Since the current meta is all about defensive play, characters who have the ability to open a turtling target up are at the top, while the ones who don't have any such mechanics are at the bottom.
Berzerker is the character who suffers the most from this type of gameplay.
A possible fix would be making his heavy attacks stagger on block so you can land the next follow up light attack in the combo chain for free.
This would pair incredibly well with his feint-heavy style of fighting as it will make opponents have to try to parry/dodge and stop turtling.
This would only be doable with his side heavies as the top ones do not have a followup and i have no idea how this mechanic would work against conqueror. ¯\_(ツ)_/¯
Everything i just mentioned is from my experiences on PC, i do understand that the game is quite different on console as far as balance goes.
Feedback on the idea appreciated.
That would be incredibly overpowered. Its not a very good idea.
What they need to do is make it so that you can continue a combo even after a light attack is blocked (except for superior block). Of course, unblockable abilities, like Shugoki headbutt and Valkyrie spear sweep would require that the previous attack in the chain not be blocked in order to be used, but any normal heavy or light attack in a chain could be done even if the preceding light attack was blocked.
On top of that, light attacks should do chip damage, and blocked heavy attacks should do a small amount of stamina damage in addition to their current chip damage.
If they did that, berz would be fine, and the defensive "meta" wouldn't be so annoying either. We don't exactly want an offensive meta either, a little bit of defensive meta is fine, the problem with it right now is that it feels like you just cannot land an attack at high level at all unless you bait a parry.
I really hope they don't nerf parry though. That would suck and I don't think it would help with the defensive meta. What they need to do is nerf blocking.