UMADDDDDDDDDDDDDDDDD on 09/11/2012, 12:04 AM - view
in fact thanks to BG lag and [filtered] detection, half my axe brushes the enemy aside rather than dealing damage
1. BG lag makes half of Thunder Strike hits not register damage
this could change with the KTera patch that buffs raw dmg, crit multiplier, and fixes Thunder Strike
but for now, I will play on Slayer.
Everything else is debatable (i.e urbad) but these points stand out.
Unfortunately though, even if they buff up raw zerker damage, it will not fix the hitbox inconsistencies and lag problems. As it is, these things just make the class not worth playing.
I honestly can't believe I read through this thread, if you really think slayer is 100% faceroll please go play it, get stunned for 20 seconds and face possible one shot by almost a dozen different possibilities all because you play in melee range.
Slayers don't carry games unless they are gods, we depend on the classes that cry the most about us, except when they are actually good at their class they don't cry.
playing a slayer? EASY
being me? GOOD LUCK
Acquire backstab reset glyph.
Mash Backstab.
Win.
Slayer is super hard bro.
And this is from someone who has an easier time fighting slayers compared to almost everyone else.
Do you want to keep the damage you do? Fine. But not with the mobility you currently have.
Do you want to keep the mobility you have? Fine. But not with the current damage you do.
Oh noez! I get oneshotz!
So does everyone else sans priests.
so what your saying outlaw is, you have to roll with the zerg to do anything on your zerk? interesting... the only class that isnt self sufficient.
.
Well, to toot my own horn. I have more kills than assists...which means that I had been in those situations where I had to *gasp* fight players 1v1.
It basically comes down to this:
1v1 Lancers, you do not fight. Period. 9 times out of 10, you will get slowly whittled down and die to a 'tarded stun lock. If they chase you, you hop away from them in a zig zag pattern. It looks stupid, but jumping cancels out their chain leash, so you only get knocked back and not pulled back. Aiming the chain is pretty hard to begin with anyway. Now if you have the 3 minute combat buff, Lancers are prime targets just like everyone else. I play a Baraka, and most times Lancers STILL fail to pull me back even if I'm just running straight away. Hopping helps.
1v1 Slayers are pretty easy imo. Just circle strafe around them. Their attacks have wide arcs, but your Thunderstrike reach is still longer. A lot of times a Slayer sees me charging my lazor and decides to backstab me, I just turn around and SLAM that crit right in their face :DDD. It's honestly the class that I have the least problems with. Measured slice is bugged so it will go through block, but it's pretty easy to predict when they'll use it. Most of the time I just use Evasive Smash as a ghetto dodge and SS them before that even happens. If you get stunned, just hold down the block button. Block will activate immediately after the stun subsides. If you feel it's not enough, mash the button. You can SS them into a Flatten and then ID, but remember that they can charge away through ID. You can however, fear them during the getting up animation and they'll be locked directly into a fear. Just dry hump them as they run away and crit them. This works 70% of the time even without ID, unless the fear makes them spontaneously change direction and go through me, because lol character collision.
1v1 Warriors. Ugh. Block cancelling helps. You lose the initiative because backstab stun ):
It's pretty sucky to try to time with a block, so right out of the gate you lose roughly 1/4th of your health. Either way once they're close in try to get off either Fear of ID. Preferably fear because they can still stun you while under ID, and also charge away. Honestly, the thing that I found that helps the most against warriors is the ... Mocking Shout masterwork glyph. It goes by fast and breaks their chain, leaves them going "wtf" for about a second, plenty of time to get off either fear or ID or SS. Nobody gets that though, so just circle strafe like a boss. You can easily change the way things go with a surprise SS. If they hit you pretty chunky, they're in combat stance and will drop like flies. If they whittle away at you slowly, they're in defensive stance and it'll take a few more hits.
1v1 Archers. l2zig zag. Most archers will sit on their traps, some will actually sit there and watch as you fully charge your TS. If they do this get close and move around. Honestly if it's just the fire trap. Just eat it and TS them. ID them once they're knocked back, and you pretty much just GG. Otherwise, make them try to kite you around their traps. If they end up walking out of their traps then you're pretty much golden. Trap duration is fairly short, an most archers are baddies that focus on you before they realize their traps faded away. They're stuck charging most of the time. If they spend time placing the trap just smash them. Always be prepared to block cancel out of being hit with webbed arrow or whatever that other one is. Always block cancel really. It's pretty predictable when they'll release their charged shots, so you can just really dodge right through them and Evasive Smash for damage and range. Archers have it the worst against ID. The ranged traps are BUGGED and will ALWAYS go through block. Stay away from their fixed trap range which is 15m. If you see them pointing their bow at the sky, LEAPING STRIKE LIKE A MOFO. Circling as you move also helps confuse them when to place the trap. The stunning kick only actually stuns on the 2nd (3rd?) kick, so don't think that just because you blocked the first kick in the animation you're safe. That's roughly what gets me stunned like a baddie most of the time. You can block their charged shots. Yeah some go through, but they won't hit you that hard.
1v1 Sorcs. This is a toss up really. There's a lot of variables so it can go either way. You can still block through the fire circle like a boss. It rarely goes through block. Remember, it does more damage the more people are in it, not less.
I don't really have a problem fighting a class 1v1. Most players are purty bad, if not just carried by gear (lucky Slayer chain crits). There are some demigods out there that never make any mistakes, which means that you are kinda screwed. But that's like almost nobody.
The biggest problem imho is the hitboxes not registering properly and lag making feared targets not actually appear where they are. Hitboxes are the most bugged on Elin, which is why the Koreans all play them. A knocked down Elin almost never registers my flatten. It's stupid.
To be fair, cap points have a lot to do with anyone being near the top in BG's. On the other hand, I've seen all classes do fairly decent in PvP. Zerkers are exactly like they look. A class that focuses on slower big hits. Are they good solo? Not really, all they can do against another good melee or a ranged DD usually when equally geared is stall them. Just like a lancer just about. In a group though, where they're allowed to drop some defense. Their big hits are devastating to anyone caughTt by them. Pair them with a mystic using the crit aura and we have a zerker oneshotting people.
Just like sorc. If you go solo, there's not much good you can do. But in a group, we're good at doing good damage on crowds of people. Some of us have even managed to work our skills to our advantage in melee range as well. But even still, us going solo is just not a good idea. Good melee classes can block, evade, and stunlock us.
._.
Guys. Stop being bad and l2p. The class might suck but it's not that bad. Everyone else sucks too.
source: I'm a trashy berserker and even I can succeed.
I don't party. Sometimes I get rolled HARD by 5 man groups. But seriously. Learn to play.
You know what really sucks though? Lag. Lag and 'tarded hitboxes. I get chain stunned to death too. but you know what really helps? Moving out of the f*ing way. You get absolutely raped by a combo team of warriors/slayers. But at that point it's a 2v1 and the odds are already against you. 1v1 you SHOULDN'T lose to melee classes except for lancers.
TS Charge time glyph is amazing, got it two days ago. Coupled with SS reset glyph, it makes for some absolutely sick numbers in a very short amount of time, in both PvE and PvP.
I will say though, that with the SS charge speed glyph up, you almost have to overcharge to get the most out of it, otherwise you start throttling on mana really often, and thats even with a priest with the new glyph for MP regen on their AOE heal (forgot the name derp) + Adv. Glyphed Mana restore.
Also, nostrums are actually worth it now. Without them, I end up having to delay a half a second every time I want to go from a TS>Staggering>TS because TS is still on CD. Can only fit flatten in once every 8 seconds on that, so the nostrums really help on eliminating that downtime.
TS's became worth overcharging with SS since the buff came out really.
I'm not sure if you haven't read the whole update or not. But from my understanding this buff Ktera just got is just as big if not bigger (and more important) then the buff we received a few weeks ago. Once we get this buff here in NA Tera, Zerkers should be on level with Sorcs and Slayers with damage (in theory)
Before level 60 (or at the very least before ToT) the classes were pretty balanced damage wise. After ToT came out, slayers got a lot of really insane glyphs that skyrocketed them to powerhouse levels. Sorcs also had a few good glyphs, but not as much as slayers.
Now with this new Glyph instance, basically everyone else gets useless glyphs except for zerkers. Our glyphs are pretty much godsends. I think the biggest improvements will come from the glyphs. The changes to flurry and TS are nice, but the damage buffs they bring are nowhere near as significant as what these glyphs bring.
I love this game because WoW was sit still and face roll. TERA's combat and graphics are what make this game great but...
Look at the forums for 30 minutes and you'll see why I dislike this game at the moment and see why you shouldn't play this game / buy it. Enchanting RNG insanity. A Cash Shop. Little to no Events. Buggy UI. I could go on.
I am currently playing Guild Wars 2 / Blade and Soul more often than TERA. TERA I play 2 or 3 hours then I go back to one of the other two.
That's basically my sentiment, minus Blade and Soul (It will flop, IMO).
TERA is very casual to play once you reach level 60. But it's just...not very fun. Many of its underlying mechanics are not very well thought out. And even some of the most common sense things are poorly done.
-Dying in the game is an expensive money sink.
-Enchanting is just...yeah.
-Crafting is impossibru.
-Dungeons are quite fun, but the loot/reward system is stupid. I can spend 30 minutes running a place and getting nothing while the final boss is the loot pinata. Before the loot buff you got like 5 golds a run. The effort reward/ratio was skewed against actually doing dungeons. Since you could just farm more money in the mean time (and not risk dying, which is expensive). The only reason to do dungeons was because they were the only place where Tier 12 and Tier 13 items dropped, along with crafting materials. It's the artificial way of ensuring that your players have to do dungeons if they want to progress their characters. Level 60 bams were useless.
-The open world does not encourage actually being out in the open world. There's nothing to do. Nothing to see. Nothing to gain. Do you want to explore? Enjoy large textures and invisible walls. Now they even "nerfed" draw distance, so the game looks ugly from far away too.
-You want to PvP? Enjoy doing the only battleground since the release of the game. Enjoy killing yourself with reflect gear. Most of all, enjoy the skewed class balance and no diminishing returns.
You would think that there would be a system in place, or at the very least a well thought out idea to insure that each class brings its own utility/capabilities when it comes to PvP. Not so.
Out of all the problems above, I still enjoyed the game because I thoroughly enjoyed the combat on my Berserker. When it came to class balance, my zerker definitely had the short end of the stick. It still does. But it was very satisfying to win.
But unfortunately, the combat, which is the one and only ultimate plus of the game, is also broken. -Character collision boxes being different than hitboxes and hit ranges.
-Terrible race-to-size-to-hitbox-to-reach ratio.
-Hitboxes STILL not properly registering hits on small races.
-Ping causing teleports -and the ability to completely invalidate CC-.
-Similar abilities not sharing similar animations (Lockons).
-Melee animations locked into x/y axes incapable or registering damage on slopes.
-Class balance (yet again).
-Damage reflect throwing back full damage despite abilities like priest bubbles and Lancer buffs sucking the hit in.
It gets to a point where you just go "enough is enough".
Pretty much my experience as well. A lone zerker without any support kind of sucks. It might just be the design of the class, but it's really lame to have to roll with the group to be effective. If your team is stupidly rolling around in one giant zerg, you can't really do much other than just follow them around and get your personal score higher. Can't really do much to change that other than yelling at them in raid chat.
Well, 1v1 I've got no problem oneshotting cocky little leather wearers when ID+Fear is up. That is, if they don't somehow run away through the numerous exploits such as charging out or backstabbing me. You can pretty much take care of anyone this way except for Priests and to a lesser extent Mystics, which will just shrug off your damage and run away.
But yeah, if you're facing 5 man premades, or your group is particularly 'tarded, you're gonna have a bad time.