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  1. #1

    Worrying about Berserker Rework.

    I just started to play non stop Berserker up to almost rep 9 now !

    I really love the way he plays and feels ! His super armor, his recoverys cancel and startup cancels, etc ...

    I really hope you guys didn't change him to much. What he needs is simply an opener to get trough turtle not even trying to parry. But plz don't make it simply easy to utelize and keep his original feeling and complexity !

    What I see would be good for him:

    1) His zone needs to be able to get followed up by a heavy, not only a light.

    2) Once Zerker launches 4 attacks, regardless of if they connected of not, he enters a new state where he "glows" in a dark-red (hyper armor shugoki style).
    While in that state, the Zerker zone attack is modified depending on if launched after a heavy or a light.

    If the zone is thrown after a light, zerker only spins twice hitting his ennemie with 2 unblockable lights. The speed of the first light is the same as the speed of the base zone and the light coming afterward behave the same and cannot be blocked if the first one isn't. Those 2 lights inflict the same damages as the whole basic zone and are unblockable.
    Once this type of zone is thrown, the zerker can continue is chain either with a heavy or a light. Those counts as the second attack of a chain meaning he gets is super armor back instantly and his halfway trough being on his new state again.

    If the zone is thrown after a heavy however, zerker throws a punch in front of him stunning and stagerring his opponent for a garanteed side heavy. Stamina-wise, his punch acts the same as a valk heabut, thus meaning that if the punch gets his opponent stamina to 0, he falls, allowing the zerker for a side heavy into top heavy. The punch can't get followed by a light.
    If the heavy before the zone connects, the punch is garanteed to connect. If the punch is dodged, zerker is vulnerable to a free gb.
    Regardless of if the punch connects or not, zerker is brought back to is neutral state so need 2 stikes to get his super armor back.

    When it comes to how those 4 stikes are counted to give Zerker his new state it should be pointed out that: any dodged-soft feint of the zerker and any dodge recovery cancles of the zerker, if then linked with a spin chopped or a head crusher, do NOT reset the counting.
    Which means that, for instance:
    - A berserker can throw a light, a side heavy, and a top heavy; all 3 out of position, then cancel the recovery from the top heavy with a spin chop or a head crusher that would count as a 4th attack; thus getting him into his new state on that last attack.
    - A berserker can also throw 3 attacks of his infinite chain, then soft feint the startup of his 4th attack with a spin chop, and still get in his new state with that attack.


    I think that, those changes, would help the berserker getting higher in the tier list by offering him some tools to open-up turtles while still giving him that higly agressive harrasser feeling he's supposed to bring.
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  2. #2
    I don't see zerk being heavily reworked. They're probably just going to give her better mix up options/flexibility. maybe a new move or 2.
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  3. #3
    Berserkers flickering side lights that are as fast as PK's zone can f*** right off
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  4. #4
    PDXGorechild's Avatar Senior Member
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    Originally Posted by MassiveD. Go to original post
    Berserkers flickering side lights that are as fast as PK's zone can f*** right off
    Do you mean his zone attack? Get real.

    At the OP - we've been posting stuff for almost a year about Berserker and the general theme is the one you're promoting - Berserker mains love the playstyle of the class but just feel he needs more ways to open turtles up. Hopefully they forums representatives have relayed this to the dev's, as they said they would.

    All he needs is a couple of soft feints like Shaman and possibly a melee attack (in the form of the punch he does after GB, was a popular idea). He doesn't need an unblockable or anything else changing majorly.
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  5. #5
    Originally Posted by PDXGorechild Go to original post
    Do you mean his zone attack? Get real.

    At the OP - we've been posting stuff for almost a year about Berserker and the general theme is the one you're promoting - Berserker mains love the playstyle of the class but just feel he needs more ways to open turtles up. Hopefully they forums representatives have relayed this to the dev's, as they said they would.

    All he needs is a couple of soft feints like Shaman and possibly a melee attack (in the form of the punch he does after GB, was a popular idea). He doesn't need an unblockable or anything else changing majorly.
    I'm talking about his normal side lights that in combination with reflex guard can be made almost impossible to react to
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  6. #6
    PDXGorechild's Avatar Senior Member
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    Originally Posted by MassiveD. Go to original post
    I'm talking about his normal side lights that in combination with reflex guard can be made almost impossible to react to
    The 500ms side lights, of which there are no follow up attacks to other than a slower heavy attack?
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  7. #7
    Originally Posted by PDXGorechild Go to original post
    The 500ms side lights, of which there are no follow up attacks to other than a slower heavy attack?
    You can use reflex guard and lights and nothing else to win the game because of lack of snap, I've seen an influx of bersekers abusing this over and over, not that I have a problem with them personally, but thats all they do these days
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  8. #8
    PDXGorechild's Avatar Senior Member
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    Originally Posted by MassiveD. Go to original post
    You can use reflex guard and lights and nothing else to win the game because of lack of snap, I've seen an influx of bersekers abusing this over and over, not that I have a problem with them personally, but thats all they do these days
    What do you mean use reflex guard to win the game? It's a defensive mechanic. That's because it's pretty much all they can do. They have no openers so have to rely on getting a light off to start their chain attack.
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  9. #9
    Originally Posted by PDXGorechild Go to original post
    What do you mean use reflex guard to win the game? It's a defensive mechanic. That's because it's pretty much all they can do. They have no openers so have to rely on getting a light off to start their chain attack.
    Sigh, you don't even know what I'm referring to
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  10. #10
    PDXGorechild's Avatar Senior Member
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    Originally Posted by MassiveD. Go to original post
    Sigh, you don't even know what I'm referring to
    No, I don't, The Berserker has a 500ms light attack on the side. 600ms on the top. No light combo at all. I suppose a Berserker, if he was inclined, could just spin his guard around and alternate sides hitting singular light attacks. The top is too slow and often parried outside of dance of the paired blades. This is a pretty awful tactic though as they do 17 damage each hit...
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