I know this was recently posted about, but it all seemed to peter out with no real decisive word on the matter. Some recent annoying experiences have prompted me to write some more on the subject. I'll write in as clear a way as I can.
Melee Power
What everyone thinks: Berzerkers are the undisputed kings of melee. They can do more damage than any other melee class, with the side effect that they also suffer more damage. They can rage and tear to shreds anything in their way.
What really happens: Berzerkers are not only NOT the kings of melee, they are at least three or four places down the ladder. While they might ON PAPER have the potential to do more damage OCCASIONALLY than other melee classes, the reality is that warriors, rangers and blademasters will hit a berzerker far more than a berzerker will ever hit them. This means you might occasionally toss out a MANGLE through sanc, but they will have hit you with five, six or seven MUTILATES. This is due to warriors, rangers, and blademasters having far superior defense and not inferior offense. Dual parry, blind fighting, riposte, fourth attack, fired weapons, beasts, pugil all combine to ruin a berzerker's day. Rage is not a cure to this. You may hit harder, but it won't be often enough to bypass all these defences. Meanwhile you've lost dodge and the ability to flee.
Possible Solutions: I like Celerity's axe throwing idea, or the weapon bonus idea. They could really give this under-strength melee class a boost without making it too tough. Also, allowing them to rest or sleep while blind would be very helpful. Right now there is a bug that occurs if you are blinded by a shaman or cleric that makes you stay panicked for the 7-8 hour duration of the blind even when you cure it. This is a real pain if you're trying to regenerate a bit.
Headbutt
What everyone thinks: If you land a headbutt, that mage or cleric is as good as dead! Once they're unable to cast, you simply stand there and rage them to pieces.
What really happens: Headbutt lasts the same time as dirt kick. As soon as it hits, that mage is gone. You can't lag them unless they're stupid, and they can just dance around in any area waiting for the effects to wear off. Most areas are big enough for a mage to comfortably avoid you for the remainder of the hour. This is all if you're lucky enough to even land it, which is a feat in itself.
Possible Solutions: Once again borrowing from Celerity the idea that maybe a successful headbutt could also confuse like thunder clap for the same length of time. That would at least make it possible for the berzerker to chase. Also, allowing them to open with headbutt could also help by adding the element of surprise.
Haymaker
What everyone thinks: If you land haymaker, sanc is gone, and so is your enemy. Toss this bad boy out and your opponent will soon be wishing they never came out of their guild.
What really happens: People know you have haymaker, they are sitting there waiting for you to try. Just like people know invokers have dispel magic. As soon as it lands, they're out of there and have re-sanced before your lag has worn off. Also, unless you take Path of Anger, haymaker is easily nullified by a simple shield. Even classes without the shield block skill can nullify it. Even if they don't have a shield, haymaker still has to try and bypass protective shield.
Possible Solutions: Make it so that you need to have the shield block skill to use a shield to deflect a haymaker. Otherwise, how are you meant to maneuvre a heavy-arse shield to deflect a vicious, precision blow? Allow zerks to open combat with haymaker, for the same reasons as headbutt. Make it so that it doesn't have to check shields AND protective shields. Just shields, so at least the berzerker has a chance to cleave it.
The Cleaves
What everyone thinks: Get an axe or polearm happening, and your enemy will soon be weaponless. Then all you have to do is stand there and chop them into sashimi.
What really happens: It's not difficult to get burnproof weapons these days. Any socketable weapon can be equipped with a non-rare socket to achieve this. In addition to this, any caballed character can burnproof any weapon at all. Berzerkers do not know if their failed cleave is merely because they failed, or because their enemies weapon is burnproof. Even if your enemy's weapon IS burnproof, you have to be wearing a heavy weapon if you want a chance. Most heavy weapons are axes or polearms, and these are not ideal to use in every situation in which you may want to cleave.
Possible Solutions: At the very least, it would be really helpful to get a separate message if the weapon you attempted to cleave was un-cleavable, just like if you try to disarm a cursed weapon. This would at least get rid of a lot of uncertainty and annoyance with the skill. Maybe make the success of cleave more dependent on the zerk's skill at cleaving, rather than the weight of the weapon? I'm not too sure about this one.
WHAT I DON'T WANT**:** I don't want ALL of these changes added, then berzerkers would just be silly. I just think they're all worth considering, and maybe in the future one or two of them could be implemented.
Anyway, please let me know what you think. If you have a contrary opinion, please state why you don't agree.