Okay, now for the rest....
Same as before. And while easy normal mode might work like this... why would you even want the skills if they don't give you an advantage?
This is a death or die situation.
Either they are useless so you can use whatever, or they give you an advantage which means using other weapons is less effective, which, as said above, locks them from being "the most efficient route" and is at best a backup weapon.
I maintain that every weapon in the game is good enough to kill zombies. Some work better than others and some work differently than others. If you perk into a weapon then it is going to be the best at killing zombies but that doesn't mean you couldn't do it with an unperked weapon.
Having different weapons with different strengths and weaknesses makes the game play differently each time you play. Making all the guns equal would make the gameplay feel samey no matter what weapon you picked up. It wouldn't matter if it was a spear or a club or a shotgun or an AK47 if they all killed equally well.
For that reason I am glad the weapons are different and some lead to more challenging playthroughs. For someone who will only play with the best, that means the rest are just backup weapons. For someone who is willing to play with a different kit each time, that means having fun and working through different challenges several times over. The only difference is in the perspective of the player.
There is no way to develop for players who are chronically obsessed with the one most efficient route. No matter what changes or balancing is done there will always be one way that is perceived as the new best path and those players will quickly get bored of the one and only way they choose to play (they call it forced lol) and then are back to chiding the developers for a re-balance. In addition, if developers listen to those players and attempt to do it then all the paths become equal and it doesn't matter which one you take and so for everyone else the game feels samey and loses its replay value.
Best option for developers is to ignore hardcore min/maxers completely. Make the game that they envision people playing if they aren't trying to speed run and either:
A) Put restrictions and rules in place that block min/maxers from rushing the game or
B) Allow gamers to do as they wish and people will choose to either play naturally or rush.
I'm all for a limit on daily quests and a daily cap on xp earned from the same activity. Make it so you can only do 1 quest a day per trader and xp from doing a particular activity diminishes throughout the day until it finally reaches zero and doesn't regen until the next day. That would slow people the hell down for sure....but also take freedom away. I'm happy to continue to self limit how many quests I do since it also allows someone else to spam quests all they want. In my game quests are not broken. They are perfect because I don't abuse them.
So here are our types of gamers
1) Controls self from abusing quests and is pleased with how the game plays.
2) Spams quests and is pleased with how the game plays.
3) Spams quests and is not pleased because it dominates their game but they can't limit themselves.
It is only the third group who isn't happy and if they get what they want it won't really affect the first group since they self limit already but the second group will get screwed by actually being forced by the game to not be able to play as they wish. Should the group who has impulse control problems and weak self-discipline and claims to be "forced" when there is no actual mechanism in place forcing be the ones to dictate that the second group is actually going to start getting forced by actual rules and mechanics that prevent them from playing the way they like?
As a member of the first group it wouldn't bother me but you guys in the third group could also read a few self-help books and save the rest of us a lot of trouble....
The demolisher is STPIDLY OP because he does not have a weakness. Said this since his introduction. Still not fixed:
large healthpool, insane damage, a lot of armor, traps activate his bomb and shooting the ticker STILL does massive blockdamage.
I don't think you've played in awhile...
Against the SURVIVAL GAME.
Sure on easy it is easy to survive. But whatever difficulty you chose, it should be challenging to you, or it is no longer a survival game.
I agree that the survival game should be challenging and in limiting myself I make it more challenging. Obsessively choosing the optimal path makes the game less challenging. If you race to concrete blocks before the first bloodmoon then you have basically destroyed the challenge of surviving the horde because it won't ever be strong enough to overcome what you have done by rushing.
I want the challenge of survival so I don't rush. I play each day trying to mirror what I think I would do in the actual situation (to a degree, of course). I don't try and farm xp using whatever best activity has been determined to be the current flavor for grinding all so I can be level 20 by day 3 and have my concrete base by day 7. I know that concrete isn't even close to necessary until at least the 3rd or 4th hordenight so work with wood and cobblestone for the first few weeks and that has proven to be sufficient for survival. It also makes for some extremely fun hordenights which would have been a lot more ho hum if I had concrete from the very beginning.
I like clearing towns because that feels more thematic and realistic to what I would do rather than just going to the same few quest locations over and over and over. So I take one job a day and spend time exploring and clearing out other POIs without a quest. Does this cause me to fail at survival? No way. I'm definitely keeping up with the progression the game follows to kill me.
So you reach level 100 on day 40 and I reach level 100 on day 90 and we both survive and get to the point where we feel we won. Who cares that you did it 50 days faster than I did? There is no prize for than other than in your own mind.
I play on Warrior difficulty and feel that my more casual and more natural progress through the development path is more than equal to the task of the challenge of survival. If I upped the difficulty another level I might need to be a bit more efficient but I can't believe it would be by much more and certainly not to the levels people here describe when they come to complain about where their own choices landed them.