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Berserker ideas. Rage and Roar.

I'd like to see rage on fury and anger to be increased so that you don't rage then drop out of rage before the lag of entering the rage command wears off. I've seen it happen it duels against quite a few WM berserkers and I've been a victim of it myself.

 

 

Rage times for Anger and Fury are too short. My opinion:

 

 

Anger - 2-3 hours.

 

Fury - 3-5 hours.

 

Devastation - 5-7 hours.

 


 

 

Roar. This skill is useless for fury and anger and is just barely useful as devastation. Right now, if you are roaring then you should be doing something else. Its just not practical and takes away from the limited time in combat you have.

 

I'd like to see roar change to be more of an intimidation in combat. If I roar and it is successful, then the following round of combat or until a timer wears off you are affected by ONE of two possible outcomes:

 

  1. You have decreased chance of defending.

  2. You have a decreased chance of attacking.

Edited

+9999

Why not a chance to be affected by hysteria? Or hysteria-like ability?

 

(makes it harder to flee, reduced skill/spell proficiencies)

Edited

That's definitely an option. I'd prefer to have a new affect rather than throwing on an existing one, personally.

Agreed.

As for roar, it should affect ALL the zerks opponents perhaps it could have an "isolation" like affect as well? Perhaps roar could work differently depending on the chosen Path?

Also, a roar from a raged berserker should be more intense.

What if roar actually made your opponent flee?

 

..Just seems like it would be a perfect synergy for a berserker's arsenal that wouldn't be considered overpowered.

Edited

That sounds like a pretty good idea.

 

It might actually make opponents flee for the deva path for example, fear for another and something else for another.

 

Dunno really, just thinking out loud. I really like the flee idea though.

What if it made people flee when the berserker was not raged, but had an added affect when a raged berserker roars? Making them flee as a devastation berserker when multiple potential targets are near you could be self destructive. But then, that's kind of the role play of devastation anyway so why not.

Or it could be the saving grace when you rage and are stuck in a fight you need to get out of. Force a flee and try to get the hell outta there.

Or it could be the saving grace when you rage and are stuck in a fight you need to get out of. Force a flee and try to get the hell outta there.

That's the whole point

I was responding to Fool Hardy saying it could be self-destructive. 

 

But.. I guess you didn't understand that.

Well if I'm forced to flee I can be back in ur room and on you before the 1 round lag wears off.

Maybe the roar flee also gives 1 round of lag to the flee'er but also give roar a long cd.

I know Tricky, my post was more aimed at the old guy

Chesta has a pretty valid point tho.

I dislike the roar causing flee because of the lag issues. I don't think increasing the lag of the roaree is a very graceful solution either.

 

What if roar caused a multitude of different effects based on differing factors (size compared to opponents, str differences, HP, etc.) And also added a little bit of random for variance.

 

We could actually make different races for zerks "feel" like a different race.

 

I'll think about some alternative effects.

I think one of the problems a berserker would have forcing an opponent to flee, especially when raged, is when fighting melees you will eat quite a nasty counter.

Hey, good idea! Ten years ago would have been nicer though...haha

 

Just a few suggestions for zerks here: Roar: Change it so that it makes the opponent auto-flee into a random direction. It would make it a lot like push, except you can't choose the direction, it has a longer lag, harder to land, and can be done only once every few ticks. This would do tons for strategy on zerks. Weapon cleave: Be able to cleave off-hand weapons. Haymaker/headbutt: Allow the zerk to initiate combat with these skills.

Edited

the old guy. Love it. But seriously, roar needs to affect all opponents in the room. Zaerk roars, opponent flees, zerk is tied up with charmie until after owner returns, back to the drawing board.

Maybe raged zerk causes all to flee, non raged zerk causes tank to flee.

Each path could have a stylized bonus as well.

Anger throws an automatic headbut in.

Fury throws an throws an automatic eyegouge in. <sorry still hate that this skill went away, and would love to see it make a come back.

Deva might scare their opponent so bad that they drop their weapon and run like hell!

Let's make roar negatively affect anyone in the room not grouped with the zerk. Like old style bard songs, and let's give it a zone echo "You hear a terrifying roar off in the distance."