Hi there, folks! Me and my KF team have been talking lots lately about perk balance and other such quandaries, and out of all these discussions, the most to be said has been about the Berserker. I've come up with a nice bounty of ideas for the class, so I thought I might as well consolidate them.
To start off with, let me explain what I feel the Berserker is meant to accomplish.
1) The first line of offense or defense. The Berserker, by nature, is always in the thick of action. This means that when your team has to fight your way through a horde of Zeds, the Berserker leads, and when holding down a particular spot, the Berserker is ahead of the firing line, softening enemies or finishing them off.
2) Pinch attacker. Due to his speed bonus, the Berserker should potentially be first-responder to any emergencies, helping to fight back the Zeds as they overrun a particular hold point. (This is admittedly somewhat naive, since ranged attack capability beats travel time, but I'd say this more depends on map and map location.)
3) The tanking class. The Berserker should have the capability to take punishment for the rest of his team when necessary, mainly when it comes to Scrakes and Fleshpounds (and potentially the Patriarch).
Berserker Offense
Berserker Problem 1: Weapon variety, and reasons to use the Fire Axe.
The current melee weapons are thus:
Knife - Fast, free, though not particularly strong.
Machete - Fast, cheap, reasonably strong.
Fire Axe - Slow, slightly less cheap, somewhat stronger, range bonus.
Chainsaw - Slow movement, but constant damage, highest melee price, supposed to be strong but currently borked.
Katana - Fast, highest melee price, very strong, range bonus.
The issue is that once you get the Chainsaw, or more likely, the Katana there's no reason to use the previous weapons. I find this okay for the Machete, since it's basically an upgraded knife, but the Fire Axe seems left in the dust by comparison.
Here's my suggested secondary effects for the weapons:
Knife - N/A
Machete - Don't know. I don't think it needs one, since it's basically Knife Level 2, but I'm open to ideas.
Fire Axe - Has the strongest strike damage due to its slow speed, as well as the ability to stun enemies. After all, that thing is heavy!
Chainsaw - Technically doesn't get one, as its constant damage is its special effect. But I would suggest a mechanic where your initial strike on a zed gains a slight goring bonus - a bit of burst damage to help bring the Chainsaw back to where it's supposed to be.
Katana - Decapitation bonus, since it's a big, sharp sword.
My overall goal with these weapon changes is to make using more than one more attractive, as well as giving each one a more distinct flavor and use. The way I see it, the Fire Axe is your "tanking" weapon to use against heavy Zeds. The Chainsaw is for laying waste to a long line of Zeds, railroading through them en masse. The Katana should be for finesse and using its speed benefits for precision strikes.
Berserker Problem 2: The Chainsaw needs help.
I know it's been said a million times, but I can't just skip this. The Chainsaw needs some help, beyond my goring bonus idea above. The Katana's superior range, speed, and weight were already forcing the Chainsaw out of use, but once Level Up borked the Chainsaw's ability to kill, there's really no clear reason to use it anymore.
This has more to do with the Katana being so dang strong, but I'd rather see the Chainsaw buffed to compensate than the Katana nerfed.
Seems like the Chainsaw could stand to be less heavy, less speed-reducing, and have slightly longer range.
Berserker Problem 3: The Katana should be fixed.
This isn't so much a suggestion as it is a criticism - the Katana change is dumb. There's really no getting around it. Why even bother removing auto-fire if incessantly clicking the button still works? This doesn't balance the weapon, it just makes it more annoying to use. Bring back Katana auto-fire. Zed time extensions and breaks in Zed attacks are reason enough to not want to hold the button down all the time.
Berserker Problem 4: Single target specialization.
The Berserker, even with the Chainsaw, is very single target-focused. No matter which weapon you choose, your attack options are limited and uninteresting. I'd propose that the melee power attacks be turned into an area of effect, sweeping attack in front of the Berserker to help clear hordes of Zeds, either in order to advance or to better hold a position.
Presumably this means that the power attacks would stop being quite as powerful for balance reasons, but that's what my weapon effect tweaks were meant to help fill in for.
Berserker Defense
Berserker Problem 5: Survivability
Berserker has issues with staying alive. Theoretically, his speed bonuses should help, but they mean nothing if he's pinned down by tons of Zeds. He also can't really do anything against a Fleshpound post-Level Up, which is bad. On top of all that, the Berserker has several counters, and through some folly of randomization and map design, tend to stack like crazy - multiple Sirens, Sirens spawning right next to Bloats (this really needs to stop, because it's a silly design), a full half-wave of Crawlers, etc.
These are all possible options to make the Berserker more survivable.
- Increase Berserker damage resistance. Honestly, I don't understand why Field Medic gets so much better damage reduction than the Berserker. Yes, I know that the FM's is exclusive to body armor, but there's a huge gap in reduction all the same.
Right now the Berserker caps out at 25% damage resistance (versus the Medic's 75% better body armor). I feel this should easily go as high as about 50%. Maybe 10% per level, capping at 60% at level 6?
- Blood healing. Bloodlust. Whatever you want to call it. Give the Berserker back a portion of health based on damage done to enemies with melee weapons. I'm not entirely sure of the programming logistics of this, and it's somewhat realism-breaking, but it would also add even more flair to the class and also stops the Berserker being able to abuse the combination of straight damage resistance and speed with ranged weapons.
EDIT: - Melee damage resistance! Not sure why I didn't think of this. Slightly reduces the abuse-threshold of the straight resistance bonus, and would have higher numbers (just like the buff above, in upwards of 60% at least). And the best part is that it's even pretty dang balanced, since it means the Berserker starts taking more damage from his main counter-Zeds, the Siren and the Husk, yet also reduces the obnoxiousness of Crawlers. A win-win-win-win scenario!
- Consider changing the Bloat bile resistance to something else. This perk bonus always confused me for both the Medic and the Berserker. I suppose the idea is that with bile resistance the Berserker can fight in tight quarters without having to worry about his teammates blowing up Bloats around him, but this seems like an unlikely situation to me. I'm not clear why the Medic gets it at all (Siren resistance seems like a more interesting one for the Medic to me personally, but that's another thread).
One possibility is reducing the percentage slightly and instead turning it into Fleshpound resistance. After all, the Berserker is a melee expert, surely he knows how to deal with a crazy mutant with threshers on his arms, right?
Importantly, this adds to the Berserker's ability to take hits for the team. Right now Fleshpounds are incredibly dangerous to Berserkers because unlike Scrakes, they can't be stunned or controlled in any viable way. Every other class has the massive (or slight, depending on the map/location) advantage of range, whereas Berserkers either have to face the horror of the double-fist instant kill, or switch to a ranged weapon and plink at the FP with the rest of his team.
That about wraps up all of my ideas. Hopefully they entertained or perhaps even inspired some more ideas on how to lift the Berserker up a bit. Lemme know what you think!
To start off with, let me explain what I feel the Berserker is meant to accomplish.
1) The first line of offense or defense. The Berserker, by nature, is always in the thick of action. This means that when your team has to fight your way through a horde of Zeds, the Berserker leads, and when holding down a particular spot, the Berserker is ahead of the firing line, softening enemies or finishing them off.
2) Pinch attacker. Due to his speed bonus, the Berserker should potentially be first-responder to any emergencies, helping to fight back the Zeds as they overrun a particular hold point. (This is admittedly somewhat naive, since ranged attack capability beats travel time, but I'd say this more depends on map and map location.)
3) The tanking class. The Berserker should have the capability to take punishment for the rest of his team when necessary, mainly when it comes to Scrakes and Fleshpounds (and potentially the Patriarch).
Berserker Offense
Berserker Problem 1: Weapon variety, and reasons to use the Fire Axe.
The current melee weapons are thus:
Knife - Fast, free, though not particularly strong.
Machete - Fast, cheap, reasonably strong.
Fire Axe - Slow, slightly less cheap, somewhat stronger, range bonus.
Chainsaw - Slow movement, but constant damage, highest melee price, supposed to be strong but currently borked.
Katana - Fast, highest melee price, very strong, range bonus.
The issue is that once you get the Chainsaw, or more likely, the Katana there's no reason to use the previous weapons. I find this okay for the Machete, since it's basically an upgraded knife, but the Fire Axe seems left in the dust by comparison.
Here's my suggested secondary effects for the weapons:
Knife - N/A
Machete - Don't know. I don't think it needs one, since it's basically Knife Level 2, but I'm open to ideas.
Fire Axe - Has the strongest strike damage due to its slow speed, as well as the ability to stun enemies. After all, that thing is heavy!
Chainsaw - Technically doesn't get one, as its constant damage is its special effect. But I would suggest a mechanic where your initial strike on a zed gains a slight goring bonus - a bit of burst damage to help bring the Chainsaw back to where it's supposed to be.
Katana - Decapitation bonus, since it's a big, sharp sword.
My overall goal with these weapon changes is to make using more than one more attractive, as well as giving each one a more distinct flavor and use. The way I see it, the Fire Axe is your "tanking" weapon to use against heavy Zeds. The Chainsaw is for laying waste to a long line of Zeds, railroading through them en masse. The Katana should be for finesse and using its speed benefits for precision strikes.
Berserker Problem 2: The Chainsaw needs help.
I know it's been said a million times, but I can't just skip this. The Chainsaw needs some help, beyond my goring bonus idea above. The Katana's superior range, speed, and weight were already forcing the Chainsaw out of use, but once Level Up borked the Chainsaw's ability to kill, there's really no clear reason to use it anymore.
This has more to do with the Katana being so dang strong, but I'd rather see the Chainsaw buffed to compensate than the Katana nerfed.
Seems like the Chainsaw could stand to be less heavy, less speed-reducing, and have slightly longer range.
Berserker Problem 3: The Katana should be fixed.
This isn't so much a suggestion as it is a criticism - the Katana change is dumb. There's really no getting around it. Why even bother removing auto-fire if incessantly clicking the button still works? This doesn't balance the weapon, it just makes it more annoying to use. Bring back Katana auto-fire. Zed time extensions and breaks in Zed attacks are reason enough to not want to hold the button down all the time.
Berserker Problem 4: Single target specialization.
The Berserker, even with the Chainsaw, is very single target-focused. No matter which weapon you choose, your attack options are limited and uninteresting. I'd propose that the melee power attacks be turned into an area of effect, sweeping attack in front of the Berserker to help clear hordes of Zeds, either in order to advance or to better hold a position.
Presumably this means that the power attacks would stop being quite as powerful for balance reasons, but that's what my weapon effect tweaks were meant to help fill in for.
Berserker Defense
Berserker Problem 5: Survivability
Berserker has issues with staying alive. Theoretically, his speed bonuses should help, but they mean nothing if he's pinned down by tons of Zeds. He also can't really do anything against a Fleshpound post-Level Up, which is bad. On top of all that, the Berserker has several counters, and through some folly of randomization and map design, tend to stack like crazy - multiple Sirens, Sirens spawning right next to Bloats (this really needs to stop, because it's a silly design), a full half-wave of Crawlers, etc.
These are all possible options to make the Berserker more survivable.
- Increase Berserker damage resistance. Honestly, I don't understand why Field Medic gets so much better damage reduction than the Berserker. Yes, I know that the FM's is exclusive to body armor, but there's a huge gap in reduction all the same.
Right now the Berserker caps out at 25% damage resistance (versus the Medic's 75% better body armor). I feel this should easily go as high as about 50%. Maybe 10% per level, capping at 60% at level 6?
- Blood healing. Bloodlust. Whatever you want to call it. Give the Berserker back a portion of health based on damage done to enemies with melee weapons. I'm not entirely sure of the programming logistics of this, and it's somewhat realism-breaking, but it would also add even more flair to the class and also stops the Berserker being able to abuse the combination of straight damage resistance and speed with ranged weapons.
EDIT: - Melee damage resistance! Not sure why I didn't think of this. Slightly reduces the abuse-threshold of the straight resistance bonus, and would have higher numbers (just like the buff above, in upwards of 60% at least). And the best part is that it's even pretty dang balanced, since it means the Berserker starts taking more damage from his main counter-Zeds, the Siren and the Husk, yet also reduces the obnoxiousness of Crawlers. A win-win-win-win scenario!
- Consider changing the Bloat bile resistance to something else. This perk bonus always confused me for both the Medic and the Berserker. I suppose the idea is that with bile resistance the Berserker can fight in tight quarters without having to worry about his teammates blowing up Bloats around him, but this seems like an unlikely situation to me. I'm not clear why the Medic gets it at all (Siren resistance seems like a more interesting one for the Medic to me personally, but that's another thread).
One possibility is reducing the percentage slightly and instead turning it into Fleshpound resistance. After all, the Berserker is a melee expert, surely he knows how to deal with a crazy mutant with threshers on his arms, right?
Importantly, this adds to the Berserker's ability to take hits for the team. Right now Fleshpounds are incredibly dangerous to Berserkers because unlike Scrakes, they can't be stunned or controlled in any viable way. Every other class has the massive (or slight, depending on the map/location) advantage of range, whereas Berserkers either have to face the horror of the double-fist instant kill, or switch to a ranged weapon and plink at the FP with the rest of his team.
That about wraps up all of my ideas. Hopefully they entertained or perhaps even inspired some more ideas on how to lift the Berserker up a bit. Lemme know what you think!
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