weapons,perks, and balance issues
#11802so as of bobos recent thread about the basher and crit cola im going to list the current weapons both survivor and zombie with perks that compliment them or make them over powered. feel free to weigh in here.this is by no means targeting anyone, any weapon, or any class, or perk. this is educational only
zombies
scout mele
basher/blade: can be buffed with the crit a cola in a average game outside zombies this might be nothing in zf this gives zombies a almost guaranteed 100 points of damage from 1 mele hit, the bleeds gain mini crit bonus aswell.
crit cola aside still pretty powerful with perks like:
hunter-placing spawn and giving a short window of 10%-70% mele damage stackable with the critacola. this is 1 shot territory.
scrotching-while giving a decrease to attack it provides a increase in spead aswell as the ability to set anyone on fire, stacking bleeds and a crit basher this is another (if least popular way) of dealing as much damage as possible.
vampiric-gives no passive abilities other than a quick health regen and the ability to leach health for whatever percentage of damage done. this forgives the basher almost entirely for scouts that just swing away. using the crit cola with this also increases health you get back from mele hits.
toxic-while completly removing the attack damage all together reguardless of weapon this perk itself can be boosted by the crit cola, making the scout sort of a radar while this would sound like a good team mechanic in some situations it becomes difficult for survivors who cant find health packs. the only nerf i can see at all is the inability to stack toxic. but the 5-10 damage ticking away is really difficult to counter in small maps.
vindictive- when pared with the basher and crit cola racking up kills is as simple as hunter. the stacking attack and deffensive bonus given with the crit cola and basher make this a fast moving heavy in a way. true if you make the kills you deserve the benefits of the perk but the ammout at witch it stacks and the fact that bleeds also increase in damage make killing survivors all the easier.
alpha-when used with the basher and crit cola getting minions is easy but where this really becomes a problem is when there are a few zombies tagging along. gaining attack for eash one makes the zombie as storng as if having a constant hunter perk. while ive only seen it as high as 45 att this is more than enough to 1 shot most classes 150 and under or 2 shot soldiers and demos.
cleaver: can have almost the same benifits as the basher/blade as to if the bleeds from both weapons stack im not sure. but a ranged 50-80 cleaver with any of the above combos (even tho it cant be buffed by cola) can become a problem, one lesser known bennifit to the cleaver is the knockback. if a suvivor has balanced themselves on a object they have rocket jumped onto they can be knocked off if from under or the sides. the fact its main damage caan be buffed by any of the above perks makes this a ranged (yet slower) basher.
the fan: not as usefull as the basher or cleaver but combined with alphaand this combo was almost designed to pick off survivors. by adding a minicirt vulnerability to its victem despite the -90% debuff it can do more damage, while this is normally nothing to worry about while buffed this can take down a turtle with the help of 1 other zombie, when the survivor dies because its used with alpha survivors become zombies that can be summoned (nothing unuseual) added with the damage bonus,fast rate of fire, and applying mini crits this can do a bit of damage. while i see no need to buff its something i would consider tweaking, maybe a slower rate of fire/shoter minicrit time.
mad milk- more of a utility than a threat combined with vampiric and a basher and the health regen of double that of a vampiric heavy. 2 sources of health regen with the ability makes the milk something to worry about, double so when its effect does get applied to other perks that benifit from health regen from damage percentage.
prettyboys pocket pistol- not used as often only provides the scout with 15 extra hp and a immunity from fall damage, the downside(50% fire damage vulnerability on wearer) becomes null and void when matched with scortching, giving no fall damage and extra health. not bad when matched with the sun on a stick and scortching for minicrits.
heavy related in next post.
zombies
scout mele
basher/blade: can be buffed with the crit a cola in a average game outside zombies this might be nothing in zf this gives zombies a almost guaranteed 100 points of damage from 1 mele hit, the bleeds gain mini crit bonus aswell.
crit cola aside still pretty powerful with perks like:
hunter-placing spawn and giving a short window of 10%-70% mele damage stackable with the critacola. this is 1 shot territory.
scrotching-while giving a decrease to attack it provides a increase in spead aswell as the ability to set anyone on fire, stacking bleeds and a crit basher this is another (if least popular way) of dealing as much damage as possible.
vampiric-gives no passive abilities other than a quick health regen and the ability to leach health for whatever percentage of damage done. this forgives the basher almost entirely for scouts that just swing away. using the crit cola with this also increases health you get back from mele hits.
toxic-while completly removing the attack damage all together reguardless of weapon this perk itself can be boosted by the crit cola, making the scout sort of a radar while this would sound like a good team mechanic in some situations it becomes difficult for survivors who cant find health packs. the only nerf i can see at all is the inability to stack toxic. but the 5-10 damage ticking away is really difficult to counter in small maps.
vindictive- when pared with the basher and crit cola racking up kills is as simple as hunter. the stacking attack and deffensive bonus given with the crit cola and basher make this a fast moving heavy in a way. true if you make the kills you deserve the benefits of the perk but the ammout at witch it stacks and the fact that bleeds also increase in damage make killing survivors all the easier.
alpha-when used with the basher and crit cola getting minions is easy but where this really becomes a problem is when there are a few zombies tagging along. gaining attack for eash one makes the zombie as storng as if having a constant hunter perk. while ive only seen it as high as 45 att this is more than enough to 1 shot most classes 150 and under or 2 shot soldiers and demos.
cleaver: can have almost the same benifits as the basher/blade as to if the bleeds from both weapons stack im not sure. but a ranged 50-80 cleaver with any of the above combos (even tho it cant be buffed by cola) can become a problem, one lesser known bennifit to the cleaver is the knockback. if a suvivor has balanced themselves on a object they have rocket jumped onto they can be knocked off if from under or the sides. the fact its main damage caan be buffed by any of the above perks makes this a ranged (yet slower) basher.
the fan: not as usefull as the basher or cleaver but combined with alphaand this combo was almost designed to pick off survivors. by adding a minicirt vulnerability to its victem despite the -90% debuff it can do more damage, while this is normally nothing to worry about while buffed this can take down a turtle with the help of 1 other zombie, when the survivor dies because its used with alpha survivors become zombies that can be summoned (nothing unuseual) added with the damage bonus,fast rate of fire, and applying mini crits this can do a bit of damage. while i see no need to buff its something i would consider tweaking, maybe a slower rate of fire/shoter minicrit time.
mad milk- more of a utility than a threat combined with vampiric and a basher and the health regen of double that of a vampiric heavy. 2 sources of health regen with the ability makes the milk something to worry about, double so when its effect does get applied to other perks that benifit from health regen from damage percentage.
prettyboys pocket pistol- not used as often only provides the scout with 15 extra hp and a immunity from fall damage, the downside(50% fire damage vulnerability on wearer) becomes null and void when matched with scortching, giving no fall damage and extra health. not bad when matched with the sun on a stick and scortching for minicrits.
heavy related in next post.

