Zerker on the bottom of the lists yet again.
|
you guys are missing is they nerfed him two big times. Once removed instant leech a long time ago like 2.8 or something. After that he was barley played.
Then they netfed him again like 3.2 which killed him 100%. No good reason for second nerf. Totally ruined him. Git R Dun!
|
|
|
started a zerker this league, brought it to 74 and now i'm just looking at it and don't know what to do with it.
some points: - 1.74s cooldown on cries with all related points allocated is not much; it gives some convenience benefits but that's about it(for abyssal cry is not worth the bother since it won't help the clear and on bosses(if ever) you'll have to time it anyway). i'm thinking somewhere around 1s-1.2s would feel decent/somewhat worthwhile. - what's the point of the mana leech(especially when Cloaked in Savagery has none...)?. it only sometimes helps with mana cost sustain of the used skill(mana on hit would've been way better) and for some MoM shenanigans, war cries do a way better job; but even so, one would still need to have a w.cry on blood magic else degens ... - the 40% more damage node calls for some phys+bleed, phys+chaos+poison or ignite attempts else, if we include the downside, it's not worth the trouble. most/all of those, unless some specific/unattainable/league specific combos are available, are way below the fun threshold at the moment. - with 3.6% regen from tree i didn't even noticed the degen; life nodes on that skill tree part have life regen by default so it seems like one gets 50%attack damage, 25%attack speed, 10%movement speed(or double those) for free. still, you look at those bonuses, then to skills, then to meta, then try to be a snowflake with some nicebuilds but after you're done with PoB, you move on with a sour taste in the mouth thinking, meh, maybe another time. Edit: as a suggestion - i'd like to see a correlation between rage gained, leech or damage done and max hp pool. ex: you get rage+take self damage -> you temporarily increase your max hp pool+damage/leech maybe?. imo, zerker needs a way to soak lots of damage else he's nothing. (he has 6 ascendancy points and many other classes have 7, so there's still some hope) Last edited by kreca73#1653 on Oct 18, 2018, 8:17:09 AM
|
|
" I don't know if you play or ever played dota but there is a character named Kunkka. His ulti allows him to summon a giant ship and if allies are touched by the ship they are granted rum. The rum gives you a damage reduction and also a damage delay. I love Kunkka for this alot and it could be transferred over well with the berserker. So for example if you took 100 damage you would take the 60 damage immediately while you take the 40 damage left over in a 4 second interval, so 10 damage per tick. I never though a berserker was immune but usually the more damage they take and the lower the life the more dangerous they become but neither of those two options are available. |
|
|
I guess everyone forgot when Zerker was the top spellcaster class. Zerker Dark Pact was pretty fucking stupid and there was no reason to pick any other class for self-cast builds. Nerfs were necessary and justified.
Honestly they just really need to add some spell leech to the Witch area, somewhere between Witch and Shadow. This is a buff™
|
|
" The interaction you speak was stupid but to say it was justified makes zero sense. The charts prove no one is playing the class, you might as well just delete the class. POE prides itself on diverse builds but this isn't how you do it. instead of just deleting a class because of an interaction they could of just changed a few mechanics and maybe the charts would be a bit different today. |
|
" If we're speaking DOTA, I would actually rather the berserker be more like Huskar -- more specifically "Berserker's Blood" where he does more damage as his life decreases. In terms of POE, I would imagine this is based upon % of unreserved life pool. Also, increased defenses as life drops to avoid the easy one shot (since POE already has mechanics to one-shot you at full life). Thanks for all the fish! Last edited by Nubatron#4333 on Oct 18, 2018, 12:07:30 PM
|
|
" Ya thats a pretty good idea too but I dont know how they could put that into the game or get it were its not too strong or too weak. |
|
" Not that it would ever happen, but I was thinking a global damage reduction as your life gets lower. Every 10% below full life gives 10% more damage, 3% life regeneration and 10% less damage taken with those three things being on different legs of the tree (requiring 6 ascendancy points). Not quite that, but you get my point. Edit: I imagine that being lower life gives benefits, including benefits that make it hard to remain low life (regen). Perhaps even giving a damage penalty for above a certain % life. Something like 50% less damage at full life, and the more damage scales at like 15% more per 10% life lost. Thanks for all the fish! Last edited by Nubatron#4333 on Oct 18, 2018, 12:34:18 PM
|
|
" they fixed that with removing instant leech, tbh it wasn't that broken compared to the shit we have now anyway :/ The gutting of zerkers general leech was to make it more themed with attacks its an experiment that just hasn't paid off as they found out nobody attack based actually played it. The general mana leech is like the rarest property in the game lol |
|
|
Zerker in literature >
1- Become stronger when taking damage/dealing damage 2- don t feel pain 3- fear factor. So how this could translate to poe? 1: rage system is ok minus GGG need to get ride of the stupid 10% inc damage taken on Aspect of Carnage. 2: Cloaked in Savagery is perfect and fit the description of a berzerker. 3: Just give zerker 25% chance to intimidate when he is hit and we got a scary zerker. Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
|




























