![]() ![]() Stacks with other perks, like the Adrenaline Shot, which boosts the player’s running speed.Increases the damage resistance of a healed unit by 10%.Will keep your teammates alive in harsh situations where they are overwhelmed.It stacks with other perks and it’s primarily used for keeping your teammates alive. This perk works in situations where your teammates are gravely injured and surrounded by Zeds. Your healing causes your teammates to receive a 10% resistance bonus for 5 seconds - this is also stackable, up to 30%. Kind of useless against Scrakes/Fleshpounds(the damage can enrage them)Ĭoagulant Booster is a perk that can be unlocked only by the Field Medic as soon as you hit level 20.Slows the Zeds, which somewhat improves the damage of the perk and contributes further to crowd control.Performs well against small and medium Zeds, like the Cysts, Clots, Crawlers, Stalkers, Husks, Bloats, and other such Zeds.Still, this perk doesn’t perform well against larger Zeds, like the Scrakes or Fleshpounds and you can accidentally enrage them. Perks of this type are usually meant for crowd control, which makes it possible to get rid of the smaller/medium Zeds and prevents your team from getting overwhelmed. The weapons that can leave flames on the ground cause enemy targets to receive x3 more damage and move 30% slower. Ground Fire is a perk unlocked on level 10, it can only be unlocked by the Firebug class. Because of this perk, you are slow, which also makes you vulnerable to suicidal Husks.Dreadnought makes you vulnerable to faster Zeds, like the Stalkers or Crawlers. ![]() Synergizes well with other perks like Vampire, Berserker Rage.The Skirmisher provides you with some mobility, as well as automatic health regeneration.Despite making you extremely tanky, you still suffer from a lack of mobility.With this perk, it’s possible to play solo, as you don’t have to worry about dying too fast or getting grabbed.You can serve your team as a tank, keeping other squishy classes alive.Makes you less likely to die in the early/mid-game, although it depends on the difficulty.It makes you survivable in the early and mid-game but still doesn’t guarantee you survival in the later stages of the game, plus if you’re only level 5, keeping your health pool full can be very difficult without a medic on your team. It gives you extra 100 points of health and stacks with armor that can be purchased from the shop or found on the map.ĭespite providing a 100% increase in health, it provides only that. The Dreadnaught is a perk that can be picked by the Berserker class after hitting level 5. That’s pretty much it when it comes to this perk….Very unlikely that you’ll run out of ammunition during fights.You’re also equipped with a healing grenade.Improved ammo capacity for snipers, handguns, rifles, SMGs, shotguns, and other guns.The healing grenade is a small bonus that you can use for yourself or your teammates. Survivalists have the freedom of using every type of weapon and this perk increases the ammunition capacity for their guns. You can carry 15% more ammunition for all types of weapons, as well as equip a healing grenade. ![]() Ammo VestĪmmo Vest is a level 15 perk that can be unlocked by the Survivalist class. I think that’s all, let’s start with the first perk! 10. We will be describing the best perk from each class, analyzing its biggest strengths, as well as weaknesses, and in which situations it proves to be effective. As you kill more Zeds, you'll get experience and these perks more quickly. There are a total of 10 perks available for each class, but only five can be chosen. Every five levels, each class in Killing Floor 2 can gain perks, which are unique abilities.
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