Another (of many) example. You can get multiple examples in any fight with any Valk.
https://www.youtube.com/watch?v=EKxJ76b4rA0
Note the tracking/hitting of the leg sweep through the side dash at 18 seconds, and the light striking what should have been a deflect at 24 seconds. But the broken recovery time makes it impossible. You might even argue that the strike indicator activates way to early on the animation, ensuring the followup strike. Thus all the insanely broken tracking.
Alright, in case any of you missed it, the Stream just wrapped up, I was lucky enough to catch the 8 seconds they brought up Berserkers.
Game Director Roman (I think) said they're looking into the 'Zerker's bugs, mentioning the ones they'd already fixed in the previous patches, but also mentioned that the class itself was doing alright, or not as bad as people think it is.
I think that was really all that was said of the Berserker, someone correct me If i missed something.
It sort of validates my previous concern with, since so few players main Berserker's, are the devs getting enough of the right feedback to make the improvements needed? I'm not getting the feeling they're looking to do anything to the class other than just, more tweaks and bug fixes, and I'm not sure that's enough given the limited toolset of the class, as It just seems to have so many shortcomings compared to all the others.
Appreciate the clips Ackturi, hopefully sometime the devs will take note of all the bugs and inconsistencies with the class.
No Berserker mention during the last live stream either, in case anyone missed it. Leaving me quite fearful that Berserker's will enter Season 2 as is, meaning lacking any useful tools for the ever increasing skill cap amongst the playerbase.
Still sitting at Rep 13, closing in on 14, and I'm getting increasingly frustrated during gameplay, as our class's kit becomes more and more obsolete.
I never use, or can even land more than 2-3 hits of the Infinite Chain.
Boar Rush always either misses, or is parried.
The Zone Attack remains high risk-low reward.
Deflect, still useful but hard and risky to pull off.
And most importantly, the feinting game continues to fail. High Rep players just know by now, that 'Zerkers don't have any tool other than GB to get through their defenses, so they always anticipate just that move. Feinting into lights so far seems the best, damn near only strategy against skilled players.
And to revisit an old, favorite topic; Fashion.
I love the concept of our newest Mythic outfit, but were the designers high when they made the symbols? I get far more of a Hawaiin/Tiki/Asian vibe from those masks than anything even remotely Viking, even European.
Damn shame.
Hopefully the new armor sets and weapons will look great once Season 2 arrives.
EDIT:
Concerning Ackturi's clip of the Revenge parry failing, It also reminded me that Berserker's have very weak Attack and Defense for Revenge.
Whenever I'm faced with 2+ opponents of almost any classes, even when I engage Revenge, the other classes switch to Unblockables, which directly bypass the Revenge parry, leaving me taking damage still.
Reverse the scenario, and against other classes using Revenge, 'Zerkers have no tool to help penetrate the defense, we're just exposed.
So as I've been saying for a while, the Berserker class really needs an active unblockable.
Or Revenge needs to parry Unblockable attacks as well. A Shugoki, Raider, Lawbringer, you name it, once they see a Revenge getting activated, just switch to an unblockable and keep doing damage, negating the purpose of Revenge entirely, specifically the first second meant to parry all attacks and offer you a little breathing room.
I agree with you, Feat cooldown has been a vital stat for me, laying down the bear traps reliably has even won me a game or two (lay them on the health pick ups in Elimination, there's nothing more satisfying than seeing the last enemy go for the vital health, only to get caught in the trap).
With that in mind, Berserker's will be even weaker in Season 2, now with a still limited moveset and less reliance on our Feats to make up the difference.
I am curious, berserker got a huge buff lately and you still call him weak? He is already way stronger now, with his combo actually working, as it is extreme hard on console to even block his infinite chain of side attacks thanks to the limited frame rate and the controller dead zones. Other classes don't have neither his mind games toolset nor his hyper-armor ability, or as is the case with orochi, it is harder to obtain. So no, I do not think berserker is weak at all.Originally Posted by Tundra 793 Go to original post
I wouldn't call it a huge buff by any standards. Lowering the Infinite Combo requirement to 2 hits merely made it viable, theoretically. And keep in mind that though the armor applies sooner, they removed the Stamina buff from it as well.Originally Posted by Manlorey Go to original post
I play on console too, and It's not that hard to block, or parry/deflect the attacks.
The Berserker's mind games are merely the only way to utilize his kit against experienced, good opponents. He has no basic opener move, so we have to Feint a lot to break through defenses. I'm at Rep 13 now, and against most good players, my Infinite Combo will get parried. The Infinite Combo simply isn't a good move. Most of the time, the Hyper-Armor only allows me to trade blows with an enemy. I have to take damage, to deal damage basically.
And finally, lots, if not most, of the other classes have Hyper-Armor as well, they just apply it differently. Shugoki for instance keeps it up to land his slow, but hard hits. Warlord's heavy attacks apply Hyper-Armor, along with his Zone Attack If I'm not mistaken.
Nearly every Hero does have a good mind-game options (except: poor Conq), it is not something special to the Berserker.Originally Posted by Manlorey Go to original post
Except one thing: The dodge cancel, BUT if you do so and attack, you change your attack into a slower top light or side light, if we could use this tool with more then just basic attack it would be abit more usefull.
His hyperarmor was already a tool, now it is finally useable.
Sure if you run in someone who didn't fought many berserkes who are using the hyper for their advantage, it is quite a good tool.
But with the time ppl do adapt to it and that isn't that hard, don't forget even if we are Berserkers we don't want them to be OP because we need to fight berserkers aswell.
Hyper after the second attack sounds really strong, but in a fight situation it is currently a low-mid tier tool (depending on the enemy)
The drawback of the hyperarmor buff is the stamina cost ruduction that was taken away.
Also do you know how much dmg Berserker loses if he combos?
Basic: All lights 17 dmg, Heavy side 33 top 38
Combo: All lights 9 dmg, heavy side 20 top 55
And hitting a good opponent with the top finisher isn't that simple.
....
Also other classes have hyper aswell.
Berserker on consol isn't a problem, ppl say berserker is the second PK, but srsly that is farfetched.
I do have more problems against LB then Berserker.
I hear you, brother. Played Zerker nigh exclusively since beta, tried other classes and none of them feel right. The Berseker feels like the class and character i've been craving since I started playing PvP games 15 years ago. The style and flow of it is right up my alley, and I love the mechanics of the game, but it’s frustrating and Berserker definitely needs some love to be viable in anything other than 4v4 modes against mediocre or worse players.Originally Posted by Tundra 793 Go to original post
I switched to Orochi for a couple days and couldn’t get on with it, but I did notice that deflect seems to be a bit easier to pull off than Zerks’, but I can’t really put my finger on why.
I agree that we definitely need an unblockable. I think head crusher fits the bill. It’s slow enough to allow players to get out of the way and looks as though it ought to be unblockable. This would actually make the move useable.
Dance of the paired blades is great fun for carving up noobs who haven’t learnt to parry yet, but not much good against skilled players. The hyperarmour buff they recently implemented has made it a bit more viable, but the same problem persists that it’s easy to parry, which results in you staggering back and taking a hit. Reduce recovery time and give us a chance to dodge.
We’re close range and need to be able to close the gap more effectively. I think increasing the range of head slicer is a good idea.
Boar rush is for catching people off guard and catching runners. Not good for anything other than that but serving its purpose I guess.
Slashing rush is too unreliable to risk using. Please change the controls for this move. If it worked properly it’d give us a way of countering headbutts and shoulder charges.
I also feel the Berserker’s armour is far the worst of all Viking classes. Everyone else gets animal pelts, spikes and beefy evil looking armour. Personally I’d like the option to go completely topless with a bear pelt cape.