Why Berserkers were overpowered and why the nerf was justified:
Yes I am aware that there were some 'good' berserkers out there who actually understood the implications of the perk and how it hampers the rest of the team's performance. They were usually the ones handing out cash at the end of a wave as well. Kudos to you. However, as the perk was admittedly quite easy to play, it attracted a lot of bad players and therefore a lot of resentment towards their counter-productive actions.
Personally I think the nerf was fair. To me, the Berserker should be about a hard hitting melee perk that is only effective after a few hits/seconds. After a few seconds of 'rest' (or chainsaw re-windup) you should be able to do it again. Swinging a katana for 15 mins straight is unrealistic, and although this is a game, it should still be balanced to some extent.
- You only needed to carry a single weapon (besides the 9mm) and only needed to click repeatedly to do damage
- You did not need to reload a melee weapon
- You therefore did not need someone to cover you while you reloaded your melee weapon
- Your melee weapon therefore did not have ammo, a resource that other classes managed efficiently
- Your ability to level the perk was extremely easy
- Your ability to head-shot zombies at point blank range was not skillful
- You barely needed to 'aim', especially at a head/body that takes 1/4 - 1/2 of your screen
- Your strategy and skill required to be an effective berserker was lower than that of other perks
- You were often found standing in a doorway hacking repeatedly while killing everything in sight
- Your doorway camping technique minimized the total DPS of your group because YOU WERE IN THE WAY!!!
- You often did not give out the money you have accumulated for killing most of a wave
- Your teammates therefore were often ill equipped for handling higher level waves, because of your actions
- You needed to be healed more than any of your team mates
- You often ran when an encounter you cannot solo emerges, leaving your team mates surprised and unprepared
- Your ability to stun and solo high level Zeds was unfair and imbalanced
- You were generally speaking, annoying
- You were the reason the rest of your team died
- You were therefore your own reason why you died
Yes I am aware that there were some 'good' berserkers out there who actually understood the implications of the perk and how it hampers the rest of the team's performance. They were usually the ones handing out cash at the end of a wave as well. Kudos to you. However, as the perk was admittedly quite easy to play, it attracted a lot of bad players and therefore a lot of resentment towards their counter-productive actions.
Personally I think the nerf was fair. To me, the Berserker should be about a hard hitting melee perk that is only effective after a few hits/seconds. After a few seconds of 'rest' (or chainsaw re-windup) you should be able to do it again. Swinging a katana for 15 mins straight is unrealistic, and although this is a game, it should still be balanced to some extent.