Well...being able to run with the best of cowards doesn't sound very appealing to me.
Speak for yourself! It's the #1 reason I play as a medic!
Well...being able to run with the best of cowards doesn't sound very appealing to me.
Since the "Level Up" content patch, what is the biggest problem you currently have with the Berserker perk?
Their ability to prevent specimen from reaching ranged players either bodily or with stuns, to group enemies for grenading/mass fire and survive long enough to repeat the process.What do you view as the Berserker's biggest Strength?
Their survival rate at higher difficulties near the end of the game. As the first contact against a scrake or FP in a panic situation, it's easy to die if your team isn't fully behind you. They also don't have high enough damage mitigation to hold doorways against the brunt of the wave.What do you view as the Berserker's biggest Weakness?
Knife. Wave 1 and any other waves when I, somehow, couldn't afford a better weapon.What situations do you find yourself using the following weapons?
Tricky question. Husks are problematic because you have to go running to them, which can leave you vulnerable to getting swarmed if your team is camping. Scrakes and FPs if they aren't softened up enough. But since most everything is eager to hug you, I don't have trouble killing much of anything.What specimens do you find you have the most trouble killing?
Clots?What specimens do you find you have the least trouble killing?
Sort of outlined above. Backed up by a medic, they tank. They take the pressure off your ranged people so they can focus on killing, and cause enemies to group so they can be mowed down/blown up. Or berzerkers float, and try to stop hardened specimen from going crazy behind your lines.What would you say the Berserker's role is in the team aspect of the game?
Argh, just one?If you could change ONE thing about the game to make playing a Berserker more enjoyable, what would it be?
I do not support any benefit that only kicks in when you're about dead anyways. +10% resist and moving only as fast as you normally do isn't going to save the day.
On top of that, it does almost nothing to address the berserker's lack of staying power in melee- where it has to be in order to do its job.
I'm glad we could have a somewhat civil dialog. Thankyou.
My objection with the proposed tiered increase upon reaching X% hitpoints is that , in practice, its going to be tricky to anticipate how tough you currently are. "Hmmm...can I take that hit or can't I? Should I fall back for now or am I good to keep going? Let me take a quick look at my hp...did that gorefast just now drop me past X?"
While that concept somewhat tickles my fancy as a chance for an expansion of player expertise, it could also be somewhat distracting and unpredictable.
In any case, if a bonus is going to kick in at a mere 50 hitpoints, it had better be rock solid, undeniably, awesome- reaching a total reduction of 50% or more.
Perhaps at 50% health you hit 50% resist (+25% over base) and at 25% health you hit 75% resist.
Bleh. BENEFITS to having low health are never that great, IMO, compared to the risk. I'd rather they simply make Berserker better as is without having to make you get mauled half to death before you do decent damage!
Besides, there is one BIG thing that would interfere with it: Healspamming medics...
I can already see the "Stop healing me! I'm going for half health for more damage!" from the Zerker
And the simple response of "No, you're getting healed" by the medic...
Ok, let's start with the machete. Make it come paired with a riot shield. The shield doesn't actually have any actions, it's just a model, but when the machete/shield combo is equipped, the user gets extra damage resistance. It should have 10% damage resistance standard, and the berserker gets an extra 5% per level, for a total of 35% extra resistance. This extra bonus stacks with the standard damage resistance for a grand total of 60%. The purpose is to allow the berserker to take a tank role if necessary, at the cost of a serious reduction in damage. The machete attacks will remain entirely unchanged. Increase it's weight to 7, and the price to 500.
Next up, the fire axe. Give it an AoE swing so that it can work as an amazing crowd clearing weapon, at the cost of attack speed. Full damage to all targets hit. Also, the power swing of the fire axe should be able to break down welded doors in one hit (a not necessary, but interesting, tactical addition).
Now the chainsaw. Give it back it's old damage. Should be self-explanatory.
why not allow the axe to be capable of dropping a FP using two altfire strikes..gives a reason to actually hold onto the axe...how many strikes to kill could of course be made dependent on your level....at present im a level 3 zerker and i usually spot FPs inbound but then move back away as usually they take me down...i did not play KF before they say the perk was nerfed so i have no comparison..what i do find that is challenging to me as a zerker is trying to find a niche to best support the team...