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  1. #11
    This guy is really fun to play but Ubisoft hit the nail on the head when they labeled him as hard. I haven't really given two craps about winning games in duels, mainly been trying to get good at my deflects and feints. Which, by the way, the feints during your chain are REALLY hard to get down. Looks awesome when you do it, managed to get it once or twice. I'd probably be better off just flailing at a dumby to be honest.

    Deflects are just a matter of how much you know the enemy you are fighting I guess. Timing is key
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  2. #12
    Originally Posted by THEPH0NECOMPANY Go to original post
    Dauntless is the passive that makes your infinite chain uninteruptible and cost less stamina, now its called infinite uninteruptible in moveset??? same thing though

    I have been playing zerk since the closed beta, just hit rep 1 lvl 10 in open beta, i love zerk

    But i think he's unbalanced the way dauntless works right now.
    It is way too easy to blow through people who can not defend against your onslaught, however in "high level" games its absolutely useless and detrimental to use, your going to get yourself parried.

    I basically agree with what you said, Zerk suffers from a lack of option, but has an amazingly basic moveset

    Been thinking about this alot past few days here is what i think should be done

    1. remove dauntless completely, no more uninteruptible chain with decreased stam drain
    why?
    Its way too punishing on newer players, even if they block the heavies the lights will eventually kill them and they cant get an attack off anyway this would allow them to live if they block heavies but still die if they only block one or two heavies.

    Look at how the zerk is defined in the menu it says short range, harasser...

    2. Short range..... how is this a positive currently..... lets see less range means quicker attack speed right?? WRONG Zerk has same attack speed as the other assassins but with less range. Other assassins have less dash range but this lets them side attack zerk before he hits them

    So give him an attack speed buff, nothing crazy but enough to push the other assassins, the ones with plenty of counter-attacking options onto defense, and in general push defense in the game to harder levels. But not to the point to where nobody can block it in combos... kinda like conqs infinite flail lights where you have a small but doable window to react to it

    3. Harasser!! One of the best advantages the Vikings have over other classes is the stamina drain attacks, Raiders top stun and wall stun head knee and Warlords infamous headbutt

    Currently the zerk does a small amount of damage on a throw, something like a single light attack

    Change this to stamina damage!
    this would be an excellent punish for zerk and would work wonders on kensei and nobushi who dont fear your parries due to range advantage or anybody who thinks they can out spam the king of combos!


    So basically instead of giving him a wide range of options to deal with situations, you strengthen his core attributes and give him the ability to dictate the flow of combat through sure aggression and pressure. You make a berserker into what he is supposed to be, the equivilant of a cunning wild animal who pounces at the first sign of weakness
    1) removing dauntless wont fix anything, it will just make berserker a pain to play against any level of skill...
    this isnt something exclusive to the berserker either... basically any good player can combo a newbie to death within seconds.

    but yes, dauntless needs some sort of a redesign and it needs to be given a REAL purpose and a way to trigger it reliably ... as i said a couple of times: it is the CORE mechanic of the class but is negated completely way to easy.


    2) totally agree on that.
    see one of my suggestions where every successfull hit (actual hit or blocked hit) will increase your attack speed slightly.
    this also entails that the stagger-time after being blocked needs to be reduced as it currently is too big and acts like a mini-parry against the berserker as an enemy can hit you with a guaranteed light attack after they block you, which is REALLY dumb for a fast class and it punishes the berserkers offensive even more.


    3) that is actually a good idea and i will add that to the opening post.
    stamina damage on a throw makes more sense than the tiny bit of damage it does now and it makes deflects more interesting when you are fighting on an open field (no walls, no ledges)


    yeah, the berserker was made to be played offensively but the whole concept falls on its own face when you look at how easy blocking and how punishing getting blocked is for the berserker.
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  3. #13
    updated the whole opening post, did some better formatting and added some stuff.

    edit:
    did some more editing, fixed some spelling, reworded some parts and added a few more lines
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  4. #14
    Itd be cool if his infinite gave some chip damage once it activates. Make the chip damage berserker exclusive
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  5. #15
    Originally Posted by LukeOgle Go to original post
    I agree, my biggest gripe that even using the berserkers basic light attack is a huge risk because of how badly you're staggered from just a simple block/parry. If i'm not mistaken simply blocking the light is a guarenteed guard break on the berserker. Another problem is that a very large portion of our damage is from heavy attacks which vs a good plalyer will never land and are a risk to use in the first place. VS shield characters I find myself playing more defensivly than them because if they block even just my light they do half my health because I am so frail. I mean if you're going to give berserker this slow high dmg play style at least give it the health to match.
    I'd agree with that, with a character that's described as brutal and ferocious I have to play more defensively than players with shields of there above average skill level

    If im honest most of my damage against skilled players comes from a spin chop as they attack and a side heavy attack if im lucky
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  6. #16
    I love the beserker, I'd like to think I'm above average in still level but I agree with the majority of this post!

    I think the biggest thing for me isn't not being able to land attacks, I mean it's annoying ad hell to have to play so defensively against characters when I'm supposed to be aggressive, but to me it's the lack of ability to block after you've been standard blocked that annoys me.

    I find as a beserker I'm in a stun lock alot easier than other classes, is that just me or?

    But I will continue to smash skulls, as I saved up the steel to get the 'this is valkenheim' execution, and I thoroughly enjoy it 😂
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  7. #17
    Originally Posted by LukeOgle Go to original post
    Wait till you get to higher level play and realize he's D tier and you've wasted your time learning him
    you CAN potentially still kill most higher skill players, but it gets an annoying chore as you are restricted to the odd light attack, side-dodge-attacks and a heavy-feint-grab.

    trying to kill a heavy with just light attacks is the most boring thing you can possibly do in this game

    thats why i started this thread... still hoping for some reaction from ubi so we know that it has been noticed
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  8. #18
    Originally Posted by LukeOgle Go to original post
    Playing vs someone that knows simply blocking your light is a guarenteed uncounterable guard break is hell.
    yeah, that is probably the dumbest thing for the berserker... a normal block should NOT counter the offensive of an offensive focused class. no clue how that went live in the first place.

    allthough i found that using the light from the top works a bit more often then using just side attacks... but yeah, even trying for the chain in higher skill play is almost suicidal and using it against a heavy is like jumping face-first into a chainsaw
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  9. #19

    Alright

    Alright well I think I improved since yesterday. Barely lost any matches. Played a few good players and won. A really good conqueror, made him rage quit to boot! What I did vs him mainly was lure him close to walls and top heavy. Just whittle him down with heavies as much as I could. Even if they have the shield i still try to start the chain. It actually worked. I just went to practice on my mix ups earlier so I could start using the overhead light more in my chains. They're going to start noticing a trend if all you do is just left/right all day. Still haven't gotten the hard heavy feints yet but that will come with time.

    I try to keep them under pressure as much as I can. Sometimes I'll heavy feint, forward dash and do a GB. Tends to work. And I always try and deflect if i can. Usually side heavies. Also, if I can I always try to finish my chains with the 3 heavy chain. When you throw that in there late in the chain they're usually scrambling by that point and just play it safe. I sometimes land a heavy or two while doing it. If they parrry, just be ready to GB because it's always coming.
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  10. #20
    Han.zo's Avatar Junior Member
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    Feb 2017
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    12

    Some input on the Berserker

    Hey Vikings!

    I didn't played much Zerk in the Closed, I messed around with the Warden/Warlord/Peacekeeper but I've been extensively playing Zerk in the Open climbing up to Rep 2.

    One thing for sure is that I find it more taxing and exhausting to play a Zerker in high level duels vs say the Warden who has a moveset with fewer things to work with. Although taxing and exhausting it sure is rewarding winning with a zerker. Also simple things like doing a light(out of range) into a top heavy can surprise opponents especially if they think you're gonna feint the top heavy or follow up from the missed light.

    The only think I would like is for zerkers to have at least a 2hit combo like most assassin classes (Peacekeeper heavy to light bleed, Orochi top 2hit, heck even assassin hybrid Nobushi has hidden stance/light/heavy/kick attack into 2hit stab bleed).

    I'll try to post some vids up once the game goes live and see how the zerk goes from there.
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