OK - now abit more serious about this - yesterday i was abit triggered/slightly disappointed by the extend of the changes.
Now i wil give some Feedback, i can give without needing to play it, because i can tell out of pure experience.
But first - take my thanksbasically those are good changes.
1. What does "now much easier to perfrom" mean? What is the change, why will it be easier to use? Is it still the zone input?“Slashing Rush”
“Slashing Rush” is now much easier to perform.
When “Slashing Rush” is parried, Berserker will now use the shorter “Heavy parried” reaction.
“Slashing Rush” can no longer Execute.
“Slashing Rush” now costs 65 stamina (was 12 stamina).
“Slashing Rush” no longer has extra stamina costs when missed or parried.
Developer Comments: “Slashing Rush” is basically like a backwards Zone Attack, and there were a lot of times where it seemed you wanted the backward version, but got the forward version accidentally. This felt bad and is now fixed.
The reason that “Slashing Rush” can no longer execute and has higher stamina costs is to unify it more with the forward Zone Attack – and if you’re using Slashing Rush you probably are using it to escape, and don’t want to get locked into the Execution Window.
2. About the Parry aspects - i am a frequent Slashing Rush user and i got never parried while using Slashing Rush - not even NPCs(those changes are not bad but nothing interessting)
3. The Execution... 3 times i managed to execute someone with Slashing Rush - it is VERY RARE and i don't think this change was neccessary, but i also won't miss it.
4. Now my biggest problem with this Change: Stamina Cost !
The irony here is - in the same moment you make it easier to perform you killed it....
It is way to much stamina cost for this move.
I like to use it to kill many Minions in Dominion - now i can forget it.
It's not only to escape - it is a great Whiff tool as well. I will never spend nearly half of my stamina for a whiff....
Also what do you mean by "extra cost on miss"
The old slashing rush works this way: 3 swings - each swing costs stamina (each 4 stamina)
Now it will cost 65 stamina for just the use of it ?
While i understand why you removed the Dodge cancel i think reason is just weak excuse - the "flicker" and rollback are no issues.Dodge Cancel
Removed Dodge cancel from Light Attack Opener strikes.
Removed Dodge cancel from Heavy Attacks starting from the 2nd in Dance of the Paired Blades.
Gave Light Opener's miss recoveries the ability to branch to Zone Attack (as other miss recoveries already have).
Dodge Cancels can now only be performed while Berserker has Stamina.
Developer Comments: The dodge cancels were removed because they were causing Flicker and rollback issues on the shortest attacks.
To compensate, we allow whiffed Light Openers to branch to Zone Attacks - an ability that Berserker already had on other attacks. This should allow the Berserker to continue to be unpredictable, while showing a clean and fair user interface to the opponent.
- to avoid the rollback just don't buttonmash dodge
- the "flicker" wasn't every a problem - it's not like you go instantly into an attack, first comes the dodge and in this dodge you can initiate a spinchop.
even with this "flicker" spinchop was easy blocked and parried - even by low rep player (new player)
Dodge cancel wasn't really useful as a offensive tool - and that's why i won't miss really miss it, but it helped me to safe some stamina for the feints!!
And now we are going into the Suggestion part
Berserker is a very stamina intensive Char - and with those new changes you amplify this trait of Berserker without giving some stamina option.
But i don't want you to reduce some costs or raise Berserkers Stamina Pool - this won't help at all.
The following suggestion will ONLY aim at Slashing Rush and reycling Dodge Cancel.
Slashing Rush
1. Keep those 65 Stamina cost for slashing rush
2. Split Stamina cost into 3 Parts:
- First Swing = 35 Stamina
- Second Swing = 15 Stamina
- Third Swing = 15 Stamina
3. You can chain Slashing rush to skip the recovery on whiffs (the same way you can do it with the zone)
4. Dodge Cancel
- you can cancel Slashing Rush after each swing with a dodge
That means there are 2 time windows to actually dodge cancel Slashing rush - between the first and second - and the second and third)
There won't be a "Flicker" as well.
5. Stamina Regen
- if you successfull perform Slashing Rush (after the third swing) you get a Stamina regen boost.
- it lasts 10 seconds and regens 100 stamina (10 stamina each second)
- it stops to regen if you get hit, parried or you reach max. stamina
- it will still regen if you attack (thats how you make full use of the 100 stamina)
- if you run out of stamina with the last swing you won't get a stamina regen
My Comment on the Suggestion:
Slashing rush will be not used at all, stamina cost is to high to be worth using it.
But Berserker is already a stamina intensive char and the stamina regen could balance out Berserkers stamina problems and the high cost of Slashing Rush.
Chaining Slashig Rush improves Berserkers mix ups.
The dodge cancel, can reduce the cost of Slashing Rush and give you more control about Slashing Rush.
To actually get the Stamina Regen, you need to spend all 65 Stamina and to make full use out of it, you need to attack and watch out to not get hit yourself or get parried.
That's all - those are 3 major buffs to slashing rush which would give Slashing a meaning (except the escape part) and would improve Berserkers synergy to Slashing Rush, while underlining his relentless attack theme.
Thanks of the insight and suggestion,S0Mi_xD! I'd love to hear what other Zerker mains think of the upcoming changes and their thoughts on S0Mi_xD's suggestion as well. The team will certainly be looking to see how the changes effect the Zerker overall and may look to investigate further changes after players have gotten the chance to try play with and figure out the new changes.Originally Posted by S0Mi_xD Go to original post
Mhh - those 65 flat stamina, instantly killing this move in the same moment they made it easier to useOriginally Posted by Fady117 Go to original post
Those Berserker changes make him even more Feint dependent = more stamina used - and now Slashing rush having zone cost but without giving Slashing rush any benefits ._.
I mean - i will go with those changes, but it feels more like Berserker got some band aids with the overprint "You are Awesome" You are the BEST" "Everyone loves you", compared to the other two.
Yeah, we will very fast hit the hard cap of the "new" Berserker.
What do you mean by crowd conrol?Originally Posted by alustar24 Go to original post
Against player or Minions?
Overall, good changes, but why remove dodge canceling a Light opener? The "flicker" is just the indicator being canceled? I don't get this change, it was a great tool to avoid getting lights parried after a heavy feint, part of the back and forth of figuring out what your opponent was capable of and adapting to that.
Also, I've never seen Skilled Slash given a name or mentioned in the Training videos as a Parry Riposte. The reduction in speed plus the damage reduction on the second Top Heavy Finisher means light parries aren't rewarded with 55 damage. I think the other buffs will make up for this but I haven't seen it mentioned anywhere (said this in another thread just recently).
As always, good observations and suggestions Somi, I agree! Overall, I think Zerker is improved, so maybe they can get more attention after the rest of the OG heroes are addressed.
I prefer the sound of S0mi’s idea to the one Ubisoft has presented for slashing rush. It strikes me as the only thing in the changes that’s blatantly off the mark. All the other changes have to be tried out next week before relevant feedback, but I can say for certain now I’ll very rarely or never use slashing rush.
Very situational, crazy stamina drain = redundant.
Well we lost our signature oos max punish and 55dmg top heavy. One of the longest top heavy in the game gets only 30dmg. Yes its unblockable now, but the worst case ppl will eat 30 dmg which is very low for a heavy this slow. Its a big nerf for the zerk and i really dont like it. We cant max punish that much anyway because stam dmg is reduced from the forward throw by much, guard breaks wont happen that much after the parry changes so i simply dont understand why was it needed to reduce the dmg drastically. We have how the 3rd heavy buffed to unblockable and to 45 dmg? What? Who can use 3 heavies after each other even in grp fights not to mention 1v1s?
Please guys think about and change it before it goes on. You just took away meaning why ppl had to fear from the zerk. Almost halved the top heavy dmg come on...
I feel the stamina change is too much. The slashing rush is a retreat tool. If I'm in retreat mode, the last thing I need is blowing all my stamina, ESPECIALLY considering that rarely will all 3 swings of this move connect.Originally Posted by UbiJurassic Go to original post