
Killing Floor 3 has something familiar in store for all KF2 players in the form of Perks, and each of them offers something unique.
For the uninitiated, Perks refer to a class system, where you get to experience different archetypes. As of writing, you can't separate characters from Perks, but that will change in future updates. While the choices at launch are limited (due to the lack of ability to mix and match between Perks and characters), some of them are clearly ahead of the rest.
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Complete Killing Floor 3 best classes and Perks tier list
At launch, we have six different options on our hands. It's important to understand that every Perk is viable. In a six-person team, it's best to have a squad with all six Perks. I have tried it out (to a limited extent) and it's the best combination. However, that doesn't mean that a slightly unbalanced squad is going to be bad.
Additionally, I have used just two tiers to rank the Perks. Every Perk feels good to use, and the main difference is partly based on my play style. I have also considered which Perks are crucial to have in a squad, and which can be worked around.

Commando (S-tier)
The Commando is a perfect jack of all trades, and also my go-to recommendation for beginners. He comes with assault rifles and has a well-covered kit. His Hellion gadget automatically targets and shoots down enemies with acidic projectiles. His default kit also includes grenades to wipe out hordes quickly.
While the Commando's main strength is in damage, he has a good base survival rate even without any upgrades. With proficiency bonus, you'll increase his Zedtime fire rate and reload speed. I have enjoyed playing with this perk on solo play, and you can easily fit him into any squad.
Engineer (S-tier)
The Engineer is another amazing choice for both squad-based and solo play. His twin turrets combine seamlessly with his power suit and use sonic projectiles to behead the zeds. His throwable, Bouncing Betty, is perfect for setting up strategic ambush points. The damage increases as you gain more proficiency bonus with this Perk.
With extremely well-rounded attributes in survivability, assault, and support, the Engineer is a great choice for beginners and KF2 veterans alike.
Ninja (A-tier)
The Ninja is perhaps the most unique Perk in the entire game. Unlike other Perks, it aims to focus on melee damage. Nakata can wield his sword to chow down Zeds, and use his Hebi-Ken to strategically target harder bosses. The Hebi-Ken does both Electrical and Force damage, and the Caltrop Canister does AoE attacks when triggered.
Thanks to incredible speed, the Ninja has one of the highest survivability rates among all Perks. However, he is not my cup of tea, and should fit well with those who are looking for something different from using guns.
Sharpshooter (A-tier)
The Sharpshooter isn't a bad Perk, but its usability is affected slightly by the type of gameplay Killing Floor 3 offers. You'll require a class that isn't slow in terms of attacks, and that's the general feeling I had with Sharpshooter.
However, the Sharpshooter becomes better in squad-based play. Death's Hand is a perfect counter to those hard bosses who need to be hit at specific target points. Cryo-grenade is more than decent when it comes to slowing down enemies on their tracks, allowing your teammates to eliminate them. While the game highlights the Sharpshooter's damage potential, I low-key feel that he can be an excellent support character.
Firebug (A-tier)
The Firebug Perk has received some massive upgrades since the beta days, and you should certainly consider it if you're looking to blow big on the maps. This Perk has no shortage of incendiary devices, and they can be used strategically when the situations look dire.
Wildfire sticks true to its name as it releases an explosive, fiery ring that burns down any enemies on its path. You can also throw the Molotov Cocktail at bosses, and combine the damage by using them with oil barrels. It also offers one of the most fun proficiency bonuses in the entire game: infinite ammo.
Medic (A-tier)
The only reason I haven't put the Medic to S-tier is because of the limitations in solo-play. Every squad must have a healer, aka our Medic. This is my main Perk, and I have enjoyed it (amidst the limited matchmaking). There are many reasons to love the Medic, all thanks to his multiple healing potential.
His Sanctum creates a barrier that will not only heal allies but also damage enemies. The same role is also played by his Biotic Grenade, which can debilitate Zeds. If you play with the Medic, leave the Zed killing to your teammates. Concentrate on healing your allies to keep them alive, and that will certainly raise your team's chances of surviving till the end.
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