nothing new to shoot at.
Technically the game got easier. We got new toys but the Zeds got nothing new. no upgrades and no new zeds.
I think the game could use either a re balancing, or a new Zed to make up for the additional firepower given to the players.
personally i would like to see the zerker get its @ss nerfed. but that's just me
I believe that while we certainly received different delivery systems to visit violence upon the specimens, I'm not at all certain they represent something I'd describe as "
additional firepower," since, after all, one can only carry so much of anything into combat. I'd say
additional variety might be more appropriate. Personally, I'm finding the update has made the game somewhat more interesting; I haven't seen it as being any easier, however. Perhaps I haven't discovered a particular perk and weapon(s) combination?
I'm not attempting to be combative, but I'm not, as yet, seeing how any of the new weapons, either individually or collectively, resulted in causing the Berserker to suddenly become overpowered. (Or, if one prefers,
more overpowered.) Playing 'zerker isn't the way I roll, but while using that perk and trying the Claymore for a few waves in a 4-person Hard map, I wasn't left with the impression that it was any sort of game-changer. True, that short excercise wasn't a comprehensive evaluation, so I'll leave any discussion of that particular weapon as being possibly OP to others.
It has always struck me that the Berserker's need to close to melee distance, and then appearing to the specimens as a freshly baked pizza for having done so, will always be a source of contention when discussing the balance of gameplay. Since the 'zerker draws a crowd, he/she is nearly always in a target-rich environment. Since that crowd is a huge temptation, (quite understandably, I think), for the bullets, buckshot, flame and grenades of others, the 'zerker, (also understandably), wanders off to where he /she can practice their craft undisturbed. And then, *
sometimes*, discontent follows...