SO, I think we can all agree that the point of the zerker is just to be this in your face super aggro axe wielding maniac. And when you mess up, he is. However, the higher up the MMR ladder you go, the worse this playstyle is, which sucks cuz that's what draws most zerker players. The ability to just get in someone's face and pressure them.
So the question to me is how do we encourage a very aggressive play style out of this class, and make it so you don't get punished hard for trying to play true to the character design? Afterall, that is the point of having different characters right?
I'm going to give my proposal, but I'd like to see other proposals as well. I want to brainstorm a way to make the intended play style of this class viable beyond casual level of play.
My proposal: Take away zerker's ability to block altogether. If you want the play to player less defensively, you have to give him less defensive options. Deflect is a defensive option that's offensive as it gives a mini GB, parry is still there too, and there's always just straight up dodging which I feel the zerker should be more about anyways, rather than sitting there and "blocking" with their axes. Hoenstly, they're axes. Blockign with the haft is just goign to end up breaking the axes by the end of the fight.
To balance this, make it so light attacks can't be blocked, but can still be parried, deflected, etc. Dance of death requires lights and heavies, and heavies are pretty easy to block/parry. Parrying light attacks isn't too hard either, you might take the first one, but solid players can get the second or third. This woudl also play to the idea of pressuring the enemy to do more than jsut sit there with their guard up if they know that'll play to the zerker's strength. Zerker light attacks don't do -that- much damage as it is as zerkers are focused on comboing to deal damage. If needed, it coudl be lowered too. The idea is to create pressure. The heavy attack shoudl land because the preassure is causing the enemy to **** up. IMO that should be the goal. Pressure with lights, get them on their heels, and catch them off guard with a heavy. The damage behind a zerker should be in it's heavy attacks.
Most importantly, this would create a reason to play or not to play this character, more than appearance, which is very important imo.
Once again, the purpose of this thread is to brainstorm. If you don't agree with my proposal, please provide one of yoru own, or make suggestions on how to make it better work. Also try to explain the logic behind your suggestion. THe idea here is to give Ubisoft tools to improve the game. We all like this game, we all want it to be the best it cane be. Character and playstyle diversity is key to that.
If this thread goes well, I'd like to do one of these for each character.
I could mangle every single person i met with the current berserker without any problem whatsoever. But just like the other character that lacking on push back mechanic, the fight can get tedious when your opponent start to turtle. In this case, there little to no option to break those barrier if you fight a good player that refuse to attack.
Doing something like increase block damage, some light attack move with heavy property, or adding unique stance should do the job.
I agree, I would like to add to yours and the idea from GTCSeventhSon. I say we leave the ability to block since I don't block much anyway. But it is almost necessary when fighting more people at once. I suggest that every third attack in a combo from bererker is unblockable. This would make the third in a combo, heavy, ovearhead attack easier to land against good players and it would also force people that turtle up to either move or try to parry which could result in an opening. And when I said every third attack in a combo I meant it, no matter if it's a light or a heavy, if the chain is unbroken every third attack to be unblockable, chains dont get much longer than 4 hits anyway, three even. Most of players aren't that slow not to parry one out of 4 attack. But please give your opinions on this idea, it probably isn't very good but it might have some potential.
Not a bad idea, my concern is that this might make the zerker play a bit more like the Kensei. I'm also not sure it's enough to really set the character up as this hyper aggressive harrasser, which is the direction the dev team seems to have wanted to encourage him/her. If not unblockable lights, then reduced attack recovery times, or have swing speed increase with each attack. Regardless, I deffinitely think zerkers shouldn't have a block. it just makes no sense with the weapon, and removing block is a big enough trade off to justify some offensive tools.Originally Posted by Fallkhar Go to original post
I find dodge is more than enough with being defensive. If the zerker is in a position wher ehe can't dodge, that's the zerker's fault. Positioning should be important to this class, removing block would emphasize positioning.
He already is man. I've fought Berzerkers that were attacking me so fast and consistently, all I could do was block. The BS thing about it is the Berzerker also has an ability that causes damage through blocks, so I eventually died, and quickly. Just use his endless combo from different directions, and side dash attack and you'll be fine.