Looking at all the rather wild discussions regarding perk balancing, i noticed that when suggesting things, it didn't seem like people were discussing with a real goal. Instead of random discussions, why not be more exact in how you view the perks and how you think they should be categorized?
I will start:
I see 4 main perk group roles:
A) Trashkiller
B) Heavykiller
C) Middlegrounder (of A and B)
D) "Pure" support
Let me explain the groups and which perks fit in them (described from a CAMPING POINT OF VIEW + mostly viewed from HoE 6-man):
A) Trashkiller. The perk that is quickly described as "good against lesser specimen, bad against big specimen". But let me be more thorough. Clots, Stalkers and Crawlers should be a complete breeze to kill with this group. The Gorefast and Bloat shouldn't be too much trouble either. The Husk and Siren are average to take down. Scrake and Fleshpound should be hard to down with this group of perks.
Which perks fit: Commando and Firebug.
The Commando might have more troubles with Husks and Sirens than the Firebug, but Bloats and Gorefasts are easier, due to the ease of headshotting them.
Problems: I'd say the Firebug might need a tad boost in general, cuz even the weakest enemy, the Clot, can take a tiny bit too long to die from the DoT on HoE.
B) Heavykiller. This perk should be more suited than other perks at taking down the bigger targets, in particular the Scrake and/or Fleshpound (depending on what weapons you choose). But they are more than that. They can also be good at taking out the lesser specimen, but they generally can't do it as easily as the Trashkillers, and especially not alone. This also varies a bit more with their weapon loadouts though. Interestingly enough, both perks here might really hate Stalkers, because they can block important shots quite annoyingly.
Which perks fit: Sharpshooter and Demolitions.
In general, the Sharpshooter is better against Scrakes (and single targets), and the Demolitions is better against Fleshpounds (and crowds), but their weapon choices can specialize more towards killing one or the other (or both!) of these specimen, at the cost of something else (like close combat, trashkilling powers etc).
For example, Demolitions using M32+M79 is generally better against light trash and Fleshpounds, while LAW is better against medium trash and also Scakes, due to being able to stun them (but still not bad against Fleshpounds or big groups of trash). Or, the Sharpshooter using the Xbow+HC is better fit against Scrakes but worse against Fleshies (if alone that is), while M14+LAR is better against Fleshpounds (soloing them that is) and taking out non-lined-up trash, but not as awesome against Scrakes, especially not with lots of enemies in front of them.
Problems: I'd say the 2 perks are mostly fine, but some changes could be made (mostly in terms of prices)
C) Middlegrounder. Able to assist/kill most things in the game, but not as good against heavy specimen as the heavykillers, and not as good against trash specimen as the trashkillers. They have their weakness though, mostly noticeable is the shorter range of their weaponry. But their damage output is definitely one of their strengths however, and the reason they are so versatile too.
Which perks fit: Support Specialist and Berserker.
Another interesting thing about these 2 perks is that they have 3 common specimen they quite dislike: Crawlers, Sirens and Husks. Crawlers are annoying cuz you need to aim down and/or sit down to kill them which is quite annoying towards both perks. Husks are dangerous due to their long range, but once the Berserker/Support gets close, they pose much less threat to the player. Sirens are very dangerous towards these perks though. Another interesting thing about them is that they are supposedly meant to be better against one of the 2 heavy specimen. The Berserker can stun the Scrake (and kite the Fleshpound, which imo is too powerful), and the Support can assist much better against the Fleshpounds due to the extra handgrenades (and oneshot Scrakes with Hunting Shotgun using a little trick, which imo is too powerful).
On top of their damaging powers, they support in other ways too: The Berserker is a good tank, for example in a doorway and the Support Specialist is the best welder of all perks, obviously.
Problems: Both perks have too many strengths and too few weaknesses. The Support shouldn't be able to solo Fleshpounds so well, and definetly not be able to oneshot Scrakes (6-man HoE that is, remember?). The Berserker needs to be made less awesome at kiting, and also not nearly as good (or at all?) at kiting Fleshpounds, especially considering the perk's unlimited ammo and cheap weapons.
D) "Pure" support. This is quite obviously the Medic. The perk is basicly there for 3 things: Heal people, tank big enemies with their awesome armor and to kill whatever they can when they don't do the first 2 things.
Problems: None really.
Solutions to all perks and their problems:
Commando:
It's fine. I'd shift the weights between the Bullpup and SCAR though, but that's it.
Firebug:
* Rework the burn DoT, so it deals the same overall damage, but faster (over 8 sec instead of 10 for example, like in Scary_ghosts community beta).
* Fix the Mac10 from not being able to kill Crawlers with the burn damage, and make its damage (at least burn damage) and total ammo scale up too.
* Change starting weapons to, level 5 = Mac10, level 6 = Flamethrower
* Add a new perk bonus to the perk: From level 0 to 6, you get a 0-6% (% bonus is obviously directly linked to the perk level
) damagemultiplier added on burning specimen, meaning, when you lit a target on fire, ANYONE shooting at the burning target gets an extra X% (6% at Firebug level 6, being the highest) damage done on it.
Sharpshooter:
Mostly price changes
* Increase LAR price to 400, but include it in Sharpie discount (due to the weapon's awesome offperk versatility)
* Increase Xbow's price to 1250, but include it in Sharpie discount (due to the extreme sellvalue) and reduce base bolt price from 20 down to somewhere around 10 - 15 (due to a bit too pricey ammo)
* Increase M14's headshotmultiplier to 2.30 (from 2.25) so you can oneshot Husks and Sirens on 6-man HoE, and possibly also swap the lasersight and aimpoint scope between the M14 and SCAR?
* Reimplement the reloadspeed for Dual Handcannons and fix the stupid pickup bug (Scary_ghost has fixed it in his beta
)
Demolitions:
Also mostly price changes
* Add a discount for Handgrenades (level 0, 1 and 2: 25% discount, level 3 to 6: 50% discount) (due to the expensive levelling)
* Give the M79 the same discount as the Pipebombs (due to the expensive levelling and its sellvalue)
* Change starting weapons to, level 5 = M79, level 6 = M79 + 3 more handgrenades.
* Reduce the Pipebomb base price to 1000 (makes each bomb cost 130 instead of 195)
Support:
* To remove the Scrake oneshot trick, reduce shotgun headshotmultiplier from 1.65 to something lower (like, only 1.1 or 1.25 or so) and remove the ability to flinch a Scrake with melee weapons if you are not a Berserker.
* Remove the handgrenade damage bonus, so soloing Fleshpounds is much harder / less frequently doable. Having up to 11x grenades is ok though, because i personally like Supports having a slight edge when dealing with Fleshies, but at the moment they are too strong with having damage bonus on the nades too.
Berserker:
* Reduce movement speed to 15 or 20% to reduce kiting powers.
* Make Fleshpounds unkiteable by doing a number of things: Make line-of-sighting not reset the rage-o-meter, but rather just pause it. Make a missed swing from a Fleshpound NOT reset the rage-o-meter either. Make a HIT from a non-raged swing only pause the rage-o-meter too, rather than resetting it. No more mechanic exploits.
* Buff Chainsaw (increase primary damage so it oneheadshots the small trash from the front, and increase secondary's headshotmultiplier to 1.25x so you can stun Scrakes from the front with it!)
* Make the Patriarch shoot a rocket after he kneels down, if he is surrounded (to remove the "autowin" by surrounding him with Berserkers)
Medic:
I'd only do one change really, and that is to make the Medic's speed be 20% at max level. I dislike having different speeds depending on difficulty and would rather keep it consistant.
Now, what is YOUR opinion of what the perks belong to?
I will start:
I see 4 main perk group roles:
A) Trashkiller
B) Heavykiller
C) Middlegrounder (of A and B)
D) "Pure" support
Let me explain the groups and which perks fit in them (described from a CAMPING POINT OF VIEW + mostly viewed from HoE 6-man):
A) Trashkiller. The perk that is quickly described as "good against lesser specimen, bad against big specimen". But let me be more thorough. Clots, Stalkers and Crawlers should be a complete breeze to kill with this group. The Gorefast and Bloat shouldn't be too much trouble either. The Husk and Siren are average to take down. Scrake and Fleshpound should be hard to down with this group of perks.
Which perks fit: Commando and Firebug.
The Commando might have more troubles with Husks and Sirens than the Firebug, but Bloats and Gorefasts are easier, due to the ease of headshotting them.
Problems: I'd say the Firebug might need a tad boost in general, cuz even the weakest enemy, the Clot, can take a tiny bit too long to die from the DoT on HoE.
B) Heavykiller. This perk should be more suited than other perks at taking down the bigger targets, in particular the Scrake and/or Fleshpound (depending on what weapons you choose). But they are more than that. They can also be good at taking out the lesser specimen, but they generally can't do it as easily as the Trashkillers, and especially not alone. This also varies a bit more with their weapon loadouts though. Interestingly enough, both perks here might really hate Stalkers, because they can block important shots quite annoyingly.
Which perks fit: Sharpshooter and Demolitions.
In general, the Sharpshooter is better against Scrakes (and single targets), and the Demolitions is better against Fleshpounds (and crowds), but their weapon choices can specialize more towards killing one or the other (or both!) of these specimen, at the cost of something else (like close combat, trashkilling powers etc).
For example, Demolitions using M32+M79 is generally better against light trash and Fleshpounds, while LAW is better against medium trash and also Scakes, due to being able to stun them (but still not bad against Fleshpounds or big groups of trash). Or, the Sharpshooter using the Xbow+HC is better fit against Scrakes but worse against Fleshies (if alone that is), while M14+LAR is better against Fleshpounds (soloing them that is) and taking out non-lined-up trash, but not as awesome against Scrakes, especially not with lots of enemies in front of them.
Problems: I'd say the 2 perks are mostly fine, but some changes could be made (mostly in terms of prices)
C) Middlegrounder. Able to assist/kill most things in the game, but not as good against heavy specimen as the heavykillers, and not as good against trash specimen as the trashkillers. They have their weakness though, mostly noticeable is the shorter range of their weaponry. But their damage output is definitely one of their strengths however, and the reason they are so versatile too.
Which perks fit: Support Specialist and Berserker.
Another interesting thing about these 2 perks is that they have 3 common specimen they quite dislike: Crawlers, Sirens and Husks. Crawlers are annoying cuz you need to aim down and/or sit down to kill them which is quite annoying towards both perks. Husks are dangerous due to their long range, but once the Berserker/Support gets close, they pose much less threat to the player. Sirens are very dangerous towards these perks though. Another interesting thing about them is that they are supposedly meant to be better against one of the 2 heavy specimen. The Berserker can stun the Scrake (and kite the Fleshpound, which imo is too powerful), and the Support can assist much better against the Fleshpounds due to the extra handgrenades (and oneshot Scrakes with Hunting Shotgun using a little trick, which imo is too powerful).
On top of their damaging powers, they support in other ways too: The Berserker is a good tank, for example in a doorway and the Support Specialist is the best welder of all perks, obviously.
Problems: Both perks have too many strengths and too few weaknesses. The Support shouldn't be able to solo Fleshpounds so well, and definetly not be able to oneshot Scrakes (6-man HoE that is, remember?). The Berserker needs to be made less awesome at kiting, and also not nearly as good (or at all?) at kiting Fleshpounds, especially considering the perk's unlimited ammo and cheap weapons.
D) "Pure" support. This is quite obviously the Medic. The perk is basicly there for 3 things: Heal people, tank big enemies with their awesome armor and to kill whatever they can when they don't do the first 2 things.
Problems: None really.
Solutions to all perks and their problems:
Commando:
It's fine. I'd shift the weights between the Bullpup and SCAR though, but that's it.
Firebug:
* Rework the burn DoT, so it deals the same overall damage, but faster (over 8 sec instead of 10 for example, like in Scary_ghosts community beta).
* Fix the Mac10 from not being able to kill Crawlers with the burn damage, and make its damage (at least burn damage) and total ammo scale up too.
* Change starting weapons to, level 5 = Mac10, level 6 = Flamethrower
* Add a new perk bonus to the perk: From level 0 to 6, you get a 0-6% (% bonus is obviously directly linked to the perk level
Sharpshooter:
Mostly price changes
* Increase LAR price to 400, but include it in Sharpie discount (due to the weapon's awesome offperk versatility)
* Increase Xbow's price to 1250, but include it in Sharpie discount (due to the extreme sellvalue) and reduce base bolt price from 20 down to somewhere around 10 - 15 (due to a bit too pricey ammo)
* Increase M14's headshotmultiplier to 2.30 (from 2.25) so you can oneshot Husks and Sirens on 6-man HoE, and possibly also swap the lasersight and aimpoint scope between the M14 and SCAR?
* Reimplement the reloadspeed for Dual Handcannons and fix the stupid pickup bug (Scary_ghost has fixed it in his beta
Demolitions:
Also mostly price changes
* Add a discount for Handgrenades (level 0, 1 and 2: 25% discount, level 3 to 6: 50% discount) (due to the expensive levelling)
* Give the M79 the same discount as the Pipebombs (due to the expensive levelling and its sellvalue)
* Change starting weapons to, level 5 = M79, level 6 = M79 + 3 more handgrenades.
* Reduce the Pipebomb base price to 1000 (makes each bomb cost 130 instead of 195)
Support:
* To remove the Scrake oneshot trick, reduce shotgun headshotmultiplier from 1.65 to something lower (like, only 1.1 or 1.25 or so) and remove the ability to flinch a Scrake with melee weapons if you are not a Berserker.
* Remove the handgrenade damage bonus, so soloing Fleshpounds is much harder / less frequently doable. Having up to 11x grenades is ok though, because i personally like Supports having a slight edge when dealing with Fleshies, but at the moment they are too strong with having damage bonus on the nades too.
Berserker:
* Reduce movement speed to 15 or 20% to reduce kiting powers.
* Make Fleshpounds unkiteable by doing a number of things: Make line-of-sighting not reset the rage-o-meter, but rather just pause it. Make a missed swing from a Fleshpound NOT reset the rage-o-meter either. Make a HIT from a non-raged swing only pause the rage-o-meter too, rather than resetting it. No more mechanic exploits.
* Buff Chainsaw (increase primary damage so it oneheadshots the small trash from the front, and increase secondary's headshotmultiplier to 1.25x so you can stun Scrakes from the front with it!)
* Make the Patriarch shoot a rocket after he kneels down, if he is surrounded (to remove the "autowin" by surrounding him with Berserkers)
Medic:
I'd only do one change really, and that is to make the Medic's speed be 20% at max level. I dislike having different speeds depending on difficulty and would rather keep it consistant.
Now, what is YOUR opinion of what the perks belong to?
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