설명
Hello everyone! I play Medic in this Duo run with the help of Enigmaeus playing Ninja. Together, we attempt to clear Horzine Factory. Having Ninja on a team is a powerful asset. Being able to clear trash and attract larges. It made supporting him as Medic efficient for the run. We took our time in this map to showcase the destructibles you can interact with whilst picking the right spots to hold off in. Utilizing door traps earlier in the waves spared us from kiting toward end saving a load of time in the video. Overall, the run went incredibly well for two players.
*General Feedback*
*Visual Pollution*
This video is a good representation of how bad the visual pollution can get in Killing Floor 3. It's seen specifically on waves 4 and 5 when I used the medic's tier 4 weapon coupled with the gore and other distracting effects. The previous killing floor's had near perfect visual clarity in the midst of chaos allowing you to distinctly gather information quick and efficiently to determine the best course of action. This is hindered in Killing Floor 3 if you play a dedicated support role that relies on information such as medic and other prominent roles. Toning down the visual effects would benefit the gameplay. A counter to the visual pollution would be to add a kill feed introduced in previous games. Not having one in the 3rd installment feels off. The return of it would enhance gameplay and que in on important information necessary for zed engagement.
*Hip-fire Accuracy*
Nerfing hipfire accuracy from the start in favor of weapon attachments that carry them isn't a great design choice. Weapon feel should handle well enough without the reliance of them. Aiming down the sight shouldn't be the only option needed to be accurate as it obscures the screen and limits your movement options.
*Medic Feedback*
Since my level was too low, I couldn't utilize medic's full skill set which had little impact during this run as this was my second time playing medic in the beta. Medic's alt has some useful properties. Clearing trash and healing teammates in the sphere while blocking projectiles make this alt key for holding down important choke points during a wave. In Killing Floor 3, Medic has more of a combat role then a main supportive one. The weapons for the class feel out of place opposed to previous installments of medic. I believe this is due to them not having any healing options from the start besides the starter pistol and tier 4. Since I couldn't showcase medic's skills, I went completely on-perk to show off the weapons for the perk. I would need to max out medic to be able to showcase it's potential. Overall, Medic can hold it's own.
*Chimera/Mire Feedback*
During the beta on boss wave, I'm always hoping to get the Impaler because it's the most balanced out of the bosses that guarantee a victory. The Mire just like the Queen Crawler, moves too fast for the first phase of the fight which prevents any breathing room to follow up on attacks. The Mire has too much HP and is a heavy hitter. It can spam it's long ranged attacks preventing you from closing the gap and doing damage. His running animations aren't in sync with his massive speed which are misleading for a boss that looks bulky and cumbersome in the first phase. His ranged attacks need a cooldown and his speed and damage need to be toned down. Now despite me being under leveled which impacted the fight, it doesn't change the fact that boss fights in Killing Floor 3 aren't fun or engaging and desperately need a rebalance.
Wave 1: 0:00
Wave 2: 5:01
Wave 3: 8:35
Wave 4: 13:20
Wave 5: 18:45
Boss: 23:08
Huge thanks to @Enigmaeus for assisting me showcasing an under leveled medic couldn't of done it without you! Check out his other content that revolves around Killing Floor!
Link to his channel https://www.youtube.com/@UCVtZvLGseHcMELuE7qFrOxA
Remember to keep criticisms clear and concise. Be respectful to all involved, we're all apart of the same community. Thanks for watching and I'll cya in the next video.