And all gun classes can SHOOT THEM FROM AFAR. What is your point? "Oh boo hoo a zerker can run out of damage range after hitting them in melee" Yeah great, Every other gun class can shoot them from across the screen and pop heads. Health pool being "High" again is a pure numbers argument and not an actual argument as to how this is unfair for a class that actually has to be up in the enemies' faces in order to do damage. Not to mention if you've ever played without a medic you're likely going to have to back up to heal up (meaning 0 dps in addition to melee swings and after swing cooldowns compensating for no reloads on some weapons).
Movement speed and damage resistance is to help with being up close and attacking zeds. You aren't suppose to just stand there and attack.
And I figured it would maybe stick out how ridiculous it is for a perk to have the highest health pool and be the only one with overall damage resistance, but I guess not.
For 25 hp more and 25% damage resist to be "too much" for a class that is meleeing just doesn't make sense when every other class can shoot from afar and be effective at it. (Using Commando/Support Baseline. Medic actually has more hp. Firebug has burn panic as a defensive mechanism. Demo...well demo sucks.).
Yeah, every class can shoot from a far, but that doesn't mean they're good at killing large zeds. Again, if they're separate from the group and meet a flesh pound, chances of survival are slim compared to another berserker or another perk with high movement speed.
Support, Commando, Medic, and Firebug are amazing at trash killing. I've played every single class and those classes are piss easy. Demo is just not good at ANYTHING.
Man, I can say the same for berserker. I don't know about you, but I typically use just a knife the first wave or 2 to save ammo. I can do that with any perk and barely get hurt. Having an increase in movement speed makes it a lot easier.
People want specialization and being effective at something not homogenized. And again, you're another one of those people who thought Zerker was fine on release so how is your point valid that "Oh it is still too strong". Look at actual gameplay not just numbers.
I'll admit the perk was a little squishy, but berserker was what I started off playing on release, and I played the perk all the way to 25 before playing a different perk. I didn't have a whole lot of problems with the perk.
Zerker damage was fine after the rework. The only questionable thing would've been Zweihander but honestly it was handled poorly with the smash nerf to 1/4th (not even 1/2) effectiveness. The best "fix" if you really felt it was too strong to be the same price as a Pulverizer would've been to up to cost and make it a side-grade to the Evicerator and not the Pulverizer.
Berserker damage was fine to begin with. And smash was absolutely ridiculous before. I'll admit it maybe got a little too much of a nerf. And the zwei again should just be a novelty weapon to kill trash with.
He uses weird language. I said the same thing in the thread about the berserker before in the thread before the patriarch update.
When he says outrun he means can avoid attacks. Which is not what the word means and he needs to choose a new word but a scrakes attacks are avoidable. Not a fleshpound though. And I was playing commando the other day and got separated from the group. There was a scrake there that auto raged because it got down to the last 5 zeds and I still managed to avoid its attacks while running ahead of it until I found the rest of the group. Last I checked the commando had no speed bonus though so "outrunning" a scrake is possible with any class.
RIP Yeah, I should choose my words better. I just think it's obvious that one can't actually outrun a raging scrake or flesh pound, so one would assume the attack of the zed instead. I'll choose better words next time.