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  1. #91
    berserker is just so damn underwhelming in potential.. sure you can own some total noobs that play the game for the first time, but if anyone played this game for 5 hours, there is no fff chance you will be able to use your "infinite combo" (lol)... infinite my ***


    I am rep3, 65% winrate, and it's actually getting obvious to me that when players get better, zerker becomes so damn useless... there are zero openings for attack for the berserker, I need to wait for someone else to start and dodge... this is the ONLY thing zerker can reliably do... deflecting is useless because it has no follow up hit at all... how is deflecting even worth trying?... I don't get it... also, that range on a guardbreak... it is so pathetic... so many classes get a dash-guardbreak, and that is nice, but for zerker, basically every narrow bridge-type map is a free win for your opponent... also, counter guard-break pushes the target so far away you have no follow up as well....

    I am so disappointed with this class right now. The only real thing you can reliably do is wait for an opening and push some guaranteed light attack. Other than that it is too easy to just die off of a blocked hit. I think this class needs some improvement in a guardbreaking department, either give the berserker some better range on a guardbreak, or make this stupid timing **** back to what it was in the beta (on countering the GB), because right now, I always click it to fast... it is so damn stupid that you cant guardbreak immediately when you see a guardbreak icon.... wtf is this seriously...
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  2. #92
    Originally Posted by SlyTrickS9 Go to original post
    snip
    gear should NOT be needed to make a class balanced (and its deactivated for 1v1, 2v2 anyway).

    what you discribe is the berserker we all started to love when everyone was bad at the game, but all you discribed hardly works anymore as people know how easy the zerker can be shut down.

    using different directions wont help... i can reaction-block a berserker all day if i want to and he wont do any damage at all and he will NEVER get into his infinite chain (dance of the blades).
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  3. #93
    So after playing berserker for soon 100+ hours. He is really strong. When the opponents suck. When you are starting to get against better players he is very underpowered. he has no tools to use, none of his comboes help in higher games. The only way to play berserker as he is atm is trying to parry and getting side heavy in, if you are lucky you can land a light after and feint the next heavy to parry or gb the counter. you can try to sidestep them, but since there is alot of mindgames(feints) going on in higher games they can just freely gb instead.

    One more anoying thing atm is that if you are facing a hero with long range weapons, if you get a parry you cant parry to guardbreak, but they can from theirs parry. The only way to win those fights is block,block light attack, block and mby get lucky with a gb.
    The berserker has no fast attacks like orrochis or wardens, the zone is garbage and can get parried at start or the last attack so its a complete suicide to use.

    I´m going to try sum my games up against different opponent.
    PK is a ok matchup for the berseker, basically the same moves but she has a bleed and faster attacks.
    Orrochi is also ok, but he can punnish the berserker easily with his faster attacks and deflects. but a kindof fair match.
    Warden is much harder, they can more easy block and have fastest attacks in game + tornado bs.
    Warlord is a super pain for everyone dont need to go into that.
    Nobushi has equally fast attacks but since she has the bleed she does more damage. plus she can parry into gb and you cant as berserker.
    Kensei, ok to play against, but their unblockable to side heavy is too hard for me.
    Conqueror is a fair matchup.
    Reider is a easy matchup most of the time.
    Lawbringer, dont have enought experience against him, too much random skill of the opponents.
    Valkary, dont have enought experience against her, she feels weak tho.
    Shugoki, dont have enough experience against him. mostly a pain because of his armor, he counters the berskers only way to play. one hit and back off.

    I might not the best berserker out there but this is my experiences. I think I´m playing against deacent opponents in duels and understand the game for a fair amount.
    Not sure how to improve the berseker in a fair way. I like his fluedness to play, but it dissapers when playing deasent enemys. I know that his light attack is getting "fixed" but I dont think that will make much of a difference.
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  4. #94
    Originally Posted by SlyTrickS9 Go to original post
    Instantly attracted to the Berserker after my initial trial run and beginners luck.

    Once I got down to the actually detailed fighting (1v1 & Group fighting) I found it frustrating that he has no Unbreakable attacks and I was trying to dodge everything when you do need to use block/parry more. When going against a Heavy or Defensive hero, it seemed unbalanced as they block or parry everything and I felt helpless. Then I got the play style down a bit more and I'm loving it again.

    What I found to work against most anyone, is to bait them into initiating an attack that you can side dodge>attack them. Then go to counter > combo/infinite attack. I normally dodge to Dance of the Blades > Heavy combo. You can take an enemy below half HP with a single side dodge > infinite combo or side dodge/ heavy combo.

    Then real secret to that strat is to use different directional attacks while you combo. (left >right> left> top> right> left> right> top> left....) I've taken down Conquerors, Warlords and Wardens without taking any damage by doing this. Sometimes even in a single infinite combo.

    Use Debuff Resistance to be able to escape enemy combos with a roll or block (as you wont be stunned as long with high debuff resist) or to avoid debuffs like bleed. After you begin to get used to this play style the Berserker seems suddenly OP. Trust me, it took me a while to get down but I now feel pretty unstoppable in any 1v1.

    It usually takes 2v1 to counter me in group play. Which in all fairness does happen quite often if you're not playing with friends and able to communicate. But when you have the team strat going, you can protect yourself around allies much easier.

    I love Berserker and will continue to main this Hero

    xboxone - SlyTrickS9 add me
    I missed when I felt like this as well. I also made the same realisation. Then after a while you starting to face better opponents that will feint their attack and parry you side dash. if they let the side dash land they will parry your heavy and gb heavy you.
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  5. #95
    Originally Posted by jensavig Go to original post
    I missed when I felt like this as well. I also made the same realisation. Then after a while you starting to face better opponents that will feint their attack and parry you side dash. if they let the side dash land they will parry your heavy and gb heavy you.
    yeap this is the exact spot you get into, after playing enough games with zerker

    I mean... it is a very realistic class, good for roleplayers, if you want to go in like an idiot and die every time.
    It's nice that he feels very berserky, but jumping on a guy with his block up, or a shield up, and slashing left and right, will only get you killed. In this game and in real life, but FFS it's not a roleplaying game, ubisoft needs to balance this.
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  6. #96

    Update after more playtime...

    So, after another weekend of play, a few personal observations:

    1) Against better players, we all agree that the zerks toolbox winds up paired down to spin chop, light attack interrupt, deflect, guard break-->heavy, and whatever mind-games you come up with to get blows to land.

    The biggest missing tool is a lack of an unblockable. That being said, in high level duels, the limited toolbox is true for other characters as well.

    The biggest challenge I had over the weekend was the good/passive warden. Played one that was excellent at blocking my heavies in chain, though my lights tended to land. When I spin-chopped into aggression, I'd nail my 17 points but not necessarily get much more. On the other hand, he was really effective with the double side-light, and zone attack. Thing is, he couldn't use much more at our level of play either--I took out shoulder charge and heavies. So basically, we each had two moves, and the question became who could change their patterns enough to win the mind game.

    Part of the issue is a bit to do with the infinite chain top heavy. Particularly VS warden, you don't want to introduce the top heavy. But a feint top will probably bring a fast light down on you. An option for a faster top option would be welcome for keeping the momentum going, if only because it's easier for an opponent to only have to rapidly block in 2 directions vs 3.

    On the other hand, spin chop into gb can be a good way to play mind games against even a good counter gb player, especially if you've trained them to expect a heavy following a landed light.

    In a tournament setting, warden would have the advantage, simply because more health + constant block= more room for error. When I won, I had to play really cleanly. I'll be curious to see if the changes to the Zerk's light attack change the dynamic of this matchup at all. But in terms of dynamics, I don't know that there's anything unfair about the matchup--it's basically just a question of whether the deflect-->gb and better mobility in a player's hands can counter the passive toolset if the warden's health.
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  7. #97
    the upcoming berserker change will do nothing for the berserker in terms of offensive potential.

    you MIGHT lose a bit less health as you cant be guardbroken as easily, but that wont help you kill anyone (which is the bigger problem).

    another problem that is very obvious against fast attacks of any kind is the problem of guard-swap-speed being vastly different for most classes which makes defending against light-spammers, some zone-attacks and warden-lights.

    AND on top of the swap speed difference, assassins also wont lock a guard-position right away, but it takes a few milliseconds to actually being able to block from a direction.
    you can test this if you just swap between 2 guard positions as fast as possible: the guard-symbol will never go white if you are fast enough, but it will actually stay black... and you wont block unless it is white.
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  8. #98
    I suppose I haven't reached the "high level" of play yet, but I am having really good time with Berserker.

    I am R 2,5 and I seem to win about 8 out of 10 1v1's. My current k/d is around 2 and win percent around 60-70%. With that playtime and rates i would assume i should be fighting at least with the average crowd.

    My usual routine is to dodge their couple of first attacks followed with light->heavy and possibly more - depending how their blocking feels. After that I dodge to GB (as by then they are concentrating on block & parry not GB) followed by 2 side heavies from different sides to finish the job. Simple and effective... Hopefully it stays this way.
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  9. #99
    The Berserker, while not the worst hero is the one that needs the most work IMO. That said, one of the easiest things they can do to buff the Berserker is to nerf guard break after parrys. The brilliant thing about doing this is that you

    A) Make it that the Berserker is the only hero that can get a guaranteed guard break off of his opponents offence.
    B) Make it so that characters who DONT have a guaranteed heavy after a parry actually have more guard breaking potential as they can feint into one.
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  10. #100
    Originally Posted by orderevan Go to original post
    So, after another weekend of play, a few personal observations:

    1) Against better players, we all agree that the zerks toolbox winds up paired down to spin chop, light attack interrupt, deflect, guard break-->heavy, and whatever mind-games you come up with to get blows to land.

    The biggest missing tool is a lack of an unblockable. That being said, in high level duels, the limited toolbox is true for other characters as well.

    The biggest challenge I had over the weekend was the good/passive warden. Played one that was excellent at blocking my heavies in chain, though my lights tended to land. When I spin-chopped into aggression, I'd nail my 17 points but not necessarily get much more. On the other hand, he was really effective with the double side-light, and zone attack. Thing is, he couldn't use much more at our level of play either--I took out shoulder charge and heavies. So basically, we each had two moves, and the question became who could change their patterns enough to win the mind game.

    Part of the issue is a bit to do with the infinite chain top heavy. Particularly VS warden, you don't want to introduce the top heavy. But a feint top will probably bring a fast light down on you. An option for a faster top option would be welcome for keeping the momentum going, if only because it's easier for an opponent to only have to rapidly block in 2 directions vs 3.

    On the other hand, spin chop into gb can be a good way to play mind games against even a good counter gb player, especially if you've trained them to expect a heavy following a landed light.

    In a tournament setting, warden would have the advantage, simply because more health + constant block= more room for error. When I won, I had to play really cleanly. I'll be curious to see if the changes to the Zerk's light attack change the dynamic of this matchup at all. But in terms of dynamics, I don't know that there's anything unfair about the matchup--it's basically just a question of whether the deflect-->gb and better mobility in a player's hands can counter the passive toolset if the warden's health.
    The difference here being the warden doesn't have a large toolbox anyway, it's an easy level character that is simple but effective, it's light attacks are quicker than ours which puts us at a disadvantage straight away because they also have more health and a constant block.

    There zone attack is definitely better than ours and lands again quicker than our light attack

    And don't even think about trying to ever land a top heavy against a good warden (unless you've GB throw into wall) because they have that parry to unblockable hit which takes off 2 bars of health which is abit mad!
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