jeudi 29 mai 2014

Make All Perks VIABLE for High Level Play

I love a lot of the new features going into KF2 and am really looking forward to playing it when it comes out. One thing though that I haven't really seen anyone suggest for the new game is to make all classes viable for all difficulties.



In kf1, firebugs for example are rarely picked in hell on earth, and if they are picked, most people on the team either tell them to change classes or the game is lost.



At high level play, there seems to be only a few classes that people consider to be worth picking (medic, support, sharpshooter to name a few.)



I wanted to continue playing KF after I leveled up all of my classes, but I felt that since I couldn't use the classes I wanted to play in the higher difficulties, what was the point of playing?



When the early access is released, I am sure most people will be offering their advice/suggestions to help balance their favorite classes throughout all difficulties so hopefully this will be a non-issue. That said, I figured I would get this thought out there and maybe get other players' opinions or a dev's viewpoint on all of this.



Thanks. :)



TLDR: Make All Perks VIABLE and Functional/Useful for High Level Play




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