Yes your point is hard to grasp. Your remaining adament that the Zerker should not be nerfed because he would be useless.
My argument is he doesn't need to be the rambo class to be useful.
I remember when I played on the frontline for the team. I didn't have a problem dodging majority of the attacks thrown at me. In fact I found that I performed quite well at beating back the horde and keeping my allies relatively safe, and that was with only 25% damage resistance and 20% speed. That is the skill of the perk, being able to deflect aggro and avoid taking damage.
His speed is a tool for closing the gap TO specimens, not a crutch to allow him to run miles away.
The point of this whole debate is the Berserker can take on everything, he has no reason to stay with his team. This, as I have sauid time and time again, is completely against the point of the game. So the points that I am recommending for the Berserker are: -
- Keep his damage resistance, this helps him work on the front line and keep aggro off his teammates
- Drop his speed a touch to either 25% or 20% to match the Medic, this encourages him to stay with the team since he isn't so proficient at running away and healing.
- Make the Fleshpound rage mechanics non explotable so he cannot solo the wave alone. This further encourages him to stay with his teammates who CAN deal with the Fleshpound.
If you want to believe that making him anything other than a solo survivor class will make the perk useless then fair play to you.
Me, I strongly believe the class can be worked into the Killing Floor team based demographic and serve an important role doing so, and this is the way to do it.
Thanks btw
*munch* *munch* *munch*
Aww man I go e-crumbs all over my shirt...
My argument is he doesn't need to be the rambo class to be useful.
I remember when I played on the frontline for the team. I didn't have a problem dodging majority of the attacks thrown at me. In fact I found that I performed quite well at beating back the horde and keeping my allies relatively safe, and that was with only 25% damage resistance and 20% speed. That is the skill of the perk, being able to deflect aggro and avoid taking damage.
His speed is a tool for closing the gap TO specimens, not a crutch to allow him to run miles away.
The point of this whole debate is the Berserker can take on everything, he has no reason to stay with his team. This, as I have sauid time and time again, is completely against the point of the game. So the points that I am recommending for the Berserker are: -
- Keep his damage resistance, this helps him work on the front line and keep aggro off his teammates
- Drop his speed a touch to either 25% or 20% to match the Medic, this encourages him to stay with the team since he isn't so proficient at running away and healing.
- Make the Fleshpound rage mechanics non explotable so he cannot solo the wave alone. This further encourages him to stay with his teammates who CAN deal with the Fleshpound.
If you want to believe that making him anything other than a solo survivor class will make the perk useless then fair play to you.
Me, I strongly believe the class can be worked into the Killing Floor team based demographic and serve an important role doing so, and this is the way to do it.
Oh, that is just awful. Too bad Friendly Fire wasn't on, you could've sniped his butt...
Poor Jester. Have an e-cookie for that person's jerkness. *Gives cookie*
Thanks btw
*munch* *munch* *munch*
Aww man I go e-crumbs all over my shirt...
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