I posted this message below in a previous discussion where one of the devs, Fatal, mentioned that they are taking in feedback regarding the concern of the new perks being too strong in 2.0 Experimental. He said they will be nerfing the Pack Mule perk, as it is very powerful in its current state. I thought I would post my opinion here, on further balancing that I think needs to be done, and see what anybody else's opinions are. Thanks.
"I would like to add some more input regarding further balance to other perks as well, along with the preacher gloves. I believe that the level 5 strength mastery perk could use a nerf, either with its 50% damage resistance value and/or its 10 second duration. I also think that the agility's hard target perk could use a nerf. At max level 5 you can have a 50% damage resistance, just by moving, which is effectively almost every fight you will encounter. And with it being an agility perk and resisting that much damage just seems kind of odd to me. I think reducing its percentage damage resistance in half would still make it amazing. Lastly, the "no brainer" choice of an armor slot, the preacher gloves. I always thought it was strange how overpowered the preacher gloves are, especially compared to the other options. At max level 6 you get a whopping 60% damage increase to zombies. On it's own, I think that is way to much of a boost, but then you also factor in that 60% damage increase to ALL zombies and is applied across the board no matter what weapon you are using, unlike some of the other armor damage buffs that are more specific to a type of weapon or type of zombie, and those armor percentage damage increases are the same or LESS than the preacher gloves damage increase, which seems backwards and unbalanced. The preacher gloves damage increase should be less than other armors, solely because of its damage boost versatility.
Thank you guys for taking in the feedback, and all the hard work!"
"I would like to add some more input regarding further balance to other perks as well, along with the preacher gloves. I believe that the level 5 strength mastery perk could use a nerf, either with its 50% damage resistance value and/or its 10 second duration. I also think that the agility's hard target perk could use a nerf. At max level 5 you can have a 50% damage resistance, just by moving, which is effectively almost every fight you will encounter. And with it being an agility perk and resisting that much damage just seems kind of odd to me. I think reducing its percentage damage resistance in half would still make it amazing. Lastly, the "no brainer" choice of an armor slot, the preacher gloves. I always thought it was strange how overpowered the preacher gloves are, especially compared to the other options. At max level 6 you get a whopping 60% damage increase to zombies. On it's own, I think that is way to much of a boost, but then you also factor in that 60% damage increase to ALL zombies and is applied across the board no matter what weapon you are using, unlike some of the other armor damage buffs that are more specific to a type of weapon or type of zombie, and those armor percentage damage increases are the same or LESS than the preacher gloves damage increase, which seems backwards and unbalanced. The preacher gloves damage increase should be less than other armors, solely because of its damage boost versatility.
Thank you guys for taking in the feedback, and all the hard work!"