Warchant release pierce/shatter combo is super strong, especially in group situations where reaching the threshold takes mere seconds. I recommend that we don't allow shatter to be combo'd with other high damaging abilities. One example that relates to this situation of choosing 'either or' is summoner when they made whispering madness no longer capable of being used as an instant invoke with enlightenment following right after.
What are your guys thoughts? Is it fine as is, or should the zerker be forced to choose between high damage or instant kill, or shall they be able to keep their super effective combo?
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I wouldn't go too far in that direction though, because Berserker relies on burst damage to kill. It's very easy to turn a class into Defiler and make it unable to perform its necessary function.
Like a daydream.. or a fever
Like a daydream.. or a fever
Thats ok, just hinder the Berserker! Oh wait, Berserker ignores prone, ignores block, ignores walls, and mostly ignores entangle.
Look, we’ve all had our fun with Berserker silliness. Those of us with Berserkers all giggle and roll our eyes at the ridiculousness of it, then most of us move on because a stupidly overpowered class isn’t fun. Or shouldn’t be fun, for normal people.
There are significant improvements that can be made to individual affliction priorities that negate the majority of pierce damage outside of team fights, so I'm extremely hesitant to make large sweeping changes without trying to fix the class with simple things first. It's a strong class, but in a way that feels very fragile.
But I would get behind additional changes to Beguile, I think that point is well made. The class does not need to be immune to rebounding in any way whatsoever..
Like a daydream.. or a fever
https://pastebin.com/9KKWnGjC
Not complaining about dying - was a valid mono ambush by Ruga, Drecas, and Glij. Well done, magickers. However, it does show how silly Berserker currently is. Each of them attacked me once, laying down six smart afflictions all contributing to Pierce while averaging 150ish raw damage and draining mana, allowing a double Pierce on the next lineup.
No other class does that. Tons of damage, tons of afflictions, no aff tracking needed, and mana drain all building to a ludicrous burst damage and a mana instakill.
Note that this does not take any sort of skill or tracking or advanced coding setup - this is not a situation where Berserker players have hacked the matrix. It's literally mashing "Smash (bash)/Weaken/Pierce", maybe with a "Shatter" trigger.
The final series of attacks had the following:
Ruga - 366 raw damage
Drecas - 395 raw damage
Ruga - Shatter kill
i had more HP as zerker than Defiler due to paints.
Zerker has a ton of defensive buffs, like barrier and ward and empower and toughness. Their resists are pretty amazing.
All this, and burst damage, high affliction rate, mana pressure, and an instakill.
So if the class feels fragile, I hate to imagine how an actually fragile class would feel to you.
The class is by far the best team oriented class in the game. It gets tanky very fast with minimal artifact investment, and has great group utility. However, it's entire offense is based on five afflictions, and this offense works because these afflictions are usually not highly prioritized in team fights.
We can change things, and in some places definitely should, but if you mess with the closers or affliction rates too much, the class just.. stops working. This isn't a class that builds real momentum, it's a burst affliction offense that gets big for a few brief seconds and then stops.
Like a daydream.. or a fever
I disagree with your PR spin on the state of Berserkers paired with other Berserkers. They aren’t “great team players” nor do they provide “great support and utility”. Those are words you’re using to distract from the imbalanced manner in which they exploit the broken mechanics of the class to produce hugely inappropriate results.
”Support” abilities include pulls, pushes, terrain modifiers, buffs, heals, defenses, and other means that assist allies without directly contributing to your own kill succession. Don’t get me wrong, Berserker has those too...warchant haste, block, taunt, shield fling, sigil crush, Sentinel. Its almost like the creator of the class decided to empty the entirety of available strategies into Berserker (aside from limb damage).
No. Let’s be clear. Berserker is not just a “super duper team player”. It’s a mishmash of broken mechanics that are currently exploited to create results detrimental to reasoned, tactical group combat.