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  1. #111
    Originally Posted by YOGZULA Go to original post
    Dauntless - When you take damage gain the 'dauntless' buff for the next 5 seconds, making your attacks uninterruptible and costing less stamina. During this state your head splitter leap is unblockable


    that's my new idea for reworking dauntless and i really think i'm onto something. Makes more use of berserker's full kit and gives him an actual approach option. Better yet, you can cancel out of a missed leap so it's still not super unsafe if they block it. This would all really play into the thematic design of berserker I think
    to be honest, it wouldnt help...

    top heavies and the leaps are soooo damn slow that if you dont parry them, you are a fool xD

    so your change on its own wouldnt change anything (but maybe lets you destroy noobs even more than you already can, which is also pointless)
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  2. #112
    Originally Posted by SethEnraged Go to original post
    to be honest, it wouldnt help...

    top heavies and the leaps are soooo damn slow that if you dont parry them, you are a fool xD

    so your change on its own wouldnt change anything (but maybe lets you destroy noobs even more than you already can, which is also pointless)
    you're only focusing on the minor part. activating dauntless on taking damage instead of hitting someone 4 times in a row is the major change
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  3. #113
    Originally Posted by YOGZULA Go to original post
    you're only focusing on the minor part. activating dauntless on taking damage instead of hitting someone 4 times in a row is the major change
    2 things:

    A) zerker doesnt have a lot of health, so trading blows or let alone taking intentional damage is not a good idea.
    as soon as people get used to this, none will ever attack a berserker unless they get guaranteed un-counterable damage and the defense-meta would just get worse.
    (so a bad idea for 2 reasons right there)

    B) you seem to have dauntless confused for something that it isnt.
    while the stamina reduction is nice, the uninterruptable part is pointless.
    uninterruptable = hyper armor which only means your attacks cant be interrupted by an enemies attack, you can still get blocked just as easiely.
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  4. #114
    I wanted to chip in here, I main a zerker only because I love duel wielding 2 weapons (PKs actually use a 1hand sword and a dagger which I would exclude as its not same weapons).

    I love the zerker, I honestly do not care if it is OP or weak compared to other heroes, nor do I care if its the most popular or not. It's just the way he holds those 2 axes appeal to me, loving it!

    As for me, I do win on most fights just because I use every tool it has (feints, parries and most of all deflects).

    I feel zerker shines out on its deflects which follows up to an un-counterable guardbreak which then = to a free side heavy attack.

    As for its infinite chain, lets be honest. People now will say its OP as its fast for now, but when the game matures enough and players get more experienced, those infinite chains will just be something in the past.

    I hardly continue my chain up to 3 or more attacks as I try to feint it and chain directions/mind game with my opponent.

    My solution would be:

    1) Either keep the infinite chain intact, but let us feint an attack and continue the chain where it left off.
    2) give us some kind of combo finisher unblockable (this is a zerker we're talking about, harassing in close distance with the mighty twin axes, gotta count for something). I believe orochi has one for upper attack on its 2nd hit.
    3) Keep everything the same, but let us continue our chain attacks on multiple opponents at the same time (hitting one opponent then on its 3rd attack, chain to the second opponent and continue it) after it reaches its 4th attack which goes into infinite chain buff, give us a minor defense boost with its uninterruptible stance.

    For me, I like the first one, I don't want a damage buff to zerker or something easy. I really wanna keep zerker on its "hard" difficulty of play, I love that.

    PS: off-topic, I also really wanna try out a warden as i'm all about looks than gameplay ;p .. but after maining a zerker for a while, the warden (or any other hero) really felt so.. "simple" and kinda clunky.


    EDIT: Only because I chose the first solution is due to zerker being the only hero who can cancel a light attack on a dodge (I honestly don't know any other hero who does that, if there are, then i take it back )
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  5. #115
    Originally Posted by Valor_Ash Go to original post
    I wanted to chip in here, I main a zerker only because I love duel wielding 2 weapons (PKs actually use a 1hand sword and a dagger which I would exclude as its not same weapons).

    I love the zerker, I honestly do not care if it is OP or weak compared to other heroes, nor do I care if its the most popular or not. It's just the way he holds those 2 axes appeal to me, loving it!

    As for me, I do win on most fights just because I use every tool it has (feints, parries and most of all deflects).

    I feel zerker shines out on its deflects which follows up to an un-counterable guardbreak which then = to a free side heavy attack.

    As for its infinite chain, lets be honest. People now will say its OP as its fast for now, but when the game matures enough and players get more experienced, those infinite chains will just be something in the past.

    I hardly continue my chain up to 3 or more attacks as I try to feint it and chain directions/mind game with my opponent.

    My solution would be:

    1) Either keep the infinite chain intact, but let us feint an attack and continue the chain where it left off.
    2) give us some kind of combo finisher unblockable (this is a zerker we're talking about, harassing in close distance with the mighty twin axes, gotta count for something). I believe orochi has one for upper attack on its 2nd hit.
    3) Keep everything the same, but let us continue our chain attacks on multiple opponents at the same time (hitting one opponent then on its 3rd attack, chain to the second opponent and continue it) after it reaches its 4th attack which goes into infinite chain buff, give us a minor defense boost with its uninterruptible stance.

    For me, I like the first one, I don't want a damage buff to zerker or something easy. I really wanna keep zerker on its "hard" difficulty of play, I love that.

    PS: off-topic, I also really wanna try out a warden as i'm all about looks than gameplay ;p .. but after maining a zerker for a while, the warden (or any other hero) really felt so.. "simple" and kinda clunky.


    EDIT: Only because I chose the first solution is due to zerker being the only hero who can cancel a light attack on a dodge (I honestly don't know any other hero who does that, if there are, then i take it back )
    It's mini guardbeak on deflect. You only get a free light/zone hit, not side heavy =_=
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  6. #116
    Han.zo's Avatar Junior Member
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    Feb 2017
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    Originally Posted by My2thpick Go to original post
    It's mini guardbeak on deflect. You only get a free light/zone hit, not side heavy =_=
    Yes only a confirmed light, but if deflect and stagger opponent against a wall, free top heavy
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