Berzerker: What do you Love/Hate?

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Savage Rodent

Member
Mar 29, 2015
290
1
18
I'll start by saying I dont play berzerker so keep that in mind. I've always found it odd there is no perk specifically to make perry easier.Because everyone can do it zerker should be the master of this skill no? The time to initiate a perry I think is just under a second wile you bring your weapon up to gard. Why not give zerkers the ability to lengthen this time window over levels to 1.5 seconds. maybe 2... 2 may be too much..... Instead of buffing resistance, your buffing the chance to make a successful perry.

Second, I see damage needing to be more than it currently is. However instead of a perma damage buff I woud like the backstab skill DBShinigami, mentioned that is time sensitive off a skill (perry) . Or add a rage skill, for every zed you kill you get 3%-5% damage bonus for 7 seconds. This is stackable up to 20%-30%, every zed kill resets the timer? this would grant them damage boost for trash killing and not be crazy OP like KF1.

My $0.02

The berserker gets a benefit from a successful parry, which is only 1 point of armor or health lost. Parrying isn't that bad once you learn it honestly.

The damage on the berserker is fine imo.
 

jestdoit

FNG / Fresh Meat
Dec 31, 2013
63
0
0
It makes no sense that he is a complete glass cannon in the area where he shouldn't be.

Giving them too much credit. Zerks are more like soggy noodles. They do not have the damage output (much less survivability) to keep up with HoE once wave 3 hits.

Last game some noob moron zerk parked his *** in the middle of the hotel camp corridor with a crovel, holding crouch+m1 crying "heeeeeeeeaaaaaaaaal meeeeeeeeeee" every two seconds. I wish there was a vote kick function.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
really like that idea(except for being in time instead of stumble,example 3seconds), maybe a bit of exp for parry, also a more noticeable sound/animation for successful parry would be nice to differentiate it from a block in the heat of battle.

1) Well, to me it makes more senses to have a zed taking more damage when they are stumbling (because they are defenseless). But, I admit that the stumbling does not last long (and it's even worst if your teammate shoot the scrake for instance) so maybe a timer could work (the effect could last longer depending on the weapon).

2) By the way, as the OP say, I think the berserker should get the ability to not loose speed even as low on health.

3) After some reflexion, I think every skill related to being low on health should go... I would rather see some kind of way to "regen" some life (a little like the zed time ability).
 

Raizen7799

FNG / Fresh Meat
Aug 31, 2013
187
0
0
Brazil
Do you mean stun, or stumble? The Pulverizer has more stumble than Scrakes have resistance so it stuns every time. However Scrakes have a 3 second immunity to stumble.
Don't work all the times, even after the 3 seconds.
But i meant add a stun.

not agree at all. Not truuble cutting heads off like butter.
Looks like you want back the lone wolf zerkers from kf1. I like it harder and dependent, like it is now
Don't need to be like zerker in KF1, just need to be useful. This is not harder is nonsense. The ranged classes can take more hits than him. Zerk hater.

So you want zerker to be the only class that isn't self reliant in terms of being able to do a specific job in the team. Great bias there.

Commando clears trash, support does damage, medic heals the team, what does zerker do? try and parry but ultimately fail due to serve side parries?

Also, do you have a lvl 25 zerker? He drags down the team on any difficulty above hard and will die without a medic. Wheras other characters have a difficult time but do not die. And in some cases, do not need a medic at all.
This ^

The way the zerk is, he is just a fresh meat. Has no function in the team. The other perks are better do to everything.
 
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pie1055

Active member
Jul 6, 2011
489
64
28
Bedlam
I think the zerker is intended to tie up big guys, with his anti-raging nades and stumbling abilities. Problem is his parrying isn't reliable and any class can counter scrakes by hugging their shoulders, plus zerker is currently and oddly the squishiest member of the team.

Suggestions... Eh...

+1 to adding one/two perk skill(s) that gives a bonus(es) to parries.
+1 to removing low health perk skills. Losing health should never be a good thing and maintaining max health should always be the focus.


Not gonna suggest pushing toughness on the zerker because I have the hunch there's gonna be a speed-focused melee perk and a resistance-focused melee perk. Could see in this situation the zerker would be focusing more on damage and the big guys.
 

MikeHoncho

FNG / Fresh Meat
Apr 29, 2015
153
18
0
Things I Love: Attack speed and movement speed bonuses. Can't be grabbed by clots.

Things I Hate: Pretty much everything else. We don't do enough damage. We get screwed by parries that don't register in online games, and even when they do register the Scrake or FP just snaps out of their stumble as soon as everyone else starts shooting it. We can't stun scrakes at all like we could in KF. We have no way to tank like a medic can with healing nades. EMP grenades hurt like hell if they explode near you and it takes 2 to stop a raging FP (next to impossible to pull off and even if you do you just used 2 on one enemy). The eviscerator is just a giant WTF. The nailgun takes like 10 headshots to decap a bloat. Night Vision and bonus starting ammo lol. Vertical attacks are garbage compared to horizontal.

It feels like zerk currently has no role in the game. I know people say we are supposed to be the one to handle aggro on the big zeds, but medic can do that better while simultaneously healing people and repairing their armor. I have been playing my lvl 18 medic with a pulverizer, and it is so much easier than trying to survive with my 25 zerk. I'm doing way more for my team too.

If they want us to tank scrakes and FPs, then they need to seriously tighten up parrying in online games and give us some sort of reward for landing a successful parry. Making it to where scrakes and FPs can't break out of a stumble would be great too. We also need more damage reduction or regenerating health. If they want us to kill stuff, then we need more damage, more attack speed, or some sort of rage mechanic that can build up over time by dealing damage, getting hit, killing things, or a combination of all 3.
 

Clad in Plaid

FNG / Fresh Meat
Apr 29, 2015
16
0
0
Love: Staggering big guys, gibbing important targets like sirens, new weapons

Hate: Lack of tankiness, unreliable parrying, clot grab immunity not passive, skills are garbage.

There is no way to justify gaining bonuses with lower health unless berserker has either ridiculous health or damage resistance and medics becoming non-existent. Since neither are going to happen (hopefully) I'd say his skills need some major adjustments, especially his lvl5 skills.
 

Savage Rodent

Member
Mar 29, 2015
290
1
18
Vertical attacks are garbage compared to horizontal.

Umm, I feel the opposite actually. I can easily land a hit on a zeds head with an overhead swing more often than horizontal. Of course I'm not saying that horizontal swings are garbage, but I can land a headhit better overhead. The 's' key swing is trash though. I haven't found a use for that swing besides flinging bodies.

If they want us to kill stuff, then we need more damage, more attack speed, or some sort of rage mechanic that can build up over time by dealing damage, getting hit, killing things, or a combination of all 3.

I tend to be one of the top killers when using berserker. Damage isn't an issue, and attack speed most certainly isn't an issue. I can hold a group of trash zeds at a doorway just by swinging the crovel back and forth.
 

MikeHoncho

FNG / Fresh Meat
Apr 29, 2015
153
18
0
I can easily land a hit on a zeds head with an overhead swing more often than horizontal.
I can easily take the head off of 3 zeds with a horizontal swing. What is the purpose of a vertical swing when you can do that? It doesn't do more damage.


I tend to be one of the top killers when using berserker. Damage isn't an issue, and attack speed most certainly isn't an issue. I can hold a group of trash zeds at a doorway just by swinging the crovel back and forth.
On what difficulty? Sounds like hard at most if you're just standing in a doorway swinging. I'm not talking about killing trash. No class has a problem killing trash. Have you done a simulated 6 man HoE server and tried to kill a scrake? You will go through half your pulverizer ammo just killing one of them, and the time it takes is absurd. You can kill them in a fraction of the time with support. In KF a zerk could kill a scrake in seconds on 6 man HoE.
 

Reallifeh8er

FNG / Fresh Meat
Jan 5, 2014
1,111
9
0
Equestria
Berserker in KF1 - Gladiator
Berserker in KF2 - A suicidal masochist

Who would have thought of all 4 perks the berserker is the most vulnerable? I didn't see that coming.
 

shiny balstoise US

FNG / Fresh Meat
Apr 28, 2015
17
0
0
Chicago IL
www.youtube.com
In my honest opinion, zerker is not underpowered, but he's just misutilized like he was in KF1

He's too overly simplified and easy to play, which sucks because KF2 promised a more in-depth sort of combat system for zerker

Here's what I'm talking about: https://www.youtube.com/watch?v=yImTWxoYbJw (excuse my music and my friend talking)

If someone is able to stand still and mash M1 (and still be useful), it takes the enjoyment of what is suppose to be a more complicated fast-thinking mobility based perk
 

Savage Rodent

Member
Mar 29, 2015
290
1
18
I can easily take the head off of 3 zeds with a horizontal swing. What is the purpose of a vertical swing when you can do that? It doesn't do more damage.

Like I said, it's easier to land a head hit with an overhead vertical swing. If you just have one target or a line of targets, you can just overhead swing through them.

On what difficulty? Sounds like hard at most if you're just standing in a doorway swinging. I'm not talking about killing trash. No class has a problem killing trash. Have you done a simulated 6 man HoE server and tried to kill a scrake? You will go through half your pulverizer ammo just killing one of them, and the time it takes is absurd. You can kill them in a fraction of the time with support.

Suicidal is the difficulty I mainly play on. And of course it's going to be absurd to try and kill a scrake that is scaled to deal with 6 players on the hardest difficulty. It isn't a coop survival horror for nothing.

In KF a zerk could kill a scrake in seconds on 6 man HoE.

And berserker was op in KF1 now wasn't it.
 
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MikeHoncho

FNG / Fresh Meat
Apr 29, 2015
153
18
0
Sounds like you just need to work on swinging horizontally, no offense. It's not any harder. If anything it's easier. You just strafe sideways and aim up a little and it turns one headshot into 3. The only time you should use the vertical attack is if you are in a narrow hallway and you can't strafe past along the side.

Also you completely ignored the part where I said support can kill a 6 man HoE scrake in a fraction of the time that zerk can. I'm using it as an example to compare damage, not as a common scenario. It takes 2 or 3 alt fire shots from the boomstick to decap a scrake and then you just run away and they die. Meanwhile the zerk is dancing circles around them for a full minute, knocking them all over the place and going through more than 2 mags of pulverizer ammo to do the same damage. I don't expect zerk to kill at the same speed as KF, but at least put us on the same damage level as support if you are making us use melee attacks.

The point is that they nerfed the hell out of zerk in this game to the point where he really serves no purpose anymore. You would always be better with another medic using a pulverizer or AA-12.
 

Kvasir94

FNG / Fresh Meat
Jul 27, 2012
40
0
0
Sounds like you just need to work on swinging horizontally, no offense. It's not any harder. If anything it's easier. You just strafe sideways and aim up a little and it turns one headshot into 3. The only time you should use the vertical attack is if you are in a narrow hallway and you can't strafe past along the side.

Also you completely ignored the part where I said support can kill a 6 man HoE scrake in a fraction of the time that zerk can. I'm using it as an example to compare damage, not as a common scenario. It takes 2 or 3 alt fire shots from the boomstick to decap a scrake and then you just run away and they die. Meanwhile the zerk is dancing circles around them for a full minute, knocking them all over the place and going through more than 2 mags of pulverizer ammo to do the same damage. I don't expect zerk to kill at the same speed as KF, but at least put us on the same damage level as support if you are making us use melee attacks.

The point is that they nerfed the hell out of zerk in this game to the point where he really serves no purpose anymore. You would always be better with another medic using a pulverizer or AA-12.

Horizontal strikes are not always better on big zeds or even small zeds that you stumbled (especially gorefasts) when you need to score a critical headshot.

I hope they do not EVER make Zerk do as much damage as Support. Support is a damage dealing class, which Zerk is not. Zerk is a damage MITIGATION class. This is true for the whole team. The Intimidate perk is a typo, it actually makes Zeds do 25% less damage for their lifetime.

On top of that you have more tools for stumbling Zeds or preventing rage than any other class.

Taking another Support or Med is not a good choice over a talented Beserker that uses his EMP grenades. Beserker is the nail, he keeps them busy and buys time for the team, stumbling Zeds about to hit teammates or parrying to get a little extra time when an EMP takedown goes bad. Support is the hammer, he supplies the massive damage while the Zerk subdues the Zed.

You can solo things as Zerk if you're very skilled but it's just not what the class does anymore.

Medic is not a better Zerk because that means you have a Med not healing at crucial moments and he also has no damage reducing perk or stumble increasing perk. Med can also be grabbed by Zeds. Not to mention you lose the insane melee swing speed and damage bonuses. You literally are only able to Stumble with the Pulv alt-fire and Parry (which you usually wont have it out as Med meaning you are not as prepared as a Zerk). Just because you can still right click Stumble a Scrake as Med doesn't mean Zerk is instantly useless.

You're way better off having a skilled synergizing Medic/Beserker player combo
with a few Supports and Commandos mixed in there. This has been a winning team nearly every time with decent players.

Good luck finding a game with Supports who can pull off a 3 shot Boomstick kill when your team is down in the thick of it. No game has optimal conditions the whole time and that is largely when Zerk can shine. You have control over Zed's movement and you can mitigate their damage like no other class.
 
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Senario

Member
May 10, 2015
100
0
16
Horizontal strikes are not always better on big zeds or even small zeds that you stumbled (especially gorefasts) when you need to score a critical headshot.

I hope they do not EVER make Zerk do as much damage as Support. Support is a damage dealing class, which Zerk is not. Zerk is a damage MITIGATION class. This is true for the whole team. The Intimidate perk is a typo, it actually makes Zeds do 25% less damage for their lifetime.

On top of that you have more tools for stumbling Zeds or preventing rage than any other class.

Taking another Support or Med is not a good choice over a talented Beserker that uses his EMP grenades. Beserker is the nail, he keeps them busy and buys time for the team, stumbling Zeds about to hit teammates or parrying to get a little extra time when an EMP takedown goes bad. Support is the hammer, he supplies the massive damage while the Zerk subdues the Zed.

You can solo things as Zerk if you're very skilled but it's just not what the class does anymore.

Medic is not a better Zerk because that means you have a Med not healing at crucial moments and he also has no damage reducing perk or stumble increasing perk. Med can also be grabbed by Zeds. Not to mention you lose the insane melee swing speed and damage bonuses. You literally are only able to Stumble with the Pulv alt-fire and Parry (which you usually wont have it out as Med meaning you are not as prepared as a Zerk). Just because you can still right click Stumble a Scrakerino as Med doesn't mean Zerk is instantly useless.

You're way better off having a skilled synergizing Medic/Beserker player combo
with a few Supports and Commandos mixed in there. This has been a winning team nearly every time with decent players.

Good luck finding a game with Supports who can pull off a 3 shot Boomstick kill when your team is down in the thick of it. No game has optimal conditions the whole time and that is largely when Zerk can shine. You have control over Zed's movement and you can mitigate their damage like no other class.

Or you know...you could just take another medic instead of berserker and have twice the amount of healing for the team WITH enough damage and with tankiness. Seriously, Healing up your allies is also a form of damage mitigation. 25% mitigation of damage zeds do if you hit them means nothing most of the time because you aren't going to hit everything, everything you do get a chance to hit either dies too fast because it is a trash mob or it already did most of it's damage walking up to you (Bloat bile, siren scream, husk). Why even bother mitigating damage from a scrake when you can just...you know...kill it? Scrakes and FPs go down fast enough that having an extra Support for damage or extra medic to keep your team healthier is a much better option than mitigating damage after you hit them.

Also, is that even fun to play? I would say it isn't. The reason medic is no longer a heal only class is because playing medic and just healing was boring, people wanted to heal and shoot and not be "only a supporting class". Even the "support" has good tools to help their team with damage. There is no reason Zerker should be forced into one role of support when this is a co op game and every class should feel useful in some capacity. If my job is to simply go up, wack a zed once, then back off while I time my EMP grenades I'd stop playing berserker. That is BORING. Hitting the same zed over and over again isn't even worth it because you do no damage and will die too fast.

If I want to do damage -> Let me do damage and let it be viable. Not asking for AA-12 damage. Just asking for enough reason to actually get close to zeds at high difficulties and not waste all the medic's resources.

One shotting trash zeds with any swing on any body part would be a start for damage at lvl 25. Even if you have to skill it in. Melee swings and running up to the enemy takes so long that they likely are already dead from bullets given the same amount of time.
 

VinceMcClot

FNG / Fresh Meat
May 10, 2015
4
0
0
There seems to be a big divide where some players want the unkillable god beast kf1 berserker back, while others are happy with the new berserker role and just want the features fixed.

Berserker isn't about damage any more. It's about controlling enemies. Think I'm making that up? Parry, EMP grenades, big stagger with the pulverizer, knockdown at later levels when it's fixed, crovel with attack speed flinch locking enemies and enormous stagger with the nail gun which is also the only shotgun that can switch between single fire and volley on a whim.

If you're expecting berserker to be a damage perk you're going to utterly hate it and continue hating it.
 

Dub

FNG / Fresh Meat
Dec 5, 2011
778
83
0
They should not be able to be grabbed by any clot or clot variation
 

jestdoit

FNG / Fresh Meat
Dec 31, 2013
63
0
0
Stumbles, preventing rage, damage mitigation are of trivial importance on HoE. Your team should be dropping Scrakes in 3-4 seconds, since they pour in non-stop on later waves. If you're doing that, you'll never get to see stun/stumble animations play.

If you *have* to melee after wave 3, medic/medic is untouchable compared to medic/zerk. Medic/zerk has to kite constantly after wave 3 since the zerk gets gibbed if he's not always at 100hp, they can't go in balls deep to take out priority targets like medic/medic can (watch on HoE video with zerks and it always involves them running away the entire match). Plus a melee medic doesn't mean there's less healing. There's nothing stopping other people from going medic if one of them decides to focus on melee.