distance, so helping it keep its distance is goos. Also, having the 10% speed on top of the shooting speed on Marksman completely overshadowed Sniper.
The Headshoot penetration is for the cool factor. It is very satisfying to kill multiple aligned Zeds with headshots, and it is always good to give this class more incentive to aim for the head.
Sniper Increase headshot damage with perk weapons by 25% | Marksman Increase shooting speed with perk weapons by 25% |
Stability Increase damage by 30%, movement speed 50%, and reload speed 20% while crouching using perk wepons | Ballistic Shock Increase headshot stun power of perk weapons by 150% |
Rack’em up Each consecutive headshot with perk weapon increases damage by 10% up to a maximum of 50% | Tactical Reload Increase reload speed with perk weapons |
Dead Eye Reduce recoil and increase perk weapon headshot damage when aiming down sights by 15% | Always Prepared Carry one extra grenade and 25% of ammo for perk weapons |
Assassin During Zed time, the first shot deals 100% more damage and penetrates all Zeds. (Comando Zed time reset also resets this ability) | Ranger During Zed time, your headshots with perk weapons will stun any Zed |
So on the Zed time one, I know the previous version of Assassin was solid, but I wanted to make it have more "cool" factor. That first shot could have an special effect, like leaving a red trail behind it like and the bullets glows, indicating that that shot is gigga freaking powerful.
Also just imagine two fleashpounds aligned in zed time you just aim for the head with the Railgun and 1 headshot both of them THAT WOULD BE SOOOOO SATISFYING!