It is laughable that you feel the need to "test my thinking" rather than addressing the topic. I did not dodge it, I addressed what I thought about the perk, the changes, and what are some possible Solutions. And you accuse me of attacking you for pointing out your faulty logic and reasoning when you have no evidence to support the claim that you like berserker. Yes, what you say is EVIDENCE for the beliefs you hold. Saying you don't hold those beliefs when the evidence is against you is just lying. If a politician did something and was later cited for what he did it is widely accepted that what he did is evidence for his attitude and not what he is saying, people are pathological liars. (did in this case meaning voting record though it can be easily exchanged with ideas people put out in the RECENT past).
Again, the "evidence" to support the claim that I hate berserker is me wanting and justifying the nerfs.
And you claimed nothing can be OP in a PvE game. That's what I was testing. Thanks for again dodging the question.
False equivalence on the "if OP doesn't matter, UP doesn't matter". I urge you to look it up. A perk being too strong is not a problem however a perk being too weak is definitely a problem in any co-op game. You're making an argument which has no basis in good game design for the type of game made. In a competitive game it is an issue if a choice is too strong because then the game ends up REVOLVING around that particular thing at the detriment to other competing players. However in a PvE game this doesn't happen as you are not fighting other players (thus making the game un-fun for them) you are fighting against a computer. People who complain about other perks being stronger than their perk of choice really are just saying they want to be the new top dog when it is NOT a competition. The goal is to finish the game through any means necessary. Not to be the one with the biggest e-peen on the team.
This is what started this side argument. If the game was a matter of what's viable and what isn't, there would only be buffs to perks that need it. However, there are nerfs, which means there is an attempt to achieve balance and keep the game challenging. So yes, a perk can be OP.
Meanwhile in Commando and Firebug land. Commando can decap in one clip of a SCAR for a scrake, that takes about maybe 6-7 seconds uninterrupted and that is being generous as it probably takes less time. You don't need to count the reload because based on a perfect playing metric a commando can take it out that fast. Firebug can take out FP no problem with its fire stumbles though admittedly I have not tested firebug for optimal play after the latest patch as there are other things which to test out or play.
Scrakes aren't too big of an issue with any perk. Flesh pounds are a different story though. I haven't had much luck using firebug and killing a flesh pound solo with 5 or 6 players in since they fixed the rapid tapping exploit.
What I'm saying is, By the numbers and in a vacuum people think "Look at those numbers they are too high" when in reality there are just as good things on other classes which I don't think any sane person would say "Hey lets get that nerfed". I mean, in a world where you don't want any class to be able to solo a big zed shouldn't Commando's Scrake decapping count under that? But clearly, when it comes to berserker it is a very different story. I'm not for getting good parts of other classes getting nerfed, I've said this before to be clear, what I am pointing out is the hypocrisy in many people's comments by pointing out just berserker when other classes had good things and likely should have kept them or still have them.
Berserker has a lot of benefits compared to other perks. About the only down side is having to be close to zeds. However, increased damage resistance and movement speed is suppose to counter that. Why he has the highest health pool I'll never know.
Personally, I feel a perk not having a movement speed bonus is a significant crutch. When defenses fall and everybody spreads out and leaves the camp area, the perks with the movement speed bonus are going to survive. I still have no clue why I feel like the only one that thinks this, but having that increased movement speed gives such an advantage, especially with zed teleporting not being a big issue anymore.
With that said, I definitely believe perks with this advantage shouldn't have so many other benefits. This is why I thought berserker was fine on release (again except for its skill choices). It just baffles me that the perks that can tank are the fastest moving perks, and yet people want one that can dish out large amount of damage too?
It is one thing to claim Smash is OP when all you really wanted is Zweihander to not be a Pay 2 win item as Smash was clearly balanced with every other weapon in the class. A fair criticism, though one I think could be fixed with price increases and animation changes first before changes to numbers, changes to numbers should ONLY affect zweihander. Or in the case that the weapon is fine after these changes and people are still upset it is a pay 2 get item (nevermind that usually somebody will have it) then make an alternative with a different skin, maybe a fireaxe. Again, taking a machete when you need a scalpel. You can't honestly believe they "buffed berserker too much" on InD release but then say "everything is fine" when smash is reduced to 1/4th effectiveness, Health goes down to have less max health with armor than medic, and Zweihander hitbox gets nerfed. The 1/4th effectiveness is already a red flag for overnerfing.
I personally didn't care for zwei either staying as it was or getting nerfed. I do think it would be better for zwei to have a slow swing speed as you said earlier, mainly because it fits the weapon better. I just see it as a gimmick weapon, nothing more.
I'm about to make some enemies here, but TWI should take a glance at the skill trees of the classes from XCOM, where certain levels offered simply one, but one very useful option for the perk. It would be best if Parry and Smash were simply combined and left at that, since nothing could top it. Parrying successfully gives the zerk a BIG damage boost (back to 100%) and a guaranteed knockdown chance on the next power attack, so long as the KD isn't on cooldown. This encourages the gameplay style TWI had in mind for the Zerk, as it rewards talented play and balances out Smash in a manner that doesn't require incessant number tweaking.
I like that idea actually.