Killing Floor 2

Killing Floor 2

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Berserker Rage vs Spartan
Looking at the recent behind the scenes from Tripwire, Berserker rage will receive a numeric buff.

In my opinion it will not be equal to spartan unless it gets a rework, or receive minor extra buffs on top of the existing effects.
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Effect suggestions for Berserker rage:

Remove Fear, add ragdoll effect on successful smash attacks along with massive damage increase.

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Complete rework suggestion:
All previous effects removed, Kills in zed time will restore hp and give a buff AFTER zed time ends, depending on tier of ZEDs slain.

Trash will heal 10 hp
After Zed time, attack speed is increased for X number of attacks equal to slain trash in zed time.

Mid tier zeds will restore 25 hp.------

High tier enemies will restore 50 hp.-----------
Last edited by Slayer Slayerson; Feb 14, 2020 @ 4:21am
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Showing 1-6 of 6 comments
randomselect Feb 14, 2020 @ 4:58am 
fear effect for a melee class feels pretty lame to use, i understand how it can be useful, but still doesnt feel very good to use, if anything i'd like the reverse, something like an RPG taunt that pulls the zeds attention to tank them, maybe giving your weapons slash penetration during zed time, maybe with extra range to be able to really do AOE.

Zoinho1 Feb 14, 2020 @ 7:15am 
The fear effect is garbage, it only screw with your teammates aim (a Sharpshooter would easily get a headshot on zed time), a emp explosion would make that skill better.
Stellifera Feb 14, 2020 @ 1:18pm 
Fear effect does have a weird quirk that can more likely scramble zed positions that will make or most likely break coordination. I would remove that with a different skill most definitely. Funny Tripwire buffed it to a certain degree on Berserker Rage instead of noticing the problem it has always been having.

These buffs will more likely make a tankier zerk waller and such rather than a damage dealer like Spartan with certain motive of actually doing the damage handywork but yet instead zeds running away from the Zerker isn't necessarily a good thing when it comes to the fear skill...
Aya Feb 14, 2020 @ 1:26pm 
I don't know how you'd mess with Spartan/Zerk Rage tbh. In maps like Airship, Santa's Workshop and all Objective maps, a Zerker with Berserker Rage is mandatory since you need that auto-panic to help the player secure a perimeter.
randomselect Feb 14, 2020 @ 2:18pm 
Originally posted by Aya Shameimaru:
I don't know how you'd mess with Spartan/Zerk Rage tbh. In maps like Airship, Santa's Workshop and all Objective maps, a Zerker with Berserker Rage is mandatory since you need that auto-panic to help the player secure a perimeter.

still fear is a lame skill in use, the same effect could be acomplished in many ways.
screeno42 Feb 19, 2020 @ 12:12am 
tbh, I feel the berserker rage/spartan was already a pretty even choice. Spartan gives you better offensive power and lets you cut through light and medium zeds, while berserker rage lets you turn away giants that spartan can't neutralize fast enough. The proposed buff mostly feels weird to me because, as most people here have already pointed out, the skill's weakness lies in how it basically forces the player and nearby zeds back to a sort of "neutral"(to draw from fighting game lingo) while spartan lets the player lean into offense. That ability to soft-reset a situation can be useful but, again as everyone is saying, it doesn't really gel with how a berserker plays the game.

I personally like the idea of changing the cc effect from fear to something a zerker can actually benefit from themselves like stun or knockdown. Maybe emp like how medic has a lvl25 that basically detonates a medic grenade on them?
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Showing 1-6 of 6 comments
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Date Posted: Feb 14, 2020 @ 4:19am
Posts: 6