Clickbait O_O *woosh*
Now to the Topic.
Berserker Balance.
While i don't think he is OP, it is pretty clear, that Berserker is stronger then befor his rework.
I am not a fan of the rework, but i accepted it.
But there are some things, still not making any sense to me.
Light attack dmg:
His default light dmg was 17 and chain light dmg 9.
While i never complained about his chain dmg, it was still a drawback of the zerker i did point out.
After a certain time, they
Raised the chain dmg of his lights to 12 - that was totaly fine.
No complaints at all - my only thought was, that the base 17 dmg (in general with all assassins) was abit high.
With the rework they changed his dmg stats again:
Light Base = 15 dmg (a fair balance for those 12 dmg for chains)
Chain Lights = 15 dmg + now they 400ms from left and right (ok that's not a balance at all - to much)
Infinite Chain heavies = 25 dmg (thats a fair amount)
Lights and heavies getting HA after a feint (really strong change but fitting for the zerker)
Lights after feint 400ms (fair for the stamina use but with HA and 15 dmg way to strong)
Now with the current changes i would suggest to change his light dmg stats, since they have been buffed way to much (overall)
- Chain side Lights back to 12 dmg (since the top chain light is 500ms it can stay at 15dmg, this would make it worth to use)
- Lights after a feint (reducing dmg from 9 to 12) or (15 dmg but removing HA)
Also with the dmg reduction and evading range reduction of Slashing rush, they should rework Slashing rush.
My suggestion is.
- splitting stamina cost on all 3 hits (15-15-30)
- being able to cancel Slashing Rush after the second hit with a dodge
- and to reward the full use slashing rush giving a short buff of stamina regen after the 3rd hit
The buff could work like this:
- 10 seconds duration
- 10 stamina every second
- buff goes away, if the enemy hits you or your stmina bar is full, or the enemy parries you.
- buff will not activate if you waste all your stamina with Slashing Rush
The buff will grand you an advantage of 40 stamina.
It will support aggressive gameplay, but since berserker focused much on traiding this buff can be lost pretty easy.
Mmm. You have to be careful when tweaking zerks damage numbers. the 400ms light after a feint in high tier play is essentially chip damage because letting the follow up heavy go after will likely be feinted. And for all tiers if you reduce the damage too much trading doesn't become worth it at all. and Zerk is heavily encouraged to trade. Right now Zerk doesn't win a majority of trades with his opening feinted 400ms light. He's banking on follow up attacks to land. Nerfing that damage would just make no trade worth it what so ever. Which discourages his overall offense and use of his combos.
I have no comment on slashing rush.
Thank you for your comment.Originally Posted by Knight_Raime Go to original post
I am completly aware of this.
Berserker is a hero who stands allways on the borderline.
The smallest changes can push him far down or up.
This suggestion comes from a full fleshed berserker main.
I was able to handle most situations with his low chain dmg.
After they raised it from 9 to 12 it feeled balanced.
15 on the default light is completely fine.
But on the chained and feinted lights it is abit to high.
You do exceed the chained heavy dmg with 2 hits by 5 dmg.
Chain lights would be completely fine with 12 dmg.
But i am not sure about lights after a feint.
I mean you can take down a heavy class with 10 fainted lights
Thats abit to strong in my opinion.
Removing his HA would cut him way to much in my opinion, but i still added this suggestion as an alternative.
Do you have no comment on slashing rush because you don't know how to handle it, you are don't can't say anything against the suggestion, or it doesn't concern you (just curious)
I'm fine with nerfing comboed damage. Just not HA feinted light damage. if that makes sense.Originally Posted by S0Mi_xD Go to original post
And I have no comment on it because I as a fledgling berzerker haven't quite managed to figure out how to use it well. I don't think I have a grasp on it as an attack or it's purpose. So I just choose not comment on it.
I completely understand why you wouldn't want feinted light dmg getting nerfed (i don't want it as well - it's a key attack for berserker)Originally Posted by Knight_Raime Go to original post
It fills up the place berserker lost due to Top heavy combo finishers dmg nerfed from 55 to 30.
Feinted lights are worth it in trades but also get the enemy off-guard.
It's his new "over the top" (heh get the pun?) move, which makes him stand out, like it was with his top heavy befor.
Hmm ... yeah it is hard to put in words, how to see or use slashing rush...
and it is even harder to use it for your advantage with the latest changes....
Try to use it like ...
your zone attack, since it is basically your zone but backwards.
You can skip recovery with it.
Slashing Rush is your supreme bait.
People will try to exploit a evason move - it's like showing your weak side.
And then get into them to bite like a snake... at least that is how i did it befor the rework ....
Also it gives you a certain lvl of unpredictability. What will be your next move - basically a perfect tool for mindgames - still is but crippled very hard.
Ah and with the ability to cancel chained heavies with a dodge (which got removed -.-) you had even more possibilities out of it.
But those times are gone. It's can still be usefull - but is very limited and limits you now more then it helps you.
My suggestion would give back some options and offers a trade for the limitations.
Basically it would give Slashing rush a certain lvl of mindgame back.
I hope that this is somehow comprehensible ^3^'