Gelsamel's Post History

How to gold make?
Bringer on 06/01/2012, 03:54 AM - view
Still have player skill progression, and if it remains this way they will just have to buff zerkers to be competitive with their crappy glyphs.


Every class has player skill progression. A bunch of them get progression in the form of glyphs too, zerks don't.
Edited by: Gelsamel 12 months ago
Except it isn't significantly more mana. It's only silghtly more mana for 2400 more HP. The issue isn't how much it costs, it's that rank 1 is better because it costs way less and flurry of blows needs to be kept up for maximum DPS.

And what is this "able to actually use it" stuff? I use Max rank UA all the time without the half HP glyph, it's an amazing skill. You just need to know when and how to use it. It doesn't need to have it's HP cost lowered... there is already a glyph for that which is decent (way to make an existing glyph useless)... so people can lower the cost if they want it.

It simply doesn't solve the issue at all.
What it means is that we don't get progression, Bringer.
Thing is you should never have mobility or charging problems in PvE, it's just not an issue. The only huge issue in terps of DPS is interupts. Hell I have had a lancer stunlock me with poke cancels.

The reason zerks in PvP don't full charge isn't because of interupts..... it's because anything over a tap-charge is completely obvious and predictable... and even tap charges are obvious without flurry+16% aspd... people will just dodge or block it. If you give us interupt/knockdown resist while we're charging our skills, that won't make us unstopable beasts... we'll still be slow and predictable as hell... as it should be!

It just means that people can't just ignore us because a fly is tapping us on the forehead and stopping us from doing anything. That they'll actually have to watch what we're doing rather than mindless DPS us because if we're being DPS'd we can't charge or do anything.


Hell warriors with the same gear as me have the same balance... wth? Aren't Zerks supposed to have high balance?
Your suggestion is interesting because it helps the issue of Berzerker's being kited in PvP. If you "charge up" and it stays on you, no matter if you block or dodge or stop charging... then people can't just walk away from you if they ever plan on killing you because it'll let you charge up for when they do come back in. This means it's a lot more urgent for other players to stay on the zerk and stop them from building up their charge.

The issue, though, is that there needs to be foreshadowing about what skill we're going to use. If we can just charge up and release any one of our charge skills then there is no counter for other players... there is no tell for them to see. That removes a lot of fun gameplay which I wouldn't want to happen.
Warkupo: It will increase our DPS but it won't fix the actual problems we're having... which is interuption and [filtered] glyphs and having to tap cyclone just to fill out a rotation and no 'dash' attack and anti-combos in our glyphs and abilities.
Completely agreed. If we weren't lagging behind slayers in DPS before, we definitely will now.

For my opinion of what zerkers need to be 'fixed' see my post here: http://tera-forums.enmasse.com/forums/classes/topics/Zerker-Changes-Coming-to-Ktera?page=4
With the exception of the cyclone change... I'd rather have totally different changes.



Here are the changes I would like:

1) Cyclone passive as per Slayer's Knockdown/Whirlwind Passive.

2) While Charging interupt and knockdown resistance doubled, or tripled. Our biggest problem is that even a leaf landing on our shoulder will interupt us. All our animations are slow enough for a warrior to interupt with normal attacks. If a good warrior (meaning like, strong weapons) is in melee auto attacking me, I can't even block let alone charge a skill... I just have to inch myself away or wait until he runs out and starts kiting me again.

3) Fiery Rage/Bloodlust and (Maybe) flurry of blows... double cooldown and double duration (we lose a lot of DPS just going through all the buff animations, making it confusing as to whether it's even worth it). Make Fiery Rage not animation-lock it ALREADY reduces our Endurance to almost NOTHING, why make us waist so much time and movement doing it as well?

4) Better Glyph Support... Slayer master glyphs are going to make them insanely good. Zerks master glyphs hardly change us. And fix the "chance to do something okay" stuff, make it all the time or make the buffs AWESOME like the Flurry of Blows for UA one. Only a 'chance' of a little bit extra damage? Screw that. Give us gaurenteed bonuses or stuff like triple crit or damage/crit when your HP is low (we're berserkers right?). Better glyph support for Evasive smash, something to reduce cooldown or maybe... a RESET? Since everyone else gets these awesome chance to reset stuff. Our chance to reset dash conflicts with our reduce cooldown on dash glyph.

5) An attack that can cancel out of other attacks, mostly TS/LS/VS/Flatten/SS, not so much Cyclone. I imagine something like our character drops their left hand from their axe and punches the enemy really hard. It makes sense that that should cancel out of our attacks. A cancel will really help with our rotation, (would replace tap cyclone, which is a stupid filler) especially if you implement the fix I said in (3).

6) A bullrush type attack where the berserker readies their weapon and charges in one direction and ramps up their speed towards the end of the rush. (Ranging from normal run speed to warrior/slayer charge speed). You can't change your direction during the rush and when your hitbox intercepts another person the bezerker swings their axe. The further the person is away (or rather, the faster the berserker is running) the more damage they do.


This would solve pretty much every problem berzerkers have.



Edit:

7) Don't reduce the HP cost of unchained anger... that removes the gameplay of it. Instead change it to a %age of HP and make the higher ranks just give more mana for the same percentage. This way everyone has a reason to upgrade to max rank, and the gameplay of "Should I use this skill? Will I get hit after and die? Is the mana worth it? Will it burden my healer" and the skilled decisions that come from that will remain.

Dropping the HP cost won't solve the problem because

1) Rank 1 is still better hp per mp and allows spamming for flurry of blows.... and

2) It removes the gameplay from the skill and makes it a "spam it whenever it's up" skill. BORING.
Edited by: Gelsamel 12 months ago
My suggestion is when nexus starts instance everyone into groups of 20 or so players and have them fight an instanced version of the nexus fights where the mobs have shared HP.