Killing Floor 2

Killing Floor 2

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Suggestion about Demolitionist's Siren resistance perk.
This is an idea i've had in my head for a long, long time while having played this game.

At this point you should know about the choice of perks for the Demolitionist at level 15. Either have your explosives become 100% resistant to the Siren's scream ability, or increase the AoE of your explosives at the cost of damage.

There is one rather obvious problem with this. Sirens can by default completely nullify a demolitionist's weaponry (exception being the bullets from the M16), which is a huge issue if they're located very closely to a priority target, such as a Fleshpound or Scrake. Time that rocket wrong, and the siren completely breaks it, preventing critical damage to the intended target. With the skill, no need to worry.

Which leads to the 2nd problem. The other skill, Fragmentation Rounds simply cannot compete with the utility Sonic Resistant Rounds offers. Apart from VERY early on in the match (where it can make it easier to kill groups of trash zeds), there is absolutely no situation where it is more desireable to increase your AoE at the cost of damage, when the alternative instead eliminates the biggest nuisance a Demo player has to deal with pre-level 15.

So what is my suggestion to this so called "problem"? Glad you asked. I suggest completely scrapping the Sonic Resistant Rounds perk, and replacing it with another perk choice that allows Fragmentation Rounds to become a competitive choice for players (won't go into detail about that here, focusing on the main subject).

What i instead would do is the following. Demolitionist gains a passive resistance to the siren's scream that makes sure his explosives NEVER break from being struck by one. BUT, if a Siren does manage to affect his projectiles, they will suffer a damage reduction. It wouldn't mean much for crowd control, but against big zeds it makes timing crucial or else it'll take longer to kill them.

The resistance starts out at 25% and goes up 3% for each level, similiarily to Firebug's resistance to his own fire. It caps out at 100%.

This way, Demos would still have to be cautious about Sirens at least until max level, especially if they're packed to a group of zeds or Fleshpounds. BUT it wouldn't completely screw them over just because they chose to not pick a specific skill or happened to fire at the wrong time.

Granted, these are ultimately just my suggestions. But i genuinely believe this would benefit the perk and players who use it, and i dislike seeing perk choices where one alternative is completely crippling you compared to it's alternative. Wrote this because Demolitionist has been one of my favorite perks in this game ever since i played it, and i want to see the perk become as good as it can.

If you have any opinions about the whole matter, please feel free to post them.
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I feel like that would be very hard to program, and would require a rework of the Siren's mechanics from the ground up. I'd much rather see Demolitionist just get Siren resistance for free at level 15 (akin to how both of Beserker's level 10 perks grant a 20% attack speed increase) and change Sonic Resistance to be something more damage/utility oriented, like projectiles flying further/having less weight for example.
Originally posted by Reddit Dwight 🦋:
I feel like that would be very hard to program, and would require a rework of the Siren's mechanics from the ground up. I'd much rather see Demolitionist just get Siren resistance for free at level 15 (akin to how both of Beserker's level 10 perks grant a 20% attack speed increase) and change Sonic Resistance to be something more damage/utility oriented, like projectiles flying further/having less weight for example.
Good point. It'd be easier to impliment that and it'd be a good enough solution if you ask me.
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Date Posted: Jun 24, 2018 @ 3:31pm
Posts: 2