Tripwire, do you have any plans on balancing (nerfing!) the Berserker in the future?

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Formless

FNG / Fresh Meat
Jul 18, 2011
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@ Sverek.
A zerker that knows how to support a none zerk team is a good thing to have. I did 6 man West L HoE the other day as the only Zerker. I handled the rear of the tunnel alone, and handled the Scrakes up front when they called, which was often. I also tanked the FPs when they raged on other players, preventing it from killing them. We finished the map BTW, and killed Patty as Medic with xbow.
How did a zerker get into a "none zerk team"?
And ammo is limited. Perked zerker weapon ammo is infinite.
Melee weapons have unlimited ammo regardless of perk.
 
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Steeps

FNG / Fresh Meat
Dec 14, 2010
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USA
This issue is silly.

If you don't enjoy zerker games no one is forcing you to play them. If you join a server and see a bunch of berserkers with the odd medic thrown into the mix just disconnect and find another game. That's what I do and this doesn't bother me in the slightest.

The majority of the people on these forums are berserker haters and we rarely hear from those who enjoy kiting games. If the people who actually play these games enjoy it the way it is then I see no reason to change anything.

I'd personally like some small changes to make the perk less forgiving, but I don't join these games any more than once a month so this isn't really an issue that affects me. ;)
 

Spicy

FNG / Fresh Meat
Oct 8, 2010
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New England, the Newer England
If you don't enjoy zerker games no one is forcing you to play them. If you join a server and see a bunch of berserkers with the odd medic thrown into the mix just disconnect and find another game. That's what I do and this doesn't bother me in the slightest

Steeps, I demand you halt this dangerous train of thought immediately. :rolleyes:
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
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Europe
How did a zerker get into a "none zerk team"?

I was the first in the server. After they joined, I asked if anyone minded if I stayed Zerker, they all said it was ok.

On that note, I am seeing more and more teams consisting of mixed classes. It does make things more interesting when non-zerk classes run with zerkers.

Melee weapons have unlimited ammo regardless of perk.

I agree. The whole unlimited ammo thing is a completely rediculous argument. Some people have suggested wear and tear for the melee weapons, but when it's suggested for non-melee weapons, well, then all of a sudden it's a stupid idea. If the game was anywhere near realism based, then I could see something like that, but fact is, the game is as far from real as you can get.
 

sph34r

FNG / Fresh Meat
Jun 5, 2011
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If you want to fix zerk then make his weight limit 8

edit: oops, forgot. !flameshield
 
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the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
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This issue is silly.

If you don't enjoy zerker games no one is forcing you to play them. If you join a server and see a bunch of berserkers with the odd medic thrown into the mix just disconnect and find another game. That's what I do and this doesn't bother me in the slightest.

This +1. Exactly what I said in a previous post. There are hundreds of servers out there, and at least in my region, non-zerker games out number zerker games 6:1.

The majority of the people on these forums are berserker haters and we rarely hear from those who enjoy kiting games. If the people who actually play these games enjoy it the way it is then I see no reason to change anything.

I'd personally like some small changes to make the perk less forgiving, but I don't join these games any more than once a month so this isn't really an issue that affects me. ;)

Change is fine by me. But the anti zerker group is fixated on the FP.

Again, the other zeds need to be altered.

Just think, if the Crawler speed was increased, and the jump distance as well, this would increse the diff for us. To make it more so, make the jump distance random, that way there would be no telling how far it will jump.

The Gorefast could go into attack mode as soon as it starts to charge, instead of charging, stopping, and then swinging it's blade.

The Stalker could be made stronger, faster, and also have an attack while moving, sort of a strafing attack.

Reduce the amount of clots, and replace them with more powerfull zeds.

Give the Husk a Flamethrower attack at close range.

Rage timer for the Scrake.

These changes would make zerking much harder, while having a very small effect on the camping classes. After all, a team of 2 SS, and 2-4 Support makes the game so easy, it almost feels like cheating.
 
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Aze

Grizzled Veteran
Mar 19, 2010
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Just think, if the Crawler speed was increased, and the jump distance as well, this would increse the diff for us. To make it more so, make the jump distance random, that way there would be no telling how far it will jump.

Give the Husk a Flamethrower attack at close range.

These 2 suggestions are really good! :)
 
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Entangler

FNG / Fresh Meat
Jul 12, 2009
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Sydney, Australia
The majority of the people on these forums are berserker haters and we rarely hear from those who enjoy kiting games.
What.

You do realise that these "Berserker haters" include several top-tier Berserkers, right? People who have the experience to speak with some authority about how the perk should behave?

I would enjoy kiting if it were actually difficult. As it is, soloing 200+ specimens as a Berserker feels more like a chore than a challenge - because I'm not in much danger of dying when I do it, the novelty is quickly replaced by repetitive tedium, and I don't feel like I've accomplished anything when it's over. Kiting as a team is arguably even worse, because the people in the middle of the train almost never actually do anything - their job is basically just to keep running in circles until the people in front of them die.
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
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What.

You do realise that these "Berserker haters" include several top-tier Berserkers, right? People who have the experience to speak with some authority about how the perk should behave?

I would enjoy kiting if it were actually difficult. As it is, soloing 200+ specimens as a Berserker feels more like a chore than a challenge - because I'm not in much danger of dying when I do it, the novelty is quickly replaced by repetitive tedium, and I don't feel like I've accomplished anything when it's over. Kiting as a team is arguably even worse, because the people in the middle of the train almost never actually do anything - their job is basically just to keep running in circles until the people in front of them die.


This is true. I for one am absolutly sick with having to solo. thats why I want all, or most of the zeds changed, not simply the FP.

I still find zerking more entertaining than camping, though I would like some changes that effect all classes, not just the Zerker.

The game has become tedious no matter what class is played, as most non-zerker teams consist mainly of SS and Support, and with these classes combined, well, the game fails as a challenge, to quote the game itself, "It's like shooting fish in a barrel".;)

I'm at the point now, that no matter which class I play, I'm more than happy to see low levels join because it adds a bit more to the game.
 
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the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
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These 2 suggestions are really good! :)

Thanks.

Was even thinking that they could make the Crawler venomous, like a combination of Bloat acid and Husk burn. Then, if it does get you, instead of loosing a couple of HPs, it would linger and slowly drain you. Maybe even have it temporarily affect your run speed and vision.
 
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Hemi

FNG / Fresh Meat
Jul 30, 2010
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Better question :

Why would TWI spend any time on balancing a perk in a game that gets way too much free content as it is and is too old for updates anyway. Any changes should be going into a KF2 or something and no longer in this game...thats just wasted money and resources.

Let the mod-community carry on with KF and make those changes on modded servers, and let TWI start on KF2. Thats just my opinion. I want to see those Zeds in a next-gen engine allready! :)
 

Formless

FNG / Fresh Meat
Jul 18, 2011
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Better question :

Why would TWI spend any time on balancing a perk in a game that gets way too much free content as it is and is too old for updates anyway. Any changes should be going into a KF2 or something and no longer in this game...thats just wasted money and resources.

Let the mod-community carry on with KF and make those changes on modded servers, and let TWI start on KF2. Thats just my opinion. I want to see those Zeds in a next-gen engine allready! :)
KF would look great running on CryEngine 3
 

Steeps

FNG / Fresh Meat
Dec 14, 2010
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What.

You do realise that these "Berserker haters" include several top-tier Berserkers, right? People who have the experience to speak with some authority about how the perk should behave?

I would enjoy kiting if it were actually difficult. As it is, soloing 200+ specimens as a Berserker feels more like a chore than a challenge - because I'm not in much danger of dying when I do it, the novelty is quickly replaced by repetitive tedium, and I don't feel like I've accomplished anything when it's over. Kiting as a team is arguably even worse, because the people in the middle of the train almost never actually do anything - their job is basically just to keep running in circles until the people in front of them die.

I'm not talking about anyone who can play berserker well (which is pretty much anyone who has played the perk on HoE for more than a few rounds nowdays). I was referring to the so-called "full time" zerkers who regularly play and enjoy these games. Maybe a lot of them already posted in this thread but I'm under the impression that pretty much everyone here cannot stand these type of games. This is why support being too strong is a lot more important to me than zerkers being too strong. They affect the games I play in much more.

We need feedback from the people who play these kiting games regularly. If they are happy playing in two-hour kitefests where you can make multiple critical mistakes per wave then I do not feel that I am in the position to tell them that they cannot play that way (nor do I care to change anything about it, despite agreeing that it's too easy). If this somehow pours into the games that I choose to play and becomes a problem for me then it is most definitely appropriate for me to speak up about it.

If you don't play berserker games I promise that this will never be an issue for you. ;)
 

Entangler

FNG / Fresh Meat
Jul 12, 2009
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Sydney, Australia
I'm not talking about anyone who can play berserker well (which is pretty much anyone who has played the perk on HoE for more than a few rounds nowdays). I was referring to the so-called "full time" zerkers who regularly play and enjoy these games. Maybe a lot of them already posted in this thread but I'm under the impression that pretty much everyone here cannot stand these type of games. This is why support being too strong is a lot more important to me than zerkers being too strong. They affect the games I play in much more.

We need feedback from the people who play these kiting games regularly. If they are happy playing in two-hour kitefests where you can make multiple critical mistakes per wave then I do not feel that I am in the position to tell them that they cannot play that way (nor do I care to change anything about it, despite agreeing that it's too easy). If this somehow pours into the games that I choose to play and becomes a problem for me then it is most definitely appropriate for me to speak up about it.

If you don't play berserker games I promise that this will never be an issue for you. ;)
I don't think you understand.

Your logic is based on a false dichotomy. On one hand, you have people who like the Berserker perk and enjoy playing it as it is now, two-hour kitefests and all; and on the other you have people who hate the perk and want it nerfed out of existence.

But what about people who want the Berserker nerfed because they like it?

That's my position, and I'm not the only one. See, the "top-tier Berserkers" I mentioned earlier are not "anyone who can play Berserker well", but specifically those who became good Berserkers by playing the perk extensively before it was buffed. Do you think those of us who did that would've bothered if we didn't enjoy it, especially during the Sharpshooter Supremacy?

And this is where our interests collide with those who prefer the Berserker of today - for the ability of mediocre Berserkers to dominate everything despite poor play comes directly at the expense of the ability of veteran Berserkers to derive satisfaction from their long-time favourite perk. Between the two groups, which do you think has a better claim to how the perk should play on the highest difficulty level: skilled players who took the time to master it, or mediocre players riding a fad?
 

sph34r

FNG / Fresh Meat
Jun 5, 2011
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Between the two groups, which do you think has a better claim to how the perk should play on the highest difficulty level: skilled players who took the time to master it, or mediocre players riding a fad?

The larger group which unfortunately happens to be the latter.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,594
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well if we could just fix the noobs on the higher levled pub servers the zerker issue wont be a problem anymore cuz he is a darn slow killer!

I usually play zerker my self If I meet like 2 level 2's on suicidal or HoE. cuz I do not really care about teamplay if my team in the first place sucks. then I just make it sure that I wont die. that usually by playing medic, zerker or sharpshooter. since I find them best in solo play.
 
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Steeps

FNG / Fresh Meat
Dec 14, 2010
251
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USA
It's super late so if this doesn't make sense I'll fix it some other time. :D

But what about people who want the Berserker nerfed because they like it?

I'm not trying to say ignore game balance, but rather ignore game balance if it doesn't affect you.

If you (not anyone in particular) just hate kiting games and won't be satisfied until they're completely eliminated you're best bet is to ignore it. Maybe that's not what the topic creator had in mind but it is what the majority of these topics are about. My reading comprehension tends to take a stumble when I see a topic on this matter for the 20th time. Do we really want to lose roughly one-third of the HoE/suicidal playerbase of a game that's over two years old? All I want is for people to continue playing the game. It's getting harder and harder to find quality games as it feels like more people are leaving the game opposed to joining.

If you enjoy kiting games and are just looking for them to be a challenge again, then absolutely speak up! These are exactly the group of people that I feel we should hear from, and if I didn't say it in this topic already I've said it in the past few.

For the record, my opinion on the perk is that I think it's not overpowered as much as it's too forgiving. Bring it back to its pre-patch stats, and change the fleshpound rage mechanics so it doesn't reset, but instead freeze when you break its line of sight. Only melee swipes would reset the rage meter. The former makes it so you aren't allowed to get away with serious mistakes, and the latter would greatly shorten the games by forcing the zerker to engage the fleshpound(s) opposed to dancing around the map until the time is right.

tl;dr If this is an issues that affects you personally I'm all for suggestions. It it doesn't then it is not worth making it into an issue.
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
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Europe
It's super late so if this doesn't make sense I'll fix it some other time. :D



I'm not trying to say ignore game balance, but rather ignore game balance if it doesn't affect you.

If you (not anyone in particular) just hate kiting games and won't be satisfied until they're completely eliminated you're best bet is to ignore it. Maybe that's not what the topic creator had in mind but it is what the majority of these topics are about. My reading comprehension tends to take a stumble when I see a topic on this matter for the 20th time. Do we really want to lose roughly one-third of the HoE/suicidal playerbase of a game that's over two years old? All I want is for people to continue playing the game. It's getting harder and harder to find quality games as it feels like more people are leaving the game opposed to joining.

If you enjoy kiting games and are just looking for them to be a challenge again, then absolutely speak up! These are exactly the group of people that I feel we should hear from, and if I didn't say it in this topic already I've said it in the past few.

For the record, my opinion on the perk is that I think it's not overpowered as much as it's too forgiving. Bring it back to its pre-patch stats, and change the fleshpound rage mechanics so it doesn't reset, but instead freeze when you break its line of sight. Only melee swipes would reset the rage meter. The former makes it so you aren't allowed to get away with serious mistakes, and the latter would greatly shorten the games by forcing the zerker to engage the fleshpound(s) opposed to dancing around the map until the time is right.

tl;dr If this is an issues that affects you personally I'm all for suggestions. It it doesn't then it is not worth making it into an issue.

As I said before, numerous times. These changes will not do much at all. Zerkers adapt as they need to. Simply putting zerker back to where he was pre-patch, and changing the FP rage timer will accomplish NOTHING.


If the team has wiped, then the FPs will be of lower health, and as I said, the load out will change to katana and m32, so even with said changes, the FP will still be easy.

I tested this on the Testmap. I got my health to 65, with no Kevlar, spawned a 6 man FP, unloaded the M32 on him, and then finished him off with the Katana before he could rage again.

If you really want to make it more of a challenge for zerkers, (I want change as well), Then move your focus to other zeds as well.

If all you people can see is the FP, then even if TWI does change the zerker and FP, within the first day of gaming, you are all going to be upset at the lack of results.

On the subject of change, I think the game needs to be changed for all classes, not just the Zerker.

On any map, a team consisting of SSs and Supports, or all Supports with maybe 1 Demo for good measure is a joke, as nothing can withstand the focused firepower. This is the main reason I tend to play zerker. Up to wave 5 the team is mixed with many diff classes, but after wave 5 they all change to either SS or support, and the ocasional Demo. After that, there is no challange anymore, and the remaining waves are reduced to simple point and click.

Here is an example: 3 days ago, West London, HoE, 6 man, 2 SS, 4 Support, all Level 6. During wave 9, 2 Scrakes, 2 FPs, and an assortment of other zeds got into the chuch. The SS each took a Scrake, the rest of us (All Support) opened up with AA12s on the FPs. The FPs started their rage animation, but were dead before they could finish it, the Scrakes were dealt with during this by the SSs, and all the other Zeds were cut down in the AA12 barrage.

Keep in mind, this was on a pub server, with random players, and was not, is not, a one time occurrence.

The ability to do this is hardly what I call a challenge.
 
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