I've gone over why I think the zerker is overpowered.
http://forums.tripwireinteractive.com/showthread.php?t=47088
I've also mentioned why I think the game needs an OP perk. Without a "get out of jail card", many games would end in later waves. While the zerker has lower DPS output, he has much higher survivability and that is really all that matters. That's why kiting and the 10 minute solo wave exist for the zerker. The problem is the zerker is so OP with no real disadvantages. I think it is possible for the zerker to keep his uniqueness without being omnipotent in the game. So I'm going to go over what needs to be changed, why it needs to be changed, and how it needs to be changed.
Speed
The zerker is the fastest perk in the game. I have no problem with this. He should be the fastest.
Quickness
The zerker has the fasest punch in the game. Again, I have no problem with this. He should. But there should be a counterbalances for both the heightened speed and quickness.
Cheap Weapons
The zerker can buy his top tiered weapon the very next trader wave.
Limit the zerker to a single melee weapon and an additional #2 pistol (HC, MK23, or .44). That's it. This does a few things. First, it provides a reason for the zerker's speed. Second, it prevents the zerker from the incredibly OP practice of having tons of surplus cash that he doesn't have a need for and being able to mix and match any other perk's best weapon because with the zerker's speed and base damage of the unperked weapon, the weapon is good enough. Third, this also limits the zerker from carrying two nuclear weapons in the axe and the katana. He must pick one. This also means the zerker can not pick up any other perk's #3 or #4 weapon on the deck.
No Ammo Cost
The zerker's top weapons don't require any ammo and never wear out
While I think a gas tank should be on the chainsaw and a random break chance should be on melee weapons, I think limiting the zerker to a single melee weapon and pistol is a better option.
No Reloading
This is a huge advantage. The zerker never, ever, ever, ever, has to pause firing his top-tiered, highest damage perked weapons.
Balance it by getting rid of the autofire for bladed weapons. The zerker can now fire his highest damage perked weapon continually throughout the game without ever having to stop for any reason. This is incredibly over-powered. The zerker should have to click the mouse button to swing a melee weapon. This will help balance out the fact that the zerker's top tiered, highest damage weapons never need to reloaded. The autofire for melee weapons is just silly as well.
Armor
The zerker can buy armor like every other perk but he also has permanent armor in the form of "always on & never expires" damage resistance.
I recommend we give the zerker a reason for his speed. He can no longer buy armor.
Insta-clot™ grab
In my opinion, the unbreakable insta-clot™ grab for every other perk is a game breaker. Absolute game breaker. Insta-clot™ grab, for every other perk, raises the clot from an annoyance to one of the most dangerous specimens in the game. Either bring back the jumping break for other perks or allow zerkers to be grabbed as well. Sure, zerkers don't have to reload so they still have that advantage, but at least make it somewhat even.
I like the zerker and the zerker is fun to play. But he is incredibly OP and I think bringing him back in line with the other perks, with specific benefits and penalties, would make a better game.
Comments?