Brawler Archive
Thread: What are we going to do tonight, Q? Same thing we do every night Pinky -- NERF BERSERK MORE!
I just had to comment on this; have you seen the In Development notes? It's crazy from the devs to nerf Berserk again, Berserk1 is/was the only really nice move I have/had.
I am getting some better specials as I progress; granted, I can still dizzy and knockdown NPCs, butcreature battles are going to be ridiculously difficult without Berserk. Oh sure, they beefed up Wire Mesh traps, but I was already using them -- will the increased effectiveness make my hits land for 2x damage?!I think not.
Thanks a lot devs, Berserk can kiss its spot in my toolbar goodbye. I'm not going to fail four times in a row for a 75 point hit bonus.
I just can't believe that this change was justified, can anyone else? I really don't think it was unbalancedfrom a cost/benefit viewpoint.
Iskax on Kettemoor
Berserk is only important at the earliest stages of the game. This is not a nerf. This is actually an improvement. Anyone remember how much damage you did as an unarmed newb? If I recall correctly, it was somewhere in the range of 40-50 damage per hit. That means that, as a newb, berserk is now more powerful. And hell, it's cheaper, and we should get XP for using it, too! This is not a nerf of any sort unless you're a TKA, and in that case, you're probably not using berserk that much anyhow.
And look at all the other stuff: special move damage should be going up (assuming that's what they mean by "more effective") and overall damage should be going up (assuming that's what they mean by "increased damage progression"). You'll need berserk even less as you move on, and you'll finally be able to give your other attacks preference. If they can also increase the effectiveness of Intimidate (and lower the cost of Warcry), it becomes even less of an issue.
LOL talk about selective reading
Combat
Changed berserk to be a 75 point damage increase instead of double base damage
Decreased berserk costs slightly
Fixed double berserk spam
fixed berserk sometimes stopping combat loop
Modified unarmed special move damage modifiers to improve their combat abilities
Increased unarmed damage progression slightly
Increased melee1h damage for special moves
fixed wildshot2 not working
fixed melee2hlunge2 not having an animation
fixed multitargetpistolshot not working
fixed suppressionfire 1/2 not changing posture properly
fixed acid rifle certification
added xp bonus for non-damaging moves
fixed fastblast combat spam
increased power of bountyhunter/commando moves
fix for xp exploit: Killing baby pets won't grant xp.
bring /con messages in line with new colors
fix fragmentation grenade blast self hit/miss
A fix went in for an exploit involving damage over time.
ALSO it saysthat "berserk to be a 75 point damage increase instead of double base damage"
So the way I read it is that as it is now if your attack was 30-80 damage berserk changed it to 60-80 damage, with the new system 30-80 damage goes to 105-155 damage. this helps noobie brawlers and advance brawler really don't need to use berserk because they have better moves.
The nerf to berserk wouldnt be bad at all if
1. They fixed brawler accuracy (got rid of the -5 thing)
2. Let us actually attack while moving
3. Made specials fail less (how often do marksman specials fail? Never?)
4. Massively lowed the HAM cost for special attacks. Why use 3 or 4 other special attacks for the same amount of damage Berserk does just by using it once? In return, you dont hurt yourself nearly as much from the ham drain. (huge balance issue here with ham drain compared to markmen classes and their big 30 HAM drain uber skills.)
Players have resorted to the "Only use berserk" strategy of playing because it is currently the most effective way at getting xp due to issues 1-4 that I listed. The game was never meant to be like that. Berserk was never supposed to be such a heavily relied upon skill, and it has been made into it being that way. Hopefull, the nerf to berserk is the beginning of the fixes to the other issues.
Sir_Voor wrote:
So the way I read it is that as it is now if your attack was 30-80 damage berserk changed it to 60-80 damage, with the new system 30-80 damage goes to 105-155 damage. this helps noobie brawlers and advance brawler really don't need to use berserk because they have better moves.
You are missing a major point though.
Rather than hitting for 1500, you now only hit for 750.
Brawlers have been known for their HUGE damage hits against prone targets and targets with rifles. This is due to the double damage from berserk added with the damage modifiers from prone/rifle.
While at lower damages, +75 is better than double (as you point out), at higher "levels" 75 damage bonus is laughable compared to what doubling the damage could do.