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Berserker rework next ?


DanAlcedo.3281

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Hi !

Deadeye gets a rework.This means we could see more Elite specializations getting a rework.

The theme of Berserker is one of my favorite among the Elite´s but boy oh boy , its annoying to play.

What so annoying ?

The constant " In Berserker Out Berserker In Out In Out" .

I HATE IT!

I dont really have a full idea how it could be changed , but maybe some of you have one.

Something like this:

After going into Berserker Form , you dont have a timer but you have to constantly gain adrenaline or you get "kicked out" of the form.

F1 Skills would not cost any adrenaline.Because when do you ever have not enough adrenaline for a Tier 1 F1 anyway?

Preventing the Berserker adrenaline gain by dodging / block / blind could be a nice counter.

Also the Warrior should get a negativ effect after getting " kicked out" of the form.So you can counter it.

Maybe you get also kicked out when you get very low on life?

Basicly:

Its easy to get into Berserker Form.

You have actually work to maintain the form.

You are weaker outside the form or get weaker for some time after getting "kicked out" of the form.

People could/should be able to make it harder for you to maintain the form.

All of this should be balanced of course.

Idea?Thoughts?

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@"DanAlcedo.3281" said:Hi !

Deadeye gets a rework.This means we could see more Elite specializations getting a rework.

The theme of Berserker is one of my favorite among the Elite´s but boy oh boy , its annoying to play.

What so annoying ?

The constant " In Berserker Out Berserker In Out In Out" .

I HATE IT!

I dont really have a full idea how it could be changed , but maybe some of you have one.

Something like this:

After going into Berserker Form , you dont have a timer but you have to constantly gain adrenaline or you get "kicked out" of the form.

F1 Skills would not cost any adrenaline.Because when do you ever have not enough adrenaline for a Tier 1 F1 anyway?

Preventing the Berserker adrenaline gain by dodging / block / blind could be a nice counter.

Also the Warrior should get a negativ effect after getting " kicked out" of the form.So you can counter it.

Maybe you get also kicked out after when you get very low on life?

Basicly:

Its easy to get into Berserker Form.

You have actually work to maintain the form.

You are weaker outside the form or get weaker for some time after getting "kicked out" of the form.

People could/should be able to make it harder for you to maintain the form.

All of this should be balanced of course.

Idea?Thoughts?

Deadeyes' rework better include removing the stealth capabilities. Having a massive amount of stealth and being able to stun someone while stealthed is annoying, as well as having high damage from far away hard counters the professions that don't have reflects, like Engineer or Necromancer. Yes, I know Engineer has a few reflects, but core Engineer is lacking in terms of reflects because Wall of Reflection is given randomly from Elixir U and Scrapper seems like the only one who can reflect the Deadeyes' shots viably.

Holosmith, if it's even getting a rework should be made so that once you go into Photon Forge, you can't use healing and utility skills. I know this may seem like a massive nerf, but keep in mind that Holosmith is meant to be a glass cannon. In its' current state it has way too much sustain to even be called a glass cannon.

Now, for Berserker form I think it should work similar to the Necromancers' Shroud form. The longer you're in that for, the more it depletes only what you're saying is the more time you spend not using skills, the more Berserker form depletes, right? I've never been a fan of Berserker warrior even when it was released so I continued to play core warrior, but ever since the massive Berserker nerfs I have only seen one Berserker warrior in ranked PvP. One.

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Maybe something like this:

  • berserk duration is reduced to 10s and its cooldown to 0. It consume 30 adrenaline when used.
  • berserk is considered a tier 3 burst for related traits when activated
  • when in berserker modes, you have a single bar of 30 adrenaline. Primal burst skills do not longer cost adrenaline (and thus do not refresh adrenal health, berserker power, cleasing ire and burst mastery but still works with sundering burst and burst precision). You have to reactivate berserk to increase the duration by 10s.
  • if berserk ends, it is desactivated for 25s.
  • Traits modifications: boon durations from fatal frenzy are reduced by 33%. Stability duration from ternal champion is reduced by 50%. Always angry duration is reduced to 10s. Savage instinct now have an internal cooldown of 20s. dead or alive cooldown is increased to 40s and healing is increased by 20%. Bloody roar taunt now have an internal cooldown of 20s. Blood reaction now give a ferocity bonus of 10% of precision that only apply while in berserk mode. Smash brawler remains the same

This way: adrenal health, berserker power, ect... now work well with the space. You have to build up adrenaline fast enough to remain in berserk mode? Which means you have to create your build around this and can be countered. On the other hand, rage skills now acquire a new importance and berserk mode truly became a powerful mode. You now have to manage it but if yu succeed, it brings better benefits.

What do you think?

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Berserker is pretty much fine imo. It's definitely a PvE spec though and that might not be enjoyable to all.

Has clear burst and skill patterns/mechanics, offers a significant damage boost and in general it's perhaps one of the better class mechanics in the game.

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@Lametoile.7394 said:Maybe something like this:

  • berserk duration is reduced to 10s and its cooldown to 0. It consume 30 adrenaline when used.
  • berserk is considered a tier 3 burst for related traits when activated
  • when in berserker modes, you have a single bar of 30 adrenaline. Primal burst skills do not longer cost adrenaline (and thus do not refresh adrenal health, berserker power, cleasing ire and burst mastery but still works with sundering burst and burst precision). You have to reactivate berserk to increase the duration by 10s.
  • if berserk ends, it is desactivated for 25s.
  • Traits modifications: boon durations from fatal frenzy are reduced by 33%. Stability duration from ternal champion is reduced by 50%. Always angry duration is reduced to 10s. Savage instinct now have an internal cooldown of 20s. dead or alive cooldown is increased to 40s and healing is increased by 20%. Bloody roar taunt now have an internal cooldown of 20s. Blood reaction now give a ferocity bonus of 10% of precision that only apply while in berserk mode. Smash brawler remains the same

This way: adrenal health, berserker power, ect... now work well with the space. You have to build up adrenaline fast enough to remain in berserk mode? Which means you have to create your build around this and can be countered. On the other hand, rage skills now acquire a new importance and berserk mode truly became a powerful mode. You now have to manage it but if yu succeed, it brings better benefits.

What do you think?

absolutely love it

i’ve always wanted entering berserk mode to count as a burst, but this is even better. cool mechanics, great flavour. would love to play your version of my favourite specialisation

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