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  1. #1

    Another Berserker thread - if you could give him a new move, what’d it be?

    I don’t want to be another person crying about the reworks before we get the chance to try them out, so I’m gonna try keep the complaining to a minimum. But I can’t help but feel a little shortchanged as a Berserker main.

    Sure, Kensei deserved an upgrade, but now he has plenty of options and definitely received the most love from the reworks. I also read that many people aren’t happy with the Conqueror, but I personally don’t think it sounds that bad. But as for the Berserker, he really didn’t get anything. And as he is, as far as I’m aware, the hero with the smallest moveset, I think he deserved a new move or two more than anyone. Personally I adored the Berserker, regardless of all his flaws and limitations, and I feared the rework would ruin him. Like I said, I don’t want to speak too soon as we haven’t tried the reworks yet, but as far as I can tell, I’m really disappointed with the changes. But I’ll end the moaning there.

    My main point here was that I wanted to bring up a suggestion that I think would have been an improvement for the Berserker. I’m pretty sure it’s been discussed before so I apologise for repeating it, but I really think the Zerk could do with a minor move that could be used from neutral as well as being added in with his mix-ups. That move being some kind of punch. (or maybe even a headbutt! That’d be cool ) It doesn’t even need to do any damage, just something fast that will help break open a turtling opponent or bring more diversity to his mix-ups. I think it should work similarly to Raider’s stunning tap; stun them momentarily and/or stagger them a bit. It would definitely help the limited Berserker, it would fit in well with his character, but wouldn’t be overpowering either even if someone attempted to spam it, since there’d be no damage. And if dodged, possibly a free guard break. But the point of it should be hard to react to.

    But hey, I can dream, right? Just curious to hear if anyone else has any other move suggestions they think would have been great to have in the Zerk rework, mainly because I just love talking about him. Be as realistic or crazy as you like, just wanna hear your thoughts.
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  2. #2
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  3. #3
    dodge forward into unblockable punch which then can connect to light opener. use the same animation as the punch we have now in forward push. does 5 damage (or maybe no damage at all) and 10 stamina damage. in combination with the 15 light opener damage thats 20 damage and 10 stamina damage which is very reasonable. timing should be similar every other dodge into melee attack out there and missing should be punisable prob with a gb. its completely in line with the hero and with what other heroes have in their kit. it doesnt make him op or anything it just gives him another way to open instead having to rely solely on whiffs and feints.
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  4. #4
    Alustar.exe's Avatar Banned
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    As I have been dating since the release of season 2, all classes need some form of crowd control, either from neutral or as pay off a chain, doesn't matter, as long as get all have it.
    As it stands, the entire original assassin cast had no access to any of these, and they are game changing. If you truly want to combat the defensive beta and reward attacking, every hero needs to have abilities that force a reaction. Predictable unlockable hits only.

    As an example, I love my peacekeeper. But as is, I doubt be touching her again until she gets brought up to the level of the new release heroes. Why would I bother running a hero that is so predictable?
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  5. #5
    Very well said! Thanks for showing me the thread.

    Do you think adding a stun to the punch would be too much? If so, how would you feel about two options: a normal, fast punch that just does stamina damage, or a charged punch that is slower, more telegraphed, but also stuns. I also enjoy the idea of a charged punch (an uppercut animation would be nice) knocking an enemy down. Might be getting ahead of myself with that one, but I’m sure it’d be a move that most people would soon learn how to counter.
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  6. #6
    Originally Posted by alustar24 Go to original post
    As I have been dating since the release of season 2, all classes need some form of crowd control, either from neutral or as pay off a chain, doesn't matter, as long as get all have it.
    As it stands, the entire original assassin cast had no access to any of these, and they are game changing. If you truly want to combat the defensive beta and reward attacking, every hero needs to have abilities that force a reaction. Predictable unlockable hits only.

    As an example, I love my peacekeeper. But as is, I doubt be touching her again until she gets brought up to the level of the new release heroes. Why would I bother running a hero that is so predictable?
    Agreed.

    I also love PK, rep 40 with her, and it’s just as hard as Zerk to open up a turtle. I’ve never quite understood why so many people claim her to be OP, she really doesn’t have many options. The one thing I hate is light spamming PKs, but I’ve met a fair share of players who have parried any lights I’ve thrown out, and when that happens, it’s pretty much game over. All heroes should definitely have some kind of reliable opener, anything will do, no matter how minor.
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  7. #7
    Originally Posted by FrappeWarrior Go to original post
    dodge forward into unblockable punch which then can connect to light opener. use the same animation as the punch we have now in forward push. does 5 damage (or maybe no damage at all) and 10 stamina damage. in combination with the 15 light opener damage thats 20 damage and 10 stamina damage which is very reasonable. timing should be similar every other dodge into melee attack out there and missing should be punisable prob with a gb. its completely in line with the hero and with what other heroes have in their kit. it doesnt make him op or anything it just gives him another way to open instead having to rely solely on whiffs and feints.
    I like the dodge attack idea. Would this forward dash punch take place of Head Slicer though, or would it be another input?
    Gotta love the animation for Head Slicer, even though I scarcely use it.

    If I could pick a forward dodge attack, it’d gotta be some form of headbutt, haha. That’d look pretty awesome.
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  8. #8
    In general, im satisfyed with a current berserker, It's pretty boring playing against ppl who fishing for parry or gb, spammingabusing, or turtles. I hope new combo rules, and charge will change something in this direction. Looks promising.

    Moveset is not really fat, but his dancing ability produce alot of different combinations.

    P.S. I would love to see a nice jucy Kick for a GB\GB in the future. So just take your last Fatality animation, cut the last frames and Tadaam.
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  9. #9
    Tundra 793's Avatar Senior Member
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    if you could give him a new move, what’d it be?
    Unblockable, spammable drop kick.
     1 people found this helpful
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  10. #10
    Yeah, just what i'm saying - like the last Finisher, So, you losing a lot of frame and open yourself for a few heavy's, but you can shoot a character on a good distance. Like a real barbarian.
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