🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #41
    bmason1000's Avatar Senior Member
    Join Date
    Mar 2017
    Posts
    1,114
    Originally Posted by Absalon L16 Go to original post
    And hey, fashion people, new ornament. Antlers. Not awesome Stag antlers though, friggin' reindeer antlers. Small, blunt, reindeer antlers...
    Terrible. Just...just terrible. I'll totally rock them through december though no questions asked haha. This berserkers got some holiday cheer MOTHERF******!!
    Share this post

  2. #42
    Originally Posted by Absalon L16 Go to original post
    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...
    Yes they did mention berserker while they're doing the live duels.

    I think what Roman Oriola (game director) said while they were playing the berserker is that, the 2 hit heavy followed after throwing the opponent to the ground was 'unintentionally' broken due to the patch release, and they're fixing it for next upcoming patch (presumably next weekly patch).

    I'm guessing he's referring to the side heavy followed by top heavy when the opponent is thrown to the ground.

    Check out this video of what he said. @ 42:26 into the video.




    And I can safely say that this is no longer doable. I tried the side heavy followed by top heavy, but the opponent quickly gets up before I land my top heavy.

    So my go to combo will be side light followed by top light.


    Originally Posted by S0Mi_xD Go to original post
    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.
    I tried the side heavy followed by top heavy, it actually works with me.

    I initiate it quickly just as the opponent is pushed down to the ground. That is the only thing works for me at the moment though.
    Share this post

  3. #43
    S0Mi_xD's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,164
    Hey guys

    I know i gave some ideas her earlier what could be possible to fix the berserker/give him a better "flow" in his moveset.
    ok now, first question:
    Do you think Berserkers needs some changes in his moveset or not?
    If No, then pls give me some reasons.
    If Yes, then here are some ways to make berserker more viable without changing his moveset or changing it abit.
    1. In general, i do think a must-have would be the ability to not only cancel basic attacks with the dodge, more to be able to cancel DotPB (Dance of the Paired Blade), and berserkers zone.
    2. Something we do not need for 100% but would be good for Spinchop to not be that much telegraphed/predictable, the top heavy after a side dodge i mentioned befor in this thread.
    Share this post

  4. #44
    S0Mi_xD's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,164
    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.
    Originally Posted by S0Mi_xD Go to original post
    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.
    Now i can finally confirm PC and Console:
    VERY Interesting:
    At first: The 96 DMG Combo (Heavy Side>Heavy Top) STILL exist.
    1. If your enemy is out of stamina and attacks you with no stamina(!) and you parry this attack, you can get the 96-Combo. But the timing is very strict.
    2. Same as 1. parrying out of stamina attack. The safer way is the 80-Combo (Headsplitter>Top Heavy).
    3. When your enemy is out of stamina and you throw them: In this scenario ONLY the 80-Combo works and only backwards. (Throw Backwards > Headsplitter> Top Heavy). The timing is very stict, same as 1. (Spinchop(Sidedodge attack) works aswell but it's much harder than the variant with headsplitter)

    I do confirm this 100% have fun my Zerker-Fellows
    Share this post

  5. #45
    Weird_Eagle's Avatar Member
    Join Date
    Mar 2017
    Location
    English is not my native Language, so sorry when you maybee cant understand what im talking about
    Posts
    38


    This happens to me most of the times i try to block an attack.
    Scroll the video to 04:20 Min
    reduce the playspeed to 0.25 and you will see what i mean
    The orochi in this video tries to block a attack from the right.
    he switch his stance fast enouth an it get´s white indicator, but then it disapears and he gets hit.
    This happens to me with my orochi and my berserker.
    The same issue has my sone with his peacekeeper.
    i think its a bug from the assassins, cause the have open guard and must aktivate ist to block a attack
    When i try to block fast attacks from pk or valk and i miss the first block i can dance with my controler but nothing happens. they can spam me to death.
    The only thing i can do is try to escape with double roll back or dash.
    But i can smash the buttons as hard as i will its nearly impossible to avoid the attacks
    Ubi plz fix it

    i hope you understand what i try to explain cause my native language is not english.
    greetings Weird_Eagle
    Share this post

  6. #46
    Please for the love of god fix the dam stagger after being hit so i can have a chance to block after being hit the first time. As of right now my Zerker goes full ****** and blocks with his dam face after being hit once
    Share this post

  7. #47
    https://www.reddit.com/r/Competitive...rker_recovery/

    Hit recovery definitely needs some adjustment.
    Share this post

  8. #48
    Tundra 793's Avatar Senior Member
    Join Date
    Nov 2012
    Posts
    1,507
    Originally Posted by Karma_Ghost Go to original post
    https://www.reddit.com/r/Competitive...rker_recovery/

    Hit recovery definitely needs some adjustment.
    The thread's like a month old, I'd love to hear those guys comment on what, if anything, may have changed with the most recent patch.

    Which I've been busy trying out on my now Rep 11 'Zerker, hoping for some improvements.

    Full disclosure; I'm still exclusively a Berserker main, only got a Warlord to level 5 last month, I think, just to try something different. So I'm biased and limited in cross character play styles.

    But, as a Berserker main, I still feel vastly underpowered against all other classes. While the recent patch, I feel, did fix some of the 'Zerkers bugs, and make him play a bit more consistently, I still feel as though none of our moves are viable. It's still just Feint into single attacks, no long combos.
    And today, against several different opponents, across a variety of game modes, even the Feint game started to fail.

    These were fairly competent players, and it did not matter how many times I feinted, or where the feints came from, they knew I had to go for a GB eventually, or they'd simply block or parry my attack.
    And of course, once players expect a Zerker to feint, many of the other classes can simply counter with a quick light, or even zone attacks. Once someone is wise to our feinting game, there's really not much we can do to counter them.
    Pretty much all the high leve Berserker's I've seen play, every "advanced" guides and tutorial videos I've read and watched, all say high level 'Zerkers just end up using the feints as their main offensive tool.
    Once that fails us, what then?


    The updated hyper armor, activating on 2 hits instead of 4, was a nice touch. But, like I predicted, I still don't use the Infinite Combo to any great effect. It's nice to have the armor up sooner, but I still never keep hitting an enemy more than 3 times, since It's basically just an invitation to parry.
    I also get the feeling the developers just, expect us to use the infinite combo, and they're not realizing we've never really used it. Removing the Stamina buff on a class that relies on Feints was a bad move, I think.

    On top of this, the Berserker still feels, with the best of words, inconsistent.

    Thinking about the few rounds I played with a Warlord, it all felt so much easier. I could do just as well, or better, than my Berserker, but with half the effort.

    Another concern for me, is that during one of the livestreams, possibly, I remember one of the developers saying the Berserker was one of the least played characters, no surprise there. Which makes me fear that the devs might not be getting enough useful feedback to make the improvements the class needs.
    This thread is pretty much the go-to for Zerker's it seems, at least on here I have no idea what goes on at the Reddit hub, and It's only 5 pages long.


    I'll try to summarize what I feel the Zerker needs to be, even just viable to play at higher levels.

    : An unblockable. Any unblockable. It doesn't even have to deal damage, I would just love a move that our opponents for once, couldn't parry, block or deflect. A move we don't have to feint into.

    : Revised zone attack. Someone made a thread a while back calling for the devs to just give the 'Zerker a whole new zone attack, and I can see where he's coming from. Unless you're attacking minions, It's useless compared to the Warden's or Warlord's, which they can both use as a go-to offensive move. The Berserker's zone attack is slow, predictable, inconsistent and parriable. 90% of the times I use it, It's completely by accident.

    : Fixed blocking/hit recovery.

    : Give us literally any piece of armor with something even remotely resembling a bear on it. That is your penance for giving us Fu***** reindeer antlers as an ornament in fu***** April. We look like walking Christmas ornaments.
    Share this post

  9. #49
    Very, very tired of this
    https://gfycat.com/FriendlyVelvetyFlycatcher

    But what gets me is that Valk lights are almost if not entirely impossible to dash/deflect into. Once that first hit comes you're ****ed. Even after the 1.5 patch. In fact it seems worse post 1.5 for berserker.

    Like this ******** right here
    https://www.youtube.com/watch?v=eJnZka1isFQ
     1 people found this helpful
    Share this post

  10. #50
    Tundra 793's Avatar Senior Member
    Join Date
    Nov 2012
    Posts
    1,507
    Originally Posted by Butonfly Go to original post
    Very, very tired of this
    https://gfycat.com/FriendlyVelvetyFlycatcher

    But what gets me is that Valk lights are almost if not entirely impossible to dash/deflect into. Once that first hit comes you're ****ed. Even after the 1.5 patch. In fact it seems worse post 1.5 for berserker.

    Like this ******** right here
    https://www.youtube.com/watch?v=eJnZka1isFQ
    I'll back up this statement as well.

    It feels as though you need to be friggin' psychic to deflect a Valks lights, on top of the inconsistent blocking.
    Share this post