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View Full Version : Things you would like to see changed in Live update 18 for zerks


Poochymama
11-27-2005, 03:50 AM
<DIV>Overall I think we are a solid class. We can tank well, we can kinda dps if there are no others.</DIV> <DIV>But there are some problems that might need looking into such as</DIV> <DIV> </DIV> <DIV>Aggro - I dont think we need a huge boost here, but maybe just so we will be on par with guards</DIV> <DIV> </DIV> <DIV>Utility- we could prolly use a little shove in this area aswell</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>What are some other things you guys would like to see adjusted with the berserker class?</DIV>

Zhonata
11-27-2005, 10:14 AM
<DIV>I would like to see some of our damage returned. Not like having ourt offensive stance nerf undone but compensating by making it raise our C/S/P by more. As it stand right now we dont get much mroe than guardians which is odd for the title of damage tank. I would also like to see our taunts hate get raised a little bit. As far as utilties i think we are fine. The abilty to stun is great against everything, but epics. IF you lose aggro we keep a target stunned long enought to kill it. Our vision of madness is a great utiltie.</DIV>

atjtennis
11-27-2005, 11:54 AM
<DIV>Vision of madness doesn't work so I'd like to see it fixed.</DIV> <DIV> </DIV> <DIV>Raise the lvl of our tautns or have them resisted less</DIV> <DIV> </DIV> <DIV>Besides that not much would like to see more adept 1's drop for skills 47+ especially blood boil and unbridled fury have only ever found 1 of each on the merchants on both sides and peopel asking way too much for it easier to get an adept 3 made but some of us aren't rich.</DIV>

Zhonata
11-27-2005, 12:05 PM
Vision of madness does work. It is just that it is not intented to save you 100% of the time. IT is ment for a heal to hiut right after wards and for you to beserking. i HAve been saved many times by it already and most of the time i grp with templar so it is great cause of their reactive buff after i get toasted i get that health regen plus htem healing me plus reeactive i normally go back up to almost full life after it activates. IT is one of the best abilties in the game. Not that great for soloing but for grps and raid it is priceless.

Fazzarya
11-27-2005, 02:52 PM
<DIV>Our dps is great, it really is fairly balanced atm I think. There are two things that need to be done to make us ideal in my mind.</DIV> <DIV> </DIV> <DIV>Aggro:</DIV> <DIV>First, the resists on our taunts needs to be lowered or removed.</DIV> <DIV>Second, we need to be given a skill that has a 40 second recycle time and all it does is raise us two steps on the aggro list. No actual anger attached to it at all, just bump us up two spots. Our only real weakness atm is our inability to regain aggro once it has been lost. This will make it so we have some functionality should this happen. The 40 second timer keeps it as a useful skill, while not turning us into button mashers who's group can go hog wild with the dps.</DIV> <DIV> </DIV> <DIV>Raid Usefulness outside tanking:</DIV> <DIV>We need our group haste back but at a lower % then before. Master 1 should be 24%. This allows us to have a nice impact on a dps melee group while not overpowering us in anyway solo/group/raid group wise.</DIV>

Mjollnyr
11-27-2005, 07:41 PM
<div></div><span><blockquote><hr>atjtennis wrote:<div> Vision of madness doesn't work so I'd like to see it fixed.</div> <div> </div><hr></blockquote></span>VoM works, but does not make you invulnerable to death while its up. It will stop you from dying even if you get ice cometed for some obsene amount.  If the follow up hit does more damage then you have hps, you will still die. <span><blockquote><hr>Fazzarya wrote:<div> First, the resists on our taunts needs to be lowered or removed.</div>  <hr></blockquote></span>This is more of a fighter issue than Zerker only. All the fighters are complaining about resists. Altho SK aparently have taunts based off disease, while all other fighters are based off mental.  Most mobs being very resistant to mental in DoF seems to be the cause of this issue. I do agree. Taunts need addressing, but would hope to see them addressed across the board for all fighters.  Perhaps even adjust them to give us taunts based off specific resists, like our defensive stance.  This would encourage the idea of different tanks for different fights. <span><blockquote><hr>Fazzarya wrote:  <div>Raid Usefulness outside tanking:</div> <div>We need our group haste back but at a lower % then before. Master 1 should be 24%. This allows us to have a nice impact on a dps melee group while not overpowering us in anyway solo/group/raid group wise.</div><hr></blockquote></span>We do actually have a group haste buff, its actually haste and DPS.  Its proc rate was reduced in the same patch as the Fury line change. <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=stat&message.id=212" target="_blank"><u>Live Update #16: November 09, 2005</u></a> <b>Berserker changes:</b>- Battle Chant now has a chance to trigger Berserk when a target dies; it now procs Berserk half as often across the entire     group as the single-target version does for the Berserker. This change reduced the % on our group buff by half. This still allows the effect to go off a fair amount, but it is not constantly up for all people in the group.  At Adept3, infuriate adds 21% to haste and DPS, Master2 i believe is 24%. This spell is great at the moment. When in an off-tank group the backup guardian often can pull agro simply with auto-attack, when berserk (+ coercer or troub hate buff).  If thats good or bad, i'm not sure. <span> <blockquote><hr>Poochymama p wrote:<div> </div> <div>What are some other things you guys would like to see adjusted with the berserker class?</div><hr></blockquote></span>Berserkers seem to be a solid tank class. Not sure how or what could be adjusted or added to make us better without making us the target of the nerf bat. What i'd like to see in an upcoming patch would be: 1) Rampage hitting all mobs in an encounter. Currently rampage will only hit 5 mobs in an encounter.  This would bring rampage in-line with LU16s changes to all AE spells. 2) Clarification on some of our spells. Descriptions added and corrected.  Example: open wounds, description is very misleading description.  Insolent gibe only hits up to 8 mobs, add a max number of target line in description, or preferably since this is not an attack allow it to hit unlimited amounts of targets again. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> 3) Taunts adjusted for all fighter classes. as requested above. 4) Threat value verse raw DPS re-evaluated.  Currently raw dps is alot more agro than straight threat increasers (taunts).  1000 threat != 1000 damage for agro.  When Rogue/mage classes do double our DPS, Threat increasers should be there to make the difference. I dont want it to be pre-CU where agro was very easy to maintain. How I believe it would be balanced if a mage/rogue is going crazy(full dps/burn mode), then i can go crazy and maintain agro. If the mages/rogues are being mana conservative and only doing half the dps they normally might, then I should be able to do the same and maintain agro. <div></div>

Gavpim
11-28-2005, 12:33 AM
Just leave Zerkers alone, there's nothing wrong with us.  k?  thanks.

Hor
11-28-2005, 09:19 AM
How about giving us our 4th offensive stance??  Yes I know, I've posted about it before, but I don't see why we're the only fighter sub-class to get 3 offensive stances instead of 4.  Especially since all the other sub-classes were given one at lvl 22 to match ours a while back.  Don't get me wrong, I love our offensive stance, and think it fits us very nicely.... but fair's fair after all, right?  At least that seems to be the new fighter mantra.  So, give us our 4th version of fury.  It doesn't have to be a major upgrade, but give it already.  It's not like we're asking for an OFFENSIVE stance that gives DEFENSIVE bonuses like the bruisers/monks get, (don't have any idea how that was actually justified, kinda makes the whole offensive/none/defensive decision pointless ehh?), but if we wanna keep things fair across the board, it doesn't seem like too much to request. <DIV> </DIV> <DIV> </DIV> <DIV>other than that, just leave us alone, I for one ( and from the looks of it most other berserkers) am enjoying our class again.  In short if the choice is nothing or more "nerfs" just leave us alone.  No Dev that I've been able to find has posted since mid October( one post asking if we wanted stickies lol), and none that I can locate for a month or two before that, so mebbe we should just count our blessinga and let sleeping dogs lie, hehe.</DIV> <P>Message Edited by Horrt on <SPAN class=date_text>11-27-2005</SPAN> <SPAN class=time_text>08:23 PM</SPAN></P><p>Message Edited by Horrt on <span class=date_text>11-28-2005</span> <span class=time_text>06:24 AM</span>

infernus006
11-28-2005, 08:40 PM
actually i think we are fine the way we are right now for the most part.  i don't see any need for any major changes at this point and personally i'm rather tired of them messing around with us so i say why not just leave well enough alone?  yeah they could fix some issues with aggro in the game but that is not a zerker-only problem, every tank is having that problem right now including guards, trust me.  i think our dps and tanking ability is very well balanced among the tanking classes as it should be and i don't want that to change.  now i know there are still some zerkers out there who would rather forgo tanking ability altogether for more dps but you know what that is just too bad.  learn to tank and learn to like it or reroll a brawler or a scout and quit trying to screw up this class for everyone who actually enjoys it and plays it the way it was intended. <div></div>

thygeson
11-29-2005, 04:24 AM
I would like stronger taunts with quicker timers. We should only need 2, a single target and a group target taunt with a 4 sec recast or something. I shouldn't have to cycle through all of them 4 times to get aggro back from someone else. Not always the case but enough times that it is frustrating.

infernus006
11-29-2005, 07:38 PM
"We should only need 2..." umm...i like having a menagerie of taunts at my disposal.  we shouldn't have to spam them as much as we do now though.  they really just need to fix how aggro works in the game, not our taunts.  as it is now it seems like tanks in general do at least twice as much work and use up more than twice as much of their power when they are the mt in a group compared to the other classes they are grouped with just to do their job during almost every encounter they pull which is bullcrap if you ask me. <div></div>

Exmortis_MT
11-30-2005, 01:41 AM
Played an Sk to 50 pre-revamp and now a zerker to 30 (as of sunday) post-revamp, <DIV> </DIV> <DIV>Have to say, class wise?  I woudl like pretty changes, not mechanics, so far I cannot complain abhout mechanics, 100 times better then pre-revamp.</DIV> <DIV> </DIV> <DIV>Give us kewl zerker like animations.  we lack the fundamental look that we are out of control, that we have gone bezerk!</DIV> <DIV> </DIV> <DIV>Lastly, for gods sake, fix the aggro wipe on death issue for multi mob encounters, I am  really sick of this.</DIV>

infernus006
11-30-2005, 02:17 AM
"Lastly, for gods sake, fix the aggro wipe on death issue for multi mob encounters, I am  really sick of this." um...what does that mean? <div></div>

Poochymama
11-30-2005, 02:27 AM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> infernus006 wrote:<BR>"We should only need 2..."<BR><BR>umm...i like having a menagerie of taunts at my disposal.  we shouldn't have to spam them as much as we do now though.  they really just need to fix how aggro works in the game, not our taunts.  as it is now it seems like tanks in general do at least twice as much work and use up more than twice as much of their power when they are the mt in a group compared to the other classes they are grouped with just to do their job during almost every encounter they pull which is bullcrap if you ask me.<BR> <BR> <HR> </BLOCKQUOTE> <DIV><BR>Yeah that is the problem atm. If a DPS class uses 10% of his power every fight DPSing then we have to use 95% of our power to keep aggro off of him.</DIV> <DIV> </DIV> <DIV>Any more than 10% and we dont have enough power to keep it off them.</DIV> <DIV> </DIV> <DIV>It seems if they go all out DPS we should be able to go all out to keep the aggro of them.</DIV>

Splinte
11-30-2005, 07:54 AM
<DIV>ok.</DIV> <DIV> </DIV> <DIV>1. 4th off stance.</DIV> <DIV>2. Give us a haste group buff. i dont care if its even 15%, we need SOME group utility.</DIV> <DIV>3. If you dont want to fix aggro, give all fighters a form of Amends, doesnt have to be as powerfull of Paladins, just something.</DIV> <DIV>4. Try defining the Zerker role. Yes yes i know what you are going to say "we can tank, and dps" thats great, but i want a more defining line, this can proably be tied in with morre group utility but something needs to be done. This, class looks like SOE was forced to make us, they took what ever other tanks didnt have and gave it to the zerker class.</DIV> <DIV>5. Unnerf our off stance. feking ridiculous.</DIV> <DIV>6. Let rampage hit all targets in a encounter. Doesnt make sense why our AOE is limit targets when non other is. </DIV> <DIV>7. ill think of more....</DIV> <DIV> </DIV> <DIV>EDIT</DIV> <DIV>8. One, just ONE stun that works on epics. Such a kill joy to have the most seconds of stuns than any fighter/class i know of, and NONE of it works on Epics. Doesnt have to be slay, just something. SOE why do you hate us so?</DIV> <DIV> </DIV> <DIV>NOTE:</DIV> <DIV>Just so i dont catch TOO much crap, all these ideas are focused on end game raiding, not regular grouping etc.</DIV> <DIV> </DIV> <DIV>Zerk Zerkins.</DIV><p>Message Edited by Splinterr on <span class=date_text>11-29-2005</span> <span class=time_text>07:33 PM</span>

R2Chie
11-30-2005, 10:18 AM
taking resists off our taunts, all to many times is this happening recently when ive been going into the higher lvl instances such as poets palace etc. <div></div>

atjtennis
11-30-2005, 10:57 AM
<DIV>What I'd really like to see cause overall minus the agro issue which has been expressed like in every thread I'd liek to see this fun speel added at lvl 60</DIV> <DIV> </DIV> <DIV>lvl 60 Furious Form of Tiger the reasoning behind this is cause well as it has been said no one likes the fact we get to cahgne into a bear and I was grouped with a ranger, IThink he was like 55 or 56 and he called out a pet bengal tiger and I about lost it just cause it was a sweet pet and looked awesome.</DIV>

Exmortis_MT
11-30-2005, 06:49 PM
<BR> <BLOCKQUOTE> <HR> infernus006 wrote:<BR>"Lastly, for gods sake, fix the aggro wipe on death issue for multi mob encounters, I am  really sick of this."<BR><BR>um...what does that mean?<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Seen mostly still on owlbears in nek, every time you kill one of the mobs from a multi-mob encounter, the agro table can get wiped, which means your now fighting from the bottom of agro.. Doesnt sound bad, but with all the grp buffs cast it can be nasty for the caster to gain agrio from 4 mobs at once.  rescue works for one, but then your fighting from the bottom on the other 3.</P> <P>It doesnt happen often, but I still see it.</P>

infernus006
11-30-2005, 09:32 PM
<div></div>"Give us a haste group buff. i dont care if its even 15%, we need SOME group utility." we have a group berserk buff, group str buff, and group hp regen buff...sounds like SOME utility to me... "If you dont want to fix aggro, give all fighters a form of Amends, doesnt have to be as powerfull of Paladins, just something." i would rather them just fix the problems with aggro, not give us a band-aid.  we shouldn't have to have the paladins' amends spell to keep aggro imo.  in fact we don't, i have little problems keeping aggro as it is with my defense stance on, i just have to work at it more than i would like to. "Try defining the Zerker role. Yes yes i know what you are going to say "we can tank, and dps" thats great, but i want a more defining line, this can proably be tied in with morre group utility but something needs to be done. This, class looks like SOE was forced to make us, they took what ever other tanks didnt have and gave it to the zerker class." that makes no sense to me...call me strange but i actually enjoy playing my zerker the way it is and feel like we are the most well made tank in the game.  yes there are a few problems but come on get real it's not THAT bad. "Unnerf our off stance. feking ridiculous...Let rampage hit all targets in a encounter. Doesnt make sense why our AOE is limit targets when non other is." ok that i actually DO agree with but that's about it. "One, just ONE stun that works on epics." hey it doesn't say the one on devestating press doesn't work on epics does it?  i will have to check that again. <div></div><p>Message Edited by infernus006 on <span class=date_text>11-30-2005</span> <span class=time_text>11:39 AM</span>