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...
gear should NOT be needed to make a class balanced (and its deactivated for 1v1, 2v2 anyway).Originally Posted by SlyTrickS9 Go to original post
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).
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.
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.Originally Posted by SlyTrickS9 Go to original post
yeap this is the exact spot you get into, after playing enough games with zerkerOriginally Posted by jensavig Go to original post
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.
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 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.
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.
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.
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.Originally Posted by orderevan Go to original post
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!