Well I personally felt that both his damage resistance and speed were too high. Tbh in the Beta I simply expected a buff to the chainsaw and that be that, but with the melee back attack being fixed I have conceded that the Berserker is harder than he was before.
There are some people who feel the Berserker doesn't need nerfing at all, or differences in the opinion of how or why it should be nerfed which has been the focus of alot of debate. So as a compromise I decided to leave Damage resistance be, change speed since that really is game breaking and fix the fleshpound rage.
If you remember the ability to damage the fleshpound and keep him docile was 1 of the major complaints against the Medic. Simply run from him forever taking 2 shots every now and again to slowly drain its health. Although the Zerker using the axe is harder it operates on the same principle, stay out of reach and slowly chip at his health.
Every other class when not exploiting the Fleshpounds Line Of Sight HAS to deal with the Fleshpound rage. This is what makes him terrifying. If you can keep him placid he isn't a threat and undermines the point of being the "big badass specimen."
1 last point I would like to raise is not only is this tactic/exploit damaging from a gameplay point of view it also goes heavily against the background story of the Fleshpound.
If you have multiple lacerations and bone fractures like you would from an axe, you would be.... well dead tbh... but in the Fleshounds case in an very large amount of pain. Pain is what triggers the flood of adrenaline into the Flehspounds system, so when you think about it makes sense that this tactic should not work.
There are some people who feel the Berserker doesn't need nerfing at all, or differences in the opinion of how or why it should be nerfed which has been the focus of alot of debate. So as a compromise I decided to leave Damage resistance be, change speed since that really is game breaking and fix the fleshpound rage.
If you remember the ability to damage the fleshpound and keep him docile was 1 of the major complaints against the Medic. Simply run from him forever taking 2 shots every now and again to slowly drain its health. Although the Zerker using the axe is harder it operates on the same principle, stay out of reach and slowly chip at his health.
Every other class when not exploiting the Fleshpounds Line Of Sight HAS to deal with the Fleshpound rage. This is what makes him terrifying. If you can keep him placid he isn't a threat and undermines the point of being the "big badass specimen."
1 last point I would like to raise is not only is this tactic/exploit damaging from a gameplay point of view it also goes heavily against the background story of the Fleshpound.
Spoiler!
Despite these incidents the effectiveness of the Fleshpounds could not be ignored and rather than abandon the project the specimens were fitted with a chest plate, which would monitor their adrenaline levels and give them a cocktail of various depressants to keep them placid. When the specimen took large amounts of damage the chest plate would flood their system with adrenaline, sending them into a blind homicidal rage.
If you have multiple lacerations and bone fractures like you would from an axe, you would be.... well dead tbh... but in the Fleshounds case in an very large amount of pain. Pain is what triggers the flood of adrenaline into the Flehspounds system, so when you think about it makes sense that this tactic should not work.
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