L-A
PS - I've thought for a while that being stunned when rage wears off should be removed (I'm sure it was for a time, but that may have been path specific). There's a number of ways to tackle this:
- Set the zerk to a pre-defined hp amount when rage would take them below zero. Whether this 1 hp, 10 hp or 100 hp depends on what you want to do - 100 hp is moderatly hard to kill a zerk and let's them rage up again to continue. 10 hp simply means that if they were on the run, they can keep running;
- (preferred) Set the zerk to the % of their hp they have when rage falls and would take them below zero. eg zerk has 1000hp base, gets 300hp on rage and rage drops at 250hp left on the zerk. The zerk has ~19% of their hp left (while raged) so they would be left with ~190hp. Sure, rage just got more powerful - but the price of using the skill is huge AND zerks need it up for the bonuses to their skills. Being raged it needed by zerks in PK - dying when it falls is just really, really hard to stomach when you're winning and the person flee's to 'try their luck on the tick' hoping you die and/or die on the opening round before you can rage again.
rage bringing zerks bellow 0 hp when it falls is a cornerstone of the class mechanic (like drain in unholy strength dk's).
the zerk gets a lot death preventing rolls and this do or die is the appeal of the appeal of the class.
Sure rage is risky, but you get a lot out of it. Yes your skills work better, but you get a massive Hit/Dam bonus and HUGE damage multiplier, on a class with dispel and meele attacks.
When I can defeat decked Ogre Warriors and other characters with my crap meele class skills without using rares, then there is nothing underpowered with the class.
Sure, I don't like 0 hours anger rages, and Zhruong can't play them like that, but I also can't play Necros, and Morlhach can't play BLM's.
I think the "problem" with zerks, is that they aren't for everyone. They are powerful, just look at Nugget the Ogre Warmaster.
But they require a completely different mentality.
A very good player that gets decks on most characters can have very large assurances that he will not die for a very long time. Even if things go wrong they can escape.
A zerk doesn't has this. Zerks can deal a HUGE amount of pain in the blink of an eye, but if the stars align badly they can also slowly cook for 20 rounds to their death while having no way to prevent the grave.
This is very counter-intuitive for an experienced player, who is used to invest in decking his character and expects back a certain amount of survivability. Gear will increase your strength but not prevent death.
Also, I never ever seen any cap on hit/dam roll. Sure there are decreasing returns, but if you aren't over 100 it's always an interesting investment.