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  1. #11
    Originally Posted by Fady117 Go to original post
    Yeah but, consider the scenario where your opponent became OOS. You knock them down, you can land two heavies, and activate the unblockable third followup. You may either feint it and bait your opponent, which will then get parried, knocked down, and eats two heavies again for a total of 100+ damage (literally gg), or, you may let it fly for a total of 100+ damage too.

    His heavy-hitting potential became more situational, but at least he can now force reactions. This puts him on equal grounds with Raider, I think.

    You can still trade with the hyperarmored lights on heavy feints, and it will take more than 1 heavy now to take half your opponent's health. It sounds more logical.

    What I personally don't like, are the stamina cost on Slashing Rush, and the fact that outside the OOS situation, the charged unblockable is mostly redundant.
    That is the thing. If you trade like you did before with the top heavy you end up in a worse situation. You will eat more dmg what you do and thats not a good trade. The zerk has not much health he needs damage to be able to successfull trade. After this patch you cant trade that means most of the hyper armor is useless. I do get oos max punish was op and they could balance it not to be able to land a side and a top heavy instead of halving the damage of our only good trading hit. We will see but i dont want the zerk to be another aramusha spam char. For me on paper its not that good at the moment.
    And if its becoming worse thank we have now we have to wait months for ubi to adjust it if ever...
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  2. #12
    Originally Posted by Fady117 Go to original post
    He's indeed the scariest one to come out of those reworks. He's looking pretty buff and these new moves and mixups will shoot him straight to A-tier.

    In the right hands, he'll be a new unstoppable force. Which I absolutely love.

    Remember he also still has his dash deflects.
    In the right hands, Kensei is already a monster. Now it looks like we'll have a monster based on skill rather than a bloated moveset.
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  3. #13
    Originally Posted by high-horse Go to original post
    In the right hands, Kensei is already a monster. Now it looks like we'll have a monster based on skill rather than a bloated moveset.
    Yup the kensei buff is awesome. I do like the highlander adjustments too. Too bad i dont like the zerk ones which i waited the most
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  4. #14
    Originally Posted by Fady117 Go to original post
    Lol yeah, had that feeling too. As Somi also pointed out, people are gonna mostly resort to hyperarmored lights up close. We'll definitely be seeing more lightspam on Zerk.

    You think this was made as a direct counter to Aramusha? seeing how Aramusha is very troublesome against reflex guard.
    I dont know maybe on consoles. On pc aramusha isnt that scary. He will also be better because the game rewards spam more ( or at least not penalizes it with guardbreak ).
    Man i'm really sad about the top heavy nerf :-(
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  5. #15
    Originally Posted by Fady117 Go to original post
    I've stumbled upon this a while ago (I know it's on Reddit, sorry, but can't find a way to outsource this video)

    https://www.reddit.com/r/forhonor/co...mage_nerf_lol/

    When a hero gets a rework, they consider all scenarios and all situations. The above video outlines a clear issue with the buff stacking on Zerk (I've suffered from this as well). It's a one shot from full health.

    I mean, the rework might sound sub-par, but it's only because we're used to how Zerk plays for a year. The new Zerk is more logical (save from the two things I don't like that I stated above).
    Thats fine. I dont want it to one shot ppl either. Felt bad myself when occasionaly did it. The raw dmg of top heavy made me the berzerker berzerkerish ( the only move which was worth to trade with ) Without it it may become just another hero for me ( i still have to try it for sure ). Remember berzerker still wont have cc or stun like most other heroes. He had this big damage move no other hero had.
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  6. #16
    bmason1000's Avatar Senior Member
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    Originally Posted by Fady117 Go to original post
    Yeah I believe Zerk should have some sort of stun move, unblockable bash from neutral. Like a headbutt or jump kick. Headbutt sounds more fitting, given many of his ornaments, and his head gear. They're head and face armor, with some horns and heavy padding. Would make for good headbutting. Almost as good as Warlord's.
    Or a really high damage top heavy.
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  7. #17
    S0Mi_xD's Avatar Senior Member
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    Originally Posted by high-horse Go to original post
    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.
    Mhh Light parries do get the normal top heavy with 38 dmg (don't know if they change this one as well.
    But instead of a 38 top heavy we could go into side heavy into top heavy for 33 dmg and a gamble with the unblockable top heavy.
    Those are Potential 63 dmg for a Light parry or 33 dmg + a Light or a Top heavy into Zone.
    heavy parries could be a zone or a light into top heavy gamble.
    Now Berserker has one of the greatest tools to go into a parry bait after any parry (kind of a parry Vortex :P)

    I do not deny that Berserker got a good power up - but it doesn't change the fact that he still have not enough tools for a good mix up game - only the basic faints.

    If we could actually chain Slashing rush into the infinite combo, and dodge out of it with dodge cancel to make a fast transition into offense again or to get the stamina buff i suggested to get and with starting to pressure the enemy thanks to the stamina boost.
    Also another thing i suggested longer ago, is the ability to chain heavies after the zone and slashing rush.

    Berserker is a Hero who should always be in motion - but with slashing rush you are getting out of it and the enemy just waits it out - because he knows you can't do much except burning your stamina - with those changes with keep the pace of the game and give the enemy a reason to maybe interrupt or parry Slashing rush.

    If Ubi doesn't want to give berserker new moves, then we need a better synergy between his current abilities and moves.
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  8. #18
    S0Mi_xD's Avatar Senior Member
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    Also another problem i guess could errupt again.
    Now, deflect needs to be done manually (i like this, since i can decide to not GB in a dangerous situation) but since we need to do it ourselfs, there will be a delay - and now have even more fast heroes.
    I guess we will have many more interruptions of the deflect now.
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  9. #19
    S0Mi_xD's Avatar Senior Member
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    Thanks go out to Craic

    Now we have a great example to see the flaws of the "rework" *cough*.

    0:35
    So much to "much easier to use Slashing Rush" and those costs ... this ability is DEAD.

    1:58
    Yeah - like i said, you will now even more eating up all Stamina, because his focus was set to Feint into attacking with a folllow up.

    To bad he didn't tried OOS punish with 2 side heavies.
     1 people found this helpful
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  10. #20
    bmason1000's Avatar Senior Member
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    Yeah, I'm back to being disappointed again. This rework is really starting to feel like a nerf. They turned zerk in a light spammer. I get they want to shift the identity to the infinite chain, but with 600ms heavies, its just as useless as it was before abd so is bear mauler. That third heavy could do 500 damage and it wouldn't make a difference.
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