this is a repost from the suggestions and feedback forums seen here http://forums.ubi.com/showthread.php...1#post12359891
I wanted to have an open discussion about this mechanic with my viking brethren to see what your thoughts were on the ability, how you feel about my idea in changing it, or what ideas you might have yourself to further tweak it or to improve upon my suggestion
For those unfamiliar - Dauntless activates after a berserker lands 4 attacks in a row. Once activates, attacks become uninterruptible and cost less stamina.
Here's the problem - Landing 4 attacks in a row is basically impossible. This ability just never triggers, especially not at high levels of play. I have a suggestion that I think will make this ability a lot better, thematic to a berserker, and relevant within his kit.
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
How this differs from the current mechanic would be far more thematic to what a berserker actually is. You take damage, you get pissed, you go on the offensive. It also changes the dynamic in how you approach fighting a berserker as compared to other classes. It encourages a berserker to actually go berserk and get aggressive, and during this period it encourages the defender to avoid or evade the raging berserker.
Alternatively, much like the shugoki it also encourages the attacker to pressure the bererker even harder. Knowing that they will want to respond with aggression, the mind games evolve. I think this change to 'dauntless' would achieve what the thematic 'berserking' feel that the devs wanted to include in the berserkers kit, while also making it a lot more function and useable. It also functions as far more unique of a mechanic which i think is a great thing to make each character truly feel their own.
as replied to you in my zerk feedback thread im gonna post the same here:
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)
also there is no move called "head splitter".
so you either mean "head slicer" (forward-dodge+light) which makes zero sense as it is a light-attack move
or you mean "head crusher" (forward-dodge+heavy) which as stated above is too slow to land against a player that has some skill. (this would actually be a really bad idea because people would focus on top-parries instead of trying to block and we would have even LESS chance of getting it to connect).
I find this to be a very intelligent idea and it fits the roleplay aspect as well.
Will it be effective? I don't know. I don't play berserker that much. I do know that dauntless never triggers on its own though when I am playing him; it's really hard to land 4 attacks without getting parried or deflected.
SO -- seeing as it would activate whenever you take damage -- it would essentially be always activated.
You want mini-revenge mode all the time...
Right.
Let's apply this to another passive character with a passive that works with interrupt. Shugoki is uninterruptible for 1 hit. Let's make it like you suggest -- gain the passive anytime you take damage -- and have it work for 5 seconds. You hit shugoki, he is uninterruptible (like the berserker suggestion you made) for 5 seconds.
Sorry mate. I don't think it would work very well in terms of fairness.
Correct me if I'm wrong - and this has been my understanding and assumption - but the "uninterruptable" portion of dauntless is that blocking attacks doesn't stop the combo. I was under the impression that the berserker could still be attacked and staggered while in dauntless.
What I'd want is that. Less stamina on attacks (and feints) and blocking light attacks not staggering the berserker.
and thats where you are wrong.Originally Posted by YOGZULA Go to original post
uninterrupable only means you wont stop an attack if you get hit during its animation.
uninterruptable = hyper armor.
its a "nice to have" thing, but its mostly pointless as no one in their right mind would trade blows with a berserker -> menaing its useless more often than not.
i have a suggestion in my zerk thread that is about not getting staggered from light-blocks after some hits.
also:
taking damage to start a core-mechanic is kinda lame imo...
zerker doesnt have much health and trading blows isnt something you want to do let alone taking intentional damage just so you can actually do something.
also if people get used to it, no one will ever attack you first anymore and the defense-meta is getting even worse.
I just repeat myself; the Berserker class with its special ability is broken! Plain and simple!
Outside of playing vs a totally incompetent noob, a Berserker will never ever be able to get in hits enough times for its ability to kick in, so the whole class is plain broken and flawed, with a special ability that never is activated.
On top of that it has a bugged light attack, its not patched yet.
Gratz to Vikings for having a fundamentally broken class! By design, non the less!