Berserker's armor is cancer for other assassins. No way to win against them anymore if you use an assassin class (maybe shaman).
I opened a tread before. i want to collect some of my experiences and some of other players:
"Last play i deflected with Orochi (wasn't Orochi strong on counterattack? answer: no) and connect sucessfully a Hurricane Blast. The time i finished my deflect attack my health was lower than my opponents! He dealt more damage than i did!
You just can't attack because you deal less damage than he can deal to you; because you cannot block his combos. Not fair at all.
I see a lot of Berserkers that just spam attacks now."
"Fought the reworked classes today and I got creamed just cause they have attacks with hyper armor. Now we are at a point with no openers and can't trade effectively. (...)"
"YES THx TO BRING IT OUT , DAT Hyperarmor is out of control , U CANT PLAY VS a beserker when he ,s too aggrasive , when u r an assassin like orochi , GG , wtf u wanna do ?? I mean every option is NOT THERE, DEFENSIVE : what do you want to punish a parry of heavy , hmm u cant, a parry of light? dat fast lights is near impossible to parry everytime"
I really like the Berserker rework btw. Its good and hes truly a bersekrer at what he is. Hes able to attack nonstop with alot of offensive mix up which is amazing and this is what should have been done at Launch
If you devs want to make Zerk better, allow his dash light to attack from any direction. do the same with Valk to make them better and more offensive options. more offence is always nice instead of turtle.
Nerfing the rework characters are super bad, so please don't do it. What we need right now as i said on other threads is rework/ buffs for old casts. they really need some love right now and they are in a bad spot. Nerfing the top tier cuz of having low tier is just bad for future balanacing.
Nevertheless really good job on all the reworks, loving them so far and they are great
Hurricane blast gets countered by any fast attack and has nothing to do with zerker armor, I think what you're requesting is that light attacks are no longer able to interrupt it.Originally Posted by Red_R0nin Go to original post
Hi there. I previously got a lot of agreeing feed back with this so allow me to repost here.
- Stamina. With all the preview test we got I've watched a lot of berserker gameplay and it seems as tho his feints are costing a **** ton stamina. Like "side light + top heavy + feint + side light + top heavy + feint" seems to be enough to deplete almost all of berserker's stamina pool. So basically 2 stikes for 30 damages overall taking of his stamina ... It's seems a bit too much .. Did some stamina cost went up with new patch ? Even if not, don't you think he should have a bit more stamina to play with ?
- Top heavy damage. Definitely too much nerf in my opinion here. I think 40 damage would have been a great enough nerf. But with 30 damage only, it really seems as tho berserk looses all of his trading potential as well as any interest at letting this strike go trough, especially considering how early berserker needs to feint his attacks. Maybe buffing his damage to at least 40 would be better, especially considering that the excuse for the nerf is "easier to go to in the chain", yet top heavy OPENER is 38 damage. The fact that it became an unblocable doesn't justify this much nerf.
- Backward zone attack. Why so much stamina increase ? We already barely used this move ever considering how situational it seemed to be; now it's like you don't want us to even bother.
- Deflect not being in auto-gb mod anymore. Why ? It seems as tho this was considered a buff since the excuse for it was that "in many situation the auto-gb was a bad thing that could get berserk punished"; yet the only thing it seems to do for me is nerfing the berserker since; 1°) if we miss a deflect, muscle memory could make us press GB eitherwise and end up probably taking a hit; 2°) Delaying the input could result in the gb being to slow to go trough before another fast attack comes out; and 3°) with the loss of early connections to heavys after parry and now the loss of the auto gbing; the berserker basically looses all of his dangerousness even when under fatigue; which is not only a nerf but also goes against the berserker always furiously harrassing archetype of character.... Kinda sad.
In a nutshell, as my laptop is broken and I’m using my phone:
Definitely an overall improvement. Before saying much else I think these changes are essential;
1. Top heavy finisher damage nerf was too much. Increase damage to 40, or 38 to be in line with the top heavy from neutral so that it’s a more attractive trade option.
2. Reduce the stamina cost of slashing rush to 50 maximum.
3. Reduce the stamina cost of hard feinting to opener. Even a feat that helped with this would be appreciated, though it’s mostly a problem in duels. Currently you can perform about 4 hard feints to openers before being near empty on stamina with gear stats off. A whole stamina bar to inflict 60 damage in lights is a bit crazy considering bear mauler takes 20% of his stamina and does 113 damage.
Once these are implemented I think he’ll be solid. Berserker was always built around high risk, slippery play. Trades and feinting are his bread and butter, which is fine as it’s how we like to play him anyway, but a few numbers need tweaking to ensure he is the king in this area.
Quality of life is massively, massively improved. I had an entire essay written about why this rework was exceptional but decided all of that was unnecessary. Instead, just some suggestions. Which are basically identical to everyone else's.
1. Top heavy finish. I think 35 damage would be jussssst enough to make it worth a trade.
2. Slashing rush stamina cost killed that move. Considering it's used as a safe escape, putting yourself out of stamina is almost never worth it. It's far too situational now to be of consistent value.
These nerfs, i get it. I really do. Considering the buffs we got in return, I'll learn to deal with it.
3. Brute force. I don't mind that there's an input now. However, the input window is way too small. A lot of times I'll input during the deflect animation but it waits until the deflect is over and then automatically initiates a very easily countered guard break from neutral. I don't necessarily want the change to be rolled back, but the timing on it is far, far too strict. Deflecting is risky enough. Also, why no brute force when oos? You can deflect oos, you can gb oos, why can you not deflect gb when oos?
Excellent changes. Makes him a solid feint king with that sweet HyperArmor.
One gripe: the unblockable timings are way too early. They feel like the timing is the same as when he would cancel them. Feels unfair.
The top finisher speed is also a bit too much, but if that is what most reworks will end up... I don't mind being on equal grounds with the unblockable speed.
HEY ITS ME AGAIN !
I got some more agreeing feed back with an idea of mine so let me report again !
Hi there, I'm a rep 10 Berserker and I'm quite disapointed with the S5 Berserker. Overall I thought his changes where very good, but, for me as well as for a lot of people on the forums and on fb, there are 2 huge flaws with the new berserker kit.
1- First, the simpliest one: the deflect. I think that this change was completely unecessary. It just made berserker's deflect harder to perform for no reason, and the reason gave for it is simply dumb. With the new input, there are actually more ways to mess up a successful deflect than to actually get it. Missing the input, pressing the input while we didn't actually deflected, pressing the input twice resulting on a gb into trow, etc ... I think that the old input should be brought back.
2- Then, the more complicated one: the top heavy finisher damage nerf. Let's be honest: it's way to much. 40 or 45 would have been understandable but not 30. This nerf totally neglects the berserker mind game trade potential. I understand that the fact that it's an unblocable makes it a stronger tool, but still, it's parryable and its 900ms. In his current state, there are no reason whatsoever to let that strike fly only on a "will it be a feinted ?" perspective. The move is too slow, so people can easily react and parry when they know the cancel window is over. However, instead of simply buffing the move to at least 40 damage, I personally thought of another way to buff it while in the same time make it logical within the berserker kit. So here his my suggestion: add a strike countdown that up the damages at each strike.
Allow me to explain: The reason for the top heavy finisher nerf that was given was that it was easier to access than other heavy finishers and yet it dealt more damage. Even tho this is understandable, the thing is that top heavy finisher can be used to end up ANY combo; which means that it theoraticly can be used after 4+ strikes of the infinite chain. Taking this into account simply completely destroys the reason of the nerf, since it means that top heavy finisher can actually be access way later in a chain than the side heavy finisher. To solve that issue, my suggestion simply is that the game should be able to count how much strikes the berserker trew out during is chain before going to the top heavy finisher, and scale up the damages accordingly like so: 1 strike before finisher = 30 damage 2 strikes before finisher = 35 damage 3 strikes before finisher = 45 damage 4 strikes before finisher = 55 damage
This, would allow the berserker to still posses some what of a strong mind game trading tool while in the same time fit his harrassing play style quite neatly.
So ? What do you guys think ? Feedback please
4 feints and gets wrecked for getting exhausted, top finisher is unblockable but still can be easily telegraphed due to little cancel window and slow animation...and with the new parry changes, the light opener nerf was completely unnecessary since we'll be tradin for a light attack against a heavy attack once it get parried.
kinda oxymoronic if you think about it since the rework was intended to break turtles but you just made it easier for them to telegraph our moves and made us lose our trading potential with the nerf to the top finisher,. cant even use deflect to GB or skilled slash when OOS, and could you please fix the zone attack input for pc, it always does a normal attack instead of the intended zone attack. and bear mauler unblockable is of no use in a duel, the 3rd attack is can be parried or dodged... overall this was a nerf.