Perks that need changed

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Maxotaurious

FNG / Fresh Meat
Apr 20, 2021
27
5
3
Berserker has been tweaked and I think it is in a better place now but there needs to be some sort of indication for Smash or Massacre affecting zerks guns as it specifies *melee*.

Firebug. So fragile. Even the best firebug will struggle to keep healthy in later waves. I suggest giving firebug the option to heal 1hp on kill as a replacement for feel the heat.

Commando needs a 5 or 10% speed buff as base. It simply isn't nimble enough to stay frosty at later waves like firebug. I think I've seen many people opt to take swat in difficult matches.

Support. Massively pointless level 15 L side. It already gets up to 500% pen at level 25, plus if you choose penetrator at 25 it cancels out your 15. I suggest knockdown enemies at 0.5m or less with perk weapons.

Medic. Far far far too strong. Right side level 25 medic doesn't ever die in the hands of a good player. The current endless record was set by a medic... Enough said. It needs it's healing speed decreased on the syringe. By at least 25% . It is saving too many people where every other perk including zerk would die in. Healthrower needs to be 2000 dosh and it needs it's darts reduced to the strength of the medic pistol for balancing. It in turn should have it's heal spray on players increased as it's noticed to be weak when you need it in a pinch.
 

o2xVc3UuXp0NyBihrUnu

Active member
Apr 6, 2020
205
91
28
1. Historically zerk mains learned that either through experience or reading the wiki. But what sort of indication you would suggest?
2. No and no. FB is one of the strongest perks in this game with skills that make it borderline OP. It's much less fragile than, say, commando, and immensely less fragile than sharpshooter, through the use of the "Heat Wave" skill, which provides a guaranteed stumble on all zeds, including raging fleshpounds, provided that their affliction timeout from the previous stumble has expired. All the trash just gets a permastumble and is doomed to dance endlessly until they fry to death on the ground fire.
3. No perk needs a speed buff, moreover, existing perks that have speed buffs, such as GS, zerk, survivalist, medic, SWAT need speed nerfs. I say no perk should have more than 10, at most 15 percent speed buffs.
4. Agreed, the community has been complaining about it for years. Here's a story behind it.

Initially the idea was that there's going to be lots of zeds. But through the introduction of things like head bobbing and sprinting they've found that the zeds are very hard to fight against and even say 4 clots can bring a player from 100 to 0 in a few seconds on HoE. So they opted to spawn less zeds. Which collaterally made SWAT a perk with no purpose, as there aren't enough clots at any point in time besides wave 1 for SWAT to be warranted and it made support's penetration close to useless as there aren't that many occasions when it can kill even just 2 trash zeds at once through penetration. Which, of course, would be a completely different story had they decided to put, say, 60 zeds at once on a map as opposed to existing 32 for 6 players. But currently penetration is marginally useful against trash and detrimental against big zeds as it can accidentally rage them when nobody needs that. On balance, penetration on support brings more harm than good and can't be fixed by just adjusting the numbers, this skill needs a complete rework.

On the other hand, the "tight choke" still isn't tight enough. Even at mid range most shotguns can't be relied on to consistently hit the heads, making the performance of this perk unnecessarily random and overall subpar as compared to other perks for the benefit of the team.

Shotguns are satisfying to use in this game and that quality is mostly the thing that keeps this perk more or less played. Otherwise it's garbage.

5. Absolutely, medic overall needs a nerf and the syringe in particular.
 

Maxotaurious

FNG / Fresh Meat
Apr 20, 2021
27
5
3
I think there absolutely needs to be an in-game stat ticker in real time and it would display perk stats in red, buffs in green etc and have it on screen somewhere. An example of what I mean is

Level 25 zerker is using a zerker weapon
He buffs himself
The damage output number would increase
Zerks buff times out
The number goes back to base

Another example

A person playing as firebug finds a Winchester and has no ammo in his trench gun, he switches to Winchester and the damage output number would drop because it's not a perk weapon.
 

OnionBubs

Active member
Apr 27, 2021
213
98
28
1. Historically zerk mains learned that either through experience or reading the wiki. But what sort of indication you would suggest?
Probably just change the skill's description to read "on-perk weapons" instead of "melee"; at one point "melee" was true but that was before Nailgun and such were also given on-perk buffs like maintaining speed, etc.

There's still going to be a couple of very minor exceptions to that (Pulverizer and Blast Brawler alt-fire), but it would be a much more accurate reflection of the skill's current modifiers.

2. No and no. FB is one of the strongest perks in this game with skills that make it borderline OP. It's much less fragile than, say, commando, and immensely less fragile than sharpshooter, through the use of the "Heat Wave" skill, which provides a guaranteed stumble on all zeds, including raging fleshpounds, provided that their affliction timeout from the previous stumble has expired. All the trash just gets a permastumble and is doomed to dance endlessly until they fry to death on the ground fire.
100% agreed. Firebug is one of those oddities where nothing it has is really impressive on its own, yet the sum of all its parts is greater than the individual parts of its kit. CC complements DoT, which complements Ground Fire, etc., and for everything that doesn't die to that, there's the Helios Rifle.

Currently it has a "do everything" default loadout with Flamethrower + Helios and nothing else it has other than the Mac-10 and Microwave Gun is really *bad*. Those aren't non-viable, per se, but they're definitely inferior options to other *really good* weapons.

3. No perk needs a speed buff, moreover, existing perks that have speed buffs, such as GS, zerk, survivalist, medic, SWAT need speed nerfs. I say no perk should have more than 10, at most 15 percent speed buffs.
Also agreed. Besides, OP, commando is overall really strong now and if speed has to be its "weakness" then so be it.

4. <snip>
No lies detected here.

In addition, the Support at lv 25 already gets enough penetration to go through something like 5 Clots by default and you're never going to line up that many on a regular basis, so those skills (Armor Piercing Shot and Zed-Time: Penetrator) would never come into play regardless.

IDK about the Lv. 25 skill but one replacement for the Lv. 15 would be dealing extra armor damage to enemies, since the way armor works right now makes Rioters and EDARs really annoying to deal with on Support. I don't know if I'd keep that over Tight Choke in my games, but it would at least be an early-wave option that could be switched later when you shift into HVT mode and need TC for takedowns.

5. Absolutely, medic overall needs a nerf and the syringe in particular.
Eeyup.
 
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