As it stands most of the beserker perks are very bad. They required low HP to function.
Frenzy: Melee damaged increased for 15% health lost
Furious Defender: Stumble increases for 15% health lost
Take Cover: When health drops bellow 20% movement increases by 15%
You never really want to drop to this hp to get the effect and even if try for frenzy medics will heal you accidentally (or intentionally)
The fix: A simple suggestion to make them more useful would be once your HP drops to the requirement the effect still last indefinitely (as it does now) but once your HP raises above the required value the effect continues to last for a short duration, then it dissipates.
This fits the flavor of an enraged berserker gaining a buff from taking damage but most importantly makes these otherwise situational and almost useless perks are way more consistent and playable. It would of course not stack if it went up, down, up, down etc...
For example frenzy: As it stands you get hit by a Husk/trash and drop to 55 hp, 45% of HP, 3 frenzy triggers (i think). You are instantly healed and you get almost no use of the perk. Instead the fix see you getting hit, healed and then the "frenzy lasts" for X (x=small balanced) amount of time because you are enraged.
Frenzy: Melee damaged increased for 15% health lost
Furious Defender: Stumble increases for 15% health lost
Take Cover: When health drops bellow 20% movement increases by 15%
You never really want to drop to this hp to get the effect and even if try for frenzy medics will heal you accidentally (or intentionally)
The fix: A simple suggestion to make them more useful would be once your HP drops to the requirement the effect still last indefinitely (as it does now) but once your HP raises above the required value the effect continues to last for a short duration, then it dissipates.
This fits the flavor of an enraged berserker gaining a buff from taking damage but most importantly makes these otherwise situational and almost useless perks are way more consistent and playable. It would of course not stack if it went up, down, up, down etc...
For example frenzy: As it stands you get hit by a Husk/trash and drop to 55 hp, 45% of HP, 3 frenzy triggers (i think). You are instantly healed and you get almost no use of the perk. Instead the fix see you getting hit, healed and then the "frenzy lasts" for X (x=small balanced) amount of time because you are enraged.
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