🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #21
    I'm very confused by the overall sentiment in this thread. At the highest levels of play, the rework is pretty much unanimously seen as a huge buff to his gameplay, with Skorbrand even placing him in the S tier with PK, Conq, and Glad.

    He has the highest heavy parry punish in the game after the parry nerf, buffed feints, and they addressed his once glaring weakness in not being able to crack turtles. He now has the option to go into his top heavy unblockable after any confirmed attack, which forces a reaction out of the opponent. And with people already being hesitant to parry Zerker due to his feints, you can even access it through a blocked heavy.

    Overall, it seems they nerfed or changed minute aspects of his kit in favor of buffing his weaknesses. I'm really not seeing the issue here.
    Share this post

  2. #22
    I think the point was very clear, the top heavy isn't worth trading because it's incredibly weak, unblockable or not. ill take the old top heavy over this version of it, even before the new changes you could accomplish a top heavy feint/side light without nerfing the top heavy to hell, this was a massive reduction to our overall damage, spamming hard feints like a ****** works sometimes, players are getting used to blocking those lights and they can only be utilized a few times before going oos.
    Share this post

  3. #23
    That is such an incredibly one dimensional look at his top heavy, and one that was only useful against bad players.

    Prior to the rework, the top heavy was only useful in two niche situations outside of parries: light whiff and then top heavy if they react, or OOS punishes. The whiff punish was only useful against poor players who simply react to any kind of red indicator. Any good player would know what Zerk was trying to do and would just sit there. As for the OOS punish, we now have a more damaging one. In short: Top heavy was a useless move against good players.

    The reworked top heavy isn't meant to be a trading tool, it's meant to open up turtles, which pre-rework Zerk could do literally nothing to. Now his top heavy forces a reaction, with the parry changes even getting parried only results in a light. The new top heavy is an actual useful, versatile move instead of only useful against bad players.
    Share this post

  4. #24
    Originally Posted by Echoesong Go to original post
    I'm very confused by the overall sentiment in this thread. At the highest levels of play, the rework is pretty much unanimously seen as a huge buff to his gameplay, with Skorbrand even placing him in the S tier with PK, Conq, and Glad.
    I don't main zerk, but my buddy who does loves the changes. Top heavy never landed against good players on PC outside of some huge mistake by your opponent.

    I think over time, the community will realize how much potential his kit actually has. It is just a different playstyle from throwing huge hits and praying they land at low level play.
     1 people found this helpful
    Share this post

  5. #25
    bmason1000's Avatar Senior Member
    Join Date
    Mar 2017
    Posts
    1,114
    I'm warming up to the changes pretty quickly.
    Share this post

  6. #26
    Originally Posted by Echoesong Go to original post
    I'm very confused by the overall sentiment in this thread. At the highest levels of play, the rework is pretty much unanimously seen as a huge buff to his gameplay, with Skorbrand even placing him in the S tier with PK, Conq, and Glad.

    He has the highest heavy parry punish in the game after the parry nerf, buffed feints, and they addressed his once glaring weakness in not being able to crack turtles. He now has the option to go into his top heavy unblockable after any confirmed attack, which forces a reaction out of the opponent. And with people already being hesitant to parry Zerker due to his feints, you can even access it through a blocked heavy.

    Overall, it seems they nerfed or changed minute aspects of his kit in favor of buffing his weaknesses. I'm really not seeing the issue here.
    I'd love to see skors reasoning behind bumping zerk to s tier along with conq. Overall I knew the tier list was going to receive a major change due to parry changes.
    just like a thought process behind the major shifts.
    Share this post

  7. #27
    I have to say im kinda dissapointed with the berserker atm i had more fun with the pre S5 berserker than this now you just constantly throw out second top heavys and wait for them to guess wrong
    and now you have to spam to get out some decent damage which doesn't work against high level players
    Share this post

  8. #28
    S0Mi_xD's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,164
    Originally Posted by Echoesong Go to original post
    That is such an incredibly one dimensional look at his top heavy, and one that was only useful against bad players.

    Prior to the rework, the top heavy was only useful in two niche situations outside of parries: light whiff and then top heavy if they react, or OOS punishes. The whiff punish was only useful against poor players who simply react to any kind of red indicator. Any good player would know what Zerk was trying to do and would just sit there. As for the OOS punish, we now have a more damaging one. In short: Top heavy was a useless move against good players.

    The reworked top heavy isn't meant to be a trading tool, it's meant to open up turtles, which pre-rework Zerk could do literally nothing to. Now his top heavy forces a reaction, with the parry changes even getting parried only results in a light. The new top heavy is an actual useful, versatile move instead of only useful against bad players.
    This sounds like a non-berserker player listens to something Cheese player ---- i mean Competetive player say.
    Those are different worlds at all.
    You already gave the reason why Berserker is put into "S Tier" by competetive.
    Parry changes - berserker gets his zone for a heavy parry 30 dmg heavy punish - but how much stamina it costs they don't care about, also the rest of the Berserker isn't relevant in competetive.

    His top heavy is as usefull as it was befor.
    Useless in high lvl play - still good in low/average lvl play

    It is still meant to trade - that's why it has hyperarmor.....
    Post-"rework" has nearly no impact against turtles...

    Try to make your own opinon and not taking what other people say.
     1 people found this helpful
    Share this post

  9. #29
    S0Mi_xD's Avatar Senior Member
    Join Date
    Apr 2017
    Posts
    1,164
    I guess i get it now - why they removed the dodge cancel on light attacks.
    Because of the 400ms lights after a feint - they would be cancelable.
    About chained heavies i guess its because of the new animation if you hard feint chained heavies - but still i think it could have stayed.
    Share this post

  10. #30
    bmason1000's Avatar Senior Member
    Join Date
    Mar 2017
    Posts
    1,114
    Originally Posted by S0Mi_xD Go to original post
    I guess i get it now - why they removed the dodge cancel on light attacks.
    Because of the 400ms lights after a feint - they would be cancelable.
    About chained heavies i guess its because of the new animation if you hard feint chained heavies - but still i think it could have stayed.
    i didn't think about that. It would be so many indicators and animations all at once.
    Share this post