I played almost every class in HoE and very happy to see medic/zerk finally nerfed, these 2 classes often make HoE feel like a joke. That said, I don't think we can make them balanced with just number changes, and in order to avoid making them less fun for the average playerbase, I would suggest a different approach.
I will speak only for HoE, the mode where most of us "tryhards" play. Imo these are the main balance problems.
- Zerk/Medic are too forgiving, and picking any other class feels like shooting yourself in the foot in terms of risk/reward. Too many things feel arbitrarily punitive for other classes and often result in unfair death (eg. taking 50 dmg from a random husk shot, getting 1-shot by a scrake/FP combo).
- Kiting/Exploiting spawn mechanics makes solo'ing too easy for zerk/medic when the team is dead, often resulting in the "one medic solo's a full wave while all the team is dead" situation.
Imo 1) can be addressed with number changes, but 2) cannot, and as long as both are not addressed, zerk/medic will unquestionably be the top classes.
The main issue with medic/zerk is how independent they are from the rest of the team, and how reliably you can solo a wave with them by just knowing how the numbers work. The thing is, due to the combination of speed, resistance and self healing, the zeds can simply
not damage you fast enough to kill you if you keep running around forever. Tweaking resistance by 5%, 10%, 20%, won't matter, as long as zerk/medic can still solo a map by running around, these 2 classes will always be the better ones, because they don't rely on teammates to win, while every other class does.
Imo KF2 is not a 100% cooperative game, and should never be, but if you join a 6p multiplayer server, then you should have to adapt to your team a bit, and there should
not be a strategy that you can apply regardless of what your teammates do (picking zerk and kiting). So what I would like to see happen, is an increase in zeds aggressivity once most of the team is dead, to make sure that medic/zerk are heavily punished for not keeping the team alive; and that the wave won't look like 15 minutes of one guy running around forever for spectators.
Example, once half the team is dead:
- Every zed gets +10% movement speed every 2 minutes, stacks up to +30%.
- FPs deal +20% additional damage after each successful attack, stacks without cap, no longer blockable after 2 attacks (to prevent from parrying the same FP repeatedly and using its charge to kill other zeds).
- to partially compensate for this, ammo boxes spawn much more frequently (makes for more dynamic gameplay on non-zerk classes)
I think it should be made so that solo'ing a 6p wave is still theoretically possible, and a very good player can still carry bad teammates, but much less reliably.
There is currently such mechanic during the boss wave, where if most of the team is dead, the boss gets +10% speed per 2 minutes, stacks up to +30%. Why not bring something similar to regular waves as well? As it stands, the wave becomes
easier when your teammates die (due to the reduced HP), so considering it is possible to solo it without much effort, a good zerk is
encouraged to let everyone die.