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  1. #31
    Are these faults for both male and female heroes? (I'm not sure if this is a factor but both have a different height right?)
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  2. #32
    Edited my first post to include that deflect is now properly working/fixed. However, the rest of the bugs are still there and still needs addressed.


    Originally Posted by Isenhauwer Go to original post
    Are these faults for both male and female heroes? (I'm not sure if this is a factor but both have a different height right?)
    I honestly haven't tried female gender, only male gender. But I will be surprised if it was only on specific gender type. I believe its the hero overall.
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  3. #33
    Tundra 793's Avatar Senior Member
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    Originally Posted by Isenhauwer Go to original post
    Are these faults for both male and female heroes? (I'm not sure if this is a factor but both have a different height right?)
    I think any physical differences are purely visual, so there's actually a distinction between the genders.
    The model's themselves probably take up the exact same space in game.
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  4. #34
    Originally Posted by Absalon L16 Go to original post
    What you're describing does sound familiar.

    Though, after reading a few of the more recent Berserker centric posts, I'm having a hard time figuring if the things I experience in game is due to my own mistakes, or the game lagging, or the Berserker itself bugging.
    The class feels so inconsistent I'm having a hard time telling when I'm screwing up, or the game is.
    Its the hero itself, try playing a warden or a warlord (as I've already tested those) then replay the zerker, you'll feel the difference in how smooth the former heroes are compared to zerker.

    Originally Posted by Absalon L16 Go to original post
    Another thing I've taken note of; The more experienced one gets with a 'Zerker, the less of the class' unique moveset you utilize.

    The infinite combo I think was the first to go. It won't take long, just a few Reputations in, until you realize other players can, and will learn to counter it really, really fast. It's a predictable combo that's hard enough to get going against a player who's asleep at the wheel, they just gotta leave their stance left or right eventually they'll block something, and It's useless and impossible to use against players with just sort-of high rep and half a can of Red Bull in 'em.
    After patch 1.05.1 they lowered the required infinite chain to 2 hits then you go into hyper armor mode. However, I believe the infinite chain only shines in multiple enemy hits.

    For example, when you're faced with 2 or more opponent, just target switch and do your chain. The reason behind this is that when you start opponent A and swing your axe, the opponent B cannot block your attacks even though he can see them, and bare in mind that some of your attacks will aoe, so opponent B will just ignore guarding and start hitting, then you switch to opponent B to confuse him while opponent A is still in defensive turtle thinking you're swinging your axe at him.

    Also to note that swinging a hit on an unlocked target does narrow down the window of being parried.

    However, facing one opponent, your only chance is to feint attacks and light attack switching.
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  5. #35
    Originally Posted by S0Mi_xD Go to original post
    Berserker sounds good on paper, that's why i fell in love with him (and 2 axes !!!)
    But in reality . . . it's like stated often in this Thread. Most of his unique moves are useless...

    His most usefull skills are his deflect (free gb) but currently a parry rewards the same but the risk is not that high.
    His dodge faint.... sure it is usefull, but it is still very predictable . . . and double faints or more (a.e. Heavy(Faint)>Light (dodgefaint) >slower light) it's a huge *** effort for a single light reward if you hit .... in the time you need to faint you get hit by a player who is not overwhelmed by faints.

    The changes with 1.05.1 are just a small step in the right direction:
    1. Hyperarmor at the second hit is a nice gimmick but does not safe you from parries.
    2. Top heavy has now more AOE damage... not really interesting
    3. Deflect comes out faster!! yes, that solves one problem

    But what Ubi secretly nerfed... The Heavy side > heavy top combo on a fallen enemy does not work anymore....
    Yea I tried performing it, but the opponent gets up quicker than before and my top heavy gets blocked.

    I heard people say try to do a back throw (meaning don't throw the opponent forward when out of stamina, throw him behind ya then quickly do a side heavy followed by top heavy, while the opponent drops down on the ground). I haven't tried it, but willing do give it a go.
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  6. #36
    S0Mi_xD's Avatar Senior Member
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    Originally Posted by Valor_Ash Go to original post
    Yea I tried performing it, but the opponent gets up quicker than before and my top heavy gets blocked.

    I heard people say try to do a back throw (meaning don't throw the opponent forward when out of stamina, throw him behind ya then quickly do a side heavy followed by top heavy, while the opponent drops down on the ground). I haven't tried it, but willing do give it a go.
    I don't know if i'm just lucky, but knock down an enemy forward and follow up a head splitter (charge+light) and top heavy worked for me a few times.
    It combos aswell, so you get the extra dmg on the top heavy. I'll try to confirme it the next days.

    Edit: The problem is, if you hit the enemy to early while you throw them to knock them down, they will not fall.
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  7. #37
    i think they should make feints work with the infinite chain so you can keep Hyper Armor going
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  8. #38
    Originally Posted by S0Mi_xD Go to original post
    I don't know if i'm just lucky, but knock down an enemy forward and follow up a head splitter (charge+light) and top heavy worked for me a few times.
    It combos aswell, so you get the extra dmg on the top heavy. I'll try to confirme it the next days.

    Edit: The problem is, if you hit the enemy to early while you throw them to knock them down, they will not fall.
    I never thought to try to start with head splitter, it makes since to close the gap too, but wouldn't side "light" followed by top heavy be faster?

    Still its a good backup if the side/top heavy doesn't work.
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  9. #39
    S0Mi_xD's Avatar Senior Member
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    Originally Posted by Valor_Ash Go to original post
    I never thought to try to start with head splitter, it makes since to close the gap too, but wouldn't side "light" followed by top heavy be faster?

    Still its a good backup if the side/top heavy doesn't work.
    As far as i know side light does not Connect after a Forward throw and if it connects it's to early that means the enemy doesn't get knocked down.
    Same for the other throw directions.
    Berserkers Heavy sides have a good tracking and Hit distance.
    Head Splitter is slightly faster then a Heavy, closes the gap but doesn't Hit to early so i do think it should be a safe Way for his Combo, still hard hitting 80 dmg.
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  10. #40
    Tundra 793's Avatar Senior Member
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    Did anyone catch any details that might have been mentioned during todays stream?
    I did tune in, but amidst the duels and accents I must have missed it if the Zerker got a specific mention concerning balancing or buffs.

    And hey, fashion people, new ornament. Antlers. Not awesome Stag antlers though, friggin' reindeer antlers. Small, blunt, reindeer antlers...
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