Berserker seems nice but this is what is missing

"
Emphasy wrote:
And there is a huge difference if this time frame is 100ms or one second.

Sorry but that is not true. Or should I say it is only true if you don't run CWDT+IC+ID. And tbh if you play melee you always have (or should have) IC to protect your ass.
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
"
Deadpeng wrote:
"
xhul wrote:
When you think about it, if the 100% leech thing is compatible with VP, end-game bosses are gonna turn into a freakin' walk in a park.
My marauder has potentially reserved a ticket =]


Dude, the requirement for that is to take a savage hit. How do you even take a savage hit? You either get killed or do not even get hit in POE.


Pretty much this. Savage hit requirement = noob trap.
Conditional perks = noob trap.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
Last edited by Ashen_Shugar_IV#4253 on Jan 31, 2016, 12:40:07 AM
judging by the stats and the previously revealed classes (that most probably got their values cut) the Berserk will be a noob trap

it has 'large numbers' all over it - 100% damage, lots of leech, huge attack speed. most players wont ask questions and calculate if these numbers are impactfull or not (they sadly are not)

why is that important? well.. excel-based balancing cares for 'popularity'

there is simply no reason to pick this class - conditional bonuses that are 'on' when not needed and are not when are needed (boss fights, long boss fights). lots of conditional fluff, no real bonus to mechanical clear speed, nothing making it really tanky

the true problem is that the 'flask' class is just impossible to beat (trying perma flask build opens ones eyes..).

when i look at Berserk (and other classes too) i just wonder just how far detached from what this game really is the ggg devs are. how is Pathfinder even in the same game as Berserk?
Folks in [Removed by Support] really (REALLY) love big numbers even if big numbers mean nothing.
To take Cloaked in Savagery you also need Pain Reaver (2% leech with conditions!). Both this passives are at this moment biggest trash in Ascendancy. You need 4 from 6 points to invest in this crap. How stupid and inefficient it is??

And this trash are the most debated passives on forum.

Wow just WOW.
Last edited by Rachel#0000 on Jan 31, 2016, 5:32:23 AM
"
Nephalim wrote:

Giving a more multiplier like that is incredibly dangerous and nearly impossible to balance around since there is no cost other than opportunity associated with the secondary class. I do agree 100% inc is not great considering the power creep of items and classes.

Ranger's Deadeye gets a 30% more multiplier. Why not Marauder?
They need to merge Juggernaut with Berserker. They both have aspect that complete each other.
Here's my analysis of the "wholesomeness" of the Berseker sub-class and what I feel can be changed. Right now, it seems that Berserker is a noob trap of sorts with its questionable benefits and conditional effects.

1) The Aspect of Carnage node for the Berserker increases "Attack Damage" by 100%, whilst increasing the damage the player takes by 10%. Based on my understanding, this "Increased Attack Damage" bonus applies to both melee and ranged (e.g. bow) attacks. Additionally, given how it is specifically worded as "Increased Attack Damage", it will practically always serve as a 2x damage multiplier for any attack based build, since, off the top of my head, there aren't any substantial passive or items that have the same keywords of "Increased Attack Damage". Hence, personally, the Aspect of Carnage node is an sufficiently powerful passive node that embodies the "risk for reward" play style of a "Berserker" sub-class. However, for it to have a sufficient "Wow Factor", I feel that the damage bonus should be converted to "100% More Damage".

2) Cloaked in Savagery is another interesting node that plays greatly into the "high risk" aspect of the sub-class. However, it is not as ubiquitous as Aspect of Carnage. Personally, I'd makes its so that the bonuses of Cloaked in Savagery would also apply if you were on low life. However, even with such a modification, the "conditional" aspect of the bonus is not worth 4 Ascendancy points. Instead, I would move the "Cloaked in Savagery" node to take over the (2 Ascendancy points) mediocre/lackluster "Pain Weaver" node and in its place, I would add a new node that has the following effects: Leech Applies Instantly, 10% More Damage Taken When Not On Low Life. This life leech node is more worth the 4 Ascendancy points and suits the Beserker style of play.

3) The War Bringer node is pretty decent so far as a 2 Ascendancy point passive. However, it needs that extra zing........Maybe slap on the following additional effect: You Can Have Two Warcries active at any given time.

4) Crave the Slaughter can be drastically improved if it had its mechanics tweaked a little. The 10% increase to movement if you haven't been hit in the last 4 seconds is fine. However, the 25% increased attack speed buff should be converted to a stackable buff whereby the buff only lasts 4 seconds, however if they are hit again before 4 seconds runs out, the timer refreshes and they get an additional stack of the attack speed buff. If you really want the node to get crazy, you can make that stackable attack speed buff work such that the player gains a stack of the buff when they are hit and when they land a successful attack.

5) Rite of Ruin is probably the weakest of all the nodes. It needs changes to make it more competitive. One suggestion is to add an effect that grants 5% reduced damage taken and gain 2.5% life regeneration for every 10% of the player's life that is missing, whilst also having the effect of Cannot Be Stunned When Below Full Life. Alternatively, the preexisting node can be retained, but have the damage reduction increased to 15%, whilst also adding some sort of On Kill Effect like maybe Gain 30% More Attack Speed For 4 Seconds After Killing An Enemy or On Kill: Instantly Heal The Player For 2.5% Of The Monster's Health.


This are just some personal suggestions to improve the "seemingly underwhelming" Berserker. As such, as these are just my opinions, it is neither right nor wrong. Feel free to agree or disagree.
Last edited by iSo1iD#4681 on Jan 31, 2016, 10:06:24 AM
"
JusJev wrote:
They need to merge Juggernaut with Berserker. They both have aspect that complete each other.


So you mean a Jugserker or a Serkernaut?

The thing is Cloaked in Savagery is not that bad. Pain Reaver though is soooo terrible that it is really hard to make up for that. If Pain Reaver would complement Cloaked in Savagery then it might be interesting.

What I would do is move the Stun Immunity to Cloaked in Savagery together with the leech and remove the 20% Increased Damage. This would be more thematically fit. I would also increase the duration to 6 seconds. And of course that leech should be Melee only. Also the 20% increased attack speed... that should be something else, either stackable if you take multiple savage hits in quick succession or it should really be more for a 4 point keynode.

Pain Reaver is something I would actually associate with the Berserker getting some pain and it should also be associated with Savage Hits. Maybe it has to be renamed but I would add some defensive properties to it. Getting Fortify on a savage hit should just be in, it doesnt make it great, but it doesn't hurt and is thematically fit and basically serves a similar purpose to


PS: Small note... for a CI char technically every hit is savage and for Lowlife that is true as well, since they have not that much Life, so we might see some Lowlife Berserkers after all... though for the completly wrong reason.

Also something that might be a bit off here... but how about giving the berserker access to rampage... it feels so thematically fit and would be way better and more fun than those odd 100% increased damage for 10% increased damage taken.
"
Emphasy wrote:

Also something that might be a bit off here... but how about giving the berserker access to rampage... it feels so thematically fit and would be way better and more fun than those odd 100% increased damage for 10% increased damage taken.


this! so much this!
ive spent some time using rampage gloves and it is something that fits Berserker way better than some conditional gimmicks


note: 100% attack damage is just like 3 good jewels or few notables. increased xxxxx damage is the same no matter if it has 'attack' 'melee' or 'physical in it. avg melee character (non crit) has somewhere in between 300 and 500% increased damage from all sources (closer to 300 in most cases). so this node amounts to 20-33% more attack damage. not bad. but comparing to other tress (like you now crit all the time or free charges or perma flasks) this is pretty meh ultimate buff. and has a drawback
"
Emphasy wrote:

Also something that might be a bit off here... but how about giving the berserker access to rampage... it feels so thematically fit and would be way better and more fun than those odd 100% increased damage for 10% increased damage taken.

Not so much off, imho. I like this idea too.

Report Forum Post

Report Account:

Report Type

Additional Info