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Trol
(Lost In Limbo)
Posts : 6102



1.64 Beserker Team Lead Report 08/25/03 9:53 AM
Xenogenic has posted the Berserker TL Report - August 2003 over on the Vault's DAoC TL Reports Forum. Developer Feedback has been added in italics, Xenogenic's response to feedback in Red
    Berserker TL Report - August, 2003

    Overview
    Berserkers, once the premier damage dealing melee class of their realm, are now largely regarded as having no role and being less effective than the other melee classes in Midgard. Berserkers bring very little, if anything, to groups that the other tanks in Midgard can not also bring, along with their additional benefits, such as significantly greater defense and utility. With poor defense, lack of utility, and only slightly above average damage, our role has been reduced to support fighters that are far less effective overall, and less desirable, than the other melee classes in our realm.


    Concerns

    Damage Reduction
    The damage of this class was reduced too much when absolutely no compensation was to be given, as well as no attention after said reduction. Over one-third of our damage was taken away, and given that's the one thing that berserkers brought to their groups, that severely impacts our desirability in groups and our effectiveness overall, and thus greatly reduces the enjoyment of playing this class. After all, how enjoyable is it to play a class we know is less effective all around than its melee counterparts in the same realm? 30% or more of our damage was taken away, and the unemotional and reasonable berserkers have endured this. Now would be a good time to test a 10%-15% damage increase to our positional and reactionary styles only (more on this later), rather than merely assuming our damage is exactly where it should be. Showing some effort in this area would restore some faith to an otherwise frustrated community.

    I know many do not want to hear this, but overall berserker damage seems like it's where it should be. We're continuing to watch it but our indication is that it's on track. We definitely want to do more with light tanks to help differentiate them, so we'll be looking at things like increased effectiveness of positional and reactionary styles, but that certainly won't be accomplished by a flat % damage increase. We'd do this with new styles/abilities.

    Ok, fine. Whenever we're supposed to prove something is broken, we're asked to provide logs and proof. I'd like to see logs and proof of our
    pre-1.62 damage being 30% or more too much, as well as logs and proof of our post-1.62 damage being balanced, if you would.


    As far as showing effort, I doubt anything I said that wasn't about increasing damage would please the community. So unless things change, I wouldn't expect any significant developements in the damage area.

    I guarantee, based on the endless amount of time I spend interacting with the berserker community, that there is nothing that would make the entire community happy about what has happened short of giving them some damage back.



    Lack of Utility (and other otherwise unique features)
    Berserkers' low damage and low defense (especially when frenzying in an attempt to actually deal damage) makes this class more of a liability than a benefit to groups. Without a shield with which to guard or stun, without any sort of spells or otherwise useful tools, berserkers bring very little, if anything, to their groups. We have a severe lack of positional and reactionary options for a supposed light tank, and only one stun (off of evade, second in the chain), while many other melee classes, especially non-light tanks, are given access to longer duration stuns that are much easier to perform and positional or reactionary in nature. The class itself needs to be reviewed and granted additional utility and/or tools to use in combat (especially RvR), or given at least some damage back to restore effectiveness. Given the other melee options in Midgard, a nudge to our damage would be vastly preferred over utility by the majority of the community.

    Calling it low damage is a bit farfetched here. The damage may not be where many would like to be, but to categorize berserkers as having low damage really strains credibility.

    My credility is questionable, then. That's fine. But I ask all berserkers who read this feedback to post their honest, heartfelt opinions about
    their class, as well as their feelings on the feedback. Say exactly how you feel, so as to have your genuine opinions accurately expressed. That way, we can disregard my opinion entirely.


    We can look at adding more utility to the light tanks. There are also some things from the style review that will likely have an effect here.

    Based on my recent surveys and questions, adding additional utility to berserkers would be of little value to the majority of the berserkers that have responded to me.


    Frenzy
    Of the three light tanks, our class defining ability, the Frenzy, is arguably the least effective, due to the fact that we give up all defense to have a mere chance at dealing noticeably more damage. With a 1% to 99% range, many berserkers are not too enthusiastic about throwing away all of their defense to do an extra 1%, or even 10%, damage. The blademaster and mercenary classes are granted additional benefits from their abilities with no drawbacks, and at a 10 second longer duration. Therefore, I feel it's time to review Frenzy and adjust its critical range, increase its duration, reconsider the defense loss, or something else, because as it is right now, frenzy is so situational that many berserkers report rarely or never using it. And because berserkers become giant vendo, it's impossible for our enemies to not notice, and thus we're generally targetted immediately and dealt with quickly.

    Not opposed to doing a review of frenzy down the road if people don't like it. I think you're really downplaying the ability to critical hit. Are people using berserk more selectively now? Because of the penalties associated with berserk, it's intended to be something you use in situations where you need that extra damage, as opposed to something you spam everytime it pops up.

    Right. The only concern here is that Triple Wield and Dirty Tricks were added, as per the patch notes, to add "fluf" and fun to the blademaster and mercenary classes. These abilities were recently tweaked to be more "balanced" with frenzy, only their durations are 10 seconds longer, and
    because they lose absolutely nothing for using the abilities, only gain
    additional benefits, they can be spammed every time they pop up.


    I'd like to see some feedback from the community on when they use frenzy and when they do not. If you can't get a mature discussion on this in the public boards, start one on the regular pendragon testing boards.


    Summary
    The devastating reduction to our damage, with nothing given back to keep the class effective and desirable in groups, has made berserkers very unenjoyable for many players, myself included. If our damage is indeed where it's supposed to be, then everything else this class has is clearly not where it's supposed to be. We should be able to bring something to our groups, and we should be effective and better at something than other classes in our own realm. If dealing damage isn't what berserkers are supposed to excel at, then what is? The players that still play their berserkers are the unemotional, reasonable customers that stick with their class because of the time, energy, and money they've invested. The least we can do now is review the class that was dealt the largest damage reduction in the history of this game to restore its fun, effectiveness, and desirability.


    Specline Issues
    As was mentioned briefly above, we have a significant lack of positional and reactionary options for a class that is supposed to be a light tank, which was vaguely defined as a "positional and reactionary" fighter. The only positional styles the berserker currently gets from speccing in Left Axe are two rear positionals (i.e. one positional option). We have no front or side positionals whatsoever, and our rear positionals do comparable damage to Doublefrost, our anytime style. So, without especially desirable effects, there's little reason to bother positioning ourselves to use those styles. A fix that would serve to make us more effective as light tanks while simultaneously restoring some of the spirit of our class would be a 10%-15% damage increase to our positionals and reactionaries only, thereby leaving Doublefrost and the other anytime styles alone. In addition, and as was requested in the last report, please consider the following Left Axe style changes.

    See above.

    Doubler (4 spec in Left Axe)
    Doubler is currently one of our two rear positionals. Please change this to a side positional, as we don't currently have one, and ensure its damage is appropriate for a side positional.

    This is something we'll look at in the style review, tho bring it up in our style discussions for 1.65, tho we'll only be able to address a few.


    Aurora Borealis (50 spec in Left Axe)
    Aurora Borealis, formerly an "after target parries your attack" style, is now third in our Snowsquall (rear positional) chain. Many berserkers complain that it's difficult, or even impossible, to use in actual RvR. While I've had no trouble using it, it's absolutely not worth going to 50 in Left Axe to get this style. The level 50 style should be very powerful and worthwhile, but because the last thing berserkers need is to be considered overpowered, please consider the following changes to Aurora Borealis:

    - Make Aurora Borealis chain off of the suggested side-positional Doubler.

    - Change the effect on Aurora Borealis from Cold DD to Medium Duration Stun.

    See above.

    Summary
    The proposed changes (a moderate increase to our positional and reactionary damage, as well as a new side positional chain that results in a medium duration stun) would have a number of positive effects on our class. The former primary spec, which is 50 axe, 50 LA, 28 parry, would become worthwhile in that Aurora Borealis would be worth pursuing again. The popular alternate spec of 44 axe, 44 left axe, 44 parry would also become viable again due to slightly increased damage in our LA positionals and reactionaries. Lastly, the other common spec of 50 axe, 44 LA, 37 parry would become both interesting and more useful, due to new a new positional chain and increased effectiveness of our positional and reactionary styles. Hence, we'd have some options once again, thereby making the class more customizable and thus more enjoyable.

    I probably should have been clearer before, but what really helps us is understanding what the community feels the problems are, rather then just pushing solutions. I would say that even 80% of the solutions to problems that I think up end up getting changed drastically when I talk with the programmers/designers. There are millions of creative ways to solve a problem. But the hard part is agreeing on where the problems are.

    The better the TLs can indentify, illustrate, and articulate the issues facing a class, the better we can address them. Just saying that damage too low and suggesting it get raised 15% isn't illustrating that.


    Well, the "better" TLs get to look over a class that wasn't dealt the biggest nerf in the history of the game. The "better" TLs get to deal with communities that are probably, for the most part, content with their class. The "better" TLs probably also enjoy their class and are TLs because they want to make sure it stays enjoyable, not taking the job because their is a serious problem with their class.

    I would give a lot to be one of the "better" TLs, but as it turns out, I'm the berserker TL. In an effort to become a "better" TL, I'll be happy to identify, illustrate, and articulate the problem.

    Identify
    Our class was entirely redefined and our damage slammed down over 30%
    across the board, with very little justification or other reasoning to
    support such a drastic change. The only messages that were given to us
    were, in my opinion, rude, and did little to ease a community that would
    obviously become very upset. After this point, our class has felt largely
    ignored. Simply telling us over and over that our damage is fine and
    exactly where it should be does little to change our opinions, when we are
    the ones actually playing the class day after day. Furthermore, giving
    other classes the consideration and time that we were not, apparently,
    good enough to receive does little to ease the anger resulting from this
    issue. Example:

    "Mana is very powerful spec and it's difficult to alter it's overpowered
    nature without fundementally changing what the enchanter class has been
    for almost 2 years, which we definitely dislike doing for any class."

    In short: our one major advantage was taken away, and the spirit of our
    class was destroyed in the light tank redefinition. This has made the
    class either unenjoyable or simply not worth playing for a large group of
    players (who, just to remind you, pay to play).

    Illustrate
    On my given server, as an example, I hardly see any active berserkers any
    more. I am the last remaining berserker in my guild, and mostly only
    because of my committment to help our class out. At least 75% of the
    berserkers I knew and enjoyed playing with either quit entirely or gave up
    on their berserkers forever in favor of playing alternate characters. I
    myself have a number of alts that are 40+ because there is little point in
    playing something that isn't fun anymore. Additionally, I created a
    thread, at your request, in which I asked what berserkers brought to their
    groups (located here). The vast majority of the responses were not
    positive by any means, and this thread should be reviewed and reviewed
    again if that isn't clear upon a cursory glance.

    To further illustrate the problem, every time I go against my conscience
    and make requests that seem reasonable to me, I have dozens of people
    upset that I'm not asking for enough, because what was done to our class,
    in their opinion and mine, was completely unnecessary and very poorly
    executed. Hearing that they might, sometime down the road, be compensated
    with more utility only makes these players angrier. Their valid argument
    is that they chose to play this class because it was simply high offense,
    low defense. If they wanted utility, there are other classes out there
    that they would have picked.


    Articulate
    You took the one thing we brought to groups (high damage) away without
    providing justification, proof, valid reasons, etc. Since then, it does
    not seem as though our class has been reviewed, and we have felt largely
    ignored. So the problem is we are still paying a monthly fee to play
    something that is absolutely not what it used to be, and thus far, with no
    reason to think that it's currently in your interest to reconsider what
    has happened.



    New Issues
    There aren't any new issues that I'm aware of. Those of us still playing berserkers are merely waiting for "the smoke to clear" so our damage and class as a whole can be reviewed.


    Other Issues
    - Left Axe attack styles still have no animation on the killing blow.

    Noted for art team.

    - Tundra, our unique class Realm Ability, is still too expensive, can be used too infrequently, and is penalized for speccing in Left Axe. Please reconsider this RA.

    RA review.


    Item Problems
    - Steinvor's Frenzied Axe has a haste effect proc that does absolutely nothing. I tested it on Pendragon and my attack speed was completely unaltered when the proc would go off, despite the effect showing up and delving as a haste.

    Bug /appeal this.

    - We currently don't have a 16.5 dps/2.4 speed offhand axe option, and could use one.

    Noted for the item team.

    - Players would like to see the Viking targeted hammers in Tuscaran Glacier be usable by berserkers. Many players have requested TG weapons be re-evaluated (or some be added) to be more beneficial for berserkers.


    Documentation Issues
    None that I'm aware of.


    On behalf of myself and the entire berserker community, I thank you for reading this report.

    ~Justin, aka: Xenogenic
    Berserker TL

    So, in essence, my response is I'm displeased with our opportunity to
    continue to pay for the chance to wait for changes that could happen in a
    month, or 6 months, or never. We were "nerfed" without much thought, yet
    it would be too "risky" to test out a moderate damage increase, which
    would actually make the majority of the berserkers happy enough to A) stop
    complaining and B) keep playing.


RockyJohn
(Target Practice)
Posts : 2548



RE: 1.64 Beserker Team Lead Report 08/25/03 4:55 PM
Pretty much the report I expected.

Raffe Ralion
(Veteran Armsman)
Posts : 296



RE: 1.64 Beserker Team Lead Report 09/01/03 10:03 AM
yeah, lets read one line of this...

"with no compensation given (after damage reduction)"

Ok... it's called a freaking NERF you idiot, of course there's no compensation

I do believe however, that the damage reduction was a bit too high

Raffe Dastarr
50 Armsman
Nimue
Raffe's Armsman Guide for the Perfect Armsman
"Stop Rhyming Fezzik, I mean it!" "Anybody want a peanut?" - Vizzini and Fezzik

Anonymous
(Anonymous)
Posts : 0



RE: 1.64 Beserker Team Lead Report 09/02/03 5:39 AM
Personally I think the most logical fix for berserkers would be to give them the ability to swing two-handed weapons faster than a normal fighter. At least in most of the books I have read and games I have played, berserkers have traditionally used larger two-handed weapons to deal massive damage in a whirling frothy vortex of chaos and destruction, and the dual wielding was left up to the rangers.

If a berserker could swing a two-handed axe or hammer %30-%50 percent faster (possibly while frenzied) I think it would more than make up for the damage decrease to the left axe skill. We would do considerably more damage in a shorter amount of time, and be a force to be reckoned with once again.

Elgard Rundin
Berserker, Igraine

RockyJohn
(Target Practice)
Posts : 2548



RE: 1.64 Beserker Team Lead Report 09/02/03 1:31 PM
If a berserker could swing a two-handed axe or hammer %30-%50 percent faster (possibly while frenzied) I think it would more than make up for the damage decrease to the left axe skill.

Savage

Anonymous
(Anonymous)
Posts : 0



RE: 1.64 Beserker Team Lead Report 09/02/03 11:00 PM
Now, I haven't played that long, and have not played a savage. Do you mean to say that savages get this ability? If so, then I think the skill sets for the savage and the berserker should be reversed. It makes more sense to me that a savage would dual wield two weapons (as they already do with hand-to-hand), and that berserkers deal more damage faster with large weapons.

Elgard Rundin
Berserker, Igraine

RockyJohn
(Target Practice)
Posts : 2548



RE: 1.64 Beserker Team Lead Report 09/03/03 1:40 PM
2 handed savages are all the rage in Mid now. Get one while the damage lasts.

Anonymous
(Anonymous)
Posts : 0



RE: 1.64 Beserker Team Lead Report 09/04/03 12:30 AM
That's odd, it always seemed to me that a savage would be more of a quick scrapper than a cumbersome two-handed weapon wielder. They get that hand-to-hand skill for a reason. They're already proficient in fighitng with two weapons, so it only makes sense that they should be allowed left axe--with proper balancing, of course...perhaps removing the ability to use swords, as they are more of a finesse weapon.

Elgard Rundin
Berserker, Igraine

Krigly
(Registered)
Posts : 355



RE: 1.64 Beserker Team Lead Report 09/04/03 9:45 AM
The great thing about 2h savages is that stupid albs (which there are alot of) will think that they are Zerks.

...hehe, they won't know who to nerf!

Doh, that doesn't work....they will nerf Zerks again =(

"Seers are the Glue, Savages the Popsicle Sticks...lets build a House".

LightningWar
(Confused?)
Posts : 2935



RE: 1.64 Beserker Team Lead Report 09/04/03 1:17 PM
Actually I found if you put a 2H hammer on a savage many moron albs in the BGs will think you are a healer lol(if you are a dwarf or norseman). They hit you and see the buffs rise and they must crap thier pants when they start getting taken to town :)

WoW -
60 Human Warrior - Suramar - Retired
DAOC -
50 Warrior, 50 SB, 50 Dark SM, 50 Shaman - Bors - Retired
50 Merc, 44 Cleric, 38 Friar, 50 Armsman, 50 Earth Wizzie - Gareth - Active - The next generation

RockyJohn
(Target Practice)
Posts : 2548



RE: 1.64 Beserker Team Lead Report 09/04/03 2:33 PM
Wouldn't that only work in BG0...when the healer is restricted to studded? At level 20 they get chain, and from then on it should be easy to tell the difference between a healer and a savage.

Of course, there are a lot of new players running around in the bgs, so it's possible they will just attack whatever is closest to them.

Kletus Oi
(Just a Blunder)
Posts : 1270



RE: 1.64 Beserker Team Lead Report 09/05/03 10:26 AM
OK, once I read the overview of this TL report i realized that the Berserker TL is a whining like bitch also.

". . . our role has been reduced to support fighters . . . ."

If i remember right a Berserker was supposed to be a SUPPORT FIGHTER just like the Blademaster and Mercanary. I hate to read this TL report and see that the TL is whining about a SUPPORT FIGHTER being a SUPPORT FIGHTER. I am sorry, but everyone needs to get over this whole left axe thing! They are at the same place as the other SUPPORT FIGHTERS in the other realms. GET OVER IT!

/stop whining

-Kletus

The original Shieldmaster!

Hiwayman
(DAoC Veteran)
Posts : 3544



RE: 1.64 Beserker Team Lead Report 09/05/03 11:03 AM
First off, theres no such thing as a SUPPORT FIGHTER. The whole concept of SUPPORT FIGHTER goes right out the window as soon as RvR starts. You can either win fights or you can't.

A LIGHT FIGHTER, such as a berserker, mercenary, or blademaster, should be able to wins fights on there own. They should win them differently than a HEAVY FIGHTER. A Heavy Fighter wades in, weapon swinging, shield out, relying on his heavy armor and defensive skills based on deflecting hits to carry the day. A LIGHT FIGHTER should be able to carry the day with his superior evading skills(equivalent to HEAVY FIGHTERS deflecting skills) and faster damage output.

The reason a LIGHT FIGHTER should expect faster damage output than a heavy is obviously staying power. If the defensive HEAVY FIGHTER can make the light one keep fighting for any real amount of time, he will wear him down and win, because he takes less damage per hit, and probably doesn't get hit as often. The LIGHT FIGHTER, on the other hand, must deal his damage quickly, because if he doesn't win fast, he will be outlasted.

Calling it low damage is a bit farfetched here. The damage may not be where many would like to be, but to categorize berserkers as having low damage really strains credibility.

In my opinion, when an entire community says that they are dealing inadequate damage, based on the experiences that they are having, It strains YOUR credibility to suggest they don't know what they are talking about. It's like a doctor telling you your not sick when your puking in his office.

Not opposed to doing a review of frenzy down the road if people don't like it. I think you're really downplaying the ability to critical hit. Are people using berserk more selectively now? Because of the penalties associated with berserk, it's intended to be something you use in situations where you need that extra damage, as opposed to something you spam everytime it pops up.

At what point over the last 2 years did Mythic miss the fact that people don't like the current implementation of Frenzy? Even with the higher damage before, there were guys out there that didn't have it on the hotbar because the penalties far exceeded the benefits. Practically NOONE likes the shapeshift in it's current form(I'm talking zerkers here, I'm sure Hibs/albs love it). How much more dislike has to be shown before its really noticed? Further, other realms LIGHT FIGHTER abilities are useable in every RvR confrontation. Theres really no penalty to utilizing these skills. And yet, on the same short timer, the Berserker is expected to SAVE his for that special someone?

And for those that think that the TL is just "whining"--go read your own TL's reports. Are those whines, or are they your near and dear issues? It's the TL's JOB to report what a class percieves to be it's issues.

EDIT:I wrote this before the TL feedback was included on the post. And while I agree with his position on most points, it might be worth noting that I don't agree with the way he approached the issue in his responses. I only include this edit in a meager attempt to maintain some of my OWN credibility:P


_______________________________________________
Thanks

kicast
(Registered)
Posts : 19



RE: 1.64 Beserker Team Lead Report 09/05/03 11:30 AM
Forget anything about TL. Mythic has its own plan and seems not to be concerned by the whole class issues.
The savage replaces the zerk for the damage. You want to deal damages ? Pay a Savage ;)
Why should they change anything ? Savage would become less attractive.

Be careful TOA is coming. I'm really wandering which class will be added in this extension. I hope no pbaoe (I'm a spiritmaster) because I would be nerfed;)

Just one question :
If Zerk is a support fighter what allows him to support anything (heal ?, stun ?, more efficient protection than a true tank ?)

Gewn
(Registered)
Posts : 217



RE: 1.64 Beserker Team Lead Report 09/05/03 11:53 AM
face it :
Zerkers has not one single ablity that exceeds the savages.

1. Savages has better active defense (buffs)
2. Savages can take more hits (buffed melee resists)
3. Savages do more dmg (even if the zerker are in frenzy the savage will outperform him)
4. Savages can interupt at range (this might get changed but zerkers cant relly)
5. Savages has basicly the same RA´s

I bet Kicast is right Mythic has basicly made zerkers obsolete...

Pryd/Mid:
Gewn Valkyriedottir Healer
Beram Helbender Spiritmaster

Vim Veire Pelire Lecis

MACDER
(Registered)
Posts : 1103



RE: 1.64 Beserker Team Lead Report 09/05/03 12:05 PM
Kicast, they aint adding any other classes in TOA, which is good IMO cause they really messed up the realms with SI. BD, necro, animists(although still broken in some situations, are still the masters of keep defense, being able to farm RPs like there is no tomorrow), savage, all a bit powerful in their own ways(necro and BD excel at PVE while savage does excel at RvR. They are only adding 1 new race that fills out the voids in the realms, so albion gets a fighter race, since albion's current one is the mid base human, hib gets something, i dont know what, since they have races that do everything, and mid gets a +PIE race, for them caster's lack of a primary race bonus.

As for the current thread, i was laughing when the TL writes "the class that was dealt the largest damage reduction in the history of this game".
When i play mid, i play zerker, when i play alb, i play cleric, i let you do the maths as to why im LMAO!!!

I personnally feel that yes zerkers need something else to differentiate them from our new nemesis, which is odly in our own realm, the savage. The savage fills out all our zerking roles, as they have alltogether a better damage output, even compared ot our gerbal mode, a better defense, due to the bonuses to parry, evade and melee resists in their savagery spec, and better positionnals, as they can spec into hand-to-hand, which has lots of good positionnal styles.

At this point, all 3 main light tanks need something to identify their class category, cause with the damage nerf of the zerk and the slight increase for the merc and BM, all 3 now are in the same position, although mercs and BMs do have more positionnals and reactionnaries.

The best solution IMO to fall into the zerker's real world history and give them a whole new fun factor would be to allow zerkers to use a 2hander in their main hand and a normal weapon in their off hand if so they choose, with slight decrease in their weapon skill. I would run around with a 2handed cleaver and a waraxe anyday :)

Kallinan
(Registered)
Posts : 467



RE: 1.64 Beserker Team Lead Report 09/05/03 12:26 PM
Aye, I think Blademasters, Mercs, & Berserkers are fairly even now. It's Savages that are out of whack. It would be nice to see all the old school light tanks receive some fun abilities that don't really make them more powerful, just more... fun =)

Saevel
(Registered)
Posts : 23



RE: 1.64 Beserker Team Lead Report 09/05/03 12:56 PM
Totally agree, Kallinan

And if a Berserker disagrees with this, could he please show me a valid log containing at least the most basic information (stats, WS against target resist... + equipment, specs and so on), provind that Berserkers hit for less than Blademasters and Mercenaries?

The Nameless
(Registered)
Posts : 366



RE: 1.64 Beserker Team Lead Report 09/05/03 1:02 PM
If they are equal than shadowblades sure arn't. Infils can take out berserkers with ease now but shadowblades cant take out mercs or blademasters. Wait! I forgot... Infils aren't the "same" class as shadowblades so shouldnt be compared to them! Mythic really showed their true colors on this one.

Good luck,
and be safe!

Ulfhednar1
(Registered)
Posts : 4



RE: 1.64 Beserker Team Lead Report 09/05/03 1:25 PM
Kletus:
" If i remember right a Berserker was supposed to be a SUPPORT FIGHTER just like the Blademaster and Mercanary."

You remember incorrectly. Since beta, up until 1.62, zerks were described as the premier damage dealer in Midgard, sacrificing defense for offensive capability.

Legionnaire
(Registered)
Posts : 1219



RE: 1.64 Beserker Team Lead Report 09/05/03 1:27 PM
Berserkers were not nerfed because they were too powerful, Berserkers were nerfed because they out-played the Savage. Mythic nerfed the Berserker so people would play their newfound Savage.

God's little Savage!

Conformer
(Registered)
Posts : 64



RE: 1.64 Beserker Team Lead Report 09/05/03 1:37 PM
"being able to farm RPs like there is no tomorrow"

You obviously never played an animist ;p

All I know about zerkers is, when I still played my savage on mid Pre-nerf, In duels I could get 2 shotted by zerkers EASY, they still do outragous damage as far as im concerned.

HRose
(Registered)
Posts : 40



RE: 1.64 Beserker Team Lead Report 09/05/03 1:38 PM
I'm not a zerk (only Albion player) but i agree with the idea:
-A light tank can deal more damage than heavy one but also got killed quickly.
"light" tank.
High damage, quick swing and low armor.
That should be the concept.
Powerful positional styles are good, but they shouldn't replace all the effectivity.
Light tanks should be like 'ninjas', compared to the heavy pally with a huge 2H sword and plate armor.

-HRose / Abalieno
cesspit.net

babushka
(Registered)
Posts : 1



RE: 1.64 Beserker Team Lead Report 09/05/03 1:46 PM
Not intending to be too sarcastic, but regarding Zerks being "dealt the biggest nerf in the history of the game"... Welcome to the world of Thanes and Hunters. It will be 1-2 years before Mythic will let you out from under their boot.

Roll a Savage or cancel your account.

Angerboda
(Registered)
Posts : 1



RE: 1.64 Beserker Team Lead Report 09/05/03 1:53 PM
im just glad someone posted it so we the coustmers could read it thank you catacombs

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