Originally Posted by
S0Mi_xD
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Suggestions for Improvments: (needed ones and optional)
Top heavy chain finisher:
Increasing the speed to 800ms, and reduce the recovery on a connected top heavy a bit and DMG to 35.
This would set The top heavy in a better postion in a trading situaiton, abit more dmg, slightly faster execution and recovery.
Bear Mauler:
Holding a side heavy after a feint skips the first chain of bear mauler and starts with the second chain.
You will still consum the stamina on the first heavy which you are skipping.
This would make Bear Maulers finisher much easier to access but would cost still the same amount of stamina.
Slashing Rush and Stamina:
1. Keep those 65 Stamina cost for slashing rush
2. Split Stamina cost into 3 Parts:
- First Swing = 25 Stamina
- Second Swing = 20 Stamina
- Third Swing = 20 Stamina
3. Dodge Cancel
- you can cancel Slashing Rush after the first and second 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)
4. Stamina Regen
- if you successfull perform the full Slashing Rush animation (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)
- it stacks with your normal stamina regen (that means if you do nothing that consums stamina you will regen your stamina with normal regen + the Stamina boost from slashing rush)
- the stamina boost itself does not stack or refreshes (that means while the stamina boost is active it won't be cast again)
Those changes would balance out the high stamina consumption, give berserker a great mix up tool and balance his overall stamina management.
Splitting the stamina cost apart and making Slashing rush cancelable with a dodge gives much more control on the Slashing rush animation and the Slashing rush Stamina use.
You could decide to stop after the first or second swing to only consume 25 or 45 stamina and get out of the animation earlier with a backwards dodge or maybe into a dodge attack.
Or maybe to consum the full 65 stamina but therefor to get the stamina boost and refresh your stamina or to use this boost to go on offense.
Overall it would give Berserker much more potential in his mix up game and also give him some options out of slashing rush.
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Those Changes to Top heavy, Bear Mauler and Slashing Rush would be enough to set Berserker in a good place.
An optional change for the Future maybe:
Melee Attack - Sucker Punch
Removing top heavy unblockable but adding an unblockable punch.
This punch is only useable in the Dance of the Paired Blades.
It only deals stamina dmg and wouldn't allow any free dmg.
Speed 500-600 ms depending on the chain order. After a heavy it is 500ms, after a light it is 600ms
A sucker punch can't be chained after a sucker punch.
It would knock down OOS enemies, but the knock down will only give the next attack as a free hit.
Means a light if it is a heavy punch, a heavy if it is a light punch and to get much punish ending the chain with a top heavy.