Let's face it, overall gameplay and balancing is all over the place. With the release of prestige back in December of last year, this I say really broke the camel's back in the terms of balancing in Reason 2 Die.
With the release of prestige:
= The in-game community of mid-high prestige's are elitest, doesn't allow anybody in parties unless their friends or have a big bonus in either EXP or gold.
= As a prestige 8 myself (I stopped farming back in march), Any time I play I have never once worried about taking damage from zombies, brutes, etc. With a max of 370-390 HP with bull II, because I (and a whole bunch of others can relate) can just heal it back up with the infinite amount of cakes anybody has, raspberry splushes, acorn, etc (Doesn't that remove a lot of the fun as a human where you have to conserve the items you bring and get throughout the round?).
The addition of prestige itself In my opinion (As a Head-debugger myself) has just been to expand overall game-time by 5x at the very least (assuming you have 4 other friends willing to prestige with you each and every time, and farm at the exact same time as you every single day), or up to 20x if you have 0 friends to help you, and depend solely on pug prestige groups found in farming servers.
Of course the option to prestige is completely optional, who wouldn't take that risk? You get a max of 300HP at max prestige, not including health from armor. Literally un-killable without maxed out zombies, and you get 10% of the gold you prestige with when you get to 45. Since when did anybody need 45 million gold? Last I checked, I needed only a few hundred thousand to get to max rank the first time (back in April of last year), and only after I managed to be farming non-stop to get up to 2 million. Even then, there was still people way over than what I had, but I digress.
Weapons, zombies, and humans all need to be re-balanced in order to make a system where the game is fair to everyone, from players who just started to people who's played for years. This has been the million dollar question for some time, but I've never really seen such a suggestion to get this completely right. From this thread, I will say my opinions what should be changed, why, and more.
= Weapon, human and zombie balancing. =
Weapons in general need to be balanced, one point I would add up in this circumstance is sniper/ck/etc. equip time. For starter's if you aren't aware, all snipers with the addition of CK and python all have a equip time of around 1.2s~, this was purposefully meant to only be enabled in PVP modes, but it still exists in PVE and other modes. This has been around for a few updates now, and if that really does need to be added, shouldn't all weapons have a equip time? Of course it shouldn't be as long as it is right now, and for some specific weapons, wouldn't that make more sense logically? For example, if all the weapons had an equip-time, with a fun or serious animation to fill up that time before use, shouldn't a hecking minigun be 1.5s~, or longer (depending on how long it is for other weapons), or something like a scar with 0.6-0.8s~, etc. instead of giving all of them the same speed? How would that make sense for the python or swat? That not only encourages new players off the bat to probably punch zombies before just bringing out a wingmaster or python, but it also gives an opening for zombies. Let's say you can't un-equip or punch during the span of equipping that weapon, wouldn't that be a bit fair to the zombies who's already downplayed as it is currently? Next is just damage balancing of all of the weapons, of course this is not to nerf is so poorly that it would make no sense (ex. A heavy sniper rifle only doing 100 damage or something). Its a slight decrease, about 15% of over-all DPS for primary guns (10-12% for shotguns, 0 for boo-buster, 0 for exclusives) in zombie and PVP modes, the exceptions being quest and boss. I know this would bother some people without having something else in mind, so I'll move onto my next point. (This will also nerf zombies in general health, especially champion.
= Zombie and Human skill-tree =
The skill tree will have multiple categories for specific types of ways a player wants to play the game, lets say you prefer sniping from mid to long distances, even if it doesn't guarantee you a win, you still do it cause it's fun. Well, there could be a node for that, such as this: "A sniper shot from 200 studs+ will increase the shot's damage by 10%" So any shot from a sniper type weapon from 200 studs away or more will increase the gun's damage by 15%, of course, being from a 1st person shot. This of course wouldn't be the only one, lets say you take a lot of hit's in-round you could pick the node that: "Increases health by 30, decreases damage from any primary/secondary by 10% that isn't a explosive." That one should be self explanatory, and some nodes can be upgraded to certain points, some (1/1), only upgraded once, or (2/2), upgraded twice. These are usually small things. Let me remind you, This would also be for zombie's too. Zombie's will have their own skill-tree for each zombie picked. But how would you upgrade this tree? By ranking up. You get 2 skill points, 1 for human, 1 for zombie, and the more you upgrade 1 certain part of the tree, the more you unlock, very simple. This of course will also be challenged by balancing problems.
= Prestige and the current ranking system =
Prestige should be removed for the tree mentioned above to be in order, but not without a benefit for those who prestiged (That would be decided by PR or kord or somebody else that applies after kord leaves). The current ranking system has made it easier to level up, but for this skill tree to take effect, that would mean some things must chance. It must take much longer for people to level up, atleast double. however normal exp gained from zombies should be doubled, and surviving maps, rescues, should be tripled in exp by the end of the round. EXP found in campaign modes should be quadrupled, but the campaigns should be re-worked to be longer and harder for humans (Except campaigns we already know are too long and hard that almost make it impossible without an experienced team). This would balance hopefully some of the tedious farm of just void or prison or whatever you farm nowadays and have to move from campaign to campaign more often which offers stuff to do instead of wait around for 10 people to die in PVE then start farming with explosives and all.