Even if everyone likes that whole Dynasty Warriors-type "I can cut through anything" sorta Zerker, the fact that 99.99% of players will stop playing LONG before reaching anything resembling the level of, say, Scary Ghost or Devante invalidates this argument. To all but 10 or 20 Zerkers, he is balanced and difficult to really do well with.
There is a difference between people enjoying a certain perk because of the style of play (which I described) and some players being able to exploit the same perk to completely tilt the game. The same way 99.99% of weapon enthusiasts would immensely enjoy firing a Barrett .50 cal rifle even though they aren't one of the handful of snipers that can pop someone more than mile away.
...when he stands out in front of the team's formation to draw all the specimens from that direction to himself
Some zerkers play that way and personally, I hate it and think it is counterproductive. Few things are as bad for a team as a zerker who sidesteps left and right trying to aggro everything and functions as a very effective meat-shield for the specimens. This is also why I think there should be some form of friendly fire in the game.
When I say that the defending Berserker's mobility is limited, I'm not talking about the map layout, or how well he can break formation and run away if the need arises. I'm talking about how far he can retreat while dodging attacks before he ceases to be doing his job. Whenever the specimens he's supposed to be baiting reach the rest of the team, he is not doing his job. Given that he doesn't kill the specimens as quickly as the sweeper perks do, if he doesn't at least consistently keep them away from the others, he isn't contributing in any meaningful fashion, and should probably be replaced with a Commando. So, in order to keep doing his job as defender, he has to hold his ground to some extent - even when it's not in his own best interests. And holding his ground for the team's benefit is what limits his mobility, and thus what brings in the weaknesses.
Ok, let's look at that. I think that it is a very, very rare opportunity where the zerker is continually driven back to the team without the opportunity to push back to his original position. But, let's say that happens.
If specimens are rushing hard enough and are concentrated enough to push the zerker (with no reloading pauses) back, do you think any other perk could put out enough concentrated firepower continually to prevent the same result? Now, once the specimens have pushed back to the core group, what perk is best equipped to deal with that situation? I'd say Medic with armor, Support, Flamer, and Zerker. Once that first huge output of damage runs out from Support and Flamer, their screwed. That leaves Medic with armor and Zerker.
I understand what you are saying, but the zerker doesn't, or better said the player, going to stand in one spot and take damage till he dies. No player is going to do that with any perk. Players will safely move forward to buy time when they have to back up. All players with all perks will do it. And if a rush of specimens has a strong enough attack to continually push a zerker back 20 feet or so (and think what kind of rush it would take for that to happen), every other perk would be overwhelmed and they wouldn't have the speed to survive.
Now, he could just run away whenever that becomes a problem... if he doesn't mind ****ing over his team.
I'm not saying that. However, only the zerker has the speed and survivability to do that and it does happen all of the time. And not only does it screw the team over, it is even worse when the zerker kites the trail specimens through the rest of the team.
When I say that the zerker can run, I mean when the rest of the team is dead. When the rest of the team is overwhelmed, do you think a Support or Commando can get away?
I do think his solo kiting ability is too strong right now; that's why my suggestions are specifically geared towards toning it down without otherwise affecting him. Yours, on the other hand, are blanket nerfs that will reduce his effectiveness in areas where it isn't needed.
You can say my suggestions are "blanket nerfs", but like I said before; Everyone keeps saying they have to be up close to kill, make it that way.
Your explanation of how Berserkers should manage a fatigue system is lacking. It's not as simple as "just save resources". If he has to stop attacking in the middle of a fight, he will be hit, every time. When you're standing out the front and half of the active specimens are targeting, it's a rare moment when you can actually afford to stop attacking. A fatigue system is implicitly a nerf to his ability to hold the line, which is unnecessary, and a push towards always running away.
Of course my explanation was lacking. I didn't give one. I pointed out there should be one because it is incredibly stupid that a zerker can fire continually throughout the entire game with his top tiered weapons, doing maximum damage with each attack, without having to stop or even slow down at any point.
What do you mean by "20% physical"? What kind of damage are you saying should not be covered? Fire?
I didn't say that there was any type of damage that shouldn't be covered. Just because I didn't mention something doesn't mean that you are free to jump to conclusions. You can always ask, you know? I just mentioned physical because I thought that was the primary topic.
Weight capacity reduction: No. It's yet another change that, while designed to hinder soloing, also unnecessarily impacts on other roles. Fire Axe + Chainsaw and Katana + Chainsaw are much less effective loadouts for soloing than Fire Axe + Katana + LAR; having a change aimed at cutting down on soloing render them unusable is both ironic and unnecessary.
I didn't make the suggestion to hinder soloing. I made the suggestion to focus the zerker and what everyone says is his role and primary "weakness".
For each point of carry weight over the 10th, the movement speed bonus is reduced by 10%. For a level 6 Berserker with (in beta) a base movement speed bonus of 30%, carrying a full load reduces it to 15%. So if you choose to give yourself a strong ranged attack, outrunning the horde becomes much harder, and you can't dodge attacks as reliably. Plus, it doesn't affect Chainsaw loadouts very much, because they mostly use the Chainsaw for cutting down hordes, with which you don't get the movement speed bonus anyway. Sounds all fair to me.
That is a good idea but while it does deal with one thing, it isn't comprehensive.
You haven't given a solid gameplay-oriented reason why Berserkers shouldn't be allowed to wear armour, so no. It sounds like "just a nerf". Besides, it's a good money sink.
No, I didn't. I made the suggestion that he wouldn't be as fast or as quick as he was wearing the same armor as everyone else. Maybe double the price of the armor or remove the armor. After all of those suggestions, I did write "I don't know." I was just putting things out there.
Mindless spamming just isn't as effective as you seem to think, especially without the beta's silly damage resistance buff, though at this stage I admit it looks like that isn't going anywhere.
No, mindless spamming isn't a panacea, but in certain situations it makes all the difference. I even mentioned a couple.
Come on now?
Did you fall into a coma during the beta or did you lose your key or what?
Would you kindly at least knock that off or do you seriously want to ride home on that beaten and dead horse?
No coma. Still have the key. As far as today is concerned, it is still true in the release. Pointing out what makes the zerker OP and how those same qualities apply to another perk is certainly valid.
Upvote
0