• 0li0li@lemmy.world
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    2 days ago

    Can anyone explain why this class vs perk thing is contraversial? Sorry, I do not have the game, but to me, mixing things up more freely sounds good.

    • redhorsejacket@lemmy.world
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      17 hours ago

      It sounds like they had moved to a more restrictive system. It’s been a long time since I played KF2, so my memory could be suspect, but I recall your “character” being not much more impactful than a weapon skin.

      The meat and potatoes was actually what class you picked, which perks you selected from that class (you got a new choice every 5 levels or so), and then what weapons you rolled with. This will be hypothetical because I don’t actually know the particulars, but I think it’s generally illustrative of KF2’s progression design:

      Load in, select Demolitionist class, get a +1%/level damage bonus with explosives and incendiaries as my class trait. Hit level 5. Choose between doubling the AOE of my Molotov cocktails or being able to carry two extra frag grenade. And so on. Any “character” could be any class, and could freely tailor perk choices to their liking.

      • Spacehooks@reddthat.com
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        16 hours ago

        Its great to hear the characters dialog change with different classes.

        “Mrs.foster you’re so toxic” when playing medic was hilarious.

        • SkyezOpen@lemmy.world
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          9 hours ago

          Fosty is my favorite and one of very few reasons why I would rate the vr killing floor 2/10 instead of 1/10.