This came to me in a dream yesterday, and I think it may help balance the 'Zerker's OP-ness. Why not give Slot 1 Zerk weapons starting from the Fireaxe the ability to block enemy melee attacks? The idea is that it further reduces damage to 5/(6+Floor{(Perk Level+1)/2)} what they would normally take after damage reduction. One may think that this will make the class more OP, but here's the twist. They weapons take damage, and must be repaired after every wave. The more resilient weapons like the Fire Axe and Scythe can have their damage reduced to up to 50% of what they do normally, and Bladed Weapons like Katanas and Claymores will see a damage reduction of up to 70% when fully worn down. Blocking will also be limited. Blocking effectiveness only lasts a limited amount of time and for a limited amount of hits. For the level 0 Zerker, their blocking effectiveness will only last for 0.5 seconds, and for one hit. They gain a 0.3 second extension for every perk level, and for one hit every 2 perk level, resulting in the ability to block for 2.3 seconds for 4 hits with a Level 6 Berserker. (Offperk, they only block for 0.2 seconds and for 1 hit.) Weapons that can block gains extra max health for every perk level, and they take (full damage - (5% * (Perk Level + 1)) from Melee attacks. Blocking will also have a 3-second cooldown that is reduced by 0.15 seconds every (Perk level + 1). Ranged attacks will break through the guard, and deal bonus damage to the 'Zerker. The same can apply for any attacks that happen beyond the time limit and block limit of the blocking move, if they are still attempting to block damage by then.
Another thing that makes this mechanic harder for 'Zerkers is that if the health of the weapon reaches 0, the weapon breaks, and will be unuseable for the rest of the wave. Repairing a weapon from its broken state will incur an extra 25% surcharge.
And for those asking, the block move will be shared with the ironsight key.
One more thing, any attack with weapons that can block that hits something, and it's not a headshot, will reduce the weapon's health by a certain amount.
Another thing that makes this mechanic harder for 'Zerkers is that if the health of the weapon reaches 0, the weapon breaks, and will be unuseable for the rest of the wave. Repairing a weapon from its broken state will incur an extra 25% surcharge.
And for those asking, the block move will be shared with the ironsight key.
One more thing, any attack with weapons that can block that hits something, and it's not a headshot, will reduce the weapon's health by a certain amount.
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